Glitch feature for user edited video games
First Claim
1. An in situ video game editing method comprising:
- executing, by an electronic processor, a first game software application to generate a first graphical gameplay interface including a first sprite on a display, the first game software application defining the first sprite;
receiving, by the electronic processor, first gameplay input from a human interface device that controls gameplay of the first game software application on the first graphical gameplay interface, while the first sprite is included in the first graphical gameplay interface;
modifying the first sprite by adding a block of code to the first sprite, the block of code based on a selection, received from the human interface device, of a predetermined modification from a plurality of selectable predetermined modifications;
updating the first graphical gameplay interface to include the modified first sprite;
executing, by the electronic processor, a second game software application to generate a second graphical gameplay interface including a second sprite on the display, the second game software application defining the second sprite;
receiving, by the electronic processor, second gameplay input from the human interface device that controls gameplay of the second game software application on the second graphical gameplay interface, while the second sprite is included in the second graphical gameplay interface;
modifying the second sprite by adding the block of code to the second sprite, the block of code based on a further selection, received from the human interface device at a point after the second gameplay input is received by the electronic processor, of the predetermined modification from the plurality of selectable predetermined modifications; and
updating the second graphical gameplay interface to include the modified second sprite.
1 Assignment
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Accused Products
Abstract
An in-game video game editing system and method is provided. An electronic processor executes a game software application to generate, on a display, a graphical gameplay interface including a plurality of sprites and a graphical editing panel listing predetermined modifications. The electronic processor receives a selection of one of the predetermined modifications ad determines a type of the predetermined modification. The type indicates whether the predetermined modification includes adding a new sprite or selecting an existing sprite. Based on the type, an existing sprite is selected from the graphical gameplay interface. The electronic processor then adds a block of code to the selected sprite based on the predetermined modification to generate a modified sprite, and executes the block of code to provide the modified sprite on the graphical gameplay interface.
5 Citations
18 Claims
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1. An in situ video game editing method comprising:
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executing, by an electronic processor, a first game software application to generate a first graphical gameplay interface including a first sprite on a display, the first game software application defining the first sprite; receiving, by the electronic processor, first gameplay input from a human interface device that controls gameplay of the first game software application on the first graphical gameplay interface, while the first sprite is included in the first graphical gameplay interface; modifying the first sprite by adding a block of code to the first sprite, the block of code based on a selection, received from the human interface device, of a predetermined modification from a plurality of selectable predetermined modifications; updating the first graphical gameplay interface to include the modified first sprite; executing, by the electronic processor, a second game software application to generate a second graphical gameplay interface including a second sprite on the display, the second game software application defining the second sprite; receiving, by the electronic processor, second gameplay input from the human interface device that controls gameplay of the second game software application on the second graphical gameplay interface, while the second sprite is included in the second graphical gameplay interface; modifying the second sprite by adding the block of code to the second sprite, the block of code based on a further selection, received from the human interface device at a point after the second gameplay input is received by the electronic processor, of the predetermined modification from the plurality of selectable predetermined modifications; and updating the second graphical gameplay interface to include the modified second sprite. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8)
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9. An in-game video game editing system comprising:
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a human interface device; a display; a memory storing a first game software application defining a first sprite and a second game software application defining a second sprite; and an electronic processor communicatively coupled to the human interface device, the display, and the memory, the electronic processor configured to, execute the first game software application to generate a first graphical gameplay interface including the first sprite on the display; receive, while the first sprite is included in the first graphical gameplay interface, first gameplay input from the human interface device that controls gameplay of the first game software application on the first graphical gameplay interface; modify the first sprite by adding a block of code to the first sprite, the block of code based on a selection, received from the human interface device, of a predetermined modification from a plurality of selectable predetermined modifications; update the first graphical gameplay interface to include the modified first sprite; execute the second game software application to generate a second graphical gameplay interface including the second sprite on the display; receive, while the second sprite is included in the second graphical gameplay interface, second gameplay input from the human interface device that controls gameplay of the second game software application on the second graphical gameplay interface; modify the second sprite by adding the block of code to the second sprite, the block of code based on a further selection, received from the human interface device at a point after the second gameplay input is received, of the predetermined modification from the plurality of selectable predetermined modifications; and update the second graphical gameplay interface to include the modified second sprite. - View Dependent Claims (10, 11, 12, 13, 14, 15)
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16. An in situ video game editing method comprising:
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executing, by an electronic processor, a game software application to generate, on a display, a graphical gameplay interface including a plurality of sprites; receiving, by the electronic processor, a gameplay input from a human interface device for controlling gameplay of the game software application on the graphical gameplay interface; generating, by the electronic processor, a graphical editing panel on the graphical gameplay interface; receiving, from the human interface device, a selection of a predetermined modification included in the graphical editing panel; determining, by the electronic processor, a type of the predetermined modification, wherein the type indicates whether the predetermined modification includes adding a new sprite and whether the predetermined modification includes selecting a sprite of the plurality of sprites on the graphical gameplay interface; in response to the type of the predetermined modification, receiving from the human interface device, a selection of a sprite of the plurality of sprites on the graphical gameplay interface; adding, by the electronic processor, a block of code to the selected sprite based on the predetermined modification to generate a modified sprite; and executing, by the electronic processor, the block of code to provide the modified sprite on the graphical gameplay interface. - View Dependent Claims (17, 18)
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Specification