Download Method and system for rendering virtual in

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US 8,753,204 B2
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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
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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
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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
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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
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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
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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
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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.