A63F2300/65

System and method for simulating passive racing games in an online game

An online game is provided to players where players may participate in individual episodes of the online racing game. The individual episodes may include individual races within the racing game in which players control game entities through racecourses. User accounts comprising an indication of game entities associated with the players of the online game, an indication of a status of the player, and a game play metric associated with the player may be managed. Races in the online game may be synthesized by simulating participation by game entities of a player in individual synthetic episodes of the online game while the player is absent from the online game. A change in the game play metric of the player may be determined based on the performance of the first game entity in the race of the first synthetic episode.

METHOD AND SYSTEM FOR AUTOMATED CAMERA COLLISION AND COMPOSITION PRESERVATION
20180276874 · 2018-09-27 ·

There is described herein systems and methods for camera colliders and shot composition preservation within a 3D virtual environment that prevent a virtual procedural camera from getting stuck behind an object, or penetrating into an object, when filming a subject, while at the same time also maintaining the screen composition of the subject in the camera shot.

Methods and systems for generating and managing active objects in video games
12097430 · 2024-09-24 · ·

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.

Game apparatus and program

A game apparatus provides gameplay concerning development of characters evolving through multiple evolution stages. Type information uniquely identifying the type and the evolution state of each character capable of being developed in the game apparatus is defined. The game apparatus includes a first acquisition unit acquiring information about a state of activity of a wearer; an update unit updating a first parameter and a second parameter concerning a developing character based on the information about the state of activity and the type information about the developing character; a display control unit causing a display unit to display the developing character in a display mode corresponding to the first and second parameters; an accumulation unit accumulating an evolution score concerning development of the developing character based on the first and second parameters; and a determination unit determining a target character of the developing character based on the evolution score.

Game system, information communication terminal, and program

A game system includes a game apparatus providing gameplay concerning development of characters evolving through multiple evolution stages and an information communication terminal with the game apparatus, which causes a display unit to display an evolution flow indicating a group of characters. Type information uniquely identifying the type and the evolution state of each character is defined. The evolution flow is displayed in an aspect in which at least part of the characters is unidentifiable in an initial state and is configured so that the number of kinds of the characters in each evolution stage is identifiable. The information communication terminal includes a first acquisition unit acquiring the type information and a display control unit that changes the evolution flow including the character having the acquired type information from an unidentifiable aspect to an identifiable aspect to cause the display unit to display the evolution flow.

Information processing program, information processing server, and information processing system

Provided is an information processing program for causing a computer to realize: a game execution unit (113) that consumes a first parameter to execute a first game in the case where it is determined on the basis of the first parameter that it is possible to execute the first game; a first recovery unit (115) that recovers the first parameter up to a first recovery upper-limit value as time elapses; a second recovery unit (117) that recovers a second parameter, which is different from the first parameter, up to a second recovery upper-limit value as time elapses; and an instructed recovery unit (119) that, in the case where an instruction from a player is accepted, consumes the second parameter using a second parameter consumption amount based on the current amount of the second parameter and recovers the first parameter on the basis of the consumption amount. This makes it possible to provide a game with which the motivation of the player to participate in the game and to continue the game can be enhanced.

EVENT-BASED CURRENCY
20180261048 · 2018-09-13 ·

An approach to facilitating event-based currency is provided. A first virtual currency usable by users of a game space to purchase in-space benefits may be managed. An event in the game space that is conducted during an event time period may be managed such that, during the event time period, an event virtual currency may be distributed to one or more of the users as a reward for certain operations and/or achievements performed in the game space during the event time period. Exchanges of in-space benefits associated with the event virtual currency may be effectuated for one or more of the users. In some implementations, the event virtual currency may not available to the users after the event time period, while the first virtual currency may be available to the users during and after the event time period.

SYSTEM AND METHODS OF VIRTUAL WORLD INTERACTION

Systems and methods of virtual world interaction, operation, implementation, instantiation, creation, and other functions related to virtual worlds (note that where the term virtual world is used herein, it is to be understood as referring to virtual world systems, virtual environments reflecting real, simulated, fantasy, or other structures, and includes information systems that utilize interaction within a 30 environment). Various embodiments facilitate interoperation between and within virtual worlds, and may provide consistent structures for operating virtual worlds. The disclosed embodiments may further enable individuals to build new virtual worlds within a framework, and allow third party users to better interact with those worlds.

Method for controlling computer, recording medium and computer
10039985 · 2018-08-07 · ·

Provided is a method for controlling a computer and the like that cause players to effectively use possessed game contents in a game, and increase the attractiveness of the game. The computer includes a storage unit that stores one or more game contents possessed by a player and a game content group, the one or more game contents each having a parameter value, the game content group being composed by using at least one of the one or more game contents, and makes a game proceed based on an instruction from a player. The method includes the steps of modifying the parameter value of a common game content in the game content group possessed by the player and being the same type as the one or more game contents other than the game content group, and processing an event by using the game content group whose parameter value is modified.

Event-based currency
12121817 · 2024-10-22 · ·

An approach to facilitating event-based currency is provided. A first virtual currency usable by users of a game space to purchase in-space benefits may be managed. An event in the game space that is conducted during an event time period may be managed such that, during the event time period, an event virtual currency may be distributed to one or more of the users as a reward for certain operations and/or achievements performed in the game space during the event time period. Exchanges of in-space benefits associated with the event virtual currency may be effectuated for one or more of the users. In some implementations, the event virtual currency may not available to the users after the event time period, while the first virtual currency may be available to the users during and after the event time period.