A63F2300/65

Generation-Based Evolution of Non-Player Characters in a Game
20230186110 · 2023-06-15 · ·

A method for configuring a character in a game includes generating a first non-player character of a first generation in the game, the first generation being associated with a first difficulty level, and detecting a target event affecting the first non-player character of the first generation in the game. The method further includes, based on the first non-player character of the first generation affected by the target event, obtaining an evolution indicator of an evolution from the first generation to a second generation associated with a second difficulty level higher than the first difficulty level. The method further includes, in response to the evolution indicator indicating that the evolution from the first generation to the second generation is successful, generating the second generation comprising two or more second non-player characters while one or more non-player characters of the first generation remain in the game.

System and method for creating themed virtual reality environments

A system and method for creating a themed virtual environment is provided. A computer system is in communication with at least one remote user computer system, and a themed virtual environment creation module is executed by the computer system. The themed virtual environment creation module allows a user of the at least one remote computer system to: select a template virtual environment and a plurality of primitives to be placed in the virtual environment; define one or more attributes associated with the primitives; uploading indicia to be applied to the plurality of primitives; customize the plurality of primitives by applying the indicia to the primitives; and customize the template virtual environment by placing the plurality of primitives at desired locations in the template virtual environment.

Extensible dictionary for game events
11673061 · 2023-06-13 · ·

A game-agnostic event detector can be used to automatically identify game events. Event data for detected events can be written to an event log in a form that is both human- and process-readable. Descriptive text for the event data can come from a common event dictionary that is hierarchical in nature, such that events of the same type can be correlated across different games even though the precise nature or appearance of those events may be different. The event data can be used for various purposes, such as to generate highlight videos or provide player performance feedback.

Systems and methods for determining how much of a created character is inherited from other characters
11504634 · 2022-11-22 · ·

Systems and methods for determining how much of a created character in a gaming platform is inherited from other characters are disclosed. Exemplary implementations may: electronically store information, wherein the information includes a set of character definitions, the individual character definitions defining attribute values of individual characters that can operate and interact within the gaming platform, wherein the individual characters include (i) designed characters with character definitions that include one or more attribute values that are based on at least some user input of designers and (ii) created characters with character definitions defined by at least some inheritance of attribute values from one or more other characters; and for individual ones of the individual characters that a given created character has inherited one or more attribute values from, determine a quantity of contribution that the one or more attribute values contribute to a character definition of the given created character.

RECORDING MEDIUM, DATA PROCESSING APPARATUS AND DATA PROCESSING METHOD
20170326451 · 2017-11-16 ·

A non-transitory computer-readable recording medium having recorded thereon a game program that causes a computer of a data processing apparatus to execute a method includes: accepting an instruction to operate a first object in a game from a first player, and activating the first object in the game; determining an action state of the first object in the game; and when the first object is determined to be in an incapacitated state in which the first object is unable to be activated in the game, accepting an instruction to perform a support process for a second object in the game from the first player, and performing the support process based on the instruction to perform the support process.

PROGRAM AND SYSTEM

A non-transitory computer-readable medium including a program product for causing a user terminal to realize functions to control progress of a video game is provided. The functions include: an experience value giving function configured to give an experience value to an object on the basis of a result of an event that occurs in accordance with progress of the video game; a managing function configured to manage a level of the object on the basis of the given experience value; and a privilege giving function configured to give a privilege to the object on the basis of an experience value that has been given and exceeds a value required to reach an upper limit of the level.

Video game systems and methods

Example systems and methods relate to playing a multi-player video game in which multiple players each supply inputs to a respective input device to control a corresponding game character in a game world displayed on a display screen. Movements of each game character in the game world are controlled in accordance with respective first game character control operations during the playing of the multi-player video game. In response to satisfaction of one or more conditions, one player's game character is protected from harm in the game world, wherein one of the one or more conditions is a condition triggered voluntarily by the one player. Movements of the protected game character in the game world are controlled based on a position of another, unprotected game character.

GAME CONTROL PROGRAM, GAME CONTROL METHOD, AND GAME CONTROL DEVICE
20170291110 · 2017-10-12 · ·

An object of the present invention is to provide a game control program, a game control method, and a game control device with which the operability regarding movement instructions for a game character can be improved. A game control device 1 includes a touchscreen 10; a first determination unit 32 that determines, as a first touch operation, an operation in which contact with the touchscreen 10 is maintained and in which the contact position is moved continuously; a trajectory generating unit 33 that generates an anticipated movement trajectory of a character in the game in accordance with the direction and movement amount of the first touch operation; a second determination unit 35 that determines, as a second touch operation, new contact with the touchscreen 10 while the contact in the first touch operation is being continued; and a trajectory changing unit 36 that changes the anticipated movement trajectory in accordance with the kind, contact position, or movement amount of the second touch operation.

MOTIVATIONAL KINESTHETIC VIRTUAL TRAINING PROGRAM FOR MARTIAL ARTS AND FITNESS
20170291086 · 2017-10-12 ·

Apparatus and associated methods relate to a computer system executing a predetermined motivational kinesthetic martial arts training program (MKMATP), the system including a preparation phase, a participation phase and a simulation phase, with a score being generated indicative of a user's move performance during the participation phase, and displaying an avatar performing moves at the user's score level during the simulation phase. The system may include sensors monitoring the user's physical space. The preparation phase may be mandatory based on an enforcement policy. The participation phase may depict various physical moves, and may generate scores indicative of the user's performance of the moves. The simulation phase may produce a computer-simulated scenario of an avatar performing the moves against an opponent, based on the user's score and randomized variables. In an illustrative example, users may learn martial arts skills and stay motivated by viewing the simulation action, while becoming physically fit.

Systems and methods for incentivizing user log-in to a user account associated with an online game

User log-in to a user account of an online game may be incentivized by providing awards to the users for logging in. Reengagement time periods for individual ones of the user accounts may be determined. The reengagement time periods may be determined to expire at times when a user may be logged out and/or may be expected to be logged out. By way of non-limiting example, the reengagement time periods may expire during wait periods for ongoing in-game tasks. The awards may be provided based on the expiration of the reengagement time periods and the user accounts conveying satisfaction of award redemption criteria.