摘要:
A system, machine-readable storage medium storing at least one program, and a computer-implemented method for switching between synchronous and asynchronous game modes is provided. A first game instance of a computer-implemented game of a first player and a second player is generated. The first game instance is generated in a first mode associated with the availability of the second player to play the game. First display data is provided to a client device of the first player to display the first game instance of the game in the first mode. A change in the availability of the second player is identified. A second game instance of the game is generated in a second mode associated with the change in the availability of the second player. Second display data is provided to the client device to display the second game instance of the game in the second mode.
摘要:
A system, machine-readable storage medium storing at least one program, and a computer-implemented method for transitioning between game and non-game features is provided. Game display data is provided to a client device to display a computer-implemented game of a player. A request to transition from the computer-implemented game to a non-game feature is received from the client device. The request is received while the computer-implemented game is being displayed. Game state information associated with the player is stored in response to the request. The game state information includes information associated with a state of the computer-implemented game during receipt of the request. Non-game display data is provided to the client device to display the non-game feature.
摘要:
A system (and corresponding methodology) that dynamically alters a storybook (e.g., literary work). Preferences, policies and contexts can be considered and incorporated into the storyline of the book to enhance interest by creating a rich, personalized experience. By enhancing readability and features (e.g., sensory features), stories become more true-to-life and enjoyable by altering the story over time or to differing context (or content).
摘要:
A method and system to transfer assets between interactive social games is described. In some embodiments, the method generates a visual expression of a transfer mechanism in a first computer-implemented game. The method further generates the visual expression of the transfer mechanism in a second computer-implemented game. The transfer mechanism is capable of transferring an in-game asset from the first computer-implemented game to the second computer-implemented game. The method transfers the in-game asset from the first computer-implemented game to the second computer-implemented game using the transfer mechanism.
摘要:
A system (and corresponding methodology) that dynamically alters a storybook (e.g., literary work). Preferences, policies and contexts can be considered and incorporated into the storyline of the book to enhance interest by creating a rich, personalized experience. By enhancing readability and features (e.g., sensory features), stories become more true-to-life and enjoyable by altering the story over time or to differing context (or content).
摘要:
A system, computer-readable storage medium storing at least one program, and a computer-implemented method for representing a resource object in a virtual environment are presented. To begin, a graphical user interface may be provided to a player. The graphical user interface may display a virtual environment that includes the resource object and a game object. A resource production event may be detected. The resource production event may be generated based on a resource production attribute that specifies that a quantity of resource units have been generated. Based on the detected resource production event, at least some portion of the quantity of generated resource units is allocated to the resource pool. Then, responsive to detecting a user initiated game action being applied to the game object, a determinable amount of resource units is removed from the resource pool.