KR20110100412A - Game system and method for creating dungeons owned by game users - Google Patents

Game system and method for creating dungeons owned by game users Download PDF

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Publication number
KR20110100412A
KR20110100412A KR1020100019378A KR20100019378A KR20110100412A KR 20110100412 A KR20110100412 A KR 20110100412A KR 1020100019378 A KR1020100019378 A KR 1020100019378A KR 20100019378 A KR20100019378 A KR 20100019378A KR 20110100412 A KR20110100412 A KR 20110100412A
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South Korea
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user
dungeon
game
owned
terminal
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KR1020100019378A
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Korean (ko)
Inventor
김태호
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김태호
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/825Fostering virtual characters
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0207Discounts or incentives, e.g. coupons or rebates
    • G06Q30/0209Incentive being awarded or redeemed in connection with the playing of a video game
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services

Abstract

The present invention relates to a game system and a method capable of generating a dungeon owned by a game user. According to an embodiment of the present invention, upon receiving a request for creating a user-owned dungeon from a terminal of a game user, the establishment condition determination unit and the establishment condition determination unit determine whether the level of the game user character is equal to or greater than a preset reference level. If the level is equal to or greater than the reference level, the user's dungeon is generated by the dungeon generation unit and the dungeon generation unit for generating a user-owned dungeon, the output to the output of the game user terminal to output the user's dungeon, and output A mob placement unit that receives a mob placement position signal for defending the dungeon owned by the user through the input unit while the dungeon owned by the user is output to the unit, and places the mob in the dungeon owned by the user according to the placement position signal. When the mob placement in the user's own dungeon is completed by the mob placement unit, the game server is connected to the game server through the network. It includes a plurality of game progress unit by the user are processed to a game in the dungeon of the user owns. According to the present invention, the limited game play environment is expanded in various ways, thereby increasing the interest of a plurality of game users participating in the game.

Figure P1020100019378

Description

Game system and method for creating dungeons owned by game users {.}

The present invention relates to a game system capable of generating a dungeon owned by a game user, and more particularly, allows a game user to directly create a dungeon owned by a game user and expand or modify the dungeon. The present invention relates to a game system and a method for generating a dungeon owned by a game user, which can be expanded in appearance, thereby doubling the interest of the game user.

The present invention relates to a game system and a method capable of generating a dungeon owned by a game user.

Due to the spread of the Internet, the service related to the cultural contents multimedia equipment provider industry has exploded and the high-speed Internet service has become common in each home, and the most prominent field is the online game field.

Such online games on the Internet include a strategy simulation game, a mud (Multiple User Dialogue (MUD)) game, a mugty user graphic (MUG) game, and a role playing game (RPG).

Here, the role-playing game is an advanced form of a mud or a mug game. In the virtual reality of the game, as a character grows, there are usually levels of characters, distinctive occupations of characters, and distinctive ability differences according to occupations. .

In addition, the item can improve the ability of the character, has a certain story, but the degree of freedom of the character is high, and the story can be changed according to the activity of the character, the user as a game player makes a story.

Recently, due to the development of the Internet, the role playing game called Massively Multi-player Online Role Playing Game (MMORPG) has been introduced, and the existing role playing game has been extended to a large number of users.

As such, an online game such as an MMORPG is provided with a game space called an instance dungeon, and there may be several such instance dungeons in the online game.

In addition, there are various types of mobs and maps with various types of geographical environments such as caves and buildings, and game users can freely enter and exit various types of instance dungeons using their game characters. Depending on the content of the game, you can perform various activities such as hunting down mobs.

In addition, each game character may perform items such as this, and acquire items, etc., and increase their experience points to improve their stats and levels.

However, the above-described conventional techniques have the following problems.

In other words, game users can only play in an instance dungeon that has already been created in the game, so when playing in an instance dungeon, the same gameplay situation is frequently encountered, and the game user becomes bored with the game and is interested. There is a problem that is lost.

In addition, there is a problem that the conventional game service is not following the needs of game users who have a great interest in the process of making something themselves.

Accordingly, the present invention has been made to solve the above-mentioned conventional problems, the object of the present invention is to directly create a user owned dungeon, and place the mob defending the dungeon directly in the user owned dungeon To provide a game system and a method for creating a dungeon owned by a game user, which allows a game user having a dungeon of their own to create a dungeon in-game, so that the dungeon can be expanded or modified. There is.

In addition, another object of the present invention is to allow game users to enjoy the game in the dungeons created by other game users in addition to the instance dungeons predetermined in the game, so that the limited game play environment can be expanded in various ways, accordingly The present invention provides a game system and a method capable of generating a dungeon owned by a game user that can multiply the interest of a plurality of game users participating in the game.

According to a feature of the present invention for achieving the above object, the present invention determines whether the level of the game user character is more than a predetermined reference level when receiving a request to create a user-owned dungeon from the terminal of the game user Opening condition determination unit; A dungeon generator that generates a dungeon owned by the user when the level of the user character is equal to or greater than a reference level as a result of the determination of the establishment condition determination unit; When the user-owned dungeon is generated by the dungeon generator, the user-owned dungeon is output to the output unit of the game user terminal, the user-owned dungeon is output to the output unit, the user owned through the input unit A mob placement unit that receives an arrangement position signal of a mob for defending a dungeon and arranges the mob in a dungeon owned by the user according to the placement position signal; And a game progress unit processing a plurality of game users connected to a game server through a network to play a game in the user's own dungeon when the mob placement in the user's own dungeon is completed by the mob placement unit. Include.

In this case, the user-owned dungeon, the stage of one or more cell units are combined.

The dungeon generation unit selects one of the dungeon templates prepared in advance on the user terminal of the game to create a user-owned dungeon or combines the unit of the cell unit stage to create a user-owned dungeon, When the user receives a response from the terminal to select one of the pre-made dungeon templates to create a user-owned dungeon, the user outputs a plurality of pre-created dungeon templates to the output of the user's terminal and selects one of them. If the game user's terminal receives a response from the game user's terminal to create a dungeon owned by the user, the game user provides a plurality of cell stages to the output of the user's terminal. User's terminal to combine the cell-level stages It is desirable to create a dungeon.

In addition, the present invention is a level increase determination unit for determining whether the character level of the user owning the dungeon has risen; And when the character level of the user rises as a result of the determination of the level increase determination unit, asks the user terminal whether to expand the dungeon owned by the user, and when the user terminal receives a response to expand the dungeon owned by the user, It is preferable to further include; dungeon expansion processing to be expanded.

In this case, the dungeon expansion unit, the user of the game user terminal to further combine the dungeon template made in advance to expand the user-owned dungeon or by further combining the unit of the cell unit to query whether to expand the user-owned dungeon, the game user If the user receives a response to expand the user's own dungeon by further combining the pre-made dungeon template from the terminal of the user, the user outputs a number of pre-made dungeon templates to the output of the terminal of the user of the game, select one of them If the game user's terminal receives a response to expand the user's own dungeon by further combining the cell-level stage from the game user's terminal, the game user's terminal provides a multi-cell stage at the output of the user's terminal. To allow the user's terminal to further combine its cell-level stages into user-owned dungeons. Expand the dungeons than the user owns.

When the game users connected to the game server play the game in the dungeon owned by the game server, the game users connected to the game server remove all mobs placed in the dungeon owned by the user, or the game users receive the game. It is determined that the boss mob placed in the dungeon owned by the user is removed, or the dungeon owned by the user is cleared when the character of the game user is alive in the dungeon owned by the user for a predetermined time.

In addition, when the game users who have connected to the game server and play the game in the user's own dungeon clear the user's own dungeon, the game server sends the game item or the game item to the game users who have cleared the user's own dungeon. If game players who pay the game money and access the game server and play the game in the user's own dungeon fail to clear the user's own dungeon, the dungeon's damage-enhancing item or dungeon's defense to the game user who owns the game dungeon It is desirable to pay reinforcement items or game items or game money.

The present invention may further include a dungeon win rate determining unit that determines a win rate of the dungeon owned by the user based on the number of times the dungeon owned by the user is cleared.

On the other hand, the game progress unit, based on the dungeon win rate determined by the dungeon odds determination unit, it is preferable to preferentially provide a user-owned dungeon with a high win rate to the game users connected to the game server.

According to another feature of the present invention for achieving the object as described above, the present invention (A) game user if the opening condition determination unit of the game user receives a request to create a user-owned dungeon from the terminal of the game user, Determining whether the level of the character is greater than or equal to a preset reference level; (B) generating a user-owned dungeon when the dungeon generation unit of the game server has a level of the user character equal to or greater than the reference level as a result of the determination in step (A); (C) When the mob placement unit of the game server generates a user-owned dungeon in step (B), the user-owned dungeon is output to the output of the game user terminal, and the user-owned dungeon is output to the output unit. Receiving an arrangement position signal of a mob defending the dungeon owned by the user through the input unit in the output state, and placing the mob in the dungeon owned by the user according to the arrangement position signal; And (D) when the game progress unit of the game server completes the placement of the mob in the user-owned dungeon by the step (C), a plurality of game users connected to the game server through the network play the game in the user-owned dungeon. Processing to be able to include;

At this time, the step (B), (B1) the dungeon generator of the game server selects one of the dungeon templates pre-made in the terminal of the game user to create a user-owned dungeon or combine the stage of the cell unit owned by the user Querying whether to create a dungeon of the; And (B2) in response to selecting one of the pre-made dungeon templates from the game user's terminal to create a user-owned dungeon, while outputting a plurality of pre-made dungeon templates to the output of the game user's terminal. If a user selects one of the dungeons and creates a user-owned dungeon by combining the cell-level stages from the terminal of the game user, the game user's terminal outputs a plurality of cell units. And providing a stage so that the terminal of the game user combines the stage of the cell unit to generate a dungeon owned by the user.

In addition, the present invention (E) the level rise determination unit of the game server determines whether the character level of the user owning the dungeon has risen; And (F) if the dungeon extension unit of the game server has raised the character level of the user as a result of the determination in step (E), asks the user terminal whether to expand the dungeon owned by the user, and expands the dungeon owned by the user from the user terminal. If the response is received, it is preferable to further include; processing to expand the dungeon owned by the user.

In this case, in the step (F), the dungeon expansion unit of the game server (F1) further combines the dungeon template prepared in advance in the terminal of the game user to expand the dungeon owned by the user, or further combines the stage of the cell unit owned by the user Querying whether to expand the dungeon of the; And (F2) when the dungeon extension unit of the game server receives a response to expand the user's own dungeon by further combining the pre-made dungeon template from the game user's terminal, a plurality of dungeon templates prepared in the output unit of the game user's terminal. In the output state, if one of them is selected to expand the user's own dungeon, and if the game server's dungeon extension receives a response to expand the user's own dungeon by further combining the cell-level stage from the game user's terminal, And providing a plurality of cell-level stages to an output of the user's terminal and then allowing the game user's terminal to further combine the cell-level stages in a user-owned dungeon to expand the user-owned dungeon.

In addition, the present invention (G) when the game users connected to the game server to play the game in the dungeon owned by the user, the game server of the game server, the game users connected to the game server to place the mob placed in the dungeon owned by the user Removing all or removing game boss mobs placed in the dungeon owned by the user, or determining that the user's dungeon is cleared when the character of the game user is alive in the dungeon owned by the user for a predetermined time; ; (H) If the game progress unit of the game server clears the user-owned dungeons by the game users who have connected to the game server and played the game in the user-owned dungeon as a result of the determination in the step (G), the game server determines the user-owned dungeon. Paying game items or game money to game users who have cleared the game; And (I) if the game progress unit of the game server accesses the game server as a result of the determination in step (G) and the game users who play the game in the dungeon owned by the user do not clear the dungeon owned by the user, the game dungeon owns the game dungeon. It is preferable to further include a step of providing a game user of the dungeon power-enhancement item or the dungeon defense-enhancement item or game item or game money.

And the present invention (J) the dungeon odds determination unit of the game server judging the odds of the user-owned dungeon based on the number of times the user-owned dungeon is cleared; And (K) providing a dungeon owned by a user having a high win rate to game users connected to the game server based on the odds of the dungeon determined in the step (J). do.

According to the present invention as described above, the present invention allows a game user to directly create a user-owned dungeon, place a mob defending the dungeon directly in the user-owned dungeon, and expand or modify the dungeon It is possible to provide a game system and a method capable of generating a dungeon owned by a game user, which enables a game user having a dungeon owned by the user to have a satisfaction of making an in-game dungeon.

In addition, the present invention allows game users to enjoy a game in a dungeon created by other game users in addition to an instance dungeon pre-specified on the game, so that a limited game play environment can be expanded in various ways, thereby participating in the game. It is possible to provide a game system and a method capable of generating a dungeon owned by a game user that can multiply the interest of a plurality of game users.

1 is a system diagram showing the overall configuration of a game system capable of generating a dungeon owned by a game user according to a preferred embodiment of the present invention.
Figure 2 is a block diagram showing the internal configuration of the game server of Figure 1;
3 is an explanatory diagram showing a state in which the dungeon generator of FIG. 2 operates.
4 is a flowchart illustrating an operation process of a game system capable of generating a dungeon owned by a game user according to the first embodiment of the present invention.
5 is a flowchart illustrating an operation process of a game system capable of generating a dungeon owned by a game user according to a second embodiment of the present invention.
6 is a flowchart illustrating an operation process of a game system capable of generating a dungeon owned by a game user according to a third embodiment of the present invention.

Hereinafter, with reference to the accompanying drawings, a preferred embodiment of a game system capable of generating a dungeon owned by a game user according to the present invention as described above will be described in detail.

1 is a system diagram showing the overall configuration of a game system capable of generating a dungeon owned by a game user according to a preferred embodiment of the present invention, Figure 2 is a block diagram showing the internal configuration of the game server of FIG. Is shown.

As shown in these figures, the present invention includes one or more game users' terminals 100 and game servers 200.

The terminal 100 of a game user may be a PC, a PDA (Personal Digital Assistant), a cellular phone, a hand-held PC, or the like, used by a service subscriber subscribed to a game service provided by the game server 200. have. At this time, the game user accesses the game server 200 through the terminal 100 of the game user, receives a game service, and performs a game.

The terminal 100 of a game user according to a preferred embodiment of the present invention includes game logic for playing a game and, when a game is selected, connects to the game server 200 and performs a game according to the game logic provided.

And the game server 200 is the opening condition determination unit 210, dungeon generator 220, mob placement unit 230, storage unit 235, game progress unit 240, level rise determination unit 250, The dungeon expansion unit 260, the dungeon winning rate determination unit 270, and a communication unit 280.

When the establishment condition determination unit 210 receives a request for creating a user-owned dungeon from the game user's terminal 100, the establishment condition determination unit 210 determines whether the level of the game user character is greater than or equal to a preset reference level.

The dungeon generator 220 generates a dungeon owned by the user when the level of the user character is greater than or equal to the reference level as a result of the determination of the establishment condition determination unit.

3 is an explanatory diagram showing how the dungeon generator operates.

More specifically, referring to FIG. 3, the dungeon generator 220 selects one of the dungeon templates pre-made in the terminal 100 of the game user to generate a dungeon owned by the user, or sets a stage in units of cells. Combine to create a user-owned dungeon. The stage here may be a room or a corridor. On the other hand, Figure 3 is shown to enable the generation of the user's dungeon in the matrix of 4 × 4, which is only one embodiment it is obvious that various modifications and adaptations can be made.

Subsequently, when the dungeon generator 220 receives a response from the game user's terminal 100 to select one of the pre-made dungeon templates to create a dungeon owned by the user, the dungeon generator 220 generates a game user's terminal ( A plurality of dungeon templates (the dungeon template A, the dungeon template B, the dungeon template C, the dungeon template D, the dungeon template E, the dungeon template F, the dungeon template G, and the dungeon template H shown in FIG. At the output, select one of them and create a user-owned dungeon.

In addition, when the dungeon generator 220 receives a response from the game user terminal 100 to combine the cell-level stages to create a dungeon owned by the user, a plurality of cells are output to the output terminal of the game user terminal 100. After providing the stage of the unit, the game user's terminal combines the stage of the cell unit to create a user-owned dungeon.

Meanwhile, as shown in FIG. 3, in the dungeon owned by the user, stages of one or more cell units are combined. In addition, dungeon is a certain area in the virtual space that game users can freely enter and exit, and when game users enter the dungeon, they move various stages according to the game play environment set in the dungeon. Various mobs will appear and fight. And if the user hunts the mob defending the dungeon to clear the dungeon, the user can obtain the mob. There can be multiple such dungeons in the game.

When the user-owned dungeon is generated by the dungeon generator 220, the mob placement unit 230 causes the dungeon owned by the user to be output to the output unit of the game user terminal 100, and the While the user's own dungeon is output to the output unit, the input unit receives a placement position signal of the mob defending the user's own dungeon, and arranges the mob in the user's own dungeon according to the placement position signal.

Here, a mob is a character that defends the dungeon in the game. Mobs are short for Mobile Character. The game user can combine several lower level mobs to create a higher level mob. You can also reinforce a mob by acquiring a monster's attack-enhancement item or mob's defense-enhancement item from the game server. In addition, the game user may create one higher level mob by combining several lower level mobs. According to the above, there is an advantage that the game user can create a new mob, which can double the user's interest.

The game progress unit 240 stores the user-owned dungeon in the storage unit 235 when the mob placement in the user-owned dungeon is completed by the mob placement unit 230, and accesses the game server through the network. A number of game users are allowed to play a game in the dungeon owned by the user.

In addition, when the game users connected to the game server play the game in the dungeon owned by the game server, the game progression unit 240 removes all the mobs placed in the dungeon owned by the user or the game. If the user removes the boss mob placed in the user's own dungeon, or if the character of the game user is alive in the user's own dungeon for a predetermined time, it is determined that the user's own dungeon cleared.

In addition, when the game progressing unit 240 connects to the game server and the game users who have played the game in the user's own dungeon clear the user's own dungeon, the payment unit (not shown) of the game server is the user's own dungeon If a game item or game money is paid to cleared game users and the game users who access the game server and play the game in the user's own dungeon do not clear the user's own dungeon, the payment part of the game server (not shown) The game user who owns the game dungeon is provided with the dungeon's damage-enhancing items or the dungeon's defense-enhancement items or game items or game money.

Here, a game item is an intangible asset appearing in a game and has various functions (eg, a mirror, an ax, a mob, etc.) or an effect (for example, a mob attack-enhancement item, a mob defense-enhancement item, etc.) that has various functions to help the game. Say). At this time, the game item does not exist in reality but is a virtual object used in the game.

In addition, the game progress unit 240 may preferentially provide a user-owned dungeon having a high win rate to game users connected to the game server based on the win rate of the dungeon determined by the dungeon win rate determiner 270 described later. Do.

The user dungeons are stored in the storage unit 235. At this time, the user-owned dungeon is preferably stored in a table for each user ID.

The level increase determination unit 250 determines whether the character level of the user who owns the dungeon has increased.

When the character level of the user rises as a result of the determination of the level increase determination unit 250, the dungeon expansion unit 260 asks the user terminal whether to expand the dungeon owned by the user, and expands the dungeon owned by the user from the user terminal. If a response is received, the user's own dungeon is expanded.

More specifically, the dungeon expansion unit 260 further combines the dungeon template prepared in advance in the game user's terminal 100 to expand the user-owned dungeon or by combining the stage of the cell unit to create a user-owned dungeon When a query is made to expand, and a response is received from the game user's terminal 100 to further expand the user's own dungeon by further combining the pre-made dungeon template, the game user's terminal 100 outputs a plurality of dungeon templates previously prepared. In the output, select one of them to expand the dungeon owned by the user.

In addition, when the dungeon expansion unit 260 receives a response from the game user terminal 100 to further expand the user-owned dungeon by further combining cell-stage stages, the dungeon expansion unit 260 may output a plurality of output units of the game user terminal 100. After providing a cell-level stage, the game user's terminal further combines the cell-level stage in a user-owned dungeon to expand the user-owned dungeon.

The dungeon odds determination unit 270 determines the odds of the dungeon owned by the user based on the number of times the dungeon owned by the user is cleared.

According to the present invention having the above-described configuration, the present invention allows a limited game play environment to be expanded to various aspects, thereby doubling the interest of a plurality of game users participating in the game.

Hereinafter, an operation process of a game system capable of generating a dungeon owned by a game user according to the present invention will be described in detail with reference to the accompanying drawings.

4 is a flowchart illustrating a game user generating a dungeon owned by a game user according to the present invention.

Referring to FIG. 4, first, when the establishment condition determination unit 210 of the game server receives a request to create a user-owned dungeon from the game user's terminal 100 (step S100), the level of the game user character is previously set. It is determined whether the reference level or more is set (step S110).

Then, the dungeon generator 220 of the game server generates a user-owned dungeon if the level of the user character is greater than or equal to the reference level as a result of the determination in step S110 (step S120).

More specifically, the dungeon generator 220 selects one of the dungeon templates pre-made in the terminal 100 of the game user to create a dungeon owned by the user, or combines a stage of a cell unit to generate a dungeon owned by the user. Ask if you want to.

Subsequently, when the dungeon generator 220 receives a response from the game user's terminal 100 to select one of the pre-made dungeon templates to create a dungeon owned by the user, the dungeon generator 220 generates a game user's terminal ( A plurality of dungeon templates (the dungeon template A, the dungeon template B, the dungeon template C, the dungeon template D, the dungeon template E, the dungeon template F, the dungeon template G, and the dungeon template H shown in FIG. In the output state, one of them is selected to create a user-owned dungeon.

In addition, when the dungeon generator 220 receives a response from the game user terminal 100 to combine the cell-level stages to create a dungeon owned by the user, a plurality of cells are output to the output terminal of the game user terminal 100. After providing the stage of the unit, the game user's terminal is combined with the stage of the cell unit to create a user-owned dungeon.

Subsequently, when the user-owned dungeon is generated by the mob placement unit 230 of the game server in the step S120, the user-owned dungeon is output to the output unit of the game user terminal 100, and the game user terminal 100 With the output of the user's own dungeon output to the output unit of the mob received the position of the mob defending the dungeon owned by the user through the input unit, according to the deployment position signal to place the mob in the user's own dungeon (Step S130).

Then, when the game progression unit 240 of the game server completes the placement of the user-owned dungeon in step S130, the user-owned dungeon is stored in the storage unit 235, and a plurality of users connected to the game server through the network. Process so that the game users can play the game in the dungeon owned by the user (step S140).

FIG. 5 is a flowchart illustrating a game user expanding a dungeon owned by a game user according to the present invention.

Referring to FIG. 5, when the game server 200 receives a request to expand the dungeon from the user terminal 100 having its own dungeon, the level increase determination unit 250 of the game server owns the dungeon. It is determined whether the character level of the user being made has risen (step S150).

When the dungeon expansion unit 260 of the game server increases the character level of the user as a result of the determination in step S150, the user terminal 100 inquires whether to expand the user-owned dungeon, the user-owned dungeon from the user terminal 100 When receiving a response to expand, the user's own dungeon is processed to be expanded (step S140).

More specifically, the dungeon expansion unit 260 further combines the dungeon template prepared in advance in the game user's terminal 100 to expand the user-owned dungeon or by combining the stage of the cell unit to create a user-owned dungeon When a query is made to expand, and a response is received from the game user's terminal 100 to further expand the user's own dungeon by further combining the pre-made dungeon template, the game user's terminal 100 outputs a plurality of dungeon templates previously prepared. In the output, select one of them to expand the dungeon owned by the user.

In addition, when the dungeon expansion unit 260 receives a response from the game user terminal 100 to further expand the user-owned dungeon by further combining cell-stage stages, the dungeon expansion unit 260 may output a plurality of output units of the game user terminal 100. After providing a cell-level stage, the game user's terminal expands the user-owned dungeon by further combining the cell-level stage into a user-owned dungeon.

6 is a flow chart showing how the game proceeds according to the present invention.

The game server processes game users connected to the game server to play in the user's own dungeon. At this time, the game server preferentially provides a dungeon having a high win rate among user-owned dungeons (step S200).

Thereafter, the game server 240 of the game server removes all of the mobs placed in the dungeon owned by the game users by the game users connected to the game server, or removes the boss mobs placed in the dungeon owned by the user. Or it is determined whether the character of the game user is alive in the dungeon owned by the user for a predetermined time (step S210). In this case, the game progress unit 240 of the game server removes all the mobs placed in the dungeon owned by the game users connected to the game server or remove the boss mob or the character of the game user for a predetermined time If you live in a user-owned dungeon, it is determined that you have cleared your own dungeon.

When the game progress unit 240 of the game server clears the user-owned dungeons when the game users who play the game in the user-owned dungeons as a result of the determination in step S200, the game server creates the user-owned dungeons. Game items or game money are paid to cleared game users (S220).

On the other hand, if the game progress unit 240 of the game server is connected to the game server and the game users who play the game in the user-owned dungeon, the determination of step S200 does not clear the user-owned dungeon, owning the game dungeon The game user pays the dungeon's attack-enhancement item or dungeon's defense-enhancement item or game item or game money (S230).

The rights of the present invention are not limited to the embodiments described above, but are defined by the claims, and a person skilled in the art can make various modifications and adaptations within the scope of the claims. It is self-evident.

100: game user terminal 200: game server
210: Opening condition determination unit 220: Dungeon generator
230: mob placement unit 240: game progression
250: level increase judging unit 260: dungeon expansion unit
270: Dungeon odds determination unit 280: communication unit

Claims (14)

An opening condition determination unit for determining whether a level of a game user character is equal to or greater than a preset reference level when receiving a request for creating a user-owned dungeon from a game user's terminal;
A dungeon generator that generates a dungeon owned by the user when the level of the user character is equal to or greater than a reference level as a result of the determination of the establishment condition determination unit;
When the user-owned dungeon is generated by the dungeon generator, the user-owned dungeon is output to the output unit of the game user terminal, and the user through the input unit while the user-owned dungeon is output to the output unit A mob placement unit for receiving a placement position signal of a mob for defending a dungeon owned and placing the mob in a dungeon owned by the user according to the placement position signal; And
When the mob placement in the user-owned dungeon is completed by the mob placement unit, a game progress unit for processing a plurality of game users connected to the game server through the network to play the game in the user-owned dungeon; Game system that can create a dungeon owned by the user.
The dungeon of claim 1, wherein
Game system capable of generating a dungeon owned by the game user, characterized in that the stage of one or more cell units are combined.
The dungeon generator of claim 2,
Select one of the pre-made dungeon templates on the game user's terminal to create a user-owned dungeon or combine the stages in cell units to create a user-owned dungeon,
When receiving a response from the game user's terminal to select one of the pre-created dungeon templates to create a user-owned dungeon, the user selects one of the pre-created dungeon templates in the output of the user's terminal. Take the user's own dungeon,
When receiving a response from the game user's terminal to create a user-owned dungeon by combining the cell-level stages, the game user's terminal is provided after the multi-cell stage is provided to the output of the user's terminal. Game system capable of generating a dungeon owned by the game user, characterized in that to create a user-owned dungeon by combining the stages.
The method of claim 1,
A level increase determination unit determining whether a character level of the user who owns the dungeon has risen; And
When the character level of the user rises as a result of the determination of the level increase determination unit, the user terminal is asked whether to expand the dungeon owned by the user, and when the user terminal receives a response to expand the dungeon owned by the user, the dungeon owned by the user is expanded. The dungeon expansion unit for processing so that; further comprising a game user owned dungeon generation game system characterized in that it comprises a.
The method of claim 4, wherein the dungeon expansion unit,
It is queried whether the user's terminal expands the user's own dungeon by further combining the pre-made dungeon template or expands the user's own dungeon by further combining the cell-level stages,
When receiving a response from the game user's terminal to further expand the user's own dungeon by further combining the pre-made dungeon template, the game user's terminal outputs a plurality of pre-made dungeon templates and is selected one of them. Expand user-owned dungeons,
When receiving a response from the game user's terminal to expand the user's own dungeon by further combining the cell-level stages, the game user's terminal is provided to the output of the game user's terminal after the multi-cell stage is provided. A game system capable of generating a user-owned dungeon, characterized by expanding a user-owned dungeon by further combining unit stages in a user-owned dungeon.
According to claim 5, The game progress unit,
When game users connected to the game server play the game in the user's own dungeon, game users connected to the game server remove all mobs placed in the user's own dungeon or game users place in the user's own dungeon A game system capable of generating a game user-owned dungeon, characterized in that it is determined that the boss mob has been removed or the character of the game user has been alive in the user-owned dungeon for a predetermined time.
The method of claim 6, wherein the game progress unit,
When game users who have connected to a game server and play a game in a user's own dungeon clear the user's own dungeon, the game server provides game items or game money to game users who have cleared the user's own dungeon.
If the game users who have connected to the game server and played the game in the user's own dungeon do not clear the user's own dungeon, the game user who owns the game dungeon or the dungeon's damage-enhancing item or dungeon's defense-enhancement item or game item or Game system capable of generating a dungeon owned by the game user, characterized in that paying the game money.
The method of claim 6,
And a dungeon win rate determining unit for determining a win rate of the dungeon owned by the user based on the number of times the dungeon owned by the user is cleared.
The game progress unit,
The game system of claim 1, wherein the dungeon owned by the user having a high win rate is preferentially provided to the game users connected to the game server based on the dungeon win rate determined by the dungeon win rate determining unit.
(A) when the establishment condition determination unit of the game server receives a request for creating a user-owned dungeon from the terminal of the game user, determining whether the level of the game user character is equal to or greater than a preset reference level;
(B) generating a user-owned dungeon when the dungeon generation unit of the game server has a level of the user character equal to or greater than the reference level as a result of the determination in step (A);
(C) When the mob placement unit of the game server generates a user-owned dungeon in step (B), the user-owned dungeon is output to the output of the game user terminal, and the user-owned dungeon is output to the output unit. Receiving an arrangement position signal of a mob defending the dungeon owned by the user through the input unit in the output state, and placing the mob in the dungeon owned by the user according to the arrangement position signal; And
(D) When the game progress portion of the game server is completed in the user-owned dungeon by the step (C), a number of game users connected to the game server through the network can play the game in the user-owned dungeon The game providing method of the game system capable of generating a dungeon owned by the game user comprising a.
The method of claim 9, wherein step (B) is
(B1) a step of querying whether the dungeon generator of the game server selects one of the dungeon templates prepared in advance on the game user's terminal to create a user-owned dungeon or combines a cell-level stage to create a user-owned dungeon ; And
(B2) If a response from the game user's terminal to select one of the pre-created dungeon templates to create a user-owned dungeon is output, a plurality of pre-created dungeon templates are output to the output of the user's terminal. When the user selects one to create a dungeon owned by the user, and receives a response from the game user's terminal to create a dungeon owned by the user by combining the cell-level stage, the stage of the multiple cell unit is displayed on the output of the user's terminal. And generating a user-owned dungeon by allowing the terminal of the game user to combine stages of the cell unit after providing the game user-provided dungeon.
10. The method of claim 9,
(E) the level rise determination unit of the game server determines whether the character level of the user owning the dungeon has risen; And
(F) If the dungeon expansion unit of the game server has raised the user's character level as a result of the determination in step (E), the user terminal inquires whether to expand the dungeon owned by the user, the response from the user terminal to expand the dungeon owned by the user If it is received, processing the user-owned dungeon is expanded; game providing method of the game system capable of generating a user-owned dungeon, characterized in that it further comprises.
The method of claim 11, wherein (F) is,
(F1) a step of querying whether the dungeon extension unit of the game server further expands the user-owned dungeon by further combining the pre-made dungeon template to the game user's terminal or expands the user-owned dungeon by further combining the unit of the cell unit. ; And
(F2) When the dungeon extension unit of the game server receives a response from the game user's terminal to further expand the dungeon owned by the user, outputs a plurality of dungeon templates that are prepared in the output unit of the game user's terminal. If one of them is selected to expand the user's own dungeon, and the game server's dungeon expansion unit receives a response from the game user's terminal to expand the user's own dungeon by further combining the cell-level stage, the game user And providing a plurality of cell-level stages to an output of the terminal of the game user's terminal to further combine the cell-level stages in a user-owned dungeon to expand the user-owned dungeon. Game providing method of the game system capable of generating a dungeon owned by the game user.
The method of claim 12,
(G) When game users connected to the game server play the game in the user's own dungeon, the game progression part of the game server removes all the mobs placed in the user's own dungeon or game is connected to the game server. Determining that the user has cleared a user-owned dungeon if the user removes a boss mob placed in the user-owned dungeon or if the character of the game user is alive in the user-owned dungeon for a predetermined time;
(H) If the game progress unit of the game server clears the user-owned dungeons by the game users who have connected to the game server and played the game in the user-owned dungeon as a result of the determination in the step (G), the game server determines the user-owned dungeon. Paying game items or game money to game users who have cleared the game; And
(I) If the game progressing part of the game server connected to the game server as a result of the judgment in step (G) and the game users who played the game in the user's own dungeon did not clear the user's own dungeon, the game owning the game dungeon The game providing method of the game system capable of generating a dungeon owned by the game user, characterized in that it further comprises the step of providing a user to the dungeon power-enhancement item or dungeon defense-enhancement item or game item or game money.
The method of claim 13,
(J) determining, by the dungeon odds determination unit of the game server, the odds of the dungeon owned by the user based on the number of times the dungeon owned by the user is cleared; And
(K) the game progress unit of the game server based on the odds of the dungeon determined in the step (J), preferentially providing a user-owned dungeon with a high winning rate to the game users connected to the game server; Game providing method of the game system capable of generating a dungeon owned by the game user.



KR1020100019378A 2010-03-04 2010-03-04 Game system and method for creating dungeons owned by game users KR20110100412A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2013183838A1 (en) * 2012-06-08 2013-12-12 인텔렉추얼디스커버리 주식회사 Method and server for continuously enhancing items

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2013183838A1 (en) * 2012-06-08 2013-12-12 인텔렉추얼디스커버리 주식회사 Method and server for continuously enhancing items

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