IP Library Patent Application 15175714
Patent Application
App. No. 15/175,714

ADAPTIVE OBJECT PLACEMENT IN COMPUTER-IMPLEMENTED GAMES

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Quick Facts
Patent No.
US None
App. No.
15/175,714
Abstract

Disclosed in some examples is a method of placing game objects in a game, the method includes receiving user input that indicates a desired placement of a new game object at a target location in a virtual in-game environment of the computer-implemented game; identifying the new game object as a current game object; processing the current game object by: using one or more computer processors, determining for the current game object a set of proximate game objects which are within a threshold distance from the current game object; and adapting a property of the current game object based upon the set of proximate game objects within the threshold proximity distance; and for each particular game object in the set of proximate game objects, identifying that particular game object as the current game object and recursively processing the current game object.

Claims (46)

1 - 21 . (canceled)

22 . A method of implementing game placement effects in a display output of a computer-implemented game, the method comprising using one or more computer processors to perform electronic operations including:

receiving user input that indicates a movement of a game object in a virtual in-game environment of the computer-implemented game, wherein the movement of the game object is indicated to a target location in the virtual in-game environment with the user input, and wherein user input is received as an interaction with a display output of the computer-implemented game;

identifying at least one proximate game object that is located within an effect area surrounding the target location in the virtual in-game environment, wherein the effect area overlaps an area of the virtual in-game environment that includes the at least one proximate game object, wherein the effect area is defined by characteristics of the game object, and wherein the at least one proximate game object includes at least one object that is not located directly adjacent to the target location;

changing a display characteristic of the at least one proximate game object within the effect area surrounding the target location of the game object, in response to the user input that indicates the movement of the game object; and

updating the display output of the computer-implemented game, wherein the display output is updated to indicate the movement of the game object and the changed display characteristic of the at least one proximate game object.

23 . The method of claim 22 , comprising:

determine an association of the game object with a category or a type of game objects, and wherein the operations of changing the display characteristic of the at least one proximate game object are performed based on the category or the type associated with the at least one proximate game object.

24 . The method of claim 23 , wherein the display characteristic of the at least one proximate game object causes a change in the display output of the at least one proximate game object over a subsequent time period.

25 . The method of claim 22 , wherein updating the display output of the computer-implemented game includes adapting an appearance of the game object as displayed in the virtual in-game environment.

26 . The method of claim 22 , wherein updating the display output of the computer-implemented game includes adapting a game-play behavior of the game object to control functionality of the game object within rules of the computer-implemented game.

27 . The method of claim 22 , wherein changing a display characteristic of the at least one proximate game object includes using a table and a positioning of the at least one proximate game object relative to the target location to determine a new value for a display property of the proximate game object.

28 . The method of claim 22 , further comprising:

changing a display characteristic of the game object, in response to the user input that indicates the movement of the game object, wherein respective display characteristics of the game object are dynamically variable based on a proximity distance between the game object and the at least one proximate game object.

29 . A computing system adapted for game placement effects in a display output of a computer-implemented game, the computing system comprising:

memory circuitry;

processor circuitry; and

a storage medium including instructions that, when executed by the processor circuitry and memory circuitry of the computer system, perform operations that:

receive user input that indicates a movement of a game object in a virtual in-game environment of the computer-implemented game, wherein the movement of the game object is indicated to a target location in the virtual in-game environment with the user input, and wherein user input is received as an interaction with a display output of the computer-implemented game;

identify at least one proximate game object that is located within an effect area surrounding the target location in the virtual in-game environment, wherein the effect area overlaps an area of the virtual in-game environment that includes the at least one proximate game object, wherein the effect area is defined by characteristics of the game object, and wherein the at least one proximate game object includes at least one object that is not located directly adjacent to the target location;

change a display characteristic of the at least one proximate game object within the effect area surrounding the target location of the game object, in response to the user input that indicates the movement of the game object; and

update the display output of the computer-implemented game, wherein the display output is updated to indicate the movement of the game object and the changed display characteristic of the at least one proximate game object.

30 . The computing system of claim 29 , the instructions further to perform operations that:

determine an association of the game object with a category or a type of game objects, and wherein the operations to change the display characteristic of the at least one proximate game object are performed based on the category or the type associated with the at least one proximate game object.

31 . The computing system of claim 29 , wherein the display characteristic of the at least one proximate game object causes a change in the display output of the at least one proximate game object over a subsequent time period.

32 . The computing system of claim 29 , wherein the operations that update the display output of the computer-implemented game include adaptation of an appearance of the game object as displayed in the virtual in-game environment.

33 . The computing system of claim 29 , wherein the operations that update the display output of the computer-implemented game include adaptation of a game-play behavior of the game object to control functionality of the game object within rules of the computer-implemented game.

34 . The computing system of claim 29 , wherein the operations that change a display characteristic of the at least one proximate game object include use of a table and a position of the at least one proximate game object relative to the target location to determine a new value for a display property of the proximate game object.

35 . The computing system of claim 29 , the instructions further to perform operations that:

change a display characteristic of the game object, in response to the user input at indicates the movement of the game object, wherein respective display characteristics of the game object are dynamically variable based on a proximity distance between the game object and the at least one proximate game object.

36 . The computing system of claim 29 , further comprising:

a display device to output the display output of the computer-implemented game.

37 . The computing system of claim 29 , wherein the computing system is a mobile computing device adapted to operate the computer-implemented game based on downloaded data from a remote service.

38 . A non-transitory machine-readable medium that stores instructions adapted for game placement effects in a display output of a computer-implemented game, wherein the instructions, which when performed by a machine, cause the machine to perform electronic operations that:

receive use input that indicates a movement of a game object in a virtual in-game environment of the computer-implemented game, wherein the movement of the game object is indicated to a target location in the virtual in-game environment with the user input, and wherein user input is received as an interaction with a display output of the computer-implemented game;

identify at least one proximate game object that is located within an effect area surrounding the target location in the virtual in-game environment, wherein the effect area overlaps an area of the virtual in-game environment that includes the at least one proximate game object, wherein the effect area is defined by characteristics of the game object, and wherein the at least one proximate game object includes at least one object that is not located directly adjacent to the target location;

change a display characteristic of the at least one proximate game object within the effect area surrounding the target location of the game object, in response to the user input that indicates the movement of the game object; and

update the display output of the computer-implemented game, wherein the display output is updated to indicate the movement of the game object and the changed display characteristic of the at least one proximate game object.

39 . The machine-readable medium of claim 38 , wherein the instructions further cause the machine to:

determine an association of the game object with a category or a type of game objects, and wherein the operations to change the display characteristic of the at least one proximate game object are performed based on the category or the type associated with the at least one proximate game object.

40 . The machine-readable medium of claim 38 , wherein the display characteristic of the at least one proximate game object causes a change in the display output of the at least one proximate game object over a subsequent time period.

41 . The machine-readable medium of claim 38 , wherein the operations that update the display output of the computer-implemented game include adaptation of an appearance of the game object as displayed in the virtual in-game environment.

42 . The machine-readable medium of claim 38 , wherein the operations that update the display output of the computer-implemented game include adaptation of a game-play behavior of the game object to control functionality of the game object within rules of the computer-implemented game.

43 . The machine-readable medium of claim 38 , wherein the operations that change a display characteristic of the at least one proximate game object include use of a table and a position of the at least one proximate game object relative to the target location to determine a new value for a display property of the proximate game object.

44 . The machine-readable medium of claim 38 , wherein the instructions further cause the machine to:

change a display characteristic of the game object, in response to the user input that indicates the movement of the game object, wherein respective display characteristics of the game object are dynamically variable based on a proximity distance between the game object and the at least one proximate game object.

Assignments (3)
TERMINATION AND RELEASE OF SECURITY INTEREST IN PATENTS Recorded Dec 11, 2020
From: BANK OF AMERICA, N.A., AS LENDER
To: ZYNGA INC.
Reel/Frame 054701/0393 →
NOTICE OF GRANT OF SECURITY INTEREST IN PATENTS Recorded Dec 21, 2018
From: ZYNGA INC.
To: BANK OF AMERICA, N.A., AS LENDER
Reel/Frame 049147/0546 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jun 7, 2016
From: ARCHER, ANDREW DOMINIC
To: ZYNGA INC.
Reel/Frame 038834/0996 →