US2017304722A1PendingUtilityA1

Sequencing and locations of selected virtual objects to trigger targeted game actions

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Assignee: ZYNGA INCPriority: Sep 10, 2014Filed: Jul 11, 2017Published: Oct 26, 2017
Est. expirySep 10, 2034(~8.2 yrs left)· nominal 20-yr term from priority
A63F 13/822A63F 13/67A63F 13/798A63F 13/26A63F 13/80A63F 13/352
49
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Claims

Abstract

A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a Game Action Trigger Module (GATM) for trigger game actions. The GATM generates a virtual gaming environment comprising a concurrent display of a tile board and a game world separate from the tile board. The GATM receives a selection of a sequence of tile board virtual objects. The GATM identifies a location of a particular tile board virtual object in the selected sequence. The GATM identifies a target game world virtual object based on the location of the particular tile board virtual object in the selected sequence. The GATM applies a game action to the target game world virtual object.

Claims

exact text as granted — not AI-modified
1 . (canceled) 
     
     
         2 . A computer-implemented method, comprising:
 selecting a plurality of types of selectable tile board objects, for a tile board, based on a player's player skill level;   populating the tile board with the plurality of types of selectable tile board objects;   concurrently displaying the tile board with a target game world in a virtual gaming environment, wherein a first game engine for the tile board differs from a second game engine for the target game world;   receiving from a player in the virtual gaming environment a selection of a sequence of selectable tile board objects;   identifying, by operation of the first game engine, a location of a most recently selected tile board object in the sequence;   identifying, by operation of the second game engine, a target game world virtual object based on the location of the most recently selected tile board object; and   triggering, by operation of the second game engine, display of a game action that changes a game state of a target game world virtual object situated on an axis common to the location of the most recently selected tile board object.   
     
     
         3 . The computer-implemented method of  claim 2 , wherein triggering display of a game action that changes a game state of a target game world virtual object situated on an axis common to the location of the most recently selected tile board object comprises:
 triggering an animation representative of the game action, the animation terminating at the target game world virtual object.   
     
     
         4 . The computer-implemented method of  claim 3 , further comprising:
 initiating a change of the game state of a target game world virtual object upon completion of the animation representative of the game action.   
     
     
         5 . The computer-implemented method of  claim 2 , wherein identifying a target game world virtual object based on the location of the most recently selected tile board object comprises:
 identifying the target game world object based on the target game world object sharing a horizontal axis with most recently selected tile board object.   
     
     
         6 . The computer-implemented method of  claim 5 , wherein concurrently displaying the tile board with a target game world in a virtual gaming environment comprising:
 concurrently displaying the tile board and the target game world on a shared grid that defines the horizontal axis, the shared grid comprising a plurality of horizontal coordinates and a plurality of vertical coordinates.   
     
     
         7 . The computer-implemented method of  claim 6 , wherein concurrently displaying the tile board and the target game world on a shared grid comprises:
 rendering the tile board and the target game world on the shared grid, wherein the shared grid is not visible in the rendered tile board and the rendered target game world.   
     
     
         8 . The computer-implemented method of  claim 1 , further comprising:
 sending a changed game state of the target game world virtual object to a server computing device.   
     
     
         9 . A non-transitory computer-readable medium storing executable instructions thereon, which, when executed by a processor, cause the processor to perform operations including:
 selecting a plurality of types of selectable tile board objects, for a tile board, based on a player's player skill level;   populating the tile board with the plurality of types of selectable tile board objects;   concurrently displaying the tile board with a target game world in a virtual gaming environment, wherein a first game engine for the tile board differs from a second game engine for the target game world;   receiving from a player in the virtual gaming environment a selection of a sequence of selectable tile board objects;   identifying, by operation of the first game engine, a location of a most recently selected tile board object in the sequence;   identifying, by operation of the second game engine, a target game world virtual object based on the location of the most recently selected tile board object; and   triggering, by operation of the second game engine, display of a game action that changes a game state of a target game world virtual object situated on an axis common to the location of the most recently selected tile board object.   
     
     
         10 . The non-transitory computer-readable medium of  claim 9 , wherein triggering display of a game action that changes a game state of a target game world virtual object situated on an axis common to the location of the most recently selected tile board object comprises:
 triggering an animation representative of the game action, the animation terminating at the target game world virtual object.   
     
     
         11 . The non-transitory computer-readable medium of  claim 10 , further comprising:
 initiating a change of the game state of a target game world virtual object upon completion of the animation representative of the game action.   
     
     
         12 . The non-transitory computer-readable medium of  claim 9 , wherein identifying a target game world virtual object based on the location of the most recently selected tile board object comprises:
 identifying the target game world object based on the target game world object sharing a horizontal axis with most recently selected tile board object.   
     
     
         13 . The non-transitory computer-readable medium of  claim 12 , wherein concurrently displaying the tile board with a target game world in a virtual gaming environment comprising:
 concurrently displaying the tile board and the target game world on a shared grid that defines the horizontal axis, the shared grid comprising a plurality of horizontal coordinates and a plurality of vertical coordinates.   
     
     
         14 . The non-transitory computer-readable medium of  claim 13 , wherein concurrently displaying the tile board and the target game world on a shared grid comprises:
 rendering the tile board and the target game world on the shared grid, wherein the shared grid is not visible in the rendered tile board and the rendered target game world.   
     
     
         15 . The non-transitory computer-readable medium of  claim 9 , further comprising:
 sending a changed game state of the target game world virtual object to a server computing device.   
     
     
         16 . A computer system comprising:
 a processor;   a memory device holding an instruction set executable on the processor to cause the computer system to perform operations comprising:   selecting a plurality of types of selectable tile board objects, for a tile board, based on a player's player skill level;   populating the tile board with the plurality of types of selectable tile board objects;   concurrently displaying the tile board with a target game world in a virtual gaming environment, wherein a first game engine for the tile board differs from a second game engine for the target game world;   receiving from a player in the virtual gaming environment a selection of a sequence of selectable tile board objects,   identifying, by operation of the first game engine, a location of a most recently selected tile board object in the sequence;   identifying, by operation of the second game engine, a target game world virtual object based on the location of the most recently selected tile board object; and   triggering, by operation of the second game engine, display of a game action that changes a game state of a target game world virtual object situated on an axis common to the location of the most recently selected tile board object.   
     
     
         17 . The computer system of  claim 16 , wherein triggering display of a game action that changes a game state of a target game world virtual object situated on an axis common to the location of the most recently selected tile board object comprises:
 triggering an animation representative of the game action, the animation terminating at the target game world virtual object.   
     
     
         18 . The computer system of  claim 17 , further comprising:
 initiating a change of the game state of a target game world virtual object upon completion of the animation representative of the game action.   
     
     
         19 . The computer system of  claim 16 , wherein identifying a target game world virtual object based on the location of the most recently selected tile board object comprises:
 identifying the target game world object based on the target game world object sharing a horizontal axis with most recently selected tile board object.   
     
     
         20 . The computer system of  claim 19 , wherein concurrently displaying the tile board with a target game world in a virtual gaming environment comprising:
 concurrently displaying the tile board and the target game world on a shared grid that defines the horizontal axis, the shared grid comprising a plurality of horizontal coordinates and a plurality of vertical coordinates.   
     
     
         21 . The computer system of  claim 20 , wherein concurrently displaying the tile board and the target game world on a shared grid comprises:
 rendering the tile board and the target game world on the shared grid, wherein the shared grid is not visible in the rendered tile board and the rendered target game world.

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