DYNAMIC ASSET AND OBSTACLE GENERATION IN ONLINE GAMES
First Claim
1. A method comprising:
- accessing information describing a social network of a first player of an online game, the information identifying other players of the online game;
accessing game account information of the other players, the game account information of the other players identifying in-game assets of the other players; and
generating, using at least one processor, at least one of an in-game asset for the first player and an in-game obstacle to affect the first player in the online game based on a mathematical function that considers the in-game assets of the other players.
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Accused Products
Abstract
Example systems and methods related to dynamic generation of in-game assets and in-game obstacles of an online game are presented. In an example, information describing a social network of a first player of an online game is accessed, the information identifying other players of the online game. Game account information of the other players is then accessed. The game account information of the other players identifies in-game assets of the other players. At least one of an in-game asset for the first player and an in-game obstacle to affect the first player in the online game is generated based on a mathematical function that considers the in-game assets of the other player
80 Citations
20 Claims
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1. A method comprising:
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accessing information describing a social network of a first player of an online game, the information identifying other players of the online game; accessing game account information of the other players, the game account information of the other players identifying in-game assets of the other players; and generating, using at least one processor, at least one of an in-game asset for the first player and an in-game obstacle to affect the first player in the online game based on a mathematical function that considers the in-game assets of the other players. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8)
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9. A non-transitory computer-readable storage medium comprising instructions that, when executed by at least one processor of a machine, cause the machine to perform operations comprising:
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accessing information describing asocial network of a first player of an online game, the information identifying other players of the online game; accessing game account information of the other players, the game account information of the other players identifying in-game assets of the other players; accessing game account information of the first player, the game account information of the first player identifying in-game assets of the first player; accessing game state information of the online game not related to in-game assets; and generating an in-game asset for the first player in the online game based on a mathematical function that considers the in-game assets of the first player and the other players, and the game state information. - View Dependent Claims (10, 12, 13, 14, 15, 16, 17)
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11. The non-transitory computer-readable storage medium of claim 11, comprising determining the plurality of available in-game assets according to the in-game assets of the first player and the other players, and the game state information.
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18. An online gaming system configured to:
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access information describing a social network of a first player of an online game, the information identifying other players of the online game; access game account information of the other players, the game account information of the other players identifying in-game assets of the other players; and generate, using at least one processor, an in-game obstacle to affect the first player in the online game based on a mathematical function that considers the in-game assets of the other players. - View Dependent Claims (19, 20)
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Specification