Virtual Object Devouring Mechanics for Dynamic Battle Progression

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Solution Overview

Problem

Conventional confrontational games lack variability and fun in battles due to fixed monster attack strengths and battle capabilities, leading to automated and unengaging gameplay.

Innovation Solution

Implement a devouring mechanism where virtual objects can dynamically change their status by devouring other objects, with varying devouring conditions and gains, allowing for multiple devouring manners and interactions, thereby enhancing gameplay variability and player engagement.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If fixed values are used for monster attack strength and battle capability, then the system complexity is reduced and ease of manufacture is improved, but the gameplay variability and fun are deteriorated

Engineering Contradiction:
Improveease of system setupVSAvoidgameplay variability
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The patent applies dynamics by transforming fixed monster attributes into dynamic, changeable properties. Monsters can now grow, evolve, and change their attack strength and battle capability during confrontations through mechanisms like devouring other virtual objects. This allows the system to maintain simple setup procedures while achieving high gameplay variability through runtime attribute modifications.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent implements parameter changes by allowing monster attributes (attack strength, battle capability) to change during gameplay rather than remaining fixed. Through the devouring mechanism, monsters can absorb properties from other virtual objects, dynamically adjusting their parameters based on combat outcomes, which resolves the contradiction between simple system setup and engaging gameplay variability.

Inventive Principle:
Principle #35Parameter changes

2Ease of operation

If automatic battle is implemented with preset teams, then the ease of operation is improved, but the player engagement and fun are deteriorated

Engineering Contradiction:
Improveease of battle operationVSAvoidplayer engagement
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent applies self-service by allowing monsters to autonomously grow and evolve through devouring mechanisms during battles. While the battle system maintains automatic operation for ease of use, the dynamic attribute changes and evolution events provide unexpected gameplay variations that enhance player engagement without requiring manual intervention.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The patent implements feedback loops where battle outcomes influence monster evolution and attribute changes. Players receive feedback through observable monster transformations and growth during confrontations, creating an engaging experience that maintains automatic battle operation while providing meaningful interaction through the dynamic evolution process.

Inventive Principle:
Principle #23Feedback

3Adaptability or versatility

If multiple predefined virtual objects are created to provide gameplay variety, then the gameplay variability is improved, but the device complexity and storage requirements are increased

Engineering Contradiction:
Improvegameplay varietyVSAvoidnumber of virtual objects
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies universality by creating a single devouring mechanism that can be applied across different monster types and scenarios. Instead of defining multiple specialized virtual objects for different gameplay situations, the system uses one versatile devouring system that can generate various gameplay variations through different combinations of monsters and devouring outcomes, reducing device complexity while maintaining gameplay variety.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The patent implements copying through the devouring mechanism where monsters can absorb and copy properties from other virtual objects. Rather than creating numerous unique predefined objects, the system allows monsters to dynamically acquire attributes through devouring, effectively generating gameplay variety through copying and recombination rather than through extensive pre-definition.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS20260007973A1Virtual object control
Publication Date: 2026.01.08 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20260007973A1 patent drawing
  • US20260007973A1 patent drawing
  • US20260007973A1 patent drawing

AI summary

Some aspects of the disclosure provide a method of virtual object control. In some examples, a first virtual object in a devouring status is displayed in a virtual environment when the first virtual object meets a devouring condition, the devouring status is a status in which the first virtual object performs a devouring on one or more second virtual objects in the virtual environment. When the first virtual object is in a devouring completion state with the devouring being completed, the first virtual object with a devouring gain from the devouring is displayed in the virtual environment. In response to a control operation on a third virtual object, the third virtual object is controlled to attack the first virtual object with the devouring gain. Apparatus and non-transitory computer-readable storage medium counterpart embodiments are also contemplated.