WO2020115452A1 - Dispositif de levage aéroporté dans un jeu vidéo - Google Patents

Dispositif de levage aéroporté dans un jeu vidéo Download PDF

Info

Publication number
WO2020115452A1
WO2020115452A1 PCT/GB2018/053502 GB2018053502W WO2020115452A1 WO 2020115452 A1 WO2020115452 A1 WO 2020115452A1 GB 2018053502 W GB2018053502 W GB 2018053502W WO 2020115452 A1 WO2020115452 A1 WO 2020115452A1
Authority
WO
WIPO (PCT)
Prior art keywords
lifting device
user
balloon
computer program
program according
Prior art date
Application number
PCT/GB2018/053502
Other languages
English (en)
Inventor
Russell KERRISON
Francesco Antolini
Original Assignee
Square Enix Ltd.
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 Square Enix Ltd. filed Critical Square Enix Ltd.
Priority to JP2021510222A priority Critical patent/JP7397853B2/ja
Priority to PCT/GB2018/053502 priority patent/WO2020115452A1/fr
Publication of WO2020115452A1 publication Critical patent/WO2020115452A1/fr

Links

Classifications

    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/803Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
    • 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
    • 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
    • A63F13/573Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact

Definitions

  • the present invention relates to video games, and more particularly to an airborne lifting device that may be used within a video game.
  • action-adventure games there is a desire to increase a user’s level of interest when playing video games.
  • action-adventure games there is a desire to provide interactive in game features which contribute to an enjoyable and engaging gameplay experience.
  • action-adventure games are games in which a player character controlled by a user undertakes missions that are typically challenging and (in the game world) dangerous, for example of a military nature, in which the player character is under attack from enemy characters as he endeavours to complete the mission.
  • a computer program comprising instructions which, when executed by a computer, cause the computer to execute a video game in which a player character, under the control of a user, is able to cause an airborne lifting device to be attached to an object to be lifted, and thence to lift the object; wherein one or more of (a) the strength of the lifting device / speed of lift, (b) the timing of the deployment of the lifting device, (c) the gas content of the lifting device, (d) the endurance of the lifting device, (e) the motion of the lifting device when at height, (f) the peak altitude to which the lifting device rises, and (g) the behaviour of the lifting device when at peak altitude, are adjustable by the user during the gameplay.
  • the lifting device is an inflatable balloon.
  • it may be a drone, for example.
  • the user can set the strength of the lifting device / speed of lift to be a selected one of (a) low, (b) medium, and (c) high.
  • the user can set the timing of the deployment of the lifting device to be a selected one of (a) immediate deployment, and (b) deferred deployment.
  • the user may also be able to control the timing of the subsequent deflation of the balloon.
  • the user can set the gas content of the lifting device to be a selected one of (a) an inert gas, and (b) an explosive gas.
  • the user can set the endurance of the lifting device to be a selected one of: (a) readily destroyed, (b) invulnerable to damage from the player character, (c) invulnerable to damage from another character, and (d) indestructible.
  • the user can set the peak altitude to which the lifting device rises to be a selected one of (a) a specified height, and (b) an essentially infinite height.
  • the user can set the motion of the lifting device when at height to be a selected one of: (a) remaining substantially in one place, (b) moving according to input from the user, and (c) automatically following the player character or another character.
  • the user can set the behaviour of the lifting device when at peak height to be a selected one of: (a) remaining intact, and (b) bursting.
  • the object carried by the lifting device is dropped to the ground if the lifting device is destroyed.
  • the player character is able to ride on the object being lifted.
  • Figure 1 schematically illustrates a video game apparatus (for example a personal computer or a video game console) on which a video game which incorporates an embodiment of the present invention may be played;
  • a video game apparatus for example a personal computer or a video game console
  • Figure 2 schematically illustrates a network-based video game system comprising a server and a plurality of client terminals, on which terminals a video game which incorporates an embodiment of the present invention may be played;
  • Figure 3 is a schematic screen shot from the gameplay of a video game which incorporates an embodiment of the present invention, showing a player character deploying a line to an object (in this case, an oil drum) to which an airborne lifting device (a balloon) is to be attached;
  • an object in this case, an oil drum
  • an airborne lifting device a balloon
  • Figure 4 is another schematic screen shot, following that of Figure 3, showing the balloon attached to the object and starting to inflate;
  • Figure 5 is a further schematic screen shot, following that of Figure 4, showing the balloon fully inflated
  • Figure 6 is a further schematic screen shot, following that of Figure 5, showing the balloon lifting the object into the air;
  • Figure 7 is a further schematic screen shot, following that of Figure 6, showing the balloon reaching a peak altitude
  • Figure 8 is a further schematic screen shot, following that of Figure 7, showing the balloon exploding
  • Figure 9 is a further schematic screen shot, following that of Figure 6, depicting the balloon following the player character.
  • Figure 10 is another schematic screen shot from the gameplay of the video game of Figures 3 to 9, showing three balloons deployed to lift a larger object (e.g., in this case, a shipping container).
  • a larger object e.g., in this case, a shipping container.
  • Embodiments of the present invention provide airborne lifting devices for use in action-adventure games. More particularly, within the game world, a player character controlled by a user is able to deploy such airborne lifting devices that, under the direction of the user, can be attached to objects, and then used to lift the objects into the air. A range of user-adjustable attributes in respect of the properties and behaviour of the airborne lifting devices are also provided.
  • the airborne lifting device has the form of a balloon (which may be graphically rendered as being made out of heavy duty “military grade” materials) containing a lighter-than-air gas to give it the capability to lift objects, and the present embodiments will primarily refer to the device as being a balloon.
  • other types of airborne lifting devices are possible, such as drones, for instance.
  • the airborne lifting devices are unmanned - i.e. are not aeroplanes, helicopters, airships, etc.
  • the video game is provided as a computer program.
  • the computer program may be supplied on a computer-readable medium (e.g. a non-transitory computer- readable recording medium such as a CD or DVD) having computer-readable instructions thereon.
  • the computer program may be provided in a downloadable format, over a network such as the internet.
  • the video game program may be executed on a video game apparatus 10, such as a personal computer or a video game console.
  • the video game apparatus 10 comprises a display screen 12 on which the video game is displayed, and a control unit 14 which typically includes at least a Central Processing Unit (CPU), a Read Only Memory (ROM) and a Random Access Memory (RAM).
  • the control unit 14 may also include a graphics processing unit and a sound processing unit.
  • the display screen 12 and the control unit 14 may be provided in a common housing, or may be separate connected units.
  • the video game apparatus 10 also includes one or more user input devices by which the user can control the movement and actions of a player character in the game.
  • Such a user input device may comprise, for example, a mouse, a keyboard, a hand-held controller, or a touchscreen interface integral with the display screen 12 (e.g. as in the case of a smartphone or a tablet computer).
  • the video game apparatus 10 may be connected to a network such as the internet, or may be stand-alone apparatus that is not connected to a network.
  • the video game program may be executed within a network-based video game system 20.
  • the video game system 20 comprises a server device 22, a communication network 24 (e.g. the internet), and a plurality of user terminals 26 operated by respective users.
  • the server device 22 communicates with the user terminals 26 through the communication network 24.
  • Each user terminal 26 may comprise a network-connectable video game apparatus 10 as described above, such as a personal computer or a video game console, or a smartphone, a tablet computer, or some other suitable piece of user equipment.
  • the video game program may be executed on the server 22, which may stream user-specific game content (e.g. video in real time) to each of the plurality of user terminals 26.
  • each user terminal the respective user can interact with the game and provide input that is transmitted to the server 22, to control the progress of the game for the user.
  • the video game program may be executed within the respective user terminal 26, which may interact with the server 24 when necessary.
  • the video game progresses in response to user input, with the user input controlling the movement and actions of the player character.
  • the user is also able to provide input to change user-adjustable settings whilst playing the game.
  • the game is an action-adventure game in which the player character undertakes missions that are challenging and (in the game world) dangerous, of a military nature, in which the player character is under attack from enemy characters.
  • the user’s display screen may display a three- dimensional view of the game world (including the player character, enemy characters, landscapes and objects, etc.) using animated video rendering.
  • Airborne lifting device e.g. balloon deployment and functionality
  • the player character under the control of the user, is able to deploy airborne lifting devices (balloons as illustrated) that, under the direction of the user, can be attached to objects within the game world and then used to lift the objects into the air.
  • airborne lifting devices balloons as illustrated
  • Figure 3 is a schematic screen shot from the gameplay of the video game, showing a player character 30 deploying a line 33 to an object 32 (in this case, an oil drum) to which an airborne lifting device (a balloon) is to be attached.
  • the line 33 may be deployed in the manner of a grappling hook.
  • a balloon 36 is automatically attached to the object 32 by a tether 34 (e.g. a rope or chain) in the place where the line 33 contacted the object 32, and the balloon 36 begins to inflate.
  • a tether 34 e.g. a rope or chain
  • Figure 5 shows the balloon 36 fully inflated
  • Figure 6 shows the balloon 36 lifting the object 32 into the air.
  • the balloon 36 may rise upwards to a peak altitude h, measured relative to the ground level.
  • the peak altitude is a user-adjustable parameter with the game.
  • the peak altitude may be, for example, 5m, 10m or 15m, or an essentially“infinite” altitude (determined in practice by the“sky box” limit of the video game, or when the balloon 36 and the lifted object 32 pass out of view).
  • the ability of the user to set this peak altitude, and other attributes of the balloon, whilst playing the game is described in detail below.
  • the balloon 36 may either hover intact, or pop, again depending on a user-adjustable setting.
  • the balloon popping causes the lifted object 32 to fall to the ground, and potentially to explode on hitting the ground (e.g. if the lifted object is explosive).
  • the balloon hovering intact causes the lifted object 32 to be held at height (potentially indefinitely, or until the balloon is destroyed and the object 32 falls to the ground).
  • the balloon 36 may explode by being attacked, e.g. by the player character 30 or by an enemy character.
  • the balloon exploding causes the lifted object 32 to fall to the ground, and potentially to explode on hitting the ground (e.g. if the lifted object is explosive). This may be used to advantageous effect by the player character when combating enemy characters, or for other reasons within the mission of the game.
  • Figure 8 illustrates the balloon bursting in an explosion 38.
  • the endurance of the balloon 36 in respect of withstanding damage may also be set by the user whilst playing the game.
  • the gas content of the balloon 36 which gives the balloon the ability to lift an object, may also be set by the user to be either an inert gas (e.g. helium) or an explosive gas (e.g. hydrogen).
  • the behaviour of the balloon may be set by the user such that, whilst at height and carrying an object 32, the balloon 36 follows the player character (or another character within the game, such as an enemy character).
  • Figure 9 illustrates the balloon 36 moving in direction 41 , following the player character 30 which is moving in direction 40.
  • the balloon 36 follows the player character 30.
  • Other examples of user-settable attributes in respect of the locomotion of the balloon are described below, including the ability of the user to guide the direction in which the balloon travels when it is carrying an object, or for the balloon to remain in one place once at height.
  • any given balloon (or other lifting device) has a lifting strength that determines the weight of an object it can lift, and the speed with which it lifts an object of a given weight.
  • the lifting strength of a balloon is adjustable by the user whilst playing the game. More than one balloon may be required to lift heavy objects. For example, as shown in Figure 10, three balloons 36a, 36b, 36c (having respective tethers 34a, 34b, 34c) may be required to lift a heavy object, such as a shipping container 42 as illustrated.
  • the player character is able to ride on a sufficiently large object as it is lifted, and the user may also control the direction in which the balloon (carrying the object and the player character) travels.
  • User-adjustable attributes of the airborne lifting device e.g. balloon
  • Table 1 sets out, according to a presently-preferred embodiment, the attributes of the lifting device (e.g. balloon) that may be adjusted by a user whilst playing the game (before deploying the balloon), and, for each attribute, exemplary settings from which the user may make a choice. In alternative embodiments, only a subset of these attributes, or only a subset of the respective settings, may be provided. In other alternative embodiments, additional attributes or settings may be provided. Once the attributes have been set, they may be applied to all subsequently-deployed balloons until the user makes a change. Each attribute may have a default setting, imposed by the game, unless or until the user makes a change.
  • This setting determines the weight of an object 32 the balloon 36 can lift, and the speed with which it lifts an object of a given weight.
  • the available options are qualitative settings of “high”,“medium” and“low”, although in alternative embodiments quantitative values of upthrust may be provided instead. Accordingly, by adjusting the lifting strength, the user may tailor the balloon to suit a particular object to be lifted, and may influence the speed with which the object is lifted. Multiple balloons (typically balloons having “high” lifting strength) may be required to lift heavy objects, as illustrated in Figure 10.
  • This setting determines the timing by which the balloon 36 is deployed, after the player has caused the balloon to be attached to the object 32 to be lifted.
  • the available options are“automatic” and “on command”.
  • the setting“automatic” causes the balloon to inflate immediately upon attachment to the object, following which the balloon will then begin to lift the object into the air (if the balloon has sufficient strength to do so).
  • the setting“on command” enables the user to initiate the inflation of the balloon as and when required (i.e. to achieve deferred inflation of the balloon), by the user providing further user input (e.g. pressing a dedicated control button). Similarly, the timing of the subsequent deflation of the balloon may be controlled by the user providing further user input. Accordingly, this enables the time when the balloon begins to lift the object, and/or the time the balloon begins to lower the object, to be controlled by the user.
  • a further“on command” deployment option is for the user to cancel the balloon whilst it is carrying the object, causing the balloon to disappear and the carried object to fall.
  • This setting determines the type of gas with which the balloon 36 is filled.
  • the available options are “inert” and “explosive”.
  • the inert gas may be helium, for example, and may be named as such in the options offered to the user.
  • the explosive gas may be hydrogen, for example, and may be named as such in the options offered to the user.
  • the balloon 36 is burst, it will burst by exploding, and will drop the object 32 being carried. Having the balloon burst by exploding may be used to advantageous effect in some situations when combating enemy characters or to make progress in some other way within a mission.
  • This setting determines the ability of the balloon 36 to withstand damage (e.g. gun shots or nearby explosions).
  • damage e.g. gun shots or nearby explosions.
  • the available options are “fragile” (i.e. the balloon can be readily destroyed), “invulnerable to player damage” (i.e. the balloon can only be destroyed by other characters, objects or explosions), “invulnerable to enemy damage” (i.e. the balloon can only be destroyed by the player character); or“indestructible” (i.e. the balloon cannot be destroyed).
  • the option of “invulnerable to enemy damage” may be used if the user needs to manoeuvre the balloon 36 (and the object 32 being carried) into a particular position whilst enemy gunfire is being received. The user can then shoot at the balloon, for instance, to cause it to burst/explode and thereby drop the object 32 at a strategically favourable moment.
  • the option of “invulnerable to player damage” may be used if the user needs to manoeuvre the balloon 36 (and the object 32 being carried) into a particular position whilst shooting at the enemy, so as not to risk destroying the balloon by his own gunfire in the process.
  • the balloon can be destroyed by enemy gunfire, other objects or explosions.
  • fragment may be used if the user is indifferent in respect of the balloon 36 being destroyed by gunfire from the player character or from an enemy character, or by other objects or explosions.
  • indestructible may be used if the user needs the balloon 36 to withstand damage from any gunfire, objects, nearby explosions, etc.
  • This setting determines the way in which the balloon 36 moves when at height, carrying an object 32.
  • the available options are“float”,“guided” and“follow”.
  • the balloon 36 When set to“float”, the balloon 36 remains substantially in one place once at height (i.e. substantially static), unless or until the balloon is deflated or destroyed.
  • the balloon 36 When set to“guided”, the balloon 36 can be moved according to further input from the user (e.g. the user operating an input device to point in the direction in which he desires the balloon to move). In such a manner, the user can guide (essentially steer) the balloon 36, to move the object 32 being carried to a desired location. The balloon 36 can then be destroyed (e.g. by shooting at it) and the lifted object 32 dropped, e.g. to cause an explosion to occur in a strategically advantageous place, if the object is explosive.
  • the user e.g. the user operating an input device to point in the direction in which he desires the balloon to move.
  • the user can guide (essentially steer) the balloon 36, to move the object 32 being carried to a desired location.
  • the balloon 36 can then be destroyed (e.g. by shooting at it) and the lifted object 32 dropped, e.g. to cause an explosion to occur in a strategically advantageous place, if the object is explosive.
  • the balloon 36 When set to“follow”, the balloon 36 (together with the object 32 being carried) automatically follows the player character 30, as the user moves the player character within the game world. In an alternative setting, the balloon 36 may be set to automatically follow another character (e.g. an enemy character).
  • another character e.g. an enemy character
  • This setting determines the maximum altitude (h in Figure 7) to which the balloon 36 rises when lifting the object 32.
  • the available options are“5m”,“10m”,“15m” and“infinity”.
  • the settings 5m, 10m and 15m define the maximum height h in metres (within the game world). At such altitudes, the balloon 36 can be used to hold the object 32 in strategically useful positions, depending on the current circumstances of the gameplay.
  • the setting“infinity” is an essentially infinite altitude, determined in practice by the “sky box” limit of the video game, or when the balloon 36 and the lifted object 32 pass out of view. Thus, setting the peak altitude to infinity may be used to remove an object from the game world.
  • This setting determines the behaviour of the balloon 36 when it reaches the peak altitude, carrying an object 32.
  • the available options are“hover” and“pop”.
  • the setting“hover” causes the balloon 36 to hover intact at the peak altitude, thereby holding the lifted object 32 at height (potentially indefinitely, or until the balloon is moved, or until the balloon is destroyed and the object 32 falls to the ground).
  • the setting“pop” causes the balloon 36 to burst when it reaches the peak altitude, causing the lifted object 32 to fall to the ground, and to potentially explode on hitting the ground (e.g. if the lifted object is explosive).
  • the present work provides a video game in which a player character, under the control of the user, is able to cause an airborne lifting device (e.g. a balloon) to be attached to an object to be lifted, and thence to lift the object; wherein one or more of (a) the strength of the lifting device / speed of lift, (b) the timing of the deployment of the lifting device, (c) the gas content of the lifting device, (d) the endurance of the lifting device, (e) the motion of the lifting device when at height, (f) the peak altitude to which the lifting device rises, and (g) the behaviour of the lifting device when at peak height, are adjustable by the user during the gameplay.
  • an airborne lifting device e.g. a balloon

Landscapes

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

Abstract

Un programme informatique comprend des instructions qui, lorsqu'elles sont exécutées par un ordinateur, amènent l'ordinateur à exécuter un jeu vidéo dans lequel un personnage de joueur, sous la commande d'un utilisateur, peut amener un dispositif de levage aéroporté à être fixé à un objet à lever, et ainsi soulever l'objet ; un ou plusieurs parmi (a) l'intensité du dispositif de levage/de la vitesse de levage, (b) la synchronisation du déploiement du dispositif de levage, (c) le contenu en gaz du dispositif de levage, (d) l'endurance du dispositif de levage, (e) le mouvement du dispositif de levage lorsqu'il est en hauteur, (f) l'altitude de pic à laquelle le dispositif de levage monte, et (g) le comportement du dispositif de levage lorsqu'il est à une altitude de pic, sont réglables par l'utilisateur pendant le jeu. L'invention concerne également un support lisible par ordinateur sur lequel est mémorisé un tel programme informatique.
PCT/GB2018/053502 2018-12-03 2018-12-03 Dispositif de levage aéroporté dans un jeu vidéo WO2020115452A1 (fr)

Priority Applications (2)

Application Number Priority Date Filing Date Title
JP2021510222A JP7397853B2 (ja) 2018-12-03 2018-12-03 ビデオゲーム内の空中輸送昇降装置
PCT/GB2018/053502 WO2020115452A1 (fr) 2018-12-03 2018-12-03 Dispositif de levage aéroporté dans un jeu vidéo

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
PCT/GB2018/053502 WO2020115452A1 (fr) 2018-12-03 2018-12-03 Dispositif de levage aéroporté dans un jeu vidéo

Publications (1)

Publication Number Publication Date
WO2020115452A1 true WO2020115452A1 (fr) 2020-06-11

Family

ID=64661415

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/GB2018/053502 WO2020115452A1 (fr) 2018-12-03 2018-12-03 Dispositif de levage aéroporté dans un jeu vidéo

Country Status (2)

Country Link
JP (1) JP7397853B2 (fr)
WO (1) WO2020115452A1 (fr)

Family Cites Families (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP3734823B1 (ja) * 2005-01-26 2006-01-11 任天堂株式会社 ゲームプログラムおよびゲーム装置
JP5022605B2 (ja) * 2006-01-31 2012-09-12 任天堂株式会社 プログラム、コンピュータシステムおよび情報処理方法
JP2019170613A (ja) * 2018-03-28 2019-10-10 株式会社バンダイナムコスタジオ ゲームシステム
CN109107154B (zh) * 2018-08-02 2023-04-07 腾讯科技(深圳)有限公司 虚拟道具移动控制方法、装置、电子装置及存储介质

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
ANONYMOUS: "Kerbal Space Program - Wikipedia", 1 December 2018 (2018-12-01), XP055554742, Retrieved from the Internet <URL:https://en.wikipedia.org/w/index.php?title=Kerbal_Space_Program&direction=prev&oldid=871792672> [retrieved on 20190211] *

Also Published As

Publication number Publication date
JP7397853B2 (ja) 2023-12-13
JP2022515691A (ja) 2022-02-22

Similar Documents

Publication Publication Date Title
CN109107154B (zh) 虚拟道具移动控制方法、装置、电子装置及存储介质
JP3739777B2 (ja) ゲーム装置、その制御方法およびコンピュータプログラム
US8998715B2 (en) Control of vehicles in three dimensional virtual environments
US11279494B2 (en) Emergency landing apparatus deployment for emergency landing of aircraft
US12012188B2 (en) Rapid aerial extraction systems
EP3632518B1 (fr) Parcours de simulateur
JPH06507736A (ja) ヘリコプタのフライト・シミュレータ
WO1997021194A1 (fr) Equipement et procede de production d&#39;images, console de jeu utilisant ce procede et support
US9044670B2 (en) Using input from a pointing device to control a simulated object
CN110507990B (zh) 基于虚拟飞行器的互动方法、装置、终端及存储介质
WO2019213315A1 (fr) Systèmes de récupération rapide par voie aérienne
US9028311B2 (en) Target game incorporating strategy elements
WO2020115452A1 (fr) Dispositif de levage aéroporté dans un jeu vidéo
US2954614A (en) Flight training apparatus for hovering type aircraft
WO2021021412A1 (fr) Plate-forme de divertissement de véhicule aérien à thème permettant de fournir un spectacle coordonné dynamiquement
JP2016037246A (ja) 空中撮影装置
JP6920900B2 (ja) 端末装置及び制御プログラム
JP3204086U (ja) 空中撮影装置
CN110882543B (zh) 控制虚拟环境中虚拟对象下落的方法、装置及终端
CN113274724B (zh) 虚拟对象的控制方法、装置、设备及计算机可读存储介质
US20220214146A1 (en) Entanglement device and method of use
CN113769385B (zh) 一种虚拟对象的转移方法及相关装置
CN114100135B (zh) 虚拟道具的控制方法和存储介质及电子设备
GB2605848A (en) Rapid aerial extraction systems
EP4361754A1 (fr) Procédé d&#39;entraînement d&#39;agent de commande d&#39;aéronef

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: 18815804

Country of ref document: EP

Kind code of ref document: A1

ENP Entry into the national phase

Ref document number: 2021510222

Country of ref document: JP

Kind code of ref document: A

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 18815804

Country of ref document: EP

Kind code of ref document: A1