Adaptive object placement in computer-implemented games
View Patent ↗A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for an Alliance Engine. The Alliance Engine receives a selection, by a first player, of a first tile to be controlled by a first enforcer asset on behalf of the first player. The first tile provides access to a first type of in-game resource to the first player. The Alliance Engine detects the first tile is adjacent to a second tile. The second tile is controlled by a second enforcer asset on behalf of a second player. The first player and the second player belong to a player alliance. The second tile providing access to a second type of in-game resource to the second player. Based on the detected adjacency, the Alliance Engine transfers a portion of the first type of in-game resource of the first tile to the second player. The Alliance Engine transfers a portion of the second type of in-game resource of the second tile to the first player.
1. A computer system, comprising:
one or more computer processors forming part of a server system for a computer-implemented online game playable by multiple users via respective user devices in communication with the server system via a distributed computer network; and
a memory device holding an instruction set executable on the one or more computer processors to cause the server system to perform operations comprising:
receiving a selection, via a first user interface generated on a first user device associated with a first player, of a first tile in a virtual in-game environment displayed in the first user interface, the first tile to be controlled by a first enforcer asset on behalf of the first player, the first tile providing access to a first type of in-game resource to the first player;
detecting that the first tile is adjacent to a second tile, the second tile being controlled by a second enforcer asset on behalf of a second player having access to the virtual in-game environment via a second user interface generated on a second user device, the first player and the second player belonging in common to a player alliance, the second tile providing access to a second type of in-game resource to the second player; and
based on the detected adjacency and on the first player and the second player belonging to the player alliance:
automatically transferring a portion of the first type of in-game resource of the first tile to the second player; and
automatically transferring a portion of the second type of in-game resource of the second tile to the first player.
2. The computer system as in claim 1 , further comprising:
automatically updating an adaptive visual display property for both the first tile and the second tile based at least on the detected adjacency.
3. The computer system as in claim 2 , wherein updating an adaptive visual display property of a pair of respective adjacent tiles comprises:
concurrently adjusting at least one of: a shape, color, size, and intensity of both respective adjacent tiles.
4. The computer system as in claim 1 , further comprising:
prior to receiving a selection, by the first player, of the first tile to be controlled by the first enforcer asset:
granting the first enforcer asset to the first player and the second enforcer asset to the second player based on the first and second players joining the player alliance.
5. The computer system as in claim 1 , further comprising:
updating an adaptive resource property of the first tile based in part on a current strength level of the first enforcer asset, wherein the updated adaptive resource property increases an amount of the first type of in-game resource available to the first player from the first tile.
6. The computer system as in claim 1 , further comprising:
wherein the first and the second tiles are included in a plurality of tiles in a territory grid of the online game.
7. The computer system as in claim 6 , further comprising:
wherein the first player has territorial control of a first headquarters tile of the territory grid; and
wherein the second player has territorial control of a second headquarters tile of the territory grid.
8. A computer-implemented method, comprising:
at a server system for a computer-implemented online game playable by multiple users via respective user devices in communication with the server system via a distributed computer network, receiving a selection, via a first user interface generated on a first user device associated with a first player, of a first tile in a virtual in-game environment displayed in the first user interface, the first tile to be controlled by a first enforcer asset on behalf of the first player, the first tile providing access to a first type of in-game resource to the first player;
detecting that the first tile is adjacent to a second tile, the second tile being controlled by a second enforcer asset on behalf of a second player having access to the virtual in-game environment via a second user interface generated on a second user device, the first player and the second player belonging in common to a player alliance, the second tile providing access to a second type of in-game resource to the second player; and
at the server system, based on the detected adjacency and on the first player in the second player both belonging to the player alliance:
automatically transferring a portion of the first type of in-game resource of the first tile to the second player; and
automatically transferring a portion of the second type of in-game resource of the second tile to the first player.
9. The computer-implemented method as in claim 8 , further comprising:
automatically updating an adaptive visual display property for both the first tile and the second tile based at least on the detected adjacency.
10. The computer-implemented method as in claim 9 , wherein updating an adaptive visual display property of a pair of respective adjacent tiles comprises:
concurrently adjusting at least one of: a shape, color, size, and intensity of both respective adjacent tiles.
11. The computer-implemented method as in claim 8 , further comprising:
prior to receiving a selection, by the first player, of the first tile to be controlled by the first enforcer asset:
granting the first enforcer asset to the first player and the second enforcer asset to the second player based on the first and second players joining the player alliance.
12. The computer-implemented method as in claim 8 , further comprising:
updating an adaptive resource property of the first tile based in part on a current strength level of the first enforcer asset, wherein the updated adaptive resource property increases an amount of the first type of in-game resource available to the first player from the first tile.
13. The computer-implemented method as in claim 8 , further comprising:
wherein the first and the second tiles are included in a plurality of tiles in a territory grid of the online game.
14. The computer-implemented method as in claim 13 , further comprising:
wherein the first player has territorial control of a first headquarters tile of the territory grid; and
wherein the second player has territorial control of a second headquarters tile of the territory grid.
15. A non-transitory computer-readable medium storing executable instructions thereon, which, when executed by a processor, cause the processor to perform operations including:
at a server system for a computer-implemented online game playable by multiple users via respective user devices in communication with the server system via a distributed computer network, receiving a selection, via a first user interface generated on a first user device associated with a first player, of a first tile in a virtual in-game environment displayed in the first user interface, the first tile to be controlled by a first enforcer asset on behalf of the first player, the first tile providing access to a first type of in-game resource to the first player;
detecting that the first tile is adjacent to a second tile, the second tile being controlled by a second enforcer asset on behalf of a second player having access to the virtual in-game environment via a second user interface generated on a second user device, the first player and the second player belonging in common to a player alliance, the second tile providing access to a second type of in-game resource to the second player; and
at the server system, based on the detected adjacency and on the first player in the second player both belonging to the player alliance:
automatically transferring a portion of the first type of in-game resource of the first tile to the second player; and
automatically transferring a portion of the second type of in-game resource of the second tile to the first player.
16. The computer-readable medium as in claim 15 , further comprising:
automatically updating an adaptive visual display property for both the first tile and the second tile based at least on the detected adjacency.
17. The computer-readable medium as in claim 15 , further comprising:
prior to receiving a selection, by the first player, of the first tile to be controlled by the first enforcer asset:
granting the first enforcer asset to the first player and the second enforcer asset to the second player based on the first and second players joining the player alliance.
18. The computer-readable medium as in claim 15 , further comprising:
updating an adaptive resource property of the first tile based in part on a current strength level of the first enforcer asset, wherein the updated adaptive resource property increases an amount of the first type of in-game resource available to the first player from the first tile.
19. The computer-readable medium as in claim 15 , further comprising:
wherein the first and the second tiles are included in a plurality of tiles in a territory grid of the online game.
20. The computer-readable medium as in claim 19 , further comprising:
wherein the first player has territorial control of a first headquarters tile of the territory grid; and
wherein the second player has territorial control of a second headquarters tile of the territory grid.