Computer game development factory system and method
First Claim
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1. A method of making computer games, the method comprising:
- selecting, by a game developer, from an inventory of map database products, a map database that contains data that represents a road network located in a real-world geographic area to be depicted as part of a playing scenario of a computer game, wherein the data that represents the road network includes geographic coordinates of positions of roads and turn restrictions at intersections of the roads, and wherein the map database products are provided by a map developer separate from the game developer;
selecting, by the game developer, from a game shells inventory a game shell data structure that includes basic logic, rules, strategy, and characters for the computer game;
combining, by the game developer, the map database and the game shell data structure in a computer game product; and
providing the computer game product to an end user separate from the game developer and the map developer.
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Abstract
A system and method are disclosed for facilitating development of computer games that depict or represent actual geographic locales or imaginary locales as part of the play scenarios of the games. A computer game factory system includes inventories of map data products, road models, 3D models, game shells, and game engines. Configuration parameters identify which components to select from the inventories to produce games for various different computer platforms. The selected components are combined with a geographic data API and geographic data tools to produce computer games.
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Citations
25 Claims
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1. A method of making computer games, the method comprising:
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selecting, by a game developer, from an inventory of map database products, a map database that contains data that represents a road network located in a real-world geographic area to be depicted as part of a playing scenario of a computer game, wherein the data that represents the road network includes geographic coordinates of positions of roads and turn restrictions at intersections of the roads, and wherein the map database products are provided by a map developer separate from the game developer; selecting, by the game developer, from a game shells inventory a game shell data structure that includes basic logic, rules, strategy, and characters for the computer game; combining, by the game developer, the map database and the game shell data structure in a computer game product; and providing the computer game product to an end user separate from the game developer and the map developer. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20)
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21. A computer game factory system comprising:
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a map products inventory that contains a plurality of map data products, wherein the map data products represent separate real-world geographic locales to be represented during playing scenarios of the computer games, and wherein a portion of the map data products include navigation-related attributes including geographic coordinates of positions of roads, street names of the roads, and turn restrictions at intersections of the roads; a game shells inventory that contains data structures that includes basic logic, rules, strategy, and characters for a type of computer game including a road rally game, a flight simulator game, a “
first-person-shooter”
game, and an urban development simulator game; anda program that combines one of the map data products and one of the data structures from the game shells inventory to produce a computer game, wherein the portion of the map data products are derived from a database suitable for vehicle navigation on roads in the respective real-world geographic locales. - View Dependent Claims (22, 23, 24)
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25. A method of facilitating development of computer games, the method comprising:
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selecting, by a map developer, a locale input indicating a real-world geographic locale; selecting, by the map developer, a type input indicating a type of data selected from a group consisting of;
auto, pedestrian, bicycle, and aircraft;selecting, by the map developer, an accuracy level input indicating a level of detail of data; querying, by the map developer, a master geographic database as a function of the locale input, the type input, and the accuracy level input, the master geographic database produced by the map developer and containing data representing a plurality of road segments corresponding to roads of a real-world locale, wherein the data representing the plurality of road segments are configured to be compiled for navigation-related functions in a navigation device, the data representing the plurality of road segments include navigation-related attributes, the navigation-related attributes include (i) geographic coordinates, (ii) street names, (iii) address ranges, (iv) turn restrictions, and (v) road connectivity; retrieving, by the map developer, map data from the master geographic database based on the query, the map data being the selected type of data representing the selected real-world geographic locale at the selected level of detail; and providing, by the map developer, the map data to a separate game developer to produce a computer game based on the map data.
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Specification