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Method and system for rendering the scenes of a role playing game in a metaverse

  • US 8,113,959 B2
  • Filed: 12/04/2008
  • Issued: 02/14/2012
  • Est. Priority Date: 12/04/2008
  • Status: Active Grant
First Claim
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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:

  • 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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