Virtual Character Clothing Management System

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Solution Overview

Problem

Conventional games do not efficiently manage the changing of clothing items for multiple characters, especially when wearable items differ between characters, leading to inconvenient operations and potential confusion about which items can be worn.

Innovation Solution

A non-transitory computer-readable storage medium with an information processing program that allows multiple game objects to be displayed simultaneously in a virtual space, enabling efficient clothing changes by determining which objects can wear specific items and preventing the display of items that cannot be worn, while allowing for different wearing parts and modes to enhance user convenience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If multiple characters are displayed simultaneously in a virtual space for clothing changes, then the efficiency of changing clothing for multiple characters is improved, but the complexity of determining wearable items increases

Engineering Contradiction:
Improveefficiency of changing clothingVSAvoidcomplexity of determining wearable items
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system pre-determines and stores wearable relationships between characters and clothing items in advance. When a user selects a clothing item, the system retrieves pre-calculated wearable information for all displayed characters, avoiding real-time complexity while maintaining high efficiency in clothing changes

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system creates visual copies or representations of clothing items overlaid on character models to show wearable status. This allows users to see which characters can wear which items without complex interface operations, simply by displaying visual indicators on the virtual character models

Inventive Principle:
Principle #26Copying

2Measurement precision

If the system determines wearable items for each character individually, then the accuracy of item compatibility is improved, but the operation time increases

Engineering Contradiction:
Improveaccuracy of item compatibilityVSAvoidoperation time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The system merges the determination process for all displayed characters into a single batch operation. When a clothing item is selected, the system simultaneously evaluates compatibility with all visible characters and displays the results together, maintaining accurate individual determination while reducing total operation time through parallel processing

Inventive Principle:
Principle #5Merging (Combining)

3Adaptability or versatility

If the system allows free selection of any clothing item for any character, then the versatility of the system is improved, but the occurrence of incompatible item assignments increases

Engineering Contradiction:
Improveversatility of item selectionVSAvoidreliability of item compatibility
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system provides immediate visual feedback to users about clothing item compatibility. When a user hovers over or selects a clothing item, the system displays indicators showing which characters can wear the item and which cannot, allowing users to make informed selections. This feedback mechanism maintains system versatility while preventing incompatible assignments through user education

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS11617948B2Systems and methods of displaying different types of virtual items on multiple virtual characters
Publication Date: 2023.04.04 NINTENDO CO LTD
  • US11617948B2 patent drawing
  • US11617948B2 patent drawing
  • US11617948B2 patent drawing

AI summary

A plurality of game objects whose appearance can be changed are simultaneously displayed on a display section. An image corresponding to at least one type of an item object among a plurality of types of item objects is designated as a designation object on the basis of an instruction from a user. When the designation object is designated, whether each of the plurality of game objects is a wearing-possible game object that can wear the item object corresponding to the designation object or a wearing-impossible game object that cannot wear the item object corresponding to the designation object, is determined. Then, a display is changed such that the wearing-possible game object is caused to wear the item object and the wearing-impossible game object is caused not to wear the item object.