US 11,918,906 B2
Systems and methods for providing video game gameplay having falling puzzle mechanics influenced by character movements within a puzzle space
David D'angelo, Los Angeles, CA (US); Alec Faulkner, Los Angeles, CA (US); Nickolas Wozniak, Los Angeles, CA (US); Sean Velasco, Los Angeles, CA (US); Ian Flood, Los Angeles, CA (US); Morgan Guyer, Los Angeles, CA (US); Michael Herbster, Los Angeles, CA (US); and Russell Rafferty, Los Angeles, CA (US)
Assigned to YACHT CLUB GAMES, LLC, Los Angeles, CA (US)
Filed by YACHT CLUB GAMES, LLC, Los Angeles, CA (US)
Filed on Aug. 27, 2021, as Appl. No. 17/459,831.
Application 17/459,831 is a continuation of application No. 16/536,311, filed on Aug. 8, 2019, granted, now 11,141,661.
Claims priority of provisional application 62/716,357, filed on Aug. 8, 2018.
Prior Publication US 2021/0394066 A1, Dec. 23, 2021
This patent is subject to a terminal disclaimer.
Int. Cl. A63F 13/20 (2014.01); A63F 13/52 (2014.01); A63F 13/56 (2014.01); A63F 13/822 (2014.01); G06F 17/00 (2019.01)
CPC A63F 13/56 (2014.09) [A63F 13/822 (2014.09); A63F 2300/64 (2013.01); A63F 2300/807 (2013.01)] 21 Claims
OG exemplary drawing
 
1. A computer implemented method for providing a turn based video game gameplay comprising:
receiving an input that controls a movement of a character within a dynamic puzzle space that includes one or more objects, the input equivalent to a player turn;
generating a game response to the input, the game response causing a game object to fall into the dynamic puzzle space, the game response equivalent to an enemy turn;
syncing the enemy turn with the player turn so that a falling movement of the game object mirrors the movement of the character;
adding the game object to a stack of the one or more objects included in the dynamic puzzle space;
ending a turn based video game gameplay when the stack of the one or more objects exceeds a stack height threshold; and
converting the input into the player turn based on a conversion factor.