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1. WO2017171567 - THE METHOD OF SIMULTANEOUS PLAYING IN SINGLE-PLAYER VIDEO GAMES

Publication Number WO/2017/171567
Publication Date 05.10.2017
International Application No. PCT/PL2016/000035
International Filing Date 30.03.2016
IPC
A63F 13/42 2014.01
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
42by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
A63F 13/56 2014.01
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
55Controlling game characters or game objects based on the game progress
56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
CPC
A63F 13/25
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
25Output arrangements for video game devices
A63F 13/40
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
A63F 13/42
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
42by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
A63F 13/56
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
55Controlling game characters or game objects based on the game progress
56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/822
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
80Special adaptations for executing a specific game genre or game mode
822Strategy games; Role-playing games
A63F 2300/6054
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
2300Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
60Methods for processing data by generating or executing the game program
6045for mapping control signals received from the input arrangement into game commands
6054by generating automatically game commands to assist the player, e.g. automatic braking in a driving game
Applicants
  • Bloober Team S.A. [PL]/[PL]
Inventors
  • BABIENO, Piotr
  • REKIEĆ, Konrad
Agents
  • MIKOSZA, Marek
Priority Data
Publication Language English (EN)
Filing Language English (EN)
Designated States
Title
(EN) THE METHOD OF SIMULTANEOUS PLAYING IN SINGLE-PLAYER VIDEO GAMES
(FR) PROCÉDÉ DE JEU SIMULTANÉ DANS DES JEUX VIDÉO À UN SEUL JOUEUR
Abstract
(EN)
The invention relates to the method of simultaneous playing in video games designed for a single player. The invention is realized with a computer unit and uses at least one display device, at least one computer device that generates the game image display and at least one game controller controlled by the user. The method of controlling the figure according to the invention is characterized in that the player using one controller simultaneously controls at least two characters (1), (2) while each of the characters controlled by the same user is displayed simultaneously in a separate viewport (6), (7), which makes a separate story universe (A), (B) and the input signal from the controller is transformed by the software synchronization layer including predefined modifiers specific for a given story universe (A), (B).
(FR)
L'invention concerne le procédé de jeu simultané dans des jeux vidéo conçus pour un seul joueur. L'invention est réalisée avec une unité d'ordinateur et utilise au moins un dispositif d'affichage, au moins un dispositif informatique qui génère l'affichage des images de jeu et au moins une manette de jeu commandée par l'utilisateur. Le procédé de commande de personnage selon l'invention est caractérisé en ce que le joueur utilisant une manette commande simultanément au moins deux personnages (1), (2), chacun des personnages commandés par le même utilisateur étant affiché simultanément dans une fenêtre d'affichage distincte (6), (7), qui a trait à un univers d'histoire distinct (A), (B), et le signal d'entrée provenant de la manette est transformé par la couche de synchronisation logicielle comprenant des modificateurs prédéfinis spécifiques à un univers d'histoire donné (A), (B).
Also published as
Latest bibliographic data on file with the International Bureau