Virtual Object Scene Control for Diverse Turn-Based Gameplay
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Solution Overview
Problem
Existing auto chess games have fixed and repetitive gameplay mechanisms, requiring players to manually set and reset operations in each turn, leading to increased operation time and reduced system efficiency due to unchanging additional mechanisms.
Innovation Solution
A method for controlling virtual objects in a turn-based game that includes displaying a scene identifier for each turn, allowing dynamic adjustments to object attributes, skills, and item attributes based on the scene, enabling diverse operations and flexible control.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If fixed and unchanging additional mechanisms are used in the game, then the game rules are simple and easy to understand, but the gameplay becomes repetitive and lacks diversity
Solution Approach 1:
The patent introduces dynamic scene identifiers that change across different turns, allowing the game mechanisms to adapt and evolve. Scene identifiers are assigned to different turns and trigger different additional mechanisms, making the game dynamic and varied while maintaining clear rules through systematic scene-based control.
Solution Approach 2:
The patent changes the parameter of scene identifiers across different turns to trigger different additional mechanisms. By varying the scene identifier parameter, the game transitions between different gameplay modes and mechanisms, providing diversity while keeping the underlying rule structure simple and understandable.
2Adaptability or versatility
If players manually set and reset operations in each turn to add game mechanisms, then gameplay diversity can be achieved, but operation time increases and system efficiency decreases
Solution Approach 1:
The system automatically assigns scene identifiers to different turns and triggers the corresponding additional mechanisms without requiring manual player intervention. The game system serves itself by automatically managing scene transitions and mechanism activations, reducing operation time while maintaining gameplay diversity.
Solution Approach 2:
The patent pre-defines multiple scene identifiers and their corresponding additional mechanisms in advance. When a turn begins, the system simply activates the pre-prepared mechanism associated with that turn's scene identifier, eliminating the need for players to manually configure settings each turn and significantly reducing operation time.
3Adaptability or versatility
If players need to perform setting and resetting operations in each turn, then additional game mechanisms can be implemented, but system operating efficiency is reduced
Solution Approach 1:
The game system automatically manages the activation and deactivation of additional mechanisms based on scene identifiers assigned to each turn. This self-service approach eliminates manual setting and resetting operations, maintaining high system operating efficiency while supporting diverse game mechanisms through automatic scene-based control.
Solution Approach 2:
The scene identifier system serves multiple functions: it identifies the current turn, triggers appropriate additional mechanisms, and coordinates resource allocation automatically. This multi-functional design allows the system to implement diverse game mechanisms without requiring separate control procedures, thereby maintaining high operating efficiency.
4Reliability
If continuous updates on resource allocation are performed based on different virtual object settings, then game balance is maintained, but operation complexity and time increase
Solution Approach 1:
The patent applies different additional mechanisms and resource allocation rules to different turns based on their scene identifiers. Each turn has its own localized settings and resource allocation parameters tailored to its specific scene, maintaining game balance through context-appropriate configurations without requiring complex global management.
Solution Approach 2:
Resource allocation parameters and additional mechanisms are pre-configured for each scene identifier. When a turn begins, the system automatically applies the pre-set parameters for that scene, eliminating the need for complex real-time calculations and manual adjustments, thereby maintaining game balance with simple automated operations.
Data Source
AI summary
A method for controlling a virtual object applied to an electronic device includes displaying a combat area of a currently running virtual game, the virtual game being a turn-based game (TBG); displaying a first scene identifier when a first turn of the virtual game is entered, the first scene identifier being configured for indicating a first scene where the first turn is situated; and performing, in the first scene of the first turn if it is predetermined in the virtual game that a target operation is performed on at least one virtual object in the combat area, the target operation on the at least one virtual object in the combat area, the at least one virtual object being controlled by a player account.


