3D Virtual Camera Viewpoint Manipulation for Puzzle Game Object Deletion
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Solution Overview
Problem
Existing puzzle games, such as falling block games, lack new ideas and freshness, and techniques for moving a virtual camera viewpoint in three-dimensional virtual spaces primarily serve to improve viewing rather than provide a new game experience.
Innovation Solution
A game program that disposes objects with attributes in a three-dimensional virtual space, allowing players to set a point of gaze and viewpoint, calculate a line of sight, and delete objects when their attributes intersect with the line of sight or a parallel line, creating a novel puzzle game experience by manipulating object arrangements and viewpoints.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Illumination intensity
If a viewpoint moving technique is applied to improve viewing in a falling block game, then the viewing experience is improved, but the game lacks new ideas and freshness
Solution Approach 1:
The viewpoint moving technique, originally designed solely for improving viewing, is made to serve dual purposes: it both enhances the viewing experience and becomes the core mechanism for game play. By making the viewpoint movement itself the object of interaction, the same technical means achieves both viewing improvement and game novelty.
Solution Approach 2:
The viewpoint is transformed from a static observation point to a dynamic interactive element. The viewpoint moves according to player input and becomes the basis for game mechanics, where the movement trajectory and positioning are used to determine object interactions and game outcomes.
2Loss of information
If the viewpoint of the virtual camera is moved to make unseen objects visible, then object visibility is improved, but the movement of the viewpoint itself is not enjoyed as a game operation
Solution Approach 1:
The viewpoint movement operation serves dual functions: it reveals unseen objects (improving visibility) and simultaneously constitutes the primary game operation. The player's input to move the viewpoint is both an exploration action and a gameplay action, merging information gathering with game interaction.
Solution Approach 2:
The viewpoint movement system serves itself by making the act of moving the viewpoint both the means to an end (seeing objects) and the end itself (gameplay enjoyment). The system transforms a utility function into a game function, where the process of viewpoint adjustment becomes inherently rewarding.
3Illumination intensity
If existing falling block game techniques are combined with viewpoint moving techniques, then viewing of the game screen is improved, but a new game cannot be provided
Solution Approach 1:
The combination of existing falling block mechanics with viewpoint movement is transformed from a static overlay into a dynamic integrated system. The viewpoint position and movement become integral to the game rules, where object deletion conditions are based on spatial relationships from the moving viewpoint rather than fixed grid patterns.
Solution Approach 2:
The game transitions from traditional two-dimensional grid-based matching to three-dimensional spatial relationship-based matching. By changing the parameter space from flat 2D coordinates to 3D spatial coordinates with moving viewpoints, the game provides fundamentally new mechanics while incorporating existing elements.
Data Source
AI summary
A game apparatus includes an LCD and a touch panel is provided on the LCD. On the LCD is displayed a game screen on which objects of different types are disposed so as to be aligned in a reticular pattern. By a player touching a desired object, a three-dimensional location of the object is set as a point of gaze of a virtual camera. Then, by the player moving a touch location, the location of the virtual camera (viewpoint) is changed according to the movement. In a virtual space, different layers are provided for the different types of objects. The objects are disposed so as not to overlap with each other between the different layers. When the viewpoint is fixed and a plurality of objects of different types intersecting a line of sight or a line parallel to the line of sight satisfy a predetermined condition, the objects are deleted.


