U.S. patent application number 11/507020 was filed with the patent office on 2007-05-10 for touch screen inputs for a video game system.
This patent application is currently assigned to Nintendo Software Technology Corporation. Invention is credited to Wing Cho, Darren Smith.
Application Number | 20070105626 11/507020 |
Document ID | / |
Family ID | 38004471 |
Filed Date | 2007-05-10 |
United States Patent
Application |
20070105626 |
Kind Code |
A1 |
Cho; Wing ; et al. |
May 10, 2007 |
Touch screen inputs for a video game system
Abstract
Example systems and methods involve a video game system that has
a touch sensitive display screen that can be used to supply inputs
used in video game control. In one example system and method, a
user or player draws movement patterns on the touch sensitive
display screen. The drawn movement patterns are stored and a game
object can be moved in accordance with a drawn movement pattern
selected from the memory by the user.
Inventors: |
Cho; Wing; (Redmond, WA)
; Smith; Darren; (Bellevue, WA) |
Correspondence
Address: |
NIXON & VANDERHYE, P.C.
901 NORTH GLEBE ROAD, 11TH FLOOR
ARLINGTON
VA
22203
US
|
Assignee: |
Nintendo Software Technology
Corporation
Redmond
WA
Nintendo of America Inc.
Redmond
WA
|
Family ID: |
38004471 |
Appl. No.: |
11/507020 |
Filed: |
August 21, 2006 |
Related U.S. Patent Documents
|
|
|
|
|
|
Application
Number |
Filing Date |
Patent Number |
|
|
60709447 |
Aug 19, 2005 |
|
|
|
Current U.S.
Class: |
463/37 |
Current CPC
Class: |
A63F 13/92 20140902;
A63F 2300/1075 20130101; A63F 13/06 20130101; A63F 13/822 20140902;
A63F 13/25 20140902; A63F 2300/6623 20130101; A63F 13/2145
20140902; A63F 13/426 20140902; A63F 13/42 20140902; A63F 13/53
20140902; A63F 13/828 20140902 |
Class at
Publication: |
463/037 |
International
Class: |
A63F 13/00 20060101
A63F013/00 |
Claims
1. A video game system comprising: a touch sensitive display screen
on which a player draws movement patterns; a memory for storing the
drawn movement patterns; and processing circuitry for moving a game
object in accordance with a drawn movement pattern selected from
the memory by a player.
2. The video game system according to claim 1, wherein the game
object comprises a game character.
3. The video game system according to claim 2, wherein the game
character is a football player and the movement pattern specifies
movement of the football player during a play.
4. The video game system according to claim 2, wherein the game
character is a soldier and the movement pattern specifies movement
of the soldier in a field of battle.
5. The video game system according to claim 1, wherein the game
object is a military vehicle and the movement pattern specifies
movement of the military vehicle in a field of battle.
6. A computer-readable medium having computer readable code encoded
therein for use in the execution by a processor of a video game
system having a touch sensitive display screen of a method for
video game playing, the method comprising: storing in a memory
movement patterns drawn on the touch sensitive screen; and moving a
game object in accordance with a drawn movement pattern selected
from the memory by a player.
7. The computer-readable medium according to claim 6, wherein the
game object comprises a game character.
8. The computer-readable medium according to claim 7, wherein the
game character is a football player and the movement pattern
specifies movement of the football player during a play.
9. The computer-readable medium according to claim 7, wherein the
game character is a soldier and the movement pattern specifies
movement of the soldier in a field of battle.
10. The computer-readable medium according to claim 6, wherein the
game object is a military vehicle and the movement pattern
specifies movement of the military vehicle in a field of
battle.
11. A data signal embodied in a carrier wave and representing a
sequence of instructions which, when executed by a processor of a
video game system having a touch sensitive display screen, cause
the processor to perform a method comprising: storing in a memory
movement patterns drawn on the touch sensitive screen; and moving a
game object in accordance with a drawn movement pattern selected
from the memory by a player.
12. The data signal according to claim 11, wherein the game object
comprises a game character.
13. The data signal according to claim 12, wherein the game
character is a football player and the movement pattern specifies
movement of the football player during a play.
14. The data signal according to claim 12, wherein the game
character is a soldier and the movement pattern specifies movement
of the soldier in a field of battle.
15. The data signal according to claim 11, wherein the game object
is a military vehicle and the movement pattern specifies movement
of the military vehicle in a field of battle.
16. A video game system comprising: a touch sensitive display
screen on which a player draws a movement pattern; and processing
circuitry for moving a game object based a shape and a color of the
drawn movement pattern.
17. The video game system according to claim 16, wherein the
processing circuitry moves a first game object when a movement
pattern is drawn using a first color and moves a second different
game object when the same movement pattern is drawn using a second
different color.
18. A computer-readable medium having computer readable code
encoded therein for use in the execution by a processor of a video
game system having a touch sensitive display screen of a method for
video game playing, the method comprising: determining a color used
to draw a movement pattern for a game object on the touch sensitive
display screen; and moving the game object based the shape and the
color of the drawn movement pattern.
19. The computer-readable medium according to claim 18, wherein the
method further comprises: moving a first game object when a
movement pattern is drawn using a first color; and moving a second
different game object when the same movement pattern is drawn using
a second different color.
20. A data signal embodied in a carrier wave and representing a
sequence of instructions which, when executed by a processor of a
video game system having a touch sensitive display screen, cause
the processor to perform a method comprising: determining a color
used to draw a movement pattern for a game object on the touch
sensitive display screen; and moving the game object based the
shape and the color of the drawn movement pattern.
21. The data signal according to claim 20, wherein the method
further comprises: moving a first game object when a movement
pattern is drawn using a first color; and moving a second different
game object when the same movement pattern is drawn using a second
different color.
22. A video game system for use in a multi-player video game, the
video game system comprising: a touch-sensitive display screen for
displaying a map of a game world showing deployment of one or more
game objects associated with a video game teammate and of one or
more game objects associated with a video game opponent and for
receiving tactical game data drawn on the displayed map; and
communication circuitry for communicating at least the drawn
tactical data to another video game system for display on a
corresponding map displayed on the other video game system.
23. The video game system according to claim 22, wherein the
communication circuitry communicates the drawn tactical data in
real-time to the other video game system.
24. The video game system according to claim 22, further
comprising: a memory for storing the map with the tactical data
drawn thereon.
25. The video game system according to claim 24, further
comprising: an input device for selecting the stored map with the
tactical data from the memory.
Description
CROSS-REFERENCE TO RELATED APPLICATION
[0001] This application claims priority of provisional U.S.
Application No. 60/709,447, filed Aug. 19, 2005, the contents of
which are incorporated herein in their entirety.
BACKGROUND AND SUMMARY
[0002] This application describes various inputs to a touch screen
of a game device that may be used, for example, to control game
play.
[0003] User inputs to computer systems may be supplied in various
ways. For example, when the computer system is a video game system,
inputs are typically supplied using cross-switches, joysticks,
buttons and the like. A cross-switch or a joystick may be used to
control movement of a video game object in various directions and
various buttons may be used to control character actions such as
jumping, using a weapon and the like.
[0004] The systems and methods described herein involve a video
game system that has a touch sensitive display screen that can be
used to supply inputs used in video game control.
[0005] In one example system and method, a user or player draws
movement patterns on the touch sensitive display screen. The drawn
movement patterns are stored and a game object can be moved in
accordance with a movement pattern selected from the memory by the
user. This example system and method can be applied by way of
example without limitation to a football game in which a user can
design and store plays involving various football player movements.
These plays can be selected during a game against an opponent.
[0006] In another example system and method, a user or player draws
a movement pattern on the touch sensitive display screen and a game
object is moved based a shape and a color of the drawn movement
pattern. This example system and method can be applied by way of
example without limitation to moving different game objects using
the same movement pattern. For example, a first game object can be
moved by drawing a movement pattern of a first color and a second
game object can be moved by drawing a movement pattern of a second
different color.
[0007] In another example system and method, the touch-sensitive
display screen can display a map of a game world showing deployment
of one or more game objects associated with a video game teammate
and of one or more game objects associated with a video game
opponent. Tactical game data can be drawn on the map and
communicated to another video game system for display on a
corresponding map displayed on the other video game system. This
example system and method can be applied by way of example without
limitation to tactical games so that users or players can plan
missions with teammates.
BRIEF DESCRIPTION OF THE DRAWINGS
[0008] These and other features and advantages will be better and
more completely understood by referring to the following detailed
description of exemplary non-limiting illustrative embodiments in
conjunction with the drawings of which:
[0009] FIG. 1 is a perspective view of an example game system, with
the game system shown in an open, ready-to-use orientation;
[0010] FIG. 2 is a inverted perspective view of the game system
shown in FIG. 1;
[0011] FIG. 3 is a front elevation of the system shown in FIG. 1,
but with the game system shown in a closed position;
[0012] FIG. 4 is a rear elevation of the system shown in FIG.
3;
[0013] FIG. 5 is a perspective view-of a stylus for use with the
game system shown in FIGS. 1-4;
[0014] FIG. 6 is an illustration showing an example internal
configuration of a portable game system;
[0015] FIG. 7 is an illustration showing an example internal
configuration of a GPU 222;
[0016] FIGS. 8A-8J show various inputs that may be made to the
touchscreen of the portable game system;
[0017] FIGS. 9A and 9B are used in an explanation of touchscreen
inputs for a football video game;
[0018] FIGS. 10A-10F are used in an explanation of touchscreen
inputs for a tactical video game; and
[0019] FIG. 11 is used in a more detailed explanation of
touchscreen inputs for a tactical video game.
DETAILED DESCRIPTION OF EXAMPLE EMBODIMENTS
[0020] Referring to FIGS. 1 and 2, in an illustrative embodiment
the game system 10 includes a main body 12 and a cover body 14
hingedly connected to each other along an upper edge of the main
body 12 and a lower edge of the cover body 14 (references herein to
terms such as "upper" and "lower" and "forward" and "rearward" are
for ease of understanding and are made relative to an orientation
of the game device where the cover body 14 is in an open position
and the game is being held by a user in a normal operating
position). Hinge elements 16, 18 and 20 on the main body 12 mesh
with hinge elements 22 and 24 on the cover body, with a hinge pin
(not shown) extending through the aligned hinge elements in
conventional fashion. Note that because hinge elements 16, 18 and
20 extend from the upper (or inner) face 26 of the main body 12,
the cover body 14 overlies the upper face 26 when the cover body 14
is closed over the main body. When the cover body 14 is in its
fully open position, it is substantially parallel to the main body
12 but lies in a substantially parallel, offset plane. The main
body 12 also has a lower (or outer) face 28 (FIG. 2) and a
peripheral edge 30.
[0021] A first display screen 32 is recessed within the upper face
26 of the main body 12 with dimensions of approximately 21/2 inches
in length and 17/8 inches in width, yielding a diagonal screen
dimension of 3 inches. The screen in the exemplary embodiment is a
backlit (e.g., 40 candelas), color liquid crystal display (LCD)
with a display resolution of 256.times.192 dots (aspect ratio 4:3).
This screen is touch sensitive and may be activated by a stylus,
described further herein. A power button 34 is located in the upper
left corner of face 26 and is used to turn the game on and off. A
cross-shaped directional control button 36 is located adjacent and
below the power button 34, and is used for game play control.
[0022] More specifically, display screen 32 includes a
resistive-membrane touch panel that allows coordinates to be
obtained in dot units. The touch panel can be operated with a
finger or a stylus.
[0023] In the upper right corner of the main body 12, there are
side-by-side "start" and "select" buttons 38, 40, respectively,
with X/Y/A/B buttons 42 located adjacent and below the "start" and
select" buttons. Buttons 38, 40 and 42 are also used for game play
control. A microphone 44 (which may be an omni-directional
condenser microphone) is located below the left edge of screen 32
for use with specially designed games having a microphone feature.
A battery recharge indicator LED 46 and a power indicator LED 48
are also located on the upper face 26, adjacent the lower edge
thereof, below the right edge of screen 32.
[0024] With reference now especially to FIG. 3, a lower or forward
portion 50 of the peripheral edge 30 (closest to the user) is
provided with a volume control slide 52 and headphone and
microphone connectors 54, 56 on either side of a first game slot
58. Slot 58 is especially designed for larger game cartridges or
cards originally designed for use with the assignee's Game Boy
AdvanceD game system.
[0025] As best seen in FIG. 2, an upper or rearward portion 60 of
the peripheral edge 30 is provided with an external extension
connector 62 that permits connection to an AC adapter for
recharging the internal battery (not shown), or for operating the
game using household power. A second game slot 64 in edge portion
60 is designed for receiving memory or game cards especially
designed for this game device. The second game slot 64 is smaller
than the first game slot 58, reflecting the different sizes of the
game cards. Openings 66, 68 form an elbow-shaped through slot
adapted for securing a wrist strap (not shown), thereby enabling
the user to secure the game device to the body and thus minimize
the potential for losing or misplacing the game. A stylus port or
holder, in the form of a blind bore 70 is located adjacent the
wrist-strap mount for holding a stylus 71 (FIG. 5) before or after
use.
[0026] The stylus 71 is a plastic pencil-shaped device with a
rounded tip 73 and is used to activate the touch screen 32.
[0027] A pair of left, right control buttons (or shoulder buttons)
72, 74 are located on the peripheral edge 30, at the corners where
the upper portion 60 of the peripheral edge 30 meets the side
portions 76, 78 of the peripheral edge. The location of these
buttons and the location of previously described buttons 34, 36 and
42 facilitate manipulation game control by the user's thumbs and
index fingers when the game is held with two hands in a natural and
intuitive manner.
[0028] The lower (or outer) face 28 of the main body is provided
with a battery cover 80 (FIG. 2) for accessing a rechargeable
battery pack located within the main body.
[0029] The cover body 14 also has an upper (or inner) face 82 (FIG.
1) and a lower (or outer) face 84 (FIG. 2) connected by a
peripheral edge 86. The upper face 82 incorporates a second display
screen 88 of substantially the same dimensions as screen 32. Screen
88 is also a backlit color LCD. The cover body 14 also incorporates
a pair of stereo speakers, with speaker grills 90, 92 located on
opposite sides of the screen 88. Dimples or pads 94, 96 may be
located above and laterally of screen 88. The dimples may be made
of a compressible polymer or other suitable material and serve to
dampen engagement of the inner surface 82 of the cover body 14 with
the inner surface 26 of the main body 12 when the cover body is
closed over the main body.
[0030] As already noted, the game card slot 58 is sized and adapted
to receive a conventional game card designed for the by now well
known Nintendo Gameboy Advance System.RTM.. Accordingly, the game
card per se for slot 58 does not form any part of this invention
and need not be described further.
[0031] FIG. 6 is an illustration showing an example internal
configuration of the portable game system 10. As shown in FIG. 6,
the portable game system 10 includes a CPU (central processing
unit) 223, which is an example of a computer for executing the game
program, and other components. The CPU 223 is connected to a work
RAM (working storage unit) 224, a GPU (graphic processing unit)
222, and a peripheral circuit I/F (interface) 225. The work RAM 224
is a memory for temporarily storing, for example, the game program
to be executed by the CPU 223 and calculation results of the CPU
223. The GPU 222 uses, in response to an instruction from the CPU
223, a VRAM 221 to generate a game image for display output to a
first LCD (liquid crystal display unit) 211 and a second LCD 212,
and causes the generated game image to be displayed on the first
display screen 32 of the first LCD 211 and the second display
screen 88 of the second LCD 212. The peripheral circuit I/F 225 is
a circuit for transmitting and receiving data between external
input/output units, such as the touch panel 213, the operation keys
214, the loudspeaker 215, and the wireless communication circuit
216, and the CPU 223. The touch panel 213 (including a device
driver for the touch panel) outputs coordinate data corresponding
to a position input (specified) with the stylus 71. The wireless
communication circuit 216 may be configured for wireless
communication in accordance with any of various known wireless
protocols such as Bluetooth; any type of 802.11 (Wi-Fi) protocol;
HiperLAN/1 protocol; HiperLAN/2 protocol; HomeRF protocol; etc.
Although shown as a single block, wireless communication circuit
216 is intended to encompass arrangements in which two or more
different protocols are usable or two or more different circuits
(e.g., one for short-range communications such as WiFi and another
for long-range communications using, for example, wireless
telephone protocols) are provided. Of course, the example portable
game system is not limited to wireless communication and may
alternatively or additionally include circuitry that provides a
wired communication link, e.g., to an internet access point.
[0032] To access the internet using the portable game system,
wireless communication circuit 216 may, for example, wirelessly
connect to an internet access point. Such an access point may be in
a public location (e.g., stores, malls, libraries, etc.) or may be
in a user's home (e.g., a cable modem).
[0033] The CPU 223 is electrically connected to the external memory
I/F 226, in which the cartridge 217 is inserted via slot 64. The
cartridge 217 is a storage medium for storing the game program and,
specifically, includes a program ROM 217a for storing the game
program and a backup RAM 217b for rewritably storing backup data.
The game program stored in the program ROM 217a of the cartridge
217 is loaded to the work RAM 224 and is then executed by the CPU
223. In the present embodiment, an exemplary case is described in
which the game program is supplied from an external storage medium
to the portable game system 10. However, the game program may be
stored in a non-volatile memory incorporated in advance in the
portable game system 10, or may be supplied to the portable game
system 10 via a wired or wireless communication circuit.
[0034] FIG. 7 is a block diagram of an example arrangement of the
GPU 222. The GPU 222 includes two image processing units, that is,
a three-dimensional image processing unit 231 and a two-dimensional
image processing unit 237. The three-dimensional image processing
unit 231 includes a geometry engine 241 for calculating each vertex
of a three-dimensional model based on three-dimensional model data
and a rendering engine 242 for generating a game image from the
three-dimensional model disposed on a virtual three-dimensional
game space. The two-dimensional image processing unit 237 includes
a 2D rendering engine 243 for generating a game image based on
two-dimensional image data representing characters and
two-dimensional image data representing backgrounds. More
specifically, the two-dimensional image processing unit 237
disposes a two-dimensional image representing a character on a
virtual screen called a "sprite" and a two-dimensional image
representing a background on a virtual screen called a "screen",
and then synthesizes these virtual screens to generate a game image
to be eventually displayed.
[0035] The three-dimensional image processing unit 231 is connected
to the 3D line buffer 232. The 3D line buffer 232 is a buffer
memory for temporarily retaining image data for one scanning line
of the first LCD 211 (or the second LCD 212). The image data
generated by the three-dimensional image processing unit 231 is
stored in this 3D line buffer 232 sequentially by one line.
[0036] The 3D line buffer 232 is connected to a capture circuit 233
and an LCD selector (SEL LCD) 235. The capture circuit 233
sequentially reads image data for one line stored in the 3D line
buffer 232 and then sequentially stores the read image data in the
VRAM 221, which will be described further below, thereby capturing
the game image generated by the three-dimensional image processing
unit 231.
[0037] The capture circuit 233 is connected to a VRAM selector (SEL
VRAM) 234. The VRAM 221 is provided with two VRAMs, that is, a
first VRAM 221a and a second VRAM 221b. Instead of these two first
and second VRAMs 221a and 221b, a single VRAM may be used with its
two different storage areas being used as the first VRAM 221a and
the second VRAM 221b. The VRAM selector 234 switches an output
destination of the capture circuit 233 between the first VRAM 221a
and the second VRAM 221b.
[0038] The first VRAM 221a and the second VRAM 221b are connected
to a VRAM selector (SEL VRAM) 236. The VRAM selector 236 switches a
source of data to the two-dimensional image processing unit 237
between the first VRAM 221a and the second VRAM 221b.
[0039] The two-dimensional image processing unit 237 is connected
to a 2D line buffer 238. As with the 3D line buffer 232, the 2D
line buffer 238 is a buffer memory for temporarily retaining image
data for one scanning line of the second LCD 212. The image data
generated by the two-dimensional image processing unit 237 is
stored in this 2D line buffer 238 sequentially by one line.
[0040] The 2D line buffer 238 is connected to an LCD selector 235.
The LCD selector 235 switches an output destination of the 3D line
buffer 232 between the first LCD 211 and the second LCD 212, and an
output destination of the 2D line buffer 238 between the first LCD
211 and the second LCD 212. In the present embodiment, the LCD
selector 235 performs control such that, when the output of the 3D
line buffer 232 is supplied to the first LCD 11, the output of the
2D line buffer 38 is supplied to the second LCD 212, and when the
output of the 3D line buffer 232 is supplied to the second LCD 212,
the output of the 2D line buffer 238 is supplied to the first LCD
211.
[0041] Additional information regarding portable game system 10 may
be found in application Ser. Nos. 11/111,985 filed Apr. 22, 2005
and 10/921,957, filed Aug. 20, 2004, the contents of which are
incorporated herein in their entirety.
[0042] Generally speaking, inputs used to control game play have
conventionally been provided by a user actuating devices such as a
cross-switch, a joystick, various buttons, and the like. The
provision of a game system with a touch screen such as display
screen 32 permits additional inputs that can be used to enhance the
gaming experience. For example, a user or player can draw shapes,
symbols and characters onto the touch screen 32. The application
currently being executed by the game system e.g., a game)
recognizes the input and then interprets the input for controlling
the application.
[0043] By way of example without limitation, CPU 223 is supplied
with coordinate data from touchscreen panel 213 when the stylus 71
(or a user's finger) is used to draw on the touchscreen panel. The
coordinate data may be compared with pre-stored shapes, symbols and
characters to determine the shape drawn on the touchscreen panel.
As noted, the application currently being executed by the game
interprets the determined shape, symbol or character for
controlling the application.
[0044] Example shape, symbols and characters and possible
instructions for a game include, but are not limited to: [0045]
circles (see FIG. 8A), which can be drawn to "select" and
"highlight" objects on the screen; [0046] arrows (see FIG. 8B),
which can be drawn on the screen to tell game objects (e.g.,
characters) to move in the direction of the arrow; [0047] X's (see
FIG. 8C), which can be drawn to indicate a target to hit or a
target destination to go to; [0048] lines (see FIG. 8D), which can
be drawn to create a barrier or border that an object cannot pass;
and [0049] dots (see FIG. 8I), which can be drawn to indicate where
to hit (e.g., a game character(s)).
[0050] Other more complicated shapes and symbols such as stars (See
FIG. 8E), swirls (see FIG. 8F), the infinity symbol (see FIG. 8G),
wavy lines (see FIG. 8H), dotted lines (see FIG. 8J), triangles,
question marks, hearts, etc. may be drawn and associated with
commands for the game program. Such shapes, symbols and characters
can generally be drawn without lifting the stylus from the touch
screen surface and are sufficiently distinct from each other so
that the game can recognize what has been drawn and take
appropriate actions in response thereto.
[0051] The inputting of such shapes, symbols and characters can be
implemented in a wide variety of games. For example, in a football
game, users can draw their own plays and have their teams execute
those plays. For example, prior to each play, a map of the field
may be drawn for all team users to see. One user may move players
into formation by drawing their positions on the touchscreen, and
drawing their selected movement pattern as well by drawing arrows
on the touchscreen from their formation position to their target
position. Once the ball is snapped, this information can be
displayed for each player on the team--they can see in 3D view the
arrow drawn for their target path.
[0052] These plays can be created advance and stored in memory for
selection during the game or a new play can be created during the
game to take into account a particular game situation. For example,
FIGS. 9A and 9B show two plays in which paths with arrows on the
end are drawn to move offensive players (indicated by circles).
Similar plays may be developed in which defensive players are moved
in accordance with paths drawn using the touchscreen. In other
implementations, the touchscreen may be used to develop various
offensive and defensive formations and paths may be drawn to move
the players from these initial formations. When an offensive player
chooses to use a particular formation (e.g., by selection of an
offensive formation previously specified by that user and stored in
memory or by drawing the formation on the touch screen), the game
program may be configured to recognize the formation and select
for, or suggest to, the defensive player a particular defensive
formation from among various defensive formations previously
specified by that user and stored in memory.
[0053] Obviously, touchscreen inputs like those described above may
be used to position and move players in other sports video games
including baseball, hockey, soccer, basketball, etc. Additional
inputs may be designated in accordance with the type of game. For
example, inputs for a baseball game may be used, for example, to
designate pitch location and type (e.g., straight line for fast
ball, curved line for curve ball, etc.).
[0054] The above touchscreen inputs can also be used in tactical
and military video games. For example, the touchscreen inputs may
be used to specify the movement of the soldier game character in a
field of battle. The inputs may also be used to specify the
movement of a military vehicle game object (e.g., tank) in a field
of battle.
[0055] Various tactical games may use the touchscreen to permit
users or players to plan out attacks and defenses to complete
missions. With reference to FIG. 10A, arrows can be drawn to
indicate where soldiers need to go, while circles or X's can be
used to indicate checkpoints for the soldiers to stop and await
further orders. Users can draw with different colors to indicate
movement of different teams. Mission plans can be developed before
a mission or plans can be altered or modified in real time during
the mission to take into account current game situations. In an
example implementation, the main game play would take place on
upper display screen 88, while the lower (touchscreen) 32 would
show a map that could be altered by drawing inputs.
[0056] As mentioned above, movement patterns may be processed in
accordance with both the shape and color of the drawn pattern.
Different colors may be used to input movement patterns for
different game objects. Of course, the systems and methods
described herein are not limited to processing only movement
patterns in accordance with color. Thus, for example, a first game
object may be moved when a movement pattern is drawn using a first
color and a second different game object may be moved when the same
movement pattern is drawn using a second different color. The
processing of other shapes, symbols and characters may also be
dependent on the color used to draw these shapes, symbols and
characters.
[0057] Different colors may also be used to introduce a variable
time element with respect to an associated action. For example,
drawing a shape, symbol or character in a first color may result in
an action associated with the shape, symbol or character being
carried out immediately. Drawing the same shape, symbol or
character in a second, different color may result in the action
being carried out with some delay associated with use of the second
color.
[0058] Different colors may also be used to input shapes, symbols
and characters associated with alternate game actions. For example,
a user may input a shape, symbol or character using a first color
so that a particular action takes place if a first condition
occurs. The user may also input a shape, symbol or character using
a second color so that a particular action takes place if a second
different condition occurs. By way of example without limitation, a
user may input a first shape using a first color to move certain
game objects to a particular location if an opponent attacks by
air. The user may input a second shape using a second color to move
these same game objects to some other location if the opponent
attacks by land.
[0059] With reference to FIG. 10B, an army could be controlled by
circling them and then drawing an arrow to indicate to where the
army should move. With reference to FIG. 10C, a moving army may be
stopped by simply drawing a line in front of them. With reference
to FIG. 10D, to attack an opposing army, a user may lead his/her
army into the path of his/her opponent and a melee battle will
occur. Alternatively, with reference to FIG. 10E, a user's army can
attack from afar (within some certain range) by simply drawing X's
on various members of the opponents army to initiate an attack with
projectiles. With reference to FIG. 10F, magic spells can be cast
on enemies by drawing unique shapes and symbols onto them.
Different shapes yield different results. For example, drawing a
star as in FIG. 10F may invoke or cast a Fallen Star attack onto
the enemy.
[0060] For consistency, certain drawn inputs may be recognized
across a plurality or even all games. By way of example, drawing a
question mark on the touch screen may invoke a help feature. By way
of further example, drawing a circle around an object may select
that object. By way of still further example, drawing a path with
an arrow at the end will cause a selected character to move along
that path.
[0061] FIG. 11 will be used to provide one example of how maps can
be used in a multi-user tactical game. As noted above, it is
advantageous for online gamers to be able to see a map of the
online world in which they are playing that displays the real-time
positions of teammates and opponents. As part of a chat or
communication system for online games, one user may trigger the
display of this map on all other users' screens so that he/she can
visually communicate tactical information about game play in this
world to the other users.
[0062] For example, in a squad-based military game, User 1 may want
to show his teammates, User 2 and User 3, where to position
themselves in a field of play. User 1 presses a "Tactical Map"
button in the game. This triggers the display of an overhead map on
the screens of User 1, 2, and 3 as shown in (B) of FIG. 11. All
users may then draw on this map using the touch screen 32. User 1
may, for example, show User 2 where to go by drawing an arrow from
User 2's current position (displayed on the map), to a target
position as shown in (C) of FIG. 11. This touchpad and drawing
information is communicated to the portable game systems of Users 2
and 3 and the maps on their respective screens are updated to be
same as the map on the touchscreen of User l's portable game system
as shown in (D) of FIG. 11. In an example implementation (not shown
in FIG. 11), User 2 may acknowledge receipt of the instructions to
move to the target position by drawing a checkmark on the map at
this position. This drawing would be seen by Users 1, 2, and 3.
[0063] User 2 may then propose to further move from the target
position designated by User 1 to another target position by drawing
a path with an arrow on his/her touchscreen as shown in (E) of FIG.
11. Touchscreen and drawing information is transmitted from User
2's game system to the game systems of Users 1 and 3 and their
touchscreens are updated to be the same as the map on the
touchscreen of User 2's portable game system as shown in (F) of
FIG. 11.
[0064] In other implementations, User 1 may also direct User 3 to
shoot an opponent by drawing a dotted line from User 3's position
(displayed on the map) to an opponent's position (also displayed on
the map.) Once complete, any user may press the "Exit" button on
the map, at which point, the map would disappear from all users'
screens, returning them to gameplay.
[0065] The map and/or drawn tactical data may be sent in real-time
from the video game system of the user drawing on the map (i.e.,
while the user is drawing). Users may save in the memory of the
video game system maps and/or drawn tactical data generated locally
or received from other users. This enables users to review drawings
made in the past (i.e., playback the drawing). Drawings may be
selected, for example, from a menu displayed on a display screen of
the video game system. The drawings selected from memory may be
further modified and communicated to other users.
[0066] In addition to storing the "drawing performances" on the
user's own system (e.g., it gets stored there when they view it for
the first time), it can be downloaded or streamed from a server
that caches this data.
[0067] As noted above, any user can draw on a map, not just the
user who initiated the map.
[0068] Generally speaking, the systems, methods, and techniques
described herein may be implemented in digital electronic
circuitry, computer hardware, firmware, software, or in
combinations of these elements. Apparatus embodying these
techniques may include appropriate input and output devices, a
computer processor, and a computer program product tangibly
embodied in a machine-readable storage device for execution by a
programmable processor. A process embodying these techniques may be
performed by a programmable processor executing a program of
instructions to perform desired functions by operating on input
data and generating appropriate output. The techniques may be
implemented in one or more computer programs that are executable on
a programmable system including at least one programmable processor
coupled to receive data and instructions from, and to transmit data
and instructions to, a data storage system, at least one input
device, and at least one output device. Each computer program may
be implemented in a high-level procedural or object-oriented
programming language, or in assembly or machine language if
desired; and in any case, the language may be a compiled or
interpreted language. Suitable processors include, by way of
example, both general and special purpose microprocessors.
Generally, a processor will receive instructions and data from a
read-only memory and/or a random access memory. Storage devices
suitable for tangibly embodying computer program instructions and
data include all forms of volatile and non-volatile memory,
including by way of example semiconductor memory devices, such as
Erasable Programmable Read-Only Memory (EPROM), Electrically
Erasable Programmable Read-Only Memory (EEPROM), and flash memory
devices; magnetic disks such as internal hard disks and removable
disks; magneto-optical disks; and Compact Disc Read-Only Memory
(CD-ROM). Any of the foregoing may be supplemented by, or
incorporated in, specially-designed ASICs (application-specific
integrated circuits). The computer program instructions may also be
provided as data signals embodied in a carrier wave or other
propagation medium via a communication link (e.g., a modem or
network connection).
[0069] While the system and method have been described in
connection various embodiments, it is to be understood that the
system and method are not to be limited to the disclosed
embodiment, but on the contrary, are intended to cover various
modifications and equivalent arrangements.
* * * * *