WO2023212176A1 - Systems and methods for physical blocks and corresponding virtual game elements - Google Patents
Systems and methods for physical blocks and corresponding virtual game elements Download PDFInfo
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- WO2023212176A1 WO2023212176A1 PCT/US2023/020170 US2023020170W WO2023212176A1 WO 2023212176 A1 WO2023212176 A1 WO 2023212176A1 US 2023020170 W US2023020170 W US 2023020170W WO 2023212176 A1 WO2023212176 A1 WO 2023212176A1
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- WIPO (PCT)
- Prior art keywords
- block
- physical
- building blocks
- physical building
- virtual structure
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Classifications
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- 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
- A63F13/20—Input arrangements for video game devices
- A63F13/23—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
- A63F13/235—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
-
- 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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
-
- 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
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/211—Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
-
- 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
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
-
- 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
- A63F13/25—Output arrangements for video game devices
- A63F13/26—Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
-
- 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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/32—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
- A63F13/323—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections between game devices with different hardware characteristics, e.g. hand-held game devices connectable to game consoles or arcade machines
-
- 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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/32—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
- A63F13/327—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi® or piconet
-
- 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
- A63F13/45—Controlling the progress of the video game
- A63F13/47—Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
-
- 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
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
-
- 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
- A63F13/98—Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63H—TOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
- A63H33/00—Other toys
- A63H33/04—Building blocks, strips, or similar building parts
- A63H33/042—Mechanical, electrical, optical, pneumatic or hydraulic arrangements; Motors
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q30/00—Commerce
- G06Q30/018—Certifying business or products
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q30/00—Commerce
- G06Q30/02—Marketing; Price estimation or determination; Fundraising
- G06Q30/0207—Discounts or incentives, e.g. coupons or rebates
- G06Q30/0209—Incentive being awarded or redeemed in connection with the playing of a video game
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- G—PHYSICS
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- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q30/00—Commerce
- G06Q30/02—Marketing; Price estimation or determination; Fundraising
- G06Q30/0207—Discounts or incentives, e.g. coupons or rebates
- G06Q30/0226—Incentive systems for frequent usage, e.g. frequent flyer miles programs or point systems
-
- G—PHYSICS
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- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q40/00—Finance; Insurance; Tax strategies; Processing of corporate or income taxes
- G06Q40/04—Trading; Exchange, e.g. stocks, commodities, derivatives or currency exchange
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T19/00—Manipulating three-dimensional [3D] models or images for computer graphics
- G06T19/20—Editing of three-dimensional [3D] images, e.g. changing shapes or colours, aligning objects or positioning parts
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q2220/00—Business processing using cryptography
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2219/00—Indexing scheme for manipulating 3D models or images for computer graphics
- G06T2219/20—Indexing scheme for editing of 3D models
- G06T2219/2004—Aligning objects, relative positioning of parts
Definitions
- the present disclosure relates generally to systems and methods for physical blocks and corresponding virtual game elements.
- Video gaming applications engage players with a variety of visual stimuli and activities to entertain the players.
- Players may earn virtual rewards such as in-game currencies or experience points (XP) in response to completing certain objectives.
- Games may include multiplayer elements which engage multiple players simultaneously in completing cooperative or competitive objectives.
- Players typically engage with video gaming applications through controllers or touchscreens, which provide limited physical stimulation.
- One example aspect is directed to a sy stem for constructing a virtual structure based at least in part on an arrangement of a plurality of physical building blocks.
- the system includes: one or more processors; and one or more non-transitory, computer-readable media storing instructions that, when implemented, cause the one or more processors to perform operations.
- the operations include: obtaining data descriptive of a relative position of each of the plurality of physical building blocks relative to the other physical building blocks; determining, based at least in part on relative position of each of the plurality of physical building blocks relative to the other physical building blocks, data descriptive of a virtual structure layout for the virtual structure; and generating the virtual structure having the virtual structure layout.
- the system consists of a user computing device or a server computing device, the user computing device or the server computing device comprising the one or more processors and the one or more non-transitory, computer- readable media.
- each of the physical building blocks comprises: one or more contact traces; and an internal computing module comprising computer-readable memory, the computer-readable memory configured to store one or more block attributes of the physical building block.
- at least one of the one or more contact traces is in physical contact with at least one of the one or more contact traces of at least one other of the physical building blocks.
- obtaining the data descriptive of the relative position of each of the plurality of physical building blocks relative to the other physical building blocks comprises obtaining data generated via a respective communication by each of the plurality of physical building blocks via the at least one contact trace to the at least one other of the physical building blocks.
- at least one of the plurality of physical building blocks comprises a seed building block configured to aggregate communications from the plurality of building blocks to generate the data descriptive of the relative position of each of the plurality of physical building blocks relative to the other physical building blocks.
- at least one of the plurality of physical building blocks comprises a plot building block.
- the system includes one or more physical building blocks. Each physical building block of the one or more physical building blocks comprising: one or more contact traces; and an internal computing module comprising computer-readable memory, the computer-readable memory configured to store one or more block attributes of the physical building block.
- the system also includes a seed building block, the seed building block comprising one or more contact traces and an internal computing module.
- the internal computing module comprising: a communication system configured to facilitate communication with one or more external computing devices.
- the seed building block includes an orientation module configured to determine orientation of at least the seed building block.
- the seed building block includes one or more processors; and one or more non-transitory, computer-readable media storing instructions that, when implemented, cause the one or more processors to perform operations.
- the operations include determining, based at least in part on communication between the one or more contact traces of the seed building block and the one or more contact traces of the one or more physical building blocks, data descriptive of a virtual structure layout, the virtual structure layout being descriptive of at least one of a relative positioning, orientation, or one or more block attributes of the one or more physical building blocks; and communicating, by the communication system, the data descriptive of the virtual structure layout to the one or more external computing devices, the one or more external computing devices configured to construct a virtual structure based at least in part on the data descriptive of the virtual structure layout.
- the one or more non-transitory, computer-readable media of the seed building block is further configured to store data descriptive of a theme of the seed building block, and wherein the operations further comprise communicating the data descriptive of the theme of the seed building block to the user computing device.
- the internal computing module of the seed building block further comprises an orientation module configured to determine the orientation of the one or more physical building blocks.
- the one or more attnbutes of the physical building block comprises at least one of a shape, a size, or a type of the physical building block.
- the communication system comprises a Bluetooth Low Energy (BLE) system.
- the internal computing module of the seed building block further comprises an accelerometer, and wherein the operations further comprise: determining that the seed building block has not moved for a sleep duration based at least in part on one or more signals from the accelerometer; in response to determining that the seed building block has not moved for the sleep duration, putting the internal computing module of the seed building block to sleep; and in response to one or more signals from the accelerometer, waking the seed building block from sleep.
- each physical building block of the one or more physical building blocks further comprises a coupling system.
- the coupling system comprises a magnetic coupling system.
- the coupling system comprises a protrusion and a cavity.
- the seed building block comprises a plot block having a length and a width defining a grid area.
- the length and the width of the plot block are based at least in part on a unitary dimension, and wherein the one or more physical building blocks have at least one dimension based at least in part on the unitary dimension.
- the plot block comprises one or more surface contact traces configured to receive the one or more physical building blocks.
- the plot block comprises one or more plot coupling contact traces configured to couple the plot block to a second plot block.
- the system further comprises one or more creature blocks associated with a creature resource.
- Another example aspect is directed to a method for constructing a virtual structure based at least in part on a block assembly.
- the method includes: obtaining, by a computing system comprising one or more computing devices, data descriptive of a theme associated with a virtual structure; obtaining, by the computing system, data indicative of an orientation of the virtual structure; obtaining, by the computing system, data descriptive of a virtual structure layout based at least in part on a block assembly, the block assembly comprising one or more physical building blocks; obtaining, by the computing system, one or more virtual component resources corresponding to the one or more physical building blocks of the block assembly; and constructing, by the computing system, a virtual structure based at least in part on the virtual structure lay out, the one or more virtual component resources, the theme, and the orientation of the virtual structure.
- the data indicative of an orientation of the virtual structure is defined relative to a length and a width of a plot block of the block assembly.
- the virtual structure layout comprises one or more block attributes of the one or more physical building blocks, wherein data descriptive of the one or more block attributes is stored in computer-readable memory of the one or more physical building blocks.
- each physical building block of the one or more physical building blocks comprises one or more contact traces and an internal computing module comprising the computer-readable memory.
- the method further comprising providing one or more input systems to facilitate a player interacting with the virtual structure.
- the method further comprising rendering, by the computing system, the virtual structure.
- FIG. 1 depicts a block diagram of an example system for constructing a virtual structure based at least in part on an arrangement of physical building blocks according to example aspects of the present disclosure.
- FIG. 2A depicts an example physical block registration according to example aspects of the present disclosure
- FIG. 2B depicts a bottom view of a physical block according to example aspects of the present disclosure.
- FIG. 3 depicts a block diagram of an example physical block assembly according to example aspects of the present disclosure.
- FIG. 4A depicts a block diagram of an example physical block assembly according to example aspects of the present disclosure.
- FIG. 4B depicts a block diagram of an example construction of a virtual structure based at least in part on a block assembly according to example aspects of the present disclosure.
- FIG. 5A depicts perspective views of an example physical building block according to example aspects of the present disclosure.
- FIG. 5B depicts a top view of example physical building block according to example aspects of the present disclosure.
- FIG. 5C depicts a block assembly including a first physical building block engaging with a second physical building block according to example aspects of the present disclosure.
- FIG. 6A depicts example plot blocks according to example aspects of the present disclosure.
- FIG. 6B depicts a top-down view of a plot block according to example aspects of the present disclosure.
- FIGs. 7A-7B depict different perspectives of an example block assembly according to example aspects of the present disclosure.
- FIG. 7C depicts an exploded view of an example plot block according to example aspects of the present disclosure.
- FIG. 7D depicts an exploded view of an example physical building block according to example aspects of the present disclosure.
- FIG. 7E depicts an exploded view of an example physical building block housing according to example aspects of the present disclosure.
- FIG. 8A depicts a top-down view of an example block assembly according to example aspects of the present disclosure.
- FIG. 8B depicts a perspective view of an example block assembly according to example aspects of the present disclosure.
- FIG. 9A depicts a block assembly according to example aspects of the present disclosure.
- FIG. 9B depicts an example virtual environment that can be constructed from the block assembly of FIG. 9A according to example aspects of the present disclosure.
- FIG. 10 depicts a flow chart diagram of an example method for communicating data from a seed building block according to example embodiments of the present disclosure.
- FIG. 11 depicts a flow chart diagram of an example method for constructing a virtual structure based at least in part on a block assembly according to example embodiments of the present disclosure.
- example aspects of the present disclosure are directed to systems and methods for video gaming elements that engage players with gameplay elements combining physical elements and virtual elements of a gaming environment.
- players can collect physical blocks that are associated with digital resources such as creatures.
- Players can advance, battle, and/or trade their digital resources by interacting with the physical blocks in the real world.
- players can construct at least a portion of a virtual world based on real-world arrangements of physical blocks.
- Players can then interact with the virtual world they have constructed in the gaming environment.
- Example aspects of the present disclosure can be employed in video gaming implementations that engage players with gameplay elements in both the physical world and the gaming environment.
- players can purchase physical blocks that include electronics used in interacting with the gaming environment.
- Digital resources such as creatures, virtual structures and/or pieces thereof, etc. can be associated with the physical blocks.
- the players can scan the physical blocks to register and/or otherwise interact with the digital resources.
- Players interacting with a combination of physical blocks and virtual gameplay elements can have improved engagement and entertainment value over virtual gameplay elements alone.
- the gaming environment can provide a platform for multiple types of intellectual property to seamlessly interact. This can facilitate brand engagement with the gaming environment and thereby improve player engagement through branded items.
- the digital resources can be creature resources.
- the creature resources can be representative of player-owned or player-associated instances of virtual creatures.
- the virtual creatures may have designs resembling animals, humanoids, machines, and/or any other suitable designs.
- the virtual creatures may be based at least in part on various intellectual property such as established characters in an existing real or fictional universe.
- the creature resources may have one or more characteristics.
- the characteristics can include attributes such as “type” (e.g., an elemental type), level or experience, moves or attacks, nickname, statistics describing battle performance of the creature such as health points, attack strength, etc., genetic attributes, and/or any other suitable characteristics.
- a player can obtain ownership of a digital resource by “scanning” or otherwise registering a physical block with an account owned by the player.
- the physical block can include an NFC tag, memory chip, or other suitable computer-readable media storing a unique identifier associated with the physical block, such as disposed on or within a portion, such as a bottom portion, of the physical block.
- the player can interface the computer-readable media (e.g., NFC tag) with a computing system by a reading device such as an NFC reader, etc. such that the computing system can read the identifier.
- the identifier may be a serial number printed on the block and entered by the player.
- the computing system can communicate with a gameplay service (e.g., on a server computing system) to register the identifier with the player’s account.
- the player can then be awarded a digital resource corresponding to the registered physical block (e.g., the identifier).
- the player can be presented with an animation of the digital resource “hatching” or “sprouting” from the physical block.
- the animation can depict a virtual representation of the physical block “hatching” into a rendering of the unique digital resource the player has obtained by registering that physical block.
- the player can purchase a physical block from a “mystery box” where the packaging and/or the physical block itself does not reveal which digital resource (e.g., creature) the player will receive from the physical block.
- the “mystery box” packaging may provide clues to some characteristics of the digital resource (e.g., type, element or other attributes, rarity, series or intellectual property type, etc.).
- icons or colors on the packaging may reveal limited information about the attribute.
- each creature resource can have unique “genetic” characteristics related to one or more attributes of the creature resources such that creature resources of the same type can be distinguishable from each other.
- the genetic characteristics can be based at least in part on an identifier of the physical block associated with the creature resource, such as a serialization of an NFC tag in the physical block.
- the genetic characteristics may be uniquely assigned when the creature resource is awarded to the player.
- the genetic characteristics can relate to the creature’s appearance.
- each creature resource may have minor variations in appearance from other creature resources of the same type.
- the genetic characteristics can relate to the creature’s performance in battles. For instance, each creature may have a uniquely assigned value, multiplier, etc.
- the creature may have uniquely assigned moves or other attributes.
- one or more parent creature resources may be “bred” to produce a child creature resource.
- the genetic characteristics of the child creature resource can be based at least in part on the genetic characteristics of the parent creature resources.
- the genetic characteristics of the child creature resource may be based on averages of genetic characteristics of the parent creature resources and/or may be selected (e.g., randomly) from genetic characteristics of the parent creature resources.
- two or more creature resources can be “fused” such that the two or more creature resources receive characteristic mutation(s) based at least in part on the original genetic characteristics of each other.
- various attribute(s) can be assigned to a physical block using procedural generation techniques.
- Procedural generation techniques can create data algorithmically.
- a block and/or corresponding creature or other resource can be procedurally generated by selecting (e.g., randomly or according to a defined probability distribution) an attribute value from a set of candidate attribute values for each of a number of attributes.
- ownership of the digital resources can be tracked by blockchain technology.
- the player may be awarded, granted, or otherwise provided with a non-fungible token (NFT) associated with the digital resource in response to scanning the physical block.
- NFT non-fungible token
- the player may be provided with the ability to mint the non-fungible token on a blockchain.
- the non-fungible token provided to the player can be associated at least partially with the genetic characteristics of the digital resource.
- the non-fungible token can represent the exact genetic makeup of the digital resource.
- the non-fungible token can represent the type and/or appearance (e.g., the minor variances in appearance) of the digital resource.
- the non-fungible token can be registered on any suitable blockchain, such as Ethereum.
- the player may select which blockchain to register the non-fungible token with.
- the player may be provided a non- fungible token in response to completing certain gameplay objectives.
- the player may be awarded a non-fungible token associated with the player’s creature once the creature has reached a given level (e.g., a level 100, a maximum level, etc.) or otherwise reached one of one or more checkpoints or thresholds.
- the player may be awarded a non-fungible token associated with the player’s creature once the player scans and hatches that creature.
- Players can be awarded with NFTs in response to any suitable gameplay achievement in accordance with example aspects of the present disclosure.
- each creature resource owned by the player can have an associated “level” or “experience,” or similar.
- the creature resource can receive experience points (XP) that increase the total experience or level of the creature resource.
- the creature resource can receive XP up to a maximum level or maximum experience.
- the player can be awarded a non-fungible token associated with the creature resource once the creature resource has reached maximum level. Further, in some implementations, there is no maximum level or maximum experience.
- Example aspects of the present disclosure provide entertaining and engaging games for players that additionally improve upon so-called “play-and-eam” approach to game design, where players are rewarded with incentives separate from virtual currencies or other rewards that relate only to the gaming environment itself. Instead, the players can earn non-fungible tokens that can be exchanged for value outside of the gaming environment, such as other non-fungible tokens, cryptocurrencies, or other currencies. The game can thus present financial incentives to the player to continue playing, which can improve player engagement.
- some or all of the physical blocks can be small and/or self-contained such that the player is able to carry the blocks around with ease. This can increase the likelihood that two players meeting in person have their respective physical blocks on their persons and are able to engage in multiplayer gameplay elements (e.g., crossing, migrating, battling, etc.). Additionally and/or alternatively, transportability of the phy sical blocks can facilitate the organization of gaming-centric events such as conventions, meetups, group gameplay sessions, etc., which can improve player engagement.
- the physical blocks can be sized such that they can fit in a player’s pocket or backpack, can have batteries or otherwise be powered without wired power, can be encased in a shell, and/or have other design aspects facilitating transportability.
- the creature blocks can be small and/or self-contained.
- the creature blocks may have dimensions less than about three centimeters.
- Crossing creature blocks can reward players for meeting in person, which can encourage play ers to carry their creature blocks on their person and to interact with other players. For instance, a player may cross creature blocks by first scanning a first creature block belonging to the player. Another player can scan a second creature block belonging to the other player. The players can then exchange their creature blocks and each play er can scan the other player’s creature blocks. After successfully crossing their creature blocks, the players can be awarded experience points (XP) towards the creatures associated with the crossed creature blocks, experience points associated with the players’ accounts, consumables, virtual currency, and/or other rewards. Additionally and/or alternatively, in some implementations, the players can be awarded with a new creature.
- experience points XP
- the players can be awarded with a new creature.
- the new creature can be “bred” from the creatures associated with the crossed creature block.
- the genetic characteristics of the creatures associated with the crossed creature block can be combined to produce a new creature with the combined genetic characteristics.
- the bred creature can have an appearance influenced by the appearances of the parent creatures.
- players meeting in person can migrate or trade two creature blocks to transfer ownership of the creature blocks from one player to another.
- each player scans their original creature block then exchanges their creature block with the other player.
- Each player then scans their new creature block and retains the new creature block.
- the players can be awarded with anew creature resource corresponding to the new creature block.
- the players may lose possession of the creature resource corresponding to their original creature block. Additionally and/or alternatively, in some implementations, the players may retain possession of the creature resource corresponding to their original creature block.
- the player may be awarded experience points towards the new creature resource and/or the original creature resource. Additionally and/or alternatively, the player(s) (e.g., the player account(s)) can be awarded XP. In some implementations, the player can continue to earn XP from the original creature block after it has been traded to its new owner and/or from any further owners that the creature block may have. For instance, when the new owner earns XP towards the creature associated with the original creature block, the new owner may be awarded XP based at least in part on (e.g., a percentage of) the earned XP.
- the new owner may be awarded XP based at least in part on (e.g., a percentage of) the earned XP.
- the original owner and/or the first new owner can receive XP when the second new owner earns XP towards the original creature block.
- the amount of XP earned by the original owner of a creature block can diminish with each subsequent new owner. For instance, the amount of XP earned from the creature block can decrease linearly, exponentially, logarithmically, and/or in any other suitable manner with each new owner of the creature block.
- players can battle their creatures.
- players may deploy one or more creatures in battle against each other.
- Any suitable format for battles may be used in accordance with example aspects of the present disclosure, such as real-time battles, turn-based battles, automatic (statistics-based) battles, or any other suitable battle format.
- the winner of the battle can be awarded with experience points, consumables, virtual currency, and/or any other suitable rewards.
- example aspects of the present disclosure are directed to systems and methods for constructing a virtual structure based at least in part on an arrangement of physical building blocks.
- the virtual structure can be at least a portion of a gaming environment, such as a gaming environment within a gaming application on a user computing device.
- the virtual structure can be a level or area of a video game, one or more structures within a larger level of a video game, and/or any other suitable type of virtual structure.
- example aspects of the present disclosure can be employed in other virtual environments (e.g., virtual design environments).
- physical building blocks can correspond to any suitable game element.
- phy sical building blocks can correspond to a portion of a virtual structure that, when combined with other portions, produces a larger virtual structure resembling a building, environment, scene, etc.
- physical building blocks can be or can include creature blocks (e.g., to render a corresponding creature in the virtual structure), self- contained structures, earth elements, and/or any other suitable elements.
- creature blocks e.g., to render a corresponding creature in the virtual structure
- self- contained structures e.g., earth elements, and/or any other suitable elements.
- the terms phy sical blocks and physical building blocks are used interchangeably, where a given block may be one or more of different types of blocks such as creature blocks, blocks that corresponding to a building, environment, scene, etc., and/or a seed block.
- a larger virtual environment can include one or more “plots” of virtual space.
- the player can assemble one or more physical building blocks into an assembly of physical building blocks.
- the player and/or the gaming application can then construct one or more virtual structures in a plot of virtual space within the larger virtual environment based at least in part on the assembly of physical building blocks.
- the player and/or other players in the gaming environment can visit and/or interact with the player’s virtual structure(s).
- the combination of physical building blocks and virtual interactivity can provide the players with both physical and mental stimulation, thereby improving player engagement and enjoyment.
- the physical building blocks can include electronics such as NFC chips, electrodes, etc. that provide for a computing system to determine the phy sical arrangement of the building blocks and construct a representative virtual structure.
- each of the physical building blocks can have one or more contact traces that are configured to electrically couple with another physical building block when the blocks are in contact.
- the one or more contact traces can be at least partially located on an outward-facing surface of the physical building blocks.
- the one or more contact traces can be or can include electrical terminals (e.g., electrodes) that are placed into electrical communication with another physical building block (e.g., with the contact trace(s) of another building block) when the blocks are in contact
- the contact traces can form a complete circuit and/or be in communication with one or more processors, memory devices, etc. of the phy sical building blocks when the blocks are in contact such that a computing system (e.g., located wdthin one or more of the physical building blocks) can determine that the blocks are in contact and/or particular attributes of the blocks.
- One or more internal electrical conduits can electrically couple the one or more contact traces to other (e.g., internal) components of the physical building block, such as, for example, an internal computing module, other contact traces (e.g., on other sides of the physical building block), scanners or other electronic components.
- a conductive path can be formed throughout some or all of an assembly of physical building blocks via the contact traces and/or internal electrical conduits.
- each of the physical building blocks can have one or more coupling systems that are configured to couple (e.g., secure) a first physical building block to a second physical building block.
- Example coupling systems include, but are not limited to, magnetic coupling systems (e.g., including one or more magnets), latches, snap tabs, pins and holes, snug fit coupling systems, and/or any other suitable coupling systems and/or combination thereof.
- a user may place the coupling system of a first physical building block in contact with and/or proximate to the coupling system of a second physical building block.
- the user may apply force to the coupling system to cause the coupling system to couple the first physical building block to the second physical building block. For instance, the user may “snap” the first physical building block and the second physical building block together.
- the coupling of a first physical building block to a second physical building block can place at least some of the one or more contact traces of the first physical building block into communication with the one or more contact traces of the second physical building block.
- at least a portion of the contact traces of the first physical building block can be aligned with at least a portion of the contact traces of the second physical building block when the one or more coupling systems are coupled.
- Other contact traces on the first and/or second physical building block can further be placed in contact with additional physical building blocks.
- a conductive path can be formed throughout some or all of an assembly of physical building blocks via the contact traces. The conductive path can provide for an internal computing module of the physical building blocks to recognize physical building blocks connected to the contact traces, and thereby determine how an assembly of physical building blocks is oriented.
- some or all of the physical building blocks can include an internal computing module.
- the internal computing module can include electronics for constructing a representation of the physical building block in the virtual structure.
- the internal computing module can include one or more non-transitory computer-readable media storing data indicative of the one or more attributes of the physical building block. Additionally and/or alternatively, the internal computing module may include other components such as, for example, an NFC reader, one or more processors, etc.
- Each of the physical building blocks can have one or more attributes. At least some of the attributes can relate to the physical appearance of the physical building blocks. For example, attributes can include size, shape, color, style, etc. of the physical building blocks. Data descriptive of the one or more attributes can be stored on computer-readable memory within an internal computing module of the physical building blocks. For example, the computer-readable memory can be coupled to the one or more contact traces such that the memory can be read from the one or more contact traces.
- the shape of the block can be any suitable shape, and is not necessarily rectangular. For instance, the shape of the block can be uniform and/or repeating or non-uniform and/or non-repeating, such as rectangular, hexagonal, triangular, spherical, etc.
- the one or more attributes can be used in constructing the virtual structure from the physical building block.
- the one or more attributes can include a type, shape, size, color, sty le, etc. that have corresponding virtual appearances.
- the one or more attributes can relate to the physical appearance of the physical building block such that a portion of the virtual structure corresponding to the physical building block at least partially resembles the physical building block.
- the portions of the virtual structure can have more detail, be more robust, etc., than their physical block counterpart.
- These portions can be oriented and/or positioned in the virtual structure correspondingly to their physical arrangement, such that the virtual structure resembles the physical arrangement.
- the one or more attributes may not necessarily directly translate to the appearance of the virtual structure in all cases. As one example, certain combinations of physical blocks can produce an element of the virtual structure that does not resemble the physical blocks.
- one or more of the physical building blocks used to construct the virtual structure can be a seed building block.
- the seed building block can act as a core of the virtual structure.
- At least one seed building block can provide the “brains” of an assembly of physical building blocks while the other physical building blocks are relatively simpler, including lesser electronic components than the seed building block.
- the seed building block may be a more intelligent block, which, in some cases, can provide for reduced cost of other physical building blocks.
- the other physical building blocks can have relatively simple and/or cost-effective internal computing modules.
- the seed building block can include a more advanced internal computing module than that of some other physical building blocks, such as an internal computing module including hardware configured to facilitate communications with other computing systems, hardware configured to determine attributes of connected physical building blocks (e.g., number, orientation, type, etc.), battery system(s), etc.
- an internal computing module including hardware configured to facilitate communications with other computing systems, hardware configured to determine attributes of connected physical building blocks (e.g., number, orientation, type, etc.), battery system(s), etc.
- the seed building block can have a communication system.
- the communication system can be configured to communicate with a gaming application on a player’s computing system, such as a gaming console, a personal computer, a virtual reality (VR) system, tablet computer, smartphone, and/or any other suitable computing system.
- the communication system can be wired and/or wireless.
- the communication system can be or can include a Bluetooth Low-Energy (BLE) system.
- the communication system can be or can include a universal serial bus (USB) connector and/or adapter.
- the communication system can be or can include any suitable communication technologies.
- the seed building block can include a power system.
- the power system can include one or more batteries.
- the one or more batteries can be disposable and/or rechargeable batteries.
- the seed building block can include one or more rechargeable batteries and/or a charging port.
- the charging port can be coupled to the rechargeable batteries and/or can supply power to the batteries.
- the charging port can be a universal serial bus (USB) port, such as a USB type A port, a Micro USB port, a USB type C port, etc.
- the charging port can additionally be used for wired communications with a computing system.
- the power system can include one or more capacitors. In some implementations, the power system can be charged wirelessly.
- the seed building block can power down when not in use to conserve power.
- the seed building block can include an accelerometer or other device to wake up the seed building block after powering down.
- the internal computing module of the seed building block can be configured to perform operations including determining that the seed building block has not moved for a sleep duration based at least in part on one or more signals from the accelerometer.
- the seed building block can be configured to power down after the sleep duration has elapsed without being moved.
- the sleep duration can be any suitable duration, such as time, clock cycles, etc.
- the operations can include, in response to determining that the seed building block has not moved for the sleep duration, putting the internal computing module of the seed building block to sleep.
- the internal computing module can be placed into a low-power-consumption “sleep” state, such as a state with limited computational activity.
- the operations can include, in response to one or more signals from the accelerometer, waking the seed building block from sleep. For instance, when the one or more signals form the accelerometer indicate that the seed building block has been moved, the block can be returned to a normal computational mode.
- the seed building block can have an associated theme.
- the theme may be associated with a particular environment (e.g., forest, desert, space, urban, etc.), a particular intellectual property, a particular element, a particular architectural style, etc.
- the theme can control the appearance of a structure built using the seed building block. For example, if a player builds a structure with a forest themed seed building block, the virtual structure (including other building blocks) can be rendered with a forest theme in which textures, models, resources, etc. may resemble or depict forests.
- Attributes of the other building blocks can control the arrangement of the virtual structure while the theme can control the appearance of the virtual structure, textures used in rendering the virtual structure, music and/or sound effects that play in proximity to the virtual structure, characters or environmental effects that appear around the virtual structure, and/or other aesthetic effects of the virtual structure.
- a particular physical building block can have an associated theme.
- the theme can be stored in a memory of an internal computing module of the physical building block.
- the theme of the physical building block can be used in rendering the physical building block.
- some or all physical building blocks can have an associated theme used in constructing the virtual structure.
- a theme of a physical building block when present, can override the theme of the seed building block for the portion of the virtual structure corresponding to that physical building block. Remaining physical building blocks (e.g., blocks without an associated theme) can then be constructed with the theme of the seed building block.
- a theme of the seed building block must match a theme of a physical building block for the seed building block to be used in constructing a virtual structure with the seed building block.
- the seed building block can communicate with the gaming application such that the gaming application can determine the theme of the seed building block.
- the gaming application can read data indicative of the theme of the seed building block from the communication system of the seed building block.
- the data indicative of the theme of the seed building block can be a theme identifier uniquely associated with the theme of the seed building block.
- the gaming application can have one or more virtual resources (e.g., textures, etc.) associated with the theme identifier, such as referenceable based at least in part on the theme identifier.
- the gaming application can then render the virtual structure based at least in part on the virtual resources associated with the theme identifier.
- the seed building block itself can store virtual resources (e.g., textures, etc.) used in constructing the virtual structure with the theme of the seed building block.
- the seed building block can be a plot block.
- the plot block can resemble a substantially two-dimensional “plot” for building physical structures, which can resemble, for example, a mat, baseplate, etc.
- the plot block can be configured to receive one or more physical building blocks.
- the plot block can be configured in a “grid” configuration having a length and/or a width defining a grid area.
- the length and/or the w idth can be defined based at least in part on a number of physical building blocks that can be disposed along the length and/or the width.
- the physical building blocks can be “tiles” having a unitary length, width, and height.
- the physical building blocks may have unitary dimensions such as “1 by 1” or “1 by 2” referring to discrete units, such that, for example, two 1 by 1 blocks placed end-to-end occupies a substantially similar space to a 1 by 2 block.
- the plot block can additionally and/or alternatively be dimensioned according to a similar or same unitary dimension such that the plot block can receive a discrete number of dimensional units’ worth of physical building blocks.
- the plot block can have unitary length and width such as 3 by 3, 6 by 6, 12 by 12, etc.
- a 3 by 3 plot block can receive nine 1 by 1 phy sical building blocks, and/or an equivalent total of blocks having larger dimensions than 1 by 1.
- the unitary dimension may correspond to a measurement unit, such as an inch, centimeter, etc., the unitary dimension can be any suitable size in accordance with example aspects of the present disclosure.
- Some example aspects of the present disclosure are directed to systems and methods for constructing a virtual structure from physical building blocks.
- the systems and methods can be used wdth any suitable computing system, such as a computing system including one or more computing devices, one or more processors, etc.
- a computing system including one or more computing devices, one or more processors, etc.
- some or all of the operations discussed herein can be performed by an internal computing module (e.g., one or more processors thereof) of a physical building block, such as a seed building block.
- some or all of the operations discussed herein can be performed by a computing system, user computing device, or other suitable computing structure, such as a gaming application implemented by one or more processors.
- a player can arrange one or more physical building blocks to form a block assembly of one or more physical building blocks. For instance, the player can couple the coupling systems of each of the one or more physical building blocks together such that the physical building blocks are arranged into the block assembly. Additionally and/or alternatively, the contact traces of (e.g., adjacent) physical building blocks in the block assembly can be placed into contact to form electrically conductive paths through at least a portion of the block assembly.
- the block assembly can include at least one seed building block.
- Systems and methods according to example aspects of the present disclosure can include communicating, by a computing system, data descriptive of a theme of the virtual structure.
- a seed building block e.g., an internal computing module of the seed building block
- data descriptive of theme of the virtual structure can be stored by non-transitory, computer-readable media of the seed building block (e.g., the internal computing module of the seed building block).
- the theme of the virtual structure can be determined based at least in part on one or more attributes of the seed building block, such as an identifier of the seed building
- the identifier could be included in a Bluetooth attribute that is broadcast by a Bluetooth communications module.
- the Bluetooth module can be preprogrammed (e.g., factory -programmed) to broadcast the identifier attribute, block, serial number of the seed building block, model number of the seed building block, etc.
- the systems and methods according to example aspects of the present disclosure can include obtaining, by a computing system (e.g., by a gaming application on a user computing device), data descriptive of a theme associated with the virtual structure.
- the data descriptive of the theme can be, for example, a theme identifier.
- the computing system can be configured to determine an assembly orientation of the block assembly of physical building blocks.
- the seed building block e.g., an internal computing module of the seed building block
- the assembly orientation of the block assembly can be used in determining the orientation of the virtual structure.
- the assembly orientation can be defined relative to a “ground” plane, a coordinate grid (e.g., a three-dimensional coordinate grid), and/or any other suitable reference.
- the virtual structure can then be oriented such that the direction of the reference of the assembly orientation corresponds to a direction of virtual ground or other suitable virtual reference.
- the seed building block can be a plot block having a length and a width.
- the orientation of the virtual structure can be defined such that the plot block acts as the ground plane (e g., the length and width are in the direction of the ground plane).
- the seed building block and/or another physical building block can include an orientation module.
- the orientation module can be or can include any suitable device for determining orientation of the seed building block and/or other physical building block(s) such as, for example, a gyroscope.
- the orientation module can determine how the assembly is oriented relative to a reference such as, for example, earth gravity. It should be understood that ground plane does not necessarily need to resemble surface-level ground, but can resemble other environments such as the sky, space, ocean, underground, etc.
- systems and methods according to example aspects of the present disclosure can include communicating, by a computing system (e g., by an internal computing module of a seed building block), data indicative of an orientation of the virtual structure.
- systems and methods according to example aspects of the present disclosure can include receiving, by a computing system (e g., by a gaming application on a user computing device), data indicative of an orientation of the virtual structure.
- Systems and methods according to example aspects of the present disclosure can include determining, by a computing system (e.g., a user computing device and/or an internal computing module of a seed building block), a virtual structure layout based at least in part on the physical building blocks.
- the virtual structure layout can be or can include data descriptive of an arrangement of at least one seed building block and one or more physical building blocks.
- the virtual structure layout can be a schematic or arrangement of a virtual structure to be rendered by a gaming application.
- the virtual structure layout can be descriptive of at least one of a relative positioning, orientation, or one or more attributes of the assembly of physical building blocks. Additionally and/or alternatively, in some implementations, the virtual structure layout can include the data indicative of the theme of the seed building block.
- Systems and methods according to example aspects of the present disclosure can be configured to communicate the data descriptive of the virtual structure layout to a user computing device.
- the internal computing module of the seed building block can communicate the data descriptive of the virtual structure layout to a gaming application on the user computing device.
- the user computing device can be configured to construct a virtual structure based at least in part on the data descriptive of the virtual structure layout. For instance, a gaming application on the user computing device can construct and/or render the virtual structure.
- a computing system can obtain data descriptive of the virtual structure layout. Additionally and/or alternatively, the computing system can obtain one or more virtual structure component resources.
- the one or more virtual structure component resources can be associated with virtual representations based at least in part on the physical building blocks. As one example, the one or more virtual structure component resources can be associated with a same shape, size, type, or other characteristics as corresponding physical building blocks. For instance, in some cases, the virtual structure component resources can have an appearance that is similar to an appearance of a corresponding physical building block.
- the virtual structure component resources can be digital resources, such as, for example, virtual models of or resembling the physical building blocks.
- the computing system can construct a virtual structure corresponding to the block assembly. For example, the computing system can arrange the virtual structure component resources as illustrated by the virtual structure layout such that the layout of the virtual structure component resources in the virtual structure corresponds to the layout of the physical building blocks in the block assembly.
- aspects of the virtual structure layout and/or the virtual structure can be procedurally generated.
- attributes of the virtual structure such as a texture or visual appearance can selected randomly or from a defined probability distribution (e.g., a probability distribution that is a function of attribute(s) of one or more corresponding physical blocks).
- FIG. 1 depicts a block diagram of an example system 100 for constructing a virtual structure based at least in part on an arrangement of physical building blocks according to example aspects of the present disclosure.
- a user computing device 110 can be configured to run a gaming application 120.
- the gaming application 120 can be pre-installed on the device, installed via an application distribution service or virtual store, downloaded from the internet, etc.
- User computing device 110 can be or can include any suitable computing device(s) such as, for example, a personal computer, a laptop computer, a desktop computer, a gaming console, a mobile phone (e.g., a smartphone), a tablet computer, and/or any other suitable computing device(s).
- a personal computer e.g., a personal computer, a laptop computer, a desktop computer, a gaming console, a mobile phone (e.g., a smartphone), a tablet computer, and/or any other suitable computing device(s).
- the gaming application 120 can utilize components of the user computing device, such as processor(s) 112, computer-readable memory 114, user input and/or output device(s) 116, and/or communication system 118, to provide for a user of the user computing device 110 to interact with a gaming environment of the gaming application 120.
- the user input and/or output device(s) 116 can include components used to facilitate user control and/or interaction with the user computing device 110, such as, for example, a keyboard, a computer mouse, a display screen, a touch-sensitive surface (e.g., a touch screen), audio systems such as speakers, headphones, subwoofers, etc., a microphone, a gaming controller and/or components thereof (e.g., a joystick, button(s), gyroscope, etc.), and/or any other suitable components.
- a keyboard e.g., a computer mouse
- a display screen e.g., a touch screen
- audio systems such as speakers, headphones, subwoofers, etc.
- a microphone e.g., a microphone
- a gaming controller and/or components thereof e.g., a joystick, button(s), gyroscope, etc.
- the user computing device 110 can communicate with server computing system 150 over network 145.
- Network 145 can be or can include any suitable wired and/or wireless network and/or portion thereof, such as an IEEE 802. 11 network, Wi-Fi network, LAN, Ethernet, etc.
- the server computing system 150 can be configured to run (e.g., by processor(s) 152 and/or computer-readable memory 154) a server-side gaming host application 156.
- the server-side gaming host application 156 can facilitate networked features of the gaming application 120.
- Example networked features can include, but are not limited to, player account management, authentication, and synchronization, data management and synchronization, server-side local data backup, multiplayer interactions such as creature resource crossing, battling, migrating, etc., hosting and/or sharing of player’s constructed virtual structures, management of a persistent online virtual world, etc., and/or any other suitable networked features.
- players can construct virtual structures according to example aspects of the present disclosure on gaming application 120.
- Gaming application 120 can be in communication with server-side gaming host application 156.
- Gaming application 120 can share constructed virtual structures and/or other gaming data with the host application 156, which can additionally and/or alternatively facilitate a gaming environment among multiple players on other user computing devices.
- the gaming application 120 can be executed on user computing device 110 without connecting to server-side gaming host application 156.
- the user computing device 110 can communicate (e.g., by communication system 118) with seed building block 130.
- Seed building block 130 can act as a core of a larger block assembly of physical building blocks.
- the block assembly can be coupled to seed building block 130 according to example aspects of the present disclosure. In this way, the seed building block 130 can communicate information related to the block assembly (e.g., arrangement, type, etc. of blocks) to user computing device 110 and/or gaming application 120.
- the seed building block 130 can include internal computing module 132 to facilitate computing-related functionality of seed building block 130.
- the internal computing module 132 can include one or more processor(s) 134 and/or computer-readable memory 136.
- the computer-readable memory 136 can store data descriptive of one or more block attributes 137.
- the block attributes can be or can include attributes of the seed building block 130 such as, for example, a theme of the seed building block 130, a size of the seed building block 130, etc.
- the internal computing module 132 can include communication system 138 to facilitate communication with user computing device 110, such as with communication system 118 and/or gaming application 120 of user computing device 1 10.
- the seed building block 130 can communicate with user computing device 110 over connection 125.
- connection 125 can be or can include any suitable wired and/or wireless connection suitable for facilitating data transmission.
- Examples of connection 125 include, but are not limited to, a Bluetooth connection, Bluetooth Low Energy (BLE) connection, ZigBee connection, Wi-Fi connection, universal serial bus (USB) connection, proprietary connections, etc.
- communication system(s) 118 and/or 138 can be BLE communication modules configured to establish a BLE connection between seed building block 130 and user computing device 110.
- FIG. 2A depicts an example physical block registration 200 according to example aspects of the present disclosure
- FIG. 2B depicts a bottom view of a physical block 210 according to example aspects of the present disclosure.
- Physical block 210 can include a near-field communication (NFC) tag 212 disposed on and/or within physical block 210. Additionally and/or alternatively, physical block 210 can be printed, formed, or otherwise designed to resemble a creature resource associated with the physical block 210.
- computer-readable memory on or within the physical block 210 e.g., the NFC tag 212 can store data descriptive of the creature resource associated with the physical block 210.
- a computing system can identify and/or generate the creature resource associated with the physical block 210 based at least in part on the physical block 210, such as based at least in part on an identifier of the NFC tag 212 of physical block 210.
- a player can purchase physical block 210 and subsequently interface physical block 210 and/or NFC tag 212 with an NFC reader 220.
- NFC reader 220 can be a standalone NFC reader and/or incorporated into a larger computing system (e.g., a player’s smartphone, personal computer, etc.).
- the NFC reader 220 can read data from the NFC tag 212 when the phy sical block 210 is interfaced with the NFC reader 220.
- the NFC reader 220 can read data such as an identifier of the NFC tag, one or more block attributes (e.g., creature type, etc.), and/or any other suitable data.
- a computing system coupled to NFC reader 220 can perform various functions associated with a gaming application.
- the computing system can register a creature resource associated with physical block 210 with a player’s account.
- the computing system can generate a creature resource associated with the data read from the NFC tag 212 of physical block 210, such as a creature resource associated with an identifier of the NFC tag 212 and/or physical block 210.
- the computing system can write data descriptive of the creature resource to the physical block 210.
- the computing system can “cross” the physical block 210 with another.
- players encountering other players in person may “cross” two creature blocks.
- Crossing creature blocks can reward players for meeting in person, which can encourage players to carry their creature blocks on their person and to interact with other players.
- a player may cross creature blocks by first scanning, with NFC scanner 220 (e.g., with the NFC scanner 220 on the player’s own device), a first creature block (e.g., block 210) belonging to the player.
- Another player can scan a second creature block belonging to the other player.
- the players can then exchange their creature blocks and each player can scan the other player’s creature blocks.
- the players can be awarded experience points (XP) towards the creatures associated with the crossed creature blocks, experience points associated with the players’ accounts, consumables, virtual currency, and/or other rewards. Additionally and/or alternatively, in some implementations, the players can be awarded with a new creature.
- the new creature can be “bred” from the creatures associated with the crossed creature block. For instance, the genetic characteristics of the creatures associated with the crossed creature block can be combined to produce a new creature with the combined genetic characteristics. As one example, the bred creature can have an appearance influenced by the appearances of the parent creatures.
- the computing system can migrate the creature resource associated with physical block 210.
- players meeting in person can migrate or trade two creature blocks to transfer ownership of the creature blocks from one player to another.
- To migrate creature blocks each player scans (e.g., with NFC reader 220) their original creature block, then exchanges their creature block with the other player. Each player then scans their new creature block and retains the new creature block.
- the players can be awarded with a new creature resource corresponding to the new creature block.
- the players may lose possession of the creature resource corresponding to their original creature block. Additionally and/or alternatively, in some implementations, the players may retain possession of the creature resource corresponding to their original creature block.
- the player may be awarded experience points (XP) towards the new creature resource and/or the original creature resource.
- XP experience points
- the computing system can battle a creature resource associated with physical block 210.
- Players can battle their creatures.
- players may deploy one or more creatures in battle against each other.
- Any suitable format for battles may be used in accordance with example aspects of the present disclosure, such as real-time battles, turn-based battles, automatic (statistics-based) battles, or any other suitable battle format.
- the winner of the battle can be awarded with experience points (XP), consumables, virtual currency, and/or any other suitable rewards.
- FIG. 3 depicts a block diagram of an example physical block assembly 300 according to example aspects of the present disclosure.
- Block assembly 300 includes seed building block 302 and one or more physical building blocks 320.
- Two physical building blocks 320 are depicted in FIG. 3 for the purpose of illustration. It should be understood that any suitable number of physical building blocks 320 can be coupled to seed building block 302 and/or other physical building blocks 320.
- the seed building block 302 and/or each of the physical building blocks 320 can have one or more contact traces 318, 326 that are configured to electrically couple with contact traces 318, 326 of another physical building block 320 when the blocks are in contact.
- the one or more contact traces can be at least partially located on an outward-facing surface of the physical building blocks 320.
- the one or more contact traces 318, 326 can be or can include electrical terminals that are placed into electrical communication with another physical building block 320 (e.g., with the contact traces 318, 326 of another building block) when the blocks 320 are in contact.
- the contact traces 318, 326 can form a complete circuit and/or be in communication with one or more processors, memory devices, etc. of the physical building blocks 320 when the blocks 320 are in contact such that a computing system (e g., located within one or more of the physical building blocks 320) can determine that the blocks 320 are in contact and/or particular attributes of the blocks 320.
- a computing system e g., located within one or more of the physical building blocks 320
- One or more internal electrical conduits can electrically couple the one or more contact traces 318, 326 to other (e.g., internal) components of the physical building block 320, such as, for example, an internal computing module 310, 322, other contact traces 318, 326 (e.g., on other sides of the physical building block 320), scanners or other electronic components.
- a conductive path can be formed throughout some or all of an assembly of physical building blocks 320 via the contact traces 318, 326 and/or internal electrical conduits.
- the internal computing modules 310, 322 can communicate by wireless communication (e.g., by a BLE module).
- the seed building block 302 and/or each of the physical building blocks 320 can have one or more coupling systems 319, 327 that are configured to couple (e.g., secure) a first physical building block to a second physical building block.
- Example coupling systems 319, 327 include, but are not limited to, magnetic coupling systems (e.g., including one or more magnets), latches, snap tabs, pins and holes, snug fit coupling systems, and/or any other suitable coupling systems and/or combination thereof.
- a user may place the coupling system of a first physical building block in contact with and/or proximate to the coupling system of a second physical building block.
- the user may apply force to the coupling system 319, 327 to cause the coupling system 319, 327 to couple the first physical building block to the second physical building block. For instance, the user may “snap” the first physical building block and the second physical building block together.
- coupling system 319 is coupling seed building block 302 to coupling system 327 of physical building block 320.
- the seed building block 302 can act as a core of the virtual structure. At least one seed building block 302 can provide the “brains” of block assembly 300.
- Seed building block 302 can include internal computing module 310.
- Internal computing module 310 can include components for facilitating electronic features of block assembly 300.
- Internal computing module 310 can include, for example, one or more processor(s) 311.
- the processor(s) 311 can be configured to perform operations for communicating with a gaming application, operations for determining a virtual structure layout of block assembly 300, and/or other suitable operations.
- the internal computing module 310 can include a communication system 312 to facilitate communications with a user computing device and/or a gaming application.
- the communication system 312 can be configured to communicate with a gaming application on a player’s computing system, such as a gaming console, a personal computer, a virtual reality (VR) system, tablet computing system, smartphone, and/or any other suitable computing system.
- the communication system 312 can be wired and/or wireless.
- the communication system 312 can be or can include a Bluetooth Low-Energy (BLE) system.
- BLE Bluetooth Low-Energy
- the communication system 312 can be or can include a universal serial bus (USB) connector and/or adapter.
- USB universal serial bus
- the seed building block 302 can include a power system 313.
- the power system 313 can one or more batteries.
- the one or more batteries can be disposable and/or rechargeable batteries.
- the seed building block 302 can include one or more rechargeable batteries 313 and/or a charging port.
- the charging port can be coupled to the rechargeable batteries 313 and/or can supply power to the batteries 313.
- the charging port can be a universal serial bus (USB) port, such as a USB type A port, a Micro USB port, a USB type C port, etc.
- USB universal serial bus
- the charging port can additionally be used for wired communications with a computing system (e.g., as at least a portion of communication system 312).
- the power system 313 can include one or more capacitors. In some implementations, the power system 313 can be charged wirelessly.
- the seed building block 302 can power down when not in use to conserve power.
- the seed building block 302 can include an accelerometer 316 or other device to wake up the seed building block 302 after powering down.
- the internal computing module 310 of the seed building block 302 can be configured to perform operations including determining that the seed building block 302 has not moved for a sleep duration based at least in part on one or more signals from the accelerometer 316.
- the seed building block 302 can be configured to power down after the sleep duration has elapsed without being moved.
- the sleep duration can be any suitable duration, such as time, clock cycles, etc.
- the operations can include, in response to determining that the seed building block 302 has not moved for the sleep duration, putting the internal computing module 310 of the seed building block 302 to sleep.
- the internal computing module 310 can be placed into a low-power- consumption “sleep” state, such as a state with limited computational activity.
- the operations can include, in response to one or more signals from the accelerometer 316, waking the seed building block 302 from sleep. For instance, when the one or more signals form the accelerometer 316 indicate that the seed building block 302 has been moved, the block can be returned to a normal computational mode.
- the internal computing module 310 can include computer-readable memory 314.
- the memory 314 can store data descriptive of a theme 315 associated with the seed building block 302.
- the theme 315 may be associated with a particular environment (e.g., forest, desert, space, urban, etc.), a particular intellectual property, a particular element, a particular architectural style, etc.
- the theme 315 can control the appearance of a virtual structure built from block assembly 300 using the seed building block 302. For example, if a player builds a structure with a forest themed seed building block 302, the virtual structure (including other building blocks) can be rendered with a forest theme in which textures, models, resources, etc. may resemble or depict forests.
- Attributes of the other building blocks can control the arrangement of the virtual structure while the theme 315 can control the aesthetic appearance of the virtual structure, textures used in rendering the virtual structure, music and/or sound effects that play in proximity to the virtual structure, characters or environmental effects that appear around the virtual structure, and/or other aesthetic effects of the virtual structure.
- the physical building blocks 320 can be relatively simpler, including lesser electronic components than the seed building block 302.
- the seed building block 302 may be a more intelligent block, which, in some cases, can provide for reduced cost of other phy sical building blocks 320.
- the phy sical building blocks 320 can have relatively simple and/or cost-effective internal computing modules 322.
- the seed building block 302 can include a more advanced internal computing module 310 than that of some other physical building blocks.
- the internal computing module 322 can include computer-readable memory 324.
- the computer-readable memory can store data descriptive of one or more attributes of the physical building blocks 320.
- the computer-readable memory 324 can be coupled to the one or more contact traces 326 such that the memory 324 can be read from the one or more contact traces 326.
- At least some of the attributes can relate to the physical appearance of the physical building blocks 320.
- attributes can include size, shape, color, style, etc. of the physical building blocks 320.
- FIG. 4A depicts a block diagram of an example physical block assembly 400 according to example aspects of the present disclosure.
- the block assembly 400 can include a plurality of physical building blocks 402.
- One or more of the physical building blocks 402 can be a seed building block.
- Each of the blocks 402 can include a respective internal computing module 404.
- the internal computing modules 404 can be or can include at least a computer-readable memory storing block attributes.
- the internal computing modules 404 can be coupled to those of neighboring blocks 402 by contact traces 406.
- the coupling of a first physical building block 402 to a second physical building block 402 can place at least some of the one or more contact traces 406 of the first physical building block 402 into communication with the one or more contact traces 406 of the second physical building block 402.
- at least a portion of the contact traces 406 of the first physical building block 402 can be aligned with at least a portion of the contact traces 406 of the second physical building block 402 when the one or more coupling systems are coupled.
- Other contact traces 406 on the first and/or second physical building block 402 can further be placed in contact with additional phy sical building blocks 402.
- a conductive path can be formed throughout some or all of an assembly of physical building blocks 402 via the contact traces 406.
- the conductive path can provide for an internal computing module 404 of the physical building blocks 402 (e.g., of a seed building block) to recognize physical building blocks 402 connected to the contact traces, and thereby determine how an assembly of phy sical building blocks 402 is oriented.
- the block assembly 400 can thus be formed of a plurality of physical building blocks 402 and a virtual structure resembling the block assembly 400 can be constructed.
- FIG. 4B depicts a block diagram 4000 of an example construction of a virtual structure 4030 based at least in part on a block assembly 4010 according to example aspects of the present disclosure.
- block assembly 4010 can include one or more physical building blocks 4012 and/or a seed building block 4014.
- a user computing device 4020 can run a gaming application configured to communicate with the seed building block 4014.
- the seed building block 4014 and/or the gaming application can determine the arrangement and/or orientation of the block assembly 4014 according to example aspects of the present disclosure.
- the user computing device 4020 can then construct virtual structure 4032 resembling the block assembly 4010.
- a player can be provided with input systems 4022 to interact with the virtual structure 4032.
- the input systems 4022 can provide for the player to control a virtual avatar to navigate the virtual structure 4032, deploy creatures within the virtual structure 4032, modify the virtual structure 4032, and/or any of a variety of gameplay features.
- players can interact with virtual structures built by other players in a persistent virtual environment.
- the player may deconstruct the assembly of physical building blocks without affecting the virtual structure.
- the player may disassemble the block assembly so the player can build additional structures with their physical building blocks.
- the player can publish new virtual structures, such as by overwriting an older virtual structure.
- FIG. 5A depicts perspective views of an example physical building block 510 according to example aspects of the present disclosure.
- FIG. 5B depicts a top view of example physical building block 510 according to example aspects of the present disclosure.
- FIG. 5 A depicts one example embodiment of a physical building block 510. It should be understood that other physical building blocks can be employed according to example aspects of the present disclosure.
- Physical building block 510 includes a coupling system configured to couple one physical building block 510 to another.
- the coupling system includes a cavity 512 on one surface of the physical building block 510 Disposed on an opposite surface from the cavity 512 is a protrusion 516.
- protrusion 516 can be disposed on a nonopposite surface from a cavity 512 in accordance with the present disclosure.
- the cavity 512 is configured to receive a protrusion 516 of another physical building block 510.
- the cavity 512 and the protrusion 516 can thus engage to couple the physical building blocks 510 together in a secure manner.
- FIG. 5C depicts a block assembly 520 including a first physical building block 522 engaging with a second physical building block 524.
- the cavity 512 and/or protrusion 516 can include magnet 514.
- the magnet 514 of a first physical building block 522 can be configured to engage a magnet 514 and/or other magnetic surface (e.g., a piece of metal) of a second phy sical building block 524 when the protrusion 516 of the second block 524 is inserted into cavity 512 of the first block 522.
- the magnets 514 can serve to reinforce the coupling of the blocks 510. Additionally and/or alternatively, the magnets 514 can be the contact terminals.
- the magnets 514 can be painted a same color as an exterior shell of the physical building block 510.
- FIG. 6A depicts example plot blocks 610, 620, 630 according to example aspects of the present disclosure.
- the plot blocks 610, 620, 630 can be seed building blocks.
- the plot blocks 610, 620, 630 can be configured to receive one or more tile blocks, such as the block 510 of FIG. 5.
- the plot blocks 610, 620, 630 can each include one or more surface contact traces 602 configured to receive tile blocks.
- the surface contact traces 602 can be disposed on a top surface of the plot blocks 610, 620, 630.
- FIG. 6B depicts a top-down view of a plot block according to example aspects of the present disclosure.
- the block 510 depicted in FIGS. 5A-5B can be a 1 by 1 tile block, configured to occupy one surface contact trace 602.
- the plot block 610 can be a 3 by 3 plot block providing a space of three units by three units for receiving tile blocks.
- the plot block 610 can have nine total surface contact traces 602.
- the plot block 620 can be a 6 by 6 plot block having 36 surface contact traces 602 and/or the plot block 630 can be a 12 by 12 plot block having 144 surface contact traces 602.
- Other sizes of plot blocks can be used in accordance with example aspects of the present disclosure.
- each space of the plot blocks 610, 620, 630 can have a cavity in place of the surface contact trace 602.
- the plot blocks 610, 620, 630 can include one or more plot coupling contact traces 604.
- the plot coupling contact traces 604 can be disposed on a side surface of the plot blocks 610, 620, 630.
- the plot coupling contact traces can facilitate expansion of a player’s building surface by providing for the player to couple two or more plot blocks 610, 620, 630 together to form a contiguous building surface. For example, a player can couple two 6 by 6 plot blocks 620 together to produce a total surface of 12 by 6 units.
- the surface contact traces 602 and/or the plot coupling contact traces 604 can be or can include magnets.
- FIGs. 7A-B depict front and rear perspectives of an example block assembly 700 according to example aspects of the present disclosure.
- the block assembly 700 includes a plot block 702 and a plurality of physical building blocks (e.g., blocks 704-710) arranged in varying locations.
- the physical building block 708 is shown in the process of being placed onto the block 710.
- the physical building block 712 is being held in place by adjoining blocks 714 and 716 (e.g., using magnets or other coupling mechanisms).
- the plot block 702 can be physically divided into grid squares or other segmented units.
- FIG. 7C depicts an exploded view of an example plot block 702 according to example aspects of the present disclosure.
- the example plot block 702 includes a mat upper housing 732, a grid printed circuit board assembly (PCBA) 734, a power source (e.g., battery pack) 736, a communications unit PCBA 738, and a mat lower housing 739.
- the communications unit PCBA 738 can perform communications according to a number of different communications techniques, including radio-based communications techniques such as Bluetooth.
- FIG. 7D depicts an exploded view of an example physical building block 714 according to example aspects of the present disclosure.
- the physical building block 714 can include a number of fixed contacts 742 arranged within a block upper housing 744.
- the fixed contacts 742 can be co-molded with the block upper housing 744.
- the block upper housing 744 can be made from ABS plastic.
- the physical building block 714 can also include a block PCBA 743.
- the block PCBA 743 can be secured using an interference fit.
- the block PCBA 743 can include or have located thereon two (or some other number) physical sensors 748 such as, for example, orientation resistors.
- the physical building block 714 can include a number of flexible contacts 750 and a block lower housing 752.
- the flexible contacts 750 can be co-molded with the block lower housing 752.
- the block lower housing 752 can be made from ABS plastic.
- one or more magnets (not shown) can be embedded in the block upper housing 744 and/or the block lower housing 752.
- FIG. 7E depicts an exploded view of an example physical building block housing 760 according to example aspects of the present disclosure.
- the block housing 760 can include an upper housing 762 and a lower housing 772.
- one or more magnets (not shown) can be embedded in the upper housing 762 and/or the lower housing 772.
- the block housing 760 has different dimensions than the example physical building block 714 shown in FIG. 7D. Therefore, the connection dimensions and orientation can change accordingly.
- the system can operate as follows:
- the plot block 702 can set all grid points to disable block communication by ENABLING an “EN” pin.
- each grid point will monitor a "Block Detect” pin and an "Orientation” pin.
- the "Block Detect” pin can receive 3V which can be detected when a physical building block is added.
- the grid point will DISABLE the "EN" pin.
- Some or all of the physical building blocks can run a block application on the phy sical building block. As soon as the block application runs it will ENABLE the "EN" pin by default for the block above. If no block is detected, the physical building block can send a single packet to the plot block 702. The packet can provide various information such as Type, Thickness, No Block Detected, etc. If a block is detected, the physical building block can send a single packet to the plot block 702. The packet can provide various information such as Type, Thickness, Block Detected, Orientation of Block Detected, etc. Once the packet is transmitted, the physical building block will sleep. This process continues for each consecutive block placed on each grid point. In some implementations, the orientation of the first block is detected by the plot block 702, and each additional block added has its orientation reported by the block below.
- FIG. 8A depicts a top-down view of an example block assembly 800 according to example aspects of the present disclosure.
- the block assembly 800 includes a first plot block 810 and a second plot block 820.
- the first plot block 810 is coupled to the second plot block 820.
- the block assembly 800 includes physical building blocks 815 stacked on the plot blocks 810, 820. Additionally, the block assembly 800 includes creature blocks 830 disposed on the physical building blocks 815.
- FIG. 8B depicts a perspective view of an example block assembly 800 according to example aspects of the present disclosure.
- a player can construct a block assembly 800 resembling a scene, level, or area of a gaming environment.
- the physical building blocks 815 can be stacked in layers to terraform the region and give shape and/or height variations to the virtual environment.
- the block assembly 800 has a first layer 850, a second layer 860, and a third layer 870.
- the player can position creature resources in particular areas of the virtual environment corresponding to the position of the creature blocks 830.
- FIG. 9A depicts a block assembly 900 according to example aspects of the present disclosure.
- FIG. 9B depicts an example virtual environment 950 that can be constructed from the block assembly 900 of FIG. 9A according to example aspects of the present disclosure.
- FIGS. 9A and 9B illustrate how block attributes such as color can correspond to aspects of the virtual environment.
- the blocks on the single-block-high layers of block assembly 900 can be blue and can correspond to water such that the area is an island.
- Distinct colors of blocks can also represent different types of ground or rock such as, for example, dirt, grass, and volcanic rock. Creature blocks can also be positioned around the plot block to place corresponding creature resources in the virtual structure.
- FIG. 10 depicts a flow chart diagram of an example method 1000 for communicating data from a seed building block according to example embodiments of the present disclosure.
- FIG. 10 depicts steps performed in a particular order for purposes of illustration and discussion, the methods of the present disclosure are not limited to the particularly illustrated order or arrangement. The various steps of the method 1000 can be omitted, rearranged, combined, and/or adapted in various ways without deviating from the scope of the present disclosure.
- the method 1000 can include, at 1010, determining, based at least in part on communication between the one or more contact traces of a seed building block and one or more contact traces of one or more physical building blocks, data descriptive of a virtual structure layout.
- the virtual structure layout can be descriptive of at least one of a relative positioning, orientation, or one or more attributes of the one or more physical building blocks.
- an internal computing module of the seed building block can communicate, via the one or more contact traces, with internal computing modules (e.g., computer-readable memory) of the physical building blocks.
- the internal computing module can read block attributes and/or determine arrangement of the physical building blocks that are coupled in a block assembly with the seed building block.
- the virtual structure layout can be or can include data descriptive of an arrangement of a seed building block and one or more physical building blocks.
- the virtual structure layout can be a schematic or arrangement of a virtual structure to be rendered by a gaming application.
- the virtual structure layout can be descriptive of at least one of a relative positioning, orientation, or one or more attributes of the assembly of physical building blocks. Additionally and/or alternatively, in some implementations, the virtual structure layout can include the data indicative of the theme of the seed building block.
- the computing system can be configured to determine an assembly orientation of the block assembly of physical building blocks.
- the seed building block e g., an internal computing module of the seed building block
- the assembly orientation of the block assembly can be used in determining the orientation of the virtual structure layout.
- the assembly orientation can be defined relative to a “ground” plane, a coordinate grid (e.g., a three-dimensional coordinate grid), and/or any other suitable reference.
- the virtual structure can then be oriented such that the direction of the reference of the assembly orientation corresponds to a direction of virtual ground or other suitable virtual reference.
- the method 1000 can include, at 1012, communicating the data descriptive of the virtual structure layout to a user computing device.
- the user computing device can be configured to construct a virtual structure based at least in part on the data descriptive of the virtual structure layout.
- the internal computing module of the seed building block can communicate the data descriptive of the virtual structure layout to a gaming application on the user computing device.
- the user computing device can be configured to construct a virtual structure based at least in part on the data descriptive of the virtual structure layout. For instance, a gaming application on the user computing device can construct and/or render the virtual structure.
- the method 1000 can include, at 1014, communicating, by a computing system, data descriptive of a theme of the virtual structure.
- a seed building block e.g., an internal computing module of the seed building block
- data descriptive of the theme of the virtual structure can be stored by non-transitory, computer-readable media of the seed building block (e.g., the internal computing module of the seed building block).
- the theme of the virtual structure can be determined based at least in part on one or more attributes of the seed building block, such as an identifier of the seed building block, serial number of the seed building block, model number of the seed building block, etc.
- the systems and methods according to example aspects of the present disclosure can include receiving, by a computing system (e.g., by a gaming application on a user computing device), data descriptive of a theme associated with the virtual structure.
- the data descriptive of the theme can be, for example, a theme identifier.
- FIG. 11 depicts a flow chart diagram of an example method 1100 for constructing a virtual structure based at least in part on a block assembly according to example embodiments of the present disclosure.
- FIG. 11 depicts steps performed in a particular order for purposes of illustration and discussion, the methods of the present disclosure are not limited to the particularly illustrated order or arrangement. The various steps of the method 1100 can be omitted, rearranged, combined, and/or adapted in various ways without deviating from the scope of the present disclosure.
- a player can arrange one or more physical building blocks to form a block assembly of one or more physical building blocks. For instance, the player can couple the coupling systems of each of the one or more physical building blocks together such that the physical building blocks are arranged into the block assembly. Additionally and/or alternatively, the contact traces of (e.g., adjacent) physical building blocks in the block assembly can be placed into contact to form electrically conductive paths through at least a portion of the block assembly.
- the block assembly can include at least one seed building block. Additionally and/or alternatively, the blocks in the block assembly can be placed into wireless communications with one another.
- the method 1100 can include, at 1102, receiving, by a computing system (e.g., by a gaming application on a user computing device), data descriptive of a theme associated with a virtual structure.
- the data descriptive of the theme can be, for example, a theme identifier.
- a seed building block e.g., an internal computing module of the seed building block
- data descriptive of the theme of the virtual structure can be stored by non-transitory, computer-readable media of the seed building block (e.g., the internal computing module of the seed building block).
- the theme of the virtual structure can be determined based at least in part on one or more attributes of the seed building block, such as an identifier of the seed building block, serial number of the seed building block, model number of the seed building block, etc.
- the method 1100 can include, at 1104, obtaining, by a computing system (e.g., by a gaming application on a user computing device), data indicative of an orientation of the virtual structure.
- the computing system can be configured to determine an assembly orientation of the block assembly of physical building blocks.
- the seed building block e.g., an internal computing module of the seed building block
- the assembly orientation of the block assembly can be used in determining the orientation of the virtual structure.
- the assembly orientation can be defined relative to a “ground” plane, a coordinate grid (e.g., a three-dimensional coordinate grid), and/or any other suitable reference.
- the virtual structure can then be oriented such that the direction of the reference of the assembly orientation corresponds to a direction of virtual ground or other suitable virtual reference.
- the seed building block can be a plot block having a length and a width.
- the orientation of the virtual structure can be defined such that the plot block acts as the ground plane (e.g., the length and width are in the direction of the ground plane).
- the seed building block and/or another physical building block can include an orientation module.
- the orientation module can be or can include any suitable device for determining orientation of the seed building block and/or other physical building block(s) such as, for example, a gyroscope.
- the orientation module can determine how the assembly is oriented relative to a reference such as, for example, earth gravity.
- the method 1100 can include, at 1106, obtaining data descriptive of a virtual structure layout based at least in part on the block assembly.
- the virtual structure layout can be or can include data descriptive of an arrangement of a seed building block and one or more physical building blocks.
- the virtual structure layout can be a schematic or arrangement of a virtual structure to be rendered by a gaming application.
- the virtual structure layout can be descriptive of at least one of a relative positioning, orientation, or one or more attributes of the assembly of physical building blocks. Additionally and/or alternatively, in some implementations, the virtual structure layout can include the data indicative of the theme of the seed building block.
- Systems and methods according to example aspects of the present disclosure can be configured to communicate the data descriptive of the virtual structure layout to a user computing device.
- the internal computing module of the seed building block can communicate the data descriptive of the virtual structure layout to a gaming application on the user computing device.
- the user computing device can be configured to construct a virtual structure based at least in part on the data descriptive of the virtual structure layout. For instance, a gaming application on the user computing device can construct and/or render the virtual structure.
- the method 1100 can include, at 1108, obtaining one or more virtual structure component resources.
- the one or more virtual structure component resources can be associated with virtual representations based at least in part on the physical building blocks.
- the one or more virtual structure component resources can correspond to physical building blocks in the virtual structure layout.
- the one or more virtual structure component resources can be associated with a same shape, size, type, or other characteristics as corresponding physical building blocks.
- the virtual structure component resources can have an appearance that is similar to an appearance of a corresponding physical building block.
- the virtual structure component resources can be digital resources, such as, for example, virtual models of or resembling the physical building blocks.
- the method 1100 can include, at 1110, constructing a virtual structure.
- the computing system can construct a virtual structure corresponding to the block assembly. For example, the computing system can arrange the virtual structure component resources as illustrated by the virtual structure layout such that the layout of the virtual structure component resources in the virtual structure corresponds to the layout of the physical building blocks in the block assembly.
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Priority Applications (6)
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| CA3250666A CA3250666A1 (en) | 2022-04-27 | 2023-04-27 | Systems and methods for physical blocks and corresponding virtual game elements |
| US18/860,505 US20250295996A1 (en) | 2022-04-27 | 2023-04-27 | Systems and Methods for Physical Blocks and Corresponding Virtual Game Elements |
| EP23797271.6A EP4515503A4 (en) | 2022-04-27 | 2023-04-27 | SYSTEMS AND METHODS FOR PHYSICAL BLOCKS AND CORRESPONDING VIRTUAL GAME ELEMENTS |
| AU2023260436A AU2023260436A1 (en) | 2022-04-27 | 2023-04-27 | Systems and methods for physical blocks and corresponding virtual game elements |
| JP2024563655A JP2025517092A (en) | 2022-04-27 | 2023-04-27 | SYSTEM AND METHOD FOR PHYSICAL BLOCKS AND CORRESPONDING VIRTUAL GAME ELEMENTS - Patent application |
| CN202380050652.3A CN119631112A (en) | 2022-04-27 | 2023-04-27 | Systems and methods for physics blocks and corresponding virtual game elements |
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2023
- 2023-04-27 EP EP23797271.6A patent/EP4515503A4/en active Pending
- 2023-04-27 WO PCT/US2023/020170 patent/WO2023212176A1/en not_active Ceased
- 2023-04-27 JP JP2024563655A patent/JP2025517092A/en active Pending
- 2023-04-27 CN CN202380050652.3A patent/CN119631112A/en active Pending
- 2023-04-27 CA CA3250666A patent/CA3250666A1/en active Pending
- 2023-04-27 AU AU2023260436A patent/AU2023260436A1/en active Pending
- 2023-04-27 US US18/860,505 patent/US20250295996A1/en active Pending
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| US10639552B2 (en) * | 2000-12-15 | 2020-05-05 | Apple Inc. | Personal items network, and associated methods |
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Also Published As
| Publication number | Publication date |
|---|---|
| US20250295996A1 (en) | 2025-09-25 |
| CA3250666A1 (en) | 2023-11-02 |
| EP4515503A1 (en) | 2025-03-05 |
| AU2023260436A1 (en) | 2024-11-14 |
| JP2025517092A (en) | 2025-06-03 |
| EP4515503A4 (en) | 2026-04-29 |
| CN119631112A (en) | 2025-03-14 |
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