WO2009067796A1 - Interactive game - Google Patents

Interactive game Download PDF

Info

Publication number
WO2009067796A1
WO2009067796A1 PCT/CA2008/002067 CA2008002067W WO2009067796A1 WO 2009067796 A1 WO2009067796 A1 WO 2009067796A1 CA 2008002067 W CA2008002067 W CA 2008002067W WO 2009067796 A1 WO2009067796 A1 WO 2009067796A1
Authority
WO
WIPO (PCT)
Prior art keywords
state
objects
given
user
marble
Prior art date
Application number
PCT/CA2008/002067
Other languages
French (fr)
Inventor
Martin LIZÉE
Robert LIZÉE
Original Assignee
Gamerizon Studio Inc.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Gamerizon Studio Inc. filed Critical Gamerizon Studio Inc.
Publication of WO2009067796A1 publication Critical patent/WO2009067796A1/en

Links

Classifications

    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/577Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • A63F2300/643Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car by determining the impact between objects, e.g. collision detection
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • A63F2300/646Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car for calculating the trajectory of an object
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2210/00Indexing scheme for image generation or computer graphics
    • G06T2210/21Collision detection, intersection

Definitions

  • the invention relates to games. More precisely, this invention pertains to an interactive game.
  • Video games provide entertainment to players. Amongst various video games genres, casual video games are of great interest for users since with a short learning curve they enable users to practice some of their skills such as being able to anticipate, being able to react to given situations as well as to being able to relax.
  • Another issue is the fact that the set of rules may not take a lot of time to master which is also not desirable.
  • a method of playing an interactive game comprising displaying to a user an interface having a plurality of objects located at a given location, each object of the plurality of objects being selected from a given group of at least two groups and each object being in a first state, generating an object to be placed, the object to be placed being selected from a corresponding given group of the at least two groups, amending the state of at least one object of the plurality of objects and the objects to be placed from the first state to a second state, displaying the object to be placed in the interface, receiving an input from the user, determining a destination position for the object to be placed at the given location in the interface using the received input from the user, adding the object to be placed to the predetermined destination position, amending the state of at least one object DM_MTIV 2 76794-00006/l 800433.5
  • the neighboring object being from a similar group than the group of the at least one object located in the first given region and a second given region of at least two objects of the second state and providing a feedback to the user according to a number of objects in the interface.
  • the second given region comprises three objects of the second type.
  • the added object is excluded from the second given region.
  • another object is generated if the second given region comprises more than n objects in the second state, wherein n is equal to one.
  • n is greater than two.
  • the method further comprises removing any object in the second state after a given amount of time.
  • the method further comprises receiving another input from the user, determining another destination position for the other generated object to be placed at the given location in the interface using the received input from the user and adding the other generated object to the predetermined another destination position.
  • the object to be placed is generated randomly.
  • the object to be placed is generated according to a generation algorithm.
  • the plurality of objects comprises marbles.
  • the given location comprises the outside surface of a 3 dimension object.
  • the second state relates to characteristics visually observable by the user.
  • an object in the second state appears in fire.
  • the amending of the state of at least one object of the plurality of objects and the objects to be placed from the first state to a second state is performed at a given time interval.
  • the amending of the state of at least one object of the plurality of objects and the objects to be placed from the first state to a second state is performed when given conditions occur.
  • the receiving of an input from the user comprises the user comprises receiving input data from an input/output device.
  • the input/output device is selected from a group consisting of a keyboard, a mouse and a joystick.
  • the providing of a feedback to the user according to a number of objects in the interface comprises displaying a score.
  • the method further comprises selecting a play mode and a level, further wherein the displaying to a user of the interface having a plurality of objects located at a given location, each object of the plurality of objects being selected from a given group of at least two groups and each object being in a first state is performed according to the selected play mode and the selected level.
  • the method further comprises checking the number of objects in the interface and incrementing the selected level if the checked number of objects in the interface has reach a given threshold.
  • a system for playing an interactive video game comprising means for displaying to a user an interface having a plurality of objects located at a given location, each object of the plurality of objects being selected from a given group of at least two groups and each object being in a first state, object generating means for generating an object to be placed, the object to be placed being selected from a corresponding given group of the at least two groups, amending means for amending the state of at least one object of the plurality of objects and the object to be placed from the first state to a second state, means for displaying the object to be placed in the interface, user input receiving means for receiving an input from the user, destination position determining means for determining a destination position for the object to be placed at the given location in the interface using the received input from the user, adding means for adding the object to the placed to the determined destination position, means for amending the state of at least one object from the first state to the second state if at least one of the at least one object is located
  • a computer readable storage medium comprising executable instructions for displaying to a user an interface having a plurality of objects located at a given location, each object of the plurality of objects being selected from a given group of at least two groups and each object being in a first state, generating an object to be placed, the object to be placed being selected from a corresponding given group of the at least two groups, amending the state of at least one object of the plurality of objects and the object to be placed from the first state to a second state, displaying the object to be placed in the interface, receiving an input from the user, determining a destination position for the object to be placed at the given location in the interface using the received input from the user, adding the object DM_MTI7276794-00006/1 8 00433.5
  • a method for playing an interactive video game comprising providing a user with a processing device, the processing device comprising the computer readable storage medium comprising executable instructions memory disclosed above.
  • Figure 1 is a flowchart which shows a method of playing an interactive game according to one embodiment.
  • Figure 2 is a diagram which shows various embodiments for accessing and executing an interactive video game.
  • Figure 3 is a flowchart which shows a method for providing a user with a video game incorporating the interactive game according to one embodiment; the method comprises, inter alia, a main game processing step.
  • FIG. 4 is a flowchart which shows one embodiment of the main game processing step of the method for providing a user with a video game.
  • the main game processing step comprises, inter alia, a spawn new marbles processing step, a player input processing step, a physic processing step, a game logic processing step, an evaluate mode level game conditions processing step.
  • Figure 5 is a flowchart which shows one embodiment of the new marbles spawning processing step of the method for providing a user with a video game.
  • Figure 6 is a flowchart which shows one embodiment of the player input processing step of the method for providing a user with a video game.
  • Figure 7 is a flowchart which shows one embodiment of the physic processing step of the method for providing a user with a video game.
  • Figure 8 is a flowchart which shows one embodiment of the game logic processing step of the method for providing a user with a video game.
  • Figures 9A, 9B and 9C are screenshots showing respectively a first view in Fig. 9A, a second view in Fig. 9B and a third view 9C of a same planet comprising a plurality of objects.
  • Figures 10A, 10B and 10C are screenshots showing a planet receiving a marble in fire of a given color and how an existing marble of the given color catches fire following the landing of the marble in fire.
  • Figures 11 A, 11B and 11C are screenshots showing a planet receiving a marble in fire of a given color and how an existing marble of a different color does not catch fire following the landing of the marble in fire.
  • Figures 12A, 12B, 12C, 12D, 12E and 11F are screenshots showing a planet receiving a marble in fire of a given color and how an existing marble of a different color catch fire following the landing of the marble in fire.
  • Figures 13A, 13B and 13C are screenshots showing a planet receiving a marble in fire of a given color and how existing marbles of a different color do not catch fire following the landing of the marble in fire.
  • Figures 14A 1 14B and 14C are screenshots showing a planet receiving a marble in fire of a given color and how existing marbles of a different color catch fire following the landing of the marble in fire.
  • Figures 15A, 15B and 15C are screenshots showing a planet receiving a marble in fire of a given color and how existing marbles of a different color catch fire following the landing of the marble in fire.
  • Figures 16A, 16B, 16C, 16D and 16E are screenshots showing a planet receiving a marble in fire of a given color and how existing marbles of different colors catch fire following the landing of the marble in fire.
  • Figures 17A 1 17B, 17C, 17E and 17F are screenshots showing various shapes for the planets.
  • Figure 18 is a diagram showing a plurality of configurations in which the fire propagates.
  • screenshots disclosed above comprise in some cases a glowing shadow corresponding to the shadow of a marble to be placed and that this glowing shadow should not be confused with the presence of an existing stationary marble.
  • FIG. 1 there is shown a method of playing an interactive game according to one embodiment.
  • an interface having a plurality of objects located at a given location is displayed to a user.
  • each object of the plurality of objects is selected from a given group DM_MTL/276794-00006/l 800433.5
  • the first state relates to a characteristic that can be visually observed by the user.
  • the objects used are marbles.
  • the at least two groups relates to color groups.
  • the given location may be any type of location. In one embodiment, the given location is referred to as "a planet". Moreover, in one embodiment, the planet is displayed in 3 dimensions to the user.
  • an object to be placed is generated.
  • the object to be placed is generated according to various embodiments.
  • the object to be placed is generated randomly.
  • the object to be placed is generated according to a generation algorithm which depends on various criteria or alternatively, the object to be placed may be generated at a predetermined position.
  • the object to be placed is being selected from a corresponding group of the at least two groups.
  • the state of at least one object of the plurality of objects and the object to be placed is amended from the first state to the second state.
  • the second state relates to characteristics that can be visually observed by the user.
  • the second state relates to a "in fire" state while the first state relates to a non-ignited state.
  • the state of the object to be placed is amended from the first state to the second state.
  • the amending may be performed according to various embodiments. For instance, the amending may be performed at given time intervals. Alternatively, the skilled addressee will appreciate that the amending may be performed when given conditions occur.
  • processing step 116 the object to be placed is displayed in the interface.
  • an input is received from the user.
  • the input received from the user may be received using various I/O devices.
  • the input may be received from a keyboard, a mouse, a joystick or the like.
  • a destination position is determined for the object to be placed at the given location in the interface using the received input from the user. As explained further below the selection of the destination position for the object by the user is key for the game.
  • the object to be placed is added at the determined destination position.
  • processing step 124 the state of at least one object is amended according to predetermined rules.
  • the state of at least one object is amended from the first state to the second state if at least one of the at least one object is located in a first given region of a neighboring object of the second state, the neighboring object being from a similar group than the group of the at least one object located in the first given region and the at least one object is located in a second given region of at least two objects of the second state.
  • the neighboring object being from a similar group than the group of the at least one object located in the first given region and the at least one object is located in a second given region of at least two objects of the second state.
  • the second given region comprises three objects in the second state.
  • the added object is excluded from the second given region.
  • another object is generated if the second given region comprises more than n objects in the second state.
  • n is greater than two.
  • another input may be received from the user, another destination position for the other DM_MTL/276794-00006/l 800433.5
  • generated object to be placed at the given location in the interface may be determined using the received input from the user and the other generated object may be added to the predetermined another destination position.
  • the second state relates to a "in fire” state
  • the plurality of objects in this second state may disappear from the interface after a given amount of time.
  • the skilled addressee will appreciate that the disappearance of the plurality of objects may change the dynamics of the remaining objects located in the interface.
  • a feedback is provided to the user according to a number of objects in the interface.
  • the purpose of the game is to remove as much objects as possible using the predetermined rules for amending the state of the objects from the first state to the second state.
  • the feedback provided to the user may be of various types.
  • the feedback may be selected from a group consisting of providing a sound and providing a visual indication.
  • FIG. 2 there is shown various embodiments for accessing and executing an interactive video game.
  • each processing unit is provided with a computer readable storage medium comprising executable instructions which when executed provide the user with the interactive video game.
  • the interactive video game may be played on devices connected to a network 200.
  • the interactive video game may be played using a personal computer 206, a game console 208, a PDA 210, a mobile phone 212 connected to the network 200.
  • a game server 204 operatively connected to a game content database 202 may be accessed via the network 200 by anyone of DM MTL/276794-00006/1800433.5
  • the personal computer 206 the game console 208, the PDA 210 and the mobile phone 212.
  • the executable instructions for providing the interactive video game may be stored in the game content database 202.
  • the network 200 comprises at least one of a local area network (LAN), a metropolitan area network (MAN) and a wide area network (WAN).
  • the network 200 comprises the Internet.
  • processing units may be used to execute the interactive video game.
  • FIG. 3 there is shown one embodiment for playing the interactive video game.
  • processing step 300 a test is performed in order to find out if the game is to be played.
  • a play mode and a level are selected.
  • various play modes as well as various levels may be selected.
  • the planet is to be cleared from all marbles.
  • many puzzle variation may be created from these rules as well as continuous play.
  • a continuous play may be chosen.
  • An example of a continuous play mode would be to have the player maintain an amount of energy in order not to lose, the energy being depleted when an initially ignited marble touches the planet and regained when the player burns marbles, with bonus for an "explosive fire".
  • the player reaches next level.
  • predefined ordered set of marbles including which ones are on fire and the delay between each one is thrown.
  • the planet can also start with a predefined configuration of marbles present. The objective for the player is to solve how to place the marbles to end up with a cleared planet.
  • multi-player mode all players are put in the same situation and the less performing ones are gradually eliminated.
  • Other multi-player modes could also include interactions between the players, like burned marbles of a player are sent to other players.
  • the play mode and the level selected are set.
  • processing step 306 a main game processing step is performed.
  • processing step 308 a test is performed in order to find out if the game has been completed with success.
  • a test is performed in order to find out if the game is to be continued.
  • a play mode and level setting is performed according to processing step 304 while in the case where the game is not to be continued, a test is performed in order to find out if the game is to be played in accordance with processing step 300.
  • processing step 400 an initialization processing step is performed.
  • processing step 402 a new marbles spawning processing step is performed.
  • a player input processing step is performed.
  • processing step 406 a physic processing step is performed.
  • processing step 408 a game logic processing step is performed.
  • processing step 410 an evaluate play mode level game conditions processing step is performed.
  • a test is performed in order to find out if the level is over.
  • a termination processing step occurs, while in the case where the level is not over and according to processing step 416, the system is updated.
  • processing step 500 a test is performed in order to find out if at least one new marble is required. In the case where at least one new marble is required and according to processing step 502, a new marble is spawned.
  • the position of the new marble is set.
  • processing step 506 a test is performed in order to find out if the new marble has to be "in fire". In the case where a marble in fire is required and according to processing step 508, the new marble is set in fire.
  • the color of the new marble is set.
  • the skilled addressee will appreciate that the color of the new marble may be set according to various criteria.
  • new colored marbles are thrown at planet and are attracted to it.
  • the new marble is thrown from the front.
  • the new marble may be thrown from the back.
  • group of marbles are thrown at the beginning of a level, then a marble is thrown approximately every 6 seconds, or 8 second if the marble thrown is in the second state.
  • the skilled addressee will appreciate that the timing for throwing the new marble may depend on a complexity level.
  • marble may take around 4 seconds to land on the planet.
  • the skilled addressee will appreciate that the amount of time required for landing on the planet may also vary depending on a level.
  • a test is performed in order to find out if at least one new marble is required. In the case where at least one new marble is required, a test is performed in accordance with the processing step 500.
  • FIG. 6 there is shown one embodiment for performing the player input processing step. It will be appreciated that a user may interact using various commands. For instance, a user may select where a new marble may be placed on the planet for instance.
  • the planet is updated in accordance with the user input.
  • a camera is updated. It will be appreciated that in one embodiment, a user may change the view of the planet in order to be able to view specific faces.
  • processing step 604 a game speed is updated and according to processing step 606, a player extra control is updated.
  • a user may choose to slow the game in order to take extra time to determine a suitable position for placing the new marble on the planet.
  • life credits are removed when such operation is performed.
  • a user may further increase the speed of the game.
  • processing step 700 a test is performed in order to find out if all the marbles are processed.
  • marble is selected. It will be appreciated that the velocity of the marble may depend on various parameters.
  • a velocity is computed for the marble selected. It will be appreciated that the velocity is computed using known physics principles. In fact, it will be appreciated that one or many attraction points inside or on the surface of the planet are defined. Each attraction point induces an attraction force acting on the marble selected in a direction defined as going from the location of the marble towards the attraction point. The magnitude of the attraction force depends on the distance between the marble and the attraction point, the mass of the marble and the attraction point. In one embodiment, the magnitude of the attraction force is proportional to the mass of the marble and the attraction point. In another embodiment, the magnitude of the attraction force is inversely proportional to the square of the distance between the marble and the attraction point, while directly proportional to the mass of the marble and the attraction point.
  • the resulting attraction force acting on the marble is the sum of the attraction forces induced by each attraction point.
  • the resulting attraction force acting on the marble is obtained by associating each region in space to an attraction point and choosing the attraction force of the attraction point corresponding to the region in space where the marble is located.
  • each neighboring marble also induces an attraction force towards itself which is acting on the selected marble in a fashion similar to the attraction points inside or on the surface of the planet.
  • a position is computed for the marble selected.
  • a test is performed in order to find out if the selected marble is in collision with the planet.
  • a planet collision handling algorithm is executed in accordance with processing step 710.
  • a test is performed in order to find out if there is a collision of the selected marble with at least one other marble.
  • a marble collision handling algorithm is executed.
  • processing step 800 a test is performed in order to find out if all the marbles are processed.
  • processing step 804 a test is performed in order to find out if the selected unprocessed marble is already "in fire".
  • a test is performed in order to find out if there is a neighboring marble in fire of the same color.
  • a test is performed in order to find out if at least n neighboring marbles are in fire, wherein n is greater or equal to 2 in one embodiment. It has been contemplated that a value of 3 for n provides a great game play. Alternatively, a marble thrown does not participate in the count of the number of marbles required. In a further embodiment, it will be appreciated that other conditions for participating in the count of the number of marbles required may be added such as an amount of time in the second state for instance.
  • an explosion fire may generate a marble in fire leaving the planet and shortly coming back to the planet as a thrown marble.
  • this embodiment may be of great advantage for the game play since the player becomes capable of generating controlled chain reactions.
  • a test is performed in accordance with processing step 800 to find out if all the marbles are being processed.
  • FIGS 9A, 9B and 9C there are shown screenshots showing respectively a first view in Fig. 9A, a second view in Fig. 9B and a third view 9C of a same planet comprising a plurality of objects on it.
  • the user may advantageously manipulate the planet using an I/O device. More precisely, the control may consist of rotating the planet centered on screen with 2 degrees of freedom. The skilled addressee will appreciate that this feels very natural and intuitive since a similar thing is done in the real world when an object is rotated in a hand.
  • FIGS 10A, 10B and 10C there are shown screenshots showing a planet receiving a marble in fire of a given color and how an existing marble of the given color catches fire following the landing of the marble in fire.
  • a blue marble in fire is approaching the planet on which an existing stationary blue marble is located.
  • both blue marbles are disappearing since they have been consumed by the fire.
  • FIGS 11 A, 11B and 11 C there are shown screenshots showing a planet receiving a marble in fire of a given color and how an existing marble of a different color does not catch fire following the landing of the marble in fire.
  • a yellow marble in fire is approaching the planet where an existing stationary blue marble is located.
  • FIGS 12A, 12B, 12C, 12D, 12E and 11 F there are shown screenshots showing a planet receiving a marble in fire of a given color and how existing marbles of a different color catch fire following the landing of the marble in fire.
  • a non-ignited marble in contact or within a certain range of three or more marbles that recently got in fire may also catch on fire in one embodiment.
  • the distance required may vary.
  • the number of marbles may also vary in other embodiments as well as if the first marble thrown participates or not in the count of the number of marbles required.
  • the amount of time before it vanishes is much smaller than for the marble starting on fire, usually less than a second in one embodiment.
  • a special effect (FX) used to congratulate the player may further be provided in one embodiment.
  • the special effect comprises a firework explosion.
  • a yellow marble in fire is approaching the planet where there are a plurality of stationary yellow marbles and a blue stationary marble.
  • the yellow marble in fire is landing on the plurality of stationary yellow marbles.
  • the plurality of stationary yellow marbles catches on fire since it is hit by a marble in fire of the same color.
  • the stationary blue marble catches on fire and explodes due to the fact that it is surrounded by at least three marbles in fire.
  • a firework effect is provided to the user to show an indication of the explosion of the stationary blue marble.
  • FIGS. 13A, 13B and 13C there are shown screenshots showing a planet receiving a marble in fire of a given color and how existing marbles of a different color do not catch fire following the landing of the marble in fire.
  • a blue marble in fire is approaching the planet where a first group of a plurality of stationary blue marbles and a second group of a plurality of stationary yellow marbles are located.
  • the plurality of stationary blue marbles catches on fire since the blue marble in fire is directed to it.
  • FIGS 14A, 14B and 14C there are shown screenshots showing a planet receiving a marble in fire of a given color and how existing marbles of a different color catch fire following the landing of the marble in fire.
  • a yellow marble in fire is approaching a planet where a first group of a plurality of stationary blue marbles and a second group of a plurality of stationary yellow marbles are located.
  • the user has selected a landing position suitable for igniting all the marbles of the planet as further explained below. More precisely, the landing position selected is such that a stationary blue marble of the plurality of stationary blue marbles will be surrounded by three newly-ignited yellow marbles.
  • a firework effect is provided to show an indication of the explosion of the stationary blue marbles.
  • FIGS 15A, 15B and 15C there are shown screenshots showing a planet receiving a marble in fire of a given color and how existing marbles of a different color catch fire following the landing of the marble in fire.
  • any one of a blue marble or a yellow marble in fire may be used to clear all the stationary marbles.
  • a yellow marble is used and is directed towards a group of stationary yellow marbles.
  • FIGS 16A, 16B, 16C 1 16D and 16E there are shown screenshots showing a planet receiving a marble in fire of a given color and how existing marbles of different colors catch fire following the landing of the marble in fire. This configuration shows that a wise decision for the landing position of the marble in fire is key.
  • an incoming yellow marble in fire is directed towards a group of stationary yellow marbles.
  • Fig. 16B there is shown that the yellow marbles catch on fire following the landing of the incoming yellow marble in fire. Moreover, the fire propagates to a pink marble which catches on fire and ignites the other pink marbles as shown in Fig. 16C.
  • a visual effect is provided to the user in Figs. 16D and 16E.
  • FIG. 17A, 17B, 17C, 17E and 17F there are shown various shapes for the planets. It will be appreciated that any shapes may be used and that the shape used may vary depending on a level.
  • Fig. 18 there are shown a plurality of configurations in which the fire may propagate from marbles of a first color to marbles of other colors.
  • the skilled addressee will appreciate that those configurations are exemplary and that various other configurations may be provided.
  • the number of marbles in fire required for explosive fire in those examples is three and that the initial marble in fire does not count in the number of marbles required.
  • configuration 1800 shows a case where a blue marble in fire will ignite all the blue marbles.
  • Configuration 1810 shows a case where a blue marble in fire sent to any of the blue marbles will put the blue marbles in fire. A pink marble will catch fire since it will be surrounded by three blue marbles in fire.
  • Configuration 1820 shows a case where a blue marble in fire sent to any of the blue marbles will put the blue marbles in fire. A yellow marble and a pink marble will catch fire since they are both surrounded by three blue marbles in fire.
  • Configuration 1830 shows a case where a blue marble in fire sent to any of the blue marbles will put the blue marbles in fire.
  • a yellow marble, a pink marble and a red marble will all catch fire since they are all surrounded by three blue marbles in fire.
  • Configuration 1840 shows a case where the blue marble in fire to be sent has to land above the pink marble, marked with an arrow, to thereby ignite the three other blue marbles which in turn will ignite the pink marbles.
  • Configuration 1850 shows a case where the blue marble in fire to be sent has to land above the pink marble, marked with an arrow, to thereby ignite the three other blue marbles which in turn will ignite the pink marbles. Since the yellow marble will be surrounded by two blue marbles in fire and one pink marble in fire, it will catch in fire.
  • Configuration 1860 shows a case where the blue marble in fire to be sent has to land above the pink marble, marked with an arrow, to thereby ignite the three other blue marbles which in turn will ignite the pink marble. Since the yellow marble and the green marble will be surrounded by two blue marbles in fire and one pink marble in fire, they will catch in fire.
  • Configuration 1870 shows a case where the blue marble in fire to be sent has to land above the pink marble, marked with an arrow, to thereby ignite the three other blue marbles which in turn will ignite the pink marble. Since the yellow marble, the red marble and the green marble will be surrounded by two blue marbles in fire and one pink marble in fire, they will catch in fire. DM_MTL/ 2 76794-00006/l 800433.5
  • Configuration 1880 shows a case where the blue marble in fire to be sent has to land above the pink marble, marked with an arrow, to thereby ignite the three other blue marbles which in turn will ignite the pink marble and the yellow marble since those marbles are surrounded by three blue marbles in fire.
  • Configuration 1890 shows a case where either a blue marble in fire or a pink marble in fire may be used to ignite all the marbles. If a blue marble in fire is sent over one of the blue marble, all blue marbles will catch in fire and ignite a pink marble since one of pink marble of the configuration will be surrounded by three blue marbles in fire and all other pink marbles will catch on fire. Similarly, if a pink marble in fire is sent over one of the pink marble, all pink marbles will catch in fire and ignite a blue marble since one of blue marbles of the configuration will be surrounded by three pink marbles in fire and all other blue marbles will catch on fire.
  • the methods disclosed above may be implemented on a computer readable storage medium comprising executable instructions which when executed perform the methods.
  • the executable instructions comprised in the computer readable storage medium may be executed on a processing device and enable a user to play the interactive video game.
  • the interactive game may be advantageously implemented on a processing unit, the skilled addressee will appreciate that the interactive game may be provided on a cardboard comprising a plurality of objects on it.
  • a player may have to choose a location where to a given object is to be put in order to remove as much objects as possible using the predetermined rules mentioned above.
  • the game may be a multi-player game and a dice may be used to select the group from which the object to be placed originates as well as the state in which the DM MTL/276794-00006/1800433.5
  • the winning user may be the user who succeeds in removing the cardboard from all the objects.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • User Interface Of Digital Computer (AREA)
  • Processing Or Creating Images (AREA)

Abstract

A method for providing an interactive video game is disclosed, the method comprises displaying to a user an interface having a plurality of objects located at a given location, each object of the plurality of objects being selected from a given group of at least two groups and each object being in a first state, generating an object to be placed, the object to be placed being selected from a corresponding given group of the at least two groups, amending the state of at least one object of the plurality of objects and the object to be placed from the first state to a second state, displaying the object to be placed in the interface, receiving an input from the user, determining a destination position for the object to be placed at the given location in the interface using the received input from the user, adding the object to the placed to the determined destination position, amending the state of at least one object from the first state to the second state according to various rules and providing a feedback to the user according to a number of objects in the interface.

Description

DM MTU276794-00006/1800433.5
- 1 -
INTERACTIVE GAME
RELATED APPLICATION
The application claims priority of US provisional patent application having serial N0 60/990,473, entitled "Interactive game", filed on November 27, 2007, the specification of which is hereby incorporated by reference.
The application further claims priority of US provisional patent application having serial N0 60/990,409, entitled "Method for increasing the stability of an interactive game", filed on November 27, 2007, the specification of which is hereby incorporated by reference.
The application is also related to PCT application entitled "Method for increasing the stability of an interactive game" that was filed November 21 , 2008.
FIELD OF THE INVENTION
The invention relates to games. More precisely, this invention pertains to an interactive game.
BACKGROUND OF THE INVENTION
Video games provide entertainment to players. Amongst various video games genres, casual video games are of great interest for users since with a short learning curve they enable users to practice some of their skills such as being able to anticipate, being able to react to given situations as well as to being able to relax.
Many casual video games have been developed in the last decades. Unfortunately they suffer from at least one of the following drawbacks.
For instance many casual video games have a complex set of rules. Such complex set of rules is a great drawback since users will need more time and resources to understand how to play the game per se instead of starting to play DM_MTU276794-00006/l 800433.5
- 2 -
the casual video games. This might discourage many potential users from playing casual video games.
Another issue is the fact that the set of rules may not take a lot of time to master which is also not desirable.
Another further issue is that often the rules are such that they are complicated to implement in a 3D environment or require a lot of processing resources which is not desirable in mobile environments. This therefore reduces the portability of the game.
Another further issue is that the rules are such that the casual video game does not take truly advantage of a 3D environment.
There is a need for a video game that will overcome at least one of the above- identified drawbacks.
Features of the invention will be apparent from review of the disclosure, drawings and description of the invention below.
BRIEF SUMMARY OF THE INVENTION
According to one aspect of the invention, there is provided a method of playing an interactive game, the method comprising displaying to a user an interface having a plurality of objects located at a given location, each object of the plurality of objects being selected from a given group of at least two groups and each object being in a first state, generating an object to be placed, the object to be placed being selected from a corresponding given group of the at least two groups, amending the state of at least one object of the plurality of objects and the objects to be placed from the first state to a second state, displaying the object to be placed in the interface, receiving an input from the user, determining a destination position for the object to be placed at the given location in the interface using the received input from the user, adding the object to be placed to the predetermined destination position, amending the state of at least one object DM_MTIV276794-00006/l 800433.5
- 3 -
from the first state to the second state if at least one of the at least one object is located in a first given region of a neighboring object of the second state, said neighboring object being from a similar group than the group of the at least one object located in the first given region and a second given region of at least two objects of the second state and providing a feedback to the user according to a number of objects in the interface.
It will be appreciated that in one embodiment, the second given region comprises three objects of the second type.
In accordance with one embodiment, the added object is excluded from the second given region.
In accordance with another further embodiment, another object is generated if the second given region comprises more than n objects in the second state, wherein n is equal to one.
In accordance with another embodiment, n is greater than two.
In accordance with another embodiment, the method further comprises removing any object in the second state after a given amount of time.
In accordance with another further embodiment, the other generated object is in the second state, the method further comprises receiving another input from the user, determining another destination position for the other generated object to be placed at the given location in the interface using the received input from the user and adding the other generated object to the predetermined another destination position.
In accordance with one embodiment, the object to be placed is generated randomly.
In accordance with another embodiment, the object to be placed is generated according to a generation algorithm.
In yet another embodiment, the plurality of objects comprises marbles. DM_MTIV276794-00006/1800433.5
- 4 -
In accordance with another embodiment, the given location comprises the outside surface of a 3 dimension object.
In accordance with another embodiment, the second state relates to characteristics visually observable by the user.
In accordance with an embodiment, an object in the second state appears in fire.
In accordance with an embodiment, the amending of the state of at least one object of the plurality of objects and the objects to be placed from the first state to a second state is performed at a given time interval.
In accordance with another embodiment, the amending of the state of at least one object of the plurality of objects and the objects to be placed from the first state to a second state is performed when given conditions occur.
In accordance with an embodiment, the receiving of an input from the user comprises the user comprises receiving input data from an input/output device.
In accordance with another embodiment, the input/output device is selected from a group consisting of a keyboard, a mouse and a joystick.
In accordance with an embodiment, the providing of a feedback to the user according to a number of objects in the interface comprises displaying a score.
In accordance with another embodiment, the method further comprises selecting a play mode and a level, further wherein the displaying to a user of the interface having a plurality of objects located at a given location, each object of the plurality of objects being selected from a given group of at least two groups and each object being in a first state is performed according to the selected play mode and the selected level.
In accordance with another embodiment, the method further comprises checking the number of objects in the interface and incrementing the selected level if the checked number of objects in the interface has reach a given threshold. DM_MTIV276794-00006/1800433.5
- 5 -
In accordance with one embodiment of the invention, there is provided a system for playing an interactive video game, the system comprising means for displaying to a user an interface having a plurality of objects located at a given location, each object of the plurality of objects being selected from a given group of at least two groups and each object being in a first state, object generating means for generating an object to be placed, the object to be placed being selected from a corresponding given group of the at least two groups, amending means for amending the state of at least one object of the plurality of objects and the object to be placed from the first state to a second state, means for displaying the object to be placed in the interface, user input receiving means for receiving an input from the user, destination position determining means for determining a destination position for the object to be placed at the given location in the interface using the received input from the user, adding means for adding the object to the placed to the determined destination position, means for amending the state of at least one object from the first state to the second state if at least one of the at least one object is located in a first given region of a neighboring object of the second state, the neighboring object being from a similar group than the group of the at least one object located in the first given region and a second given region of at least two objects of the second state and means for providing a feedback to the user according to a number of objects in the interface.
In accordance with another embodiment, there is provided a computer readable storage medium comprising executable instructions for displaying to a user an interface having a plurality of objects located at a given location, each object of the plurality of objects being selected from a given group of at least two groups and each object being in a first state, generating an object to be placed, the object to be placed being selected from a corresponding given group of the at least two groups, amending the state of at least one object of the plurality of objects and the object to be placed from the first state to a second state, displaying the object to be placed in the interface, receiving an input from the user, determining a destination position for the object to be placed at the given location in the interface using the received input from the user, adding the object DM_MTI7276794-00006/1800433.5
- 6 -
to the placed to the determined destination position, amending the state of at least one object from the first state to the second state if at least one of the at least one object is located in a first given region of a neighboring object of the second state, said neighboring object being from a similar group than the group of the at least one object located in the first given region and a second given region of at least two objects of the second state and providing a feedback to the user according to a number of objects in the interface.
In accordance with another aspect of the invention, there is provided a method for playing an interactive video game, the method comprising providing a user with a processing device, the processing device comprising the computer readable storage medium comprising executable instructions memory disclosed above.
BRIEF DESCRIPTION OF THE DRAWINGS
In order that the invention may be readily understood, embodiments of the invention are illustrated by way of example in the accompanying drawings.
Figure 1 is a flowchart which shows a method of playing an interactive game according to one embodiment.
Figure 2 is a diagram which shows various embodiments for accessing and executing an interactive video game.
Figure 3 is a flowchart which shows a method for providing a user with a video game incorporating the interactive game according to one embodiment; the method comprises, inter alia, a main game processing step.
Figure 4 is a flowchart which shows one embodiment of the main game processing step of the method for providing a user with a video game. The main game processing step comprises, inter alia, a spawn new marbles processing step, a player input processing step, a physic processing step, a game logic processing step, an evaluate mode level game conditions processing step. DM_MTL/276794-00006/l 800433.5
- 7 -
Figure 5 is a flowchart which shows one embodiment of the new marbles spawning processing step of the method for providing a user with a video game.
Figure 6 is a flowchart which shows one embodiment of the player input processing step of the method for providing a user with a video game.
Figure 7 is a flowchart which shows one embodiment of the physic processing step of the method for providing a user with a video game.
Figure 8 is a flowchart which shows one embodiment of the game logic processing step of the method for providing a user with a video game.
Figures 9A, 9B and 9C are screenshots showing respectively a first view in Fig. 9A, a second view in Fig. 9B and a third view 9C of a same planet comprising a plurality of objects.
Figures 10A, 10B and 10C are screenshots showing a planet receiving a marble in fire of a given color and how an existing marble of the given color catches fire following the landing of the marble in fire.
Figures 11 A, 11B and 11C are screenshots showing a planet receiving a marble in fire of a given color and how an existing marble of a different color does not catch fire following the landing of the marble in fire.
Figures 12A, 12B, 12C, 12D, 12E and 11F are screenshots showing a planet receiving a marble in fire of a given color and how an existing marble of a different color catch fire following the landing of the marble in fire.
Figures 13A, 13B and 13C are screenshots showing a planet receiving a marble in fire of a given color and how existing marbles of a different color do not catch fire following the landing of the marble in fire.
Figures 14A1 14B and 14C are screenshots showing a planet receiving a marble in fire of a given color and how existing marbles of a different color catch fire following the landing of the marble in fire. DM_MTL/276794-00006/l 800433.5
- 8 -
Figures 15A, 15B and 15C are screenshots showing a planet receiving a marble in fire of a given color and how existing marbles of a different color catch fire following the landing of the marble in fire.
Figures 16A, 16B, 16C, 16D and 16E are screenshots showing a planet receiving a marble in fire of a given color and how existing marbles of different colors catch fire following the landing of the marble in fire.
Figures 17A1 17B, 17C, 17E and 17F are screenshots showing various shapes for the planets.
Figure 18 is a diagram showing a plurality of configurations in which the fire propagates.
It will be appreciated by the skilled addressee that the screenshots disclosed above comprise in some cases a glowing shadow corresponding to the shadow of a marble to be placed and that this glowing shadow should not be confused with the presence of an existing stationary marble.
Further details of the invention and its advantages will be apparent from the detailed description included below.
DETAILED DESCRIPTION
In the following description of the embodiments, references to the accompanying drawings are by way of illustration of an example by which the invention may be practiced. It will be understood that other embodiments may be made without departing from the scope of the invention disclosed.
Now referring to Figure 1 , there is shown a method of playing an interactive game according to one embodiment.
More precisely and according to processing step 110, an interface having a plurality of objects located at a given location is displayed to a user. In this embodiment, each object of the plurality of objects is selected from a given group DM_MTL/276794-00006/l 800433.5
- 9 -
of at least two groups and each object is in a first state. It will be appreciated by the skilled addressee that the first state relates to a characteristic that can be visually observed by the user.
It will be appreciated by the skilled addressee that any types of objects may be used. In one embodiment the objects used are marbles. It will be further appreciated by the skilled addressee that in this embodiment, the at least two groups relates to color groups. It will be appreciated that the given location may be any type of location. In one embodiment, the given location is referred to as "a planet". Moreover, in one embodiment, the planet is displayed in 3 dimensions to the user.
According to processing step 112, an object to be placed is generated. The skilled addressee will appreciate that the object to be placed is generated according to various embodiments. In one embodiment, the object to be placed is generated randomly. In an alternative embodiment, the object to be placed is generated according to a generation algorithm which depends on various criteria or alternatively, the object to be placed may be generated at a predetermined position. The object to be placed is being selected from a corresponding group of the at least two groups.
According to processing step 114, the state of at least one object of the plurality of objects and the object to be placed is amended from the first state to the second state. In one embodiment the second state relates to characteristics that can be visually observed by the user. Still in this embodiment, the second state relates to a "in fire" state while the first state relates to a non-ignited state. Still in this embodiment, the state of the object to be placed is amended from the first state to the second state. It will be appreciated by the skilled addressee that the amending may be performed according to various embodiments. For instance, the amending may be performed at given time intervals. Alternatively, the skilled addressee will appreciate that the amending may be performed when given conditions occur. DM_MTL/276794-00006/l 800433.5
- 10 -
According to processing step 116, the object to be placed is displayed in the interface.
According to processing step 118, an input is received from the user. It will be appreciated by the skilled addressee that the input received from the user may be received using various I/O devices. For instance, the input may be received from a keyboard, a mouse, a joystick or the like.
According to processing step 120, a destination position is determined for the object to be placed at the given location in the interface using the received input from the user. As explained further below the selection of the destination position for the object by the user is key for the game.
According to processing step 122, the object to be placed is added at the determined destination position.
According to processing step 124, the state of at least one object is amended according to predetermined rules.
In one embodiment, the state of at least one object is amended from the first state to the second state if at least one of the at least one object is located in a first given region of a neighboring object of the second state, the neighboring object being from a similar group than the group of the at least one object located in the first given region and the at least one object is located in a second given region of at least two objects of the second state. The skilled addressee will appreciate that various other predetermined rules may be used.
In one embodiment, the second given region comprises three objects in the second state. In another alternative embodiment, the added object is excluded from the second given region.
It will be appreciated that in one embodiment another object is generated if the second given region comprises more than n objects in the second state. In one embodiment, n is greater than two. Still in another embodiment, another input may be received from the user, another destination position for the other DM_MTL/276794-00006/l 800433.5
- 11 -
generated object to be placed at the given location in the interface may be determined using the received input from the user and the other generated object may be added to the predetermined another destination position.
In the embodiment where the second state relates to a "in fire" state, it will be appreciated by the skilled addressee that the plurality of objects in this second state may disappear from the interface after a given amount of time. The skilled addressee will appreciate that the disappearance of the plurality of objects may change the dynamics of the remaining objects located in the interface.
According to processing step 126, a feedback is provided to the user according to a number of objects in the interface.
The skilled addressee will appreciate that in one embodiment, the purpose of the game is to remove as much objects as possible using the predetermined rules for amending the state of the objects from the first state to the second state.
It will be appreciated that the feedback provided to the user may be of various types. For instance, the feedback may be selected from a group consisting of providing a sound and providing a visual indication.
Now referring to Figure 2, there is shown various embodiments for accessing and executing an interactive video game.
For instance, it will be appreciated that the interactive video game may be played on a standalone game console 214, an (offline) personal computer 216, a PDA (offline) 218 or the like. In such embodiment, each processing unit is provided with a computer readable storage medium comprising executable instructions which when executed provide the user with the interactive video game.
Alternatively, the interactive video game may be played on devices connected to a network 200. For instance, the interactive video game may be played using a personal computer 206, a game console 208, a PDA 210, a mobile phone 212 connected to the network 200. A game server 204 operatively connected to a game content database 202 may be accessed via the network 200 by anyone of DM MTL/276794-00006/1800433.5
- 12 -
the personal computer 206, the game console 208, the PDA 210 and the mobile phone 212.
It will be appreciated by the skilled addressee that in this embodiment, the executable instructions for providing the interactive video game may be stored in the game content database 202. The skilled addressee will further appreciate that games involving many players may be advantageously provided using such embodiment. In one embodiment, the network 200 comprises at least one of a local area network (LAN), a metropolitan area network (MAN) and a wide area network (WAN). In one embodiment, the network 200 comprises the Internet.
Moreover, it will be appreciated by the skilled addressee that various types of processing units may be used to execute the interactive video game.
Now referring to Figure 3, there is shown one embodiment for playing the interactive video game.
According to processing step 300, a test is performed in order to find out if the game is to be played.
In the case where the game is to be played and according to processing step 302, a play mode and a level are selected. The skilled addressee will appreciate that various play modes as well as various levels may be selected.
In fact, it will be appreciated that various modes of play for winning conditions may be provided. In one embodiment, the planet is to be cleared from all marbles. Alternatively, many puzzle variation may be created from these rules as well as continuous play.
For instance, a continuous play may be chosen. An example of a continuous play mode would be to have the player maintain an amount of energy in order not to lose, the energy being depleted when an initially ignited marble touches the planet and regained when the player burns marbles, with bonus for an "explosive fire". When the planet is cleared, the player reaches next level. DM_MTL/276794-00006/l 800433.5
- 13 -
In a puzzle mode, predefined ordered set of marbles, including which ones are on fire and the delay between each one is thrown. The planet can also start with a predefined configuration of marbles present. The objective for the player is to solve how to place the marbles to end up with a cleared planet.
In a multi-player mode, all players are put in the same situation and the less performing ones are gradually eliminated. Other multi-player modes could also include interactions between the players, like burned marbles of a player are sent to other players.
According to processing step 304, the play mode and the level selected are set.
According to processing step 306, a main game processing step is performed.
According to processing step 308, a test is performed in order to find out if the game has been completed with success.
In the case where the game has been completed with success and according to processing step 310, the play mode and the level are upgraded.
In the case where the game has not been completed with success and according to processing step 312, a test is performed in order to find out if the game is to be continued. In the case where it is to be continued, a play mode and level setting is performed according to processing step 304 while in the case where the game is not to be continued, a test is performed in order to find out if the game is to be played in accordance with processing step 300.
Now referring to Figure 4, there is shown one embodiment of the main game processing step.
According to processing step 400, an initialization processing step is performed.
According to processing step 402, a new marbles spawning processing step is performed.
According to processing step 404, a player input processing step is performed. DM_MTL/276794-00006/l 800433.5
- 14 -
According to processing step 406, a physic processing step is performed.
According to processing step 408, a game logic processing step is performed.
According to processing step 410, an evaluate play mode level game conditions processing step is performed.
In accordance with processing step 412, a test is performed in order to find out if the level is over. In the case where the level is over and according to processing step 414, a termination processing step occurs, while in the case where the level is not over and according to processing step 416, the system is updated.
Now referring to Figure 5, there is shown an embodiment of the new marbles spawning processing step.
According to processing step 500, a test is performed in order to find out if at least one new marble is required. In the case where at least one new marble is required and according to processing step 502, a new marble is spawned.
According to processing step 504, the position of the new marble is set.
According to processing step 506, a test is performed in order to find out if the new marble has to be "in fire". In the case where a marble in fire is required and according to processing step 508, the new marble is set in fire.
According to processing step 510, the color of the new marble is set. The skilled addressee will appreciate that the color of the new marble may be set according to various criteria.
It will be appreciated that new colored marbles are thrown at planet and are attracted to it. In a preferred embodiment, the new marble is thrown from the front. Alternatively, the new marble may be thrown from the back. In a certain mode of play, group of marbles are thrown at the beginning of a level, then a marble is thrown approximately every 6 seconds, or 8 second if the marble thrown is in the second state. The skilled addressee will appreciate that the timing for throwing the new marble may depend on a complexity level. The new DM_MTL/276794-00006/1800433.5
- 15 -
marble may take around 4 seconds to land on the planet. The skilled addressee will appreciate that the amount of time required for landing on the planet may also vary depending on a level.
According to processing step 512, a test is performed in order to find out if at least one new marble is required. In the case where at least one new marble is required, a test is performed in accordance with the processing step 500.
Now referring to Figure 6, there is shown one embodiment for performing the player input processing step. It will be appreciated that a user may interact using various commands. For instance, a user may select where a new marble may be placed on the planet for instance.
According to processing step 600, the planet is updated in accordance with the user input.
According to processing step 602, a camera is updated. It will be appreciated that in one embodiment, a user may change the view of the planet in order to be able to view specific faces.
According to processing step 604, a game speed is updated and according to processing step 606, a player extra control is updated.
The skilled addressee will appreciate that in one embodiment a user may choose to slow the game in order to take extra time to determine a suitable position for placing the new marble on the planet. In one embodiment, life credits are removed when such operation is performed. Moreover, it will be appreciated that a user may further increase the speed of the game.
Now referring to Figure 7, there is one embodiment for performing the physic processing step.
According to processing step 700, a test is performed in order to find out if all the marbles are processed. In the case where at least one marble has not been processed and according to processing step 702, a marble of the least one DM_MTL/276794-00006/l 800433.5
- 16 -
marble is selected. It will be appreciated that the velocity of the marble may depend on various parameters.
According to processing step 704, a velocity is computed for the marble selected. It will be appreciated that the velocity is computed using known physics principles. In fact, it will be appreciated that one or many attraction points inside or on the surface of the planet are defined. Each attraction point induces an attraction force acting on the marble selected in a direction defined as going from the location of the marble towards the attraction point. The magnitude of the attraction force depends on the distance between the marble and the attraction point, the mass of the marble and the attraction point. In one embodiment, the magnitude of the attraction force is proportional to the mass of the marble and the attraction point. In another embodiment, the magnitude of the attraction force is inversely proportional to the square of the distance between the marble and the attraction point, while directly proportional to the mass of the marble and the attraction point. In one embodiment, the resulting attraction force acting on the marble is the sum of the attraction forces induced by each attraction point. Alternatively, the resulting attraction force acting on the marble is obtained by associating each region in space to an attraction point and choosing the attraction force of the attraction point corresponding to the region in space where the marble is located.
Also it will be appreciated that in one embodiment the marble selected is also attracted to its neighboring marbles, thus each neighboring marble also induces an attraction force towards itself which is acting on the selected marble in a fashion similar to the attraction points inside or on the surface of the planet.
According to processing step 706, a position is computed for the marble selected.
According to processing step 708, a test is performed in order to find out if the selected marble is in collision with the planet. In the case where the selected marble is in collision with the planet a planet collision handling algorithm is executed in accordance with processing step 710. In one embodiment, the planet DM_MTL/276794-00006/l 800433.5
- 17 -
collision handling algorithm used is disclosed in copending PCT Application entitled METHOD FOR INCREASING THE STABILITY OF AN INTERACTIVE GAME, filed concurrently on November 24, 2008, the specification of which is hereby incorporated by reference.
According to processing step 716, a test is performed in order to find out if there is a collision of the selected marble with at least one other marble. In the case where the selected marble is in collision with at least one other marble and according to processing step 718, a marble collision handling algorithm is executed.
Now referred to Figure 8, there is shown one embodiment of the game logic processing step.
According to processing step 800, a test is performed in order to find out if all the marbles are processed.
In the case where not all the marbles are processed and according to processing step 802, an unprocessed marble is selected.
According to processing step 804, a test is performed in order to find out if the selected unprocessed marble is already "in fire".
In the case where the selected unprocessed marble is in fire and according to processing step 806, a test is performed in order to find out if the fire of the unprocessed marble has already consumed the unprocessed marble.
In the case where the fire has consumed the unprocessed marble and according to processing step 808, the marble is removed.
In the case where the selected unprocessed marble is not already in fire and according to processing step 810, a check of the neighboring marbles is performed.
According to processing step 812, a test is performed in order to find out if there is a neighboring marble in fire of the same color. DM_MTL/276794-00006/l 800433.5
- 18 -
In the case where there is a neighboring marble in fire of the same color and according to processing step 814, the marble is set in fire.
In the case where the neighboring marble of the same color is not in fire and according to processing step 816, a test is performed in order to find out if at least n neighboring marbles are in fire, wherein n is greater or equal to 2 in one embodiment. It has been contemplated that a value of 3 for n provides a great game play. Alternatively, a marble thrown does not participate in the count of the number of marbles required. In a further embodiment, it will be appreciated that other conditions for participating in the count of the number of marbles required may be added such as an amount of time in the second state for instance.
In the case where at least n neighboring marbles are in fire and according to processing step 818, an explosion effect is performed and subsequently, the marble is set in fire in accordance with processing step 814. This is referred to as an explosion fire. It will be appreciated that in one embodiment the explosion fire may generate a marble in fire leaving the planet and shortly coming back to the planet as a thrown marble. The skilled addressee will appreciate that this embodiment may be of great advantage for the game play since the player becomes capable of generating controlled chain reactions.
In the case where at least n neighboring marbles are not in fire, a test is performed in accordance with processing step 800 to find out if all the marbles are being processed.
Now referring to Figures 9A, 9B and 9C, there are shown screenshots showing respectively a first view in Fig. 9A, a second view in Fig. 9B and a third view 9C of a same planet comprising a plurality of objects on it. It will be appreciated that the user may advantageously manipulate the planet using an I/O device. More precisely, the control may consist of rotating the planet centered on screen with 2 degrees of freedom. The skilled addressee will appreciate that this feels very natural and intuitive since a similar thing is done in the real world when an object is rotated in a hand. DM_MTLΩ76794-00006/l 800433.5
- 19 -
Now referring to Figures 10A, 10B and 10C, there are shown screenshots showing a planet receiving a marble in fire of a given color and how an existing marble of the given color catches fire following the landing of the marble in fire.
More precisely, and as shown in Fig. 10A, a blue marble in fire is approaching the planet on which an existing stationary blue marble is located.
In Fig. 10B the blue marble in fire has landed next to the existing stationary blue marble. Since both marbles are of the same color and one is in fire, the fire propagates to the existing stationary blue marble.
As shown in Fig. 10C, both blue marbles are disappearing since they have been consumed by the fire.
Now referring to Figures 11 A, 11B and 11 C, there are shown screenshots showing a planet receiving a marble in fire of a given color and how an existing marble of a different color does not catch fire following the landing of the marble in fire.
More precisely and as shown in Fig. 11A, a yellow marble in fire is approaching the planet where an existing stationary blue marble is located.
In Fig. 11 B, the yellow marble in fire has landed next to where the existing stationary blue marble is located. Since both marbles are not of the same color and despite the fact that one marble is in fire, the fire does not propagate to the stationary blue marble.
As shown in Fig. 11 C, the stationary blue marble is still there while the yellow marble has disappeared.
Now referring to Figures 12A, 12B, 12C, 12D, 12E and 11 F, there are shown screenshots showing a planet receiving a marble in fire of a given color and how existing marbles of a different color catch fire following the landing of the marble in fire. DM_MTL/276794-00006/l 800433.5
- 20 -
In fact, it will be appreciated that a non-ignited marble in contact or within a certain range of three or more marbles that recently got in fire may also catch on fire in one embodiment. It will be appreciated by the skilled addressee that the distance required may vary. The number of marbles may also vary in other embodiments as well as if the first marble thrown participates or not in the count of the number of marbles required. The amount of time before it vanishes is much smaller than for the marble starting on fire, usually less than a second in one embodiment. A special effect (FX) used to congratulate the player may further be provided in one embodiment. In one embodiment, the special effect comprises a firework explosion.
More precisely and as shown in Fig. 12A a yellow marble in fire is approaching the planet where there are a plurality of stationary yellow marbles and a blue stationary marble.
As shown in Fig. 12B, the yellow marble in fire is landing on the plurality of stationary yellow marbles.
As shown in Fig. 12C, the plurality of stationary yellow marbles catches on fire since it is hit by a marble in fire of the same color.
As show in Fig. 12D, the stationary blue marble catches on fire and explodes due to the fact that it is surrounded by at least three marbles in fire.
As shown in Fig. 12E, a firework effect is provided to the user to show an indication of the explosion of the stationary blue marble.
As shown in Fig. 12F, the planet is clear from any stationary marbles.
Now referring to Figures 13A, 13B and 13C, there are shown screenshots showing a planet receiving a marble in fire of a given color and how existing marbles of a different color do not catch fire following the landing of the marble in fire. DM_MTL/276794-00006/l 800433.5
- 21 -
As shown in Fig. 13A, a blue marble in fire is approaching the planet where a first group of a plurality of stationary blue marbles and a second group of a plurality of stationary yellow marbles are located.
As shown in Fig. 13B, the plurality of stationary blue marbles catches on fire since the blue marble in fire is directed to it.
As shown in Fig. 13C, no yellow marble of the second group of a plurality of stationary yellow marbles catches on fire. This is the case since none of the plurality of stationary yellow marbles is surrounded by at least three blue marbles.
Now referring to Figures 14A, 14B and 14C, there are shown screenshots showing a planet receiving a marble in fire of a given color and how existing marbles of a different color catch fire following the landing of the marble in fire.
As shown in Fig. 14A, a yellow marble in fire is approaching a planet where a first group of a plurality of stationary blue marbles and a second group of a plurality of stationary yellow marbles are located. The user has selected a landing position suitable for igniting all the marbles of the planet as further explained below. More precisely, the landing position selected is such that a stationary blue marble of the plurality of stationary blue marbles will be surrounded by three newly-ignited yellow marbles.
As shown in Fig. 14B, all marbles catch on fire following the landing of the yellow marble.
As shown in Fig. 14C, a firework effect is provided to show an indication of the explosion of the stationary blue marbles.
Now referring to Figures 15A, 15B and 15C, there are shown screenshots showing a planet receiving a marble in fire of a given color and how existing marbles of a different color catch fire following the landing of the marble in fire. In this configuration, any one of a blue marble or a yellow marble in fire may be used to clear all the stationary marbles. In this specific case, a yellow marble is used and is directed towards a group of stationary yellow marbles. DM_MTL/276794-00006/l 800433.5
- 22 -
As shown in Fig. 15B, all the stationary marbles catch on fire and as shown in Fig 15C, a visual effect is provided to the user.
Now referring to Figures 16A, 16B, 16C1 16D and 16E, there are shown screenshots showing a planet receiving a marble in fire of a given color and how existing marbles of different colors catch fire following the landing of the marble in fire. This configuration shows that a wise decision for the landing position of the marble in fire is key.
As shown in Fig. 16A, an incoming yellow marble in fire is directed towards a group of stationary yellow marbles.
In Fig. 16B, there is shown that the yellow marbles catch on fire following the landing of the incoming yellow marble in fire. Moreover, the fire propagates to a pink marble which catches on fire and ignites the other pink marbles as shown in Fig. 16C.
A visual effect is provided to the user in Figs. 16D and 16E.
Now referring to Fig. 17A, 17B, 17C, 17E and 17F, there are shown various shapes for the planets. It will be appreciated that any shapes may be used and that the shape used may vary depending on a level.
Now referring to Fig. 18, there are shown a plurality of configurations in which the fire may propagate from marbles of a first color to marbles of other colors. The skilled addressee will appreciate that those configurations are exemplary and that various other configurations may be provided. In particular it will be appreciated that the number of marbles in fire required for explosive fire in those examples is three and that the initial marble in fire does not count in the number of marbles required.
For instance configuration 1800 shows a case where a blue marble in fire will ignite all the blue marbles. DM_MTL/276794-00006/l 800433.5
- 23 -
Configuration 1810 shows a case where a blue marble in fire sent to any of the blue marbles will put the blue marbles in fire. A pink marble will catch fire since it will be surrounded by three blue marbles in fire.
Configuration 1820 shows a case where a blue marble in fire sent to any of the blue marbles will put the blue marbles in fire. A yellow marble and a pink marble will catch fire since they are both surrounded by three blue marbles in fire.
Configuration 1830 shows a case where a blue marble in fire sent to any of the blue marbles will put the blue marbles in fire. A yellow marble, a pink marble and a red marble will all catch fire since they are all surrounded by three blue marbles in fire.
Configuration 1840 shows a case where the blue marble in fire to be sent has to land above the pink marble, marked with an arrow, to thereby ignite the three other blue marbles which in turn will ignite the pink marbles.
Configuration 1850 shows a case where the blue marble in fire to be sent has to land above the pink marble, marked with an arrow, to thereby ignite the three other blue marbles which in turn will ignite the pink marbles. Since the yellow marble will be surrounded by two blue marbles in fire and one pink marble in fire, it will catch in fire.
Configuration 1860 shows a case where the blue marble in fire to be sent has to land above the pink marble, marked with an arrow, to thereby ignite the three other blue marbles which in turn will ignite the pink marble. Since the yellow marble and the green marble will be surrounded by two blue marbles in fire and one pink marble in fire, they will catch in fire.
Configuration 1870 shows a case where the blue marble in fire to be sent has to land above the pink marble, marked with an arrow, to thereby ignite the three other blue marbles which in turn will ignite the pink marble. Since the yellow marble, the red marble and the green marble will be surrounded by two blue marbles in fire and one pink marble in fire, they will catch in fire. DM_MTL/276794-00006/l 800433.5
- 24 -
Configuration 1880 shows a case where the blue marble in fire to be sent has to land above the pink marble, marked with an arrow, to thereby ignite the three other blue marbles which in turn will ignite the pink marble and the yellow marble since those marbles are surrounded by three blue marbles in fire.
Configuration 1890 shows a case where either a blue marble in fire or a pink marble in fire may be used to ignite all the marbles. If a blue marble in fire is sent over one of the blue marble, all blue marbles will catch in fire and ignite a pink marble since one of pink marble of the configuration will be surrounded by three blue marbles in fire and all other pink marbles will catch on fire. Similarly, if a pink marble in fire is sent over one of the pink marble, all pink marbles will catch in fire and ignite a blue marble since one of blue marbles of the configuration will be surrounded by three pink marbles in fire and all other blue marbles will catch on fire.
It will be appreciated by the skilled addressee that the methods disclosed above may be implemented on a computer readable storage medium comprising executable instructions which when executed perform the methods. The executable instructions comprised in the computer readable storage medium may be executed on a processing device and enable a user to play the interactive video game.
While it has been disclosed that the interactive game may be advantageously implemented on a processing unit, the skilled addressee will appreciate that the interactive game may be provided on a cardboard comprising a plurality of objects on it.
In such embodiment, a player may have to choose a location where to a given object is to be put in order to remove as much objects as possible using the predetermined rules mentioned above. In a further alternative embodiment, the game may be a multi-player game and a dice may be used to select the group from which the object to be placed originates as well as the state in which the DM MTL/276794-00006/1800433.5
- 25 -
object to be placed is (i.e. in fire or not). In such embodiment, the winning user may be the user who succeeds in removing the cardboard from all the objects.
Although the above description relates to a specific embodiments as presently contemplated by the inventors, it will be understood that various other embodiments may be provided.

Claims

DM_MTL/276794-00006/l 800433.5- 26 -CLAIMS:
1. A method of playing an interactive game, the method comprising: displaying to a user an interface having a plurality of objects located at a given location, each object of the plurality of objects being selected from a given group of at least two groups and each object being in a first state; generating an object to be placed, the object to be placed being selected from a corresponding given group of the at least two groups; amending the state of at least one object of the plurality of objects and the objects to be placed from the first state to a second state; displaying the object to be placed in the interface; receiving an input from the user; determining a destination position for the object to be placed at the given location in the interface using the received input from the user; adding the object to be placed to the predetermined destination position; amending the state of at least one object from the first state to the second state if at least one of the at least one object is located in a first given region of a neighboring object of the second state, said neighboring object being from a similar group than the group of the at least one object located in the first given region and a second given region of at least two objects of the second state; and providing a feedback to the user according to a number of objects in the interface.
2. The method as claimed in claim 1 , wherein said second given region comprises three objects of the second state.
3. The method as claimed in any one of claims 1 to 2, wherein said added object is excluded from said second given region. DM_MTU276794-00006/l 800433.5
- 27 -
4. The method as claimed in claim 1 , wherein another object is generated if the second given region comprises more than n objects in the second state.
5. The method as claimed in claim 4, wherein said other generated object is in the second state, further comprising: receiving another input from the user, determining another destination position for the other generated object to be placed at the given location in the interface using the received input from the user and adding the other generated object to the predetermined another destination position.
6. The method as claimed in claim 4, wherein n is greater than 2.
7. The method as claimed in any one of claims 1 to 6, further comprising removing any object in the second state after a given amount of time.
8. The method as claimed in any one of claims 1 to 7, wherein the object to be placed is generated randomly.
9. The method as claimed in any one of claims 1 to 7, wherein the object to be placed is generated according to a generation algorithm.
10. The method as claimed in any one of claims 1 to 9, wherein the plurality of objects comprises marbles.
11. The method as claimed in claim 10, wherein the given location comprises the outside surface of a 3 dimension object.
12. The method as claimed in any one of claims 1 to 11 , wherein the second state relates to characteristics visually observable by the user. DM_MTL/276794-00006/l 800433.5
- 28 -
13. The method as claimed in claim 12, wherein an object in the second state appears in fire.
14. The method as claimed in any one of claims 1 to 13, wherein the amending of the state of at least one object of the plurality of objects and the objects to be placed from the first state to a second state is performed at a given time interval.
15. The method as claimed in any one of claims 1 to 13, wherein the amending of the state of at least one object of the plurality of objects and the objects to be placed from the first state to a second state is performed when given conditions occur.
16. The method as claimed in any one of claims 1 to 15, wherein the receiving of an input from the user comprises the user comprises receiving input data from an input/output device.
17. The method as claimed in claim 16, wherein the input/output device is selected from a group consisting of a keyboard, a mouse and a joystick.
18. The method as claimed in any one of claims 1 to 17, wherein the providing of a feedback to the user according to a number of objects in the interface comprises displaying a score.
19. The method as claimed in any one of claims 1 to 18, further comprising selecting a play mode and a level, further wherein said displaying to a user of said interface having a plurality of objects located at a given location, each object of the plurality of objects being selected from a given group of at least two groups and each object being in a first state is performed according to said selected play mode and said selected level. DM MTU276794-00006/1800433.5
- 29 -
20. The method as claimed in claim 19, further comprising checking said number of objects in the interface and incrementing said selected level if said checked number of objects in the interface has reach a given threshold.
21. A system for playing an interactive video game, the system comprising: means for displaying to a user an interface having a plurality of objects located at a given location, each object of the plurality of objects being selected from a given group of at least two groups and each object being in a first state; object generating means for generating an object to be placed, the object to be placed being selected from a corresponding given group of the at least two groups; amending means for amending the state of at least one object of the plurality of objects and the object to be placed from the first state to a second state; means for displaying the object to be placed in the interface; user input receiving means for receiving an input from the user; destination position determining means for determining a destination position for the object to be placed at the given location in the interface using the received input from the user; adding means for adding the object to the placed to the determined destination position; means for amending the state of at least one object from the first state to the second state if at least one of the at least one object is located in a first given region of a neighboring object of the second state, said neighboring object being from a similar group than the group of the at least one object located in the first given region and a second given region of at least two objects of the second state; and means for providing a feedback to the user according to a number of objects in the interface. DM MT17276794-00006/1800433.5
- 30 -
22. The system as claimed in claim 21, wherein said second given region comprises three objects of the second state.
23. The system as claimed in any one of claims 21 to 22, wherein said added object is excluded from said second given region.
24. A computer readable storage medium comprising executable instructions for: displaying to a user an interface having a plurality of objects located at a given location, each object of the plurality of objects being selected from a given group of at least two groups and each object being in a first state; generating an object to be placed, the object to be placed being selected from a corresponding given group of the at least two groups; amending the state of at least one object of the plurality of objects and the object to be placed from the first state to a second state; displaying the object to be placed in the interface; receiving an input from the user; determining a destination position for the object to be placed at the given location in the interface using the received input from the user; adding the object to the placed to the determined destination position; amending the state of at least one object from the first state to the second state if at least one of the at least one object is located in a first given region of a neighboring object of the second state, said neighboring object being from a similar group than the group of the at least one object located in the first given region and a second given region of at least two objects of the second state; and providing a feedback to the user according to a number of objects in the interface.
25. The computer readable storage medium as claimed in claim 24, wherein said second given region comprises three objects of the second state. DM_MTL/276794-O0006/l 800433.5
- 31 -
26. The computer readable storage medium as claimed in any one of claims 24 to 25 wherein said added object is excluded from said second given region.
27. A method for playing an interactive video game, the method comprising: providing a user with a processing device, the processing device comprising the computer readable storage medium comprising executable instructions memory as claimed in any one of claims 24 to 26.
PCT/CA2008/002067 2007-11-27 2008-11-24 Interactive game WO2009067796A1 (en)

Applications Claiming Priority (4)

Application Number Priority Date Filing Date Title
US99040907P 2007-11-27 2007-11-27
US99047307P 2007-11-27 2007-11-27
US60/990,409 2007-11-27
US60/990,473 2007-11-27

Publications (1)

Publication Number Publication Date
WO2009067796A1 true WO2009067796A1 (en) 2009-06-04

Family

ID=40677980

Family Applications (2)

Application Number Title Priority Date Filing Date
PCT/CA2008/002067 WO2009067796A1 (en) 2007-11-27 2008-11-24 Interactive game
PCT/CA2008/002066 WO2009067795A1 (en) 2007-11-27 2008-11-24 Method for increasing the stability of an interactive game

Family Applications After (1)

Application Number Title Priority Date Filing Date
PCT/CA2008/002066 WO2009067795A1 (en) 2007-11-27 2008-11-24 Method for increasing the stability of an interactive game

Country Status (1)

Country Link
WO (2) WO2009067796A1 (en)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2015050845A1 (en) * 2013-10-02 2015-04-09 Lumos Labs, Inc. Systems and methods for a search driven, visual attention task for enhancing cognition
USD857707S1 (en) 2013-07-24 2019-08-27 Lumos Labs, Inc. Display screen of a computer with a graphical user interface with object tracking game
US10692029B2 (en) 2014-03-26 2020-06-23 Lumos Labs, Inc. System and method for multiple timer management task for enhanced cognition

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US9361729B2 (en) 2010-06-17 2016-06-07 Microsoft Technology Licensing, Llc Techniques to present location information for social networks using augmented reality

Family Cites Families (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6049341A (en) * 1997-10-20 2000-04-11 Microsoft Corporation Edge cycle collision detection in graphics environment
US6628287B1 (en) * 2000-01-12 2003-09-30 There, Inc. Method and apparatus for consistent, responsive, and secure distributed simulation in a computer network environment
US7146297B2 (en) * 2002-03-27 2006-12-05 Intel Corporation Detecting collisions of three-dimensional models

Non-Patent Citations (2)

* Cited by examiner, † Cited by third party
Title
"Zuma", POPCAP GAMES, 12 December 2003 (2003-12-12), Retrieved from the Internet <URL:http://en.wikipedia.org/wiki/Zuma> *
MARBLEZ, 29 December 2007 (2007-12-29), Retrieved from the Internet <URL:http://downloads.freegames.com/pc-games.com/marblez.htm> *

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
USD857707S1 (en) 2013-07-24 2019-08-27 Lumos Labs, Inc. Display screen of a computer with a graphical user interface with object tracking game
USD916833S1 (en) 2013-07-24 2021-04-20 Lumos Labs, Inc. Display screen of a computer with a graphical user interface with object tracking game
USD928827S1 (en) 2013-07-24 2021-08-24 Lumos Labs, Inc. Display screen of a computer with a graphical user interface with object tracking game
WO2015050845A1 (en) * 2013-10-02 2015-04-09 Lumos Labs, Inc. Systems and methods for a search driven, visual attention task for enhancing cognition
US10692029B2 (en) 2014-03-26 2020-06-23 Lumos Labs, Inc. System and method for multiple timer management task for enhanced cognition

Also Published As

Publication number Publication date
WO2009067795A1 (en) 2009-06-04

Similar Documents

Publication Publication Date Title
US10569176B2 (en) Video game gameplay having nuanced character movements and dynamic movement indicators
Khalifa et al. General video game rule generation
US8678904B1 (en) Electronic game, such as a computer game involving removing pegs
Burgun Game design theory: A new philosophy for understanding games
US20130331162A1 (en) Match three gaming system and method
US10946290B2 (en) Computer game elements, systems, and methods therefor
WO2009067796A1 (en) Interactive game
KR100963846B1 (en) Game device, image generation method and information recording medium
KR101868286B1 (en) Apparatus and Method for Randomly Generating Game Map
KR101624859B1 (en) Method of providing a doctor monto game
Kayali et al. Retro evolved: Level design practice exemplified by the contemporary retro game
US11000768B2 (en) User interface for a video game
JP6698267B2 (en) Game program, game device
US11188357B2 (en) System and method for interactive experience
US11918906B2 (en) Systems and methods for providing video game gameplay having falling puzzle mechanics influenced by character movements within a puzzle space
Ruggill et al. Tempest: Geometries of play
Adams Fundamentals of Action and Arcade Game Design
JP2016036610A (en) Game program and game device
Quadir et al. Exploring the potential of AI-driven opponents in video games
DeLeon Arcade-style game design: postwar pinball and the golden age of coin-op videogames
US20230149814A1 (en) Information processing apparatus, recording medium, and usage object creating method
Nodas et al. The implementation of rpg concept on breakout games using libgdx framework
Paananen Designing a Game for Emergent Gameplay: Developing Gatedelvers
Zagal et al. Gameplay Segmentation in Vintage Arcade Games
Liimatainen Game Loops and Effective Prototyping

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 08853937

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 08853937

Country of ref document: EP

Kind code of ref document: A1