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    • 51. 发明申请
    • Using and Exporting Experience Gained in a Video Game
    • 在视频游戏中使用和导出经验
    • US20130090161A1
    • 2013-04-11
    • US13472970
    • 2012-05-16
    • Victor Kislyi
    • Victor Kislyi
    • A63F13/12
    • A63F13/69A63F13/12A63F13/803A63F13/85A63F2300/575A63F2300/65
    • Methods and systems for awarding experience points to players of video games are disclosed. A video game such as a vehicle-based combat game may award experience of different classes, which allows control over the pace at which certain players advance through the game. Users may be awarded multiple classes of experience points, where a first class of experience may be restricted for use only in unlocking objects in a tech tree of the vehicle in which the first class of experience was earned vehicle, whereas a second class of experience may used to unlock any vehicle or module, not limited by tech tree. In some aspects, experience and/or vehicles/modules may be exported between video games.
    • 披露了向游戏玩家颁发经验点的方法和系统。 诸如基于车辆的战斗游戏的视频游戏可以奖励不同类别的经验,这允许控制某些玩家在游戏中前进的速度。 用户可以获得多个经验点,其中第一类体验可能仅限于在解锁第一类体验获得车辆的车辆技术树中的对象时使用,而第二类体验可能 用于解锁任何车辆或模块,不受科技树的限制。 在某些方面,可以在视频游戏之间导出经验和/或车辆/模块。
    • 54. 发明申请
    • VIDEO GAME SYSTEMS AND METHODS
    • 视频游戏系统和方法
    • US20130005462A1
    • 2013-01-03
    • US13610066
    • 2012-09-11
    • Shigeru MIYAMOTOHiroyuki KimuraShigeyuki Asuke
    • Shigeru MIYAMOTOHiroyuki KimuraShigeyuki Asuke
    • A63F13/06
    • A63F13/56A63F13/10A63F13/20A63F13/21A63F13/235A63F13/25A63F13/327A63F13/45A63F13/58A63F13/822A63F13/843A63F2300/65A63F2300/8088
    • Example systems and methods relate to a video game in which multiple players each supply inputs to a respective input device to control a corresponding game character in a game world. Movements and actions of each game character are controlled in accordance with a first game character control operation during the playing of the video game. If one or more conditions is satisfied by one of the players, the one player's game character is protected from harm in the game world. Movements and actions of the protected game character are controlled in accordance with a second game character control operation. The protecting of the one player's game character is stopped in response to one or more protecting stopping conditions, whereby the game character is again controllable in accordance with the first game character control operation. If all game characters are protected, current playing of the video game ends.
    • 示例系统和方法涉及一种视频游戏,其中多个玩家每个向相应的输入设备提供输入以控制游戏世界中相应的游戏角色。 根据在游戏过程中的第一游戏角色控制操作来控制每个游戏角色的动作和动作。 如果其中一个玩家满足一个或多个条件,则玩家的游戏角色将被保护免受游戏世界的伤害。 根据第二游戏角色控制操作来控制受保护的游戏角色的移动和动作。 响应于一个或多个保护停止条件停止一个玩家的游戏角色的保护,由此根据第一游戏角色控制操作再次控制游戏角色。 如果所有游戏角色受到保护,则视频游戏的当前播放结束。
    • 55. 发明申请
    • ATTRIBUTE-DRIVEN GAMEPLAY
    • 属性驱动游戏
    • US20120302356A1
    • 2012-11-29
    • US13466787
    • 2012-05-08
    • Ed Annunziata
    • Ed Annunziata
    • G06F17/00
    • A63F13/58A63F13/10A63F13/56A63F2300/65A63F2300/6623
    • Methods and systems for emotion-based game character manipulation are provided. Each character is associated with a table of quantified attributes including emotional attributes and non-emotional attributes. An adjustment to an emotional attribute of a game character is determined based on an interaction with another game character. The emotional attribute of the first game character is adjusted, which further results in an adjustment to a non-emotional attribute of the first game character. The behavior of the first game character is then determined based on the adjusted non-emotional attribute.
    • 提供了基于情感的游戏角色操纵的方法和系统。 每个角色与量化属性表相关联,包括情感属性和非情感属性。 基于与另一游戏角色的交互来确定游戏角色的情感属性的调整。 调整第一游戏角色的情感属性,这进一步导致对第一游戏角色的非情感属性的调整。 然后,基于经调整的非情感属性来确定第一游戏角色的行为。