A63F13/56

VIRTUAL OBJECT DYNAMIC CHANGE METHOD, APPARATUS, AND DEVICE, AND STORAGE MEDIUM
20230041183 · 2023-02-09 ·

This application provides a virtual object dynamic change method performed by a computer device. The method includes: obtaining a target region displayed by a virtual scene on a current interface; determining an environmental element associated with the target region, and an operation to a virtual object displayed in the target region; determining a dynamic change parameter of the virtual object according to the environmental element and the operation; updating the virtual object in the target region according to the dynamic change parameter, to obtain a updated virtual object; and causing a display of the updated virtual object on the current interface.

METHOD AND APPARATUS FOR USING VIRTUAL ITEM, DEVICE, AND STORAGE MEDIUM
20230044770 · 2023-02-09 ·

This application provides a method and apparatus for using a virtual item, a device, and a storage medium, and belongs to the field of application programs that support a virtual chessboard. The method includes displaying a virtual chessboard and a virtual item bar in a user interface, a virtual chess piece located on the virtual chessboard and being a virtual character having permission to use a first virtual item, and the first virtual item being displayed in the virtual item bar; moving the first virtual item on the user interface following a drag operation, the drag operation being on the first virtual item; and assembling the first virtual item to the virtual chess piece and performing a first vibration reminder in response to the drag operation being stopped in a display range corresponding to the virtual chess piece.

METHOD AND APPARATUS FOR USING VIRTUAL ITEM, DEVICE, AND STORAGE MEDIUM
20230044770 · 2023-02-09 ·

This application provides a method and apparatus for using a virtual item, a device, and a storage medium, and belongs to the field of application programs that support a virtual chessboard. The method includes displaying a virtual chessboard and a virtual item bar in a user interface, a virtual chess piece located on the virtual chessboard and being a virtual character having permission to use a first virtual item, and the first virtual item being displayed in the virtual item bar; moving the first virtual item on the user interface following a drag operation, the drag operation being on the first virtual item; and assembling the first virtual item to the virtual chess piece and performing a first vibration reminder in response to the drag operation being stopped in a display range corresponding to the virtual chess piece.

SKILL CASTING METHOD AND APPARATUS OF VIRTUAL OBJECT, DEVICE, AND STORAGE MEDIUM
20230043121 · 2023-02-09 ·

The present disclosure provides a skill casting method and apparatus of a virtual object, a device, and a storage medium. The method includes displaying a first virtual object in a virtual environment, the virtual environment further comprising a second virtual object, the first virtual object facing a first direction, and the second virtual object being located at a second direction of the first virtual object; displaying a casting preparation process of the first virtual object casting a target skill when the target skill is triggered on the first virtual object; and controlling the first virtual object to cast the target skill toward the second direction when the casting preparation process ends.

Apparatus and method for providing game service
11554325 · 2023-01-17 · ·

A method for providing a game service and a server for performing the same are disclosed. A method by which a server provides a game service can comprise the steps of: receiving image data including motion data from a user terminal; generating skill motion sequence data of a game character corresponding to the motion data; and adjusting a skill motion of the game character on the basis of the generated skill motion sequence data.

Travel of virtual characters

A player may send virtual characters to travel to remote locations in a parallel-reality game. The remote locations are virtual locations corresponding to real-world locations other than where the player is located. The player can therefore send a virtual character to a virtual location without traveling to the corresponding real-world location themselves. A travel time and a path the character will travel along to reach the remote location is determined. Once the virtual character has reached the remote location, it stays there for a duration of time. Client devices of players near the remote location may display a visual representation of the virtual character. The virtual character may collect virtual items and interact with other players and return to the player with any virtual items it has collected or been given.

Travel of virtual characters

A player may send virtual characters to travel to remote locations in a parallel-reality game. The remote locations are virtual locations corresponding to real-world locations other than where the player is located. The player can therefore send a virtual character to a virtual location without traveling to the corresponding real-world location themselves. A travel time and a path the character will travel along to reach the remote location is determined. Once the virtual character has reached the remote location, it stays there for a duration of time. Client devices of players near the remote location may display a visual representation of the virtual character. The virtual character may collect virtual items and interact with other players and return to the player with any virtual items it has collected or been given.

Dynamic Entering and Leaving of Virtual-Reality Environments Navigated by Different HMD Users
20180005429 · 2018-01-04 ·

Systems and methods for processing operations for head mounted display (HMD) users to join virtual reality (VR) scenes are provided. A computer-implemented method includes providing a first perspective of a VR scene to a first HMD of a first user and receiving an indication that a second user is requesting to join the VR scene provided to the first HMD. The method further includes obtaining real-world position and orientation data of the second HMD relative to the first HMD and then providing, based on said data, a second perspective of the VR scene. The method also provides that the first and second perspectives are each controlled by respective position and orientation changes while viewing the VR scene.

SYSTEM AND METHOD FOR DETERMINING CURVED PATH OF TRAVEL FOR A CHARACTER IN COVER MODE IN A GAME ENVIRONMENT
20180001201 · 2018-01-04 ·

A computer system comprising a memory storing data and program instructions, the data representing a game environment including a character and a plurality of cover segments; a player interface; and a processor configured to execute the program instructions stored in the memory. Execution of the program instructions causes the computer to implement a method that comprises determining a selected subset of the cover segments; determining a curved path that passes through control points associated with the selected subset of the cover segments; and rendering images for display via the player interface, the images showing movement of the character along the curved path while the character is in cover mode.

SYSTEM AND METHOD FOR DETERMINING CURVED PATH OF TRAVEL FOR A CHARACTER IN COVER MODE IN A GAME ENVIRONMENT
20180001201 · 2018-01-04 ·

A computer system comprising a memory storing data and program instructions, the data representing a game environment including a character and a plurality of cover segments; a player interface; and a processor configured to execute the program instructions stored in the memory. Execution of the program instructions causes the computer to implement a method that comprises determining a selected subset of the cover segments; determining a curved path that passes through control points associated with the selected subset of the cover segments; and rendering images for display via the player interface, the images showing movement of the character along the curved path while the character is in cover mode.