Man Trouble Gaming Application, System, and Methods
The disclosure describes an application, system and method of a video game that simulates real world human relationships. In one embodiment, the video game first allows a game player to configure at least one target character, a fight situation and an initial level. The video game then generates at least one target character and a fight situation and a plurality of weapons relative to the fight situation. Then the video game displays the at least one target character moving in the fight situation towards a safe zone, a plurality of weapons for use by the game player, and controls at least one of the plurality of weapons based on the controls produced by the game player. The game player chases and attacks the at least one target character, preventing them from reaching the safe zone. The game player wins the game after having earned all required points by attacking the at least one target character.
This application claims priority benefit of U.S. Provisional Application Ser. No. 61/439,393 entitled “Man Trouble Gaming Application, System, and Methods”, filed on Feb. 4, 2011, having the same inventor of the instant patent application and of which is incorporated herein by reference as if set forth in full below.
NOTICE OF COPYRIGHT PROTECTIONA portion of the disclosure of this patent document and its figures contain material subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, but otherwise reserves all copyrights whatsoever.
BACKGROUND FieldThe invention relates to the field of gaming applications, and more specifically to interactive systems and methods that include characters who simulate real world human relationships and interactions in a gaming environment, such as a player whose character represents an ex-wife and a gaming character who represents an ex-husband.
Over the last several decades video games have been incorporated into the daily routines of more and more households, and have had a major impact on how people spend their leisure time. In addition to providing beneficial entertainment, playing video games can be an easy and healthy way to relieve stress as well.
Personal psychological health depends partially on the social structure in one person's daily life. People with social relationship problems get stressed out easily. And prolonged psychological stress may negatively impact health, both physical and mental. So people with social relationship problems really need to develop positive coping mechanisms to relieve the stress.
Accordingly, a video game that provides beneficial entertainment and much needed stress relief to all players, especially those with social relationship problems, would be advantageous.
SUMMARYThe aforementioned problems, and other problems, are reduced, according to exemplary embodiments, by the systems and methods configured to provide a gaming experience that allows users to cope with relationship problems through participation in a virtual electronic game. An example of an electronic gaming application that recognizes a user's relationship with other characters is set forth in U.S. Pat. No. 7,677,974, to Andrew Stephen Van Luchene, entitled “Video Games Methods and Systems”, and is incorporated herein in its entirety.
In accordance with one aspect of the present invention, a system and method of video gaming are provided. In the video game, a screen with three menu items, which are labeled as Character, Situation and Level respectively, is displayed. A game player can choose to configure a character (such as, a target character or a game player), a “fight” situation or/and an initial level of the video game through those three menu items. At least one target character and one fight situation are generated. And then a plurality of “weapons” or tools is generated. Each of the plurality of weapons is associated with the selected fight situation.
Once the at least one target character and the fight situation are generated, the video game displays the at least one target character moving in the fight situation towards a safe zone and a plurality of weapons available to the game player in a sub-window and controls the actions of the weapons based on the controls produced by the game player.
In accordance with a further aspect of the present invention, the video game includes a plurality of levels. Furthermore, each level gets progressively more difficult in terms of the complexity of the maze and the speed of the target character. Each level requires different points to finish it. Also, each one of the plurality of levels can use a different one of the plurality of weapons.
In accordance with another aspect of the present invention, the game player earns points after each successful strike to the at least one target character. And a sub-window with the total points earned by the game player for each game level is displayed. The game moves to an advanced level once the required points for current level are earned. The game players wins the game only if the highest level is finished before the at least one target character arrives in the safe zone.
In accordance with another aspect of the present invention, system or another game player controls the movement of the at least one target character, and the at least one target character moves faster after each attack from the game player. At every level, if the at least one target character arrives in the safe zone before the game player having finished current level, the game player is failed and the game is over.
In accordance with another aspect of the present invention, the video game system comprises a display, a floor pad, a controller, a memory having a program code, and a processor configured to execute the program code to generate at least one target character, generate a fight situation, generate a plurality of weapons for use by a game player, generate a display having at least one target character moving in the fight situation towards a safe zone and the plurality of weapons in a sub-window, control the actions of the at least one target character in the fight situation, control the actions of each selected weapon based on the controls generated by the game player, and generate points for the game player after each successful attack to the at least one target character.
In accordance with another aspect of the present invention, the video game system allows one user, multiple users, third party applications, or third party websites to access it through any computer devices, communication devices, or processor-controlled devices. Multiple users can participate in a game to compete against each other via internet or other communications network.
Other systems, methods, and/or products according to embodiments will be or become apparent to one with skill in the art upon review of the following drawings, and further description. It is intended that all such additional systems, methods, and/or products be included within this description, be within the scope of the present invention, and be protected by the accompanying claims.
The accompanying drawings, which are incorporated in and form a part of the specification, illustrate embodiments of the present invention, and, together with the description, serve to better explain the principles of the invention. It is to be noted that the drawings illustrate only typical embodiments of the invention and are therefore not to be considered limiting of its scope, for the invention will admit to other equally effective embodiments.
The present invention provides a video game application, system and method where a game player competes against at least one target character that simulate real world persons, with whom the game player has social relationship problems, by using a plurality of weapons. The at least one target character may be controlled by system or another game player to move in a fight situation towards a safe zone. The game player chases the at least one target character and attacks them, preventing them from reaching the safe zone.
In the proposed invention, the video game takes the game player's point of view. Each target character and fight situation may be system generated or configured by the game player. The game player configures the characteristics of a target character in order to simulate a real world person, such as, an ex-husband, a schoolmate, a colleague or supervisor of the game player, a bully, etc. The game player configures the fight situation according to her/his preference. The possible fight locations may be both indoor and outdoor ones, such as, the home, the grocery store, an office, a school, a roadway scenario to simulate experience other drivers (and thereby simulating potential “road rage”), etc. In accordance with some embodiments, the game player is not shown during play; however, as one of ordinary skill in the art appreciates, the game player may alternatively be displayed during play which requires configuration of the characteristics of the game player.
In accordance with a preferred embodiment of the present invention, each available weapon at every moment is linked to the fight situation of that moment. For example, when the at least one target character moves to a kitchen, the available weapons may include a frying pan, or a rolling pin. A certain number of points may be required to use a specific weapon. Such that the game player may have the enough points to use a fly swatter, but may not have the enough points for a baseball bat.
Each strike to the target character makes him/her move faster. And each successful strike generates points for the game player. The number of points earned is also determined by the types of the weapons. Usually a successful strike using a larger weapon generates more points than the one using a smaller weapon.
In a preferred embodiment of the video game of the present invention, each game consists of three levels: Beginner, Moderate and Advanced. Each level has different complexity of fight environment, different moving speed of the target character, and different plurality of weapons available. Furthermore, each level comprises of a specific number of sessions. For example, the Beginner level may further comprise of four sessions, and the game player is required to finish all those four sessions before finishing this level. In accordance with the preferred embodiment, the game player chooses the initial level of a game. The game player proceeds to a more advanced level after having earned certain required points for all the sessions of the current level and wins the game after having finished all the sessions of the highest level of the game. If all the target characters have reached the safe zone before the game player earns the enough points to finish the highest level, then the game player fails and the game may be ended or over.
In a preferred embodiment of the present invention, the video game system provides web services, web server and web APIs to allow different ways of accessing by one user, multiple users, third party applications, or third party websites. And the system can be accessed through any computer devices, communication devices, or processor-controlled devices. Multiple users are able to compete against each other via Internet through the aforementioned ways. For example, one user may also choose to play the role as a target character and then control the behaviors of the target character to battle against another user via internet.
In the mean time, in step 210, system controls the at least one target character to move towards the safe zone automatically in the fight situation, although moves faster after each strike of the game player. In decision 211, if all the target characters reach the safe zone, the game is failed in an ending state 212; otherwise the video game goes back to the step 201.
A user 321 can access to the Man Trouble system 300 through any one of the aforementioned ways. Additionally other users, players and viewers 325 can participate in a game to compete against the user 321 via internet. Furthermore, third party websites or applications 371 can access to the Man Trouble system 300 via internet as well. For example, a third party website may incorporate the Man Trouble application 311 as one of its sub-components in its platform.
The computer system 400 also has one or more central processors 454 executing the operating system. One example of the central processor 454 is a microprocessor. Advanced Micro Devices, Inc., for example, manufactures a full line of ATHLON™ microprocessors (ATHLON™ is a trademark of Advanced Micro Devices, Inc., One AMD Place, P.O. Box 3453, Sunnyvale, Calif. 94088-3453, 408.732.2400, 800.538.8450, www.amd.com). The Intel Corporation also manufactures a family of X86 and P86 microprocessors (Intel Corporation, 2200 Mission College Blvd., Santa Clara, Calif. 95052-8119, 408.765.8080, www.intel.com). Other manufacturers also offer microprocessors. Such other manufacturers include Motorola, Inc. (1303 East Algonquin Road, P.O. Box A3309 Schaumburg, Ill. 60196, www.Motorola.com), International Business Machines Corp. (New Orchard Road, Armonk, N.Y. 10504, (914) 499-1900, www.ibm.com), and Transmeta Corp. (3940 Freedom Circle, Santa Clara, Calif. 95054, www.transmeta.com). Those skilled in the art further understand that the program, processes, methods, and systems described herein are not limited to any particular manufacturer's central processor.
The operating system has a set of instructions that control the internal functions of the computer system 400. In an exemplary embodiment, the WINDOWS® (WINDOWS® is a registered trademark of Microsoft Corporation, One Microsoft Way, Redmond Wash. 98052-6399, 425.882.8080, www.Microsoft.com) operating system may be used. Other operating systems, however, are also suitable. Such other operating systems would include the UNIX® operating system (UNIX® is a registered trademark of the Open Source Group, www.opensource.org), the UNIX-based Linux operating system, WINDOWS NT®, and Mac® OS (Mac® is a registered trademark of Apple Computer, Inc., 1 Infinite Loop, Cupertino, Calif. 95014, 408.996.1010, www.apple.com). Those of ordinary skill in the art again understand that the program, processes, methods, and systems described herein are not limited to any particular operating system
A system bus 456 communicates signals, such as, control signals, data signals, and address signals, between the central processor 454 and a system controller 458. The system controller 458 provides a bridging function between the one or more central processors 454, a graphics subsystem 460, the memory subsystem 448, and a PCI (Peripheral Controller Interface) bus 462. The PCI bus 462 is controlled by a Peripheral Bus Controller 464. The Peripheral Bus Controller 464 is an integrated circuit that serves as an input/output hub for various peripheral ports. These peripheral ports could include, for example, an audio/media port 463, a keyboard port 466, a mouse port 468, a serial port 470, and/or a parallel port 472 for a video display unit, one or more external device ports 474, one or more biometrics device ports 471, and networking ports 476 (such as USB, SCSI, or Ethernet). Those of ordinary skill in the art understand that the program, processes, methods, and systems described herein are not limited to any particular computer system or computer hardware.
The system memory device, including the memory subsystem 448, the flash memory 450, or the peripheral storage device 452, may also contain an application program, which cooperates with the operating system and with a video display unit (via the serial port 470 and/or the parallel port 472) to provide a Graphical User Interface (GUI). The GUI typically includes a combination of signals communicated along the peripheral ports, such as the keyboard port 466 and the mouse port 468, etc. The GUI provides a convenient visual and/or audible interface with a user of the computer system 400. With reference to
To catch the more intuitive motion-sensing wave, the controller 1102 and the floor pad 1104 may also be replaced by a motion control camera or motion sensor with microphone, which wirelessly tracks players' full-body movements, voices and faces. So the game player can play games using more natural body movements and issuing voice commands.
This invention now will be described more fully hereinafter with reference to the accompanying drawings, in which exemplary embodiments are shown. This invention may, however, be embodied in many different forms and should not be construed as limited to the embodiments set forth herein. These embodiments are provided so that this disclosure will be thorough and complete and will fully convey the scope of the invention to those of ordinary skill in the art. Moreover, all statements herein reciting embodiments of the invention, as well as specific examples thereof, are intended to encompass both structural and functional equivalents thereof. Additionally, it is intended that such equivalents include both currently known equivalents as well as equivalents developed in the future (i.e., any elements developed that perform the same function, regardless of structure).
Thus, for example, it will be appreciated by those of ordinary skill in the art that the diagrams, schematics, illustrations, and the like represent conceptual views or perspective views illustrating some of the web system, graphical user interfaces, system and methods embodying this invention. The functions of the various elements shown in the figures may be provided through the use of dedicated hardware that may vary in shape, attachment, size, and other physical features. Those of ordinary skill in the art further understand that the exemplary systems, and/or methods described herein are for illustrative purposes and, thus, are not intended to be limited to any particular named manufacturer or other relevant physical limitation (e.g., webpage design).
While the present invention has been described with respect to various features, aspects, and embodiments, those skilled and unskilled in the art will recognize the invention is not so limited. Other variations, modifications, and alternative embodiments may be made without departing from the spirit and scope of the present invention.
Claims
1. A method of video gaming, comprising:
- generating at least one target character;
- generating a fight situation;
- generating a plurality of weapons for use by a game player;
- displaying the at least one target character in the fight situation and the plurality of weapons;
- controlling the actions of the at least one target character in the fight situation;
- controlling the actions of each selected weapon based on the controls generated by the game player; and
- generating points for the game player after each successful attack to the at least one target character.
2. The method of video gaming according to claim 1, wherein the plurality of weapons is generated based on the fight situation.
3. The method of video gaming according to claim 1, further comprising generating a display to allow the game player to customize the at least one target character.
4. The method of video gaming according to claim 1, further comprising generating a plurality of displays to allow the game player to configure the gender, race, height, weight, hair, eyes, name, and the other properties of the at least one target character.
5. The method of video gaming according to claim 1, further comprising generating a display to allow the game player to customize the fight situation.
6. The method of video gaming according to claim 1, wherein the fight situation includes both indoor and outdoor environments.
7. The method of video gaming according to claim 1, wherein the fight situation includes a plurality of levels.
8. The method of video gaming according to claim 1, further comprising moving to an advanced level after the game player have earned the required points for current level.
9. The method of video gaming according to claim 1, further comprising determining the game player wins after having earned the required points for the highest level before the at least one target character arrives in a safe zone.
10. The method of video gaming according to claim 1, further comprising speeding up the actions of the at least one target character after each attack by the game player.
11. A video game system, comprising:
- a display;
- a floor pad;
- a controller;
- memory having a program code; and
- a processor configured to execute the program code to generate at least one target character, generate a fight situation, generate a plurality of weapons for use by the game player, generate a display having at least one target character in the fight situation and the plurality of weapons, control the actions of the at least one target character in the fight situation, control the actions of each selected weapon based on the controls generated by the game player; and generate points for the game player after each successful attack to the at least one target character.
12. The system according to claim 11, wherein the plurality of weapons is generated based on the fight situation.
13. The system according to claim 11, wherein the processor is further configured to execute the program code to generate a display to allow the game player to customize the at least one target character.
14. The system according to claim 11, wherein the processor is further configured to execute the program code to generate a plurality of displays to allow the game player to configure the gender, race, height, weight, hair, eyes, name, and the other properties of the at least one target character.
15. The system according to claim 11, wherein the processor is further configured to execute the program code to generate a display to allow the game player to customize the fight situation.
16. The system according to claim 11, wherein the fight situation includes at least one of an indoor environment and an outdoor environment.
17. The system according to claim 11, wherein the fight situation includes a plurality of levels.
18. The system according to claim 11, wherein the processor is further configured to execute the program code to move to an advanced level after the game player have earned the required points for current level.
19. The system according to claim 11, wherein the processor is further configured to execute the program code to determine the game player wins after having earned the required points for the highest level before the at least one target character arrives in a safe zone.
20. The system according to claim 11, wherein the processor is further configured to execute the program code to speed up the actions of the at least one target character after each attack by the game player.
21. The system according to claim 11, wherein it provides web services, web server and web APIs to allow different ways of accessing by one user, multiple users, third party applications, or third party websites.
22. The system according to claim 11, wherein it can be accessed through any computer devices, communication devices, or processor-controlled device.
23. The system according to claim 11, wherein it allows multiple game players to participate in a game together via interne.
Type: Application
Filed: Apr 22, 2011
Publication Date: Oct 25, 2012
Inventor: Donna Reed (Williamsburg, VA)
Application Number: 13/092,622
International Classification: A63F 9/24 (20060101);