Dynamic improvisational fill feature
First Claim
1. A method for varying a play experience of a player of a rhythm-action game, the method being executed by a computing device comprising at least one processor and at least one memory in communication with the at least one processor, the method comprising:
- storing in the at least one memory;
a musical track, the musical track having at least one variable fill section, anda database having a plurality of fills for the at least one variable fill section, each fill being associated with a different set of cues, wherein each cue directs the player to provide an input; and
for each variable fill section of the at least one variable fill section in the musical track;
(i) selecting, for a playthrough of the musical track, by the at least one processor, a fill from the plurality of fills in the database;
(ii) transmitting display data to a display in communication with the at least one processor, the display data comprising at least part of the set of cues associated with the selected fill; and
(iii) for each displayed cue;
(a) receiving player input;
(b) evaluating whether the received player input corresponds to the input directed by the displayed cue; and
(c) altering an aspect of gameplay based on the evaluation.
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Accused Products
Abstract
The present disclosure is directed at systems, methods, and apparatus for implementing a rhythm-action game having an improvisational fill feature. The rhythm-action game can provide a musical track having at least one section that can be varied. The rhythm-action game can also provide a database having a plurality of fills, wherein each fill includes a soundtrack and a set of cues. During run-time, the rhythm-action game can select, for each section in the musical track that can be varied, a fill from the plurality of fills. In some embodiments, this selection can be based on various characterizing parameters to ensure that the fill is a good fit for the musical track. The rhythm-action game can also display a set of visual cues associated with the selected fill, and to evaluate whether received user input substantially corresponds to the displayed cues.
157 Citations
21 Claims
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1. A method for varying a play experience of a player of a rhythm-action game, the method being executed by a computing device comprising at least one processor and at least one memory in communication with the at least one processor, the method comprising:
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storing in the at least one memory; a musical track, the musical track having at least one variable fill section, and a database having a plurality of fills for the at least one variable fill section, each fill being associated with a different set of cues, wherein each cue directs the player to provide an input; and for each variable fill section of the at least one variable fill section in the musical track; (i) selecting, for a playthrough of the musical track, by the at least one processor, a fill from the plurality of fills in the database; (ii) transmitting display data to a display in communication with the at least one processor, the display data comprising at least part of the set of cues associated with the selected fill; and (iii) for each displayed cue; (a) receiving player input; (b) evaluating whether the received player input corresponds to the input directed by the displayed cue; and (c) altering an aspect of gameplay based on the evaluation. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
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11. A computer system for varying a play experience of a player of a rhythm-action game, the computer system comprising:
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a memory that stores; a musical track, the musical track having at least one variable fill section, and a database having a plurality of fills for the at least one variable fill section, each fill being associated with a different set of cues, wherein each cue directs the player to provide an input; and at least one processor configured to, for each variable fill section of the at least one variable fill section in the musical track; (i) select, for a playthrough of the musical track a fill from the plurality of fills in the database; (ii) transmit display data to a display, the display data comprising at least part of the set of cues associated with the selected fill; and (iii) for each displayed cue; (a) receive player input; (b) evaluate whether the received player input corresponds to the input directed by the displayed cue; and (c) alter an aspect of gameplay based on the evaluation. - View Dependent Claims (12, 13, 14, 15, 16, 17, 18, 19, 20)
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21. Non-transitory computer readable media storing machine-readable instructions that are configured to, when executed by at least one processor, cause the at least one processor to:
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access from at least one memory; a musical track, the musical track having at least one variable fill section, and a database having a plurality of fills for the at least one variable fill section, each fill being associated with a different set of cues, wherein each cue directs the player to provide an input; and for each variable fill section of the at least one variable fill section in the musical track; (i) select, for a playthrough of the musical track, a fill from the plurality of fills in the database; (ii) transmit display data to a display, the display data comprising at least part of the set of cues associated with the selected fill; and (iii) for each displayed cue; (a) receive player input; (b) evaluate whether the received player input corresponds to the input directed by the displayed cue; and (c) alter an aspect of gameplay based on the evaluation.
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Specification