U.S. patent application number 14/307952 was filed with the patent office on 2015-11-12 for target based actionable characteristic.
The applicant listed for this patent is KING.COM LIMITED. Invention is credited to Hinrik Asgeirsson, Mihai Alin Dindareanu, Sebastian Knutsson.
Application Number | 20150321088 14/307952 |
Document ID | / |
Family ID | 53199948 |
Filed Date | 2015-11-12 |
United States Patent
Application |
20150321088 |
Kind Code |
A1 |
Knutsson; Sebastian ; et
al. |
November 12, 2015 |
TARGET BASED ACTIONABLE CHARACTERISTIC
Abstract
A computer implemented method of providing a game is provided.
The method comprises the following implemented by at least one
processor and at least one memory of a device: retrieving from at
least one memory information associated with a plurality of game
objects and one or more characteristics of said games objects and
causing said game objects with said one or more characteristics to
be displayed on a display in an arrangement, executing at least one
algorithm which: responsive to a detected user input providing a
selection of two or more of the game objects, generating a first
actionable characteristic associated with at least one un-selected
game object; wherein generating the first actionable characteristic
comprises: determining a first action associated with the first
actionable characteristic in dependence on a determined target of
the game.
Inventors: |
Knutsson; Sebastian;
(Stockholm, SE) ; Dindareanu; Mihai Alin;
(Bucharest, RO) ; Asgeirsson; Hinrik; (Bucharest,
RO) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
KING.COM LIMITED |
St. Julians |
|
MT |
|
|
Family ID: |
53199948 |
Appl. No.: |
14/307952 |
Filed: |
June 18, 2014 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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14270717 |
May 6, 2014 |
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14307952 |
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14270724 |
May 6, 2014 |
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14270717 |
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Current U.S.
Class: |
463/31 |
Current CPC
Class: |
G06F 3/0486 20130101;
A63F 13/426 20140902; A63F 13/42 20140902; A63F 13/2145 20140902;
G06F 3/0488 20130101; G06F 3/04883 20130101; A63F 3/0421
20130101 |
International
Class: |
A63F 13/2145 20060101
A63F013/2145 |
Claims
1. A computer implemented method of providing a game, the method
comprising the following implemented by at least one processor and
at least one memory of a device: retrieving from at least one
memory information associated with a plurality of game objects and
one or more characteristics of said games objects and causing said
game objects with said one or more characteristics to be displayed
on a display in an arrangement, executing at least one algorithm
which: responsive to a detected user input providing a selection of
two or more of the game objects, generating a first actionable
characteristic associated with at least one un-selected game
object; wherein generating the first actionable characteristic
comprises: determining a first action associated with the first
actionable characteristic in dependence on a determined target of
the game.
2. The method of claim 1 further comprising determining the target
of the game.
3. The method of claim 2 wherein the target of the game is
determined at the start of a game session and the first action is
selected for the first actionable characteristic.
4. The method of claim 3 wherein determining the first action
associated with the first actionable characteristic comprises
determining the first action to be the selected action.
5. The method of claim 1 wherein the generating the first
actionable characteristic further comprises determining the target
of the game.
6. The method of claim 1 further comprising: responsive to a
subsequent detected user input providing a selection of two or more
of the game objects, one of said selected game objects being
associated with the first actionable characteristic, performing the
first action associated with the first actionable game
characteristic.
7. The method of claim 6 further comprising: updating the first
actionable characteristic in response to the performed first
action.
8. The method of claim 7 wherein updating comprises at least one
of: updating a position of the first actionable characteristic; and
removing the first actionable characteristic.
9. The method of claim 6 wherein the target of the game comprises:
removing at least one second actionable characteristic wherein the
second actionable characteristic is removed after a second action
associated with the second actionable characteristic is performed a
set number of time; and performing the first action comprises:
reducing the set number of times that the second action associated
with the second actionable characteristic is to be performed before
the second actionable characteristic is removed.
10. The method of claim 9 wherein the second action characteristic
changes the colour of a game object associated with the second
action characteristic when the second action is carried out.
11. The method of claim 9 wherein the second action is carried out
when the game object associated with the second action
characteristic is selected.
12. The method of claim 9 wherein the second actionable
characteristic makes a game object un-selectable and the second
action is to increase a counter.
13. The method of claim 12 wherein counter is increased whenever
the second action is carried out until the counter equals the set
number of times and the second actionable characteristic is
removed.
14. The method of claim 13 wherein the second action is carried out
when a game object adjacent to the game object associated with the
second actionable characteristic is selected.
15. The method of claim 6 wherein the target of the game comprises:
achieving a threshold score; and performing the first action
comprises: multiplying a score resulting from the selection of the
game object associated with the first actionable
characteristic.
16. The method of claim 6 wherein the target of the game comprises:
moving a non-selectable game object to a predetermined location,
the non-selectable game object being moved in dependence on the
selected two or more game objects; and performing the first action
comprises: determining a game object between the non-selectable
game object and predetermined position; and removing the determined
game object.
17. The method of claim 1 wherein game objects comprise lettered
tiled and are removed when they are validly selected.
18. The method of claim 17 wherein game objects are validly
selected when two or more game objects are selected forming a
word.
19. The method of claim 18 wherein the non-selected game objects
move in place of the removed game objects.
20. A device comprising at least one processor and at least one
memory in connection with said at least one processor, the at least
one memory storing information associated with a plurality of first
objects and one or more characteristics of said first objects, the
at least one processor configured to: retrieve from at least one
memory information associated with a plurality of game objects and
one or more characteristics of said games objects and causing said
game objects with said one or more characteristics to be displayed
on a display in an arrangement, and to execute at least one
algorithm which: responsive to a detected user input providing a
selection of two or more of the game objects, generate a first
actionable characteristic associated with at least one un-selected
game object; wherein the actionable characteristic is generated by:
determining a first action associated with the first actionable
characteristic in dependence on the determined target.
21. A computer readable storage device storing instructions that,
when processed by at least one processor of a device, causes said
processor to: retrieve from at least one memory information
associated with a plurality of game objects and one or more
characteristics of said games objects and causing said game objects
with said one or more characteristics to be displayed on a display
in an arrangement, and to execute at least one algorithm which:
responsive to a detected user input providing a selection of two or
more of the game objects, generates a first actionable
characteristic associated with at least one un-selected game
object; wherein the first actionable characteristic is generated
by: determining a target of the game; and determining a first
action associated with the actionable characteristic in dependence
on the determined target.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation of U.S. application Ser.
No. 14/270,717, filed May 6, 2014, and U.S. application Ser. No.
14/270,724, filed May 6, 2014, the entire contents of each of which
is fully incorporated herein by reference.
FIELD OF THE INVENTION
[0002] Some embodiments may relate to controlling a user interface
responsive to user engagement with displayed game objects on the
interface of a computer device.
BACKGROUND OF THE INVENTION
[0003] There are many technical challenges and technical
considerations facing the designer of computer games executed on
user or computer devices having a user interface when considering
user engagement. Engagement involves designing gameplay to be
engaging and rewarding to players. This typically requires games to
be easily understood at their simplest or introductory levels,
control inputs should provide rewarding gameplay with simple to
complex game mechanics, which may become progressively more
challenging so that players are not frustrated or bored, but remain
engaged to develop rewarding skills.
[0004] Effective engagement may also require various forms of
feedback to reinforce the user or player sense of success and
accomplishment, especially when the user or player appears to be
struggling or "stuck" at a certain level, part of a level, quest or
saga in a game. So called "Boosters" are one example of aid that
may be provided to such users.
[0005] The above may, but not exclusively, apply to "casual games"
played on portable or mobile platforms with differing and in some
cases limited computing, display and input resources.
SUMMARY OF THE INVENTION
[0006] According to a first aspect, there is provided a computer
implemented method of providing a game, the method comprising the
following implemented by at least one processor and at least one
memory of a device: retrieving from at least one memory information
associated with a plurality of game objects and one or more
characteristics of said games objects and causing said game objects
with said one or more characteristics to be displayed on a display
in an arrangement, executing at least one algorithm which:
responsive to a detected user input providing a selection of two or
more of the game objects, generating a first actionable
characteristic associated with at least one un-selected game
object; wherein generating the first actionable characteristic
comprises: determining a first action associated with the first
actionable characteristic in dependence on a determined target of
the game.
[0007] The method may further comprise determining the target of
the game. The target of the game may be determined at the start of
a game session and the first action is selected for the first
actionable characteristic. Determining the first action associated
with the first actionable characteristic may comprise determining
the first action to be the selected action. Generating the first
actionable characteristic may further comprise determining the
target of the game.
[0008] The method may further comprise: responsive to a subsequent
detected user input providing a selection of two or more of the
game objects, one of said selected game objects being associated
with the first actionable characteristic, performing the first
action associated with the first actionable game characteristic.
The method may further comprise: updating the first actionable
characteristic in response to the performed first action. Updating
may comprise at least one of: updating a position of the first
actionable characteristic; and removing the first actionable
characteristic.
[0009] The target of the game may comprise: removing at least one
second actionable characteristic wherein the second actionable
characteristic is removed after a second action associated with the
second actionable characteristic is performed a set number of time;
and performing the first action may comprise: reducing the set
number of times that the second action associated with the second
actionable characteristic is to be performed before the second
actionable characteristic is removed.
[0010] The second action characteristic may change the colour of a
game object associated with the second action characteristic when
the second action is carried out. The second action may be carried
out when the game object associated with the second action
characteristic is selected.
[0011] The second actionable characteristic may make a game object
un-selectable and the second action is to increase a counter. The
counter may be increased whenever the second action is carried out
until the counter equals the set number of times and the second
actionable characteristic is removed. The second action may be
carried out when a game object adjacent to the game object
associated with the second actionable characteristic is
selected.
[0012] The target of the game may comprise: achieving a threshold
score; and performing the first action may comprise: multiplying a
score resulting from the selection of the game object associated
with the first actionable characteristic.
[0013] The target of the game may comprise: moving a non-selectable
game object to a predetermined location, the non-selectable game
object being moved in dependence on the selected two or more game
objects; and performing the first action may comprise: determining
a game object between the non-selectable game object and
predetermined position; and removing the determined game
object.
[0014] Game objects may comprise lettered tiled and may be removed
when they are validly selected. Game objects may be validly
selected when two or more game objects are selected forming a word.
Non-selected game objects may move in place of the removed game
objects.
[0015] According to a second aspect, there is provided a device
comprising at least one processor and at least one memory in
connection with said at least one processor, the at least one
memory storing information associated with a plurality of first
objects and one or more characteristics of said first objects, the
at least one processor configured to: retrieve from at least one
memory information associated with a plurality of game objects and
one or more characteristics of said games objects and causing said
game objects with said one or more characteristics to be displayed
on a display in an arrangement, and to execute at least one
algorithm which: responsive to a detected user input providing a
selection of two or more of the game objects, generate a first
actionable characteristic associated with at least one un-selected
game object; wherein the actionable characteristic is generated by:
determining a first action associated with the first actionable
characteristic in dependence on the determined target.
[0016] According to a third aspect, there is provided a computer
readable storage device storing instructions that, when processed
by at least one processor of a device, causes said processor to:
retrieve from at least one memory information associated with a
plurality of game objects and one or more characteristics of said
games objects and causing said game objects with said one or more
characteristics to be displayed on a display in an arrangement, and
to execute at least one algorithm which: responsive to a detected
user input providing a selection of two or more of the game
objects, generates a first actionable characteristic associated
with at least one un-selected game object; wherein the first
actionable characteristic is generated by: determining a target of
the game; and determining a first action associated with the
actionable characteristic in dependence on the determined
target.
BRIEF DESCRIPTION OF DRAWINGS
[0017] To understand some embodiments, reference will now be made
by way of example only to the accompanying drawings, in which:
[0018] FIG. 1 shows an example embodiment of a game board;
[0019] FIG. 2 shows an example user device in which some
embodiments may be provided;
[0020] FIG. 3 shows an example system in which some embodiments may
be provided;
[0021] FIG. 4 depicts a game board according to some
embodiments;
[0022] FIGS. 5, 6 and 7 are flow diagrams depicting the method
steps associated with the generation and execution of action
characteristics; and
[0023] FIG. 8 is a conceptual diagram of the functions carried out
in accordance with the method steps of FIGS. 5 to 7.
DETAILED DESCRIPTION OF THE INVENTION
[0024] The techniques described herein may be implemented in for
instance a computer implemented tile based word game such as
"Alphabetty.TM." of the applicant, which involves selecting game
objects in the form of letter tiles to make words to score points
against either a target or another player in a tournament or other
multiplayer environment. Other examples include match-3 type games
such as Candy Crush saga where a player ascends through a map of
levels ("saga") to achieve objectives of the saga or quest game. It
should be appreciated that other embodiments may be used with other
games having a game board or the like.
[0025] FIG. 1 shows an example game board of a letter tile based
computer implemented game according to an embodiment.
[0026] The game board 100 or playable area 100 is displayed upon
which are disposed game objects 110. The game objects 110 in this
embodiment comprise letter tiles which may have varying
characteristics. The characteristics may be one or more of colour,
shape, and/or different scores 110a per object or tile 110. In this
embodiment, the objects 110 are square letter tiles arranged in a
rectangular grid like fashion, although in other embodiments other
game board configurations and other game object shapes or tiles may
be utilized.
[0027] In some embodiments, the game may be implemented so that a
level or a game session is completed when a certain target is
reached by the user.
[0028] The target may comprise achieving a certain score by
selecting tiles 110 to make words, each word scoring a total score
at least in part in dependence on each of the individual tile
scores 110a selected. The game can in some embodiments end if the
player or user runs out of time 150b or moves 120b before managing
to reach a designated target (not shown). In other examples, the
target may correspond to moving the game objects in such a way that
a non-selectable game object is moved to the bottom row of the game
board. In other examples, the target may correspond to changing an
actionable characteristic of a tile by selecting it to make a word,
for example changing the colour or a brightness of a tile.
[0029] The game board 100 may have a number of game objects 110
having different characteristics 110a aligned in rows and columns,
such as a 7.times.8 grid as shown in FIG. 1. Other grid sizes may
be suitable. In such an embodiment the game objects on the game
board have three, five or eight nearest or adjacent neighbouring
game object tiles.
[0030] Other game board layouts or configurations may be provided.
For example, triangular, pyramidal, hexagonal, octagonal or other
layouts comprising position spaces or tiles within the game board
100 may be provided for display.
[0031] The game board 100 may be accompanied by a region 120
indicating a current score 120a and a number of moves remaining
120b as shown in the Figure.
[0032] There may also be provided control or optional actionable
items 130, 140, here shown as a shuffle control 130, and a game
reset or off control 140a, music 140b and sound or volume control
140c.
[0033] The game board 100 may in some embodiments be accompanied by
a region (not shown) indicating a timer or countdown, a number of
lives remaining to the player and/or a level or game session
identifier.
[0034] The game board 100 shows a region 160 in which a word may be
formed. For example, region 160 indicates the word G-E-E-S-E being
selected by individual selection of the game objects tiles 110,
forming the word "geese" scoring a total of six points. The forming
of the word "geese" here involves diagonal, horizontal and vertical
movement or selection via touch input.
[0035] Game board 100 of FIG. 1 also shows an example region 170
wherein the word "RAIL" is spelt. As can be seen, to create this
word scoring five points, requires diagonal selection of
neighbouring object tiles 100, as shown by arrow 180 indicated in
FIG. 1.
[0036] A schematic view of a user or computing device 200 according
to an embodiment is shown in FIG. 2. All of the blocks shown are
implemented by suitable circuitry. The blocks may be implemented in
hardware and/or software. The user device may have a control part
210. The control part 210 has one or more processors 215 and one or
more memories 220. The control part 210 is also shown as having a
graphics controller 225 and a sound controller 230. It should be
appreciated that one or other or both of the graphics controller
225 and sound controller 230 may be provided by the one or more
processors 215.
[0037] The graphics controller 225 is configured to provide a video
output 235. The sound controller 230 is configured to provide an
audio output 240. The controller 210 has an interface 245 allowing
the device to be able to communicate with a network 250 such as the
Internet or other communication infrastructure.
[0038] The video output 235 is provided to a display 255. The audio
output 240 is provided to an audio device 260 such as a speaker
and/or earphone(s).
[0039] The device 200 has an input device 265. The input device 265
can take any suitable format and can be one or more of a keyboard,
mouse, touch screen, joystick or game controller. It should be
appreciated that the display 255 may in some embodiments also
provide the input device 265 by way of an integrated touch screen
for example.
[0040] The blocks of the controller 210 are configured to
communicate with each other via an interconnect such as a bus or
any other suitable interconnect and/or by point to point
communication.
[0041] It should be appreciated that in some embodiments, the
controller 210 may be implemented by one or more integrated
circuits, at least in part.
[0042] The user device 200 is shown by way of example only. In
alternative embodiments, one or more of the parts may be omitted.
Alternatively or additionally, some embodiments may comprise one or
more other parts. Alternatively or additionally, one or more parts
may be combined.
[0043] FIG. 3 schematically shows a system 300 in some embodiments.
The system 300 comprises a server 320 which may store databases of
game players' details, profiles, high scores and so on. In
practice, one or more databases may be provided. Where more than
one server is provided, the database(s) may be provided in one
database or across two or more servers 320. The server 320 may also
have a games data function. This may comprise a memory to store the
computer game program and a processor to run the games program.
[0044] The server may communicate via for instance the internet 310
with one or more user devices 305 and may further provide
connections to a social network 330 such as Facebook.TM..
[0045] It should be appreciated that embodiments may be deployed in
different system architectures. For example, the computer game may
be implemented as a computer game that is stored in the memory 220
of the user device 200 and is run on the processor 215 of the user
device 200. However, the server 320 may handle some elements of the
game in some embodiments. By way of example only, a Java game
applet may be provided to the user device 200 and the locally
running Java applet will generate, for example, the graphics,
sounds, and user interaction for the game play on the user device
200. Some data may be fed back to the server 320 to allow
interaction with other user devices 305. The data which is fed back
may also allow scoring and/or cross platform synchronization.
[0046] In some embodiments, the game may be implemented as a
computer program that is stored in a memory of the system, for
example the server 320, and which runs on a processor of the game
server. Data streams or updates are supplied to the user device 200
to allow the user device 200 to render and display graphics and
sounds in a browser of the user device 200. Such an approach is
sometimes referred to as a web services approach. It should be
appreciated, however, that such an approach does not necessarily
require the use of the Internet.
[0047] In the foregoing, game objects, for example lettered tiles,
have been described as being associated with or having
characteristics such as colour, shape or a score associated with
the game object. Some game objects may be associated with a further
or actionable characteristic which associates an action with the
game object. Such action characteristics (or characteristics
associated with an action to be carried out when the game object is
selected or used to form a word) may be boosters which aid the
player of the game in some manner or in some cases hinder the
progression of the game.
[0048] One example of an action characteristic may be a score
booster. When associated with a game object, a score booster will
increase the score when the game object is selected. Another
example of an action characteristic game object is a line blaster
which may for example remove one or more lines of game objects when
selected.
[0049] It will be appreciated that a game object having an action
characteristic or booster may be selected by a user carrying out an
action, for example selecting that game object to form a word with
adjacent game objects.
[0050] A booster may be associated with a game object in response
to an action carried out on the game board. For example if a word
of 4 letters is created, a first type of booster (actionable
characteristic) may be associated with a game object and if a word
of five letters is created, a second booster may be associated with
a game object.
[0051] Usually the action carried out by the action characteristic
is fixed and the action characteristic to be associated with a game
object is determined by the action carried out on the game board
(for example the length of a word that is selected). In a first
embodiment of the present disclosure, an action characteristic may
be determined based on the action carried out to create the
characteristic as well as a target of the game session or
level.
[0052] In another embodiment, a characteristic associated with a
game object may be dependent on a characteristic of the level or
game session being played. For example a characteristic may be
associated with a game object for a specific move of a game
session. For example the characteristic may be associated with the
game object for the player's 5th move in the game session.
[0053] FIG. 4A shows an example game board 100 having a game object
with an action characteristic of a first embodiment, comprising
game objects 110. It will be appreciated that some components of
FIG. 4 may be similar to FIG. 1 and like reference numerals depict
like.
[0054] The Figure also shows an example of other game objects 410.
Other game objects 410, depicted in the Figure as a letter tiles
"A" and "T" in the Figure, have a first action characteristic in
the form of a booster depicted as a crown 480. The game objects
having the characteristic represented by the crown 480 may reward a
user should one of the game objects 400 and 410 be included in a
selection making a word.
[0055] In one example, the first action characteristic 480 may be
associated with a game object by the processor 213 in response to a
user action, such as a selection of a word of a certain length. For
example, a continuous selection of four or other number of game
objects or tiles may cause said processor 213 to select at least
one other game object 410 not forming part of the current selection
for allocation of the first action characteristic 480. Hence in
this example the selection of four objects 110 may be rewarded with
the allocation of a the first action characteristic such as a bonus
indicator 480 to another game object 410, with the future selection
of that other game object 410 providing the reward. The at least
one other game object 410 may be selected randomly in some
variations.
[0056] The first action characteristic 480 may be generated in
response to the user action and may also be dependent on a target
of the game session or level. In particular, the reward (or action
caused by the characteristic 480 when the game objection 410 is
selected) may be determined by the target of the game session or
level.
[0057] A game session or level may be associated with a particular
target to be achieved for a game session or level to be completed
and for example a next level or session to be unlocked. For example
the level may be associated in the memory with a minimum score to
be achieved and a score tracking algorithm may indicate that a
level is complete when the minimum score has been reached. In other
examples, the user may have to select tiles to move an
un-selectable game object to a certain position on the game
board.
[0058] This example is shown in FIG. 4A where an un-selectable game
object (an object which may not be selected by a user input device)
is shown at 40 in the form of a "cheese". A user may select game
objects to form words which are then removed from the game board
and the remaining game object may move downwards to refill the game
board. In this manner the un-selectable game object 40 may be moved
to the bottom of the game board 42 where it may be removed from the
board.
[0059] FIG. 4A shows an example of a second actionable
characteristic. In this case, a line blaster 190 associated with
the game object providing the letter. This actionable
characteristic may be generated for example in response to a
selected word comprising five or more letters. The number of
letters in the word may determine the number of directions in which
the line blaster may blast. For example a five letter word may
blast in one direction (for example vertically or horizontally in
the same row or column of the game object), a six letter word in
two directions (for example vertically and horizontally in the same
row and column of the game object) and a seven letter word in 4
directions (horizontally, vertically and on both diagonals). The
line blaster 490 is shown as having two directions. When selected
as part of a valid word, the line blaster may remove the
corresponding lines of game objects. It will be appreciated that
the second action characteristic may be associated with a tile and
as the tile moves, the second action characteristic is moved also
and associated with the new position of the tile.
[0060] FIG. 4B shows a third kind of actionable characteristic at
491 and at 492. The action of this characteristic may cause a game
object to change colour or shade. The actionable characteristic may
be associated with more than one colour. For example on a first
selection of a game object associated with the actionable
characteristic, the actionable characteristic may change colour.
The game object 491 is shown as associated with the actionable
characteristic of a first colour. On a second selection of a game
object associated with the third actionable characteristic, the
third actionable characteristic may change colour again. For
example game object 492 is shown as associated with a third action
characteristic having a second colour. It will be appreciated that
in some examples, a game object associated with the third action
characteristic has to be selected more than once for the actionable
characteristic to be removed from the game object with the game
object associated with the action characteristic changing colour
each time. The third action characteristic may for example be fixed
to a position on the game board. When the game objects move, the
third action characteristic may be associated with the new game
object at the fixed position with which the third characteristic is
associated. It will be appreciated that in one example, updating
the action characteristic to remove colour from the game object may
be a target of the game. It should be appreciated that colour or
shade has been given as an example of a graphical representation of
the game object. However, it should be appreciated that the object
having to be selected n times to be removed, with each selection
changing the appearance of the tile may be represented in any other
suitable way.
[0061] A fourth type of action characteristic is shown at 493. This
action characteristic when associated with a game object, may
prevent the game object from being selected. In this example the
fourth action characteristic my hinder play rather than provide a
reward. In some embodiments, the game objects adjacent to the game
object associated with the fourth action characteristic must be
selected to remove the fourth action characteristic 493. It will be
appreciated that adjacent game objects may be selected multiple
times in order to remove the fourth action characteristic 493 in
some examples. In another example, the fourth action characteristic
may be a temporary blocker and may be associated with a new game
object and position on the game board after each selection of game
objects by a user. In an example, the fourth action characteristic
493 may take the form for example of a mousetrap that moves with
each selection by the user.
[0062] It will be appreciated that while four types of action
characteristics have been described, this is by way of example only
and other or additional action characteristics may be used. In some
embodiments, one or more of the action characteristics may be
omitted.
[0063] It will be appreciated that some action characteristics may
be generated by the selection of a number of game objects. For
example, a selection of four or more game objects 110 may be
rewarded with the allocation of a new action characteristic such as
a bonus indicator to another game object 400, 410, with the future
selection of that other game object 400,410 providing the
reward.
[0064] The new characteristic may comprise one or more of a
variable indicating a portion of a target, or a booster.
[0065] The new characteristics may comprise boosters which may
apply double or triple scores, or stars and/or other boosters to
the allocated tile 400, 410.
[0066] The booster may comprise, for example, a line blaster such
that subsequent inclusion of the at least one other game object
400, 410 in a selection comprising a word also eliminates game
object tiles 110 in a row, column or both occupied by said at least
one other game object.
[0067] In an embodiment, the allocation of said new action
characteristic may comprise a graphical representation such as for
example a star or horizontal or vertical or both indicators on the
at least one other object 400, 410 to indicate the new action
characteristic to the user or player on said user interface.
[0068] Hence in a tile based word game, the determination of a
selection of words comprising four or more tiles 110 may be
rewarded by subsequently selecting at least one other game object
400, 410 imbued with the new action characteristic activated by
selection of the at least one other game object 400, 410 in a
subsequent or future word selection.
[0069] In an embodiment, the at least one memory 265, 320 may store
characteristics of the game objects 110, and may further store said
action characteristics for allocation to other game objects 400,
410. The action characteristics may for example be associated with
an action and a position. The position may be a fixed position on
the board or a position that is dependent on a tile with which the
action characteristic is associated. The action characteristic may
further be associated with a game object.
[0070] The generation and updating of action characteristics will
now be discussed with reference to FIGS. 5, 6 and 7. It will be
appreciated that in the following boosters refer to actionable
characteristics and tiles refer to game objects.
[0071] FIG. 5 is a flow diagram depicting the method steps
associated with a user making a move in a game in accordance with
an embodiment, it will be appreciated that the method steps may
correspond to steps of an algorithm carried out by a processor and
a memory in some examples.
[0072] At step 501 of FIG. 5, the algorithm may determine whether a
detected user input provides a valid combination of game objects.
For example, it is determined whether a user has selected a valid
word and all the game objects forming that word are selectable. For
example, one of the game objects may be associated with a fourth
action characteristic and may not be selectable. In which case, at
step 501, it is determined that there is no valid input. In some
examples the input may be determined to be valid if all the
selected game objects are selectable (for example none are
associated with a fourth action characteristic preventing
selection) and the game objects are selected in an order which
corresponds to a word. For example one or more dictionaries may be
available in memory to determine whether a word is valid.
[0073] If the input is valid, the algorithm may proceed to step 502
where actions to be carried out may be determined along with an
order in which actions are to be carried. The algorithm may inspect
the selected game objects to determine if they are associated with
any boosters. The algorithm may then determine any actions
associated with the boosters that are to be carried out. The
actions may for example be associated with a weighting or priority
which may indicate in which order actions are to be carried out.
The selection of a word may also be associated with an action, for
example remove those selected game objects from the game board. In
some cases, the game objects are removed before actions associated
with boosters are carried out, however it will be appreciated that
this may be in any order.
[0074] At step 503, actions are carried out and the game objects
and boosters are updated. For example some game objects may be
removed and a data structure storing the game objects and
associated characteristics may be updated. The position
characteristic associated with each game object may also be
updated. The data structure associated with the boosters may be
updated to reflect that an action associated with a booster has
been carried out. Additionally an action associated with a booster
may be updated. For example the second action characteristics may
be updated to change the game object colour to a second colour.
[0075] After the game objects and the action characteristics have
been updated, a graphics engine of the device executing the game
may render and display the updated game objects and action
characteristics.
[0076] FIG. 6 shows an example of the generation of a new booster.
It will be appreciated that at step 502, it may be determined that
a new booster is to be generated and associated with a game object.
In that case, at step 503, a new booster is generated.
[0077] At step 601, the type of booster to be generated is
determined. This determination may be based on an indication from
step 502. A data structure for the booster may be created. This
data structure may be based on a template structure for the type of
booster. For example including characteristics determining the
graphical representation of the booster looks like as well as
actions associated with the booster.
[0078] At step 603, a position of the booster is determined. In
some cases this may be based on the selected user input. The
booster position may be determined by the position of a game
object, for example the last game object in the user selection. The
booster position may be associated with a position of the game
board and may for example remain stationery instead of moving with
a game object. The booster position will be determined by the
requirements of the booster type. These requirements may be
associated with the data structure template.
[0079] At step 604, an action of the booster may be determined. For
example, an action carried out when the booster is selected. The
action in some example may be based on the template. In other
examples the action may be determined on the target of the game,
for example in the case of the generated of a first action
characteristic.
[0080] At step 605, the data structure is completed and the booster
is associated with a game object. This may for example be by
providing an indication of a booster in a game object data
structure.
[0081] The creation of a first action characteristic may now be
described. The first action characteristic may be generated in
response to a number of game objects being validly selected. For
example, four game objects used to form a word. The first action
characteristic or first booster may have a data structure
comprising characteristics for the display of the first booster. In
the example of FIG. 4, the first booster is displayed as a
crown.
[0082] Thus for the first booster, at step 601 it is determined
that a crown is to be generated. At step 602 a data structure for
the crown is created, for example by using a template data
structure. In this example, the position of the crown is a randomly
selected game object. At step 603 a game object on the game board
is randomly selected and the position of the crown in the crown
data structure is associated with the position of the randomly
determined game object. It will be appreciated that the position of
the crown may be selected based on different requirements. For
example an algorithm may determine where to place the crown rather
than a random selection.
[0083] At step 604 an action to be associated with the crown is
determined. The action carried out by the crown may be dependent on
a target of a level. For example if the target is to earn a target
number of point, the action associated with the crown will be to
provide bonus points. If the target is to move a non-selectable
game object (such as the cheese 40 in FIG. 4) to a predetermined
position on the game board, then the action associated with the
crown will be to select one or more a game object(s) between the
non-selectable game object and target to be removed. If the target
is to change the colour of game objects associated with the third
action characteristic, then the action associated with the crown is
to cause one of the game objects associated with the third action
characteristic to change colour.
[0084] At step 604 an action associated with the action
characteristic is determined in response to a type of action
characteristic and a target for the game level or session. In some
embodiments, the determination of the action will take place on
each generated crown booster. In other embodiment, at the start of
a level or game, the target of the game will be determined and a
template data structure for the crown action characteristic will be
provided with the action to be carried out.
[0085] At step 605, the data structure is completed and the action
characteristic is associated with a game object.
[0086] FIG. 7 shows the method steps associated with determining
and carrying out a booster action. It will be appreciated that FIG.
7 corresponds to steps 502 and 503 specifically for booster
actions.
[0087] At step 701, a booster may be identified from a selected
game object. It will be appreciated that the booster need not be
associated with a selected game object but in some cases may be
associated with game objects adjacent or near by the selected game
object. It will also be appreciated that some action
characteristics, for example the mousetrap fourth action
characteristic may have an action carried out after every
selection. For example, the mousetrap may move to a new position on
the game board after each selection regardless of which game
objects were selected.
[0088] An action associated with the booster may be identified from
the booster data structure once the booster is identified.
[0089] At step 702, the identified action may be carried out. It
will be appreciated that the action may be carried out in an order
specified by the game algorithm.
[0090] At step 703, the booster data structure may be updated, for
example the data structure may be removed or updated to reflect
that an action has been carried out.
[0091] In the case of the first action characteristic (the crown)
the action determined in the generation of the crown is carried out
and the crown may be updated to be removed. For example to remove
the association of that crown with a game object or for example to
remove the crown data structure.
[0092] In the example of the second action characteristic (line
blaster), the line identified in the action may be removed and the
data structure of the line blaster may be updated by removing its
association with a game object. In the example of the third action
characteristic (colour change), a colour of a game object may be
changed. This may for example be achieved by changing the colour
characteristic of the game object. The colour characteristic may be
stored in the data structure of the third action characteristic and
a game object associated with the third action characteristic will
be displayed with a different colour. The colour change booster may
be updated to provide a different colour on first selection and
then removed on second selection. The position of the colour change
booster may for example remain fixed and thus and association with
a new game object that has moved to that position of the board is
to be updated.
[0093] In the example of the fourth boosters, when the fourth
booster moved (mousetrap) the action 702 may comprise determining a
new position for the booster and the updating 703 may comprise
updating the data structure with the new position and associating
the mousetrap with a game object at that position. In the case
where the fourth action characteristic does not move, the action
carried out may be to remove the blocker and the blocker data
structure may be updated to be removed. It will be appreciated that
in some examples, the blocker may lock a game object to the blocker
position which will be taken into account by the tile updater.
Additionally in some examples, an action associated with a blocker
may be carried out two or more times before the blocker is removed.
In this case, the action is to determine that a counter associated
with how many remaining times the blocker action is to be carried
out before being removed is decreased. The blocker data structure
is updated to reflect this decrease.
[0094] FIG. 8 shows an example of the functional blocks associated
with the method of claims 5 to 7. Some or all of the functional
blocks may be provided by a game engine in some embodiments.
[0095] FIG. 8 shows the game algorithm 801. The game algorithm may
be carried out by a processor with access to one or more memories
and may be provided by computer implementable code. The game
algorithm may carry out any of the method steps of FIGS. 5 to 7.
The game algorithm 801 may have access to a user input 802 which
may be user data from a user input device providing information
about a user selection of game objections. The game algorithm 801
may have access to a game object information and booster
information 805 to determine which game objects and boosters have
been selected as well as to a dictionary 804 to determine if the
selected game objects form a valid word. The game algorithm may
have access to other game information such as level information 803
which may comprise information relating to a goal or a target of a
game, level or session.
[0096] The game algorithm, may determine the actions to be carried
out as well as carry out the actions and update game object
information and game booster information at 805. The updated game
objects and booster information may be rendered for display by a
display generation unit 807. This may for example include a
separate graphics processor 225 and/or card in some embodiments.
The game object information and booster information may comprise
reference to graphic characteristics, for example such as colour,
position, size etc. The information for rendering these
characteristics may be stores in attribute information 806. This
may allow the data structure for the game objects and action
characteristic information to be smaller. The display generation
807 may generate display data for a display device based on the
game object and action characteristic information 805 in
conjunction with the attribute information 806. The display
generation 807 may be in communication with the game algorithm
which may instruct the display generation unit 807 when to update
the display.
[0097] The operation of the device of FIG. 8 will now be described
in relation to the generation and the execution of the first action
characteristic. It will be appreciated that while the components of
FIG. 8 are shown on a same device, in some examples the components
may be split between a user device and server.
[0098] In response to a user making a selection of game objects on
a game board 400, the user input information is provided by the
user input unit 802 to the game algorithm 801. The user input
information may include an indication of which game objects are
selected or a position of the game objects selected and an order in
which the game objects are selected. The game algorithm 801 may
access the game object information to determine if the selected
game objects are selectable, for example if any of the game objects
are associated with an action characteristic of the fourth type.
The game algorithm 801 may determine the letters with which the
game objects are associated and the order in which they were
selected, forming a word. The game algorithm 801 may use this
selected word to search for a match in the dictionary 804. If there
is a match, the user input is valid.
[0099] The game algorithm 801 may determine the actions to be taken
out in response to the valid input. For example, the game object
may determine that the selected game objects are to be removed from
the game board and the remaining game objects to be moved to fill
the position of the removed game objects. The game algorithm may
also select new game objects to be added to the game board. The
game algorithm 801 may determine, for example based on the number
of letters in the word selected, if any boosters are to be
generated. The game algorithm may also determine if any actions are
to take place based on existing boosters on the game board. For
example, the game algorithm may determine for each booster in the
action characteristic information 805, whether the requirements for
that boosters associated action to be carried out are met. For
example for some boosters the requirement is that a game object
associated with the booster is selected, for other objects adjacent
or nearby game objects are selected and for the requirement for
some boosters is that the action is carried out after each
selection.
[0100] The game algorithm 801 may also determine an order in which
the actions are to be taken out. The game algorithm 801 may then
carry out the actions by reference to the action information in the
game object and action characteristic information 805 and update
the information 805 accordingly. The game algorithm 801 may then
indicate that the game board for the next turn can be rendered and
the display generation 807 may provide the display.
[0101] Action characteristics may have a fixed action associated
with them that is independent of the game being played. For example
a word two direction line blaster will blast in two directions, a
one direction line blaster in one direction and a blocker will
block regardless of the game level or session. However, the action
associated with the first action characteristic is determined by
the target or goal of a game session or level being played. In the
generation of a first action characteristic, the game algorithm
determines the target of the game and determines an action
associated with the first game characteristic based on this. It
will be appreciated that if, in the example of FIG. 8, the user
input selection triggers the generation of a first game
characteristic, the game algorithm may access information relating
to a target of the game and then determine the action to be
associated with the first game characteristic in dependence on the
target.
[0102] The below table gives an example of some action
characteristics and the actions associated with the action
characteristics.
TABLE-US-00001 Triggered Characteristic by Position Action First
Action Selection of Associated to Determined by target
Characteristic 4 letter randomly selected word game object position
Second action Selection of Position of last Removes row OR column
characteristic - type 1 5 letter game object in word selection
Second action Selection of Position of last Removes row and column
characteristic - type 2 6 letter game object in word selection
Second action Selection of Position of last Removes row, column and
characteristic - type 3 7 letter game object in two diagonals word
selection Third action Not In game board set If 1st selection of a
game characteristic triggered up associated with object associated
with the by user position on board action characteristic - change
colour to X, if 2.sup.nd selection then remove action
characteristic. Fourth action Not Randomly selected Make associated
game characteristic - type 1 triggered after each turn object not
selectable by use Fourth action Not In game board set Make
associated game characteristic - type 2 triggered up - associated
with object not selectable and by user fixed position on when
adjacent game board object is selected at least once - remove
action characteristic
[0103] It can be seen that the action associated with the first
game characteristic is determined by the target of the game and is
not a fixed association.
[0104] The target of the game may be a target associated with a
configuration of game objects on the game board. For example a
target of a game may be to move one or more non-selectable game
object(s) to a specific position(s) on the game board. In one
implementation this may be to move a cheese to the bottom of the
game board. In another example, the target may be to remove an
actionable characteristic from a game object or position on the
game board. For example in a game where there are one or more
actional characteristics associated with respective game objects
that change the colour or brightness of such game objects, the
target may be to remove such actionable characteristics. In one
implementation this may correspond to turning off lit up game
objects. In another example, the target may be to remove a blocker
action characteristic from a game object. In another example the
object may be to achieve a score target by selecting word
combinations having a high score. In these example of targets,
examples of the action carried out by the first action
characteristic may be for example removing a game object between
the non-selectable game object and target position, to remove or
change the colour or brightness of an action characteristic, to
remove or change a blocker action characteristic and to generate or
create a bonus score action characteristic and associate it with a
game object.
[0105] While the foregoing has described a device that displays
game content and provides a user input as being part of a same
device that carries out the algorithms of FIGS. 5 to 7, it will be
appreciated that in some embodiments these functions may be carried
out by two separate devices which may be, for example, separated by
a network. For example, in some embodiments, the display and user
input may be carried out on a user device and the algorithms of
FIGS. 5 to 7 may be carried out a server or other computing device.
The server may for example reside across a network to the user
device and user input information and display information may be
provided between these devices by a network. It will be appreciated
that any network may be appropriate. In some embodiments, the
algorithms of FIGS. 5 to 7 may be carried out by separate devices
in communication with each other. For example a user may play a
game on a personal device, such as a mobile phone, tablet, personal
computer or other such device, while in communication with a server
providing the game processor. In another embodiment, the processing
may be carried out entirely or partly on the user device. It will
also be appreciated that the user device in some embodiments may be
in communication with other user devices.
[0106] In the foregoing, different lengths of words (number of game
objects forming a word) are described as causing the generation of
different action characteristics. It will be appreciated that these
numbers of game objects are by way of example only and the
selection of more or less game objects could cause the generation
of one or more of the action characteristics. For example while an
example of a four letter word is given for generating the first
action characteristic and an example of a five to seven letter word
is given for causing the generation of different versions of the
second action characteristic, it will be appreciated that this is
by way of example only and different lengths of words may generate
different action characteristics.
[0107] The embodiments have been described in the context of a word
forming game. It should be appreciated that other embodiments may
be used in any other matching game or similar.
[0108] Various embodiments of methods and devices have been
described in the foregoing. It should be appreciated that such may
be implemented in apparatus, where the apparatus is implemented by
any suitable circuitry. Some embodiments may be implemented by at
least one memory and at least one processor. The memory may be
provided by memory circuitry and the processor may be provided by
processor circuitry. Some embodiments may be provided by a computer
program running on the at least one processor. The computer program
may comprise computer implemented instructions which are stored in
the at least one memory and which may be run on the at least one
processor.
[0109] It is also noted herein that there are several variations
and modifications which may be made to the disclosed solution
without departing from the scope of the present disclosure.
* * * * *