Patent classifications
A63F2300/65
ACCESSORY FOR PRESENTING INFORMATION ASSOCIATED WITH AN APPLICATION
A system that incorporates teachings of the present disclosure may include, for example, an accessory having a plurality of tactile-sensitive buttons, a plurality of light sources, wherein each light source emits a controllable spectrum of light through a corresponding one of the plurality of tactile-sensitive buttons, and a controller coupled to the plurality of tactile-sensitive buttons, and the plurality of light sources. The controller can be operable to detect tactile contact of each of the plurality of tactile-sensitive buttons, receive status information associated with a video game, and adjust the spectrum of light emitted by at least a portion of the plurality of light sources according to the status information to indicate one or more aspects of the video game. Additional embodiments are disclosed.
Methods of playing video games
Video game systems for executing instructions according to a video game contained on an item of first media including: an item of second media containing data defining an aspect of the video game; and a video game console including a housing, a first media device supported by the housing, a second media device supported by the housing, and a control unit supported by the housing and configured to control the first media device to read the item of first media and to control the second media device to read the item of second media.
INFORMATION DISPLAY METHOD AND APPARATUS, DEVICE, AND STORAGE MEDIUM
In a display method, a position of a second virtual object is obtained, and when the second virtual object is within a target region outside a visual field picture, indication information of the second virtual object can be displayed at an edge of the current visual field picture, thereby achieving an effective prompt of the information of the second virtual object, and increasing an amount of information displayed in the visual field picture. In addition, the displayed information may be directed to features not shown in the visual field picture, so that an information display effect in a game match is better.
METHOD AND APPARATUS FOR DETERMINING TARGET VIRTUAL OBJECT, TERMINAL, AND STORAGE MEDIUM
A method for determining a target virtual object is provided. In the method, a target search range corresponding to a target skill of a controlled virtual object is determined in response to a trigger operation of the target skill. The virtual object is controlled by a user. In response to the target search range including a plurality of first virtual objects in the target search range, at least one second virtual object that satisfies a defeated condition is obtained from the plurality of first virtual objects, the defeated condition indicating that a preset threshold of virtual health points will be reached after the target skill is performed on the first virtual object. A third virtual object that satisfies a target hit condition of the user is obtained from the at least one second virtual object. The target skill is performed on the third virtual object as the target virtual object.
ANIMATION PRODUCTION SYSTEM
To enable you to take animations in a virtual space, an animation production method comprising: a step of placing a character in a virtual space; a step of placing a virtual camera for shooting the character in the virtual space; a step of acquiring action data defining an action of the character from an external source; a step of operating the character based on the action data; and a step of shooting the action of the character by the camera.
GAME SYSTEM, ITS CONTROL METHOD AND A NON-TRANSITORY STORING MEDIA READABLE ON A COMPUTER DEVICE
A game system equipped with a game space generating unit generating a virtual game space where the character acts, displays on a display unit connected to a game system together with the character acting in the game space, a character control unit which controls the character's action in the game space, a storing unit which stores a plurality of action pattern routines providing a predetermined action pattern of the character; and an action pattern set generating unit which generates an action pattern set of the character by reading a plurality of action pattern routines from the storing unit and selects more than two action pattern routine from the plurality of action pattern routines determining the order to perform such action and determining an action modification condition to modify the action pattern routine to be exercised from the selected action pattern routine from more than two action pattern routines.
Starting simulation from a real situation
Technology is disclosed for starting a simulation from a real situation. In various embodiments, the technology receives a parameter corresponding to simulation of a physical entity in a virtual context, receives an attribute corresponding to the physical entity in a physical context, and simulates the physical entity in the virtual context using the attribute as a stimulus. The attribute may identify an actual occurrence during the physical context.
SYSTEM AND METHOD FOR ALTERING PERCEPTION OF VIRTUAL CONTENT IN A VIRTUAL SPACE
The disclosure relates to systems and methods for altering perception of virtual or game content in a virtual space based on one or more attribute levels. The perception of some virtual or game content may not be altered. Thus, the depiction of some content is altered while other content is not. A system may alter the depiction of game content based on attributes of an entity and/or based on which entity is to perceive the game content. The different depictions of game content may be provided to the same entity at different times and/or different perceptions of game content may be provided to different entities. Thus, a rich interface may be provided that differentially depicts game content based on attribute levels and/or the entity that is to perceive the game content.
Information processing device and control method for executing a battle game including a field
Instructions recorded on a non-transitory recording medium cause an information processing device that executes a battle game to execute the steps of storing different attribute information in association with each of at least two players; displaying a field including a plurality of regions, a predetermined event being set for each region, and attribute information being associable with each region; upon a player selecting at least one region from among the plurality of regions, executing processing for the event of the selected region; based on a processing result for the event, determining whether newly to associate the attribute information of the player with the selected region; and determining victory and defeat for the plurality of players based on at least one of a count, a total area, and a total volume of regions with which each piece of attribute information is associated.
Secondary-game-mode sessions based on primary-game-mode arrangements of user-controlled elements
Approaches for secondary-game-mode sessions based on primary-game-mode arrangements of user-controlled elements are provided. Actions by user-controlled elements of a first user or other game-space elements in a primary game mode of a game space may be managed. A session request for a session in a secondary game mode of the game space may be received from the first user. A first session for the first user may be executed in the secondary game mode such that: the first session involves artificial-intelligence-controlled elements as opponents against the user-controlled elements; (ii) an arrangement of the user-controlled elements at a beginning of the first session is the same as an arrangement of the user-controlled elements in the primary game mode at a time of the session request; and (iii) impacts on the user-controlled elements during the first session in the secondary game mode are not reflected in the primary game mode.