Sequencing and locations of selected virtual objects to trigger targeted game actions
First Claim
1. A computer-implemented method, comprising:
- generating, via at least one processor, a virtual gaming environment comprising concurrent display of a tile board and a game world separate from the tile board, the tile board comprising a plurality of tile board virtual objects, wherein a first game engine for the tile board differs from a second game engine for the game world;
receiving from a player in the virtual gaming environment, via the tile board, a selection of a sequence of tile board virtual objects;
identifying, by operation of the first game engine, a location of a particular tile board virtual object in the selected sequence;
identifying, by operation of the second game engine, a target game world virtual object based on the location of the particular tile board virtual object in the selected sequence; and
applying, by operation of the second game engine, a game action to the target game world virtual object, wherein applying the game action comprises;
generating animation data representative of the game action, the animation data for display of an animation beginning at a target game world character and completing at the target game world virtual object, the animation rendered along an axis common to the location of the particular tile board virtual object and a location of the target game world virtual object in the game world; and
causing display of the animation data representative of the game action.
5 Assignments
0 Petitions
Accused Products
Abstract
A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a Game Action Trigger Module (GATM) for trigger game actions. The GATM generates a virtual gaming environment comprising a concurrent display of a tile board and a game world separate from the tile board. The GATM receives a selection of a sequence of tile board virtual objects. The GATM identifies a location of a particular tile board virtual object in the selected sequence. The GATM identifies a target game world virtual object based on the location of the particular tile board virtual object in the selected sequence. The GATM applies a game action to the target game world virtual object.
75 Citations
20 Claims
-
1. A computer-implemented method, comprising:
-
generating, via at least one processor, a virtual gaming environment comprising concurrent display of a tile board and a game world separate from the tile board, the tile board comprising a plurality of tile board virtual objects, wherein a first game engine for the tile board differs from a second game engine for the game world; receiving from a player in the virtual gaming environment, via the tile board, a selection of a sequence of tile board virtual objects; identifying, by operation of the first game engine, a location of a particular tile board virtual object in the selected sequence; identifying, by operation of the second game engine, a target game world virtual object based on the location of the particular tile board virtual object in the selected sequence; and applying, by operation of the second game engine, a game action to the target game world virtual object, wherein applying the game action comprises; generating animation data representative of the game action, the animation data for display of an animation beginning at a target game world character and completing at the target game world virtual object, the animation rendered along an axis common to the location of the particular tile board virtual object and a location of the target game world virtual object in the game world; and causing display of the animation data representative of the game action. - View Dependent Claims (2, 3, 4, 5, 6, 7)
-
-
8. A non-transitory computer-readable medium storing executable instructions thereon, which, when executed by a processor, cause the processor to perform operations including:
-
generating a virtual gaming environment comprising concurrent display of a tile board and a game world separate from the tile board, the tile board comprising a plurality of tile board virtual objects, wherein a first game engine for the tile board differs from a second game engine for the game world; receiving from a player in the virtual gaming environment, via the tile board, a selection of a sequence of tile board virtual objects; identifying, by operation of the first game engine, a location of a particular tile board virtual object in the selected sequence; identifying, by operation of the second game engine, a target game world virtual object based on the location of the particular tile board virtual object in the selected sequence; and applying, by operation of the second game engine, a game action to the target game world virtual object, wherein applying the game action comprises; generating animation data representative of the game action, the animation data for display of an animation beginning at a target game world character and completing at the target game world virtual object, the animation rendered along an axis common to the location of the particular tile board virtual object and a location of the target game world virtual object in the game world; and causing display of the animation data representative of the game action. - View Dependent Claims (9, 10, 11, 12, 13, 14)
-
-
15. A computer system comprising:
-
a processor; a memory device holding an instruction set executable on the processor to cause the computer system to perform operations comprising; generating a virtual gaming environment comprising concurrent display of a tile board and a game world separate from the tile board, the tile board comprising a plurality of tile board virtual objects, wherein a first game engine for the tile board differs from a second game engine for the game world; receiving from a player in the virtual gaming environment, via the tile board, a selection of a sequence of tile board virtual objects; identifying, by operation of the first game engine, a location of a particular tile board virtual object in the selected sequence; identifying, by operation of the second game engine, a target game world virtual object based on the location of the particular tile board virtual object in the selected sequence; applying, by operation of the second game engine, a game action to the target game world virtual object, wherein applying the game action comprises; generating animation data representative of the game action, the animation data for display of an animation beginning at a target game world character and completing at the target game world virtual object, the animation rendered along an axis common to the location of the particular tile board virtual object and a location of the target game world virtual object in the game world; and causing display of the animation data representative of the game action. - View Dependent Claims (16, 17, 18, 19, 20)
-
Specification