Virtual Character Following Screen Display Method

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Solution Overview

Problem

In First-person shooting (FPS) games, players on the same team often find it difficult to grasp real-time game dynamics of their teammates due to their virtual characters being far apart, leading to missed cooperative opportunities and increased operational load on terminals, which can result in mis-operations and reduced team winning chances.

Innovation Solution

A screen display method and apparatus that allows a virtual character to enter a following movement state, automatically moving and displaying other virtual characters in a preset area without blocking the primary game screen, enabling real-time monitoring of teammates without the need for continuous searching.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If the player continuously controls the virtual character to search for teammates, then the player can grasp real-time game dynamics of teammates, but the data processing capacity and processing pressure of the terminal increase, leading to operation load and slower game progress

Engineering Contradiction:
Improvereal-time game dynamics of teammatesVSAvoidgame progress
Core Design Contradiction:
Loss of informationVSProductivity

Solution Approach 1:

The system automatically monitors and displays teammate information without requiring continuous player input. The terminal itself performs the searching function by automatically switching between first and second game screens based on detected teammate proximity, eliminating the need for the player to manually control the character for searching purposes.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system prepares and displays the second game screen showing teammate locations in advance. When a teammate is detected within the displayable area, the system proactively switches to show the second game screen, so the information is ready when needed without requiring reactive player searching.

Inventive Principle:
Principle #10Preliminary action

2Loss of information

If the player focuses on game dynamics of teammates, then the player can cooperate with teammates, but the player is not easy to accurately judge his own game situation, resulting in mis-operation

Engineering Contradiction:
Improvegame dynamics of teammatesVSAvoidaccuracy of judging own game situation
Core Design Contradiction:
Loss of informationVSReliability

Solution Approach 1:

The system dynamically switches between displaying the first game screen (own game situation) and the second game screen (teammate game dynamics) based on real-time detection of teammate proximity. This dynamic adaptation ensures that the player sees teammate information when teammates are nearby while maintaining focus on own game situation when teammates are far, preventing mis-operation.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system periodically checks and switches between the first and second game screens based on teammate location. This periodic switching allows the player to alternately focus on own game situation and teammate dynamics, ensuring both aspects are monitored without continuous distraction.

Inventive Principle:
Principle #19Periodic action

3Loss of information

If the player searches for teammates by continuously controlling virtual character, then the player can find teammates, but the searching process increases operational load on terminal and slows down game progress

Engineering Contradiction:
Improvelocation of teammatesVSAvoidtime for searching teammates
Core Design Contradiction:
Loss of informationVSLoss of time

Solution Approach 1:

The terminal automatically performs the teammate searching function by detecting teammate locations and determining whether they are within the displayable area. This self-service approach eliminates the need for the player to manually control the character for searching, reducing operational load and time loss.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The patent replaces the mechanical system of continuous character control with an automated detection and display switching system. Instead of mechanically moving the character to search, the system uses automated detection algorithms and screen switching to find and display teammate information, significantly reducing searching time.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

4Loss of information

If the player continuously applies game instructions to virtual character, then the player can control virtual character to search for teammates, but the data processing capacity and processing pressure of terminal increase

Engineering Contradiction:
Improvereal-time teammate informationVSAvoidprocessing pressure of terminal
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

The terminal automatically monitors teammate positions and manages screen switching without requiring continuous player input. This self-service mechanism reduces the frequency of game instructions that need to be processed, thereby lowering the data processing capacity requirements and processing pressure on the terminal.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS20240286041A1Screen display method and apparatus, electronic device, and readable storage medium
Publication Date: 2024.08.29 NETEASE (HANGZHOU) NETWORK CO LTD
  • US20240286041A1 patent drawing
  • US20240286041A1 patent drawing
  • US20240286041A1 patent drawing

AI summary

A screen display method and apparatus, an electronic device, and a readable storage medium are provided. When a first virtual character is in a non-following movement state, the first virtual character is controlled to move in a virtual space in response to a movement instruction, and a first game screen of the virtual space where the first virtual character is located is displayed in the graphical user interface; and in response to a following instruction, the first virtual character is controlled to enter a following movement state, and a second game screen of virtual spaces in which other virtual characters are located is displayed in a first preset area of the graphical user interface, where the first virtual character is in a state of following the movement of a target virtual character in the virtual space.