US2006287027A1PendingUtilityA1
Real-time control system for console-based gaming
Est. expiryMay 13, 2025(expired)· nominal 20-yr term from priority
A63F 13/10A63F 13/42A63F 2300/6045A63F 2300/1018A63F 13/5255A63F 2300/6623A63F 13/837A63F 2300/306A63F 2300/6661A63F 13/22A63F 13/45
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Claims
Abstract
A control layout for a game console that supports intuitive play of a game comprising both first person point of view (FPPOV) and third person point of view (TPPOV) control elements. The game control layout uses a plurality of functions that support in-depth third person control and large-scale unit commands that require a minimum of buttons to achieve complex motion and strategic decision making.
Claims
exact text as granted — not AI-modified1 . A process for selection of a portion of a group of characters in a game, the process comprising:
positioning a reticule in a space occupied by characters of interest using a directional controller; defining a circular reticule boundary centered on the reticule by depressing a trigger button, wherein a circular reticule boundary circumference increases while the trigger button remains depressed; and selecting characters from the characters of interest within the circular reticule boundary by releasing the trigger button.
2 . The process for selection of a portion of a group of characters of claim 1 , wherein the circular reticule boundary is adjustable to encompass from one character of interest to all of the characters of interest within the space.
3 . A process for selection of a portion of a group of characters in a game, the process comprising:
selecting characters by tapping a trigger; and representing the selection made via a center view reticule.
4 . The process for selection of a portion of a group of characters of claim 3 , wherein tapping the trigger selects one character per tap.
5 . A process for selection of a portion of a group of units in a game, the process comprising:
positioning a reticule in a space occupied by units of interest using a directional controller; defining a circular reticule boundary centered on the reticule by depressing a trigger button, wherein a circular reticule boundary circumference increases while the trigger button remains depressed; and selecting units from the units of interest within the circular reticule boundary by releasing the trigger button.
6 . The process for selection of a portion of a group of units of claim 5 , wherein the circular reticule boundary is adjustable to encompass from one unit of interest to all of the units of interest within the space.
7 . A process for selection of a portion of a group of units in a game, the process comprising:
selecting units by tapping a trigger; and representing the selection made via a center view reticule.
8 . The process for selection of a portion of a group of characters of claim 7 , wherein tapping the trigger selects one unit per tap.
9 . A process for fast grouping of characters or units in a game space, the process comprising:
defining an area that starts from a point within the game space and radiates outwards from that point in a pre-defined direction and dimension; and stopping outward radiation of the area, thereby establishing a capture area, wherein the capture area will increase in size based on a time period defined by the depression of a selection button and the release of the selection button; and selecting characters or units that fall within the capture area to be part of a group.
10 . The process for fast grouping of units in a game of claim 9 , wherein the point within the game space comprises a cursor.
11 . The process for fast grouping of units in a game of claim 9 , wherein the point within the game space comprises a reticule.
12 . The process for fast grouping of units in a game of claim 9 , wherein the pre-defined direction and dimension comprise a circle with an increasing radius.
13 . A process for fast grouping of characters or units in a game space, the process comprising:
defining an area that starts from a point within the game space and radiates outwards from that point in a pre-defined direction and dimension; and stopping outward radiation of the area, thereby establishing a capture area, wherein the capture area will increase in size based on a pressure applied to a selection button and will become fixed in size upon the release of the selection button, and selecting characters or units that fall within the capture area to be part of a group.
14 . The process for fast grouping of units in a game of claim 13 , wherein the point within the game space comprises a cursor.
15 . The process for fast grouping of units in a game of claim 13 , wherein the point within the game space comprises a reticule.
16 . The process for fast grouping of units in a game of claim 13 , wherein the pre-defined direction and dimension comprise a circle with an increasing radius.
17 . A process for controlling combat in a console game, the process comprising:
selecting a command using a switching element of a console game controller; assigning a the selected command to a trigger button of the console game controller; assigning a first mode to the first trigger button, wherein the first mode comprises pressing and releasing the first trigger button and wherein executing the first mode results in a single execution of the selected command; and assigning a second mode to the first trigger button, wherein the second mode comprises pressing and holding the first trigger button and wherein executing the second mode results in a plurality of executions of the selected command.
18 . The process for controlling combat in a console game of claim 17 , wherein the command is selected from the group consisting of attack, follow, mutate, and guard.Join the waitlist — get patent alerts
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