Virtual Skill Release Control With Dynamic Range-Effect Tradeoff
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Solution Overview
Problem
Existing interaction methods in virtual scenes, such as games, lack flexibility in skill release range and effect control, resulting in poor interactivity and limited player control.
Innovation Solution
A method and apparatus that allow players to dynamically control the release range and effect of skills based on the distance between virtual objects, adjusting the skill release area and effect value according to the distance, enabling more interactive skill release strategies.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the skill release range is fixed, then the skill effect value is fixed, but the interactivity and player control are poor
Solution Approach 1:
The skill release area is made dynamic rather than fixed. The system determines a skill release area based on the distance between the first virtual object and second virtual object, allowing the release area to adapt automatically to different spatial configurations. This dynamic adjustment enhances interactivity without requiring complex manual controls from the player.
Solution Approach 2:
The patent changes the parameter of skill release area size based on the distance parameter between virtual objects. By establishing a correlation between distance and release area size, the system automatically adjusts skill parameters according to spatial relationships, improving adaptability while maintaining simple operation.
2Quantity of substance
If the skill release area is enlarged to cover more targets, then the skill can affect more virtual objects, but the skill effect value per object decreases
Solution Approach 1:
The system dynamically adjusts two parameters simultaneously: the skill release area size and the skill effect value. Based on the distance between virtual objects, the system determines both a larger release area to cover more targets and an appropriate effect value to maintain effectiveness. This coordinated parameter adjustment resolves the trade-off between quantity and quality of skill effects.
Solution Approach 2:
Both the release area and effect value are made dynamic parameters that adapt to the spatial configuration. The system continuously determines optimal values for both parameters based on real-time distance measurements, allowing the skill to automatically optimize its coverage and effectiveness without player intervention.
3Adaptability or versatility
If multiple skills with different fixed ranges are provided, then players can choose different skills for different situations, but the control complexity and learning curve increase
Solution Approach 1:
The system provides a universal skill release mechanism that adapts to different situations automatically. Instead of requiring players to learn multiple skills with different fixed ranges, a single skill type can dynamically adjust its release area based on the distance to targets, providing versatility while maintaining operational simplicity.
Solution Approach 2:
The skill release system performs automatic adjustment of the release area based on the spatial relationship between virtual objects. This self-service mechanism eliminates the need for players to manually select different skills or adjust parameters, as the system automatically optimizes the release area according to the current game situation.
Data Source
AI summary
A method for interaction control comprises displaying a virtual scene and a skill control in a display interface, determining a target position of a second virtual object in the virtual scene in response to a trigger operation of the skill control, and determining, based on a distance between the target position and a first virtual object, a skill release area of the target skill and skill effect information for a third virtual object located within the skill release area. The distance is positively correlated with a size of the release range and negatively correlated with a size of an effect value indicated by the skill effect information. The method includes, in response to a release operation of the skill control, controlling the second virtual object to move to the target position and releasing the target skill based on the skill release area and the skill effect information.


