US20240307759A1 - Gaming System - Google Patents
Gaming System Download PDFInfo
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- US20240307759A1 US20240307759A1 US18/608,882 US202418608882A US2024307759A1 US 20240307759 A1 US20240307759 A1 US 20240307759A1 US 202418608882 A US202418608882 A US 202418608882A US 2024307759 A1 US2024307759 A1 US 2024307759A1
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- gameplay
- component
- launcher
- beacon
- mobile electronic
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Images
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/02—Shooting or hurling games
- A63F9/0252—Shooting devices therefor
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/02—Shooting or hurling games
- A63F9/0204—Targets therefor
- A63F9/0243—Movable targets
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2250/00—Miscellaneous game characteristics
- A63F2250/52—Miscellaneous game characteristics with a remote control
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- F—MECHANICAL ENGINEERING; LIGHTING; HEATING; WEAPONS; BLASTING
- F41—WEAPONS
- F41B—WEAPONS FOR PROJECTING MISSILES WITHOUT USE OF EXPLOSIVE OR COMBUSTIBLE PROPELLANT CHARGE; WEAPONS NOT OTHERWISE PROVIDED FOR
- F41B11/00—Compressed-gas guns, e.g. air guns; Steam guns
- F41B11/70—Details not provided for in F41B11/50 or F41B11/60
Definitions
- Games that are purely virtual, such as video games. These allow the use to navigate an area and perform activities or attack opponents through a visual display. The user manipulates the environment by pushing buttons or other controller to make the virtual representation of themselves perform desired functions. Such virtual games allow the user access to more varied and imaginative environments, activities, targets, etc., but limit the physical sensation of participating in the game.
- Exemplary embodiments of systems and methods described herein comprise one or more system components from any combination of launchers, transmitter/receiver, aerial vehicle, game server, mobile electronic device, and/or communication device that are configured for one or more gameplay configurations.
- the system components may be configured to communicate with a central system server and/or each other.
- An exemplary system component may comprise an application saved in memory in a mobile electronic device and executed by a processor on the mobile electronic device.
- the application may be configured to display gameplay features on a display of the mobile electronic device.
- the application may be configured to set gameplay functions.
- Exemplary embodiments of the systems and methods described herein may combine physical aspects and virtual aspects of game play using a combination of elements, such as, for example, a projectile, a mobile electronic device, and one or more sensors that are in communication with each other either directly and/or through a game server.
- elements such as, for example, a projectile, a mobile electronic device, and one or more sensors that are in communication with each other either directly and/or through a game server.
- a gameplay system and method may include system components for gameplay using mobile electronic devices in combination with system play components.
- the mobile electronic device may be used to select a game play mode from more than one game play modes and one or more system play components may have a function defined differently between the one or more game play modes.
- the gameplay system and method may provide a connected environment for gameplay in which system play components may interact with each other wirelessly and through physical interaction to define a game play mode.
- FIGS. 1 - 8 B illustrate exemplary system components that can be used in combination according to embodiments described herein.
- FIGS. 9 A- 9 N illustrates an exemplary flowchart of a method according to embodiments described herein for a first game play configuration.
- the first game play configuration may be similar to a capture the flag game play.
- FIGS. 10 A- 10 E illustrates an exemplary flowchart of a method according to embodiments described herein for a second game play configuration.
- the second game play configuration may be similar to a search and destroy, or team on team game play.
- Exemplary embodiments described herein include a mobile electronic device, a projectile launcher, a game server.
- the mobile electronic device may be, for example, one or more mobile electronic device and may include a mobile phone, sensors, beacon, drone, transmitter/receivers, etc. . . .
- the exemplary components may include one or more communication interfaces to permit the respective components to send and/or receive signals therebetween either directly or through one or more other components.
- a system comprises a mobile electronic device, a projectile, a sensor with a receiver and/or transmitter, and a game server.
- the mobile electronic device may be a mobile phone or other smart device with a communication interface, memory, processor, and display screen.
- the mobile electronic device may comprise an application configured to perform functions as described herein when executed by a processor of the mobile electronic device.
- the mobile electronic device may be configured to receive signals from one or more other system components, such as the projectile, game server, and/or sensor.
- the mobile electronic device may be configured to send information to the projectile and/or game server.
- the mobile electronic device may share a location of the mobile electronic device to the game server.
- the mobile electronic device may be configured to receive information and/or display information to a user.
- game play information may be provided to a user, such as points, locations of self or other players, game play areas, locations of targets, sensor information, or other information as described herein.
- the projectile may be any play object that permits a game play.
- the projectile may be a gun, bow and arrow, balls, mechanical device, electronic devices, etc.
- the projectile may be configured with a communication interface to send and/or receive signals from one or more other components of the system, such as, for example, the mobile electronic device, the sensor(s), and/or the game server.
- the sensor may be configured to send and/or receive a signal from one or more system component.
- the sensor may be configured to perform one or more additional functions.
- the sensor may comprise multiple sensors configured as an object.
- the object may be configured to detect contact from a projection from the projectile.
- the object may, for example, have one or more motions sensors, such as an accelerometer, gyroscope, pressure sensor, etc. to detect an impact event such as from the projectile.
- the object may be configured through one or more communication interfaces to communicate the impact event to one or more other system components, such as, for example, the mobile electronic device and/or the game server.
- the object may take on many different forms as described herein.
- the object may optionally be a beacon that is positioned about the game environment.
- the object may optionally be a drone that may move about the game environment.
- the drone may be controlled by the game play instructions and/or by one or more users of the game play.
- the object may optionally include buttons or interface features that permit a user to interact or engage the object.
- the object may optionally include one or more indicators that provide information to a user such as in lights, indicators, screens, etc.
- the object may include one or more sensors to assist in game play.
- the sensor may include any combination of proximity sensors, touch/impact sensors, location sensors, object detection, boundary sensors, etc.
- the sensor may optionally include a communication interface to send and/or receive information from one or more other system components, such as, for example, the mobile electronic device and/or game server.
- FIGS. 1 - 8 illustrate exemplary system components that can be used in combination according to embodiments described herein.
- the systems described herein may include a launcher device (also referred to herein as a projectile).
- the launcher device may be configured as a handheld launcher, a stand alone launcher, an arial launcher, or a combination thereof.
- the system may include one or more launcher device(s) in any combination of configurations.
- FIGS. 1 and 2 illustrate exemplary embodiments of a handheld launcher 100 , 200 configured to shoot a projectile 104 .
- the handheld launcher 100 , 200 may comprise a gun 102 , 202 .
- the handheld launcher may be configured with a trigger, a container for retaining one or more projectiles.
- the launcher may be configured such that when the trigger is activated, one or more projectiles are launched from the container from the handheld launcher.
- the handheld launcher may use air pressure to accelerate the projectile from the handheld launcher.
- Exemplary embodiments of the launchers described herein comprise smart launchers.
- the smart launchers may be configured to communicate with an electronic mobile device of the user associated with the launcher and/or with a game server and/or other system components.
- the smart launcher may be configured to communicate through communication channels on the launcher and the electronic mobile device.
- Exemplary embodiments may communicate information between the launcher and the electronic mobile device such as remaining ammunition, number of shots taken, empty ammunition, hits taken, amount of damage taken, location, virtual objects within the gameplay, etc.
- Exemplary embodiments of the launchers described herein may be used with or without the use of the application on the mobile electronic device.
- the launcher(s) may include a smart button that may be configured to start or look for or connect the communication interface of the launcher.
- the smart button may comprise a Bluetooth connectivity button to turn on or off, look for, or connect the launcher to a user's mobile electronic device and/or other system components.
- Exemplary embodiments of the launcher described herein may include one or more user input interfaces.
- one or more buttons, sliders, switches, etc. may be on the launcher.
- the launcher may be configured to communicate to the electronic mobile device and the user input interface on the mobile electronic device, such as through a touch screen, button, or other selector on the mobile electronic device.
- user input interfaces may be used to make user selections. For example, game modes may be selected, team selections, launch configurations, launch speeds, launch force, game selection, etc. may be set through the user input and/or communicated to the launcher through the communication interface. Any combination of options may be included the one or more user input interfaces.
- the launcher may include any combination of inputs for: connecting to another system component, connecting to an electronic mobile device of the user, reloading, releasing and/or attaching a cartridge for projectiles, making a selection to retrieve information from the launcher, selecting launcher configuration (force, speed, repeat shots, etc.), choosing a game play mode, indicating a team, or any combination thereof.
- Exemplary embodiments of the launcher described herein may include a user output interface.
- the user output interface may be configured to provide an indicator of the launcher, such as a team selection, launch configuration, launch speed, launch force, game selection, remaining health, or other configuration.
- the user output interface may be any combinations of light(s), indicators, status bar, gauges, screen, slider, dial, switch, etc.
- the user output interface may be the same as a user input interface.
- the user output interface may be a light or color code to indicate a team selection.
- the system may comprise an armband or other indicator that may be removably attached to the user.
- the armband or other indicator may provide an indication of a team selection such as by providing a color indicator.
- the mobile electronic device may be used to select a team selection or other gameplay configuration that may be communicated to the launcher and/or may be used to track gameplay according to the selected gameplay configuration.
- Exemplary embodiments of the launcher described herein may be configured to launch a projectile.
- the launcher may comprise a fully-automatic blaster that can repeatedly expel rounds of projectiles as described herein.
- the launcher may comprise a detachable container for retaining a plurality of projectiles.
- Other projectiles and/or shooting configurations are also contemplated herein include single launch projectiles.
- FIG. 3 illustrates an exemplary storage container for a plurality of projectiles.
- the projectiles may comprise a superabsorbent polymer.
- the superabsorbent polymer may be a material capable of absorbing hundred(s) to thousand(s) of times its own weight in water.
- the superabsorbent polymer may comprise a first size in a dehydrated state and a second size in a hydrated state.
- the second size may be configured for use as a projectile in the launchers described herein.
- the second size may be substantially larger than the first size, so that the projectiles may be stored in the dehydrated configuration in a small volume.
- FIG. 4 illustrate exemplary embodiments of a standalone launcher 400 , configured to shoot a projectile.
- the standalone launcher 400 may comprise a launcher 402 having features as described herein, such as those with respect to the handheld launchers of FIGS. 1 - 2 .
- the launcher 402 may be configured with a trigger, a container for retaining one or more projectiles.
- the launcher may be configured such that when the trigger is activated, one or more projectiles are launched from the container from the handheld launcher.
- the handheld and/or standalone launcher may use air pressure to accelerate the projectile from the launcher.
- the standalone launcher 400 may comprise a stand 404 for supporting the launcher 402 .
- the launcher may be configured such that the trigger may be activated by contact or pressure applied directly to the trigger by a user, or remotely through a mechanical actuator that may be in communication with a control device of the system and/or remotely activated by a user of the system as described herein.
- the stand 404 may comprises a movable gimbal such that the launcher may be rotated to point in different directions and/or change an angle of elevation.
- the gimbal may optionally be configured to change a height of the launcher.
- the gimbal may comprise a ball joint, or one/two rotational joints that permit the launcher to pitch and yaw.
- the standalone launcher may be configured to separate the launcher from the stand.
- the stand may therefore be configured having a support configured to removably couple the launcher to the stand.
- the launcher may be configurable to be used when attached to the stand and/or to be used as a handheld launcher.
- the standalone launcher may comprise a remote controller.
- the remote controller may optionally be configured to reposition or move the direction of the launcher.
- the remote controller may optionally be configured to trigger the launcher.
- the remote controller may comprise one or more buttons.
- the remote controller may comprise four buttons to change a direction of the launcher, such as by rotating the launcher left, right, up, and/or down.
- the remote controller may comprise a button to launch a projectile from the launcher.
- the remote controller may be a mobile electronic device of a user.
- the standalone launcher may be configured to communicate with the mobile electronic device and/or a gamer server to send and receive signals from the standalone launcher to control the launcher.
- FIG. 5 illustrates an exemplary sensor 500 according to embodiments described herein.
- the sensor 500 is a transmitter/receiver.
- the transmitter/receiver may permit different gameplay modes.
- the senor 500 may comprise a detector 502 configured to detect when the transmitter/receiver has been hit by a projectile according to embodiments described herein.
- the senor 500 may comprise an output 504 .
- the output as illustrated comprises a light 504 that may be color coded to indicate the specific game play and/or associated team and/or indicate other game play characteristic according to embodiments described herein.
- the light 504 may be configured to blink, solid, set a color, or combinations thereof.
- the light 504 may indicate the game play or a specific mode of the transmitter/receiver according to embodiments described herein.
- the senor 500 may comprise an input 506 for selecting a game play of the transmitter/receiver according to embodiments described herein.
- the senor 500 is configured as a beacon such as a target.
- the beacon may be supported by a stand 508 such as a tri-pod or quad-pod.
- the stand may be collapsible and/or separable for system component storage when gameplay is not active.
- the beacon may be used with or without the stand and may be separable therefrom.
- the beacon may be programmed as a target.
- the beacon may comprise an indicator, such as a light, to represent the mode of game play of the beacon and/or a status of the beacon, such as ready to be hit or not hit, associated with one or more other system components such as to create teams or other associations, etc.
- the beacon comprises sensors for detecting when the beacon is hit by a projectile.
- the beacon may comprise a communication device to track and send information about the hit events detected by the sensors at the beacon.
- the beacon may be programmed as a weapon, such as a bomb.
- the beacon may, for example, include sensors to detect proximity of one or more system components and/or objects. Once detected, either through a hit event or by proximity of another object within a given proximity of the beacon, the beacon may initiate a countdown and/or may immediately trigger a damage event.
- the beacon may communicate a signal indicating a time and/or strength of detonation. Any system components within a given radius from the beacon may be configured to register damage. In an exemplary embodiment, the damage may be related to a distance from the beacon at the time of detonation.
- the system may be configured to communicate the damage event to one or more system components within a radius of the beacon.
- the system may track location of one or more system components, and the beacon may communicate a time of detonation and/or its location to the system. The system may then determine associated damage within a radius of the beacon. The system may then communicate this information to one or more system components.
- the beacon may be programmed as a health area and/or respawn area within a gameplay.
- the beacon may, for example, include sensors to detect proximity of one or more system components and/or objects from the beacon. Once detected, the beacon may initiate a countdown and/or may immediately trigger a respawn event.
- the beacon may communicate a signal indicating a time and/or strength of health. Any system components within a given radius from the beacon may be configured to register a decrease in damage. In an exemplary embodiment, the decrease in damage may be related to a distance from the beacon at the time of respawn.
- the system may be configured to communicate the respawn event to one or more system components within a radius of the beacon.
- the system may track location of one or more system components, and the beacon may communicate a time of respawn and/or its location to the system. The system may then determine associated reduction in damage within a radius of the beacon. The system may then communicate this information to one or more system components.
- FIG. 6 illustrates an exemplary aerial vehicle 600 according to embodiments described herein.
- the aerial vehicle 600 may be an unmanned aerial vehicle, such as a drone. As illustrated, the aerial vehicle 600 may a quad-copter configured to fly.
- the aerial vehicle 600 may or may not comprise a launcher according to embodiments described herein.
- the aerial vehicle may be controlled remotely.
- the aerial vehicle may be automatically programmed to fly and/or move. In an exemplary embodiment, the aerial vehicle may be configured to fly within a gameplay area. In an exemplary embodiment, the aerial vehicle may be configured to fly within a predefined special area. In an exemplary embodiment, the aerial vehicle may be configured to change a flying pattern after one or more detected hits. In an exemplary embodiment, the aerial vehicle may change a flying pattern after each hit. In an exemplary embodiment, the aerial vehicle may be configured to track a number of hits. The aerial vehicle may be configured to land after a predetermined number of hits is detected.
- FIGS. 7 A- 7 B illustrates an exemplary mobile electronic device 700 .
- the mobile electronic device 700 may be a smart phone 702 .
- Other electronic devices within the scope of the exemplary mobile electronic device may optionally be any combination of mobile phones, smart screens, tablets, etc.
- the electronic device comprises a screen, processor, memory, or a combination thereof.
- the electronic device may have an application stored in the memory and executed by the processor configured to receive and/or have an aerial view of an area for a gameplay.
- the application may be configured to illustrate virtual symbols associating a position of one or more of the system components described herein on the aerial view of the gameplay area.
- the mobile electronic device comprise a user interface configured to display information to a user as described herein.
- the user interface may be configured to receive instructions with respect to the gameplay described herein.
- the user interface may be configured to display information with respect to the gameplay described herein.
- FIG. 7 A illustrates a first exemplary user interface displayed on a mobile electronic device of a user.
- the mobile electronic device may comprise an application configured to receive one or more communications from one or more system components.
- the user interface shows a map of the gameplay area.
- the map may be an actual representation of the physical environment, such as taken from a satellite or above image of the area.
- the map may be a virtual representation such as an area drawing.
- the user interface may comprise virtual markers or representations on the map.
- the mobile electronic device may receive one or more signals from one or more other users, such as system components and/or other mobile electronic devices of users.
- the system may be configured to create a virtual representation of one or more objects onto the map of the gameplay area.
- the virtual representations may be of other players within the gameplay area.
- the user interface may provide indications, such as using symbols or color coding to represent the team each play is associated with.
- the user interface may also show other objects within the gameplay area.
- An exemplary object that may be virtually represented on the gameplay area illustrated on the user interface may include any combination of: a beacon associated with a team that is supposed to be a target, and object to be captured, a beacon associated with a respawn area, a beacon associated with safety, aerial vehicles for targets, aerial vehicles to be avoided that are used for observation or that may shoot, standalone launchers, etc.
- system components such as the beacons may be programmed as having different functions within the system.
- the user interface may provide an indication of the component such as the beacon and its associated function.
- the beacon may be represented as a respawn area, target, etc.
- FIG. 7 B illustrates an exemplary embodiment of a user interface.
- the user interface may comprise information about the gameplay.
- the information may include a timer of the gameplay, a number of hits received at one or more targets, a number of misses.
- the application on the electronic mobile device may be configured to provide audio indications of the gameplay.
- the application may provide a verbal confirmation of a hit, or a countdown or timer indication, etc.
- the application on the mobile electronic device may provide verbal indication of the gameplay so that the user does not have to continually monitor the display.
- the mobile device may communicate with a headset or speakers that the user may wear, such as earbuds.
- the user may receive updates from the application without having to monitor the display.
- the system components, such as the launcher may include smart buttons that are configured to perform actions within the application. For example, the user may confirm or decline action events (such as hit events, respawn events, etc.) The user may therefore interface with the application and/or the electronic mobile device without contacting the electronic mobile device itself.
- the application may be configured to permit communication between mobile electronic devices in the gameplay.
- teammates may be configured to talk with each other, or players may talk to all players or to specific players.
- the system may therefore permit individual or group chats within the gameplay.
- the system components, such as the launchers may include talk buttons to permit the change from one or more chat groups and/or turn on and off chats to other players.
- FIGS. 8 A- 8 B illustrate an exemplary system 800 according to embodiments described herein providing an example of a combination of system components described herein for different gameplay configurations.
- the system 800 may comprise a launcher 802 configured to propel a projectile 804 therefrom at a target, such as the aerial vehicle 806 and/or beacon 808 .
- the system described herein may comprise one or more beacons 808 and/or one or more aerial vehicles 806 with a launcher 802 configured to expel a projectile 804 .
- the gameplay system may comprise one or more gameplay modes.
- One exemplary gameplay mode may comprise teams in which a first set of a plurality of launchers is associated with a first team and a second set of a plurality of launcher is associated with a second team. Exemplary embodiments may also include more teams, such as three, four, or more. One or more of the beacons may also be associated with each of the teams, such as the first or second team. Each team may then try to shoot the other and/or their beacons to gain points.
- the system may be configured to track contact of projectiles with the beacons or other targets.
- the beacon may have to be contacted, such as by pressing a button or may register a proximity detection of another player within a range of the beacon in order to consider the beacon captured by the opposing team.
- the beacon may therefore include a proximity detection and identity of the team associated with the user in proximity to the beacon.
- the system may, for example, include location determination of the beacon so that it can be obtained and taken to the other team's side of the gameplay area.
- the system may detect the location of the beacon and determine a team winner once the other team's beacon is returned to the team's side of the play field area.
- Other win events may also be used, such as the deactivation of the beacon, a hit event of the beacon, tracking a total number of hit events on the beacon and the winner being the highest number, or other criteria.
- the gameplay mode may include other team based gameplays.
- the players may be divided again into two or more teams.
- the teams may use one or more beacons to set “bombs” within a gameplay area.
- a team may set a bomb and leave it, while the opposing team must find the bomb and deactivate it within a predetermined amount of time.
- one or more beacons may act as “bombs”.
- the beacons may be configured to start a timer, such as through the application on a mobile electronic device and/or through one or more user interfaces of the beacon (such as a button).
- the beacon may provide an indicator of have been activated, such as a color or sound.
- the beacon may also include a countdown timer and/or through the indicator may indicate an amount of time before detonation.
- the beacon may then be deactivated by another input, such as through the application on a mobile electronic device (any of the mobile electronic devices in the gameplay and not necessarily the same one that activated the beacon), or through a user interface of the beacon itself (such as pushing a button).
- the system components may track location, provide a current time of the countdown, may indicate the area of damage if the beacon goes off, etc.
- the players may use the launchers against each other to prevent the beacon from being armed or disarmed.
- an exemplary gameplay mode can be used with and without launchers.
- an exemplary gameplay may include a zombies v. humans game.
- a first team may comprise “humans” and have handheld launchers and/or mobile electronic devices; and a second team may comprise “zombies” and have mobile electronic devices without launchers (or may use beacons or other system components in place of the mobile electronic devices).
- the system may detect the proximity of a zombie player from the location tracking through the mobile electronic device and/or communication and/or proximity detection between different system components. If a zombie player is detected close to a human player, the zombie may be configured to infect the human player.
- the system may change a parameter of the launcher of the human player, such as by slowing the rate of fire and/or disabling the ability to fire.
- the human player may need to reach a respawn area that may be a given area in the gameplay and/or created by a beacon or other system component. If the human player reaches the respawn area within a given amount of time and/or stays at the respawn area for a given amount of time, then the player may be reactivated and their launcher restored to normal gameplay such as permitting the trigger to launch projectiles or restore the rate of fire of the launcher.
- the gameplay may have a timer, such that at the end of the game play the humans or zombie team may win if one or the other side has overtaken the other in the gameplay time.
- Exemplary embodiments therefore permit gameplay by using an application downloaded on a user's mobile electronic device to see gameplay actions and/or be detected as a member of the gameplay without having a dedicated system component, such as a launcher.
- the user may, for example, see a map of the gameplay area, may communicate location to other players in the gameplay area, may see gameplay locations such as the area of gameplay, respawn areas, etc., timer, number of team members and/or opposing team members.
- the mobile electronic device may permit the user to enter in a hit event or other user input into the mobile electronic device that may be communicated to one or more other system components.
- the mobile electronic device may communicate with one or more other system components to determine proximity between the user of the mobile electronic device and other gameplay components, such as the launchers and provide gameplay features based on the detection and/or proximity with the other system components, such as respawn, launcher functions, etc.
- One exemplary gameplay mode may comprise target practice.
- the target practice may comprise different options.
- the target practice may comprise one or more targets from one or more system components, such as the beacon or areal vehicle.
- the user may shoot at the different targets.
- the system may track the number of hits achieved during the gameplay.
- the beacon may change colors or provide different indicators of when to hit the beacon or when hits will be counted if made at the beacon. Similar indicators may also be on the aerial vehicle or other system components that may be used as targets.
- the system components including any combination of the launchers, beacon, stand, sensor, transmitter/receiver, aerial vehicle, game server, etc. may be configured with one or more sensors configured to detect whether the system component has been hit by a projectile.
- the one or more sensors may comprise one or more of an accelerometer, gyroscope, magnetometer, positioning sensor used to triangulate a position from multiple positioning signals (such as or similar to a global positioning system GPS), pressure sensors, force sensors, or a combination thereof.
- the system components including any combination of the launchers, beacon, stand, sensor, transmitter/receiver, aerial vehicle, game server, etc. may be configured with a communication device.
- the communication device may be configured to communicate information between the system components.
- the communication devices may comprise any combination of Bluetooth, Nearfield Communication (NFC), Wi-Fi, ultra-wideband (UWB), IEEE 802.15.4, ZigBee, Infrared (IR), or a combination thereof.
- the system components described herein may be configured to relay information from component devices to a controller/server described herein as the game server.
- a controller/server may be a mobile device of one or more users.
- Exemplary embodiments of a gaming system described herein may comprise any combination of one or more gun configurations, handheld launchers, turrets, stationary launchers, standalone launchers, beacon, transmitter/receiver, controllers, drone, aerial vehicles, land vehicle, projectiles, case for projectiles, and combinations thereof.
- Exemplary embodiments of the gaming system described herein may include indicators, visuals, lights, and/or sounds to provide gameplay information.
- system components such as the beacons and/or aerial vehicles may include speakers for playing a sound when the target is active and/or when a hit is registered at the target.
- the system components may include lights to indicate as association with one or more other component parts, such as to group components together in teams or functions.
- the lights may indicate a function of the component part programmed for a specific gameplay scenario.
- Exemplary embodiments of the systems and processes described herein may create an interactive game play that incorporates virtual elements and/or electronic tracking with physical objects and projectiles.
- the system components may be configured to communicate with each other and/or to one or more mobile electronic devices of one or more users.
- the use of mobile electronic devices may be used to track information about the game play, such as hits, misses, life score, points, etc.
- the use of mobile electronic devices may enhance gameplay by providing information about the game environment, such as provide information about objects, locations, etc.
- the mobile electronic device may be configured to provide a map of a gameplay area.
- the map may be configured with virtual markers to identify locations of players within the game play area, objects within the game play area (whether physical or virtual), identify or function of objects within the game play area, etc.
- the system components may include physical objects incorporated into the game play scenario.
- launchers, beacons, sensors, aerial vehicles, drones, and/or other system components described herein may provide game play options in a physical environment that associate to virtual functions.
- a beacon may be used as a bomb that provide area damage to those in proximity to the beacon.
- the beacon as a bomb may be diffused if a player reaches the beacon and performs a function at the beacon before the detonation time/condition is met.
- Physical objects of the game play may therefore be programmed through the system to perform different virtual functions depending on the game play setting.
- Exemplary embodiments of the system described herein may create different game scenarios using the same or different combinations of the same system components by reprogramming the virtual function or response of the system component using the sensors and/or inputs and/or outputs of the system component for the given game play scenario.
- FIGS. 9 A- 9 N illustrates an exemplary flowchart of a method according to embodiments described herein for a first game play configuration.
- the first game play configuration may be similar to a capture the flag game play.
- the gameplay is initiated by allowing a first mobile electronic device of a user to enter a commander mode.
- the commander mode may be used to set gameplay requirements, such as the field of gameplay, team identities, gameplay length, etc.
- the commander mode may also permit a player to participate in gameplay without other system components such as a beacon or launcher.
- the user may therefore participate by observing the gameplay map, may be detected by the system, and/or capture a flag, but not shoot at other players.
- the game may start once the beacons are programmed to a team, and launchers are associated with user mobile electronic devices and/or teams.
- the system components may be configured to communicate with each other to indicate a start of gameplay and initiate the gameplay timer.
- the gameplay then monitors the gameplay timer to ensure gameplay is still active and within the gameplay time limit. If the gameplay is over, then the system components may be disabled, such as the launchers no longer able to fire, and/or beacons indicate a game over such as by turning off their indicators. If the gameplay is still active and within the gameplay time, the gameplay continues, and the system monitors for gameplay events and determines if a score has been obtained. If a score is obtained, then the system tracks the score associated with the player and/or team. The system may use audio features to provide gameplay time indications, score indications, hit indications, etc.
- FIG. 9 C illustrates exemplary options for gameplay events that may be detected during gameplay. Algorithms for exemplary different gameplay events are illustrated in different figures.
- An exemplary gameplay event when a player fires a launcher is illustrated in FIG. 9 D ; when a player presses a user input on a system component such as a launcher (but also or alternatively on a mobile electronic device, beacon, etc.) to initiate a talk session is illustrated in FIG. 9 E ; when a player presses a user input on a system component such as a launcher (but also or alternatively on a mobile electronic device, beacon, etc.) to indicate a hit event is illustrated in FIG.
- FIG. 9 F when a player is detected in range of a respawn location (such as a location set in the gameplay area or proximate to a beacon) is illustrated in FIG. 9 G ; when a player presses a user input on a system component such as a beacon (but also or alternatively on a mobile electronic device, launcher, etc.) to indicate a respawn is illustrated in FIG. 9 H ; when a player moves a beacon programmed as the other team's flag is illustrated in FIG. 9 I ; when a player drops the beacon programmed as the other team's flag is illustrated in FIG.
- a system component such as a beacon (but also or alternatively on a mobile electronic device, launcher, etc.) to indicate a respawn is illustrated in FIG. 9 H ; when a player moves a beacon programmed as the other team's flag is illustrated in FIG. 9 I ; when a player drops the beacon programmed as the other team's flag is illustrated in FIG.
- FIG. 9 J when a player brings the beacon programmed as the other team's flag within proximity of a respawn area (such as another beacon or a programmed area of the play area) is illustrated in FIG. 9 K ; when a player shoots a beacon (such as one programmed for a respawn function) is illustrated in FIG. 9 L ; when a player enters a respawn area is illustrated in FIG. 9 M ; when a player leaves the gameplay area is illustrated in FIG. 9 N .
- a respawn area such as another beacon or a programmed area of the play area
- FIG. 9 N when a player shoots a beacon (such as one programmed for a respawn function) is illustrated in FIG. 9 L ; when a player enters a respawn area is illustrated in FIG. 9 M ; when a player leaves the gameplay area is illustrated in FIG. 9 N .
- FIGS. 10 A- 10 E illustrates an exemplary flowchart of a method according to embodiments described herein for a second game play configuration.
- the second game play configuration may be similar to a search and destroy, or team on team game play.
- system may include any combination of the game plays described herein and the system may be configured through a user interface to permit the user to select which game play to select from the plurality of game play options.
- FIG. 10 A illustrate an exemplary algorithm/process flowchart to initiate a gameplay.
- the gameplay may start when the gameplay mode is selected.
- the user interfaces of the mobile electronic devices indicate a hit scoreboard and time of gameplay.
- the system may communicate to different system components to initiate gameplay, such as launchers activated, aerial vehicles launched, beacon functions set and/or started, stand alone launchers activated, or combinations thereof depending on the system components used in the gameplay options. For example, aerial vehicles may not be used and/or beacons may not be used.
- the gameplay then monitors the gameplay timer and/or hit limit to ensure gameplay is still active and within the gameplay parameters. If the gameplay is over, then the system components may be disabled, such as the launchers no longer able to fire, and/or beacons indicate a game over such as by turning off their indicators, aerial vehicles landing and/or turning off. If the gameplay is still active and within the gameplay time, the gameplay continues, and the system monitors for gameplay events and determines if a hit has occurred. If a hit is detected, then the system tracks the score associated with the player and/or team. The system may use audio features to provide gameplay time indications, score indications, hit indications, etc.
- FIG. 10 C-D illustrates an exemplary algorithm to detect and track when beacons are hit.
- FIG. 10 E illustrates an exemplary algorithm to detect and track when an aerial vehicle are hit.
- Exemplary embodiments described herein include a plurality of system components that permit different game play options incorporating virtual aspects into a physical game play environment.
- the system includes a launcher device and an mobile electronic device.
- the launcher device and the mobile electronic device are configured to communicate with each other.
- the launcher device and mobile electronic device may communicate through Bluetooth (however, other communication methods may also be used as described herein).
- the mobile electronic device may be configured to permit a user to select a game play option from a plurality of game play options.
- the selected game play option may define one or more functions and/or characteristics of one or more system components as described herein.
- system may be configured so that the electronic mobile device communicates one or more features of the select game play to the launcher device to configure one or more aspects of the launcher device.
- the system may optionally include a sensor.
- the sensor may comprise, for example, a beacon.
- the sensor may be configured to detect an impact event of the beacon.
- the beacon may be configured with one or more different functions based on the game play options.
- the beacon may act as a target in one or more selected game play options.
- the beacon may have an area effect in one or more selected game play options.
- the beacon may act as a respawn area, safe area, danger area, damage area, boundary area, etc.
- the beacon may act as a user input interface.
- a user may use one or more user interfaces and/or inputs on the beacon to perform an action.
- a user may use the user interface of their mobile electronic device to perform an action and/or input when/if the user mobile electronic device is within a certain proximity to the beacon.
- the sensor may be configured to define a game play area, and/or a boundary of a game play area (such as in combination with one or more other sensors) and/or an attribute of a game play area.
- the senor is configured to communicate with any combination of other system components, such as, for example, the mobile electronic device and/or launcher device.
- the sensor is configured to communicate with the launcher device.
- the launcher device may be configured to store a selected game play mode selected from a plurality of game play modes.
- the launcher device may be configured to communicate one or more responses and/or parameters to the sensor for the selected game play mode.
- the launcher may indicate to the sensor that it is simply a target.
- the sensor therefore is then configured to detect an impact event and send a corresponding signal to the launcher when an impact event occurs.
- the launcher and/or the sensor may then be configured to provide a response to the impact event.
- the launcher may be configured to communicate back to the sensor change an output of the sensor, such as a light or other indicator of the sensor and/or the sensor may be configured to detect the impact event and automatically in response to the impact event change an output of the sensor.
- the launcher device is configured to communicate with the sensor using radio frequency signals.
- the launcher device is configured to send control signals to the sensor in which the sensor performs one or more actions in response to the control signal of the launcher device.
- the system comprises an aerial vehicle.
- the aerial vehicle may be configured to detect an impact event.
- the aerial vehicle is configured to communicate with one or more other system components, such as, for example, a mobile electronic device of a user, a launcher device, a game server, and/or a combination thereof.
- the communication may be to configured the aerial vehicle device. For example, a difficulty level and/or game play mode may be selected among a plurality of game play modes.
- the communication may be to communicate an indication of an impact event of the aerial vehicle to another of the system components.
- the aerial vehicle may be configured as a target for the projectile device.
- a difficulty level may be set for the aerial vehicle such as easy, medium, or difficult target practice.
- the aerial vehicle may hover and/or travel a predetermined path at a slow speed.
- the aerial vehicle may travel a predetermined path at a faster speed than a slow speed of the easy configuration and/or may travel a variable path and/or may include evasive maneuvers.
- the difficult setting may include evasive maneuvers, erratic flight paths, higher speeds than the lower difficulty levels, or any selection thereof.
- the aerial vehicle may be configured to provide different game play effects.
- the aerial vehicle may act as a target in one or more selected game play options.
- the aerial vehicle may have an area effect in one or more selected game play options.
- the aerial vehicle may act as a variable location for a respawn area, safe area, danger area, damage area, boundary area, etc.
- the aerial vehicle may act as a recognizance and/or viewer for a game play area that is communicated to and/or visible one or more other system components such as one or more mobile electronic device.
- the senor and/or aerial vehicle are configured to communicate with each other.
- the aerial vehicle may detect a proximity to the sensor and/or define a flight area based on the proximity to the sensor.
- the system comprises a game server configured to communicate with one or more other system components and/or a wider area network (such as the internet).
- the game server is configured to permit game play between remote users using different system components in proximity to each of the respective remote users.
- a game server may be configured to define a physical area of the gaming area.
- the game server may be configured to determine a game mode and/or send instructions to one or more system components based on the game mode.
- one or more system components may communicate with one or more other system components within a defined range.
- Each of the system components may communicate with each other directly and/or through one or more other system components.
- the system is configured to permit users to participate in the game scenario with one or more system components.
- the system may permit a user to participate using both a mobile electronic device in communication with a launcher device, a mobile electronic device without a launcher device, an aerial vehicle, a controller, or any combination thereof.
- a user may participate with only their mobile device.
- a user may participate with only a projectile device.
- a gameplay system comprising: a first component; and an application stored on a mobile electronic device and when executed by a processor of the mobile electronic device is configured to: receive gameplay instructions.
- the second component is configured to react based on the gameplay instructions received from the user from the mobile electronic device, and/or react differently based on the updated gameplay instructions received from the user from the mobile electronic device.
- the gameplay system comprises one or more physical components configured to be engaged by a user (such as being shot, having buttons pushed, other user interface/interaction, being in proximity thereto, etc.) and having a virtual effect in the gameplay system based on the engagement by the user with the physical component.
- a gameplay system comprising: a first component; a second component; a third component; and an application stored on a mobile electronic device and when executed by a processor, configured to: receive gameplay instructions.
- application is configured to set a selected gameplay mode from a plurality of available gameplay modes, and a function of any combination of any of the first component, the second component, and/or the second component is programmed based on the selected gameplay mode.
- the gameplay system of any embodiment described herein comprising a second application stored on a second mobile electronic device and when executed by a second processor configured to communicate with the second component.
- a method of gameplay comprising: providing a gameplay system according to any embodiment described herein, wherein the first component comprises a launcher; setting a gameplay mode to a selected gameplay from a plurality of gameplay modes; setting a function of one or more of a system components based on the selected gameplay; launching a projectile from the launcher; determining that the launched projectile hit a target; updating a gameplay record based on the determination that the launched projectile hit the target.
- the terms “about,” “substantially,” or “approximately” for any numerical values, ranges, shapes, distances, relative relationships, etc. indicate a suitable dimensional tolerance that allows the part or collection of components to function for its intended purpose as described herein.
- Numerical ranges may also be provided herein. Unless otherwise indicated, each range is intended to include the endpoints, and any quantity within the provided range. Therefore, a range of 2-4, includes 2, 3, 4, and any subdivision between 2 and 4, such as 2.1, 2.01, and 2.001. The range also encompasses any combination of ranges, such that 2-4 includes 2-3 and 3-4.
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Abstract
A gameplay system and method may include system components for gameplay using mobile electronic devices in combination with system play components. The mobile electronic device may be used to select a game play mode from more than one game play modes and one or more system play components may have a function defined differently between the one or more game play modes. The gameplay system and method may provide a connected environment for gameplay in which system play components may interact with each other wirelessly and through physical interaction to define a game play mode.
Description
- There exist games for people to play in which the players shoot at each other with projectile weapons or electronically detected weapons. For example, there are laser tag games in which electronic guns shoot light that are detected by vests or sensors worn by an opposite to register a hit. As another example, there are paint ball guns that shoot projectiles that shoot colored projectiles that hit an opponent and leave a mark to indicate a hit. Projectiles also allow the recipient to feel a hit and therefore acknowledge a hit by leaving the playing field or reducing the number of “lives” they have in the game.
- There are also games that are purely virtual, such as video games. These allow the use to navigate an area and perform activities or attack opponents through a visual display. The user manipulates the environment by pushing buttons or other controller to make the virtual representation of themselves perform desired functions. Such virtual games allow the user access to more varied and imaginative environments, activities, targets, etc., but limit the physical sensation of participating in the game.
- Exemplary embodiments of systems and methods described herein comprise one or more system components from any combination of launchers, transmitter/receiver, aerial vehicle, game server, mobile electronic device, and/or communication device that are configured for one or more gameplay configurations. The system components may be configured to communicate with a central system server and/or each other. An exemplary system component may comprise an application saved in memory in a mobile electronic device and executed by a processor on the mobile electronic device. The application may be configured to display gameplay features on a display of the mobile electronic device. The application may be configured to set gameplay functions.
- Exemplary embodiments of the systems and methods described herein may combine physical aspects and virtual aspects of game play using a combination of elements, such as, for example, a projectile, a mobile electronic device, and one or more sensors that are in communication with each other either directly and/or through a game server.
- A gameplay system and method may include system components for gameplay using mobile electronic devices in combination with system play components. The mobile electronic device may be used to select a game play mode from more than one game play modes and one or more system play components may have a function defined differently between the one or more game play modes. The gameplay system and method may provide a connected environment for gameplay in which system play components may interact with each other wirelessly and through physical interaction to define a game play mode.
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FIGS. 1-8B illustrate exemplary system components that can be used in combination according to embodiments described herein. -
FIGS. 9A-9N illustrates an exemplary flowchart of a method according to embodiments described herein for a first game play configuration. The first game play configuration may be similar to a capture the flag game play. -
FIGS. 10A-10E illustrates an exemplary flowchart of a method according to embodiments described herein for a second game play configuration. The second game play configuration may be similar to a search and destroy, or team on team game play. - The following detailed description illustrates by way of example, not by way of limitation, the principles of the invention. This description will clearly enable one skilled in the art to make and use the invention, and describes several embodiments, adaptations, variations, alternatives and uses of the invention, including what is presently believed to be the best mode of carrying out the invention. It should be understood that the drawings are diagrammatic and schematic representations of exemplary embodiments of the invention, and are not limiting of the present invention nor are they necessarily drawn to scale.
- Exemplary embodiments described herein include a mobile electronic device, a projectile launcher, a game server. The mobile electronic device may be, for example, one or more mobile electronic device and may include a mobile phone, sensors, beacon, drone, transmitter/receivers, etc. . . . The exemplary components may include one or more communication interfaces to permit the respective components to send and/or receive signals therebetween either directly or through one or more other components.
- In an exemplary embodiment, a system comprises a mobile electronic device, a projectile, a sensor with a receiver and/or transmitter, and a game server.
- The mobile electronic device may be a mobile phone or other smart device with a communication interface, memory, processor, and display screen. The mobile electronic device may comprise an application configured to perform functions as described herein when executed by a processor of the mobile electronic device. The mobile electronic device may be configured to receive signals from one or more other system components, such as the projectile, game server, and/or sensor. The mobile electronic device may be configured to send information to the projectile and/or game server. For example, the mobile electronic device may share a location of the mobile electronic device to the game server. The mobile electronic device may be configured to receive information and/or display information to a user. For example, game play information may be provided to a user, such as points, locations of self or other players, game play areas, locations of targets, sensor information, or other information as described herein.
- The projectile may be any play object that permits a game play. For example, the projectile may be a gun, bow and arrow, balls, mechanical device, electronic devices, etc. The projectile may be configured with a communication interface to send and/or receive signals from one or more other components of the system, such as, for example, the mobile electronic device, the sensor(s), and/or the game server.
- The sensor may be configured to send and/or receive a signal from one or more system component. The sensor may be configured to perform one or more additional functions. For example, the sensor may comprise multiple sensors configured as an object. The object may be configured to detect contact from a projection from the projectile. The object may, for example, have one or more motions sensors, such as an accelerometer, gyroscope, pressure sensor, etc. to detect an impact event such as from the projectile. The object may be configured through one or more communication interfaces to communicate the impact event to one or more other system components, such as, for example, the mobile electronic device and/or the game server. The object may take on many different forms as described herein. The object may optionally be a beacon that is positioned about the game environment. The object may optionally be a drone that may move about the game environment. The drone may be controlled by the game play instructions and/or by one or more users of the game play. The object may optionally include buttons or interface features that permit a user to interact or engage the object. The object may optionally include one or more indicators that provide information to a user such as in lights, indicators, screens, etc. The object may include one or more sensors to assist in game play. For example, the sensor may include any combination of proximity sensors, touch/impact sensors, location sensors, object detection, boundary sensors, etc. The sensor may optionally include a communication interface to send and/or receive information from one or more other system components, such as, for example, the mobile electronic device and/or game server.
- Although embodiments of the invention may be described and illustrated herein in terms of a physical projectile component, it should be understood that embodiments of this invention are not so limited but are additionally applicable to other projectiles. For example, laser projectiles may also be included in the scope of the instant disclosure.
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FIGS. 1-8 illustrate exemplary system components that can be used in combination according to embodiments described herein. - In an exemplary embodiment, the systems described herein may include a launcher device (also referred to herein as a projectile). The launcher device may be configured as a handheld launcher, a stand alone launcher, an arial launcher, or a combination thereof. The system may include one or more launcher device(s) in any combination of configurations.
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FIGS. 1 and 2 illustrate exemplary embodiments of ahandheld launcher handheld launcher gun - Exemplary embodiments of the launchers described herein comprise smart launchers. The smart launchers may be configured to communicate with an electronic mobile device of the user associated with the launcher and/or with a game server and/or other system components. The smart launcher may be configured to communicate through communication channels on the launcher and the electronic mobile device. Exemplary embodiments may communicate information between the launcher and the electronic mobile device such as remaining ammunition, number of shots taken, empty ammunition, hits taken, amount of damage taken, location, virtual objects within the gameplay, etc. Exemplary embodiments of the launchers described herein may be used with or without the use of the application on the mobile electronic device.
- Exemplary embodiments of the launcher described herein may include buttons or user inputs. For example, the launcher(s) may include a smart button that may be configured to start or look for or connect the communication interface of the launcher. In an exemplary embodiment, the smart button may comprise a Bluetooth connectivity button to turn on or off, look for, or connect the launcher to a user's mobile electronic device and/or other system components.
- Exemplary embodiments of the launcher described herein may include one or more user input interfaces. In an exemplary embodiment, one or more buttons, sliders, switches, etc. may be on the launcher. In an exemplary embodiment, the launcher may be configured to communicate to the electronic mobile device and the user input interface on the mobile electronic device, such as through a touch screen, button, or other selector on the mobile electronic device. In an exemplary embodiment, user input interfaces may be used to make user selections. For example, game modes may be selected, team selections, launch configurations, launch speeds, launch force, game selection, etc. may be set through the user input and/or communicated to the launcher through the communication interface. Any combination of options may be included the one or more user input interfaces. For example, the launcher may include any combination of inputs for: connecting to another system component, connecting to an electronic mobile device of the user, reloading, releasing and/or attaching a cartridge for projectiles, making a selection to retrieve information from the launcher, selecting launcher configuration (force, speed, repeat shots, etc.), choosing a game play mode, indicating a team, or any combination thereof.
- Exemplary embodiments of the launcher described herein may include a user output interface. In an exemplary embodiment, the user output interface may be configured to provide an indicator of the launcher, such as a team selection, launch configuration, launch speed, launch force, game selection, remaining health, or other configuration. In an exemplary embodiment, the user output interface may be any combinations of light(s), indicators, status bar, gauges, screen, slider, dial, switch, etc. In an optional configuration, the user output interface may be the same as a user input interface. For example, the user output interface may be a light or color code to indicate a team selection. In an exemplary embodiment, the system may comprise an armband or other indicator that may be removably attached to the user. The armband or other indicator may provide an indication of a team selection such as by providing a color indicator. In an exemplary embodiment, the mobile electronic device may be used to select a team selection or other gameplay configuration that may be communicated to the launcher and/or may be used to track gameplay according to the selected gameplay configuration.
- Exemplary embodiments of the launcher described herein may be configured to launch a projectile. In an optional configuration, the launcher may comprise a fully-automatic blaster that can repeatedly expel rounds of projectiles as described herein. In an exemplary embodiment, the launcher may comprise a detachable container for retaining a plurality of projectiles. Other projectiles and/or shooting configurations are also contemplated herein include single launch projectiles.
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FIG. 3 illustrates an exemplary storage container for a plurality of projectiles. In an exemplary embodiment, the projectiles may comprise a superabsorbent polymer. The superabsorbent polymer may be a material capable of absorbing hundred(s) to thousand(s) of times its own weight in water. The superabsorbent polymer may comprise a first size in a dehydrated state and a second size in a hydrated state. The second size may be configured for use as a projectile in the launchers described herein. The second size may be substantially larger than the first size, so that the projectiles may be stored in the dehydrated configuration in a small volume. -
FIG. 4 illustrate exemplary embodiments of astandalone launcher 400, configured to shoot a projectile. Thestandalone launcher 400 may comprise alauncher 402 having features as described herein, such as those with respect to the handheld launchers ofFIGS. 1-2 . Thelauncher 402 may be configured with a trigger, a container for retaining one or more projectiles. The launcher may be configured such that when the trigger is activated, one or more projectiles are launched from the container from the handheld launcher. - In an optional embodiment, the handheld and/or standalone launcher may use air pressure to accelerate the projectile from the launcher.
- In an exemplary embodiment, the
standalone launcher 400 may comprise astand 404 for supporting thelauncher 402. In an exemplary embodiment, the launcher may be configured such that the trigger may be activated by contact or pressure applied directly to the trigger by a user, or remotely through a mechanical actuator that may be in communication with a control device of the system and/or remotely activated by a user of the system as described herein. - In an exemplary embodiment, the
stand 404 may comprises a movable gimbal such that the launcher may be rotated to point in different directions and/or change an angle of elevation. In an exemplary embodiment, the gimbal may optionally be configured to change a height of the launcher. For example, the gimbal may comprise a ball joint, or one/two rotational joints that permit the launcher to pitch and yaw. - In an exemplary embodiment, the standalone launcher may be configured to separate the launcher from the stand. The stand may therefore be configured having a support configured to removably couple the launcher to the stand. In an exemplary embodiment, the launcher may be configurable to be used when attached to the stand and/or to be used as a handheld launcher.
- In an exemplary embodiment, the standalone launcher may comprise a remote controller. The remote controller may optionally be configured to reposition or move the direction of the launcher. The remote controller may optionally be configured to trigger the launcher. In an exemplary embodiment, the remote controller may comprise one or more buttons. In an exemplary embodiment, the remote controller may comprise four buttons to change a direction of the launcher, such as by rotating the launcher left, right, up, and/or down. The remote controller may comprise a button to launch a projectile from the launcher. In an optional embodiment, the remote controller may be a mobile electronic device of a user. In this case, the standalone launcher may be configured to communicate with the mobile electronic device and/or a gamer server to send and receive signals from the standalone launcher to control the launcher.
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FIG. 5 illustrates anexemplary sensor 500 according to embodiments described herein. In an exemplary embodiment, thesensor 500 is a transmitter/receiver. In an exemplary embodiment, the transmitter/receiver may permit different gameplay modes. - In an exemplary embodiment, the
sensor 500 may comprise adetector 502 configured to detect when the transmitter/receiver has been hit by a projectile according to embodiments described herein. - In an exemplary embodiment, the
sensor 500 may comprise anoutput 504. The output as illustrated comprises a light 504 that may be color coded to indicate the specific game play and/or associated team and/or indicate other game play characteristic according to embodiments described herein. The light 504 may be configured to blink, solid, set a color, or combinations thereof. In an exemplary embodiment, the light 504 may indicate the game play or a specific mode of the transmitter/receiver according to embodiments described herein. - In an exemplary embodiment, the
sensor 500 may comprise aninput 506 for selecting a game play of the transmitter/receiver according to embodiments described herein. - In an exemplary embodiment, the
sensor 500 is configured as a beacon such as a target. The beacon may be supported by astand 508 such as a tri-pod or quad-pod. The stand may be collapsible and/or separable for system component storage when gameplay is not active. The beacon may be used with or without the stand and may be separable therefrom. - In an exemplary embodiment, the beacon may be programmed as a target. The beacon may comprise an indicator, such as a light, to represent the mode of game play of the beacon and/or a status of the beacon, such as ready to be hit or not hit, associated with one or more other system components such as to create teams or other associations, etc. In an exemplary embodiment, the beacon comprises sensors for detecting when the beacon is hit by a projectile. The beacon may comprise a communication device to track and send information about the hit events detected by the sensors at the beacon.
- In an exemplary embodiment, the beacon may be programmed as a weapon, such as a bomb. The beacon may, for example, include sensors to detect proximity of one or more system components and/or objects. Once detected, either through a hit event or by proximity of another object within a given proximity of the beacon, the beacon may initiate a countdown and/or may immediately trigger a damage event. The beacon may communicate a signal indicating a time and/or strength of detonation. Any system components within a given radius from the beacon may be configured to register damage. In an exemplary embodiment, the damage may be related to a distance from the beacon at the time of detonation. The system may be configured to communicate the damage event to one or more system components within a radius of the beacon. In an exemplary embodiment, the system may track location of one or more system components, and the beacon may communicate a time of detonation and/or its location to the system. The system may then determine associated damage within a radius of the beacon. The system may then communicate this information to one or more system components.
- In an exemplary embodiment, the beacon may be programmed as a health area and/or respawn area within a gameplay. The beacon may, for example, include sensors to detect proximity of one or more system components and/or objects from the beacon. Once detected, the beacon may initiate a countdown and/or may immediately trigger a respawn event. The beacon may communicate a signal indicating a time and/or strength of health. Any system components within a given radius from the beacon may be configured to register a decrease in damage. In an exemplary embodiment, the decrease in damage may be related to a distance from the beacon at the time of respawn. The system may be configured to communicate the respawn event to one or more system components within a radius of the beacon. In an exemplary embodiment, the system may track location of one or more system components, and the beacon may communicate a time of respawn and/or its location to the system. The system may then determine associated reduction in damage within a radius of the beacon. The system may then communicate this information to one or more system components.
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FIG. 6 illustrates an exemplaryaerial vehicle 600 according to embodiments described herein. Theaerial vehicle 600 may be an unmanned aerial vehicle, such as a drone. As illustrated, theaerial vehicle 600 may a quad-copter configured to fly. Theaerial vehicle 600 may or may not comprise a launcher according to embodiments described herein. - In an exemplary embodiment, the aerial vehicle may be controlled remotely.
- In an exemplary embodiment, the aerial vehicle may be automatically programmed to fly and/or move. In an exemplary embodiment, the aerial vehicle may be configured to fly within a gameplay area. In an exemplary embodiment, the aerial vehicle may be configured to fly within a predefined special area. In an exemplary embodiment, the aerial vehicle may be configured to change a flying pattern after one or more detected hits. In an exemplary embodiment, the aerial vehicle may change a flying pattern after each hit. In an exemplary embodiment, the aerial vehicle may be configured to track a number of hits. The aerial vehicle may be configured to land after a predetermined number of hits is detected.
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FIGS. 7A-7B illustrates an exemplary mobileelectronic device 700. As illustrated, the mobileelectronic device 700 may be asmart phone 702. Other electronic devices within the scope of the exemplary mobile electronic device may optionally be any combination of mobile phones, smart screens, tablets, etc. The electronic device comprises a screen, processor, memory, or a combination thereof. - In an exemplary embodiment, the electronic device may have an application stored in the memory and executed by the processor configured to receive and/or have an aerial view of an area for a gameplay. The application may be configured to illustrate virtual symbols associating a position of one or more of the system components described herein on the aerial view of the gameplay area.
- The mobile electronic device comprise a user interface configured to display information to a user as described herein. In an exemplary embodiment, the user interface may be configured to receive instructions with respect to the gameplay described herein. In an exemplary embodiment, the user interface may be configured to display information with respect to the gameplay described herein.
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FIG. 7A illustrates a first exemplary user interface displayed on a mobile electronic device of a user. The mobile electronic device may comprise an application configured to receive one or more communications from one or more system components. The user interface shows a map of the gameplay area. The map may be an actual representation of the physical environment, such as taken from a satellite or above image of the area. The map may be a virtual representation such as an area drawing. As illustrated, the user interface may comprise virtual markers or representations on the map. The mobile electronic device may receive one or more signals from one or more other users, such as system components and/or other mobile electronic devices of users. The system may be configured to create a virtual representation of one or more objects onto the map of the gameplay area. In an exemplary embodiment, the virtual representations may be of other players within the gameplay area. The user interface may provide indications, such as using symbols or color coding to represent the team each play is associated with. - Given the specific gameplay mode, the user interface may also show other objects within the gameplay area. An exemplary object that may be virtually represented on the gameplay area illustrated on the user interface may include any combination of: a beacon associated with a team that is supposed to be a target, and object to be captured, a beacon associated with a respawn area, a beacon associated with safety, aerial vehicles for targets, aerial vehicles to be avoided that are used for observation or that may shoot, standalone launchers, etc.
- As described herein, system components, such as the beacons may be programmed as having different functions within the system. The user interface may provide an indication of the component such as the beacon and its associated function. As described herein, for example, the beacon may be represented as a respawn area, target, etc.
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FIG. 7B illustrates an exemplary embodiment of a user interface. As illustrated, the user interface may comprise information about the gameplay. The information may include a timer of the gameplay, a number of hits received at one or more targets, a number of misses. In an exemplary embodiment, the application on the electronic mobile device may be configured to provide audio indications of the gameplay. For example, the application may provide a verbal confirmation of a hit, or a countdown or timer indication, etc. - In an exemplary embodiment, the application on the mobile electronic device may provide verbal indication of the gameplay so that the user does not have to continually monitor the display. In an exemplary embodiment, the mobile device may communicate with a headset or speakers that the user may wear, such as earbuds. The user may receive updates from the application without having to monitor the display. In an exemplary embodiment, the system components, such as the launcher may include smart buttons that are configured to perform actions within the application. For example, the user may confirm or decline action events (such as hit events, respawn events, etc.) The user may therefore interface with the application and/or the electronic mobile device without contacting the electronic mobile device itself.
- In an exemplary embodiment, the application may be configured to permit communication between mobile electronic devices in the gameplay. For example, teammates may be configured to talk with each other, or players may talk to all players or to specific players. The system may therefore permit individual or group chats within the gameplay. The system components, such as the launchers may include talk buttons to permit the change from one or more chat groups and/or turn on and off chats to other players.
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FIGS. 8A-8B illustrate anexemplary system 800 according to embodiments described herein providing an example of a combination of system components described herein for different gameplay configurations. As illustrated, thesystem 800 may comprise alauncher 802 configured to propel a projectile 804 therefrom at a target, such as theaerial vehicle 806 and/orbeacon 808. - As illustrated in
FIG. 8A , the system described herein may comprise one ormore beacons 808 and/or one or moreaerial vehicles 806 with alauncher 802 configured to expel a projectile 804. The gameplay system may comprise one or more gameplay modes. - One exemplary gameplay mode may comprise teams in which a first set of a plurality of launchers is associated with a first team and a second set of a plurality of launcher is associated with a second team. Exemplary embodiments may also include more teams, such as three, four, or more. One or more of the beacons may also be associated with each of the teams, such as the first or second team. Each team may then try to shoot the other and/or their beacons to gain points. The system may be configured to track contact of projectiles with the beacons or other targets. In an exemplary embodiment, the beacon may have to be contacted, such as by pressing a button or may register a proximity detection of another player within a range of the beacon in order to consider the beacon captured by the opposing team. The beacon may therefore include a proximity detection and identity of the team associated with the user in proximity to the beacon. The system may, for example, include location determination of the beacon so that it can be obtained and taken to the other team's side of the gameplay area. The system may detect the location of the beacon and determine a team winner once the other team's beacon is returned to the team's side of the play field area. Other win events may also be used, such as the deactivation of the beacon, a hit event of the beacon, tracking a total number of hit events on the beacon and the winner being the highest number, or other criteria.
- The gameplay mode may include other team based gameplays. For example, the players may be divided again into two or more teams. The teams may use one or more beacons to set “bombs” within a gameplay area. A team may set a bomb and leave it, while the opposing team must find the bomb and deactivate it within a predetermined amount of time. In this scenario, one or more beacons may act as “bombs”. The beacons may be configured to start a timer, such as through the application on a mobile electronic device and/or through one or more user interfaces of the beacon (such as a button). The beacon may provide an indicator of have been activated, such as a color or sound. The beacon may also include a countdown timer and/or through the indicator may indicate an amount of time before detonation. The beacon may then be deactivated by another input, such as through the application on a mobile electronic device (any of the mobile electronic devices in the gameplay and not necessarily the same one that activated the beacon), or through a user interface of the beacon itself (such as pushing a button). The system components may track location, provide a current time of the countdown, may indicate the area of damage if the beacon goes off, etc. The players may use the launchers against each other to prevent the beacon from being armed or disarmed.
- One exemplary gameplay mode can be used with and without launchers. For example, an exemplary gameplay may include a zombies v. humans game. In this gameplay mode, a first team may comprise “humans” and have handheld launchers and/or mobile electronic devices; and a second team may comprise “zombies” and have mobile electronic devices without launchers (or may use beacons or other system components in place of the mobile electronic devices). In an exemplary embodiment, the system may detect the proximity of a zombie player from the location tracking through the mobile electronic device and/or communication and/or proximity detection between different system components. If a zombie player is detected close to a human player, the zombie may be configured to infect the human player. For example, the system may change a parameter of the launcher of the human player, such as by slowing the rate of fire and/or disabling the ability to fire. In an exemplary embodiment, once infected, the human player may need to reach a respawn area that may be a given area in the gameplay and/or created by a beacon or other system component. If the human player reaches the respawn area within a given amount of time and/or stays at the respawn area for a given amount of time, then the player may be reactivated and their launcher restored to normal gameplay such as permitting the trigger to launch projectiles or restore the rate of fire of the launcher. The gameplay may have a timer, such that at the end of the game play the humans or zombie team may win if one or the other side has overtaken the other in the gameplay time. Exemplary embodiments therefore permit gameplay by using an application downloaded on a user's mobile electronic device to see gameplay actions and/or be detected as a member of the gameplay without having a dedicated system component, such as a launcher. In this case, the user may, for example, see a map of the gameplay area, may communicate location to other players in the gameplay area, may see gameplay locations such as the area of gameplay, respawn areas, etc., timer, number of team members and/or opposing team members. The mobile electronic device may permit the user to enter in a hit event or other user input into the mobile electronic device that may be communicated to one or more other system components. The mobile electronic device may communicate with one or more other system components to determine proximity between the user of the mobile electronic device and other gameplay components, such as the launchers and provide gameplay features based on the detection and/or proximity with the other system components, such as respawn, launcher functions, etc.
- One exemplary gameplay mode may comprise target practice. The target practice may comprise different options. As illustrated in either
FIG. 8A or 8B , the target practice may comprise one or more targets from one or more system components, such as the beacon or areal vehicle. The user may shoot at the different targets. If the system is configured to communicate, the system may track the number of hits achieved during the gameplay. In an exemplary embodiment, the beacon may change colors or provide different indicators of when to hit the beacon or when hits will be counted if made at the beacon. Similar indicators may also be on the aerial vehicle or other system components that may be used as targets. - In an exemplary embodiment described herein, the system components including any combination of the launchers, beacon, stand, sensor, transmitter/receiver, aerial vehicle, game server, etc. may be configured with one or more sensors configured to detect whether the system component has been hit by a projectile. In an exemplary embodiment, the one or more sensors may comprise one or more of an accelerometer, gyroscope, magnetometer, positioning sensor used to triangulate a position from multiple positioning signals (such as or similar to a global positioning system GPS), pressure sensors, force sensors, or a combination thereof.
- In an exemplary embodiment described herein, the system components including any combination of the launchers, beacon, stand, sensor, transmitter/receiver, aerial vehicle, game server, etc. may be configured with a communication device. In an exemplary embodiment, the communication device may be configured to communicate information between the system components. The communication devices may comprise any combination of Bluetooth, Nearfield Communication (NFC), Wi-Fi, ultra-wideband (UWB), IEEE 802.15.4, ZigBee, Infrared (IR), or a combination thereof. In an exemplary embodiment, the system components described herein may be configured to relay information from component devices to a controller/server described herein as the game server. In an exemplary embodiment, a controller/server may be a mobile device of one or more users.
- Exemplary embodiments of a gaming system described herein may comprise any combination of one or more gun configurations, handheld launchers, turrets, stationary launchers, standalone launchers, beacon, transmitter/receiver, controllers, drone, aerial vehicles, land vehicle, projectiles, case for projectiles, and combinations thereof.
- Exemplary embodiments of the gaming system described herein may include indicators, visuals, lights, and/or sounds to provide gameplay information. For example, system components such as the beacons and/or aerial vehicles may include speakers for playing a sound when the target is active and/or when a hit is registered at the target. In an exemplary embodiment, the system components may include lights to indicate as association with one or more other component parts, such as to group components together in teams or functions. In an exemplary embodiment, the lights may indicate a function of the component part programmed for a specific gameplay scenario.
- Exemplary embodiments of the systems and processes described herein may create an interactive game play that incorporates virtual elements and/or electronic tracking with physical objects and projectiles. The system components may be configured to communicate with each other and/or to one or more mobile electronic devices of one or more users. In an exemplary embodiment, the use of mobile electronic devices may be used to track information about the game play, such as hits, misses, life score, points, etc. In an exemplary embodiment, the use of mobile electronic devices may enhance gameplay by providing information about the game environment, such as provide information about objects, locations, etc. In an exemplary embodiment, the mobile electronic device may be configured to provide a map of a gameplay area. The map may be configured with virtual markers to identify locations of players within the game play area, objects within the game play area (whether physical or virtual), identify or function of objects within the game play area, etc.
- The system components may include physical objects incorporated into the game play scenario. For example, launchers, beacons, sensors, aerial vehicles, drones, and/or other system components described herein may provide game play options in a physical environment that associate to virtual functions. For example, a beacon may be used as a bomb that provide area damage to those in proximity to the beacon. The beacon as a bomb may be diffused if a player reaches the beacon and performs a function at the beacon before the detonation time/condition is met.
- Physical objects of the game play may therefore be programmed through the system to perform different virtual functions depending on the game play setting. Exemplary embodiments of the system described herein may create different game scenarios using the same or different combinations of the same system components by reprogramming the virtual function or response of the system component using the sensors and/or inputs and/or outputs of the system component for the given game play scenario.
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FIGS. 9A-9N illustrates an exemplary flowchart of a method according to embodiments described herein for a first game play configuration. The first game play configuration may be similar to a capture the flag game play. - As illustrated in
FIG. 9A , the gameplay is initiated by allowing a first mobile electronic device of a user to enter a commander mode. The commander mode may be used to set gameplay requirements, such as the field of gameplay, team identities, gameplay length, etc. The commander mode may also permit a player to participate in gameplay without other system components such as a beacon or launcher. The user may therefore participate by observing the gameplay map, may be detected by the system, and/or capture a flag, but not shoot at other players. The game may start once the beacons are programmed to a team, and launchers are associated with user mobile electronic devices and/or teams. The system components may be configured to communicate with each other to indicate a start of gameplay and initiate the gameplay timer. - As illustrated in
FIG. 9B , the gameplay then monitors the gameplay timer to ensure gameplay is still active and within the gameplay time limit. If the gameplay is over, then the system components may be disabled, such as the launchers no longer able to fire, and/or beacons indicate a game over such as by turning off their indicators. If the gameplay is still active and within the gameplay time, the gameplay continues, and the system monitors for gameplay events and determines if a score has been obtained. If a score is obtained, then the system tracks the score associated with the player and/or team. The system may use audio features to provide gameplay time indications, score indications, hit indications, etc. -
FIG. 9C illustrates exemplary options for gameplay events that may be detected during gameplay. Algorithms for exemplary different gameplay events are illustrated in different figures. An exemplary gameplay event when a player fires a launcher is illustrated inFIG. 9D ; when a player presses a user input on a system component such as a launcher (but also or alternatively on a mobile electronic device, beacon, etc.) to initiate a talk session is illustrated inFIG. 9E ; when a player presses a user input on a system component such as a launcher (but also or alternatively on a mobile electronic device, beacon, etc.) to indicate a hit event is illustrated inFIG. 9F ; when a player is detected in range of a respawn location (such as a location set in the gameplay area or proximate to a beacon) is illustrated inFIG. 9G ; when a player presses a user input on a system component such as a beacon (but also or alternatively on a mobile electronic device, launcher, etc.) to indicate a respawn is illustrated inFIG. 9H ; when a player moves a beacon programmed as the other team's flag is illustrated inFIG. 9I ; when a player drops the beacon programmed as the other team's flag is illustrated inFIG. 9J ; when a player brings the beacon programmed as the other team's flag within proximity of a respawn area (such as another beacon or a programmed area of the play area) is illustrated inFIG. 9K ; when a player shoots a beacon (such as one programmed for a respawn function) is illustrated inFIG. 9L ; when a player enters a respawn area is illustrated inFIG. 9M ; when a player leaves the gameplay area is illustrated inFIG. 9N . -
FIGS. 10A-10E illustrates an exemplary flowchart of a method according to embodiments described herein for a second game play configuration. The second game play configuration may be similar to a search and destroy, or team on team game play. - In an exemplary embodiment the system may include any combination of the game plays described herein and the system may be configured through a user interface to permit the user to select which game play to select from the plurality of game play options.
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FIG. 10A illustrate an exemplary algorithm/process flowchart to initiate a gameplay. The gameplay may start when the gameplay mode is selected. The user interfaces of the mobile electronic devices indicate a hit scoreboard and time of gameplay. The system may communicate to different system components to initiate gameplay, such as launchers activated, aerial vehicles launched, beacon functions set and/or started, stand alone launchers activated, or combinations thereof depending on the system components used in the gameplay options. For example, aerial vehicles may not be used and/or beacons may not be used. - As illustrated in
FIG. 10B , the gameplay then monitors the gameplay timer and/or hit limit to ensure gameplay is still active and within the gameplay parameters. If the gameplay is over, then the system components may be disabled, such as the launchers no longer able to fire, and/or beacons indicate a game over such as by turning off their indicators, aerial vehicles landing and/or turning off. If the gameplay is still active and within the gameplay time, the gameplay continues, and the system monitors for gameplay events and determines if a hit has occurred. If a hit is detected, then the system tracks the score associated with the player and/or team. The system may use audio features to provide gameplay time indications, score indications, hit indications, etc.FIG. 10C-D illustrates an exemplary algorithm to detect and track when beacons are hit.FIG. 10E illustrates an exemplary algorithm to detect and track when an aerial vehicle are hit. - Exemplary embodiments described herein include a plurality of system components that permit different game play options incorporating virtual aspects into a physical game play environment.
- The system includes a launcher device and an mobile electronic device. The launcher device and the mobile electronic device are configured to communicate with each other. For example, optionally, the launcher device and mobile electronic device may communicate through Bluetooth (however, other communication methods may also be used as described herein).
- In an exemplary embodiment, the mobile electronic device may be configured to permit a user to select a game play option from a plurality of game play options. The selected game play option may define one or more functions and/or characteristics of one or more system components as described herein.
- In an optional configuration/embodiment, the system may be configured so that the electronic mobile device communicates one or more features of the select game play to the launcher device to configure one or more aspects of the launcher device.
- The system may optionally include a sensor. The sensor may comprise, for example, a beacon. The sensor may be configured to detect an impact event of the beacon.
- The beacon may be configured with one or more different functions based on the game play options. As an optional example, the beacon may act as a target in one or more selected game play options. As an optional example, the beacon may have an area effect in one or more selected game play options. For example, the beacon may act as a respawn area, safe area, danger area, damage area, boundary area, etc. As an optional example, the beacon may act as a user input interface. As an optional example, a user may use one or more user interfaces and/or inputs on the beacon to perform an action. As another optional example, a user may use the user interface of their mobile electronic device to perform an action and/or input when/if the user mobile electronic device is within a certain proximity to the beacon. As another optional example, the sensor may be configured to define a game play area, and/or a boundary of a game play area (such as in combination with one or more other sensors) and/or an attribute of a game play area.
- In an exemplary embodiment, the sensor is configured to communicate with any combination of other system components, such as, for example, the mobile electronic device and/or launcher device.
- In an exemplary embodiment, the sensor is configured to communicate with the launcher device. The launcher device may be configured to store a selected game play mode selected from a plurality of game play modes. The launcher device may be configured to communicate one or more responses and/or parameters to the sensor for the selected game play mode. For example, the launcher may indicate to the sensor that it is simply a target. The sensor therefore is then configured to detect an impact event and send a corresponding signal to the launcher when an impact event occurs. The launcher and/or the sensor may then be configured to provide a response to the impact event. The launcher may be configured to communicate back to the sensor change an output of the sensor, such as a light or other indicator of the sensor and/or the sensor may be configured to detect the impact event and automatically in response to the impact event change an output of the sensor.
- In an exemplary embodiment, the launcher device is configured to communicate with the sensor using radio frequency signals. In the optional configuration, the launcher device is configured to send control signals to the sensor in which the sensor performs one or more actions in response to the control signal of the launcher device.
- In an exemplary embodiment, the system comprises an aerial vehicle. The aerial vehicle may be configured to detect an impact event.
- In an exemplary embodiment, the aerial vehicle is configured to communicate with one or more other system components, such as, for example, a mobile electronic device of a user, a launcher device, a game server, and/or a combination thereof. In an optional exemplary embodiment, the communication may be to configured the aerial vehicle device. For example, a difficulty level and/or game play mode may be selected among a plurality of game play modes. In an optional exemplary embodiment, the communication may be to communicate an indication of an impact event of the aerial vehicle to another of the system components.
- In an exemplary embodiment, the aerial vehicle may be configured as a target for the projectile device. In an optional embodiment, a difficulty level may be set for the aerial vehicle such as easy, medium, or difficult target practice. For example, in the easy configuration, the aerial vehicle may hover and/or travel a predetermined path at a slow speed. For example, in the medium configuration, the aerial vehicle may travel a predetermined path at a faster speed than a slow speed of the easy configuration and/or may travel a variable path and/or may include evasive maneuvers. For example, the difficult setting may include evasive maneuvers, erratic flight paths, higher speeds than the lower difficulty levels, or any selection thereof.
- In an exemplary embodiment, the aerial vehicle may be configured to provide different game play effects. As an optional example, the aerial vehicle may act as a target in one or more selected game play options. As an optional example, the aerial vehicle may have an area effect in one or more selected game play options. For example, the aerial vehicle may act as a variable location for a respawn area, safe area, danger area, damage area, boundary area, etc. As an optional example, the aerial vehicle may act as a recognizance and/or viewer for a game play area that is communicated to and/or visible one or more other system components such as one or more mobile electronic device.
- In an exemplary embodiment, the sensor and/or aerial vehicle are configured to communicate with each other. In an optional configuration, the aerial vehicle may detect a proximity to the sensor and/or define a flight area based on the proximity to the sensor.
- In an exemplary embodiment, the system comprises a game server configured to communicate with one or more other system components and/or a wider area network (such as the internet). In an exemplary embodiment, the game server is configured to permit game play between remote users using different system components in proximity to each of the respective remote users.
- In an exemplary embodiment, a game server may be configured to define a physical area of the gaming area.
- In an exemplary embodiment, the game server may be configured to determine a game mode and/or send instructions to one or more system components based on the game mode.
- In an exemplary embodiment, one or more system components may communicate with one or more other system components within a defined range. Each of the system components may communicate with each other directly and/or through one or more other system components.
- In an exemplary embodiment, the system is configured to permit users to participate in the game scenario with one or more system components. As an optional example, the system may permit a user to participate using both a mobile electronic device in communication with a launcher device, a mobile electronic device without a launcher device, an aerial vehicle, a controller, or any combination thereof. In an optional configuration, a user may participate with only their mobile device. In an optional configuration, a user may participate with only a projectile device.
- A gameplay system, comprising: a first component; and an application stored on a mobile electronic device and when executed by a processor of the mobile electronic device is configured to: receive gameplay instructions.
- The gameplay system of any embodiment described herein, wherein the application is further configured to receive information from the first component.
- The gameplay system of any embodiment described herein, wherein the application is further configured to receive a first game play instruction and communicate through the mobile electronic device to the first component a set gameplay mode based on the first gameplay instruction received through the mobile electronic device.
- The gameplay system of any embodiment described herein, wherein the application is further configured to receive an updated gameplay instruction and communicate through the mobile electronic device to the first component an updated set gameplay mode based on the updated gameplay instruction received through the mobile electronic device.
- The gameplay system of any embodiment described herein, wherein the updated gameplay instructions and the gameplay instructions are different than a result one the first component is configured to respond differently based on the set gameplay mode and/or updated set gameplay made.
- The gameplay system of any embodiment described herein, further comprising a second component.
- The gameplay system of any embodiment described herein, wherein the second component is configured to react based on the gameplay instructions received from the user from the mobile electronic device, and/or react differently based on the updated gameplay instructions received from the user from the mobile electronic device.
- The gameplay system of any embodiment described herein, further comprising a second component, wherein the first component is a launcher and the second component is another launcher, an aerial vehicle, sensor, transmitter/receiver, or another application stored on another mobile electronic device and when executed by another processor is configured to communicate with the gameplay system.
- The gameplay system of any embodiment described herein, wherein the gameplay system comprises a plurality of gameplay modes in which a function of one or of a system component(s) is set based on a selected gameplay mode.
- The gameplay system of any embodiment described herein, wherein the gameplay system comprises one or more physical components configured to be engaged by a user (such as being shot, having buttons pushed, other user interface/interaction, being in proximity thereto, etc.) and having a virtual effect in the gameplay system based on the engagement by the user with the physical component.
- A gameplay system, comprising: a first component; a second component; a third component; and an application stored on a mobile electronic device and when executed by a processor, configured to: receive gameplay instructions.
- The gameplay system of any embodiment described herein, wherein the first component is a launcher; the second component is another launcher; and the third component is a beacon; and the application is configured to communicate with and be associated with the first component and the gameplay system is configured to communicate directly and/or indirectly between any combination of the first component, the second component, the third component, and application.
- The gameplay system of any embodiment described herein, wherein application is configured to set a selected gameplay mode from a plurality of available gameplay modes, and a function of any combination of any of the first component, the second component, and/or the second component is programmed based on the selected gameplay mode.
- The gameplay system of any embodiment described herein, further comprising a fourth component comprising an aerial vehicle.
- The gameplay system of any embodiment described herein, comprising a second application stored on a second mobile electronic device and when executed by a second processor configured to communicate with the second component.
- A method of gameplay, comprising: providing a gameplay system according to any embodiment described herein, wherein the first component comprises a launcher; setting a gameplay mode to a selected gameplay from a plurality of gameplay modes; setting a function of one or more of a system components based on the selected gameplay; launching a projectile from the launcher; determining that the launched projectile hit a target; updating a gameplay record based on the determination that the launched projectile hit the target.
- The method of gameplay of any embodiment described herein, wherein the target is one of the second component or third component.
- The method of gameplay of any embodiment described herein, wherein the first component is a beacon and the second component is an aerial vehicle.
- The method of gameplay of any embodiment described herein, wherein the second component is a second launcher having an input, and the method further comprises receiving a user input through the input; and updating a gameplay record based on the user input.
- As used herein, the terms “about,” “substantially,” or “approximately” for any numerical values, ranges, shapes, distances, relative relationships, etc. indicate a suitable dimensional tolerance that allows the part or collection of components to function for its intended purpose as described herein. Numerical ranges may also be provided herein. Unless otherwise indicated, each range is intended to include the endpoints, and any quantity within the provided range. Therefore, a range of 2-4, includes 2, 3, 4, and any subdivision between 2 and 4, such as 2.1, 2.01, and 2.001. The range also encompasses any combination of ranges, such that 2-4 includes 2-3 and 3-4.
- Although embodiments of this invention have been fully described with reference to the accompanying drawings, it is to be noted that various changes and modifications will become apparent to those skilled in the art. Such changes and modifications are to be understood as being included within the scope of embodiments of this invention as defined by the appended claims. Specifically, exemplary components are described herein. Any combination of these components may be used in any combination. For example, any component, feature, step or part may be integrated, separated, sub-divided, removed, duplicated, added, or used in any combination and remain within the scope of the present disclosure. Embodiments are exemplary only, and provide an illustrative combination of features, but are not limited thereto.
- When used in this specification and claims, the terms “comprises” and “comprising” and variations thereof mean that the specified features, steps or integers are included. The terms are not to be interpreted to exclude the presence of other features, steps or components.
- The features disclosed in the foregoing description, or the following claims, or the accompanying drawings, expressed in their specific forms or in terms of a means for performing the disclosed function, or a method or process for attaining the disclosed result, as appropriate, may, separately, or in any combination of such features, be utilised for realising the invention in diverse forms thereof.
Claims (13)
1. A gameplay system, comprising:
a first component; and
an application stored on a mobile electronic device and when executed by a processor, configured to:
receive gameplay instructions.
2. The gameplay system of claim 1 , wherein the application is further configured to receive information from the first component.
3. The gameplay system of claim 2 , further comprising a second component, wherein the first component is a launcher and the second component is another launcher, an aerial vehicle, transmitter/receiver, or another application stored on another mobile electronic device and when executed by another processor is configured to communicate with the gameplay system.
4. The gameplay system of claim 3 , wherein the gameplay system comprises a plurality of gameplay modes in which a function of one or of a system component is set based on a selected gameplay mode.
5. A gameplay system, comprising:
a first component;
a second component;
a third component; and
an application stored on a mobile electronic device and when executed by a processor, configured to:
receive gameplay instructions.
6. The gameplay system of claim 5 , wherein the first component is a launcher; the second component is another launcher; and the third component is a beacon; and the application is configured to communicate with and be associated with the first component and the gameplay system is configured to communicate directly and/or indirectly between any combination of the first component, the second component, the third component, and application.
7. The gameplay system of claim 6 , wherein application is configured to set a selected gameplay mode from a plurality of available gameplay modes, and a function of any combination of any of the first component, the second component, and/or the second component is programmed based on the selected gameplay mode.
8. The gameplay system of claim 7 , further comprising a fourth component comprising an aerial vehicle.
9. The gameplay system of claim 8 , comprising a second application stored on a second mobile electronic device and when executed by a second processor configured to communicate with the second component.
10. A method of gameplay, comprising:
providing a gameplay system according to claim 1 , wherein the first component comprises a launcher;
setting a gameplay mode to a selected gameplay from a plurality of gameplay modes;
setting a function of one or more of a system component based on the selected gameplay;
launching a projectile from the launcher;
determining that the launched projectile hit a target;
updating a gameplay record based on the determination that the launched projectile hit the target.
11. The method of gameplay according to claim 10 , wherein the target is one of the second component or third component.
12. The method of gameplay according to claim 11 , wherein the first component is a beacon and the second component is an aerial vehicle.
13. The method of gameplay according to claim 10 , wherein the second component is a second launcher having an input, and the method further comprises receiving a user input through the input; and updating a gameplay record based on the user input.
Priority Applications (1)
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US18/608,882 US20240307759A1 (en) | 2023-03-17 | 2024-03-18 | Gaming System |
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US202363490852P | 2023-03-17 | 2023-03-17 | |
US18/608,882 US20240307759A1 (en) | 2023-03-17 | 2024-03-18 | Gaming System |
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US20240307759A1 true US20240307759A1 (en) | 2024-09-19 |
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US18/608,882 Pending US20240307759A1 (en) | 2023-03-17 | 2024-03-18 | Gaming System |
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US (1) | US20240307759A1 (en) |
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- 2024-03-18 US US18/608,882 patent/US20240307759A1/en active Pending
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