RESTORING GAMEPLAY BY REPLAYING PAST INPUTS
First Claim
1. A method comprising:
- storing one or more electronic records of at least a period of past gameplay, the one or more electronic records comprising captured participant inputs that occurred during the period of past gameplay;
wherein each of the participant inputs occurred at a corresponding time during the period of past gameplay;
wherein the captured participant inputs changed states of game objects during the period of past gameplay;
receiving a request to initiate subsequent gameplay beginning from a target point in time that occurred during the period of past gameplay;
wherein the target point is after a reload point;
wherein a first subset of the captured participant inputs occurred after the reload point and before the target point;
wherein a second subset of the captured participant inputs occurred after the reload point and after the target point;
causing the subsequent gameplay to begin from the target point at least in part by;
causing the game objects to assume states that the game objects were in at the reload point; and
replaying the first subset of the captured participant inputs;
wherein an amount of time that elapses between replaying each of the first subset of captured participant inputs is based, at least in part, on an amount of time that elapsed between occurrence of corresponding participant inputs during the period of past gameplay;
wherein the method is performed by one or more computing devices.
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Accused Products
Abstract
Methods, computer-readable media, and computing devices are described herein for restoring gameplay by replaying past inputs. During gameplay, capture logic captures participant inputs that were received to change states of game objects. The capture logic stores the captured information in an electronic record of period(s) of the gameplay. After the period(s) of gameplay, replay logic receives a request to initiate subsequent gameplay beginning from a point in time from a period of past gameplay. The replay logic causes the subsequent gameplay to begin from the point at least in part by loading saved state information and replaying the captured participant inputs.
90 Citations
39 Claims
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1. A method comprising:
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storing one or more electronic records of at least a period of past gameplay, the one or more electronic records comprising captured participant inputs that occurred during the period of past gameplay; wherein each of the participant inputs occurred at a corresponding time during the period of past gameplay; wherein the captured participant inputs changed states of game objects during the period of past gameplay; receiving a request to initiate subsequent gameplay beginning from a target point in time that occurred during the period of past gameplay; wherein the target point is after a reload point; wherein a first subset of the captured participant inputs occurred after the reload point and before the target point; wherein a second subset of the captured participant inputs occurred after the reload point and after the target point; causing the subsequent gameplay to begin from the target point at least in part by; causing the game objects to assume states that the game objects were in at the reload point; and replaying the first subset of the captured participant inputs; wherein an amount of time that elapses between replaying each of the first subset of captured participant inputs is based, at least in part, on an amount of time that elapsed between occurrence of corresponding participant inputs during the period of past gameplay; wherein the method is performed by one or more computing devices. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 38, 39)
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32. A method comprising:
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storing one or more electronic records of at least a period of past gameplay, the one or more electronic records comprising; saved states of game objects at a checkpoint in time during the period of past gameplay, and captured participant inputs that affected one or more states of one or more of the game objects during the period of past gameplay, wherein the captured participant inputs comprise; a first subset of inputs that occurred at times before the checkpoint, a second subset of inputs that occurred at times after the checkpoint but before a second point in time during the period of past gameplay, and a third subset of inputs that occurred at times after the second point in time; receiving a request to initiate subsequent gameplay beginning from the second point in time; causing the subsequent gameplay to begin from the second point at least in part by loading the captured states and replaying the second subset of inputs based at least in part on the times of the second subset of inputs; wherein the method is performed by one or more computing devices. - View Dependent Claims (33, 34, 35, 37)
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36. One or more non-transitory computer-readable media storing instructions which, when executed, cause:
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storing one or more electronic records of at least a period of past gameplay, the one or more electronic records comprising captured participant inputs that occurred during the period of past gameplay; wherein each of the participant inputs occurred at a corresponding time during the period of past gameplay; wherein the captured participant inputs changed states of game objects during the period of past gameplay; receiving a request to initiate subsequent gameplay beginning from a target point in time that occurred during the period of past gameplay; wherein the target point is after a reload point; wherein a first subset of the captured participant inputs occurred after the reload point and before the target point; wherein a second subset of the captured participant inputs occurred after the reload point and after the target point; causing the subsequent gameplay to begin from the target point at least in part by; causing the game objects to assume states that the game objects were in at the reload point; and replaying the first subset of the captured participant inputs; wherein an amount of time that elapses between replaying each of the first subset of captured participant inputs is based, at least in part, on an amount of time that elapsed between occurrence of corresponding participant inputs during the period of past gameplay.
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Specification