Virtual Character Speed-Triggered Skills for Less Monotonous Control
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Solution Overview
Problem
The control of virtual characters in games is monotonous as movement speed does not affect their skills, leading to repetitive gameplay and poor player experience.
Innovation Solution
Adjusting the movement speed of virtual characters based on their state to enable them to obtain corresponding skills, such as attack or defense attribute boosts or reductions, allowing players to control their skills dynamically through speed changes.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If the virtual character moves at the fastest speed to reach the designated position quickly, then the movement efficiency is improved, but the control monotony increases and skill diversity decreases
Solution Approach 1:
The system dynamically adjusts the virtual character's movement speed based on the selected movement mode (sprint, walk, crawl) and automatically triggers corresponding skills associated with each speed range. This dynamic speed adjustment allows the character to exhibit different behaviors and skills at different speeds, resolving the contradiction between movement efficiency and skill diversity.
Solution Approach 2:
The invention changes the movement speed parameter of the virtual character to trigger different skill sets. By defining specific speed ranges (e.g., high speed for sprint skills, low speed for crawl skills), the system enables skill diversity while maintaining efficient movement when needed. The player selects movement modes that change the speed parameter, which in turn activates different skill categories.
2Measurement precision
If the player manually triggers each skill casting operation, then the skill execution precision is improved, but the operation complexity increases
Solution Approach 1:
The system performs self-service by automatically detecting the movement mode and triggering the corresponding skill without requiring manual player input for each skill casting operation. When the virtual character moves at a speed within a predefined range, the system automatically activates the associated skill, reducing operation complexity while maintaining precise skill execution based on the movement state.
Solution Approach 2:
The system provides feedback by monitoring the virtual character's movement speed and automatically triggering skills when the speed enters a predefined range. This feedback mechanism ensures that skills are executed with precision based on the actual movement state, while the automation reduces the complexity of manual skill triggering.
3Strength
If the virtual character attaches a subordinate virtual character, then the combat capability is improved, but the movement speed decreases
Solution Approach 1:
The system dynamically adjusts the movement speed based on the attached subordinate virtual character's state. When a subordinate character is attached, the system automatically reduces the movement speed to a predefined range and triggers skills appropriate for that speed. This dynamic adjustment maintains combat capability by ensuring the character moves at an optimal speed for engaged combat while managing the trade-off with movement efficiency.
Data Source
AI summary
This application discloses a virtual character control method and apparatus, a storage medium, and an electronic device. The method includes: displaying a target virtual character and a first virtual character in a virtual scene; in response to that the target virtual character is in a target state, adjusting a movement speed of the target virtual character to a target speed corresponding to the target state; and in response to that the target speed falls within a target speed range, enabling the target virtual character to obtain a target virtual skill, the target virtual skill being configured for defending against and/or attacking the first virtual character. According to this application, a technical problem that control of the virtual character is monotonous is resolved.


