IP Library Granted Patent US 7,963,833
Granted Patent B2
US 7,963,833 · App. 10/966,824 · Granted Jun 21, 2011

Games with targeting features

Assignee: Microsoft Corporation
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Quick Facts
Patent No.
US 7,963,833
App. No.
10/966,824
Granted
Jun 21, 2011
Kind
B2
Abstract

The present invention is directed generally toward computer-implemented methods for targeting objects in a gaming system. One aspect of the invention is directed toward a method for targeting an object in a gaming system that includes receiving a soft lock command and applying a soft lock to an object in the game. The soft lock designates an action site on a portion of the object that was proximate to an aiming reference when the soft lock was commanded. The action site is proximate to a location where a selected game action will occur if the game action is commanded. Once the soft lock is applied, the aiming reference can be moved away from the action site. Another aspect of the invention is directed toward a method of targeting an object in a gaming system that includes receiving a command to hard lock a portion of an object, applying the hard lock, and displaying at least one selectable sub-target associated with the object. During the hard lock, the aiming reference remains at least proximate to the portion of the object. When selected, a sub-target includes an action site on part of the object proximate to a location where game action will occur if selected.

Claims (113)

1. A computer-implemented method for targeting an object with a virtual gun in a gaming system used by a game player, comprising:

receiving a soft lock command from the game player; and

applying a soft lock with the virtual gun to at least a portion of an object, wherein applying the soft lock includes designating an action site on the at least a portion of the object that was proximate to an aiming reference of the virtual gun when the soft lock was commanded, the action site being at least proximate to where a game action will occur if the game action is commanded, wherein the aiming reference can be moved away from the at least a portion of the object after the soft lock is applied while the action site automatically remains on the at least a portion of the object without further action from the game player, wherein the game player may disengage the soft lock from the at least a portion of the object without the game action occurring, and wherein the action site is removed from the at least a portion of the object when the soft lock is disengaged.

2. The method of claim 1 , further comprising:

receiving a command to move a player's field of view so that the at least a portion of the object is no longer in the player's field of view; and

moving the player's field of view so that the at least a portion of the object is no longer in the player's field of view, wherein the action site remains on the at least a portion of the object.

3. The method of claim 1 , further comprising:

receiving a command to move a player's field of view so that the at least a portion of the object is no longer in the player's field of view; and

moving the player's field of view so that the at least a portion of the object is no longer in the player's field of view, wherein the action site remains on the at least a portion of the object;

receiving a command to perform the at least one game action; and

performing the at least one game action.

4. The method of claim 1 , further comprising:

receiving a command to apply a hard lock to the action site;

applying a hard lock to the action site, the hard lock causing the aiming reference to remain at least proximate to the at least a portion of the object where the action site was when the hard lock was applied.

5. The method of claim 1 , further comprising:

receiving a command to apply a hard lock to the action site through an inceptor;

applying a hard lock to the action site, the hard lock causing the aiming reference to remain at least proximate to the at least a portion of the object where the action site was when the hard lock was applied; and

changing at least one attribute of the inceptor after the hard lock is applied.

6. The method of claim 1 , further comprising:

receiving a command to apply a hard lock to the action site;

applying a hard lock to the action site, the hard lock causing the aiming reference to remain at least proximate to the at least a portion of the object where the action site was when the hard lock was applied; and

displaying at least one selectable sub-target associated with the object while the hard lock is applied to the at least a portion of the object, the sub-target being a selected part of the object.

7. The method of claim 1 , further comprising:

receiving a command to apply a hard lock to the action site;

applying a hard lock to the action site, the hard lock causing the aiming reference to remain at least proximate to the at least a portion of the object where the action site was when the hard lock was applied;

receiving a command to disengage the hard lock;

disengaging the hard lock; and

re-applying the soft lock, wherein re-applying the soft lock includes designating an action site at least proximate to the at least a portion of, the object where the aiming reference was when the hard lock was disengaged.

8. The method of claim 1 , further comprising displaying one or more selected game attributes associated with the object when the soft lock is applied.

9. The method of claim 1 , further comprising:

displaying a first set of one or more selected game attributes associated with the object when the soft lock is applied;

receiving a command to apply a hard lock to the action site;

applying a hard lock to the action site, the hard lock causing the aiming reference to remain at least proximate to the at least a portion of the object where the action site was when the hard lock was applied; and

displaying a second set of one or more selected game attributes associated with the object when the hard lock is applied.

10. The method of claim 1 , further comprising automatically disengaging the soft lock when selected game attributes are present.

11. A computer-implemented method for targeting an object with a virtual gun in a gaming system used by a game player, comprising:

receiving a command to hard lock at least a portion of an object from the game player;

applying the hard lock with the virtual gun to the at least a portion of the object, the hard lock causing an aiming reference of the virtual gun to automatically remain at least proximate to the at least a portion of the object without further action from the game player; and

displaying at least one selectable sub-target associated with the object while the hard lock is applied to the at least a portion of the object, the sub-target being a selected part of the object.

12. The method of claim 11 wherein receiving a command to hard lock at least a portion of an object includes receiving a command to hard lock the portion of the object that is proximate to an aiming reference when the hard lock is commanded.

13. The method of claim 11 , further comprising:

receiving a command to perform at least one game action at least proximate to the aiming reference; and

performing the at least one game action at least proximate to the aiming reference.

14. The method of claim 11 , further comprising:

receiving a command to select the at least one sub-target as an action site, the action site being at least proximate to where a game action will occur if the game action is commanded; and

selecting the at least one sub-target as the action site.

15. The method of claim 11 , further comprising:

receiving a command to select the at least one sub-target as an action site, the action site being at least proximate to where a game action will occur if the game action is commanded;

selecting the at least one sub-target as the action site;

receiving a command to perform the game action; and

performing the game action.

16. The method of claim 11 , further comprising:

receiving a command to select a first sub-target as an action site, the action site being at least proximate to where a game action will occur if the game action is commanded;

selecting the first sub-target as the action site;

receiving a command to select a second sub-target as the action site; and

selecting the second sub-target as the action site.

17. The method of claim 11 further comprising limiting a field of view that a player can select while the hard lock is applied such that the at least a portion of the object remains in the player's field of view.

18. The method of claim 11 , further comprising limiting at least one movement a player can make when controlling a character while the hard lock is applied.

19. The method of claim 11 , further comprising:

moving the at least a portion of the object; and

moving a player's field of view so that the at least a portion of the object remains in the player's field of view as the at least a portion of the object moves.

20. The method of claim 11 , further comprising displaying selected game attributes associated with the object when the hard lock is applied.

21. The method of claim 11 , wherein receiving a command to hard lock the at least a portion of the object includes receiving a command via an inceptor, and wherein the method further comprises changing at least one attribute of the inceptor when the hard lock is applied.

22. The method of claim 11 , further comprising:

receiving a command via an inceptor to select the at least one sub-target as an action site, the action site being at least proximate to where a game action will occur if the game action is commanded;

selecting the at least one sub-target as the action site; and

changing at least one attribute of the inceptor after the at least one sub-target is selected.

23. The method of claim 11 , further comprising automatically disengaging the hard lock when selected game attributes are present.

24. The method of claim 11 wherein displaying at least one selectable sub-target associated with the at least a portion of the object includes displaying one of multiple sets of sub-targets associated with the at least a portion of the object, each set of sub-targets containing one or more sub-targets, the set of sub-targets that is displayed being dependent upon which of one or more selected game attributes exist at the time the hard lock is engaged.

25. The method of claim 11 wherein displaying at least one selectable sub-target associated with the at least a portion of the object includes displaying one of multiple sets of sub-targets associated with the at least a portion of the object, each set of sub-targets containing one or more sub-targets, a first set of sub-targets being displayed when one or more selected first game attributes exist at the time the hard lock is engaged, and wherein the method further comprises displaying a second set of sub-targets when one or more selected second game attributes exist.

26. A computer-readable medium having computer-executable instructions for performing steps comprising:

receiving a soft lock command from a game player that is controlling a virtual gun in a gaming environment; and

applying a soft lock using the virtual gun to at least a portion of an object, wherein applying the soft lock with the virtual gun includes designating an action site on the at least a portion of the object that was proximate to an aiming reference when the soft lock was commanded, the action site being at least proximate to where a game action will occur if the game action is commanded, wherein the aiming reference can be moved away from the at least a portion of the object after the soft lock is applied while the action site automatically remains on the at least a portion of the object without further action from the game player, wherein the game player may disengage the soft lock from the at least a portion of the object without the game action occurring, and wherein the action site is removed from the at least a portion of the object when the soft lock is disengaged.

27. The computer-readable medium of claim 26 , wherein the steps further comprise:

receiving a command to move a player's field of view so that the at least a portion of the object is no longer in the player's field of view; and

moving the player's field of view so that the at least a portion of the object is no longer in the player's field of view, wherein the action site remains on the at least a portion of the object;

receiving a command for the at least one game action; and

performing the at least one game action.

28. The computer-readable medium of claim 26 , wherein the steps further comprise:

receiving a command to apply a hard lock to the action site;

applying a hard lock to the action site, the hard lock causing the aiming reference marking to remain at least proximate to the at least a portion of the object where the action site was when the hard lock was applied; and

displaying at least one selectable sub-target associated with the object while the hard lock is applied to the at least a portion of the object, the sub-target being a selected part of the object.

29. The computer-readable medium of claim 26 , wherein the steps further comprise:

receiving a command to apply a hard lock to the action site;

applying a hard lock to the action site, the hard lock causing the aiming reference to remain at least proximate to the at least a portion of the object where the action site was when the hard lock was applied;

receiving a command to disengage the hard lock;

disengaging the hard lock; and

re-applying the soft lock, wherein re-applying the soft lock includes designating an action site at least proximate to the at least a portion of the object where the aiming reference was when the hard lock was disengaged.

30. The computer-readable medium of claim 26 , wherein the steps further comprise automatically disengaging the soft lock when selected game attributes are present.

31. A computer-readable medium having computer-executable instructions for performing steps comprising:

receiving a command to hard lock using a virtual gun at least a portion of an object from a game player using the virtual gun;

applying the hard lock with the virtual gun to the at least a portion of the object, the hard lock causing an aiming reference of the virtual gun to automatically remain at least proximate to the at least a portion of the object without further action from the game player; and

displaying at least one selectable sub-target associated with the object while the hard lock is applied to the at least a portion of the object, the sub-target being a selected part of the object.

32. The computer-readable medium of claim 31 wherein receiving a command to hard lock at least a portion of an object includes receiving a command to hard lock the portion of the object that is proximate to an aiming reference when the hard lock is commanded.

33. The computer-readable medium of claim 31 , wherein the steps further comprise:

receiving a command to perform at least one game action at least proximate to the aiming reference; and

performing the at least one game action at least proximate to the aiming reference.

34. The computer-readable medium of claim 31 , wherein the steps further comprise:

receiving a command to select the at least one sub-target as an action site, the action site being at least proximate to where a game action will occur if the game action is commanded; and

selecting the at least one sub-target as the action site.

35. The computer-readable medium of claim 31 , wherein the steps further comprise:

receiving a command to select the at least one sub-target as an action site, the action site being at least proximate to where a game action will occur if the game action is commanded;

selecting the at least one sub-target as the action site;

receiving a command to perform the game action; and

performing the game action.

36. The computer-readable medium of claim 31 , wherein the steps further comprise:

receiving a command to select a first sub-target as an action site, the action site being at least proximate to where a game action will occur if the game action is commanded;

selecting the first sub-target as the action site;

receiving a command to select a second sub-target as the action site; and

selecting the second sub-target as the action site.

37. The computer-readable medium of claim 31 , wherein the steps further comprise automatically disengaging the hard lock when selected game attributes are present.

38. The computer-readable medium of claim 31 wherein displaying at least one selectable sub-target associated with the at least a portion of the object includes displaying one of multiple sets of sub-targets associated with the at least a portion of the object, each set of sub-targets containing one or more sub-targets, the set of sub-targets that is displayed being dependent upon which of one or more selected game attributes exist at the time the hard lock is engaged.

39. The computer-readable medium of claim 31 wherein displaying at least one selectable sub-target associated with the at least a portion of the object includes displaying one of multiple sets of sub-targets associated with the at least a portion of the object, each set of sub-targets containing one or more sub-targets, a first set of sub-targets being displayed when one or more selected first game attributes exist at the time the hard lock is engaged, and wherein the method further comprises displaying a second set of sub-targets when one or more selected second game attributes exist.

Assignments (2)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Dec 9, 2014
From: MICROSOFT CORPORATION
To: MICROSOFT TECHNOLOGY LICENSING, LLC
Reel/Frame 034541/0477 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded May 10, 2005
From: NOVAK, CHRISTOPHER M.; BAXTER, ALISTAIR J.; THOMSON, BILLY; JONES, DAVID; WONG, PETER
To: MICROSOFT CORPORATION
Reel/Frame 015990/0605 →
Continuity (1)
Related Publication 20060084509A1 · Apr 20, 2006