US20070060338A1 - Computer game which produces steg spaces and steg objects - Google Patents
Computer game which produces steg spaces and steg objects Download PDFInfo
- Publication number
- US20070060338A1 US20070060338A1 US11/531,116 US53111606A US2007060338A1 US 20070060338 A1 US20070060338 A1 US 20070060338A1 US 53111606 A US53111606 A US 53111606A US 2007060338 A1 US2007060338 A1 US 2007060338A1
- Authority
- US
- United States
- Prior art keywords
- particle
- player
- cursor
- steg
- game
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Abandoned
Links
Images
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/61—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/92—Video game devices specially adapted to be hand-held while playing
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T11/00—Two-dimensional [2D] image generation
- G06T11/60—Creating or editing images; Combining images with text
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/204—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5506—Details of game data or player data management using advertisements
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8094—Unusual game types, e.g. virtual cooking
Definitions
- the present invention relates to the field of digital electronics and, specifically, to the subfield of computer games.
- This particular computer game introduces the usage of spatial reality, termed Steg Space reality by the inventors, wherein the player is enabled to create objects termed Steg Objects; however, the invention is not restricted to this particular field of use.
- the present invention relates to a system, processes and apparatus for an image creation game.
- the system of the present invention is made up of processing arrangements executed by software which provides for the formation of spaces, and the creation of objects within those spaces, on a graphical user interface Playing Field display.
- the apparatus includes the graphical user interface Playing Field display, player input device(s) and software interpretation hardware such as a computer, or other programmable device, to enable a player to interact in the gaming processes.
- the term Steg derives from the Greek work “Stegazo” which translates to “I store”.
- Cinematic imagery creation is also an area of implementation of this invention.
- the computer-based games referred to above employ preset game objectives and final outcomes, such as the virtual construction of “walls”, “seeking and destroying” a target or “capturing territories”. These objectives and final outcomes are predetermined by the game manufacturers.
- the present invention enables the player to generate new and un-predetermined images of varying complexity.
- the player sets the goal (that is, the image(s) to be created) for each individual session of the game. Whether the player's goal is the final outcome of the game depends on the skill of the player.
- the player can be one, or more than one player.
- One of the objects of the present invention is to provide a computer-based game process and system and the apparatus for operating that process and system that overcomes or at least ameliorates one or more of the deficiencies of existing computer-based games or provides an alternative to the conventional computer-based gaming process.
- This claimed invention involves different shaped Particles presented in a random order, which proceed to become Falling Particles. Player directed movement of Particles requires utilisation of a Cursor.
- This game is characterised by the interplay of Cursor-Particle movements that are controlled by the player according to the player's individual game strategy.
- the player executes the strategy by using the Cursor to create “Engaged Particles”.
- the player is granted increased “degrees of freedom” of influence over a Particle. This enables a player to manipulate the direction of movement of a Particle and/or one or more of the Particle's Attributes.
- the player first must use the Cursor to search and access a Falling Particle.
- the player must then use the Cursor manipulator to alter the Cursor's Attributes to emulate one, if not all (depending on the level of game difficulty), the Falling Particle's Attributes.
- the Cursor's Attributes concur with the Falling Particle's Attributes, a state of “Harmonic Concurrence” is achieved. This enables the Cursor to combine with the Particle to form a Cursor-Particle complex in which the Cursor appears to vanish, leaving an Acquiesced Particle.
- the state of “Acquiescence” means that the Particle is no longer falling but is enabled to “float” or “hover” in the same position in the Playing Field.
- the player uses the Cursor to control the position of an Acquiesced Particle, it then becomes an Engaged Particle.
- the player is now able to manipulate the Attributes of the Engaged Particle and is also granted increased positional Degrees of Freedom (DOF) enabling the Engaged Particle to be moved in the desired horizontal, vertical and/or rotational vectorial planes.
- DOF positional Degrees of Freedom
- the player is enabled to deliberately arrange the Engaged Particle within the Playing Field by moving it to the desired column of the Playing Field, and then strategically releasing it from the Cursor, so that the Particle falls to the desired position which is towards the base of the Playing Field.
- the assembly of strategically-released Particles forms unique configurations, made up of specific spaces and specific objects within those spaces. Collectively these so-called “Steg Spaces” and “Steg Objects” are created by the player to build an image or images.
- Described herein are game processes and systems, and the apparatus for operating such game processes and systems, used for image creation though game play.
- players creatively express their game strategy using a Cursor to manipulate Particles on a Playing Field so as to assemble the Particles to form images in the space that is contained between strategically-placed adjoining Particles.
- a computer game apparatus including:
- a computer game apparatus wherein said Particle consists of, at different stages during game play, different Particle states including:
- a computer game process including:
- a computer game system including:
- FIG. 1 shows by way of example the schematic representation of the initial state of game play, with a rectangular Playing Field containing a Cursor and a Particle, according to the claimed invention.
- FIG. 2 shows by way of example a Falling Particle and a primed Cursor seeking, and preparing to access the Falling Particle.
- FIG. 3 shows by way of example a Cursor-Particle complex with the Cursor no longer visible.
- FIG. 4 shows by way of example the Engaged Particle being directed down towards the bottom row of the Playing Field.
- FIG. 5 shows by way of example the Engaged Particle being directed horizontally for alignment with the preferred column of the Playing Field.
- FIG. 6 shows by way of example a released Particle and the reappearance of the Cursor on the Playing Field.
- FIG. 7 shows by way of example the Cursor seeking out the next randomly presented Particle, whilst the released Particle continues in free fall towards the base line.
- FIG. 8 shows by way of example the released Particle at a final rest state at the base of the playing field, whilst Engagement of the next randomly presented Particle is shown with a third Particle which begins free fall.
- FIG. 9 shows by way of example the advancement of game play resulting in the arrangement of two assembled Particles on the baseline. This is the beginning of the process of Steg Space formation.
- FIG. 10 shows by way of example the creation of a Steg Object within a completed Steg Space.
- FIG. 11 shows by way of example an interactive pop-up help screen containing a predictive hint in relation to the direction of movement and orientation of the Engaged Particle by demonstrating the potential final “rest state” of the Particle.
- FIG. 12 shows by way of example, the partially completed round of game play with two completed Steg Objects and the next Falling Particle.
- FIG. 13 shows by way of example a completed round of game play where the bottom row of the Playing Field has Steg Objects present.
- FIG. 14 shows the algorithmic flowchart of the game play process.
- Attribute The characteristic(s) of the Particle or Cursor that will change depending on the state of the game play, e.g. colour, pattern, brightness, contrast, size, animation, or accompanying sound, musical tone, series of notes, piece of music, etc. Centre of Both Falling and released Particles will “fall” from the top of the Playing Field Gravity towards the base of the Playing Field in a vertical direction (that is, along a (COG) column of the Playing Field).
- a Cursor must be aligned with and move at the same rate as a Particle in order for the COG of the Particle and Cursor to be aligned so they are enabled to begin the process of Engagement.
- Contour The Contour of a Particle is its perimeter or boundary.
- a Contour Interface is Interfaces the common boundary to adjoining Particles.
- Cursor A moveable graphical element of the invention, which is enabled to be actively manipulated by the player. The player is enabled to use a Cursor manipulator to: 1. alter the Attributes of the Cursor (for example, its colour, pattern or accompanying music); and/or 2. direct the movement of an Engaged Particle. Degree(s) of The number of independent ways in which a Particle is enabled to be: Freedom 1. moved, e.g. horizontal, vertical, rotational (Positional Degrees of (DOF) Freedom); and/or 2. represented, e.g. size, colour, musical accompaniment, or other Attribute (Attribute Degrees of Freedom).
- Engaged Engagement is the state of a Particle after Acquiescence.
- An Acquiesced Particle Particle becomes an Engaged Particle when the player uses the Cursor to direct the movement of, or to manipulate one or more Attributes of, the Acquiesced Particle.
- Falling A Particle appearing randomly in any column's top row and proceeding to Particle move down the same column of the Playing Field.
- a Falling Particle has only one positional degree of freedom, being restricted to falling vertically towards the base of the column. Harmonic
- Harmonic The state in which one, if not all, of the Attributes of two graphical elements Concurrence present in the Playing Field concur. The concurrence is enabled to be between two of the same type of graphical element (e.g.
- Particle The fundamental graphical element of the present invention.
- a Particle is initially launched and transiently present in the top row of the Playing Field.
- Each Particle has its own range of Attributes, which are initially randomly generated.
- the Particle's Attributes are also enabled to be manipulated by a player according to his or her individual game plan. This is enabled to only occur after the player has Engaged the Particle with the Cursor. It is the strategic arrangement of Particles with particular Attributes that enables the player to make creative spaces and objects within those spaces on the Playing Field.
- Playing Field The space in which all game play takes place.
- the Playing Field is enabled to be viewed on at least part of a video screen, computer graphical user interface or an alternative means of displaying computer graphics including television and other gaming devices such as an interactive video or a gaming platform screen.
- Steg Object The object formed within a Steg Space, by the strategic arrangement of Particles with a selected Attribute or Attributes. Steg Objects include visual images and/or arrangement(s) of musical tones. Steg Space A contained space bounded by a conglomeration of Particles that has been strategically assembled by the player, Particle by Particle.
- Steg Spaces include visual “spaces” in images or auditory “spaces” (silence) in an arrangement of Particles with sound Attributes. Transition The state in which a Particle begins to fall towards the bottom of the Playing Field. Movement is wholly restricted to the vertical trajectory.
- inventive method and system provides a means for overcoming those deficiencies or an alternative method and system, and apparatus for operating such method and system, for an image-creation game.
- the game play takes place on a Playing Field, which is enabled to be viewed on at least part of a video screen, computer graphical user interface or an alternative means of displaying computer graphics including television or other gaming device.
- the Playing Field in this preferred embodiment is divided into rectangular co-ordinate space with defined horizontal allocations or rows and defined vertical allocations or columns.
- a cell is the area of intersection between a column and a row.
- the Playing Field limited to horizontal and vertical allocations, but may be arranged in multiple dimensions and involve different and multiple forms of co-ordinate geometry including curvilinear co-ordinate geometry, which is based on the intersection of curves; various forms of polar co-ordinate geometry; and Plücker co-ordinate geometry, which represents lines in Euclidean space (space with three or more dimensions).
- a Particle is enabled to consist of many graphical possibilities and is only confined by the Playing Field's pixel makeup. Randomly generated Particles appear on the Playing Field and must be Engaged to be manipulated by the player.
- a Particle has its own specific range of Attributes.
- Attributes include:
- a Particle When a Particle first appears on the Playing Field, it may span one or more rows and columns, or be wholly contained within another Particle (an “intracellular Particle”). At least part of the Particle will initially be contained in the top row, although the Particle's horizontal position along the top row will be randomly allocated. The Particle will start to undergo Transition into a Falling Particle, by falling towards the bottom row of the Playing Field. The movement of a Falling Particle is limited to one positional DOF —namely, vertical movement down the same column in which the Particle first appeared on the Playing Field.
- Attributes When a Particle first appears on the Playing Field, its Attributes are also initially randomly generated. Simultaneously with the start of Transition, at least one of the Attributes of the Falling Particle will change, to signify the change in state of the Particle. This is also enabled to occur when a Particle undergoes other changes in state. The player is not able to manipulate the Attributes of a Particle before it becomes Engaged. Once a Particle has become an Engaged Particle, the player is free to change any or all of the Particle's Attributes and is not restricted with regard to colour, size, musical accompaniment, etc.
- the player In order to take control of a Falling Particle, the player needs to “track” the downward movement of the Falling Particle with the Cursor (by matching the COG of the Cursor with that of the Falling Particle) and causing the Particle to undergo Harmonic Concurrence with the Cursor, then sequentially enter into Acquiescence then Engagement.
- a player is enabled to manipulate the direction of movement and the Attributes of an Engaged Particle via the Cursor.
- Engaged Particles from the Cursor By strategically releasing Engaged Particles from the Cursor on different parts of the Playing Field, the player is enabled to use Particles to contribute to the graphical formation of Steg Spaces and Steg Objects, which collectively form image(s) or other configuration(s) of Attributes on the Playing Field.
- Falling Particles There may be one or more Falling Particles with randomised Attributes appearing on the Playing Field at any moment in time. Falling Particles may fall at significantly different rates, introducing a level of complexity in game play because of the different player reaction times required.
- the choice of which Falling Particle to “track” is governed not just by the rate of fall but also by strategic considerations for the player, according to the player's individual game plan. For example, a player may choose to “track” a fast Falling Particle (with a greater degree of difficulty to Engage) because the Particle has the player's preferred Attributes such as pattern and colour, even though there is a greater number of slow moving Falling Particles that would be easier to Engage with the Cursor.
- players are enabled to make choices that strategically optimise their Steg Object outcome according to their individual game plan, or tailor their game plans and Steg Object outcomes to the chosen level of play.
- the Cursor is the first graphical element to appear upon initialisation of the game software program.
- the Cursor is a moveable graphical element of the present invention, and is enabled to be controlled by the player using a Cursor manipulator to execute his or her intended game plan.
- the player uses the Cursor manipulator to:
- the Cursor manipulator in this assembly, is a pivotal joy stick in combination with at least two multi-assignable input keys that allows the game to recognise player selection input. It is envisaged by the inventors that the Cursor manipulator can be, in other assemblies, a mouse, track pad or any other means of controlling a Cursor.
- Attributes of the Particle will change, to signify the change in Particle state from Acquiescence to Engagement.
- the changes include, but are not restricted to, changes in colour, patterning, intensity or brightness, or changes in accompanying sound Attributes such as musical tone.
- the player is enabled to manipulate the movement and/or Attributes of the Engaged Particle by choosing the appropriate multi-assignable Cursor input key or binary device to manipulate the Cursor.
- the player is enabled to use the Cursor to:
- the player can release the Engaged Particle from the Cursor, allowing the Particle to free fall down to the chosen position along the bottom of the Playing Field.
- the player is enabled to assemble Particles of a particular size, shape or other combination of Attributes into a meaningful configuration, to create Steg Spaces and Steg Objects (e.g. an image with accompanying music).
- the accumulation of Particle configurations from earlier game rounds causes released Particles to be deposited higher up the Playing Field until the Playing Field is filled with Steg Objects and Spaces.
- the arrangement of Particles on the Playing Field is determined solely by the player's individual game plan and level of skill.
- the game processes provide for creative expression through:
- the present embodiment has the means to provide for the completion of numerous and variable iterations of the above-stated Particle arrangements. This enables the player to determine his or her own creative outcome (game objective), manifest as a pictorial and/or musical symphonic occurrence within the Playing Field.
- the present invention includes an interactive help system in the form of a help screen to guide the player through the game.
- This help system is enabled to take the form of a game-state contextual help with interactive functionality.
- the contextual help system will take the form of pop-up screens or sub-screens containing information to assist the player.
- the help system is enabled to take the form of voice prompts and instructions, pop-up balloons, animated Particles to play out different game scenarios, or other forms of context-sensitive information to help the player.
- the help information will be tailored to the particular game state relevant to the player. This is to provide the player with hints as to the range of possible outcomes from various game plays available to the player, to show the player the next objective or range of possible next moves, or to assist with game strategies, etc.
- the current assembly's contextual help pop-up sub-screen has a temporary overlay, with a contrasting background to the Playing Field as viewed on the game display device.
- the help system provides a human readable help screen which is actuated when a combination of input devices are activated.
- the game play software program for the present invention is installed on hardware such as a computer or other programmable device that are enabled to operate the game software and display the graphical elements. After an initialisation routine, which is necessary to establish a stable hardware platform and known software state, the game display Playing Field is initially clear of Particles.
- FIG. 1 shows a rectangular Playing Field (30) onto which has been presented (launched) a graphical element known as a Particle ( 10 ).
- This Particle ( 10 ) is in its initial state. In this assembly of the invention, this means that the Particle is at least partially located in the top row of the Playing Field ( 30 ) and has randomly allocated Attributes (e.g. colour, shape, fill pattern). The initial horizontal position of the Particle along the top row is also randomly allocated.
- the Cursor ( 20 ) is visible on the Playing Field ( 30 ), towards the bottom right-hand corner. The player can direct the position or movement of the Cursor ( 20 ) within the Playing Field ( 30 ) using a Cursor manipulator. However, the player cannot direct the position, movement or any Attribute of the illustrated Particle ( 10 ) using the Cursor ( 20 ), because the Particle ( 10 ) is still in its initial state.
- FIG. 2 shows the initial Particle has entered Transition to become a Falling Particle ( 50 ).
- the Particle ( 50 ) has commenced “falling” towards the bottom row of the Playing Field ( 30 ).
- the Particle ( 50 ) has changed at least one Attribute (in this case, colour and pattern).
- the Falling Particle ( 50 ) is restricted to travelling vertically down the same column in which it initially appeared. If the player is unable or chooses not to Acquiesce or Engage the Falling Particle ( 50 ) using the Cursor ( 20 ), the Falling Particle ( 50 ) will disappear when it reaches the bottom row.
- FIG. 2 also shows by way of example the Cursor ( 20 ) seeking and preparing to access the Falling Particle ( 50 ).
- the player cannot yet use the Cursor ( 20 ) to “latch onto” or combine with the Falling Particle ( 50 ) because the Cursor's Attributes are not in Harmonic Concurrence with the Falling Particle's Attributes.
- a verification procedure is required. This procedure verifies that the Attributes of the Cursor ( 20 ) and the Falling Particle ( 50 ) are aligned.
- the player can use the Cursor ( 20 ) to “acquire” (or “latch onto”) the Falling Particle ( 50 ).
- the Cursor ( 20 ) Upon acquisition of the Falling Particle ( 50 ) by the Cursor ( 20 ), the Particle stops falling and this Cursor-Particle complex becomes an Acquiesced Particle.
- FIG. 3 shows by way of example an Acquiesced Particle ( 60 ).
- This Particle ( 60 ) was formed when the Cursor “latched onto” or combined with a Falling Particle.
- this step is achieved when the player uses the Cursor manipulator to make the Cursor's Attributes emulate the Falling Particle's Attributes. This includes aligning the Cursor's Centre of Gravity (COG) with the COG of the Falling Particle.
- COG Cursor's Centre of Gravity
- an Acquiesced Particle 60
- an Acquiesced Particle 60
- an Acquiesced Particle 60
- has entered a state of rest that is, has stopped falling down the vertical plane of the Playing Field) prior to the player determining the ensuing movement or Attributes of the Particle.
- the Cursor has become invisible on the Acquiesced Particle ( 60 ) but remains functional, to enable the player to subsequently Engage the Acquiesced Particle ( 60 ).
- the Particle's Attribute(s) will change to signify the change in state to Acquiescence. This change is seen from FIG. 2 to FIG. 3 , where the Acquiesced Particle ( 60 ) in FIG. 3 appears as a lighter shade of grey than the Falling Particle ( 50 ) in FIG. 2 .
- FIG. 4 shows by way of example an Engaged Particle ( 70 ) being directed towards the baseline or bottom row of the Playing Field.
- the player directs the Engaged Particle ( 70 ) by using the Cursor manipulator.
- An Engaged Particle ( 70 ) is not restricted in its PDOF, granting the player full freedom in his or her ability to direct movement of the Particle ( 70 ).
- FIG. 5 shows by way of example the Engaged Particle ( 70 ) being directed horizontally across the Playing Field by the player. This enables the player to align the Engaged Particle ( 70 ) with the preferred column of the Playing Field.
- the player uses the Cursor to manipulate the position of the Engaged Particle ( 70 ).
- the Cursor is directed towards the preferred column by using a Cursor manipulator (e.g. a joystick) to align and orient the Engaged Particle ( 70 ).
- a Cursor manipulator e.g. a joystick
- this may include the arrangement of an Engaged Particle ( 70 ) with Particles previously arranged in the Playing Field by the player, to form a meaningful configuration of Particles.
- FIG. 6 shows by way of example a released Particle ( 80 ).
- the release sequence involves disengagement of the Engaged Particle from the Cursor ( 20 ) and starts by activation of the appropriate Cursor manipulator input key or binary device.
- the released Particle ( 80 ) has taken the Attributes of the original Particle in its initial state, as first shown in FIG. 1 .
- FIG. 7 shows by way of example a released Particle ( 80 ) that has been disengaged from the Cursor ( 20 ).
- a released Particle ( 80 ) will enter into Transition, in which movement is wholly restricted to the vertical trajectory.
- the velocity of Transition is determined by the game state. For example, in this assembly, an Engaged Particle that was fast falling as a Falling Particle will be fast falling upon release after Engagement.
- the Cursor ( 20 ) is re-manipulated to seek out the next randomly presented Particle ( 90 ) when it appears on the Playing Field ( 30 ).
- the previously released Particle ( 80 ) continues in free fall towards the base line.
- FIG. 8 shows by way of example the released Particle ( 80 ) at a final rest state at the base of the column in which it was travelling. The player is not able to direct movement or orientation of the Particle ( 80 ) after release from the Cursor ( 20 ).
- FIG. 8 also shows Engagement of the next randomly presented Particle ( 100 ). The Attributes of this Engaged Particle ( 100 ) have changed since the Particle first appeared on the Playing Field (illustrated in FIG. 7 as Particle ( 90 ), shown in its initial state). A third Particle ( 110 ) is present on the Playing Field as a Falling Particle ( 110 ), since it has entered Transition and is moving towards the baseline.
- An objective of the game is to bring the Falling Particle ( 100 ) to a rest state on the base line next to released Particle ( 80 ), such that released Particle ( 80 ) and Particle ( 100 ) are aligned on the base line in the manner illustrated in FIG. 8 .
- FIG. 9 shows by way of example the advancement of game play resulting in the arrangement of two Particles (previously Particles 80 and 100 as shown in FIG. 8 ) on the base line. These Particles fuse to form one assembled Particle ( 120 ), which is the beginning of the process of Steg Space formation.
- the game play continues with another Falling Particle ( 130 ) being presented and yet another Particle being Engaged ( 140 ) and directed to the base line by the player.
- FIG. 10 shows by way of example the creation of a Steg Object ( 150 ) within a completed Steg Space.
- the recognizable Steg Object ( 150 ) is a cross, but it is to be understood that a Steg Object is enabled to be any shape or Attribute formed within a Steg Space.
- FIG. 11 shows by way of example an interactive pop-up help screen ( 160 ).
- This example contains a predictive hint in relation to the direction of movement and orientation of the Engaged Particle ( 140 ) by demonstrating the potential final rest state position of Particle 140 (shown as the dark area within the bottom right-hand corner of the help screen).
- FIG. 12 shows by way of example the partially completed round of game play with two completed Steg Objects ( 170 ) and the next Falling Particle ( 180 ).
- FIG. 13 shows by way of example a completed round of game play where the bottom row of the Playing field ( 30 ) is filled with Particles that have been aligned with other rest state Particles. This results in the assembly of Particles (with given specific Attributes) which become a single entity by undergoing the Particle assembly process that contain Steg Objects.
- These Steg Objects consist of a cross ( 150 ), a large circle ( 200 ), a triangle ( 210 ) and a small circle ( 220 ).
- the play state is advanced by the assembly of Particles above the previous round's configuration of Particles. It is envisaged that the completion of three rounds of game play will provide the challenge and stimulation necessary to hold the interest of the game player, but the ultimate number of game rounds is determined by the player depending on the player's skill level and individual game plan.
- the game software introduces obstacles to the player's game plan choices. For example, in this assembly, a particular shaped Steg Object such as a cross ( 190 ) cannot be assembled on top of a similarly shaped Steg Object. This obstacle forces the player to make creative decisions as to where to arrange and assemble released Particles.
- a Falling Particle has a “life”, expressed as the time interval from launch until it falls through the base line.
- each round of game play has a “life” or specific period of time in which game play must be completed.
- Each game round is enabled to have a limited number of “lives” and/or life term (time period) depending on the level of difficulty set by the player.
- FIG. 14 shows the algorithmic flowchart of the game play process.
- the steps of the game play are the result of a software program that utilises the functional algorithm displayed in the flowchart.
- the game play will present progressively harder levels; progression to the next level will be allowed when a row of Steg Spaces and Steg objects is completed.
- the level of difficulty will be advanced in at least three further ways. For example, in this assembly, by changing the following game characteristics, such as:
- the game is enabled to use a peer to peer network link to allow more than one player to engage exclusively non-Acquiesced Particles on the same game Playing Field. It is envisaged by the inventors that in other assemblies there will be other means of networking players to the game space Playing Field using such networking technologies such as the internet, Ethernet, client-server, telecommunications technology and other means.
- the Playing Field has the means to provide for a player assisted mechanism to differentiate between individual player contributions within a collaborative environment. The collaboration of the efforts of multiple players to achieve complex Steg State levels is possible.
- the present invention is enabled to facilitate educational processes by contributing to the enhancement of the general creative approach of a player, through encouraging the player to think laterally to assist the player in discovering the principle of creativity that exists within the field of different spatial realities.
- Engineering, architecture and electronics are but a few disciplines that could benefit from the utilisation of Steg Space principles by directing the creative focus away from already known spatial reality towards an unknown one of a spatially derived potential, capable of producing further embodiment.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Theoretical Computer Science (AREA)
- Human Computer Interaction (AREA)
- Acoustics & Sound (AREA)
- Processing Or Creating Images (AREA)
- User Interface Of Digital Computer (AREA)
Applications Claiming Priority (3)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| AU2004901323A AU2004901323A0 (en) | 2004-03-12 | The process of Steg object formation in Stegspace | |
| AU2004-901323 | 2004-03-12 | ||
| PCT/AU2005/000196 WO2005088545A1 (en) | 2004-03-12 | 2005-03-04 | Image creation |
Related Parent Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/AU2005/000196 Continuation WO2005088545A1 (en) | 2004-03-12 | 2005-03-04 | Image creation |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| US20070060338A1 true US20070060338A1 (en) | 2007-03-15 |
Family
ID=34975790
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| US11/531,116 Abandoned US20070060338A1 (en) | 2004-03-12 | 2006-09-12 | Computer game which produces steg spaces and steg objects |
Country Status (3)
| Country | Link |
|---|---|
| US (1) | US20070060338A1 (de) |
| EP (1) | EP1730698A4 (de) |
| WO (1) | WO2005088545A1 (de) |
Cited By (13)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US20100144424A1 (en) * | 2008-09-02 | 2010-06-10 | Tetris Holding Llc | Video game systems and methods for providing software-based skill adjustment mechanisms for video game systems |
| US20120164618A1 (en) * | 2010-12-22 | 2012-06-28 | Brightstar Learning | Monotonous game-like task to promote effortless automatic recognition of sight words |
| US20120322556A1 (en) * | 2011-03-31 | 2012-12-20 | Rogers Henk B | Systems and methods for manipulation of objects |
| US20150086952A1 (en) * | 2012-05-09 | 2015-03-26 | Koninklijke Philips N.V. | Device and method for supporting a behavior change of a person |
| US20150375120A1 (en) * | 2012-09-05 | 2015-12-31 | Jack Lim | Methods and systems for adaptive tuning of game events |
| US20160067601A1 (en) * | 2014-09-10 | 2016-03-10 | Zynga Inc. | Sequencing and locations of selected virtual objects to trigger targeted game actions |
| US9675889B2 (en) | 2014-09-10 | 2017-06-13 | Zynga Inc. | Systems and methods for determining game level attributes based on player skill level prior to game play in the level |
| US10112112B2 (en) | 2014-09-09 | 2018-10-30 | Zynga Inc. | Systems and methods for indicating positions of selected symbols in a target sequence |
| US10409457B2 (en) * | 2014-10-06 | 2019-09-10 | Zynga Inc. | Systems and methods for replenishment of virtual objects based on device orientation |
| US10561944B2 (en) | 2014-09-10 | 2020-02-18 | Zynga Inc. | Adjusting object adaptive modification or game level difficulty and physical gestures through level definition files |
| US20220395741A1 (en) * | 2019-11-19 | 2022-12-15 | Within Unlimited, Inc. | Activity tracking and feedback in real-time shared virtual reality environment |
| US20240100442A1 (en) * | 2022-06-29 | 2024-03-28 | Superplay Ltd | Altering computer game tiles having multiple matchable ends |
| US20240153354A1 (en) * | 2022-11-03 | 2024-05-09 | Igt | Symbol accumulation sequence with one or more different enhancement features |
Families Citing this family (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| CN108573515B (zh) * | 2017-03-10 | 2022-03-01 | 阿里巴巴集团控股有限公司 | 一种合图生成方法及装置、合图模板生成方法及装置 |
Citations (13)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US4157182A (en) * | 1977-01-10 | 1979-06-05 | Levine Alfred B | Falling target light game and target practice device |
| US4322074A (en) * | 1980-01-18 | 1982-03-30 | Mattel, Inc. | Electronic game system |
| US5265888A (en) * | 1990-06-22 | 1993-11-30 | Nintendo Co., Ltd. | Game apparatus and memory cartridge used therefor |
| USRE36675E (en) * | 1990-06-22 | 2000-04-25 | Nintendo Co., Ltd. | Game apparatus and memory cartridge used therefor |
| US6093104A (en) * | 1996-06-18 | 2000-07-25 | Konami Co., Ltd. | Video game system for playing video game for removing displayed like objects from game field when they are successive connected |
| US6267676B1 (en) * | 1999-05-28 | 2001-07-31 | Namco, Ltd. | Game machine, image processing method for use with the game machine, and recording medium |
| US6352475B1 (en) * | 1998-04-30 | 2002-03-05 | Dusan Mraovic | Computer game and procedure of aligning objects in a field and applications of the procedure |
| US6354939B1 (en) * | 1996-10-09 | 2002-03-12 | Kabushiki Kaisha Sega Enterprises | Game processing apparatus, game processing methods and recording media |
| US20030040350A1 (en) * | 2001-08-22 | 2003-02-27 | Masayasu Nakata | Game system, puzzle game program, and storage medium having program stored therein |
| US20050043075A1 (en) * | 2003-08-18 | 2005-02-24 | Liang-Yu Lin | Computer game with matchable blocks |
| US20050266908A1 (en) * | 2004-05-28 | 2005-12-01 | Bandai Co., Ltd. | Game apparatus and control method therefor |
| US7037191B2 (en) * | 2002-05-01 | 2006-05-02 | Igt | Gaming device having multiple pay slots |
| US7104885B2 (en) * | 2001-03-27 | 2006-09-12 | Walker Digital, Llc | Systems and methods wherein a reconfiguration rule is not indicated during at least a portion of game play |
-
2005
- 2005-03-04 WO PCT/AU2005/000196 patent/WO2005088545A1/en not_active Ceased
- 2005-03-04 EP EP05706241A patent/EP1730698A4/de not_active Withdrawn
-
2006
- 2006-09-12 US US11/531,116 patent/US20070060338A1/en not_active Abandoned
Patent Citations (16)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US4157182A (en) * | 1977-01-10 | 1979-06-05 | Levine Alfred B | Falling target light game and target practice device |
| US4322074A (en) * | 1980-01-18 | 1982-03-30 | Mattel, Inc. | Electronic game system |
| US5265888A (en) * | 1990-06-22 | 1993-11-30 | Nintendo Co., Ltd. | Game apparatus and memory cartridge used therefor |
| USRE36675E (en) * | 1990-06-22 | 2000-04-25 | Nintendo Co., Ltd. | Game apparatus and memory cartridge used therefor |
| US6093104A (en) * | 1996-06-18 | 2000-07-25 | Konami Co., Ltd. | Video game system for playing video game for removing displayed like objects from game field when they are successive connected |
| US6354939B1 (en) * | 1996-10-09 | 2002-03-12 | Kabushiki Kaisha Sega Enterprises | Game processing apparatus, game processing methods and recording media |
| US6827645B2 (en) * | 1996-10-09 | 2004-12-07 | Kabushiki Kaisha Sega Enterprises | Game processing apparatus, game processing methods and recording media |
| US6352475B1 (en) * | 1998-04-30 | 2002-03-05 | Dusan Mraovic | Computer game and procedure of aligning objects in a field and applications of the procedure |
| US6579177B2 (en) * | 1998-04-30 | 2003-06-17 | Dusan Mraovic | Computer game and procedure of aligning objects in a field and applications of the procedure |
| US6267676B1 (en) * | 1999-05-28 | 2001-07-31 | Namco, Ltd. | Game machine, image processing method for use with the game machine, and recording medium |
| US7104885B2 (en) * | 2001-03-27 | 2006-09-12 | Walker Digital, Llc | Systems and methods wherein a reconfiguration rule is not indicated during at least a portion of game play |
| US20030040350A1 (en) * | 2001-08-22 | 2003-02-27 | Masayasu Nakata | Game system, puzzle game program, and storage medium having program stored therein |
| US7094147B2 (en) * | 2001-08-22 | 2006-08-22 | Nintendo Co., Ltd. | Game system, puzzle game program, and storage medium having program stored therein |
| US7037191B2 (en) * | 2002-05-01 | 2006-05-02 | Igt | Gaming device having multiple pay slots |
| US20050043075A1 (en) * | 2003-08-18 | 2005-02-24 | Liang-Yu Lin | Computer game with matchable blocks |
| US20050266908A1 (en) * | 2004-05-28 | 2005-12-01 | Bandai Co., Ltd. | Game apparatus and control method therefor |
Cited By (37)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US8313370B2 (en) * | 2008-09-02 | 2012-11-20 | Tetris Holding Llc | Video game systems and methods for providing software-based skill adjustment mechanisms for video game systems |
| US20100144424A1 (en) * | 2008-09-02 | 2010-06-10 | Tetris Holding Llc | Video game systems and methods for providing software-based skill adjustment mechanisms for video game systems |
| US9691289B2 (en) * | 2010-12-22 | 2017-06-27 | Brightstar Learning | Monotonous game-like task to promote effortless automatic recognition of sight words |
| US20120164618A1 (en) * | 2010-12-22 | 2012-06-28 | Brightstar Learning | Monotonous game-like task to promote effortless automatic recognition of sight words |
| US9138641B2 (en) * | 2011-03-31 | 2015-09-22 | Tetris Holding, Llc | Systems and methods for manipulation of objects |
| JP2016033819A (ja) * | 2011-03-31 | 2016-03-10 | テトリス ホールディング,エルエルシー | オブジェクトの操作のためのシステムおよび方法 |
| US9517412B2 (en) * | 2011-03-31 | 2016-12-13 | Tetris Holding, Llc | Systems and methods for manipulation of objects |
| CN103620669A (zh) * | 2011-03-31 | 2014-03-05 | 泰特里斯控股有限责任公司 | 用于对象操作的系统和方法 |
| US20120322556A1 (en) * | 2011-03-31 | 2012-12-20 | Rogers Henk B | Systems and methods for manipulation of objects |
| US20150086952A1 (en) * | 2012-05-09 | 2015-03-26 | Koninklijke Philips N.V. | Device and method for supporting a behavior change of a person |
| US20150375120A1 (en) * | 2012-09-05 | 2015-12-31 | Jack Lim | Methods and systems for adaptive tuning of game events |
| US11406900B2 (en) * | 2012-09-05 | 2022-08-09 | Zynga Inc. | Methods and systems for adaptive tuning of game events |
| US10456686B2 (en) * | 2012-09-05 | 2019-10-29 | Zynga Inc. | Methods and systems for adaptive tuning of game events |
| US10112112B2 (en) | 2014-09-09 | 2018-10-30 | Zynga Inc. | Systems and methods for indicating positions of selected symbols in a target sequence |
| US10384132B2 (en) * | 2014-09-10 | 2019-08-20 | Zynga Inc. | Determining hardness quotients for level definition files based on player skill level |
| US10987589B2 (en) | 2014-09-10 | 2021-04-27 | Zynga Inc. | Systems and methods for determining game level attributes based on player skill level prior to game play in the level |
| US10315114B2 (en) | 2014-09-10 | 2019-06-11 | Zynga Inc. | Experimentation and optimization service |
| US10363487B2 (en) | 2014-09-10 | 2019-07-30 | Zynga Inc. | Systems and methods for determining game level attributes based on player skill level prior to game play in the level |
| US9737815B2 (en) | 2014-09-10 | 2017-08-22 | Zynga Inc. | Experimentation and optimization service |
| US11628364B2 (en) | 2014-09-10 | 2023-04-18 | Zynga Inc. | Experimentation and optimization service |
| US9675889B2 (en) | 2014-09-10 | 2017-06-13 | Zynga Inc. | Systems and methods for determining game level attributes based on player skill level prior to game play in the level |
| US10556182B2 (en) | 2014-09-10 | 2020-02-11 | Zynga Inc. | Automated game modification based on playing style |
| US10561944B2 (en) | 2014-09-10 | 2020-02-18 | Zynga Inc. | Adjusting object adaptive modification or game level difficulty and physical gestures through level definition files |
| US10918952B2 (en) * | 2014-09-10 | 2021-02-16 | Zynga Inc. | Determining hardness quotients for level definition files based on player skill level |
| US10940392B2 (en) | 2014-09-10 | 2021-03-09 | Zynga Inc. | Experimentation and optimization service |
| US9757650B2 (en) * | 2014-09-10 | 2017-09-12 | Zynga Inc. | Sequencing and locations of selected virtual objects to trigger targeted game actions |
| US11083969B2 (en) | 2014-09-10 | 2021-08-10 | Zynga Inc. | Adjusting object adaptive modification or game level difficulty and physical gestures through level definition files |
| US11148057B2 (en) | 2014-09-10 | 2021-10-19 | Zynga Inc. | Automated game modification based on playing style |
| US20160067601A1 (en) * | 2014-09-10 | 2016-03-10 | Zynga Inc. | Sequencing and locations of selected virtual objects to trigger targeted game actions |
| US11420126B2 (en) | 2014-09-10 | 2022-08-23 | Zynga Inc. | Determining hardness quotients for level definition files based on player skill level |
| US11498006B2 (en) | 2014-09-10 | 2022-11-15 | Zynga Inc. | Dynamic game difficulty modification via swipe input parater change |
| US11590424B2 (en) | 2014-09-10 | 2023-02-28 | Zynga Inc. | Systems and methods for determining game level attributes based on player skill level prior to game play in the level |
| US10409457B2 (en) * | 2014-10-06 | 2019-09-10 | Zynga Inc. | Systems and methods for replenishment of virtual objects based on device orientation |
| US20220395741A1 (en) * | 2019-11-19 | 2022-12-15 | Within Unlimited, Inc. | Activity tracking and feedback in real-time shared virtual reality environment |
| US20240100442A1 (en) * | 2022-06-29 | 2024-03-28 | Superplay Ltd | Altering computer game tiles having multiple matchable ends |
| US20240153354A1 (en) * | 2022-11-03 | 2024-05-09 | Igt | Symbol accumulation sequence with one or more different enhancement features |
| US12548408B2 (en) * | 2022-11-03 | 2026-02-10 | Igt | Symbol accumulation sequence with one or more different enhancement features |
Also Published As
| Publication number | Publication date |
|---|---|
| WO2005088545A1 (en) | 2005-09-22 |
| EP1730698A1 (de) | 2006-12-13 |
| EP1730698A4 (de) | 2007-05-23 |
Similar Documents
| Publication | Publication Date | Title |
|---|---|---|
| Lindley | The gameplay gestalt, narrative, and interactive storytelling | |
| US20070060338A1 (en) | Computer game which produces steg spaces and steg objects | |
| Nitsche | Video game spaces: Image, play, and structure in 3D worlds | |
| US9033795B2 (en) | Interactive music game | |
| US7952585B2 (en) | Interactive animation | |
| US10500488B2 (en) | Method of simultaneous playing in single-player video games | |
| AU2007100954A4 (en) | Image creation game in multiple dimensions | |
| Tudor | Development of Sudo Duel: A Competitive Online Multiplayer Sudoku Game | |
| Sedig et al. | Investigating variations in gameplay: Cognitive implications | |
| De Angeli | Escape with a Purpose | |
| Gibbons | Strategies for the design of reflective shortform videogames | |
| Tammelleo | The process of using unity to create a 2D video game | |
| Bacher | Design patterns in level design: common practices in simulated environment construction | |
| Sandberg | Plusminus: Level design for emergent gameplay | |
| Cossu | Scrolling Platformer | |
| Nguyen | Addressing the Gender Gap in Middle School Math Education through Digital Learning Games | |
| Aydoğan | Environmentally Friendly 3D Game Developed Based on Design-Based Research Method. | |
| Gunning | Digital Card Game-Unreal Engine 5: Technical Report | |
| Hagen | Teaching game mechanics in casual games without tutorials | |
| Bit et al. | Level Designing In Games | |
| Palmquist et al. | Design Elements and Design Spaces for Attainable Game Experiences | |
| Enriquez_Donado | An Iterative Approach for Prototyping aBotnet-Simulation Strategy Game for Teaching | |
| Owén et al. | Tutorial Styles in Multiplayer Games: A Case Study of the Game Haunted Heist | |
| Deshmukh | Cyber Adventure-An Education 2D RPG Game to teach Cybersecurity Concepts | |
| Ravyse et al. | The Game Experience Model (GEM) |
Legal Events
| Date | Code | Title | Description |
|---|---|---|---|
| STCB | Information on status: application discontinuation |
Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION |