State machine scripting in computer-implemented games
US-9463386-B1 · Oct 11, 2016 · US
US9975045B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-9975045-B2 |
| Application number | US-201615284367-A |
| Country | US |
| Kind code | B2 |
| Filing date | Oct 3, 2016 |
| Priority date | Mar 10, 2014 |
| Publication date | May 22, 2018 |
| Grant date | May 22, 2018 |
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A system and method for executing an instance of an online game to facilitate participation of the user in the online game. The system and method include executing actions in the instance of the online game that are delayed from reception of corresponding action requests by wait times associated with the actions. The system and method include effectuating presentation of speed-up quest offers to the user for wait times that are open. The system and method include detecting successful performance of speed-up quests by the user in the online game and implementing speed-ups associated with the speed-up quest offers on open wait times in the online game in response to successful performance of offered speed-up quests by the user in the online game. The system and method include in response to detection of successful performance of the first quest in the online game during the first open wait time implementing a first speed-up by reducing the first open wait time.
Opening claim text (preview).
What is claimed is: 1. A system configured to speed up game actions requiring a wait time in an online game, the system comprising: one or more physical computer processors configured by machine-readable instructions to: manage user profiles of one or more users of the online game; execute an instance of an online game, and to implement the instance of the online game to facilitate participation of a user in the online game via a client computing platform, wherein facilitating participation in the online game includes executing actions in the instance of the online game in response to receiving action requests from the user, and wherein execution of the actions are delayed from reception of corresponding action requests by wait times associated with the actions; effectuate presentation on the client computing platform of speed-up quest offers to the user for wait times that are open, wherein individual ones of the speed-up quest offers correspond to individual quests that, if successfully performed, speed up individual ones of the wait times associated with the actions that correspond to the individual quests, wherein a first speed-up quest offer sets forth a first quest performable by the user in the online game during a first open wait time for an associated first action requested by the user; detect successful performance of speed-up quests by the user in the online game; implement speed-ups associated with the speed-up quest offers on corresponding open wait times in the online game in response to successful performance of offered speed-up quests by the user in the online game such that in response to detection of successful performance of the first quest in the online game during the first open wait time, a first speed-up is implemented by reducing the first open wait time. 2. The system of claim 1 wherein the one or more physical computer processors are further configured to manage more than one speed-up quest offer per user, and to effectuate presentation of a speed-up quest offer wall rendering on the client computing platform, the speed-up quest offer wall rendering including detailed information about individual ones of the multiple speed-up quest offers. 3. The system of claim 1 wherein the online game is a strategy game and the speed-up quest offer is not configured to be activated by payment or use of game resources or hovering over an icon or watching advertising or winning a luck game. 4. The system of claim 1 wherein the online game is a strategy game and the game action that requires an associated game wait time includes one or more of building a base, training troops, and/or performing an upgrade. 5. The system of claim 1 wherein the one or more physical computer processors are configured to manage one or more queues for one or more game actions that require one or more respective game wait times. 6. The system of claim 1 wherein the speed-up quest offer includes an option for the user to select engagement in a quest that is separate from the game action that requires an associated game wait time. 7. The system of claim 1 wherein the one or more physical computer processors are configured by machine-readable instructions to determine whether to generate a speed-up quest offer, based upon a level associated with a game entity associated with and/or controlled by the user. 8. The system of claim 1 wherein the one or more physical computer processors are configured by machine-readable instructions to generate a speed-up quest offer based upon a remaining action time of the game wait time. 9. The system of claim 1 wherein the one or more physical computer processors are configured by machine-readable instructions to: generate a speed-up quest offer that is automatically issued to the game entity when the game entity performs the speed-up quest activity unbeknownst to the user until the speed-up quest activity is completed; generate a notification that the game entity has achieved the speed-up quest; and to generate a notification of an amount of speed-up time gained. 10. The system of claim 1 wherein the speed-up quest offer includes an option for the user to select engagement in a quest that is separate from the game action that requires an associated game wait time, and the quest includes defeating a player or helping an alliance member. 11. A computer-implemented method for speeding up game activity requiring a wait time in an online game, the method being implemented in a computer system that includes one or more physical processors and storage media storing machine-readable instructions, the method comprising: managing user profiles of one or more users of the online game; executing an instance of an online game; implementing the instance of the online game to facilitate participation of a user in the online game; executing actions in the instance of the online game in response to receiving action requests from the user, wherein execution of the actions are delayed from reception of corresponding action requests by wait times associated with the actions; effectuating presentation on the client computing platform of speed-up quest offers to the user for wait times that are open, wherein individual ones of the speed-up quest offers correspond to individual quests that, if successfully performed, speed up individual ones of the wait times associated with the actions that correspond to the individual quests, wherein a first speed-up quest offer sets forth a first quest performable by the user in the online game during a first open wait time for an associated first action requested by the user; detecting successful performance of speed-up quests by the user in the online game; and implementing speed-ups associated with the speed-up quest offers on corresponding open wait times in the online game in response to successful performance of offered speed-up quests by the user in the online game such that in response to detection of successful performance of the first quest in the online game during the first open wait time, implementing a first speed-up by reducing the first open wait time. 12. The method of claim 11 further comprising managing more than one speed-up quest offer per user, and effectuating presentation of a speed-up quest offer wall rendering on the client computing platform, the speed-up quest offer wall rendering including detailed information about individual ones of the multiple speed-up quest offers. 13. The method of claim 11 wherein the online game is a strategy game and the speed-up quest offer is not configured to be activated by payment or use of game resources or hovering over an icon or watching advertising or winning a luck game. 14. The method of claim 11 wherein the online game is a strategy game and the game action that requires an associated game wait time includes one or more of building a base, training troops, and/or performing an upgrade. 15. The method of claim 11 further comprising managing one or more queues for one or more game actions that require one or more respective game wait times. 16. The method of claim 11 wherein the speed-up quest offer includes an option for the user to select engagement in a quest that is separate from the game action that requires an associated game wait time. 17. The method of claim 11 further comprising determining whether to generate a speed-up quest offer, based upon a level associated with a game entity associated with and/or controlled by the user, and/or a character of the user. 18. The method of claim 11 further comprising generating a speed-up qu
by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions · CPC title
Strategy games; Role-playing games (A63F13/825, A63F13/828 take precedence) · CPC title
Controlling the progress of the video game · CPC title
Role playing or strategy games · CPC title
adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use · CPC title
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