Abstract: A method for rendering an environment in an electronic game is disclosed. The game comprises a plurality of sessions and the method comprises, during an initiation phase, generating a map for all sessions of the game and dividing the map up into a plurality of sub-regions, each of the sub-regions being allocated to at least one session; and for each session, rendering a current sub-region of the map wherein the current sub-region corresponds to a current session.
Abstract: A method for shrinking an area in battle royale games is disclosed. The method comprises generating a map comprising a playing area, the playing area configured to shrink discontinuously at a variable shrinking rate, the variable shrinking rate having a default rate value. When it is determined that a shrink operation of the playing area is to be initiated, the method proceeds to determine whether a number of players currently alive in the game is equal to or lower than a threshold value. In response to determining that the number of players currently alive in the game is equal to or lower than the threshold value, the variable shrink rate is increased to a rate value greater than the default rate value to obtain an increased shrink rate, and the playing area shrinks from a first configuration to a second configuration in accordance with the increased shrink rate.
Abstract: A graphical user interface for electronic games is disclosed. The interface comprises a current weapon panel configured to display a first weapon in an active state, and a plurality of spare weapon panels configured to display weapons in the inactive state. The plurality of spare weapon panels is arranged in accordance with the panel ranking values assigned to each spare weapon panel. The selection of any one of the spare weapon panels results in a corresponding weapon in the inactive state, which is displayed on the selected spare weapon panel, being switched to the active state and promoted to the current weapon panel, and the first weapon being switched to the inactive state and relegated to a spare weapon panel. The weapons in the inactive state are dynamically ordered and displayed on the plurality of spare weapon panels according to the panel ranking value of the spare weapon panels and the predicted weapon ranking value.