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
Engineering 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
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.
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.
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
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.
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.
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
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.
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.
Data Source
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.


