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;
modifying the first sprite based on a selection 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;
modifying the second sprite based on a further selection of the predetermined modification from the plurality of selectable predetermined modifications; and
updating the second graphical gameplay interface to include the modified second sprite.
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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.
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Citations
20 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; modifying the first sprite based on a selection 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; modifying the second sprite based on a further selection 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, 9)
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10. 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 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 based on a selection 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 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 based on a further selection 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 (11, 12, 13, 14, 15, 16, 17)
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18. 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 (19, 20)
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Specification