A63F13/63

Game Scene Editing Method, Storage Medium, and Electronic Device
20220410010 · 2022-12-29 ·

A game scene editing method, a storage medium, and an electronic device are disclosed. The editing method includes: scene editing information sent by a first client is acquired; first scene data of a first game scene is modified based on the scene editing information to obtain second scene data for updating the first game scene into a second game scene; and the second scene data is sent to the first client and a second client, to enable the first client and the second client to display the second game scene.

Game Scene Editing Method, Storage Medium, and Electronic Device
20220410010 · 2022-12-29 ·

A game scene editing method, a storage medium, and an electronic device are disclosed. The editing method includes: scene editing information sent by a first client is acquired; first scene data of a first game scene is modified based on the scene editing information to obtain second scene data for updating the first game scene into a second game scene; and the second scene data is sent to the first client and a second client, to enable the first client and the second client to display the second game scene.

Board game system and method

A board game system comprises a game board, having a surface adapted to receive a board game overlay, a detector array adapted to detect the respective positions of a plurality of game pieces placed on top of the board game overlay, and a transmitter adapted to transmit data indicating the respective positions to an entertainment device; and an entertainment device, having a receiver adapted to receive from the game board data indicating the respective positions of the plurality of game pieces, a game state analyser operable to update the state of a game in dependence upon the indicated respective positions of the plurality of game pieces, and an image generator operable to generate an image for output to a display, the content of the image being responsive to the detected state of the game.

TOKEN MANAGEMENT SYSTEM FOR USE IN IMMERSIVE INTERACTIVE SPORTS ENVIRONMENTS
20220401842 · 2022-12-22 ·

A system and method for managing tokens used in an interactive sports management system enabling remote participation in decisions affecting activity in a sporting event. The interactive system includes a server platform in communication with a blockchain processing network in which are recorded player tokens corresponding to the players. The tokens are respectively implemented by player smart contracts instantiated within the blockchain processing network and executed by a blockchain virtual machine. Results information relating to performances of the players is received by the server platform and stored within a database. A value factor corresponding to an achievement occurrence within the results information associated with a first player is provided to a first player smart contract implementing a first player token associated with the first player. The first player smart contract updates a value of the first player token within the blockchain processing network based upon the first value factor.

Systems and methods for distributing the generation of nonplayer characters across networked end user devices for use in simulated NPC gameplay sessions

A system and method is provided that simulates gameplay of non-player characters (NPCs) distributed across networked end user devices. The system may identify end user devices that are connected to the system through a network and are available to participate in a simulation in which each participating end user device is provided with one or more NPCs to be executed. An end user device may be available to participate when it has sufficient computing capacity, such as when in an idle or standby state. As such, the system may leverage spare computing capacity of networked end user devices to execute NPCs at networked end user devices during a simulation. In this manner, the behavior of an NPC may be tested using real-world conditions that may affect gameplay, such as a network connection quality, user-to-user game engine coordination and data exchanges, and/or other real-world conditions associated with networked end user devices.

Systems and methods for distributing the generation of nonplayer characters across networked end user devices for use in simulated NPC gameplay sessions

A system and method is provided that simulates gameplay of non-player characters (NPCs) distributed across networked end user devices. The system may identify end user devices that are connected to the system through a network and are available to participate in a simulation in which each participating end user device is provided with one or more NPCs to be executed. An end user device may be available to participate when it has sufficient computing capacity, such as when in an idle or standby state. As such, the system may leverage spare computing capacity of networked end user devices to execute NPCs at networked end user devices during a simulation. In this manner, the behavior of an NPC may be tested using real-world conditions that may affect gameplay, such as a network connection quality, user-to-user game engine coordination and data exchanges, and/or other real-world conditions associated with networked end user devices.

GAME PRODUCTION AND DISTRIBUTION SYSTEM FOR HTML5-BASED WEB GAME PRODUCTION AND DISTRIBUTION AND METHOD THEREOF
20220379220 · 2022-12-01 · ·

Disclosed are a game production and distribution system for HTML 5-based web game production and distribution and a method thereof which allow a user to easily produce a game according to a predetermined sequence in an HTML 5-environment. The present invention exhibits an effect of enabling a user to intuitively produce a game even without professional programming knowledge.

GAME PRODUCTION AND DISTRIBUTION SYSTEM FOR HTML5-BASED WEB GAME PRODUCTION AND DISTRIBUTION AND METHOD THEREOF
20220379220 · 2022-12-01 · ·

Disclosed are a game production and distribution system for HTML 5-based web game production and distribution and a method thereof which allow a user to easily produce a game according to a predetermined sequence in an HTML 5-environment. The present invention exhibits an effect of enabling a user to intuitively produce a game even without professional programming knowledge.

Predictive data preloading
11511196 · 2022-11-29 · ·

Methods, systems, and computer readable media for predictive preloading of game data are described. In some implementations, a method can include using a machine learning model of player data to predict which games (or game-related data assets) to begin preloading prior to a user making a game selection. Once the user makes a selection, any preloading not related to the selection can be terminated. Thus, during the time period when the user is viewing available game selections, a given number of selections can begin to be preloaded based on predictions from the machine learning model. The preloading can help reduce latency from game selection by the user to game start time.

Video game processing program, video game processing system and video game processing method
11504621 · 2022-11-22 · ·

A video game processing program product causes a user terminal to realize functions to control progress of a video game. The functions include: an updating function configured to update a position of a character; a first displaying function configured to display, in a normal mode, a normal game screen; and a second displaying function configured to display, in a photographing mode, a photographing game screen based on a photographing operation. In a first case where a user operates the user character to change position while the photographing screen is displayed in the photographing mode, a change in position of the user character does not affect a status of the normal mode. The status of the normal mode of the video game is configured to be updated in a second case while the photographing screen is displayed in the photographing mode.