Video game with simulated evolution
First Claim
1. A client application comprising program code stored on a non-transitory computer-readable medium that, when executed, performs steps as indicated by program code comprising:
- program code for displaying a content editor for creating player-defined content on a video game client;
program code for receiving a set of configuration parameters defining player-defined content;
program code for generating a set of instructions for creating the player-defined content based upon the configuration parameters;
program code for uploading the instructions for creating the player-defined content to a game server where the instructions may be downloaded by other players to recreate the player-defined content; and
program code for displaying an in-game content browser for viewing a subset of available player-defined content on the game server, wherein the subset of the available player-defined content is selected based upon attributes of player-defined content stored on the video game client.
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Abstract
A video game that provides a player game play experience that simulates an evolution process is disclosed. In each stage of the evolution process, the player can create game content that is uploaded to a server. Other players'"'"' game content can also be downloaded into the player'"'"'s game. In an embodiment of the present invention, the player-defined content can be automatically uploaded to a server, where it can be automatically downloaded to players'"'"' games in accordance with criteria such as heuristics that are relevant to the game, player preferences, rankings, community preferences and combinations thereof.
28 Citations
16 Claims
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1. A client application comprising program code stored on a non-transitory computer-readable medium that, when executed, performs steps as indicated by program code comprising:
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program code for displaying a content editor for creating player-defined content on a video game client; program code for receiving a set of configuration parameters defining player-defined content; program code for generating a set of instructions for creating the player-defined content based upon the configuration parameters; program code for uploading the instructions for creating the player-defined content to a game server where the instructions may be downloaded by other players to recreate the player-defined content; and program code for displaying an in-game content browser for viewing a subset of available player-defined content on the game server, wherein the subset of the available player-defined content is selected based upon attributes of player-defined content stored on the video game client. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
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10. A computer-implemented method for sharing content, the method comprising:
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displaying a content editor for creating player-defined content on a video game client; receiving a set of configuration parameters defining player-defined content; generating a set of instructions for creating the player-defined content based upon the configuration parameters; uploading the instructions for creating the player-defined content to a game server where the instructions may be downloaded by other players to recreate the player-defined content; and displaying an in-game content browser for viewing a subset of available player-defined content on the game server, wherein the subset of the available player-defined content is selected based upon attributes of player-defined content stored on the video game client. - View Dependent Claims (11, 12, 13, 14, 15)
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16. A computer system comprising:
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a server configured to store player-defined content; a client device communicably coupled to the server via a network, wherein the client device is configured to; (a) display a content editor for creating player-defined content; (b) receive a set of configuration parameters defining player-defined content; (c) generate a set of instructions for creating the player-defined content based upon the configuration parameters; (d) upload the instructions for creating the player-defined content to the server where the instructions may be downloaded by other players to recreate the player-defined content and to integrate the player-defined content into a video game; and (e) display an in-game content browser for viewing a subset of available player-defined content on the game server, wherein the subset of the available player-defined content is selected based upon attributes of player-defined content stored on the video game client.
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Specification