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1. WO2022211721 - GRAPHICAL USER INTERFACE FOR ELECTRONIC GAMES

Publication Number WO/2022/211721
Publication Date 06.10.2022
International Application No. PCT/SG2021/050747
International Filing Date 03.12.2021
IPC
A63F 13/67 2014.1
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
60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
67adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/53 2014.1
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
50Controlling the output signals based on the game progress
53involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display or displaying a laser sight in a shooting game
CPC
A63F 13/533
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
50Controlling the output signals based on the game progress
53involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
533for prompting the player, e.g. by displaying a game menu
A63F 13/537
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
50Controlling the output signals based on the game progress
53involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
537using indicators, e.g. showing the condition of a game character on screen
A63F 13/837
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
837Shooting of targets
Applicants
  • GARENA ONLINE PRIVATE LIMITED [SG]/[SG]
Inventors
  • LU, Chen
Agents
  • PIZZEYS PTE LTD
Priority Data
10202103346X01.04.2021SG
Publication Language English (en)
Filing Language English (EN)
Designated States
Title
(EN) GRAPHICAL USER INTERFACE FOR ELECTRONIC GAMES
(FR) INTERFACE GRAPHIQUE UTILISATEUR POUR JEUX ÉLECTRONIQUES
Abstract
(EN) A graphical user interface for electronic games is disclosed. The interface comprises a current weapon panel configured to display a first weapon in an active state, and a plurality of spare weapon panels configured to display weapons in the inactive state. The plurality of spare weapon panels is arranged in accordance with the panel ranking values assigned to each spare weapon panel. The selection of any one of the spare weapon panels results in a corresponding weapon in the inactive state, which is displayed on the selected spare weapon panel, being switched to the active state and promoted to the current weapon panel, and the first weapon being switched to the inactive state and relegated to a spare weapon panel. The weapons in the inactive state are dynamically ordered and displayed on the plurality of spare weapon panels according to the panel ranking value of the spare weapon panels and the predicted weapon ranking value.
(FR) La présente invention concerne une interface graphique utilisateur pour jeux électroniques. L'interface comprend un panneau d'arme actuelle configuré pour afficher une première arme dans un état actif, et une pluralité de panneaux d'armes de rechange configurés pour afficher des armes dans l'état inactif. La pluralité de panneaux d'armes de rechange sont agencés conformément aux valeurs de classement de panneau affectées à chaque panneau d'arme de rechange. La sélection de l'un quelconque des panneaux d'armes de rechange a pour effet qu'une arme correspondante dans l'état inactif, qui est affichée sur le panneau d'arme de rechange sélectionné, passe à l'état actif et est promue au panneau d'arme actuelle, et que la première arme passe à l'état inactif et est reléguée à un panneau d'arme de rechange. Les armes dans l'état inactif sont ordonnées et affichées de manière dynamique sur la pluralité de panneaux d'armes de rechange selon la valeur de classement de panneau des panneaux d'armes de rechange et la valeur de classement d'arme prédite.
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