US2014221092A1PendingUtilityA1

Method and system for rendering virtual in-game environments

Assignee: ZYNGA INCPriority: Nov 8, 2011Filed: Apr 11, 2014Published: Aug 7, 2014
Est. expiryNov 8, 2031(~5.3 yrs left)· nominal 20-yr term from priority
A63F 2300/6653A63F 2300/306A63F 13/00A63F 13/69A63F 13/87
52
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Claims

Abstract

Disclosed in some examples is a method of providing a computer-implemented game, the method includes rendering a display of a virtual in-game environment comprising an unlocked area and a locked area, an in-game player character controlled by a player of the game having access to the unlocked areas but being restricted from accessing the locked area; and using one or more processors, applying a visual effect to the locked area to distinguish the locked area from the unlocked area, the visual effect revealing one or more aspects of the unlocked area.

Claims

exact text as granted — not AI-modified
What is claimed is: 
     
         1 . A method of providing a computer-implemented game, the method comprising:
 rendering a display of a virtual in-game environment comprising an unlocked area and a locked area, an in-game player character controlled by a player of the game having access to the unlocked areas but being restricted from accessing the locked area; and   using one or more processors, applying a visual effect to the locked area to distinguish the locked area from the unlocked area, the visual effect revealing one or more aspects of the unlocked area.   
     
     
         2 . The method of  claim 1 , wherein the visual effect is applied to the locked area such that respective locations of one or more objects located in the locked area are revealed. 
     
     
         3 . The method of  claim 2 , wherein applying the visual effect to the locked area includes obscuring at least one property of one or more game objects located in the locked area. 
     
     
         4 . The method of  claim 3 , further comprising revealing at least one obscured property of a particular game object located in the locked area responsive to player interaction with the particular object. 
     
     
         5 . The method of  claim 4 , further comprising displaying a message in association with the particular object responsive to player interaction therewith. 
     
     
         6 . The method of  claim 1 , wherein the visual effect is applied to the locked area such that respective locations of one or more non-player characters located in the locked area are revealed. 
     
     
         7 . The method of  claim 6 , wherein the visual effect is applied to the locked area such that respective silhouettes of the one or more non-player characters in the locked area are revealed. 
     
     
         8 . The method of  claim 1 , wherein the visual effect is applied such that a topological layout of the locked area is revealed. 
     
     
         9 . The method of  claim 1 , further comprising:
 determining whether a map section in the virtual in-game environment forms part of the locked area or the unlocked area by comparing a pre-defined unlocking requirement for the map section with game state data of a player associated with the map section; and   responsive to determining that the map section forms part of the locked area, applying the visual effect to the map section.   
     
     
         10 . A system for providing a computer-implemented game, the system comprising:
 a rendering module configured to render a display of a virtual in-game environment comprising an unlocked area and a locked area, an in-game player character controlled by a player of the game having access to the unlocked areas but being restricted from accessing the locked area; and   a visual effect module configured to apply a visual effect to the locked area to distinguish the locked area from the unlocked area, the visual effect revealing one or more aspects of the unlocked area using one or more computer processors.   
     
     
         11 . The system of  claim 10 , wherein the visual effect module is configured to apply the visual effect to the locked area such that respective locations of one or more objects located in the locked area are revealed. 
     
     
         12 . The system of  claim 11 , wherein the visual effect module is configured to remove the visual effect from a particular object in the locked area responsive to player interaction with the particular object. 
     
     
         13 . The system of  claim 12 , further comprising a display module configured to display a message in association with the particular object responsive to player interaction therewith. 
     
     
         14 . The system of  claim 10 , wherein the visual effect module is configured to apply the effect to the locked area such that respective locations of one or more non-player characters located in the locked area are revealed. 
     
     
         15 . The system of  claim 14 , wherein the visual effect module is configured to apply the effect to the locked area such that respective silhouettes of the one or more non-player characters in the locked area are revealed. 
     
     
         16 . The system of  claim 10 , wherein the visual effect module is configured to apply the effect to the locked area such that a topological layout of the locked area is revealed. 
     
     
         17 . The system of  claim 10 , wherein:
 the visual effect module is configured to:   determine whether a map section in the virtual in-game environment forms part of the locked area or the unlocked area by comparing a pre-defined unlocking requirement for the map section with game state data of a player associated with the map section; and   responsive to determining that the map section forms part of the locked area, apply the visual effect to the map section.   
     
     
         18 . The system of  claim 10 , wherein the visual effect module is configured to render one or more preview effects in the locked area responsive to player interaction with the locked area. 
     
     
         19 . A machine readable medium that stores instructions which when performed by a machine, cause the machine to perform operations comprising:
 rendering a display of a virtual in-game environment comprising an unlocked area and a locked area, an in-game player character controlled by a player of the game having access to the unlocked areas but being restricted from accessing the locked area; and   applying a visual effect to the locked area to distinguish the locked area from the unlocked area, the visual effect revealing one or more aspects of the unlocked area.   
     
     
         20 . The machine-readable medium of  claim 19 , wherein the instructions include instructions, which when performed by the machine, cause the machine to apply the visual effect to the locked area such that respective locations of one or more objects located in the locked area are revealed.

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