TARGET BASED ACTIONABLE CHARACTERISTIC

A computer implemented method of providing a game is provided. The method comprises the following implemented by at least one processor and at least one memory of a device: retrieving from at least one memory information associated with a plurality of game objects and one or more characteristics of said games objects and causing said game objects with said one or more characteristics to be displayed on a display in an arrangement, executing at least one algorithm which: responsive to a detected user input providing a selection of two or more of the game objects, generating a first actionable characteristic associated with at least one un-selected game object; wherein generating the first actionable characteristic comprises: determining a first action associated with the first actionable characteristic in dependence on a determined target of the game.

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Description
CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. application Ser. No. 14/270,717, filed May 6, 2014, and U.S. application Ser. No. 14/270,724, filed May 6, 2014, the entire contents of each of which is fully incorporated herein by reference.

FIELD OF THE INVENTION

Some embodiments may relate to controlling a user interface responsive to user engagement with displayed game objects on the interface of a computer device.

BACKGROUND OF THE INVENTION

There are many technical challenges and technical considerations facing the designer of computer games executed on user or computer devices having a user interface when considering user engagement. Engagement involves designing gameplay to be engaging and rewarding to players. This typically requires games to be easily understood at their simplest or introductory levels, control inputs should provide rewarding gameplay with simple to complex game mechanics, which may become progressively more challenging so that players are not frustrated or bored, but remain engaged to develop rewarding skills.

Effective engagement may also require various forms of feedback to reinforce the user or player sense of success and accomplishment, especially when the user or player appears to be struggling or “stuck” at a certain level, part of a level, quest or saga in a game. So called “Boosters” are one example of aid that may be provided to such users.

The above may, but not exclusively, apply to “casual games” played on portable or mobile platforms with differing and in some cases limited computing, display and input resources.

SUMMARY OF THE INVENTION

According to a first aspect, there is provided a computer implemented method of providing a game, the method comprising the following implemented by at least one processor and at least one memory of a device: retrieving from at least one memory information associated with a plurality of game objects and one or more characteristics of said games objects and causing said game objects with said one or more characteristics to be displayed on a display in an arrangement, executing at least one algorithm which: responsive to a detected user input providing a selection of two or more of the game objects, generating a first actionable characteristic associated with at least one un-selected game object; wherein generating the first actionable characteristic comprises: determining a first action associated with the first actionable characteristic in dependence on a determined target of the game.

The method may further comprise determining the target of the game. The target of the game may be determined at the start of a game session and the first action is selected for the first actionable characteristic. Determining the first action associated with the first actionable characteristic may comprise determining the first action to be the selected action. Generating the first actionable characteristic may further comprise determining the target of the game.

The method may further comprise: responsive to a subsequent detected user input providing a selection of two or more of the game objects, one of said selected game objects being associated with the first actionable characteristic, performing the first action associated with the first actionable game characteristic. The method may further comprise: updating the first actionable characteristic in response to the performed first action. Updating may comprise at least one of: updating a position of the first actionable characteristic; and removing the first actionable characteristic.

The target of the game may comprise: removing at least one second actionable characteristic wherein the second actionable characteristic is removed after a second action associated with the second actionable characteristic is performed a set number of time; and performing the first action may comprise: reducing the set number of times that the second action associated with the second actionable characteristic is to be performed before the second actionable characteristic is removed.

The second action characteristic may change the colour of a game object associated with the second action characteristic when the second action is carried out. The second action may be carried out when the game object associated with the second action characteristic is selected.

The second actionable characteristic may make a game object un-selectable and the second action is to increase a counter. The counter may be increased whenever the second action is carried out until the counter equals the set number of times and the second actionable characteristic is removed. The second action may be carried out when a game object adjacent to the game object associated with the second actionable characteristic is selected.

The target of the game may comprise: achieving a threshold score; and performing the first action may comprise: multiplying a score resulting from the selection of the game object associated with the first actionable characteristic.

The target of the game may comprise: moving a non-selectable game object to a predetermined location, the non-selectable game object being moved in dependence on the selected two or more game objects; and performing the first action may comprise: determining a game object between the non-selectable game object and predetermined position; and removing the determined game object.

Game objects may comprise lettered tiled and may be removed when they are validly selected. Game objects may be validly selected when two or more game objects are selected forming a word. Non-selected game objects may move in place of the removed game objects.

According to a second aspect, there is provided a device comprising at least one processor and at least one memory in connection with said at least one processor, the at least one memory storing information associated with a plurality of first objects and one or more characteristics of said first objects, the at least one processor configured to: retrieve from at least one memory information associated with a plurality of game objects and one or more characteristics of said games objects and causing said game objects with said one or more characteristics to be displayed on a display in an arrangement, and to execute at least one algorithm which: responsive to a detected user input providing a selection of two or more of the game objects, generate a first actionable characteristic associated with at least one un-selected game object; wherein the actionable characteristic is generated by: determining a first action associated with the first actionable characteristic in dependence on the determined target.

According to a third aspect, there is provided a computer readable storage device storing instructions that, when processed by at least one processor of a device, causes said processor to: retrieve from at least one memory information associated with a plurality of game objects and one or more characteristics of said games objects and causing said game objects with said one or more characteristics to be displayed on a display in an arrangement, and to execute at least one algorithm which: responsive to a detected user input providing a selection of two or more of the game objects, generates a first actionable characteristic associated with at least one un-selected game object; wherein the first actionable characteristic is generated by: determining a target of the game; and determining a first action associated with the actionable characteristic in dependence on the determined target.

BRIEF DESCRIPTION OF DRAWINGS

To understand some embodiments, reference will now be made by way of example only to the accompanying drawings, in which:

FIG. 1 shows an example embodiment of a game board;

FIG. 2 shows an example user device in which some embodiments may be provided;

FIG. 3 shows an example system in which some embodiments may be provided;

FIG. 4 depicts a game board according to some embodiments;

FIGS. 5, 6 and 7 are flow diagrams depicting the method steps associated with the generation and execution of action characteristics; and

FIG. 8 is a conceptual diagram of the functions carried out in accordance with the method steps of FIGS. 5 to 7.

DETAILED DESCRIPTION OF THE INVENTION

The techniques described herein may be implemented in for instance a computer implemented tile based word game such as “Alphabetty™” of the applicant, which involves selecting game objects in the form of letter tiles to make words to score points against either a target or another player in a tournament or other multiplayer environment. Other examples include match-3 type games such as Candy Crush saga where a player ascends through a map of levels (“saga”) to achieve objectives of the saga or quest game. It should be appreciated that other embodiments may be used with other games having a game board or the like.

FIG. 1 shows an example game board of a letter tile based computer implemented game according to an embodiment.

The game board 100 or playable area 100 is displayed upon which are disposed game objects 110. The game objects 110 in this embodiment comprise letter tiles which may have varying characteristics. The characteristics may be one or more of colour, shape, and/or different scores 110a per object or tile 110. In this embodiment, the objects 110 are square letter tiles arranged in a rectangular grid like fashion, although in other embodiments other game board configurations and other game object shapes or tiles may be utilized.

In some embodiments, the game may be implemented so that a level or a game session is completed when a certain target is reached by the user.

The target may comprise achieving a certain score by selecting tiles 110 to make words, each word scoring a total score at least in part in dependence on each of the individual tile scores 110a selected. The game can in some embodiments end if the player or user runs out of time 150b or moves 120b before managing to reach a designated target (not shown). In other examples, the target may correspond to moving the game objects in such a way that a non-selectable game object is moved to the bottom row of the game board. In other examples, the target may correspond to changing an actionable characteristic of a tile by selecting it to make a word, for example changing the colour or a brightness of a tile.

The game board 100 may have a number of game objects 110 having different characteristics 110a aligned in rows and columns, such as a 7×8 grid as shown in FIG. 1. Other grid sizes may be suitable. In such an embodiment the game objects on the game board have three, five or eight nearest or adjacent neighbouring game object tiles.

Other game board layouts or configurations may be provided. For example, triangular, pyramidal, hexagonal, octagonal or other layouts comprising position spaces or tiles within the game board 100 may be provided for display.

The game board 100 may be accompanied by a region 120 indicating a current score 120a and a number of moves remaining 120b as shown in the Figure.

There may also be provided control or optional actionable items 130, 140, here shown as a shuffle control 130, and a game reset or off control 140a, music 140b and sound or volume control 140c.

The game board 100 may in some embodiments be accompanied by a region (not shown) indicating a timer or countdown, a number of lives remaining to the player and/or a level or game session identifier.

The game board 100 shows a region 160 in which a word may be formed. For example, region 160 indicates the word G-E-E-S-E being selected by individual selection of the game objects tiles 110, forming the word “geese” scoring a total of six points. The forming of the word “geese” here involves diagonal, horizontal and vertical movement or selection via touch input.

Game board 100 of FIG. 1 also shows an example region 170 wherein the word “RAIL” is spelt. As can be seen, to create this word scoring five points, requires diagonal selection of neighbouring object tiles 100, as shown by arrow 180 indicated in FIG. 1.

A schematic view of a user or computing device 200 according to an embodiment is shown in FIG. 2. All of the blocks shown are implemented by suitable circuitry. The blocks may be implemented in hardware and/or software. The user device may have a control part 210. The control part 210 has one or more processors 215 and one or more memories 220. The control part 210 is also shown as having a graphics controller 225 and a sound controller 230. It should be appreciated that one or other or both of the graphics controller 225 and sound controller 230 may be provided by the one or more processors 215.

The graphics controller 225 is configured to provide a video output 235. The sound controller 230 is configured to provide an audio output 240. The controller 210 has an interface 245 allowing the device to be able to communicate with a network 250 such as the Internet or other communication infrastructure.

The video output 235 is provided to a display 255. The audio output 240 is provided to an audio device 260 such as a speaker and/or earphone(s).

The device 200 has an input device 265. The input device 265 can take any suitable format and can be one or more of a keyboard, mouse, touch screen, joystick or game controller. It should be appreciated that the display 255 may in some embodiments also provide the input device 265 by way of an integrated touch screen for example.

The blocks of the controller 210 are configured to communicate with each other via an interconnect such as a bus or any other suitable interconnect and/or by point to point communication.

It should be appreciated that in some embodiments, the controller 210 may be implemented by one or more integrated circuits, at least in part.

The user device 200 is shown by way of example only. In alternative embodiments, one or more of the parts may be omitted. Alternatively or additionally, some embodiments may comprise one or more other parts. Alternatively or additionally, one or more parts may be combined.

FIG. 3 schematically shows a system 300 in some embodiments. The system 300 comprises a server 320 which may store databases of game players' details, profiles, high scores and so on. In practice, one or more databases may be provided. Where more than one server is provided, the database(s) may be provided in one database or across two or more servers 320. The server 320 may also have a games data function. This may comprise a memory to store the computer game program and a processor to run the games program.

The server may communicate via for instance the internet 310 with one or more user devices 305 and may further provide connections to a social network 330 such as Facebook™.

It should be appreciated that embodiments may be deployed in different system architectures. For example, the computer game may be implemented as a computer game that is stored in the memory 220 of the user device 200 and is run on the processor 215 of the user device 200. However, the server 320 may handle some elements of the game in some embodiments. By way of example only, a Java game applet may be provided to the user device 200 and the locally running Java applet will generate, for example, the graphics, sounds, and user interaction for the game play on the user device 200. Some data may be fed back to the server 320 to allow interaction with other user devices 305. The data which is fed back may also allow scoring and/or cross platform synchronization.

In some embodiments, the game may be implemented as a computer program that is stored in a memory of the system, for example the server 320, and which runs on a processor of the game server. Data streams or updates are supplied to the user device 200 to allow the user device 200 to render and display graphics and sounds in a browser of the user device 200. Such an approach is sometimes referred to as a web services approach. It should be appreciated, however, that such an approach does not necessarily require the use of the Internet.

In the foregoing, game objects, for example lettered tiles, have been described as being associated with or having characteristics such as colour, shape or a score associated with the game object. Some game objects may be associated with a further or actionable characteristic which associates an action with the game object. Such action characteristics (or characteristics associated with an action to be carried out when the game object is selected or used to form a word) may be boosters which aid the player of the game in some manner or in some cases hinder the progression of the game.

One example of an action characteristic may be a score booster. When associated with a game object, a score booster will increase the score when the game object is selected. Another example of an action characteristic game object is a line blaster which may for example remove one or more lines of game objects when selected.

It will be appreciated that a game object having an action characteristic or booster may be selected by a user carrying out an action, for example selecting that game object to form a word with adjacent game objects.

A booster may be associated with a game object in response to an action carried out on the game board. For example if a word of 4 letters is created, a first type of booster (actionable characteristic) may be associated with a game object and if a word of five letters is created, a second booster may be associated with a game object.

Usually the action carried out by the action characteristic is fixed and the action characteristic to be associated with a game object is determined by the action carried out on the game board (for example the length of a word that is selected). In a first embodiment of the present disclosure, an action characteristic may be determined based on the action carried out to create the characteristic as well as a target of the game session or level.

In another embodiment, a characteristic associated with a game object may be dependent on a characteristic of the level or game session being played. For example a characteristic may be associated with a game object for a specific move of a game session. For example the characteristic may be associated with the game object for the player's 5th move in the game session.

FIG. 4A shows an example game board 100 having a game object with an action characteristic of a first embodiment, comprising game objects 110. It will be appreciated that some components of FIG. 4 may be similar to FIG. 1 and like reference numerals depict like.

The Figure also shows an example of other game objects 410. Other game objects 410, depicted in the Figure as a letter tiles “A” and “T” in the Figure, have a first action characteristic in the form of a booster depicted as a crown 480. The game objects having the characteristic represented by the crown 480 may reward a user should one of the game objects 400 and 410 be included in a selection making a word.

In one example, the first action characteristic 480 may be associated with a game object by the processor 213 in response to a user action, such as a selection of a word of a certain length. For example, a continuous selection of four or other number of game objects or tiles may cause said processor 213 to select at least one other game object 410 not forming part of the current selection for allocation of the first action characteristic 480. Hence in this example the selection of four objects 110 may be rewarded with the allocation of a the first action characteristic such as a bonus indicator 480 to another game object 410, with the future selection of that other game object 410 providing the reward. The at least one other game object 410 may be selected randomly in some variations.

The first action characteristic 480 may be generated in response to the user action and may also be dependent on a target of the game session or level. In particular, the reward (or action caused by the characteristic 480 when the game objection 410 is selected) may be determined by the target of the game session or level.

A game session or level may be associated with a particular target to be achieved for a game session or level to be completed and for example a next level or session to be unlocked. For example the level may be associated in the memory with a minimum score to be achieved and a score tracking algorithm may indicate that a level is complete when the minimum score has been reached. In other examples, the user may have to select tiles to move an un-selectable game object to a certain position on the game board.

This example is shown in FIG. 4A where an un-selectable game object (an object which may not be selected by a user input device) is shown at 40 in the form of a “cheese”. A user may select game objects to form words which are then removed from the game board and the remaining game object may move downwards to refill the game board. In this manner the un-selectable game object 40 may be moved to the bottom of the game board 42 where it may be removed from the board.

FIG. 4A shows an example of a second actionable characteristic. In this case, a line blaster 190 associated with the game object providing the letter. This actionable characteristic may be generated for example in response to a selected word comprising five or more letters. The number of letters in the word may determine the number of directions in which the line blaster may blast. For example a five letter word may blast in one direction (for example vertically or horizontally in the same row or column of the game object), a six letter word in two directions (for example vertically and horizontally in the same row and column of the game object) and a seven letter word in 4 directions (horizontally, vertically and on both diagonals). The line blaster 490 is shown as having two directions. When selected as part of a valid word, the line blaster may remove the corresponding lines of game objects. It will be appreciated that the second action characteristic may be associated with a tile and as the tile moves, the second action characteristic is moved also and associated with the new position of the tile.

FIG. 4B shows a third kind of actionable characteristic at 491 and at 492. The action of this characteristic may cause a game object to change colour or shade. The actionable characteristic may be associated with more than one colour. For example on a first selection of a game object associated with the actionable characteristic, the actionable characteristic may change colour. The game object 491 is shown as associated with the actionable characteristic of a first colour. On a second selection of a game object associated with the third actionable characteristic, the third actionable characteristic may change colour again. For example game object 492 is shown as associated with a third action characteristic having a second colour. It will be appreciated that in some examples, a game object associated with the third action characteristic has to be selected more than once for the actionable characteristic to be removed from the game object with the game object associated with the action characteristic changing colour each time. The third action characteristic may for example be fixed to a position on the game board. When the game objects move, the third action characteristic may be associated with the new game object at the fixed position with which the third characteristic is associated. It will be appreciated that in one example, updating the action characteristic to remove colour from the game object may be a target of the game. It should be appreciated that colour or shade has been given as an example of a graphical representation of the game object. However, it should be appreciated that the object having to be selected n times to be removed, with each selection changing the appearance of the tile may be represented in any other suitable way.

A fourth type of action characteristic is shown at 493. This action characteristic when associated with a game object, may prevent the game object from being selected. In this example the fourth action characteristic my hinder play rather than provide a reward. In some embodiments, the game objects adjacent to the game object associated with the fourth action characteristic must be selected to remove the fourth action characteristic 493. It will be appreciated that adjacent game objects may be selected multiple times in order to remove the fourth action characteristic 493 in some examples. In another example, the fourth action characteristic may be a temporary blocker and may be associated with a new game object and position on the game board after each selection of game objects by a user. In an example, the fourth action characteristic 493 may take the form for example of a mousetrap that moves with each selection by the user.

It will be appreciated that while four types of action characteristics have been described, this is by way of example only and other or additional action characteristics may be used. In some embodiments, one or more of the action characteristics may be omitted.

It will be appreciated that some action characteristics may be generated by the selection of a number of game objects. For example, a selection of four or more game objects 110 may be rewarded with the allocation of a new action characteristic such as a bonus indicator to another game object 400, 410, with the future selection of that other game object 400,410 providing the reward.

The new characteristic may comprise one or more of a variable indicating a portion of a target, or a booster.

The new characteristics may comprise boosters which may apply double or triple scores, or stars and/or other boosters to the allocated tile 400, 410.

The booster may comprise, for example, a line blaster such that subsequent inclusion of the at least one other game object 400, 410 in a selection comprising a word also eliminates game object tiles 110 in a row, column or both occupied by said at least one other game object.

In an embodiment, the allocation of said new action characteristic may comprise a graphical representation such as for example a star or horizontal or vertical or both indicators on the at least one other object 400, 410 to indicate the new action characteristic to the user or player on said user interface.

Hence in a tile based word game, the determination of a selection of words comprising four or more tiles 110 may be rewarded by subsequently selecting at least one other game object 400, 410 imbued with the new action characteristic activated by selection of the at least one other game object 400, 410 in a subsequent or future word selection.

In an embodiment, the at least one memory 265, 320 may store characteristics of the game objects 110, and may further store said action characteristics for allocation to other game objects 400, 410. The action characteristics may for example be associated with an action and a position. The position may be a fixed position on the board or a position that is dependent on a tile with which the action characteristic is associated. The action characteristic may further be associated with a game object.

The generation and updating of action characteristics will now be discussed with reference to FIGS. 5, 6 and 7. It will be appreciated that in the following boosters refer to actionable characteristics and tiles refer to game objects.

FIG. 5 is a flow diagram depicting the method steps associated with a user making a move in a game in accordance with an embodiment, it will be appreciated that the method steps may correspond to steps of an algorithm carried out by a processor and a memory in some examples.

At step 501 of FIG. 5, the algorithm may determine whether a detected user input provides a valid combination of game objects. For example, it is determined whether a user has selected a valid word and all the game objects forming that word are selectable. For example, one of the game objects may be associated with a fourth action characteristic and may not be selectable. In which case, at step 501, it is determined that there is no valid input. In some examples the input may be determined to be valid if all the selected game objects are selectable (for example none are associated with a fourth action characteristic preventing selection) and the game objects are selected in an order which corresponds to a word. For example one or more dictionaries may be available in memory to determine whether a word is valid.

If the input is valid, the algorithm may proceed to step 502 where actions to be carried out may be determined along with an order in which actions are to be carried. The algorithm may inspect the selected game objects to determine if they are associated with any boosters. The algorithm may then determine any actions associated with the boosters that are to be carried out. The actions may for example be associated with a weighting or priority which may indicate in which order actions are to be carried out. The selection of a word may also be associated with an action, for example remove those selected game objects from the game board. In some cases, the game objects are removed before actions associated with boosters are carried out, however it will be appreciated that this may be in any order.

At step 503, actions are carried out and the game objects and boosters are updated. For example some game objects may be removed and a data structure storing the game objects and associated characteristics may be updated. The position characteristic associated with each game object may also be updated. The data structure associated with the boosters may be updated to reflect that an action associated with a booster has been carried out. Additionally an action associated with a booster may be updated. For example the second action characteristics may be updated to change the game object colour to a second colour.

After the game objects and the action characteristics have been updated, a graphics engine of the device executing the game may render and display the updated game objects and action characteristics.

FIG. 6 shows an example of the generation of a new booster. It will be appreciated that at step 502, it may be determined that a new booster is to be generated and associated with a game object. In that case, at step 503, a new booster is generated.

At step 601, the type of booster to be generated is determined. This determination may be based on an indication from step 502. A data structure for the booster may be created. This data structure may be based on a template structure for the type of booster. For example including characteristics determining the graphical representation of the booster looks like as well as actions associated with the booster.

At step 603, a position of the booster is determined. In some cases this may be based on the selected user input. The booster position may be determined by the position of a game object, for example the last game object in the user selection. The booster position may be associated with a position of the game board and may for example remain stationery instead of moving with a game object. The booster position will be determined by the requirements of the booster type. These requirements may be associated with the data structure template.

At step 604, an action of the booster may be determined. For example, an action carried out when the booster is selected. The action in some example may be based on the template. In other examples the action may be determined on the target of the game, for example in the case of the generated of a first action characteristic.

At step 605, the data structure is completed and the booster is associated with a game object. This may for example be by providing an indication of a booster in a game object data structure.

The creation of a first action characteristic may now be described. The first action characteristic may be generated in response to a number of game objects being validly selected. For example, four game objects used to form a word. The first action characteristic or first booster may have a data structure comprising characteristics for the display of the first booster. In the example of FIG. 4, the first booster is displayed as a crown.

Thus for the first booster, at step 601 it is determined that a crown is to be generated. At step 602 a data structure for the crown is created, for example by using a template data structure. In this example, the position of the crown is a randomly selected game object. At step 603 a game object on the game board is randomly selected and the position of the crown in the crown data structure is associated with the position of the randomly determined game object. It will be appreciated that the position of the crown may be selected based on different requirements. For example an algorithm may determine where to place the crown rather than a random selection.

At step 604 an action to be associated with the crown is determined. The action carried out by the crown may be dependent on a target of a level. For example if the target is to earn a target number of point, the action associated with the crown will be to provide bonus points. If the target is to move a non-selectable game object (such as the cheese 40 in FIG. 4) to a predetermined position on the game board, then the action associated with the crown will be to select one or more a game object(s) between the non-selectable game object and target to be removed. If the target is to change the colour of game objects associated with the third action characteristic, then the action associated with the crown is to cause one of the game objects associated with the third action characteristic to change colour.

At step 604 an action associated with the action characteristic is determined in response to a type of action characteristic and a target for the game level or session. In some embodiments, the determination of the action will take place on each generated crown booster. In other embodiment, at the start of a level or game, the target of the game will be determined and a template data structure for the crown action characteristic will be provided with the action to be carried out.

At step 605, the data structure is completed and the action characteristic is associated with a game object.

FIG. 7 shows the method steps associated with determining and carrying out a booster action. It will be appreciated that FIG. 7 corresponds to steps 502 and 503 specifically for booster actions.

At step 701, a booster may be identified from a selected game object. It will be appreciated that the booster need not be associated with a selected game object but in some cases may be associated with game objects adjacent or near by the selected game object. It will also be appreciated that some action characteristics, for example the mousetrap fourth action characteristic may have an action carried out after every selection. For example, the mousetrap may move to a new position on the game board after each selection regardless of which game objects were selected.

An action associated with the booster may be identified from the booster data structure once the booster is identified.

At step 702, the identified action may be carried out. It will be appreciated that the action may be carried out in an order specified by the game algorithm.

At step 703, the booster data structure may be updated, for example the data structure may be removed or updated to reflect that an action has been carried out.

In the case of the first action characteristic (the crown) the action determined in the generation of the crown is carried out and the crown may be updated to be removed. For example to remove the association of that crown with a game object or for example to remove the crown data structure.

In the example of the second action characteristic (line blaster), the line identified in the action may be removed and the data structure of the line blaster may be updated by removing its association with a game object. In the example of the third action characteristic (colour change), a colour of a game object may be changed. This may for example be achieved by changing the colour characteristic of the game object. The colour characteristic may be stored in the data structure of the third action characteristic and a game object associated with the third action characteristic will be displayed with a different colour. The colour change booster may be updated to provide a different colour on first selection and then removed on second selection. The position of the colour change booster may for example remain fixed and thus and association with a new game object that has moved to that position of the board is to be updated.

In the example of the fourth boosters, when the fourth booster moved (mousetrap) the action 702 may comprise determining a new position for the booster and the updating 703 may comprise updating the data structure with the new position and associating the mousetrap with a game object at that position. In the case where the fourth action characteristic does not move, the action carried out may be to remove the blocker and the blocker data structure may be updated to be removed. It will be appreciated that in some examples, the blocker may lock a game object to the blocker position which will be taken into account by the tile updater. Additionally in some examples, an action associated with a blocker may be carried out two or more times before the blocker is removed. In this case, the action is to determine that a counter associated with how many remaining times the blocker action is to be carried out before being removed is decreased. The blocker data structure is updated to reflect this decrease.

FIG. 8 shows an example of the functional blocks associated with the method of claims 5 to 7. Some or all of the functional blocks may be provided by a game engine in some embodiments.

FIG. 8 shows the game algorithm 801. The game algorithm may be carried out by a processor with access to one or more memories and may be provided by computer implementable code. The game algorithm may carry out any of the method steps of FIGS. 5 to 7. The game algorithm 801 may have access to a user input 802 which may be user data from a user input device providing information about a user selection of game objections. The game algorithm 801 may have access to a game object information and booster information 805 to determine which game objects and boosters have been selected as well as to a dictionary 804 to determine if the selected game objects form a valid word. The game algorithm may have access to other game information such as level information 803 which may comprise information relating to a goal or a target of a game, level or session.

The game algorithm, may determine the actions to be carried out as well as carry out the actions and update game object information and game booster information at 805. The updated game objects and booster information may be rendered for display by a display generation unit 807. This may for example include a separate graphics processor 225 and/or card in some embodiments. The game object information and booster information may comprise reference to graphic characteristics, for example such as colour, position, size etc. The information for rendering these characteristics may be stores in attribute information 806. This may allow the data structure for the game objects and action characteristic information to be smaller. The display generation 807 may generate display data for a display device based on the game object and action characteristic information 805 in conjunction with the attribute information 806. The display generation 807 may be in communication with the game algorithm which may instruct the display generation unit 807 when to update the display.

The operation of the device of FIG. 8 will now be described in relation to the generation and the execution of the first action characteristic. It will be appreciated that while the components of FIG. 8 are shown on a same device, in some examples the components may be split between a user device and server.

In response to a user making a selection of game objects on a game board 400, the user input information is provided by the user input unit 802 to the game algorithm 801. The user input information may include an indication of which game objects are selected or a position of the game objects selected and an order in which the game objects are selected. The game algorithm 801 may access the game object information to determine if the selected game objects are selectable, for example if any of the game objects are associated with an action characteristic of the fourth type. The game algorithm 801 may determine the letters with which the game objects are associated and the order in which they were selected, forming a word. The game algorithm 801 may use this selected word to search for a match in the dictionary 804. If there is a match, the user input is valid.

The game algorithm 801 may determine the actions to be taken out in response to the valid input. For example, the game object may determine that the selected game objects are to be removed from the game board and the remaining game objects to be moved to fill the position of the removed game objects. The game algorithm may also select new game objects to be added to the game board. The game algorithm 801 may determine, for example based on the number of letters in the word selected, if any boosters are to be generated. The game algorithm may also determine if any actions are to take place based on existing boosters on the game board. For example, the game algorithm may determine for each booster in the action characteristic information 805, whether the requirements for that boosters associated action to be carried out are met. For example for some boosters the requirement is that a game object associated with the booster is selected, for other objects adjacent or nearby game objects are selected and for the requirement for some boosters is that the action is carried out after each selection.

The game algorithm 801 may also determine an order in which the actions are to be taken out. The game algorithm 801 may then carry out the actions by reference to the action information in the game object and action characteristic information 805 and update the information 805 accordingly. The game algorithm 801 may then indicate that the game board for the next turn can be rendered and the display generation 807 may provide the display.

Action characteristics may have a fixed action associated with them that is independent of the game being played. For example a word two direction line blaster will blast in two directions, a one direction line blaster in one direction and a blocker will block regardless of the game level or session. However, the action associated with the first action characteristic is determined by the target or goal of a game session or level being played. In the generation of a first action characteristic, the game algorithm determines the target of the game and determines an action associated with the first game characteristic based on this. It will be appreciated that if, in the example of FIG. 8, the user input selection triggers the generation of a first game characteristic, the game algorithm may access information relating to a target of the game and then determine the action to be associated with the first game characteristic in dependence on the target.

The below table gives an example of some action characteristics and the actions associated with the action characteristics.

Triggered Characteristic by Position Action First Action Selection of Associated to Determined by target Characteristic 4 letter randomly selected word game object position Second action Selection of Position of last Removes row OR column characteristic - type 1 5 letter game object in word selection Second action Selection of Position of last Removes row and column characteristic - type 2 6 letter game object in word selection Second action Selection of Position of last Removes row, column and characteristic - type 3 7 letter game object in two diagonals word selection Third action Not In game board set If 1st selection of a game characteristic triggered up associated with object associated with the by user position on board action characteristic - change colour to X, if 2nd selection then remove action characteristic. Fourth action Not Randomly selected Make associated game characteristic - type 1 triggered after each turn object not selectable by use Fourth action Not In game board set Make associated game characteristic - type 2 triggered up - associated with object not selectable and by user fixed position on when adjacent game board object is selected at least once - remove action characteristic

It can be seen that the action associated with the first game characteristic is determined by the target of the game and is not a fixed association.

The target of the game may be a target associated with a configuration of game objects on the game board. For example a target of a game may be to move one or more non-selectable game object(s) to a specific position(s) on the game board. In one implementation this may be to move a cheese to the bottom of the game board. In another example, the target may be to remove an actionable characteristic from a game object or position on the game board. For example in a game where there are one or more actional characteristics associated with respective game objects that change the colour or brightness of such game objects, the target may be to remove such actionable characteristics. In one implementation this may correspond to turning off lit up game objects. In another example, the target may be to remove a blocker action characteristic from a game object. In another example the object may be to achieve a score target by selecting word combinations having a high score. In these example of targets, examples of the action carried out by the first action characteristic may be for example removing a game object between the non-selectable game object and target position, to remove or change the colour or brightness of an action characteristic, to remove or change a blocker action characteristic and to generate or create a bonus score action characteristic and associate it with a game object.

While the foregoing has described a device that displays game content and provides a user input as being part of a same device that carries out the algorithms of FIGS. 5 to 7, it will be appreciated that in some embodiments these functions may be carried out by two separate devices which may be, for example, separated by a network. For example, in some embodiments, the display and user input may be carried out on a user device and the algorithms of FIGS. 5 to 7 may be carried out a server or other computing device. The server may for example reside across a network to the user device and user input information and display information may be provided between these devices by a network. It will be appreciated that any network may be appropriate. In some embodiments, the algorithms of FIGS. 5 to 7 may be carried out by separate devices in communication with each other. For example a user may play a game on a personal device, such as a mobile phone, tablet, personal computer or other such device, while in communication with a server providing the game processor. In another embodiment, the processing may be carried out entirely or partly on the user device. It will also be appreciated that the user device in some embodiments may be in communication with other user devices.

In the foregoing, different lengths of words (number of game objects forming a word) are described as causing the generation of different action characteristics. It will be appreciated that these numbers of game objects are by way of example only and the selection of more or less game objects could cause the generation of one or more of the action characteristics. For example while an example of a four letter word is given for generating the first action characteristic and an example of a five to seven letter word is given for causing the generation of different versions of the second action characteristic, it will be appreciated that this is by way of example only and different lengths of words may generate different action characteristics.

The embodiments have been described in the context of a word forming game. It should be appreciated that other embodiments may be used in any other matching game or similar.

Various embodiments of methods and devices have been described in the foregoing. It should be appreciated that such may be implemented in apparatus, where the apparatus is implemented by any suitable circuitry. Some embodiments may be implemented by at least one memory and at least one processor. The memory may be provided by memory circuitry and the processor may be provided by processor circuitry. Some embodiments may be provided by a computer program running on the at least one processor. The computer program may comprise computer implemented instructions which are stored in the at least one memory and which may be run on the at least one processor.

It is also noted herein that there are several variations and modifications which may be made to the disclosed solution without departing from the scope of the present disclosure.

Claims

1. A computer implemented method of providing a game, the method comprising the following implemented by at least one processor and at least one memory of a device:

retrieving from at least one memory information associated with a plurality of game objects and one or more characteristics of said games objects and causing said game objects with said one or more characteristics to be displayed on a display in an arrangement,
executing at least one algorithm which:
responsive to a detected user input providing a selection of two or more of the game objects, generating a first actionable characteristic associated with at least one un-selected game object;
wherein generating the first actionable characteristic comprises:
determining a first action associated with the first actionable characteristic in dependence on a determined target of the game.

2. The method of claim 1 further comprising determining the target of the game.

3. The method of claim 2 wherein the target of the game is determined at the start of a game session and the first action is selected for the first actionable characteristic.

4. The method of claim 3 wherein determining the first action associated with the first actionable characteristic comprises determining the first action to be the selected action.

5. The method of claim 1 wherein the generating the first actionable characteristic further comprises determining the target of the game.

6. The method of claim 1 further comprising:

responsive to a subsequent detected user input providing a selection of two or more of the game objects, one of said selected game objects being associated with the first actionable characteristic, performing the first action associated with the first actionable game characteristic.

7. The method of claim 6 further comprising:

updating the first actionable characteristic in response to the performed first action.

8. The method of claim 7 wherein updating comprises at least one of:

updating a position of the first actionable characteristic; and
removing the first actionable characteristic.

9. The method of claim 6 wherein the target of the game comprises:

removing at least one second actionable characteristic wherein the second actionable characteristic is removed after a second action associated with the second actionable characteristic is performed a set number of time; and performing the first action comprises:
reducing the set number of times that the second action associated with the second actionable characteristic is to be performed before the second actionable characteristic is removed.

10. The method of claim 9 wherein the second action characteristic changes the colour of a game object associated with the second action characteristic when the second action is carried out.

11. The method of claim 9 wherein the second action is carried out when the game object associated with the second action characteristic is selected.

12. The method of claim 9 wherein the second actionable characteristic makes a game object un-selectable and the second action is to increase a counter.

13. The method of claim 12 wherein counter is increased whenever the second action is carried out until the counter equals the set number of times and the second actionable characteristic is removed.

14. The method of claim 13 wherein the second action is carried out when a game object adjacent to the game object associated with the second actionable characteristic is selected.

15. The method of claim 6 wherein the target of the game comprises:

achieving a threshold score; and performing the first action comprises:
multiplying a score resulting from the selection of the game object associated with the first actionable characteristic.

16. The method of claim 6 wherein the target of the game comprises:

moving a non-selectable game object to a predetermined location, the non-selectable game object being moved in dependence on the selected two or more game objects; and performing the first action comprises:
determining a game object between the non-selectable game object and predetermined position; and
removing the determined game object.

17. The method of claim 1 wherein game objects comprise lettered tiled and are removed when they are validly selected.

18. The method of claim 17 wherein game objects are validly selected when two or more game objects are selected forming a word.

19. The method of claim 18 wherein the non-selected game objects move in place of the removed game objects.

20. A device comprising at least one processor and at least one memory in connection with said at least one processor, the at least one memory storing information associated with a plurality of first objects and one or more characteristics of said first objects, the at least one processor configured to:

retrieve from at least one memory information associated with a plurality of game objects and one or more characteristics of said games objects and causing said game objects with said one or more characteristics to be displayed on a display in an arrangement,
and to execute at least one algorithm which:
responsive to a detected user input providing a selection of two or more of the game objects, generate a first actionable characteristic associated with at least one un-selected game object;
wherein the actionable characteristic is generated by:
determining a first action associated with the first actionable characteristic in dependence on the determined target.

21. A computer readable storage device storing instructions that, when processed by at least one processor of a device, causes said processor to:

retrieve from at least one memory information associated with a plurality of game objects and one or more characteristics of said games objects and causing said game objects with said one or more characteristics to be displayed on a display in an arrangement,
and to execute at least one algorithm which:
responsive to a detected user input providing a selection of two or more of the game objects, generates a first actionable characteristic associated with at least one un-selected game object;
wherein the first actionable characteristic is generated by:
determining a target of the game; and
determining a first action associated with the actionable characteristic in dependence on the determined target.
Patent History
Publication number: 20150321088
Type: Application
Filed: Jun 18, 2014
Publication Date: Nov 12, 2015
Inventors: Sebastian Knutsson (Stockholm), Mihai Alin Dindareanu (Bucharest), Hinrik Asgeirsson (Bucharest)
Application Number: 14/307,952
Classifications
International Classification: A63F 13/2145 (20060101);