Three way multidirectional interactive toy
10512850 ยท 2019-12-24
Assignee
Inventors
- Daniel Judkins (Providence, RI, US)
- Kristofer Paulson (Providence, RI, US)
- Andrew Han (Boston, MA, US)
- Don Cameron (Riverside, RI, US)
- Jonathan Pale (Warwick, RI, US)
Cpc classification
A63H3/28
HUMAN NECESSITIES
International classification
A63F9/24
HUMAN NECESSITIES
A63H3/28
HUMAN NECESSITIES
Abstract
Systems and methods for interaction between a user and a plurality of toys is disclosed where an interactive physical toy character senses inputs from a player and from a virtual toy character in a virtual environment. The virtual toy character likewise senses inputs from a player and a physical toy character so that bidirectional, multi-way gameplay involving a player, a physical toy and a virtual toy in a virtual environment is achieved.
Claims
1. A network for toy play between a user, a physical toy and a virtual toy comprising: an interactive physical toy character comprising a physical toy character developmental personality that matures in response to interaction with the user; an interactive virtual toy character comprising a virtual toy character developmental personality that originates and matures in a virtual environment in response to interaction with the user, said virtual toy character developmental personality being separate from said physical toy character developmental personality; and said virtual toy character developmental personality further matures in response to interaction with the physical toy character, and said physical toy character developmental personality further matures in response to interaction with the virtual toy character.
2. The network recited in claim 1 further comprising: the interactive physical toy further comprising: a plurality of first sensors for detecting predetermined sensory inputs to the physical toy character and for generating signals corresponding to the sensory inputs; a first receiver for receiving predetermined electronic communications signals into the physical toy character; circuitry for responding to signals from the first sensors and for responding to signals received by the first receiver; and a first transmitter for transmitting predetermined electronic communications signals in response to signals from the first sensors and in response to signals received by the first receiver; and an electronic device comprising: a plurality of second sensors for detecting predetermined sensory inputs to the electronic device; a second receiver for receiving predetermined electronic communications signals from the physical toy character; a second transmitter for transmitting predetermined electronic communications signals to the physical toy character in response to signals from the second sensors and in response to signals received by the second receiver; and said virtual environment comprising environmental attributes that change in response to signals from the second sensors and in response to signals received by the second receiver; wherein the virtual toy character further comprises character attributes that change in response to signals from the second sensors, in response to signals received by the second receiver and in response to changes in the virtual environment.
3. The network recited in claim 1 further comprising a plurality of users, a plurality of physical toy characters and a plurality of virtual toy characters.
4. The network recited in claim 1 further comprising a virtual baby offspring in response to the interaction with a user and a physical toy character and wherein the virtual baby offspring acquires a personality resembling the personality of the physical toy character.
5. The network recited in claim 2 further comprising a dashboard in the virtual environment that displays statistics and progress related to the physical toy character, the virtual toy character and the virtual environment and that acts as a central hub by providing links to all areas of a game.
6. The network recited in claim 1 wherein the interactive physical toy further comprises: a plurality of first sensors for detecting predetermined sensory inputs to the physical toy character and for generating signals corresponding to the sensory inputs; a first receiver for receiving predetermined electronic communications signals into the physical toy character; circuitry for responding to signals from the first sensors and for responding to signals received by the first receiver; and a first transmitter for transmitting predetermined electronic communications signals in response to signals from the first sensors and in response to signals received by the first receiver.
7. The network recited in claim 6 further comprising an electronic device, the electronic device comprising: a plurality of second sensors for detecting predetermined sensory inputs to the electronic device; a second receiver for receiving predetermined electronic communications signals from the physical toy character; a second transmitter for transmitting predetermined electronic communications signals to the physical toy character in response to signals from the second sensors and in response to signals received by the second receiver; and said virtual environment comprising environmental attributes that change in response to signals from the second sensors and in response to signals received by the second receiver.
8. The network recited in claim 1 further comprising user-touchable areas in the virtual environment that initiate activities in the virtual environment involving the user, the physical toy character and the virtual toy character selected from the group consisting of feeding, grooming, toilet training and playing with the virtual toy character.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
(1) The inventions will now be more particularly described by way of example with reference to the accompanying drawings. Novel features believed characteristic of the inventions are set forth in the claims. The inventions themselves, as well as the preferred mode of use, further objectives, and advantages thereof, are best understood by reference to the following detailed description of the embodiment in conjunction with the accompanying drawings, in which:
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DETAILED DESCRIPTION OF THE EMBODIMENTS
(28) The described embodiment is a game providing for interaction between a human player, a physical toy character and a virtual toy character in a virtual environment on an electronic device. More specifically, the described embodiment uses an interactive physical toy, such as a Furby, which is manufactured by Hasbro, that develops a personality, matures and communicates with players audibly, visually and kinetically. The interactive physical toy can also communicate with a virtual toy character in a virtual environment on an electronic device, for example, using wireless signaling or code scanning. The goal of the game is for the player to find and hatch virtual eggs that are offspring of the physical toy character, nurture each virtual hatchling, and build and raise a collection of virtual toy characters. The eggs are incubated and hatched on the electronic device. Collecting virtual toy characters provides rewards that allow the player to unlock ways to find more eggs. The overall goal of the game is for the player to find, nurture, and collect every virtual toy character.
(29) The core gameflow cycle consists of five stages: 1) find an egg by earning an egg or receiving and egg as a gift; 2) transfer the egg into an egg carton for storage while the player continues collecting eggs and nurturing other eggs; 3) incubate the egg until it is ready to hatch; 4) nurture the hatchling by feeding it, cleaning it, and playing with it; and 5) move the virtual toy character into a virtual neighborhood of virtual toy characters. When a nurtured virtual toy characters moves into the neighborhood, the player receives rewards to help find rarer and higher-level eggs. In addition, utilities that only involve the player's physical toy character provide rewards that aid the player and ensure that every step of the game cycle feeds into the next level, creating a strong and clear experience. Different types of neighborhoods may exist with different themes and looks to add to the game.
(30) The described embodiment has several features, including a dashboard to provide an overview and the current status of the toy characters, a naming facility for naming the toy characters, minigames where the player, the physical toy character and the virtual toy character all play, utilities, egg transferring from the player's physical toy character, from a friend's physical toy character or from a virtual toy character, egg storage, egg hunt scanning, device to device egg gifting, egg incubation, personality combining, in-game shopping, virtual toy character collection display, playroom customization, multiple physical toy character mode, multiple language support, and game-related analytics.
(31) Game play begins by running an application on the electronic device and choosing to play with the physical toy character, which prompts communication between the electronic device and the physical toy character to confirm that the physical toy character supports the application. If the physical toy character supports the application, all information about the player's physical toy character is presented in the dashboard. To collect the required information, the player must scan the physical toy character. Upon starting the scanning process, the screen displays feedback. It is made to appear as though the scanning is being performed outwards from the smart device towards where physical toy character is placed. During the scanning process, the application attempts to obtain the physical toy character's information via wireless communication. To create anticipation, the scanning process lasts a few seconds even if the information is obtained very quickly. If, after several seconds, no information has been received, an error message is presented. The player is informed of the failure and is given advice on how to improve conditions. After dismissing the error message, the player is returned to the scanning screen to try again. After the scanning process is successfully completed, confirmation is presented to the player before automatically progressing to a naming screen.
(32) Once the information is scanned from the physical toy character, the player must assign a name to the physical toy character. The naming screen interface consists of a back button that returns the player to previous screen. The naming screen interface also includes two rotational wheels that display prefixes and suffixes that can be combined to form a name and a submit button to confirm the name and to continue. For example, the first wheel may allow a player to select prefixes such as AH or BEE, and the second wheel may allow a player to select suffixes such as BAY or BOH. Thus, the possible names for the character are AHBAY, AHBOH, BEEBAY and BEEBOH. The player can swipe each wheel up and down until the desired combination is found. The naming screen interface further includes a submit button to confirm the name and to continue to the next screen. As the wheels are rotated to a new name, the meaning of the name is displayed. Once the player has selected a name, the physical toy character voices the name and the game continues to the dashboard. Each time the naming screen is presented, the wheels begin on a random combination. Certain combinations are disallowed due to profanity in allowable languages.
(33) To earn the first egg, the player must start a game in the virtual environment on the electronic device to gain experience and to set the level on the physical toy character. When the game in the described embodiment starts, the player is prompted with a utility, such as a hose utility, where experience may accumulate and an egg may be earned. When an egg is earned, the electronic device, which may be a computer or other smart device, prompts the physical toy character to start the egg transfer sequence, which causes an virtual egg to appear on the screen of the smart device. After the egg is transferred, an egg carton is shown holding the transferred egg and other eggs in the player's collection. The player may make a selection to start the incubation stage. When the incubation stage starts, the physical toy character must egg-sit the incubating egg by being placed in front of the electronic device. The first egg takes an extremely short amount of time to hatch and only requires one imprinting from the physical toy character. Whatever personality the physical toy character has when incubation starts is imprinted onto the egg. Once reaching the incubation stage, the player is free to return to the dashboard and browse the other options and features. After the egg-sitting is complete, the player removes the physical toy character and the egg begins to crack open on the screen. The player can interact with the hatching egg by tapping and swiping the cracked egg shell. As the virtual toy character emerges from the egg, its type is revealed. The first hatched virtual toy character looks like its parent.
(34) So nurturing may begin, the newly hatched virtual toy character is immediately shown in a playroom. The player interacts with the virtual toy character through different activity types to add some progress to its level. The player may then begin finding and collecting other eggs.
(35) Finding and collecting eggs is part of the core gameplay cycle and allows the player to eventually achieve all types of virtual toy characters in the neighborhood. There are several ways to collect eggs: 1) from the player's own physical toy character; 2) from the player's friends' physical toy characters; 3) through virtual toy characters that exist within the game and can be unlocked over time; 4) scanning in promotional eggs from the real world; 5) device-to-device egg gifting; and 6) from other toys. Once collected, eggs are added to an egg carton that stores the eggs until they are ready for incubation. Duplicate eggs may be selected if the player has collected them from another player.
(36) In some embodiments, the player's physical toy character can periodically produce new eggs that can be transferred into the game. Generating eggs is intrinsically linked to the physical toy character's overall level, and each time it moves up a level, it has the ability to produce another egg. Although the physical toy character's level is increased by various actions within the game, successfully nurturing and raising a virtual toy character from a hatchling contributes the most progress towards producing a new egg. When an egg has been earned and is available for transfer, it is communicated to the player by the physical toy character. It is possible for a physical toy character to accumulate multiple eggs if the player does not transfer an egg after each instance of increasing a play level. Whenever an uncollected egg is available, it is reflected on the dashboard.
(37) A simpler version of the described embodiments may be limited to having one virtual egg to transfer, one sensory input, such as a button, one output to the player, such as sound, and one signal to the physical toy character, such as an indication of the simpler toy's presence.
(38) When a player accesses the egg transferring screen, the smart device communicates with the physical toy character to begin the transfer. During the transfer, the physical toy character displays particles that form an egg in its eyes while a particle animation occurs on-screen on the smart device as if the egg is being transferred. When the particles have formulated into an egg, the transfer is complete. The egg is then placed into the egg carton and the player is taken to a screen showing the egg carton.
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(41) In some embodiments, virtual objects, such as virtual eggs and other things to enhance the virtual environment, may be scanned into the virtual environment using the camera on an electronic device to scan codes in the physical environment. For example, a promotional egg hunt may be part of a marketing campaign and may allow a player to scan QR codes found in the real world, and eggs can be found hidden among posters, flyers, magazines, bus shelters, shop windows and many other places. When a player finds an egg, it can be scanned into the game and placed in the egg carton. The player is then able to hatch and nurture this virtual egg until it moves into its own unique location in the neighborhood.
(42) Virtual eggs also may be received from friends' physical toy characters, which may also be transferred into the game. The benefit of receiving an egg from a friend is that it helps the player complete a collection from another tribe of physical toy characters and unlocks the corresponding virtual friend if not already unlocked. As with the player's physical toy character, the friend's physical toy character must transfer the egg into the game. This process is very similar to transferring from the player's physical toy character. The only difference is that the player must select to receive a gift from the appropriate menu. A similar egg transfer sequence is then presented, and the egg is placed into the egg carton. In the described embodiment, the player is only able to get an egg from a friend's physical toy character after a cool down period of five hours has expired. As the player does not need to do anything in game to earn eggs from a friend's physical toy character, the cool down period is necessary to prevent spamming of the feature. If a player attempts to transfer an egg before the cool down period has expired, an error message appears.
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(44) Players are also able to transfer stored virtual eggs 32a-f between their virtual egg cartons 30 without the use of the physical toy character. Stored virtual eggs 32a-f are transferred using wireless communication and do not require the use of a data connection or player accounts. Gifting from electronic device to electronic device makes it easy to share stored virtual eggs 32a-f with friends and complete a virtual toy character collection more quickly. The player can send a stored virtual egg 32a-f to a friend when there are one or more eggs present in the virtual egg carton 30. To send stored virtual egg 32a-f, the player's friend must also have a smart device nearby that is running the same application and that is viewing the virtual egg carton 30. The player chooses a stored virtual egg 32a-f to send, and the details are sent to the friend's smart device via wireless signaling, such as tones. When one of the stored virtual eggs 32a-f has been successfully received by the friend's smart device, a confirmation message is presented and one of the stored virtual egg 32a-f is removed from the player's virtual egg carton 30. When receiving a virtual egg from a friend, it is added to the player's virtual egg carton 30. To receive a virtual egg, the player must be running the same application and viewing the friend's virtual egg carton while the friend initiates the transfer process. A message informs the player that the virtual egg is being gifted, and its details are sent to the player's smart device via wireless signaling, such as tones. When the virtual egg has been successfully received, a confirmation message is presented and the virtual egg is added to the player's virtual egg carton 30. The virtual egg is transferred between devices using wireless signaling, such as tones. The following unique tones are required: 1) initiate egg transfer (from sender to receiver); 2) received egg (from receiver to sender); and 3) declined egg (from receiver to sender). The details of the egg type are also communicated wirelessly.
(45) When a player initiates virtual egg gifting, the initiate egg transfer tone is sent first and the virtual egg type details immediately follow this. The sender then waits for either a received egg or declined egg tone from the receiver. If neither signal is received after several seconds, the operation times out and the virtual egg is not transferred from the sender's device. The receiver only has the ability to accept the virtual egg gift once it has successfully received both the initiate egg transfer signal and the details of the egg type. If the friend declines the virtual egg, the player is informed with a message. The option to dismiss the message returns the player to the virtual egg carton 30. If the player does not receive either a received tone or a declined tone, it will eventually time out after several seconds. When this occurs, a generic message is presented prompting the player to either cancel or try the process again. If the player's virtual egg carton 30 is full, the friend is unable to send a gifted virtual egg. A message appears informing the player of this and the option to dismiss the message declines the virtual egg gift.
(46) Once a virtual egg is stored in the virtual egg carton 30, it can be selected for incubation.
(47) The incubator is where the player looks after the virtual egg 20 until it is ready to hatch. During incubation, the player is able to lightly interact with the virtual egg 20. The incubator also includes an egg timer 34, imprinting indicators 36a-d, attention points 38, and personality absorption during imprinting. When the player touches the virtual egg 20, the virtual egg 20 gently wobbles as if it has been poked. This light interaction is disabled when an attention point occurs and during hatching.
(48) The egg timer 34 informs the player how long it will take for the virtual egg 20 to hatch. This counts down in real time whether or not the game is played. The egg timer 34 also has imprinting indicators 36a-d to indicate when imprinting is required from the physical toy character. Although attention points 38 appear on the egg timer 34, these are random events. Previously completed imprinting is represented by imprinting indicators such as 36a and 36b to show which personality was absorbed into the virtual egg 20. Future imprinting is indicated by imprinting indicator 36c and imprinting indicator 36d.
(49) In some embodiments, virtual egg 20 hatching time may be a fixed interval, such as one minute. In other embodiments, virtual egg 20 hatching time is based on the player's level of play. The higher the level, the longer the virtual egg 20 takes to hatch. Higher levels add more time, more imprinting, and the possibility of more attention points.
(50) Imprinting is an important part of the incubation process and reflects the outcome of a virtual toy character when it hatches from the virtual egg 20. When imprinting is required, the virtual egg 20 starts to yearn for the physical toy character's affection and reacts accordingly. The physical toy character then interacts with the virtual egg 20, showing hearts in its eyes. During imprinting, the virtual egg 20 absorbs the physical toy character's personality. This means that when the virtual toy character hatches from the virtual egg 20, it has the personality that the physical toy character had when imprinting was performed. More imprinting with higher level virtual eggs allows the player to add different personality combinations to create a more unique virtual toy characters. A player may choose a different personality by spending virtual currency or other types of accumulated credit. The egg timer 34 freezes until the virtual egg 20 has been successfully imprinted.
(51) During imprinting, the physical toy character reacts in different ways. For example, when the virtual egg 20 is ready for imprinting, the physical toy character reacts with sounds of affection and hearts in its eyes. If the physical toy character's personality is used, the physical toy character sings during imprinting. When imprinting completes successfully, the virtual egg 20 absorbs the personality of the physical toy character and reacts positively.
(52) An attention point 38 may occur as a random effect on the virtual egg 20 that can happen at any stage on the egg timer 34. An attention point 38 pauses the egg timer 34, causing progress to stop until the player has resolved a situation. In
(53) While a player is playing the game, it is possible for the player to make in-app purchases. For example, a player may play in a mode where the physical toy character is not used. In that situation, virtual eggs take longer to hatch. Consequently, the player is able to purchase a fast-forward to lessen the incubation time.
(54) When an attention point has occurred and the player is viewing the virtual egg 20 in incubation, the physical toy character reacts with concern. After successfully resolving an attention point, the physical toy character reacts with happiness and relief. When the physical toy character has completed the final imprinting, the egg timer 34 finishes and a virtual toy character is ready to hatch from the virtual egg 20. The egg timer 34 disappears and a particle animation occurs around the virtual egg 20 as if something magical is happening.
(55) As the virtual egg 20 begins to crack open, the player can lightly interact by tapping at the shell. Eventually, the virtual egg 20 bursts open, and the virtual toy character appears. The hatching process is very magical for the player, and during this time there is a lot of interaction between physical toy character and the virtual toy character.
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(57) After hatching, the virtual toy character 42 is automatically transferred into the playroom where it lives while being nurtured. This provides a platform where the player can interact with the virtual toy character 42 and also view information about its current level and status. The player can perform various actions when the virtual toy character 42 needs attention. When the virtual toy character 42 is hungry, the player can feed it using a blender, or feeding, utility. When the virtual toy character 42 is dirty, the player can clean and groom it using a spa utility. When the virtual toy character 42 is bored, the player can play with it by using one of several minigames.
(58) The virtual toy character 42 lives in the playroom while it is being nurtured. The playroom is made to look similar to a bedroom, with various props and decorations. From the playroom, the player is able to interact with the virtual toy character 42, as well as access utilities and minigames. While in the playroom, the player is able to lightly interact with the virtual toy character 42 in three ways. The player is able to touch the virtual toy character 42 with a single, quick tap with one finger. The player is able to stroke the virtual toy character 42 with a repetitive rubbing action for at least two cycles with one or more fingers, and the player is able to drag a quick swipe with a single finger moving a certain distance away from the point of origin. Each movement elicits a different reaction from the virtual toy character 42.
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(62) While nurturing, the player's goal is to successfully raise the virtual toy character 42, explore its type and personality, and bring it to its full potential. There are statuses of the virtual toy character 42 that are tracked, and when a certain status needs attention, it is a message to the player to perform actions in the game. Statuses deteriorate based on time, and the player improves them by using utilities and minigames. When using the utilities and minigames, progress is made towards adding the virtual toy character 42 to the neighborhood.
(63) When the virtual toy character 42 needs attention, it is communicated through statuses, such as hunger, cleanliness and play. Hunger status relates to how much the virtual toy character 42 needs to eat something. This is improved in the game by using the feeding utility 57 to feed the virtual toy character 42 a meal. Cleanliness status relates to how dirty the virtual toy character 42 is and whether or not it requires cleaning and grooming. This is improved in the game by using a spa utility to clean and groom the virtual toy character 42. Play status relates to how much the virtual toy character 42 has been played with recently. This can be improved in the game by using the minigames utility 53. Each status has a three-level traffic light system behind-the-scenes that denotes how much attention the virtual toy character 42 needs. Green is good and means no attention is required. Amber is okay and means that the virtual toy character 42 needs some attention, but it is not urgent. Red is bad and means that the virtual toy character 42 needs urgent attention. Statuses decay over time and move from green to amber to red. Each status may decrease at its own defined rate, and also moves from green to amber and amber to red at different rates. The status timer resets if the player uses a utility or minigame. Performing the corresponding minigame or utility immediately improves the virtual toy character's status by one step (i.e. amber improves to green, red improves to amber and requires more action to get it to green). Any use of a minigame or utility improves the status by one step, regardless of what the player did (e.g. the player does not need to get a high score in a minigame to improve the Play status). Any statuses that are already green are unaffected by use of utilities and minigames. Playing utilities and minigames advances the virtual toy character's overall progression towards the neighborhood. Depending on how the player performs, more progress is added. The progression towards the neighborhood is represented on the virtual toy character's dashboard. There are five different possible outcomes of the utilities in the described embodiment, each contributing a different amount of progress. Those outcomes are negative for no progress, indifferent for a small amount of progress, slightly positive for a medium amount of progress, positive for a large amount of progress, and very positive for very large amounts of progress.
(64) Using the utilities allows the player to discover what each virtual toy character 42 likes and dislikes, as well as improving the virtual toy character's statuses and earning progress. In the described embodiment, there are two utilities, the blender, or feeding, utility for when the virtual toy character 42 is hungry and the spa utility for when the virtual toy character 42 is dirty. Each utility has elements of exploration for the player where the virtual toy character 42 reacts differently accordingly to its personality.
(65) The feeding utility consists of a blender and a menu of items, including some which are free and some with price tags. The player helps the virtual toy character 42 eat, and the physical toy character may have a reaction.
(66) The spa utility consists of a shower and a menu of lotions, potions, cleaning products, styling items and accessories to clean the virtual toy character 42.
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(72) In the described embodiments, there are three minigames for the player to play involving both the physical toy character and the virtual toy character. Playing minigames also improves the virtual toy character's status and earns progress. The three minigames are soccer, hide and seek and sing-along. In the soccer minigame, the physical toy character shoots the balls while the virtual toy character tries to defend the goal, and the player decides who to assist. In hide and seek, the player tries to find the virtual toy character on the screen of the electronic device with help from the physical toy character. In sing-along, the player teaches the virtual toy character to sign by hitting the correct notes in a timely manner. With progress, the physical toy character joins the singing. In the described embodiments, each minigame is designed to last around 90 seconds, and all involve some skill from the player. All minigames may have variation so that they are not the same every time they are played, providing replayability for the player.
(73) As an example of a minigame,
(74) If the player 10 chooses to play as the physical toy character 12, the player 10 is prompted to turn the electronic device 14 around so the goal 84 appears at the top of the touch screen 24. The touch screen 24 is prepared before the game begins. The pitch is displayed with relevant markings. The virtual toy character 42 appears in front of the goal. The touch screen 24 shows the number of points achieved 86 and the number of turns remaining 88. The virtual toy character 42 begins to move left and right along the goal 84 in a predictable motion. In some embodiments, the player cannot select the trajectory of the physical toy character's 12 shot. In other embodiments, the player 10 sets the trajectory of the physical toy character's 12 shot by leaning physical toy character 12 to one side or keeping it upright.
(75) If the ball 82 collides with the virtual toy character 42, it is saved, and the ball 82 rebounds back towards the player 10. When the ball 82 is rebounded, the player 10 is able to return fire by using a finger to push the ball 82 back towards the goal 84. The surface area of the touch screen 24 surrounding the player's 10 finger acts as a buffer that, when hit, pushes the ball 82 back. If the player 10 fails to return the ball 82 and score, the points achieved 86 does not change but the turns remaining 88 is decreased. The physical toy character 12 reacts with disappointment, and the virtual toy character 42 reacts by celebrating. The player 10 is able to continue to return fire until the goal is scored or the return is missed.
(76) If the player 10 chooses to play as the virtual toy character 42, the touch screen 24 is prepared before the game begins. The pitch is displayed with relevant markings, and the goal 84 appears at the bottom of the touch screen 24 (not shown). The virtual toy character 42 appears in front of the goal. The touch screen 24 shows the number of points achieved 86 and the number of turns remaining 88. After a brief period, the ball 82 is fired onto the touch screen 24. At the same time, the physical toy character 12 reacts by spitting. The player 10 is able to drag the virtual toy character 42 in any direction (left, right, forwards, and backwards) to try and collide with the ball 82. The virtual toy character 42 cannot be dragged out of the penalty area 90. If the ball 82 collides with the virtual toy character 42, it is saved. The ball 82 rebounds and disappears off the top of the touch screen 24. The points achieved 86 is increased and turns remaining 88 is decreased. The physical toy character 12 reacts with disappointment. The virtual toy character 42 reacts by celebrating. If the ball 82 does not collide with the virtual toy character 42, it passes into the goal 84, and the ball 82 disappears off-screen behind the virtual toy character 42. The turns remaining 88 is decreased and the points achieved 86 does not change. The physical toy character 12 reacts by celebrating, and the virtual toy character 42 reacts with disappointment. After each shot is either scored or saved, the process begins again.
(77) Over the course of the game, the speed of the ball 82 increases and multiple balls are fired in a single turn. The trajectories of the balls also become more complex. The game continues for a set number of turns, and at the end of the game, the final score is displayed. The player earns a rating based on the score.
(78) When a virtual toy character has reached its full potential from the nurturing process, it joins the collection of virtual toy characters in a neighborhood. This always occurs after the player has used a utility or minigame to improve a status. After showing the final progress being added, the virtual toy character celebrates and is shown moving into the neighborhood. From here, the player can view and interact with each previously-raised virtual toy characters.
(79) In further embodiments, other means of interaction and communication between the player, the physical toy character and the virtual environment may be used to transfer the virtual egg 20.
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(81) The physical toy character is a driving force behind the game, and the overall progression of the player is represented by leveling up. The physical toy character's level is increased through various actions in the game, such as raising and nurturing a virtual toy character and using utilities to take care of the physical toy character. The physical toy character's level is also directly linked to egg generation. Each time the physical toy character increases a level, it can produce another egg. The higher the level of the physical toy character, the more content becomes accessible, which ultimately allows the player to complete the collection of virtual toy characters. Performing various actions in-game increases the physical toy character's progress towards the next level. Some game features are unlocked once the physical toy character reaches a certain level.
(82) The physical toy character reaches a new level through experience that is attained through hatching an egg, having a virtual toy character join the neighborhood, completing a tribe in the neighborhood, starting a new tribe in the neighborhood, using a utility or using a minigame. When the physical toy character levels up, some game features may be unlocked (e.g. virtual toy character). The player should aim to reach the highest level that unlocks all game features, however there is no limit placed upon how many times a physical toy character can level up, and it should appear infinite to the player. Each time the physical toy character levels up, it takes more experience to reach the next level. This means the physical toy character will level up more often when the player first starts playing and slow down over time.
(83) The described embodiments also provide utilities on the electronic device for the physical toy character to interact with what appears on the screen. As described earlier, the physical toy character may interact with the screen to lay an egg. Other utilities for the physical toy character include a hose for cleaning, a bathroom, a sickbay and a pantry. These utilities further provide for interaction between the player, the physical toy character and the virtual toy character. The physical toy character's current progress and level is represented in the dashboard.
(84)
(85) Various information is communicated on the dashboards. To identify the physical toy character, the physical toy character dashboard 101 shows the physical toy character portrait 98, which shows how the physical toy character looks, and the physical toy character name 100. Below the physical toy character name 100, the player can see the game level 102, which is a number from zero upwards. Statuses relating to the physical toy character appear in the physical toy character dashboard 101. Physical toy character hunger status 104 shows how hungry the physical toy character is. Physical toy character cleanliness status 106 shows how clean the physical toy character is and whether it needs washing. Physical toy character toilet status 108 shows how badly the physical toy character needs to use the toilet. Physical toy character happiness status 110 shows how happy the physical toy character is. Above the status bars, the player may see the progress to the next egg 112 to see how much must be done before an egg may be transferred. The lower left corner shows a virtual currency indicator 114 so the player knows how much is available to spend. As part of the game, a player has access to a shop to purchase items used in the game, such as food, cleaning products, playroom items, etc. On the toolbar 105a of the physical toy character dashboard 101, the player is shown the number of virtual eggs collected 116, the number of virtual friends 118 that the player has unlocked, and the number of virtual toy characters 120 that the player has.
(86) To identify the virtual toy character, the virtual toy character dashboard 103 shows the virtual toy character portrait 122 and the virtual toy character name 124. Next to the virtual toy character name 124, the player can see the virtual toy character personality 126 that was set during incubation. Below the name, the player can see the virtual toy character's progress in the neighborhood 128. Statuses relating to the virtual toy character also appear in the virtual toy character dashboard 103. Virtual toy character happiness status 130 shows how happy the virtual toy character is. Virtual toy character cleanliness status 132 shows how clean the virtual toy character is and whether it needs washing. Virtual toy character hunger status 134 shows how hungry the virtual toy character is. On the toolbar 105b of the virtual toy character dashboard 103, the player is shown that an email 136 is available.
(87) In addition to the basic information displayed, the dashboards also communicate when there is an update or an area of the game that needs attention (e.g. when a new virtual friend has been unlocked). When at the dashboard, the physical toy character may react to a number of scenarios, such as if an egg is available for transfer, if a new virtual friend is unlocked, if an egg needs attention, or if a virtual toy character needs attention.
(88) The dashboard provides the link to most areas of the game. In the described embodiment the following places or functions can be directly accessed from the dashboard: 1) utilities for the physical toy character, which includes the sickbay, the restroom, or Poop Station, the hose, or cleaning station, and the pantry; 2) egg transfer if egg has been earned; 3) the incubator if an egg is currently incubating; 4) the playroom if a virtual toy character is in progress; 5) minigames, which includes soccer, hide and seek, and sing-along; 6) utilities for the virtual toy character, which includes, a blender, or feeding station and a spa; 7) a shop for making purchases; 8) the egg carton; 8) a virtual book of friends; 9) the neighborhood; 10) email; 11) gadgets for the physical toy character, which include a dictionary, a translator, a voice changer, a video maker, and a sleeping aid; 12) a boombox; 13) a hypnotizer; 14) unlockable bonuses; 15) settings and options; and 16) help.
(89) The dashboard must be updated to show the physical toy character's current statuses. This happens automatically whenever the player starts up the game, but future updates can only be applied using a refresh option in the Settings & Options. If the player starts the game without physical toy character, the dashboard cannot be updated. In this circumstance, the dashboard is shown with the statuses inactive or out-of-date.
(90) When at the dashboard, the physical toy character may react to a number of scenarios, including 1) an egg available for transfer; 2) a newly unlocked virtual toy character; 3) an egg needing attention; 4) a virtual toy character needing attention; and 5) a full moon. The player can find extra unlockable objects by purchasing or finding items in the real world. The player can scan in objects via a QR code or receive tones from special physical toy characters. Items that can be unlocked include promotional eggs, additional food items for the pantry, and additional objects for the playroom. The option to unlock objects can be selected from a dashboard. There are two ways for the player to choose to unlock objects: 1) via QR barcode scanning; or 2) using tones or other wireless signals sent by the physical toy characters to the application running on the electronic device. The player is asked to choose a method upon selecting the option to unlock objects. As well as scanning in promotional eggs from real world products, other in-game objects can be unlocked by scanning a code as described earlier with reference to
(91)
(92) Collectable packages, or gifts, are rewards for the player that are given at various points throughout the game as further progress is made. After earning a package, or gift, the player must unwrap it to see what it is and use it. This can be done using a physical toy character, or, alternatively, by spending currency. The packages are stored in a section of the game that is accessed from the dashboard. The package collection area shows how many packages are available, which packages have been collected so far, and which packages have been unwrapped for use. To earn a package, the player must hatch virtual toy characters. After each virtual toy character has been hatched and named, a package is unlocked. In the described embodiment, for the first eight packages, one is earned after every hatched virtual toy character. For the next eight, it occurs after every other virtual toy character is hatched, meaning it takes a total of twenty-four hatchings to unlock sixteen packages.
(93) After pressing the get gift button 148, the wrapped package is displayed on screen and the player must fling it towards the physical toy character. Upon receiving the wrapped gift, the physical toy character reacts by sounding like it is chomping and spitting out wrapping paper before sending the unwrapped package back. In the described embodiment, the unwrapped package appears in a big transitional sequence that builds up to a burst screen presented to the player.
(94) In sum,
(95) Also shown in
(96) While the present inventions have been illustrated by a description of various embodiments and while these embodiments have been set forth in considerable detail, it is intended that the scope of the inventions be defined by the appended claims. It will be appreciated by those skilled in the art that modifications to the foregoing preferred embodiments may be made in various aspects. It is deemed that the spirit and scope of the inventions encompass such variations to be preferred embodiments as would be apparent to one of ordinary skill in the art and familiar with the teachings of the present application.