Download Method and system for rendering virtual in
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US 8,753,204 B2 19 20 one or more game objects located in the locked area that responsive to determining that the map section forms part represent non-player characters are revealed. 5. The method of claim 4, Wherein the visual effect is applied to the locked area such that respective silhouettes of of the locked area, apply the visual effect to the map section. 15. The system of claim 8, Wherein the visual effect module is con?gured to render one or more previeW effects in the the one or more non-player characters in the locked area are locked area responsive to player interaction With the locked revealed. 6. The method of claim 1, Wherein the visual effect is applied such that a topological layout of the locked area is revealed. area. 16. A non-transitory machine readable medium that stores instructions Which When performed by a machine, cause the machine to perform operations comprising: 7. The method of claim 1, further comprising: determining Whether a map section in the virtual in-game rendering a display of a virtual in- game environment com prising an unlocked area and a locked area, an in-game player character controlled by a player of the game hav environment forms part of the locked area or the ing access to the unlocked areas but being restricted unlocked area by comparing a pre-de?ned unlocking from accessing the locked area; and requirement for the map section With game state data of a player associated With the map section; and applying a visual effect to the locked area to distinguish the locked area from the unlocked area, applying the visual effect to the locked area including obscuring at least one property of one or more game objects located in the responsive to determining that the map section forms part of the locked area, applying the visual effect to the map section. 8. A system for providing a computer-implemented game, locked area, the visual effect revealing one or more 20 the system comprising: locked area such that respective locations of the one or more game objects located in the locked area are a rendering module con?gured to render a display of a virtual in-game environment comprising an unlocked area and a locked area, an in-game player character controlled by a player of the game having access to the unlocked areas but being restricted from accessing the 25 locked area; and a visual effect module con?gured to apply a visual effect to the locked area to distinguish the locked area from the erty of a particular game object of the one or more game aspects of the unlocked area, the visual effect being applied to the locked area such that respective locations of one or more game objects located in the locked area are revealed, the visual effect being applied to the locked area to obscure at least one property of the one or more 35 game objects located in the locked area, and the visual effect being applied using one or more computer pro cessors. characters in the locked area are revealed. 13. The system of claim 8, Wherein the visual effect module is con?gured to apply the effect to the locked area such that a topological layout of the locked area is revealed. 14. The system of claim 8, Wherein: the visual effect module is con?gured to: determine Whether a map section in the virtual in-game environment forms part of the locked area or the unlocked area by comparing a pre-de?ned unlocking requirement for the map section With game state data of a player associated With the map section; and 18. The non-transitory machine-readable medium of claim 17, Wherein the instructions include instructions Which When performed by the machine, cause the machine to perform operations comprising displaying a message in association With the particular game object responsive to player interac tion thereWith. 19. The non-transitory machine-readable medium of claim 1 6, Wherein the instructions include instructions, Which When visual effect to the locked area such that respective locations of the one or more game objects located in the locked area that 45 the particular game object responsive to player interaction thereWith. 11. The system of claim 8, Wherein the visual effect module is con?gured to apply the effect to the locked area such that respective locations of one or more game objects representing non-player characters located in the locked area are revealed. 12. The system of claim 11, Wherein the visual effect module is con?gured to apply the effect to the locked area such that respective silhouettes of the one or more non-player action With the particular game object. performed by the machine, cause the machine to apply the 40 game object of the one or more game objects located in the locked area responsive to player interaction With the particu lar game object. 10. The system of claim 9, further comprising a display module con?gured to display a message in association With revealed. 17. The non-transitory machine-readable medium of claim 1 6, Wherein the instructions include instructions Which When performed by the machine, cause the machine to perform operations comprising revealing at least one obscured prop objects located in the locked area responsive to player inter unlocked area, the visual effect revealing one or more 30 9. The system of claim 8, Wherein the visual effect module is con?gured to remove the visual effect from a particular aspects of the unlocked area and being applied to the represent non-player characters are revealed. 20. The non-transitory machine-readable medium of claim 19, Wherein the instructions include instructions, Which When performed by the machine, cause the machine to apply the visual effect to the locked area such that respective silhouettes of the one or more non-player characters in the locked area are 50 revealed. 21. The non-transitory machine-readable medium of claim 1 6, Wherein the instructions include instructions, Which When performed by the machine, cause the machine to apply the visual effect such that a topological layout of the locked area is revealed. 22. The non-transitory machine-readable medium of claim 55 1 6, Wherein the instructions include instructions, Which When performed by the machine, cause the machine to: determine Whether a map section in the virtual in-game environment forms part of the locked area or the unlocked area by comparing a pre-de?ned unlocking requirement for the map section With game state data of a player associated With the map section; and responsive to determining that the map section forms part of the locked area, apply the visual effect to the map section.