1. Field of the Invention
This invention relates generally to computer-generated images and more particularly to a system and method for recording and displaying a graphical path in a video game.
2. Description of the Background Art
One appealing aspect of video games is competition. Presently video game developers develop games that capitalize upon the competitive nature of many game players by recording aspects of a previous “best game” run, and then allowing subsequent game players access to “best game” run data. That is, subsequent players may compete against performances of previous players. The “best game” run may be, for example, based upon a fastest time, most points accumulated, a most efficient use of player character energy reserves, or any combinations of these attributes.
In such video games, a player character associated with a previous “best game” run may be simultaneously displayed with a current player character on a graphical display. Thus, a current player may observe a position of the player character associated with the previous “best game” run, and directly compete with this “best” character. Although the current player may observe a single position of the “best” character at any given time, the current player does not observe data associated with a path of the “best” character. A current player character with access to path data associated with a previous “best game” run may be able to use the path data during game play.
It would be advantageous to implement a system and method for recording and dynamically displaying a graphical path associated with a previous game run, such as a previous “best game” run, thereby allowing a subsequent player of the video game to base competitive game decisions upon a previous game graphical path, and other data associated with the previous game graphical path.
In accordance with embodiments of the present invention, a system and method is disclosed to record and display a graphical path in a video game. The method comprises initiating a current video game session, retrieving graphical path data associated with a previous game run, displaying the graphical path data as a string of path markers, and determining a color for each path marker of the string of path markers based upon an elapsed time of the current video game session, an elapsed time associated with the path marker, and a character state associated with the path marker.
In one embodiment of the present invention, the method comprises selecting a color c0 for a path marker if an elapsed time associated with the path marker is greater than an elapsed time of the current video game session. In a further embodiment of the invention, the method comprises selecting a color for each path marker with an elapsed time less than or equal to the elapsed time of the current video game session, based upon a character state associated with the path marker. The character states may comprise an “on the ground” state, an “airborne” state, and a “crashed” state.
In another embodiment of the present invention, the method generates a current graphical path data associated with the current video game session, and stores the current graphical path data as “best time” run graphical path data if a total elapsed time of the current video game session is less than a total elapsed time associated with a previous “best time” run.
In a further embodiment of the present invention, the method generates graphical path data including path markers spaced apart by a predetermined player character travel distance. For example, when a player character travels a predetermined distance s from a previous path marker, a new path marker is generated.
A system of the present invention comprises a memory configured to store game instructions, a data cache configured to store graphical path data associated with a current video game session and one or more previous game runs, a processor configured to retrieve the graphical path data associated with a selected previous game run and to execute the game instructions for generating a string of path markers associated with the selected previous game run, and a display device configured to display the string of path markers. In a further embodiment, the processor is configured to determine a color for a path marker of the string of path markers based upon an elapsed time of the current video game session, an elapsed time associated with the path marker, and a character state associated with the path marker.
In further embodiments of the present invention, the graphical path data may be associated with previous game runs, including, but not limited to, previous “best time” runs, previous “worst time” runs, previous “average time” runs, and selectively chosen runs associated with a current game player or other game players.
In a video game, a game player maneuvers a player character through a game environment from a starting point to an end point. For example, the player character traverses a racecourse in a time trial mode. Video game software records a path of the player character as it moves from the starting point to the end point. The path is recorded as a series of points represented by (x,y,z) Cartesian coordinates, for example. The game software also records a total time that it takes the player character to arrive at the end point, and an elapsed time to each point in the path. For example, the elapsed time may be measured from an initial starting time associated with the starting point. The game software may also record other data at each point along the player character's path including, but not limited to, a magnitude and a direction of each force acting on the player character, an instantaneous energy consumption by the player character, a total energy consumption by the player character, and a player character travel state. In one embodiment of the present invention, the player character travel state may indicate that the character is “airborne,” “on the ground,” or “crashed.” Other player character states may be utilized in further embodiments.
A user of the system 100 provides instructions via the controller interface 120 to the CPU 112. For example, the user may instruct the CPU 112 to store certain game information on the memory card 122 or may instruct a character in a game to perform some specified action. Other devices may be connected to the system 100 via the USB interface 124 and the IEEE 1394 interface 126.
The CPU 112, the VPU 113, the GPU 114 and the IOP 116 communicate via a system bus 144. The CPU 112 communicates with the main memory 110 via a dedicated bus 142, and with the data cache 111 via a dedicated bus 148. The VPU 113 and the GPU 114 may also communicate via a dedicated bus 140. The CPU 112 executes programs stored in the OS ROM 128 and the main memory 110. The main memory 110 may contain pre-stored programs and may also contain programs transferred via the IOP 116 from a CD-ROM, a DVD-ROM or other optical disc (not shown) using the optical disc control unit 134. The IOP 116 controls data exchanges between the CPU 112, the VPU 113, the GPU 114 and other devices of the system 100, such as the controller interface 120. The SPU 132 executes instructions to produce sound signals that are output on an audio device (not shown). Alternative embodiments may provide different communication paths between the various components.
In one embodiment of the present invention, the CPU 112 stores and retrieves data associated with previous paths or runs (such as a “best time” run) in the data cache 111. The data cache 111 is discussed further below in conjunction with
When the player begins a new run of a racecourse, the game software retrieves recorded data associated with a selected previous run, and then displays the data on a game screen as the character moves through the game environment, allowing the player character to race against the previous run. The GPU 114 executes drawing instructions from the CPU 112 and the VPU 113 to produce images for display on a display device (not shown). Typically, the VPU 113 transforms objects from three-dimensional coordinates to two-dimensional coordinates, and sends the two-dimensional coordinates to the GPU 114.
In one embodiment of the present invention, the game software displays the data associated with the previous run, such as previous run data, as a string of dynamically changing colored path markers situated in the game environment. In another embodiment of the present invention, the string of colored path markers displays a game developer's “best time” path through the game environment. In a further embodiment, the string of colored path markers displays a previous run path through the game environment by one game player from a group of game players.
In one embodiment of the present invention, a path marker's color conveys information. For example, when the player selects a racecourse, the game software retrieves recorded data associated with a “best time” path before the current player character begins a time trial run, and displays a string of path markers. Each path marker of the string of path markers is initially a color c0. In one embodiment of the present invention, the color c0 is gray. However, any color may represent the color c0. In this embodiment, a path marker colored gray indicates that a player character associated with the “best time” run (hereinafter referred to as the “best time” player character) has not yet reached the path marker's position at a given elapsed time. Thus at any given elapsed time during game play, if the current player character is ahead of the “best time” player character, then the current player observes a string of path markers colored gray that represent the “best time” path.
However, if the current player character is behind the “best time” player character at any given elapsed time, then the current player observes path markers of a different color. For example, a path marker may change from the color c0 to a color c1 when the “best time” player character is positioned at the path marker and is traveling on the ground. In addition, a path marker may change from the color c0 to a color c2 when the “best time” player character is positioned at the path marker and is traveling in the air. Finally, a path marker may change from the color c0 to a color c3 when the “best time” player character is positioned at the path marker and is crashed. In exemplary embodiments of the present invention, the color c1 is green, the color c2 is blue, and the color c3 is red. The scope of the present invention covers other colors for the above-described path markers. Further, other colored path markers may represent alternate player character states, such as an energy level, an applied force magnitude, and an applied force direction, for example.
In an exemplary “best time” embodiment of the present invention, the CPU 112 (
As the player character proceeds along the time-trial run for the above example, the CPU 112 repeats the above-described process of generating and storing data associated with new path markers in the “best time” sub-cache 210. Preferably, each new path marker is located at a predefined player character travel distance s from a previous path marker position.
Continuing with the above example in one embodiment of the present invention, if the player character crashes before the player character travels the predefined distance s measured from the previous path marker, then the CPU 112 generates a path marker at or near the crash site, and stores the data associated with the crash site path marker in the “best time” sub-cache 210.
In an alternate embodiment of the present invention, the CPU 112 generates and stores data associated with new path markers in the “best time” sub-cache 210, where new path markers are separated by a predefined time interval.
In one embodiment, if the player decides to repeat the time-trial run, the CPU 112 retrieves the data from the “best time” sub-cache 210, and displays a string of path markers on the display device (not shown). The string of path markers indicates the player character's path recorded during the “best time” run. In one embodiment of the present invention, the “best time” path markers initially have a color c0. As the current player character initiates the repeat time-trial run, the CPU 112 generates and records current path markers and data associated with the current path markers to the current sub-cache 220.
Further, during the repeat time-trial run the CPU 112 compares a current elapsed time with an elapsed time t retrieved from the “best time” sub-cache 210. For each “best time” path marker with an associated elapsed time t that is less than the current elapsed time, the CPU 112 changes the “best time” path marker color based upon the “best time” player character state associated with the “best time” path marker. For example, if the “best time” player character state indicates that the “best time” player character is on the ground at a given path marker, then the CPU 112 instructs the GPU 114 to change the color of the given path marker from c0 to c1. Similarly, if the “best time” player character state indicates that the “best time” player character is in the air at the given path marker, then the CPU 112 instructs the GPU 114 to change the color of the given path marker from c0 to c2. Finally, if the “best time” player character state indicates that the “best time” player character crashed at the given path marker, then the CPU 112 instructs the GPU 114 to change the color of the given path marker from c0 to c3.
At the end of the repeat time-trial run, the CPU 112 compares an elapsed time t associated with the marker m from the current sub-cache 220 (also referred to as a total elapsed time) with an elapsed time t associated with the marker n from the “best time” sub-cache 210 (also referred to as a “best time” total elapsed time). If the total elapsed time from the repeat time-trial run is less than the “best time” total elapsed time, then the CPU 112 overwrites data of the “best time” sub-cache 210 with data of the current sub-cache 220. Thus, data from the repeat time-trial run is now stored in the “best time” sub-cache 210. Subsequently, data generated from subsequent time-trial runs and stored in the current sub-cache 220 are compared to data stored in the “best time” sub-cache 210.
In an alternate embodiment, data associated with a “best time” run may already be stored or predetermined in the “best time” sub-cache 210 prior to initiation of the time-trial run. In this embodiment, upon initiation of the time trail run, the CPU 112 retrieves the data from the “best time” sub cache 210 and displays a string of path markers on the display device (not shown) that indicate a path of a “best time” player character.
In one embodiment of the present invention, the CPU 112 (
In operation, the present invention allows a player to view a color-coded “best time” path that dynamically changes color dependent upon (1) a current elapsed time t associated with a current time-trial run as compared to elapsed times recorded in a “best time” run and (2) “best time” player character states. Thus, the player can quickly gauge game progress as measured against a “best time”, and subsequently optimize variations on player character input controls as determined by viewing the “best time” player character state via color-coded path markers.
In step 410, the player decides whether to race against a previous run via inputs to the controller interface 120. If, in step 410, the player decides to race against the previous run, then the CPU 112 retrieves previous run path data from the memory card 122 (
In step 420, the player initiates game play in a time-trial mode, and the CPU 112 instructs the GPU 114 to dynamically change graphical content of the path markers as a player character traverses a course associated with the selected time-trial event. In one embodiment of the present invention, the graphical content of the path markers includes path marker coloration. For example, the CPU 112 compares an elapsed time of the time-trial event with elapsed times associated with the previous run path markers, and changes colors of those previous run path markers with elapsed times less than or equal to the elapsed time of the present time-trial event. According to one embodiment, the color of a given path marker changes from the color c0 to a color c1 if a player character associated with the previous run event (i.e., the previous run player character) is in contact with the ground at the given path marker. In another embodiment, the color of a given path marker changes from the color c0 to a color c2 if the previous run player character is airborne at the given path marker. In yet a further embodiment, the color of a given path marker changes from the color c0 to a color c3 if the previous run player character crashed at the given path marker.
In addition, the CPU 112 stores path data associated with the present time-trial event in the current sub-cache 220 (
In step 425, the CPU 112 compares a total elapsed time of the completed time-trial event with a total elapsed time of the previous run event. In step 430, the CPU 112 records data associated with the completed event as previous run path data in the previous sub-cache 210. In one embodiment in which the previous run event is a “best time” event, if the CPU 112 determines that the total elapsed time of the completed time-trial event is less than the total elapsed time of the “best time” event, then the CPU 112 transfers the path data of the completed time-trial event from the current sub-cache 220 to the previous sub-cache 210, overwriting any “best time” data stored in the previous sub-cache 210. Alternatively, the current run data may be stored as a previous run data in any of a plurality of previous “non-best time” sub-caches (not shown). Finally, the player decides whether to race again in step 435. If the player decides to race again, then the method continues at step 410. However, if the player decides to not race again, the method is complete.
Referring back to step 430, in another embodiment of the present invention the player may instruct the CPU 112 to store the path data of the completed time-trial event on the memory card 122 (
The present invention has been described above with reference to exemplary embodiments. Other embodiments will be apparent to those skilled in the art in light of this disclosure. For example, the CPU 112 may store and retrieve data from “non-best time” sub-caches associated with “non-best time” game paths, including, but not limited to, “worst time” paths associated with a current player or any player, “average time” paths associated with a current player or any player, a previous path of a current player selected from one or more previous paths, or a previous path of another player selected from one or more of the other player's previous paths. The game software then displays the data stored in the “non-best time” sub-caches as a string of dynamically changing colored path markers in which each path marker's color conveys information. In one embodiment of the invention, if a current player chooses to race against a “worst time” path, data stored in the “worst time” sub-cache is overwritten with data from the current player's game run if the total elapsed game time associated with the current player's game run is greater than the total elapsed time stored in the “worst time” sub-cache. In other embodiments of the invention, a current player selectively chooses whether to save data associated with a completed current game run in any of the sub-caches. For example, a current player may selectively choose not to allow data associated with a completed current game run to be compiled with the data stored in an “average time” sub-cache.
The present invention may readily be implemented using configurations other than those described in the preferred embodiments above. In addition, the present invention may be utilized in any type of racing game such as, but not limited to, car racing, horse jumping, air racing, etc., and any type of non-racing video game, such as action and adventure video games, for example. Therefore, these and other variations upon the preferred embodiments are intended to be covered by the present invention.
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