IP Library Granted Patent US 7,455,589
Granted Patent B2
US 7,455,589 · App. 11/375,296 · Granted Nov 25, 2008

Game playing system with assignable attack icons

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Quick Facts
Patent No.
US 7,455,589
App. No.
11/375,296
Granted
Nov 25, 2008
Kind
B2
Abstract

A video game player can easily target and attack one or more enemies in a video game environment. The player may quickly designate an enemy on a display screen as a target and associate the enemy with a controller button on a video game controller. When the game player actuates the controller button, a player character initiates an attack on the targeted enemy that is assigned or associated with the button. The character initiates the attack on the enemy regardless of whether the character is facing toward the enemy or away from the enemy. If multiple enemies are present and multiple controller buttons are available, the player can choose which enemy will be targeted and associated with a controller button. This allows the player flexibility in choosing which enemies to attack. The player can also associate additional enemies with different buttons on a controller. The player can then initiate successive attacks on the additional enemies by actuating the buttons associated with the enemies.

Claims (39)

1. A method for causing a player object to target and attack one or more enemy objects in a virtual environment, comprising:

displaying a target range indicator that defines the target range of the player object, the target range indicator comprising a bounded area that encompasses a region of a display screen;

maneuvering the target range indicator toward a first enemy object so that the first enemy object is at least partially located within the region of the display screen that is encompassed by the bounded area of the target range indicator;

associating the first enemy object with a first button on an input device according to a button hierarchy, the button hierarchy prioritizing plural buttons on the input device in a predetermined priority order wherein the first button is the first button in the priority order;

maneuvering the target range indicator toward a second enemy object so that the second enemy object is at least partially located within the region of the display screen that is encompassed by the bounded area of the target range indicator;

associating the second enemy object with a second button on the input device according to the button hierarchy, wherein the second button is the next button in the priority order after the first button; and

causing the player object to attack an enemy object when the button associated with the enemy object is pressed.

2. The method of claim 1 , further comprising displaying the player object on the display screen.

3. The method of claim 2 , wherein the target range indicator extends radially outward from the player object on the display screen.

4. The method of claim 1 , further comprising displaying an attack icon over an enemy object when the enemy object is associated with a controller button, the attack icon comprising a symbol that identifies the associated controller button.

5. The method of claim 1 , further comprising causing the player object to attack an enemy object when the button associated with the enemy object is pressed regardless of whether the player object is facing the enemy object being attacked, wherein the player object faces a particular direction.

6. The method of claim 1 , further comprising equipping the player object with a weapon, wherein the size of the region of the display screen encompassed by the bounded area of the target range indicator is dependent on the weapon.

7. The method of claim 1 , wherein the target range indicator is displayed in response to moving a joystick on the input device in a first direction and wherein the target range indicator extends in a direction that corresponds to the first direction that the joystick was moved.

8. A machine-readable medium having embodied thereon a program, the program being executable by a machine to provide a method for causing a player object to target and attack one or more enemy objects in a virtual environment, the method comprising:

displaying a target range indicator that defines the target range of the player object, the target range indicator comprising a bounded area that encompasses a region of a display screen;

maneuvering the target range indicator toward a first enemy object so that the first enemy object is at least partially located within the region of the display screen that is encompassed by the bounded area of the target range indicator;

associating the first enemy object with a first button on an input device according to a button hierarchy, the button hierarchy prioritizing plural buttons on the input device in a predetermined priority order wherein the first button is the first button in the priority order;

maneuvering the target range indicator toward a second enemy object so that the second enemy object is at least partially located within the region of the display screen that is encompassed by the bounded area of the target range indicator; and

associating the second enemy object with a second button on the input device according to the button hierarchy, wherein the second button is the next button in the priority order after the first button; and

causing the player object to attack an enemy object when the button associated with the enemy object is pressed.

9. The machine-readable medium of claim 8 , wherein the method further comprising displaying the player object on the display screen.

10. The machine-readable medium of claim 9 , wherein the target range indicator extends radially outward from the player object on the display screen.

11. The machine-readable medium of claim 8 , the method further comprising displaying an attack icon over an enemy object when the enemy object is associated with a controller button, the attack icon comprising a symbol that identifies the associated controller button.

12. The machine-readable medium of claim 8 , the method further comprising causing the player object to attack an enemy object when the button associated with the enemy object is pressed regardless of whether the player object is facing the enemy object being attacked, wherein the player object faces a particular direction.

13. The machine-readable medium of claim 8 , the method further equipping the player object with a weapon, wherein the size of the region of the display screen encompassed by the bounded area of the target range indicator is dependent on the weapon.

14. The machine-readable medium of claim 8 , wherein the target range indicator is displayed in response to moving a joystick on the input device in a first direction and wherein the target range indicator extends in a direction that corresponds to the first direction that the joystick was moved.

15. A system for targeting one or more enemy objects for attack with respect to a player object in a virtual environment, comprising:

means for displaying a target range indicator that defines the target range of the player object, the target range indicator comprising a bounded area that encompasses a region of a display screen;

means for maneuvering the target range indicator toward a first enemy object so that the first enemy object is at least partially located within the region of the display screen that is encompassed by the bounded area of the target range indicator;

means for associating the first enemy object with a first button on an input device according to a button hierarchy, the button hierarchy prioritizing plural buttons on the input device in a predetermined priority order wherein the first button is the first button in the priority order;

means for maneuvering the target range indicator toward a second enemy object so that the second enemy object is at least partially located within the region of the display screen that is encompassed by the bounded area of the target range indicator;

means for associating the second enemy object with a second button on the input device according to the button hierarchy, wherein the second button is the next button in the priority order after the first button;

means for causing the player object to attack an enemy object when the button associated with the enemy object is pressed.

16. The system of claim 15 , further comprising means for displaying the player object on the display screen.

17. The system of claim 16 , wherein the target range indicator extends radially outward from the player object on the display screen.

18. The system of claim 15 , further comprising means for displaying an attack icon over an enemy object when the enemy object is associated with a controller button, the attack icon comprising a symbol that identifies the associated controller button.

19. The system of claim 15 , further comprising means for causing the player object to attack an enemy object when the button associated with the enemy object is pressed regardless of whether the player object is facing the enemy object being attacked, wherein the player object faces a particular direction.

20. The system of claim 15 , further comprising means for equipping the player object with a weapon, wherein the size of the region of the display screen encompassed by the bounded area of the target range indicator is dependent on the weapon.

21. The system of claim 15 , wherein the target range indicator is displayed in response to moving a joystick on the input device in a first direction and wherein the target range indicator extends in a direction that corresponds to the first direction that the joystick was moved.

Assignments (2)
MERGER Recorded Mar 30, 2020
From: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
To: SONY INTERACTIVE ENTERTAINMENT LLC
Reel/Frame 053323/0567 →
CHANGE OF NAME Recorded May 4, 2016
From: SONY COMPUTER ENTERTAINMENT AMERICA LLC
To: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
Reel/Frame 038611/0846 →