Virtual Skill Region Targeting for MOBA Games
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Solution Overview
Problem
In multiplayer online battle arena (MOBA) games, players face difficulty in quickly locking onto moving virtual characters due to the need for precise skill alignment with the crosshair, often resulting in invalid skill releases and increased operational complexity.
Innovation Solution
A virtual character processing method that generates a virtual skill region upon touch operation, identifies and divides it into sub-regions based on virtual characters and their survival coefficients, allowing for target character selection and locking through intuitive touch and sliding operations, enabling efficient skill targeting and reducing the need for long-distance finger dragging.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If the player manually aligns the skill with the crosshair to target a moving virtual character, then the skill release precision is improved, but the operation time and complexity increase significantly
Solution Approach 1:
The system performs preliminary actions by automatically generating the skill region and pre-aligning it with the crosshair position before the player releases the skill. This eliminates the need for manual alignment during the skill release moment, reducing operation time while maintaining precision through automated crosshair-based positioning.
Solution Approach 2:
The skill region automatically adjusts and aligns itself with the crosshair and target character based on game state data. The system serves itself by computing the optimal skill region position and size using survival coefficients and character positions, freeing the player from manual alignment operations.
2Measurement precision
If the player uses traditional crosshair alignment to target skills, then the skill targeting accuracy is improved, but the ease of operation deteriorates due to complex manual adjustments
Solution Approach 1:
The skill region automatically computes and positions itself based on crosshair location and target character data. The system handles all alignment calculations, region sizing, and positioning automatically, making the operation as simple as releasing the skill button while maintaining high targeting accuracy through automated computations.
Solution Approach 2:
The skill region serves multiple functions simultaneously: it indicates the target area, automatically aligns with the crosshair, adjusts its size based on survival coefficients, and guides the skill release. This multi-functionality consolidates multiple manual operations into a single automated system that improves both accuracy and ease of operation.
3Device complexity
If the skill region size is fixed, then the device complexity is reduced, but the adaptability to different target distances and survival states deteriorates
Solution Approach 1:
The skill region dynamically adjusts its size and position based on real-time game state data including target distance, survival coefficients, and character positions. This dynamic adaptation allows the skill region to optimize for different combat scenarios automatically, improving versatility without requiring complex manual configuration by the player.
Solution Approach 2:
The system changes the skill region parameters (size, position, shape) based on survival coefficients and target characteristics. When a target has lower survival coefficient, the skill region adjusts accordingly to account for the reduced penalty of missed skills, providing adaptability through parameter modification rather than fixed geometry.
4Speed
If the player performs long-distance finger dragging to track moving characters, then the target tracking capability is improved, but the ease of operation deteriorates due to difficult manual tracking
Solution Approach 1:
The skill region automatically tracks moving characters by updating its position based on crosshair movement and target character positions. The system performs the tracking computation and adjustment automatically, eliminating the need for manual finger dragging while maintaining fast tracking response through real-time position updates.
Solution Approach 2:
The skill region is pre-positioned and continuously updated to anticipate target movement based on current velocity and direction data. This preliminary positioning reduces the reaction time needed to track moving characters, as the skill region is already in or near the correct position before the player releases the skill.
Data Source
AI summary
A virtual character processing method comprises: generating a first virtual skill region in response to a first touch operation on a virtual skill button on a user interface; identifying a plurality of virtual characters in the current view region and survival coefficients of the plurality of virtual characters; dividing the first virtual skill region into a plurality of sub-regions corresponding to each of the virtual characters based on the virtual characters and the survival coefficients; determining a sub-region corresponding to a selection operation as a target region; and determining the virtual character corresponding to the target region as a target character, and locking the target character. Through the disclosure, a virtual character moving in the game can be quickly locked as a target character, and difficulty for the player to lock a target character is reduced.


