U.S. patent application number 11/531116 was filed with the patent office on 2007-03-15 for computer game which produces steg spaces and steg objects.
Invention is credited to Robert Balas, Michael Nicholas Kefaloukos.
Application Number | 20070060338 11/531116 |
Document ID | / |
Family ID | 34975790 |
Filed Date | 2007-03-15 |
United States Patent
Application |
20070060338 |
Kind Code |
A1 |
Kefaloukos; Michael Nicholas ;
et al. |
March 15, 2007 |
COMPUTER GAME WHICH PRODUCES STEG SPACES AND STEG OBJECTS
Abstract
The present invention relates to a system, processes and
apparatus for an image creation game. The system of the present
invention is made up of processing arrangements executed by
software which provides for the formation of spaces, and the
creation of objects within those spaces, on a graphical user
interface Playing Field display. The apparatus includes the
graphical user interface Playing Field display, player input
device(s) and software interpretation hardware such as a computer
or other programmable device, to enable a player to interact with
the gaming processes.
Inventors: |
Kefaloukos; Michael Nicholas;
(Ramsgate, NSW, AU) ; Balas; Robert;
(Darlinchurst, NWS, AU) |
Correspondence
Address: |
BROOKS KUSHMAN P.C.
1000 TOWN CENTER
TWENTY-SECOND FLOOR
SOUTHFIELD
MI
48075
US
|
Family ID: |
34975790 |
Appl. No.: |
11/531116 |
Filed: |
September 12, 2006 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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PCT/AU05/00196 |
Mar 4, 2005 |
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11531116 |
Sep 12, 2006 |
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Current U.S.
Class: |
463/30 |
Current CPC
Class: |
A63F 2300/204 20130101;
A63F 2300/8094 20130101; A63F 13/426 20140902; G06T 11/60 20130101;
A63F 13/54 20140902; A63F 13/005 20130101; A63F 13/12 20130101 |
Class at
Publication: |
463/030 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Mar 12, 2004 |
AU |
2004-901323 |
Claims
1. A computer game apparatus including: a) a programmable device
that executes game instructions; b) a visual display that enables a
Playing Field and visual Attributes of graphical elements of the
game to be viewed; c) a Cursor manipulator that enables movement
and Attributes of a Cursor and other said graphical elements of the
game to be manipulated by a player; d) one or more speakers that
enable sound Attributes of said graphical elements to be
transformed into audible sound; and e) a game process that enables
the strategic assembly of a subtype of said graphical elements
known as Particles to create: i) one or more enclosed spaces,
termed Steg Spaces; and ii) one or more objects, termed Steg
Objects within said Steg Spaces on said Playing Field.
2-64. (canceled)
65. A computer game system including: a) a programmable device that
executes game instructions; b) a visual display that enables a
Playing Field and visual Attributes of graphical elements of the
game to be viewed; c) a Cursor manipulator that enables movement
and Attributes of a Cursor and other said graphical elements of the
game to be manipulated by a player; d) one or more speakers that
enable sound Attributes of said graphical elements to be
transformed into audible sound; and e) a game process that enables
the strategic assembly of a subtype of said graphical elements
known as Particles to create: i) one or more enclosed spaces,
termed Steg Spaces; and ii) one or more objects, termed Steg
Objects within said Steg Spaces on said Playing Field.
66-96. (canceled)
Description
FIELD OF THE INVENTION
[0001] The present invention relates to the field of digital
electronics and, specifically, to the subfield of computer games.
This particular computer game introduces the usage of spatial
reality, termed Steg Space reality by the inventors, wherein the
player is enabled to create objects termed Steg Objects; however,
the invention is not restricted to this particular field of
use.
[0002] In particular, the present invention relates to a system,
processes and apparatus for an image creation game. The system of
the present invention is made up of processing arrangements
executed by software which provides for the formation of spaces,
and the creation of objects within those spaces, on a graphical
user interface Playing Field display. The apparatus includes the
graphical user interface Playing Field display, player input
device(s) and software interpretation hardware such as a computer,
or other programmable device, to enable a player to interact in the
gaming processes. The term Steg derives from the Greek work
"Stegazo" which translates to "I store". Cinematic imagery creation
is also an area of implementation of this invention.
BACKGROUND OF THE INVENTION
[0003] The history of computer-based games is varied and is well
represented in the public domain in numerous devices in either
portable or non-portable forms.
[0004] It is known that commercialised computer-based games,
through digital electronic processes, permit the simple addition of
graphical elements, or blocks to visually construct structures such
as a brick wall. This is represented in the game "Tetris".RTM..
[0005] It is also known that other computer-based games concentrate
on the goal of visually capturing spaces, such as outer space. In
essence, these games reflect the motivation of securing virtual
territory by role-playing characters displaying pro-active
aggression, e.g. "Civilization" and "Master of Orion". The act of
"capture" is the specific and definable goal of such a game. It is
further known that numerous other computer-based games are
constructed around the specific goal of visually "seeking and
destroying" targets, e.g. "Mortal Kombat" and "Pacman".
[0006] The computer-based games referred to above employ preset
game objectives and final outcomes, such as the virtual
construction of "walls", "seeking and destroying" a target or
"capturing territories". These objectives and final outcomes are
predetermined by the game manufacturers.
[0007] To overcome the deficiencies of, or to provide an
alternative to, existing computer-based games, the present
invention enables the player to generate new and un-predetermined
images of varying complexity. The player sets the goal (that is,
the image(s) to be created) for each individual session of the
game. Whether the player's goal is the final outcome of the game
depends on the skill of the player. The player can be one, or more
than one player.
BRIEF SUMMARY OF THE INVENTION
[0008] One of the objects of the present invention is to provide a
computer-based game process and system and the apparatus for
operating that process and system that overcomes or at least
ameliorates one or more of the deficiencies of existing
computer-based games or provides an alternative to the conventional
computer-based gaming process.
[0009] This claimed invention involves different shaped Particles
presented in a random order, which proceed to become Falling
Particles. Player directed movement of Particles requires
utilisation of a Cursor.
[0010] This game is characterised by the interplay of
Cursor-Particle movements that are controlled by the player
according to the player's individual game strategy. The player
executes the strategy by using the Cursor to create "Engaged
Particles". By successfully completing the sequence first involving
searching for a Falling Particle, through to transformation to an
Engaged Particle, the player is granted increased "degrees of
freedom" of influence over a Particle. This enables a player to
manipulate the direction of movement of a Particle and/or one or
more of the Particle's Attributes.
[0011] The player first must use the Cursor to search and access a
Falling Particle. The player must then use the Cursor manipulator
to alter the Cursor's Attributes to emulate one, if not all
(depending on the level of game difficulty), the Falling Particle's
Attributes. Once the Cursor's Attributes concur with the Falling
Particle's Attributes, a state of "Harmonic Concurrence" is
achieved. This enables the Cursor to combine with the Particle to
form a Cursor-Particle complex in which the Cursor appears to
vanish, leaving an Acquiesced Particle. The state of "Acquiescence"
means that the Particle is no longer falling but is enabled to
"float" or "hover" in the same position in the Playing Field. When
the player uses the Cursor to control the position of an Acquiesced
Particle, it then becomes an Engaged Particle. The player is now
able to manipulate the Attributes of the Engaged Particle and is
also granted increased positional Degrees of Freedom (DOF) enabling
the Engaged Particle to be moved in the desired horizontal,
vertical and/or rotational vectorial planes.
[0012] The player is enabled to deliberately arrange the Engaged
Particle within the Playing Field by moving it to the desired
column of the Playing Field, and then strategically releasing it
from the Cursor, so that the Particle falls to the desired position
which is towards the base of the Playing Field. The assembly of
strategically-released Particles forms unique configurations, made
up of specific spaces and specific objects within those spaces.
Collectively these so-called "Steg Spaces" and "Steg Objects" are
created by the player to build an image or images.
[0013] Described herein are game processes and systems, and the
apparatus for operating such game processes and systems, used for
image creation though game play. In this game, players creatively
express their game strategy using a Cursor to manipulate Particles
on a Playing Field so as to assemble the Particles to form images
in the space that is contained between strategically-placed
adjoining Particles.
[0014] According to one aspect of the present invention there is
provided a computer game apparatus including: [0015] a) a
programmable device that executes game instructions; [0016] b) a
visual display that enables a Playing Field and visual Attributes
of graphical elements of the game to be viewed; [0017] c) a Cursor
manipulator that enables movement and Attributes of a Cursor and
other said graphical elements of the game to be manipulated by a
player; [0018] d) one or more speakers that enable sound Attributes
of said graphical elements to be transformed into audible sound;
and [0019] e) a game process that enables the strategic assembly of
a subtype of said graphical elements known as Particles to create:
[0020] i) one or more enclosed spaces, termed Steg Spaces; and
[0021] ii) one or more objects, termed Steg Objects within said
Steg Spaces on said Playing Field.
[0022] According to another aspect of the present invention there
is provided a computer game apparatus wherein said Playing Field
displays said visual Attributes of the following graphical
elements: [0023] a) said Cursor; [0024] b) one or more said
Particles; [0025] c) one or more said Steg Spaces; and [0026] d)
one or more said Steg Objects such that said graphical elements are
seen by a player and others.
[0027] According to still another aspect of the present invention
there is provided a computer game apparatus wherein said Particle
consists of, at different stages during game play, different
Particle states including: [0028] a) an initial Particle; [0029] b)
a Falling Particle; [0030] c) an Acquiesced Particle; [0031] d) an
Engaged Particle; [0032] e) a released Particle; [0033] f) a final
rest state Particle; followed by [0034] g) an assembled Particle,
each state enabled to have different Attributes.
[0035] According to still another aspect of the present invention
there is provided a computer game process including: [0036] a) a
programmable device that executes game instructions; [0037] b) a
visual display that enables a Playing Field and visual Attributes
of graphical elements of the game to be viewed; [0038] c) a Cursor
manipulator that enables movement and Attributes of a Cursor and
other said graphical elements of the game to be manipulated by a
player; [0039] d) one or more speakers that enable sound Attributes
of said graphical elements to be transformed into audible sound;
and [0040] e) the strategic assembly of a subtype of said graphical
elements known as Particles to create: [0041] i) one or more
enclosed spaces, termed Steg Spaces; and [0042] ii) one or more
objects, termed Steg Objects within said Steg Spaces on said
Playing Field.
[0043] According to still another aspect of the present invention
there is provided a computer game system including: [0044] a) a
programmable device that executes game instructions; [0045] b) a
visual display that enables a Playing Field and visual Attributes
of graphical elements of the game to be viewed; [0046] c) a Cursor
manipulator that enables movement and Attributes of a Cursor and
other said graphical elements of the game to be manipulated by a
player; [0047] d) one or more speakers that enable sound Attributes
of said graphical elements to be transformed into audible sound;
and [0048] e) the strategic assembly of a subtype of said graphical
elements known as Particles to create: [0049] i) one or more
enclosed spaces, termed Steg Spaces; and [0050] ii) one or more
objects, termed Steg Objects within said Steg Spaces on said
Playing Field.
[0051] These and other objects, features and advantages of the
present invention will become apparent upon reading the following
detailed description when taken in conjunction with the appended
claims.
BRIEF DESCRIPTION OF DRAWINGS
[0052] Further objects, features and advantages of the invention
will become apparent from the following detailed description taken
in conjunction with the accompanying figures displaying
illustrative embodiments of the invention, in which:
[0053] FIG. 1 shows by way of example the schematic representation
of the initial state of game play, with a rectangular Playing Field
containing a Cursor and a Particle, according to the claimed
invention.
[0054] FIG. 2 shows by way of example a Falling Particle and a
primed Cursor seeking, and preparing to access the Falling
Particle.
[0055] FIG. 3 shows by way of example a Cursor-Particle complex
with the Cursor no longer visible.
[0056] FIG. 4 shows by way of example the Engaged Particle being
directed down towards the bottom row of the Playing Field.
[0057] FIG. 5 shows by way of example the Engaged Particle being
directed horizontally for alignment with the preferred column of
the Playing Field.
[0058] FIG. 6 shows by way of example a released Particle and the
reappearance of the Cursor on the Playing Field.
[0059] FIG. 7 shows by way of example the Cursor seeking out the
next randomly presented Particle, whilst the released Particle
continues in free fall towards the base line.
[0060] FIG. 8 shows by way of example the released Particle at a
final rest state at the base of the playing field, whilst
Engagement of the next randomly presented Particle is shown with a
third Particle which begins free fall.
[0061] FIG. 9 shows by way of example the advancement of game play
resulting in the arrangement of two assembled Particles on the
baseline. This is the beginning of the process of Steg Space
formation.
[0062] FIG. 10 shows by way of example the creation of a Steg
Object within a completed Steg Space.
[0063] FIG. 11 shows by way of example an interactive pop-up help
screen containing a predictive hint in relation to the direction of
movement and orientation of the Engaged Particle by demonstrating
the potential final "rest state" of the Particle.
[0064] FIG. 12 shows by way of example, the partially completed
round of game play with two completed Steg Objects and the next
Falling Particle.
[0065] FIG. 13 shows by way of example a completed round of game
play where the bottom row of the Playing Field has Steg Objects
present.
[0066] FIG. 14 shows the algorithmic flowchart of the game play
process.
[0067] While the present invention will now be described in detail
with reference to the figures, it is done so in connection with the
illustrative embodiments/arrangements. Where an
embodiment/arrangement represents a single dimension or game, it is
envisaged that a plurality of dimensions or games may exist.
DETAILED DESCRIPTION
[0068] Preferred embodiments of the present invention are now
described with reference to the drawings. The following detailed
description in conjunction with the figures provides the skilled
addressee with an understanding of the invention. It may be
evident, however, that the invention may be practised without these
specific details provided. In other instances, well-known events
and devices are shown in a flow chart in order to facilitate
describing the invention.
Definitions
[0069] The language used henceforth relies on the usage of
terminology not akin to current day common usage of particular
terms; thus, the inventors include a definition of certain
terminology in a table as shown by way of example in Table 1.
TABLE-US-00001 TABLE 1 Definitions of terminology used Name
Description Acquiesced Acquiescence is the state of a Particle
achieved when the Cursor has accessed Particle and combined with a
Falling Particle to form a Cursor-Particle complex. This complex is
known as an Acquiesced Particle when it enters a state of rest
(that is, it is no longer falling towards the bottom of the Playing
Field), prior to the player determining the ensuing status of the
Particle. Attribute The characteristic(s) of the Particle or Cursor
that will change depending on the state of the game play, e.g.
colour, pattern, brightness, contrast, size, animation, or
accompanying sound, musical tone, series of notes, piece of music,
etc. Centre of Both Falling and released Particles will "fall" from
the top of the Playing Field Gravity towards the base of the
Playing Field in a vertical direction (that is, along a (COG)
column of the Playing Field). A Cursor must be aligned with and
move at the same rate as a Particle in order for the COG of the
Particle and Cursor to be aligned so they are enabled to begin the
process of Engagement. Contour The Contour of a Particle is its
perimeter or boundary. A Contour Interface is Interfaces the common
boundary to adjoining Particles. Cursor A moveable graphical
element of the invention, which is enabled to be actively
manipulated by the player. The player is enabled to use a Cursor
manipulator to: 1. alter the Attributes of the Cursor (for example,
its colour, pattern or accompanying music); and/or 2. direct the
movement of an Engaged Particle. Degree(s) of The number of
independent ways in which a Particle is enabled to be: Freedom 1.
moved, e.g. horizontal, vertical, rotational (Positional Degrees of
(DOF) Freedom); and/or 2. represented, e.g. size, colour, musical
accompaniment, or other Attribute (Attribute Degrees of Freedom).
Engaged Engagement is the state of a Particle after Acquiescence.
An Acquiesced Particle Particle becomes an Engaged Particle when
the player uses the Cursor to direct the movement of, or to
manipulate one or more Attributes of, the Acquiesced Particle.
Falling A Particle appearing randomly in any column's top row and
proceeding to Particle move down the same column of the Playing
Field. A Falling Particle has only one positional degree of
freedom, being restricted to falling vertically towards the base of
the column. Harmonic The state in which one, if not all, of the
Attributes of two graphical elements Concurrence present in the
Playing Field concur. The concurrence is enabled to be between two
of the same type of graphical element (e.g. two released Particles)
or two different types of graphical element (e.g. a Cursor and a
Falling Particle). Particle The fundamental graphical element of
the present invention. A Particle is initially launched and
transiently present in the top row of the Playing Field. Each
Particle has its own range of Attributes, which are initially
randomly generated. The Particle's Attributes are also enabled to
be manipulated by a player according to his or her individual game
plan. This is enabled to only occur after the player has Engaged
the Particle with the Cursor. It is the strategic arrangement of
Particles with particular Attributes that enables the player to
make creative spaces and objects within those spaces on the Playing
Field. Playing Field The space in which all game play takes place.
The Playing Field is enabled to be viewed on at least part of a
video screen, computer graphical user interface or an alternative
means of displaying computer graphics including television and
other gaming devices such as an interactive video or a gaming
platform screen. Steg Object The object formed within a Steg Space,
by the strategic arrangement of Particles with a selected Attribute
or Attributes. Steg Objects include visual images and/or
arrangement(s) of musical tones. Steg Space A contained space
bounded by a conglomeration of Particles that has been
strategically assembled by the player, Particle by Particle. Since
Particles vary in Attributes such as size and shape, the common
boundary (Contour Interface) between adjoining Particles may not
uniformly run the length of adjoining Particles, resulting in the
formation of spaces between the Particles. Steg Spaces include
visual "spaces" in images or auditory "spaces" (silence) in an
arrangement of Particles with sound Attributes. Transition The
state in which a Particle begins to fall towards the bottom of the
Playing Field. Movement is wholly restricted to the vertical
trajectory.
[0070] The terms defined in Table 1 above are denoted with the use
of capitalisation throughout the document. If a term is not
capitalised then its plain meaning is to be construed, unless
otherwise specified.
[0071] Previously known systems for providing computer games suffer
a number of disadvantages as set out in the section entitled
"Description of prior art". The inventive method and system
provides a means for overcoming those deficiencies or an
alternative method and system, and apparatus for operating such
method and system, for an image-creation game.
[0072] The elements of the invention are now described under the
following headings:
Playing Field
[0073] In the present invention, the game play takes place on a
Playing Field, which is enabled to be viewed on at least part of a
video screen, computer graphical user interface or an alternative
means of displaying computer graphics including television or other
gaming device. The Playing Field in this preferred embodiment is
divided into rectangular co-ordinate space with defined horizontal
allocations or rows and defined vertical allocations or columns. A
cell is the area of intersection between a column and a row.
[0074] The inventors envisage that other assemblies and embodiments
of the Playing Field will exist with other co-ordinate geometry
that is not limited to Cartesian (rectangular co-ordinate) geometry
alone. Nor is the Playing Field limited to horizontal and vertical
allocations, but may be arranged in multiple dimensions and involve
different and multiple forms of co-ordinate geometry including
curvilinear co-ordinate geometry, which is based on the
intersection of curves; various forms of polar co-ordinate
geometry; and Plucker co-ordinate geometry, which represents lines
in Euclidean space (space with three or more dimensions).
[0075] The Playing Field has graphical elements which are enabled
to be both visual and audible including: [0076] a) the visual
components present in the Playing Field and include the Cursor, all
forms of Particles and the Steg Objects; [0077] b) one or more
sound Attributes.
[0078] The Playing Field supports the following functional
features: [0079] 1 the display of visual Attributes of graphical
elements (that is, the Cursor, Particles, Steg Objects and Steg
Spaces) so they are enabled to be seen by the player(s) and others;
[0080] 2. the transformation of sound Attributes of graphical
elements into audible sound that is enabled to be perceived by the
player(s) and others; and [0081] 3. the foundation space within
which Steg Spaces and Steg Objects, perceived by the player(s) and
others as visual images and/or symphonic occurrences, are enabled
to be created through game play. Particle
[0082] A Particle is enabled to consist of many graphical
possibilities and is only confined by the Playing Field's pixel
makeup. Randomly generated Particles appear on the Playing Field
and must be Engaged to be manipulated by the player.
[0083] A Particle has its own specific range of Attributes. In this
assembly, a Particle's Attributes include: [0084] 1. positional
Degrees of Freedom (PDOF), including movement in the horizontal,
vertical and/or rotational vectorial planes; and [0085] 2.
Attribute Degrees of Freedom (ADOF), including Attributes such as
colour, pattern, size, musical accompaniment, etc.
[0086] When a Particle first appears on the Playing Field, it may
span one or more rows and columns, or be wholly contained within
another Particle (an "intracellular Particle"). At least part of
the Particle will initially be contained in the top row, although
the Particle's horizontal position along the top row will be
randomly allocated. The Particle will start to undergo Transition
into a Falling Particle, by falling towards the bottom row of the
Playing Field. The movement of a Falling Particle is limited to one
positional DOF --namely, vertical movement down the same column in
which the Particle first appeared on the Playing Field.
[0087] When a Particle first appears on the Playing Field, its
Attributes are also initially randomly generated. Simultaneously
with the start of Transition, at least one of the Attributes of the
Falling Particle will change, to signify the change in state of the
Particle. This is also enabled to occur when a Particle undergoes
other changes in state. The player is not able to manipulate the
Attributes of a Particle before it becomes Engaged. Once a Particle
has become an Engaged Particle, the player is free to change any or
all of the Particle's Attributes and is not restricted with regard
to colour, size, musical accompaniment, etc.
[0088] In order to take control of a Falling Particle, the player
needs to "track" the downward movement of the Falling Particle with
the Cursor (by matching the COG of the Cursor with that of the
Falling Particle) and causing the Particle to undergo Harmonic
Concurrence with the Cursor, then sequentially enter into
Acquiescence then Engagement. A player is enabled to manipulate the
direction of movement and the Attributes of an Engaged Particle via
the Cursor. By strategically releasing Engaged Particles from the
Cursor on different parts of the Playing Field, the player is
enabled to use Particles to contribute to the graphical formation
of Steg Spaces and Steg Objects, which collectively form image(s)
or other configuration(s) of Attributes on the Playing Field.
[0089] There may be one or more Falling Particles with randomised
Attributes appearing on the Playing Field at any moment in time.
Falling Particles may fall at significantly different rates,
introducing a level of complexity in game play because of the
different player reaction times required. The choice of which
Falling Particle to "track" is governed not just by the rate of
fall but also by strategic considerations for the player, according
to the player's individual game plan. For example, a player may
choose to "track" a fast Falling Particle (with a greater degree of
difficulty to Engage) because the Particle has the player's
preferred Attributes such as pattern and colour, even though there
is a greater number of slow moving Falling Particles that would be
easier to Engage with the Cursor. In this way, players are enabled
to make choices that strategically optimise their Steg Object
outcome according to their individual game plan, or tailor their
game plans and Steg Object outcomes to the chosen level of
play.
Cursor
[0090] The Cursor is the first graphical element to appear upon
initialisation of the game software program. The Cursor is a
moveable graphical element of the present invention, and is enabled
to be controlled by the player using a Cursor manipulator to
execute his or her intended game plan.
[0091] A Cursor has the following characteristics: [0092] 1. it has
a minimum of two positional DOF, allowing movement in at least the
horizontal and vertical vectorial planes; [0093] 2. it enables the
player to perform a multiplicity of interactive functions,
including: altering its Attributes to emulate a Particle, to
undergo Harmonic Concurrence with a Particle; moving an Engaged
Particle along all its PDOF; altering the Attributes of an Engaged
Particle; and enabling release of a Particle in a strategically
suitable position; [0094] 3. it provides player feedback on game
status by engaging with Particles, revealing Attribute changes,
appearing and disappearing, enabling movement of a Particle through
its PDOF and through other means; [0095] 4. it provides the player
with the capacity to select and alter Particle Attributes. Cursor
manipulator
[0096] The player uses the Cursor manipulator to: [0097] 1 align
the Cursor's spatial and temporal co-ordinates to match those of a
Falling Particle; [0098] 2. match at least some of the Cursor's
Attributes to the Falling Particle's Attributes; [0099] 3. select
the Particle after aligning spatial and temporal co-ordinates, to
enable Acquiescence and Engagement of the Particle by the Cursor;
[0100] 4. change any of the permissible DOF of the Engaged
Particle; [0101] 5. manipulate the Attributes of the Engaged
Particle; and [0102] 6. strategically release an Engaged Particle,
allowing it to fall into the desired position in the Playing Field,
contributing to the graphical formation of Steg Objects and/or Steg
Spaces.
[0103] The Cursor manipulator, in this assembly, is a pivotal joy
stick in combination with at least two multi-assignable input keys
that allows the game to recognise player selection input. It is
envisaged by the inventors that the Cursor manipulator can be, in
other assemblies, a mouse, track pad or any other means of
controlling a Cursor.
Interaction Between the Cursor and a Particle
[0104] The following description sets out the sequence of events
that must take place in order for a player to Engage a Particle:
[0105] 1. the player uses the Cursor to seek a Falling Particle;
[0106] 2. the player manipulates the Cursor's Attributes to emulate
those of the Falling Particle, so that the Cursor achieves Harmonic
Concurrence with the Particle (whereby one, if not all, of the
Cursor's Attributes match those of the Particle); [0107] 3. the
Cursor combines with the "concurred" Particle to form a
Cursor-Particle complex in which the Cursor component becomes
graphically invisible but functionally remains part of the complex,
enabling the player to subsequently Engage the Particle; and [0108]
4. the Cursor-Particle complex becomes an Acquiesced Particle,
meaning that it enters a state of rest (that is, it is no longer
falling towards the bottom row of the Playing Field and appears to
"hover" or float in its current position) prior to the player
determining the ensuing directional or representational status of
the Particle; [0109] 5. the Acquiesced Particle becomes an Engaged
Particle when the player uses the Cursor to manipulate the
direction or any of the Attributes of the Particle. Engagement
[0110] Once the state of Engagement has been achieved, at least one
of the Attributes of the Particle will change, to signify the
change in Particle state from Acquiescence to Engagement. The
changes include, but are not restricted to, changes in colour,
patterning, intensity or brightness, or changes in accompanying
sound Attributes such as musical tone.
[0111] The player is enabled to manipulate the movement and/or
Attributes of the Engaged Particle by choosing the appropriate
multi-assignable Cursor input key or binary device to manipulate
the Cursor. The player is enabled to use the Cursor to: [0112] 1.
deselect the Engaged Particle, allowing it to free fall down
towards to the desired position; [0113] 2. move the Engaged
Particle along a path defined by the vectorial axis or axes chosen
by the player (in this assembly, in the horizontal and/or vertical
planes); [0114] 3. rotate the Engaged Particle around a selected
pivot point; or [0115] 4. move and rotate the Engaged Particle;
[0116] 5. change one or more Attributes of the Engaged Particle.
Particle release and placement
[0117] In the present invention, the player can release the Engaged
Particle from the Cursor, allowing the Particle to free fall down
to the chosen position along the bottom of the Playing Field. In
this way, the player is enabled to assemble Particles of a
particular size, shape or other combination of Attributes into a
meaningful configuration, to create Steg Spaces and Steg Objects
(e.g. an image with accompanying music). As game play advances, the
accumulation of Particle configurations from earlier game rounds
causes released Particles to be deposited higher up the Playing
Field until the Playing Field is filled with Steg Objects and
Spaces.
[0118] The arrangement of Particles on the Playing Field is
determined solely by the player's individual game plan and level of
skill. The game processes provide for creative expression through:
[0119] 1. the selection of Particles with given initial Attributes;
[0120] 2. the subsequent manipulation of Particle Attributes
(including color, pattern, sound) by the player; and [0121] 3. the
strategic assembly of Particles with specific Attributes. This
results in the formation of creative visual or pictorial
configurations (of colours, patterns, shapes, luminescence, and so
on) in the Playing Field. These visual configurations (images) are
enabled to be created independently or in combination with auditory
configurations ("musical symphonic occurrences") of sounds, tones,
notes, musical arrangements, etc.
[0122] The present embodiment has the means to provide for the
completion of numerous and variable iterations of the above-stated
Particle arrangements. This enables the player to determine his or
her own creative outcome (game objective), manifest as a pictorial
and/or musical symphonic occurrence within the Playing Field.
Help Screen
[0123] The present invention includes an interactive help system in
the form of a help screen to guide the player through the game.
This help system is enabled to take the form of a game-state
contextual help with interactive functionality. In one assembly,
the contextual help system will take the form of pop-up screens or
sub-screens containing information to assist the player. In other
assemblies, the help system is enabled to take the form of voice
prompts and instructions, pop-up balloons, animated Particles to
play out different game scenarios, or other forms of
context-sensitive information to help the player.
[0124] In the present invention, the help information will be
tailored to the particular game state relevant to the player. This
is to provide the player with hints as to the range of possible
outcomes from various game plays available to the player, to show
the player the next objective or range of possible next moves, or
to assist with game strategies, etc. The current assembly's
contextual help pop-up sub-screen has a temporary overlay, with a
contrasting background to the Playing Field as viewed on the game
display device. The help system provides a human readable help
screen which is actuated when a combination of input devices are
activated.
Game Play
[0125] The game play software program for the present invention is
installed on hardware such as a computer or other programmable
device that are enabled to operate the game software and display
the graphical elements. After an initialisation routine, which is
necessary to establish a stable hardware platform and known
software state, the game display Playing Field is initially clear
of Particles.
[0126] FIG. 1 shows a rectangular Playing Field (30) onto which has
been presented (launched) a graphical element known as a Particle
(10). This Particle (10) is in its initial state. In this assembly
of the invention, this means that the Particle is at least
partially located in the top row of the Playing Field (30) and has
randomly allocated Attributes (e.g. colour, shape, fill pattern).
The initial horizontal position of the Particle along the top row
is also randomly allocated. The Cursor (20) is visible on the
Playing Field (30), towards the bottom right-hand corner. The
player can direct the position or movement of the Cursor (20)
within the Playing Field (30) using a Cursor manipulator. However,
the player cannot direct the position, movement or any Attribute of
the illustrated Particle (10) using the Cursor (20), because the
Particle (10) is still in its initial state.
[0127] FIG. 2 shows the initial Particle has entered Transition to
become a Falling Particle (50). This means that the Particle (50)
has commenced "falling" towards the bottom row of the Playing Field
(30). To signify the change in state from an initial Particle to a
Falling Particle, the Particle (50) has changed at least one
Attribute (in this case, colour and pattern). In the present
assembly, the Falling Particle (50) is restricted to travelling
vertically down the same column in which it initially appeared. If
the player is unable or chooses not to Acquiesce or Engage the
Falling Particle (50) using the Cursor (20), the Falling Particle
(50) will disappear when it reaches the bottom row.
[0128] FIG. 2 also shows by way of example the Cursor (20) seeking
and preparing to access the Falling Particle (50). However, the
player cannot yet use the Cursor (20) to "latch onto" or combine
with the Falling Particle (50) because the Cursor's Attributes are
not in Harmonic Concurrence with the Falling Particle's Attributes.
In order for a Cursor (20) to access a Falling Particle (50), a
verification procedure is required. This procedure verifies that
the Attributes of the Cursor (20) and the Falling Particle (50) are
aligned. Upon positive verification, the player can use the Cursor
(20) to "acquire" (or "latch onto") the Falling Particle (50). Upon
acquisition of the Falling Particle (50) by the Cursor (20), the
Particle stops falling and this Cursor-Particle complex becomes an
Acquiesced Particle.
[0129] FIG. 3 shows by way of example an Acquiesced Particle (60).
This Particle (60) was formed when the Cursor "latched onto" or
combined with a Falling Particle. In the present assembly, this
step is achieved when the player uses the Cursor manipulator to
make the Cursor's Attributes emulate the Falling Particle's
Attributes. This includes aligning the Cursor's Centre of Gravity
(COG) with the COG of the Falling Particle. When one, if not all
(depending on the level of game difficulty), of the Attributes of
the Cursor and the Falling Particle have been verified to concur,
the Falling Particle is said to have achieved a state of Harmonic
Concurrence with the Cursor. The player is then enabled to cause
the Cursor to "latch onto" or combine with the Falling Particle.
The Cursor-Particle complex so formed is known as an Acquiesced
Particle (60). By definition in the present assembly, an Acquiesced
Particle (60) has entered a state of rest (that is, has stopped
falling down the vertical plane of the Playing Field) prior to the
player determining the ensuing movement or Attributes of the
Particle.
[0130] The Cursor has become invisible on the Acquiesced Particle
(60) but remains functional, to enable the player to subsequently
Engage the Acquiesced Particle (60). Once the Falling Particle
becomes an Acquiesced Particle (60), the Particle's Attribute(s)
will change to signify the change in state to Acquiescence. This
change is seen from FIG. 2 to FIG. 3, where the Acquiesced Particle
(60) in FIG. 3 appears as a lighter shade of grey than the Falling
Particle (50) in FIG. 2.
[0131] When the player deliberately uses the Cursor to direct the
movement or change an Attribute of the Acquiesced Particle (60),
the Particle becomes an Engaged Particle. This change in state is
signified again by at least one change in Attribute of the Engaged
Particle from the Acquiesced Particle (60).
[0132] FIG. 4 shows by way of example an Engaged Particle (70)
being directed towards the baseline or bottom row of the Playing
Field. The player directs the Engaged Particle (70) by using the
Cursor manipulator. An Engaged Particle (70) is not restricted in
its PDOF, granting the player full freedom in his or her ability to
direct movement of the Particle (70).
[0133] FIG. 5 shows by way of example the Engaged Particle (70)
being directed horizontally across the Playing Field by the player.
This enables the player to align the Engaged Particle (70) with the
preferred column of the Playing Field. The player uses the Cursor
to manipulate the position of the Engaged Particle (70). In this
assembly, the Cursor is directed towards the preferred column by
using a Cursor manipulator (e.g. a joystick) to align and orient
the Engaged Particle (70). Depending on the status of game play,
this may include the arrangement of an Engaged Particle (70) with
Particles previously arranged in the Playing Field by the player,
to form a meaningful configuration of Particles.
[0134] FIG. 6 shows by way of example a released Particle (80). The
release sequence involves disengagement of the Engaged Particle
from the Cursor (20) and starts by activation of the appropriate
Cursor manipulator input key or binary device. In this
illustration, the released Particle (80) has taken the Attributes
of the original Particle in its initial state, as first shown in
FIG. 1.
[0135] FIG. 7 shows by way of example a released Particle (80) that
has been disengaged from the Cursor (20). A released Particle (80)
will enter into Transition, in which movement is wholly restricted
to the vertical trajectory. The velocity of Transition is
determined by the game state. For example, in this assembly, an
Engaged Particle that was fast falling as a Falling Particle will
be fast falling upon release after Engagement. The Cursor (20) is
re-manipulated to seek out the next randomly presented Particle
(90) when it appears on the Playing Field (30). The previously
released Particle (80) continues in free fall towards the base
line.
[0136] FIG. 8 shows by way of example the released Particle (80) at
a final rest state at the base of the column in which it was
travelling. The player is not able to direct movement or
orientation of the Particle (80) after release from the Cursor
(20). FIG. 8 also shows Engagement of the next randomly presented
Particle (100). The Attributes of this Engaged Particle (100) have
changed since the Particle first appeared on the Playing Field
(illustrated in FIG. 7 as Particle (90), shown in its initial
state). A third Particle (110) is present on the Playing Field as a
Falling Particle (110), since it has entered Transition and is
moving towards the baseline.
[0137] An objective of the game is to bring the Falling Particle
(100) to a rest state on the base line next to released Particle
(80), such that released Particle (80) and Particle (100) are
aligned on the base line in the manner illustrated in FIG. 8.
[0138] FIG. 9 shows by way of example the advancement of game play
resulting in the arrangement of two Particles (previously Particles
80 and 100 as shown in FIG. 8) on the base line. These Particles
fuse to form one assembled Particle (120), which is the beginning
of the process of Steg Space formation. The game play continues
with another Falling Particle (130) being presented and yet another
Particle being Engaged (140) and directed to the base line by the
player.
[0139] When a rest state Particle is oriented correctly and aligned
adjoining another rest state Particle, the resulting assembly of
Particles (with given specific Attributes) become a single entity
(120). Each successful orientation and alignment of a Particle to a
combined entity will also become part of that entity. This is
termed the Particle assembly process.
[0140] FIG. 10 shows by way of example the creation of a Steg
Object (150) within a completed Steg Space. In this particular
embodiment the recognizable Steg Object (150) is a cross, but it is
to be understood that a Steg Object is enabled to be any shape or
Attribute formed within a Steg Space.
[0141] Successive iterations of the Particle assembly process will
result the formation of further Steg Spaces and Steg Objects.
[0142] FIG. 11 shows by way of example an interactive pop-up help
screen (160). This example contains a predictive hint in relation
to the direction of movement and orientation of the Engaged
Particle (140) by demonstrating the potential final rest state
position of Particle 140 (shown as the dark area within the bottom
right-hand corner of the help screen).
[0143] FIG. 12 shows by way of example the partially completed
round of game play with two completed Steg Objects (170) and the
next Falling Particle (180).
[0144] FIG. 13 shows by way of example a completed round of game
play where the bottom row of the Playing field (30) is filled with
Particles that have been aligned with other rest state Particles.
This results in the assembly of Particles (with given specific
Attributes) which become a single entity by undergoing the Particle
assembly process that contain Steg Objects. These Steg Objects
consist of a cross (150), a large circle (200), a triangle (210)
and a small circle (220).
[0145] With successive rounds of game play, the play state is
advanced by the assembly of Particles above the previous round's
configuration of Particles. It is envisaged that the completion of
three rounds of game play will provide the challenge and
stimulation necessary to hold the interest of the game player, but
the ultimate number of game rounds is determined by the player
depending on the player's skill level and individual game plan.
[0146] With advancing game play, the game software introduces
obstacles to the player's game plan choices. For example, in this
assembly, a particular shaped Steg Object such as a cross (190)
cannot be assembled on top of a similarly shaped Steg Object. This
obstacle forces the player to make creative decisions as to where
to arrange and assemble released Particles.
[0147] Any attempt by the player to place a particularly shaped
Particle entity or Steg Objects directly above a similarly shaped
entity or Steg Object will result in the entity or Steg Object
passing through the base line and disappearing, in a similar manner
to a Falling Particle. This wasting of an opportunity to place a
Particle entity or Steg Object in the desired position is termed
the "wasting of a life". A Falling Particle has a "life", expressed
as the time interval from launch until it falls through the base
line. In addition, each round of game play has a "life" or specific
period of time in which game play must be completed. Each game
round is enabled to have a limited number of "lives" and/or life
term (time period) depending on the level of difficulty set by the
player.
[0148] FIG. 14 shows the algorithmic flowchart of the game play
process. The steps of the game play are the result of a software
program that utilises the functional algorithm displayed in the
flowchart.
Levels of Play
[0149] The game play will present progressively harder levels;
progression to the next level will be allowed when a row of Steg
Spaces and Steg objects is completed. The level of difficulty will
be advanced in at least three further ways. For example, in this
assembly, by changing the following game characteristics, such as:
[0150] 1. decreasing the time interval that it takes a new Particle
to appear on the screen; [0151] 2. altering the Attributes of the
Particle on presentation, for example, changing the Attributes of
the Particle (180) as shown in FIG. 12; and [0152] 3. introducing
additional restrictions in the options available to the player,
such as disallowing similarly shaped entities or Steg Objects to be
stacked on top of each other, either directly on top of each other
or indirectly above each other, such as on the first and third
round layers, during successive and non-consecutive rounds.
Multiplayer
[0153] The game is enabled to use a peer to peer network link to
allow more than one player to engage exclusively non-Acquiesced
Particles on the same game Playing Field. It is envisaged by the
inventors that in other assemblies there will be other means of
networking players to the game space Playing Field using such
networking technologies such as the internet, Ethernet,
client-server, telecommunications technology and other means.
[0154] Each player will share a view of the other player's screen
and work collaboratively with the other player(s) to place the
Acquiesced Particle in the desired position. The Playing Field has
the means to provide for a player assisted mechanism to
differentiate between individual player contributions within a
collaborative environment. The collaboration of the efforts of
multiple players to achieve complex Steg State levels is
possible.
[0155] As this particular game play is the initial one based on the
introduction of Steg Space principles, it is envisaged that complex
constructs embodied in advanced graphics systems will be made
possible. To that end, this simple but challenging game is to be
viewed as the precursor game to a series of games and creative
endeavours.
Alternate Usage
[0156] The inventors envisage that the principles of image creation
based on Steg Space and Steg Object formation could be utilised to
assist in the building creative solutions in fields of endeavour
beyond gaming--for example, in the cinematic industry, education,
engineering and architecture.
[0157] The present invention is enabled to facilitate educational
processes by contributing to the enhancement of the general
creative approach of a player, through encouraging the player to
think laterally to assist the player in discovering the principle
of creativity that exists within the field of different spatial
realities. Engineering, architecture and electronics are but a few
disciplines that could benefit from the utilisation of Steg Space
principles by directing the creative focus away from already known
spatial reality towards an unknown one of a spatially derived
potential, capable of producing further embodiment.
[0158] This computer game has purposefully been kept simple and
abstract in order to be a useful tool in problem solving.
* * * * *