IP Library Granted Patent US 9,004,997
Granted Patent B1
US 9,004,997 · App. 14/205,990 · Granted Apr 14, 2015

Providing enhanced game mechanics

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Quick Facts
Patent No.
US 9,004,997
App. No.
14/205,990
Granted
Apr 14, 2015
Kind
B1
Abstract

Methods, systems, computer-readable media, and apparatuses for dynamically locking a camera-linked reticle onto a target vehicle are presented. In one or more embodiments, a computing device may provide a user interface that includes a controlled vehicle and a target vehicle. Subsequently, the computing device may receive user input moving a camera-linked reticle within a predetermined distance of the target vehicle. In response to receiving the user input moving the camera-linked reticle within the predetermined distance of the target vehicle, the computing device may lock the camera-linked reticle onto the target vehicle. In some embodiments, the camera-linked reticle may include a reticle portion of the user interface that is configured to indicate an aim of at least one gun associated with the controlled vehicle, and may be further configured to maintain a substantially constant directional relationship with a viewing angle.

Claims (53)

1. A method, comprising:

providing, by a computing device, a user interface that includes a view of a controlled vehicle and a target vehicle in a virtual world associated with a video game;

receiving, by the computing device, touch-based user input moving a camera-linked reticle within a predetermined distance of the target vehicle; and

in response to receiving the touch-based user input moving the camera-linked reticle within the predetermined distance of the target vehicle, locking, by the computing device, the camera-linked reticle onto the target vehicle,

wherein the predetermined distance is a radius of a circle defining a sticky zone around the target vehicle, and the radius of the circle defining the sticky zone around the target vehicle is determined based on a distance from the controlled vehicle to the target vehicle in the virtual world.

2. The method of claim 1 , wherein the camera-linked reticle includes a reticle portion of the user interface that is configured to indicate an aim of at least one gun associated with the controlled vehicle, and is further configured to maintain a substantially constant directional relationship with a viewing angle.

3. The method of claim 1 , wherein locking the camera-linked reticle onto the target vehicle includes moving the camera-linked reticle to a geometric center of the target vehicle.

4. The method of claim 1 , further comprising:

after locking the camera-linked reticle onto the target vehicle:

receiving, by the computing device, user input moving the controlled vehicle from a first position to a second position; and

maintaining, by the computing device, aim of the camera-linked reticle on the target vehicle as the controlled vehicle moves from the first position to the second position.

5. The method of claim 1 , wherein locking the camera-linked reticle onto the target vehicle includes maintaining aim of the camera-linked reticle on the target vehicle as the target vehicle moves from a first position to a second position.

6. The method of claim 1 , wherein locking the camera-linked reticle onto the target vehicle includes maintaining aim of the camera-linked reticle on the target vehicle until touch-based user input modifying a viewing angle is received.

7. The method of claim 1 ,

wherein the controlled vehicle is controlled by a user of the computing device, and

wherein the user interface includes an arcade view of the controlled vehicle and the target vehicle.

8. The method of claim 1 , wherein locking the camera-linked reticle onto the target vehicle includes snapping the camera-linked reticle to the center of target vehicle if the distance from the controlled vehicle to the target vehicle exceeds a predefined threshold, and leaving the camera-linked reticle on a point of the target vehicle without snapping the camera-linked reticle if the distance from the controlled vehicle to the target vehicle does not exceed the predefined threshold.

9. The method of claim 1 , wherein the camera-linked reticle is configured to wobble as the controlled vehicle moves in the virtual world based on a speed or direction of motion of the controlled vehicle.

10. The method of claim 1 , wherein the computing device is configured to disable automatic locking of the camera-linked reticle onto the target vehicle based on the distance from the controlled vehicle to the target vehicle in the virtual world.

11. A computing device, comprising:

at least one processor; and

memory storing computer-readable instructions that, when executed by the at least one processor, cause the computing device to:

provide a user interface that includes a view of a controlled vehicle and a target vehicle in a virtual world associated with a video game;

receive touch-based user input moving a camera-linked reticle within a predetermined distance of the target vehicle; and

in response to receiving the touch-based user input moving the camera-linked reticle within the predetermined distance of the target vehicle, lock the camera-linked reticle onto the target vehicle,

wherein the predetermined distance is a radius of a circle defining a sticky zone around the target vehicle, and the radius of the circle defining the sticky zone around the target vehicle is determined based on a distance from the controlled vehicle to the target vehicle in the virtual world.

12. The computing device of claim 11 , wherein the camera-linked reticle includes a reticle portion of the user interface that is configured to indicate an aim of at least one gun associated with the controlled vehicle, and is further configured to maintain a substantially constant directional relationship with a viewing angle.

13. The computing device of claim 11 , wherein locking the camera-linked reticle onto the target vehicle includes moving the camera-linked reticle to a geometric center of the target vehicle.

14. The computing device of claim 11 , wherein the memory stores additional computer-readable instructions that, when executed by the at least one processor, further cause the computing device to:

after locking the camera-linked reticle onto the target vehicle:

receive user input moving the controlled vehicle from a first position to a second position; and

maintain aim of the camera-linked reticle on the target vehicle as the controlled vehicle moves from the first position to the second position.

15. The computing device of claim 11 , wherein locking the camera-linked reticle onto the target vehicle includes maintaining aim of the camera-linked reticle on the target vehicle as the target vehicle moves from a first position to a second position.

16. The computing device of claim 11 , wherein locking the camera-linked reticle onto the target vehicle includes maintaining aim of the camera-linked reticle on the target vehicle until touch-based user input modifying a viewing angle is received.

17. The computing device of claim 11 ,

wherein the controlled vehicle is controlled by a user of the computing device, and

wherein the user interface includes an arcade view of the controlled vehicle and the target vehicle.

18. One or more non-transitory computer-readable media storing computer-executable instructions that, when executed, cause a computing device to:

provide a user interface that includes a view of a controlled vehicle and a target vehicle in a virtual world associated with a video game;

receive touch-based user input moving a camera-linked reticle within a predetermined distance of the target vehicle; and

in response to receiving the touch-based user input moving the camera-linked reticle within the predetermined distance of the target vehicle, lock the camera-linked reticle onto the target vehicle,

wherein the predetermined distance is a radius of a circle defining a sticky zone around the target vehicle, and the radius of the circle defining the sticky zone around the target vehicle is determined based on a distance from the controlled vehicle to the target vehicle in the virtual world.

19. The one or more non-transitory computer-readable media of claim 18 , wherein the camera-linked reticle includes a reticle portion of the user interface that is configured to indicate an aim of at least one gun associated with the controlled vehicle, and is further configured to maintain a substantially constant directional relationship with a viewing angle.

20. The one or more non-transitory computer-readable media of claim 18 , wherein locking the camera-linked reticle onto the target vehicle includes moving the camera-linked reticle to a geometric center of the target vehicle.

21. The one or more non-transitory computer-readable media of claim 18 , having additional computer-executable instructions stored thereon that, when executed, further cause the computing device to:

after locking the camera-linked reticle onto the target vehicle:

receive user input moving the controlled vehicle from a first position to a second position; and

maintain aim of the camera-linked reticle on the target vehicle as the controlled vehicle moves from the first position to the second position.

22. The one or more non-transitory computer-readable media of claim 18 , wherein locking the camera-linked reticle onto the target vehicle includes maintaining aim of the camera-linked reticle on the target vehicle as the target vehicle moves from a first position to a second position.

23. The one or more non-transitory computer-readable media of claim 18 , wherein locking the camera-linked reticle onto the target vehicle includes maintaining aim of the camera-linked reticle on the target vehicle until touch-based user input modifying a viewing angle is received.

24. The one or more non-transitory computer-readable media of claim 18 ,

wherein the controlled vehicle is controlled by a user of the computing device, and

wherein the user interface includes an arcade view of the controlled vehicle and the target vehicle.

Assignments (2)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jan 29, 2016
From: WARGAMING.NET LLP
To: WARGAMING.NET LIMITED
Reel/Frame 037643/0151 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Mar 14, 2014
From: PROSIN, ALEXEY; DROZD, STEPAN
To: WARGAMING.NET LLP
Reel/Frame 032443/0267 →