A63F2300/64

VIRTUAL OBJECT CONTROL METHOD AND APPARATUS, COMPUTER DEVICE, AND STORAGE MEDIUM
20220040574 · 2022-02-10 ·

This application discloses a virtual object control method and apparatus, a computer device, and a storage medium. The virtual control method includes detecting a selection operation on a target skill, the target skill adjusting an action effect of a target virtual prop to a target action effect, the target virtual prop being a virtual prop of a first virtual object; determining, in response to detecting the selection operation on the target skill, a target virtual object in a virtual scene, the target virtual object being an action target of the target virtual prop; and triggering the target virtual prop to perform in an automatic attack mode when the target virtual object is in an action region of the target virtual prop, the automatic attack mode including automatically initiating an attack on the target virtual object when detecting no triggering operation on the target virtual prop.

Neurotherapeutic video game for improving spatiotemporal cognition

The disclosed embodiments relate to a system that uses a video game to improve spatial and/or temporal information-processing capabilities of a user. During operation, the system enables the user to play the video game. During execution of the video game, the system first measures spatial and/or temporal information-processing capabilities of the user during the course of playing the video game. Next, the system uses the measured spatial and/or temporal information-processing capabilities to control a spatial placement and/or a temporal presentation rate of target items that the user is required to respond to during subsequent game play to stimulate enhancement of the user's spatial and/or temporal information-processing capabilities.

SYSTEMS AND METHODS FOR PROVIDING VIDEO GAME GAMEPLAY HAVING FALLING PUZZLE MECHANICS INFLUENCED BY CHARACTER MOVEMENTS WITHIN A PUZZLE SPACE

Embodiments are directed towards providing video game gameplay incorporating falling puzzle mechanics influenced by character movements within a puzzle space. In a preferred embodiment, a computer implemented method renders a game world that includes a puzzle space wherein a sequence of falling items aggregate in a puzzle formation. Players move characters within the puzzle space to remove items by colliding with them in an attempt to resolve the puzzle by clearing all items from the puzzle space. In one possible arrangement, the sequence of falling items is released according to character movements within the puzzle space. The relationship between character movements and falling puzzle items makes the game play more engaging by providing additional strategic and competitive elements to traditional falling puzzle games.

Virtual reality gaming utilizing mobile gaming
11202961 · 2021-12-21 · ·

A mobile device is configured as a point and shoot type weapon for gaming, training, or the like. Utilizing the mobile device based weapon, such as a smart phone for example, a user thereof can simply aim the mobile device at a target and shoot. Shooting may be accomplished by tapping the mobile device, activating a button or soft key on the mobile device, making a gesture (e.g., moving a finger as if a trigger is being pulled), providing an audible command (e.g., “shoot”), or the like.

Terrain radar and gradual building of a route in a virtual environment of a video game
11192027 · 2021-12-07 · ·

A method for influencing a gaming world of a video game. The method including cross-pollinating a first path using an inter-game communication medium across a plurality of virtual environments of a plurality of asynchronous game plays of a plurality of players playing the video game. The method including determining that a first path has been traversed one or more times by one or more characters of the plurality of players in the plurality of asynchronous game plays. The method including improving the first path based on a number of times the first path has been traversed by the one or more characters. The method including cross-pollinating the first path that has been improved across the plurality of virtual environments.

Methods and Systems for Generating and Managing Active Objects in Video Games
20220203238 · 2022-06-30 ·

A method of managing evolution of an active object in a game space based on interaction of one or more players with the active object, the method including the following steps implemented concurrently and independently by server-side and client-side modules: acquiring data indicative of a first player's interaction with the active object during gameplay; determining data indicative of a first state of the active object and data indicative of a first attribute associated with the first state; determining altered state data indicative of a second state of the active object, wherein a second attribute is associated with the second state; and determining evolved object data indicative of a change from the first attribute to the second attribute. Further, the client-side module uses the evolved object data to render the active object on the first player's client device in the second state and the second attribute.

Storage medium having stored therein information processing program, information processing apparatus, information processing system, and information processing method
11369876 · 2022-06-28 · ·

During an attack preparation state, a starting point of a first attack is moved from a first position to a second position that is a position where the first attack is executed, and in accordance with switching of an attack execution object from the attack preparation state to an attack execution state, the attack execution object is caused to execute the first attack. On the other hand, in accordance with switching of the attack execution object from a pre-attack-preparation state to the attack preparation state, a second shadow is drawn so that when a range where the first attack of which a starting point is the second position is blocked by a blocking object, the blocked range is a shadow of the blocking object.

Video game controlled by player motion tracking

A rhythm-based video game (“game”) is disclosed. In the game, a player slashes blocks representing musical beats using a pair of energy blades resembling a lightsaber. A gaming console renders multiple digital objects, e.g., digital blocks, digital mines and digital obstacles, that are approaching a player in a virtual space. The gaming console also renders a digital representation of an instrument, e.g., a lightsaber (“digital saber”), using which the player slashes, cuts or otherwise interacts with the digital blocks to cause a digital collision between the digital saber and the digital blocks. The player can score by slashing the digital blocks, not hitting the digital mines and avoiding the digital obstacles. The game presents the player with a stream of approaching digital objects in synchronization with music, e.g., a song's beats, being played in the game. The pace at which the digital blocks approach the player increases with the beats.

Drift method and apparatus for virtual vehicle in virtual world and storage medium

A drift method for a virtual vehicle in a virtual world is disclosed, including: receiving an operation start event with respect to a target interaction control that is provided on a user interface of an application while a virtual vehicle in a virtual world in the application is in a normal traveling state; controlling, according to the operation start event, the virtual vehicle to enter a drift state in the virtual world; and after an operation end event with respect to the target interaction control is received, controlling the virtual vehicle to remain in the drift state based on an angle between a vehicle head direction and a traveling direction being greater than or equal to a first threshold.

Intermediary emergent content
11341725 · 2022-05-24 ·

In some implementations, a method includes obtaining an end state of a first content item spanning a first time duration. In some implementations, the end state of the first content item indicates a first state of a synthesized reality (SR) agent at the end of the first time duration. In some implementations, the method includes obtaining an initial state of a second content item spanning a second time duration subsequent the first time duration. In some implementations, the initial state of the second content item indicates a second state of the SR agent at the beginning of the second time duration. In some implementations, the method includes synthesizing an intermediary emergent content item spanning over an intermediary time duration that is between the end of the first time duration and the beginning of the second time duration.