Method and system for rendering the scenes of a role playing game in a metaverse
First Claim
Patent Images
1. A computer-implemented method for saving a set of scenery elements on a stage in a virtual universe environment, said method comprising:
- creating a set of scenery elements for said stage, said scenery elements comprising one or more active objects of a role playing game, wherein the one or more active objects interact with avatars in said role playing game during gameplay thereof, and wherein said one or more active objects change object states across a time sequence of said role playing game;
providing a scenery container for said scenery elements, said scenery container being linked to be part of said role playing game by a scene identifier of said role playing game, said scenery container facilitating managing storage and rendering of said one or more active objects in correct positions and object states on said stage;
responsive to breaking gameplay action of said role playing game, storing said scenery elements in said scenery container, said storing comprising storing indications as to said correct positions of said one or more active objects and indications as to how said one or more active objects change state in response to passage of time of said time sequence of said role playing game, wherein said storing facilitates, responsive to resuming gameplay action of said role playing game, rendering each active object of said one or more active objects in a respective same position and same state of said active object as when gameplay action was broken; and
loading said scenery container into inventory of a play manager, said play manager controlling a flow of action in said role playing game.
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Abstract
In order to facilitate rendering of scenery elements in a role playing game, or in any other virtual universe (also known as a metaverse), there is provided a scenery container together with a play manager which cooperatively interact to achieve the loading, saving and storage of sets of scenery elements. Renderings are thus carried out more quickly and efficiently and with easier efforts on the part of the users.
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Citations
20 Claims
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1. A computer-implemented method for saving a set of scenery elements on a stage in a virtual universe environment, said method comprising:
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creating a set of scenery elements for said stage, said scenery elements comprising one or more active objects of a role playing game, wherein the one or more active objects interact with avatars in said role playing game during gameplay thereof, and wherein said one or more active objects change object states across a time sequence of said role playing game; providing a scenery container for said scenery elements, said scenery container being linked to be part of said role playing game by a scene identifier of said role playing game, said scenery container facilitating managing storage and rendering of said one or more active objects in correct positions and object states on said stage; responsive to breaking gameplay action of said role playing game, storing said scenery elements in said scenery container, said storing comprising storing indications as to said correct positions of said one or more active objects and indications as to how said one or more active objects change state in response to passage of time of said time sequence of said role playing game, wherein said storing facilitates, responsive to resuming gameplay action of said role playing game, rendering each active object of said one or more active objects in a respective same position and same state of said active object as when gameplay action was broken; and loading said scenery container into inventory of a play manager, said play manager controlling a flow of action in said role playing game. - View Dependent Claims (2, 3, 4, 5, 6)
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7. A computer-implemented method for rendering a set of scenery elements on a stage in a virtual universe environment, said method comprising:
responsive to resuming gameplay action of a role playing game of said virtual universe environment, wherein said scenery elements comprise one or more active objects of a role playing game, wherein the one or more active objects interact with avatars in said role playing game during gameplay thereof and wherein said one or more active objects change object states across a time sequence of said role playing game; requesting a play manager to load said set of scenery elements onto said stage; loading said set of said scenery elements on said stage by a scenery container, said scenery container being linked to be part of said role playing game by a scene identifier of said role playing game, said scenery container facilitating managing storage and rendering of said one or more active objects in correct positions and object states on said stage, wherein storing said one or more active objects comprises, responsive to breaking gameplay action of said role playing game, storing indications as to said correct position of said one or more active objects and indications as to how said one or more active objects change state in response to passage of time of said time sequence of said role playing game, and said storing facilitating rendering each active object of said one or more active objects in a respective same position and same state of said active object as when gameplay action of said role playing was broken; and causing said scenery container to remove itself and inform said play manager. - View Dependent Claims (8, 9, 10)
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11. A computer program product to facilitate saving a set of scenery elements on a stage in a virtual universe environment, the computer program product comprising:
a storage medium readable by a processing circuit and storing instructions for execution by the processing circuit for performing a method comprising; creating a set of scenery elements for said stage, said scenery elements comprising one or more active objects of a role playing game, wherein the one or more active objects interact with avatars in said role playing game during gameplay thereof, and wherein said one or more active objects change object states across a time sequence of said role playing game; providing a scenery container for said scenery elements, said scenery container being linked to be part of said role playing game by a scene identifier of said role playing game, said scenery container facilitating managing storage and rendering of said one or more active objects in correct positions and object states on said stage; responsive to breaking gameplay action of said role playing game, storing said scenery elements in said scenery container, said storing comprising storing indications as to said correct positions of said one or more active objects and indications as to how said one or more active objects change state in response to passage of time of said time sequence of said role playing game, wherein said storing facilitates, responsive to resuming gameplay action of said role playing game, rendering each active object of said one or more active objects in a respective same position and same state of said active object as when gameplay action was broken; and loading said scenery container into inventory of a play manager, said play manager controlling a flow of action in said role playing game. - View Dependent Claims (12, 13, 14, 15)
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16. A computer system for saving a set of scenery elements on a stage in a virtual universe environment said computer system comprising:
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a memory; and a processor in communications with the memory, wherein the computer system is configured to perform; creating a set of scenery elements for said stage, said scenery elements comprising one or more active objects of a role playing game, wherein the one or more active objects interact with avatars in said role playing game during gameplay thereof, and wherein said one or more active objects change object states across a time sequence of said role playing game; providing a scenery container for said scenery elements, said scenery container being linked to be part of said role playing game by a scene identifier of said role playing game, said scenery container facilitating managing storage and rendering of said one or more active objects in correct positions and object states on said stage; responsive to breaking gameplay action of said role playing game, storing said scenery elements in said scenery container, said storing comprising storing indications as to said correct positions of said one or more active objects and indications as to how said one or more active objects change state in response to passage of time of said time sequence of said role playing game, wherein said storing facilitates, responsive to resuming gameplay action of said role playing game, rendering each active object of said one or more active objects in a respective same position and same state of said active object as when gameplay action was broken; and loading said scenery container into inventory of a play manager, said play manager controlling a flow of action in said role playing game. - View Dependent Claims (17, 18, 19, 20)
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Specification