KR20130040390A - Method and system for controlling charater of soccer game - Google Patents

Method and system for controlling charater of soccer game Download PDF

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Publication number
KR20130040390A
KR20130040390A KR1020110105119A KR20110105119A KR20130040390A KR 20130040390 A KR20130040390 A KR 20130040390A KR 1020110105119 A KR1020110105119 A KR 1020110105119A KR 20110105119 A KR20110105119 A KR 20110105119A KR 20130040390 A KR20130040390 A KR 20130040390A
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character
action
ball
movement
user terminal
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KR1020110105119A
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Korean (ko)
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김재현
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(주)네오위즈게임즈
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Priority to KR1020110105119A priority Critical patent/KR20130040390A/en
Priority to PCT/KR2012/007571 priority patent/WO2013055049A1/en
Publication of KR20130040390A publication Critical patent/KR20130040390A/en

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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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/573Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • 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
    • A63F13/812Ball games, e.g. soccer or baseball
    • 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
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5553Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history user representation in the game field, e.g. avatar

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Theoretical Computer Science (AREA)
  • Business, Economics & Management (AREA)
  • Tourism & Hospitality (AREA)
  • General Health & Medical Sciences (AREA)
  • Economics (AREA)
  • Health & Medical Sciences (AREA)
  • Human Resources & Organizations (AREA)
  • Marketing (AREA)
  • Primary Health Care (AREA)
  • Strategic Management (AREA)
  • Physics & Mathematics (AREA)
  • General Business, Economics & Management (AREA)
  • General Physics & Mathematics (AREA)
  • Processing Or Creating Images (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

PURPOSE: A character control method of a soccer game and a system thereof are provided to move a character by selecting a position on a screen and to implement a specific action by selecting the position and the specific action. CONSTITUTION: A character control system of a soccer game sets one of controllable characters as a control target character(S10). The system receives selection input for a position in a character moving area from an input unit of a user terminal(S20). The system sets the selected position as a target movement point of the control target character(S30). The system controls the control target character to be moved to the target movement point(S40). [Reference numerals] (AA) Start; (BB) End; (S10) Selecting a control target character; (S20) Receiving selection input for a position in a character moving area; (S30) Setting the inputted selected position as a target movement point for the control target character; (S40) Controlling the control target character to be moved to the target movement point;

Description

Character control method and system of soccer game {METHOD AND SYSTEM FOR CONTROLLING CHARATER OF SOCCER GAME}

The present invention relates to a technique for manipulating a character of a football game that can be operated on a game when the football game is executed through a user terminal such as a computer. More specifically, the present invention relates to a character control technology that enables users to feel a new feeling of operation and simplify the input means necessary for operation, so that a user can enjoy a game even in a terminal with limited input means such as a smartphone.

Recently, with the development of hardware and the development of programming technology, various game contents have been developed and serviced to users. In particular, sports games, which are sports contents that sports users can actually encounter, make users feel as if they are experiencing real sports indirectly.

Among sports games, there is a soccer game that has excellent action and operation. The goal of the soccer game is to pack 11 field players into a team, the user manipulates the character corresponding to each player, scores a goal into the opponent's goal, defends the opponent's attack and wins the game.

In order to achieve the objectives of the game during the execution of the football game, users manipulate the characters that appear in the game accurately, control them to give the ball to exactly the same character or to kick it, while the opponent holds the ball. If so, you should either steal your opponent's ball as soon as possible, or intercept your opponent's ball.

Accordingly, in a soccer game, the probability of winning a game is increased when the precise control is possible, and the type of input means (for example, the number of keys used on the keyboard) increases more than the ability of each player. have. This tends to be stronger in modern soccer games that require sophisticated control.

Recently, however, users of soccer games have been expanding regardless of age and gender, and as the types of terminals that execute soccer games have been diversified, along with soccer games that can be played happily according to players' abilities rather than precise controls, There is an increasing need for a game that can play a soccer game even in a terminal with limited input means such as a smart phone.

Accordingly, the present invention, the character is easy to operate through an intuitive interface, the character is easy to operate even in a terminal having a limited input means such as a mobile communication device, the character's ability is accurately implemented to play close to the actual football The object of the present invention is to provide character manipulation and control technology of a football game that can be enjoyed easily.

In order to achieve the above object, the character control method of the soccer game according to an embodiment of the present invention, when executing the soccer game through the user terminal, to set any character of the at least one character that can be operated as the operation target character step; Receiving a selection input for a position from a character movement area to which the manipulation target character can move from an input means of the user terminal; Setting the selected input position as a target moving point of the manipulation target character; And controlling the manipulation target character to move to the target movement point.

In the setting of the manipulation target character, when the attack game is performed while the ball is held during execution of the soccer game, it is preferable to automatically set the character determined to have the ball as the manipulation target character.

In the controlling of the movement, it is preferable that the operation target character dribble a ball so as to move to the target movement point while holding the ball.

In the setting of the manipulation target character, when performing a defensive play for preventing an attack of an opponent during execution of the soccer game, it is preferable to set the character selected by the input of the user terminal as the manipulation target character.

The controlling of the movement may be performed on the screen of the user terminal while any one of the character motion data at the time of dribbling and the character motion data at the time of off the ball is stored in the game content execution server and is set for each character. It is preferable to control to move the said operation target character.

The controlling of the movement may include: in the receiving of the selection input, when receiving a selection input for any one position while receiving a selection input for a menu for increasing a movement speed from the user terminal, the movement. It is preferable to control to move the manipulation target character at a movement speed that is increased by a predetermined value for each character than the movement speed of the manipulation target character when the menu for increasing the speed is not selected.

In the controlling of the movement, when the movement direction of the manipulation target character is maintained to change below a threshold angle, it is preferable to control the movement speed of the manipulation target character to remain the same for the duration of time.

In the controlling of the movement, when the target movement point is changed and the movement direction of the manipulation target character is changed, the movement related ability value of the manipulation target character and the manipulation target character are moved at a time when the target movement point is changed. According to at least one of the speeds, it is preferable to control the movement direction change acceleration, which is a speed at which the direction in which the manipulation target character moves, is set differently.

According to another aspect of the present invention, there is provided a method of controlling a character of a football game, the method comprising: setting one character among at least one operable character as an operation target character when the football game is executed through a user terminal; Receiving a selection input for any one of at least one action that the manipulation target character can perform from the input means of the user terminal; Receiving a selection input for any one position of a screen of the user terminal from an input means of the user terminal; Setting a direction from the position of the manipulation target character toward the selection input position as an implementation direction of the selection input action; And controlling the manipulation target character to implement the selected input action in the set implementation direction.

In the setting of the manipulation target character, when the attack game is performed while the ball is held during execution of the soccer game, it is preferable to automatically set the character determined to have the ball as the manipulation target character.

In the setting of the manipulation target character, when performing a defensive play for preventing an attack of an opponent during execution of the soccer game, it is preferable to set the character selected by the input of the user terminal as the manipulation target character.

Receiving the selection input for any one action, the action of passing the ball to any one of the at least one character, if the character to be manipulated is a character holding the ball, the character can move the ball It is preferable to receive a selection input for any one of an action for kicking to any position of the region and an action for performing any one of at least one dribbling technique available for each manipulation target character.

In the setting of the implementation direction, when any one of the passing action and the kicking action is selected, it is preferable to set a direction toward the selected input position as a direction in which the ball moves.

The controlling to implement may include: receiving, in the receiving of a selection selection input for the one action, receiving time information for holding a selection input for one of the passing action and the kicking action; And controlling at least one of an intensity and a distance at which the ball moves according to the passing action and the kicking action according to the time information.

Receiving a direction selection input which is an input for any position of a screen of the user terminal from an input means of the user terminal after any one of the passing action and the kicking action is implemented; And controlling to change the moving direction of the ball from the direction in which the ball moves by the implementation of one of the passing action and the kicking action to a position corresponding to the direction selection input information. It is preferable.

The controlling of changing the moving direction of the ball may include: according to at least one of a statistic value for an action implemented among the passing action and the kicking action of the manipulation target character and a time for which the direction selection input is maintained. It is preferable to control to change the moving direction of the ball by setting an angle at which the moving direction of the ball is changed.

Receiving the selection input for any one action, when the operation target character is a character in the off-the-ball state, it is preferable to receive a selection input for any one of at least one action to take the ball. .

Character character control system of a soccer game according to an embodiment of the present invention, the character selection unit for setting any one of the at least one character that can be manipulated during the execution of the soccer game through the user terminal as the character to be manipulated; A movement for receiving a selection input for any position of a character movement area in which the manipulation target character is movable from an input means of the user terminal, and setting the selection input position as a target movement point of the manipulation target character; Position setting unit; And a character movement controller configured to control the manipulation target character to move to the target movement point.

When the character selection unit performs the attack play by holding the ball during the execution of the soccer game, it is preferable to automatically set the character determined to have the ball as the manipulation target character.

When the character selector performs a defensive play for preventing an attack of an opponent during execution of the soccer game, it is preferable to set the character selected by the input of the user terminal as the manipulation target character.

When the character movement control unit receives a selection input for any one position from the movement position setting unit while a selection input for a menu for increasing the movement speed of the character is received through an input means of the user terminal, It is preferable to control to move the manipulation target character at a movement speed that is increased by a predetermined value for each character than the movement speed of the manipulation target character when the menu for increasing the movement speed is not selected.

The character movement control unit may be configured to perform a movement-related ability value of the manipulation target character and a speed at which the manipulation target character moves when the target movement point is changed when the target movement point is changed and the movement direction of the manipulation target character is changed. According to at least one, it is preferable to control so that the movement direction change acceleration which is a speed | rate in which the direction in which the said operation target character moves is changed differently.

Character character control system of a soccer game according to another embodiment of the present invention, the character selection unit for setting any one of the at least one character that can be manipulated during the execution of the soccer game through the user terminal as the operation target character; An action selection unit for receiving a selection input for any one of at least one action that the manipulation target character can perform from the input means of the user terminal; Receiving a selection input for any position of the screen of the user terminal from the input means of the user terminal, and sets the direction from the position of the operation target character toward the selection input position as the implementation direction of the selection input action An action direction setting unit; And an action implementation control unit for controlling the manipulation target character to implement the selected input action in the set implementation direction.

When the character selection unit performs the attack play by holding the ball during the execution of the soccer game, it is preferable to automatically set the character determined to have the ball as the manipulation target character.

When the character selector performs a defensive play for preventing an attack of an opponent during execution of the soccer game, it is preferable to set the character selected by the input of the user terminal as the manipulation target character.

The action selector is configured to pass a ball to any one of the at least one character when the character to be manipulated is a character possessing a ball, and kick the ball to any position among regions where the character is movable. It is preferable to receive the selection input for any one of the action to perform any one of the action) and at least one dribbling technique available for each of the manipulation target character.

The action direction setting unit, when one of the passing action and the kicking action is selected, it is preferable to set the direction toward the selection input position as the direction in which the ball moves.

The action implementation control unit receives time information in which a selection input for one of the passing action and the kicking action is maintained from the action selection unit, and the passing action and the kicking action according to the time information. It is preferable to control at least one of the strength and distance that the ball moves.

The action implementation control unit receives a direction selection input that is an input for any position of a screen of the user terminal from an input means of the user terminal after any one of the passing action and the kicking action is implemented. It is preferable to control to change the moving direction of the ball from the direction in which the ball moves to a position corresponding to the direction selection input information by implementing one of the passing action and the kicking action.

The action implementation control unit may change the moving direction of the ball according to at least one of the ability value for the implemented action among the passing action and the kicking action of the manipulation target character and the time for which the direction selection input is maintained. It is preferable to set the angle so as to control to change the moving direction of the ball.

When the character to be manipulated is the character in the off-the-ball state, the action selector may receive a selection input for any one of at least one action for stealing the ball.

According to the present invention, the character can be moved by selecting any position on the screen instead of a complicated key operation, and the action selection and the position on the screen are also selected for a specific action such as a pass, shot, and tackle. Actions can be implemented just by doing so.

Accordingly, since the users can intuitively manipulate the character, the operation skills are also reflected, but the user can enjoy the play in which the character's ability value is further reflected, thereby increasing the user's interest in the soccer game.

In addition, even in a terminal with limited input means such as a smart phone, the game can be played only by the operation of a touch screen and a simple keypad, and thus, the types of terminals that can be used for a soccer game are expanded, thereby increasing the utilization rate of users. .

1 is a flowchart of a character control method of a soccer game according to an embodiment of the present invention.
2 illustrates a flow of selecting an operation target character according to an exemplary embodiment of the present invention.
3 illustrates an example of a method of moving a manipulation target character according to an exemplary embodiment.
4 illustrates another example of a method of moving a manipulation target character according to an exemplary embodiment.
5 illustrates a flow of controlling a moving speed of the manipulation target character according to an embodiment of the present invention.
6 illustrates a flow of changing a moving direction of a manipulation target character according to an embodiment of the present invention.
7 is a flowchart of a character control method of a soccer game according to another embodiment of the present invention.
8 is a flowchart illustrating a control for implementing an action of a manipulation target character according to another embodiment of the present invention.
Figure 9 illustrates a flow controlling the intensity and distance the ball moves in accordance with another embodiment of the present invention.
Figure 10 illustrates a flow for changing the direction in which the ball moves in accordance with another embodiment of the present invention.
11 is a block diagram of a character control system of a soccer game according to an embodiment of the present invention.
12 is a block diagram of a character control system of a soccer game according to another embodiment of the present invention.
13 to 23 show examples of screens for playing a game on a user terminal according to the implementation of each embodiment of the present invention.

Hereinafter, a character control method and system for a soccer game according to embodiments of the present invention will be described with reference to the accompanying drawings.

In the following description, in order to clarify the understanding of the present invention, description of well-known technology for the features of the present invention will be omitted. The following embodiments are detailed description to help understand the present invention, and it should be understood that the present invention is not intended to limit the scope of the present invention. Therefore, equivalent inventions that perform the same functions as the present invention will also fall within the scope of the present invention.

In the following description, the same reference numerals denote the same components, and unnecessary redundant explanations and descriptions of known technologies will be omitted.

In the embodiments of the present invention, " communication ", " communication network ", and " network " The three terms refer to wired and wireless local area and wide area data transmission and reception networks capable of transmitting and receiving a file between a user terminal, a terminal of another user, and a download server.

In the following description, “game server” means a server computer to which users access to use game contents. In the case of a game having a small capacity or a small number of users, a plurality of game programs can be operated in one game server. In addition, in the case of a game having a very large capacity or a large number of real-time connections, there may be one or more game servers for operating one game depending on the functions of the game.

In addition, middleware for the database and servers performing payment processing can be connected to the game server, but a description thereof will be omitted in the present invention.

In the present invention, the game content refers to a program stored in a memory of a user terminal so that users can enjoy the game by downloading the game content to the user terminal through the game server. Alternatively, online contents, in which users are connected to the game server and only the real-time data is stored and deleted in the user terminal, may be included in the game contents. The game content is executed in at least one of a "single play" mode in which the user can confront the computer artificial intelligence through a user terminal and a "multiplayer" mode in which the user can enjoy the game through network connection with other users .

In the present invention, the game character refers to all the characters appearing in the game that users can experience the soccer sports event in the online game. The game characters appear on the game screen and perform certain actions that can be executed in the sport of soccer in the game according to the user's operation. In addition, the game character can raise the level while accumulating a certain experience value according to the result of the game, and the character's ability value becomes stronger as the level increases.

The character's ability value means information having a certain value included in the character's information. In the character information, there are a plurality of numerical values representing the character's abilities, and each numerical value is used as an index indicating the characteristics and strength of the character in the game.

For example, in a game about football, the position of each character varies depending on the character's ability. In other words, the positions with strong attack abilities will be set as attackers, those with strong pass and dribble abilities as midfielders, those with strong defense abilities as defenders, and those with strong goalkeeping abilities as goalkeepers. On the contrary, it will mean that each character's ability is distributed differently according to each position. Also, it is natural that the better the player, the higher the absolute size of each of the attributes will be.

In the present invention, the character's ability value may include a capability value related to movement, such as a movement speed, an instantaneous speed increase amount, and a balance with respect to a change in the movement direction. In addition, when attacking, the strength and accuracy of the kick, and when defending, tackle, defense, etc. may be included in the stats. In general, any of the abilities that represent the ability of the character in a soccer game can be used as the ability of the character in the present invention.

In order to use the names of the sports leagues and the names of the respective professional leagues as well as the appearance and real name of domestic and foreign athletes appearing in actual sports events in sports games, And a licensing agreement must be concluded between each Pro League management organization and a provider of game services.

Each game character is displayed on the game screen or includes a plurality of pieces of information in order to differentiate the performance of each character in the progress of the game. Typically, image information of a game character that allows users to check the character on a preparation screen of a game and a game execution screen may be included.

For example, in the case of a soccer game, a certain soccer garment is worn, and full image information of a two-dimensional or three-dimensional player in which the physical characteristics of each player are expressed and image information depicting each player's face are stored in the information of the game character . Also, the information of the game character corresponding to each player may be included in the information of the game character, such as name, body information, country information, and position information necessary for execution of the game.

In addition, the characters may move while dribbling on the game screen, or when moving in a kick, pass, tackle, and off the ball situation. In the present invention, the character motion data indicates that the motion representing the behavior of the character other than the still image is expressed on the screen. Character motion data also matches the unique motion data of domestic and foreign soccer players to each character, so that users can check the character motion data implemented on the screen through the character to confirm the appearance similar to the actual soccer players. .

In the present invention, since the character of the sports game corresponds to the actual sports players, the capability dimensions included in the information of the respective game characters are set differently according to the game details and evaluation of actual sports players. The ability of the characters in the present invention refers to numerical information that reflects the abilities of sports players in response to actual sports players and determines the performance abilities of characters representing each player in the game.

1 is a flowchart of a character control method of a soccer game according to an embodiment of the present invention.

Referring to FIG. 1, first, a soccer game is executed through a user terminal, and a step (S10) of setting any one of at least one character operable at the time of execution as a manipulation target character is performed.

The operation target character refers to a character that the user can control through the input means of the user terminal in the execution of the soccer game. Until a game starts and ends in a soccer game, a plurality of characters perform movement and action actions by user manipulation or artificial intelligence in game content. In this case, the user can designate one or more characters to directly operate, and this character is a character to be manipulated. Criteria for setting the manipulation target character will be described in detail with reference to FIG. 2.

When the operation target character is selected by the step S10, the processor or the game server on which the game content is executed receives a selection input from the user terminal for any position in the character movement area that is a part of the screen of the user terminal on which the character is movable. Receiving step (S20) is performed.

In the present invention, the user does not control the movement of the character through key input of up, down, left, and right, but controls the movement of the character through pointing. That is, in step S20, in order to determine a position to move the character, it receives an input for any position of the character movement area.

In the general soccer game, the character moving area means a field area in a playground where football players can move in a soccer game, and a portion of the field. For example, when an actionable area other than a rectangular field that can be seen in a soccer stadium and a field where a throw-in, corner, etc. can be performed is imaged and displayed on the user terminal, the entire area of the character movement area is defined as a character movement area. Will be.

Alternatively, the character moving area may be part of all areas within the screen of the user terminal expressed in the soccer game. This is because the users may make a selection input to an area other than the field during the operation and perform the movement input for the character.

In the present invention, all the selection input means moving the input means displayed on the screen of the user terminal, placing the input means on one point of the screen of the user terminal, and performing an input action to select and input one point. . For example, the user may perform a selection input by moving the mouse cursor on the screen and “clicking” the left or right button of the mouse. In the case of a screen with a touch screen, the user may execute a selection input by performing a touch input with respect to one point of the screen.

When the selection input for any one position is received through the selection input of the above-mentioned user terminal in S20, a step S30 of setting the selection input position as a target moving point of the manipulation target character is performed, and the manipulation target character. Controlling to move to the target moving point (S40) is performed.

It is determined that the user terminal is selected and input by the user terminal in the character movement area. The position is immediately set to the position where the manipulation target character finally moves. When the position to move the game contents is set, the game target object is moved immediately. That is, the user may operate to move the character toward the position only by moving the mouse to any position on the screen and clicking or by touching any position of the screen on the touch screen.

After the step S40, the operation target character is moved to the target moving point. In a general soccer game, the movement of the character to be manipulated changes rapidly in direction and speed. This is because in a soccer game, the character's movement must be made up, down, left and right dynamically during play. Therefore, the step of controlling movement by the step S20 and the step S40 with respect to the manipulation target character is made in real time. The users will continuously perform a selection input to any position of the character movement area to update the target movement point, and thus the manipulation target character will move with respect to the continuously changed target movement point.

If the character reaches the target movement point, it will be obvious that the character will stop. In addition, when the character to be manipulated is changed, the character that is not the character to be manipulated is immediately controlled by artificial intelligence, and it will be obvious that the movement will be stopped or changed.

The method of selecting the manipulation target character in the description of FIG. 1 is illustrated in FIG. 2, but it is obvious that this does not limit the scope of rights corresponding to the description of FIG. 1. The manipulation target character may be automatically selected by the game content, or may be selected by selection input by an input means of the user terminal.

2 illustrates a flow of selecting an operation target character according to an exemplary embodiment of the present invention.

2, an example in which the manipulation target character is selected in step S10 is illustrated. In the soccer game, the user may play the game belonging to the side corresponding to the attack or defense. In a soccer game, the defensive side generally takes the ball from the player character of the attacking side who holds the ball, or plays the ball to hold the ball moved by the character. The game will be held by the same side and, as a result, the ball will be put into the defensive side of the goal.

Therefore, in the present invention, when selecting the manipulation target character, step S11 of determining whether the user performs attack play or defense play is performed first.

If the user performs attack play, step S12 of automatically setting the character holding the ball as the manipulation target character is performed. Since it is common in a soccer game to play with a ball on the side corresponding to the attack, the character to be manipulated is also a character having a ball. However, in multiplayer or the like, a plurality of users may belong to the attacking side. Therefore, at this time, irrespective of the description of FIG. 2, other users other than the user having the ball may select any one of the characters corresponding to their side.

If it is determined by the step S11 that the user does not perform the attack play, that is, it is determined to perform the defensive play, the user receives an input for character selection of the user terminal (S13), and selects the selected character as the operation target character. The setting step S14 is performed.

The method of selecting a character by the user terminal in S13 may be performed by the above-described selection input. That is, when the selection input or the touch input by the input means of the user terminal is performed at a portion where any one of the defensive characters is located, the defensive character existing at the position where the selection input is received is selected as the operation target character.

However, the character to be manipulated can also be automatically selected on the side performing the defensive play. That is, by tracking the position where the ball moves, the character whose distance from the ball is closest may be automatically selected.

3 illustrates an example of a method of moving a manipulation target character according to an exemplary embodiment. In the following description, portions that overlap with the description of FIGS. 1 and 2 will be omitted.

3 specifically relates to an example in which the character moves when the sculpture target character manipulated by the user terminal holds the ball, that is, when the user performs an attack play.

First, step S31 of setting a target moving point of the manipulation target character when performing attack play is performed. This is done through the process mentioned in the description of FIGS. 1 and 2.

Thereafter, the manipulation target character moves through the target movement point as mentioned above. At this time, since the operation target character is in the state of holding the ball, the operation target character is controlled to move to the target movement point while holding the ball (S41).

By performing the step S41, the user terminal outputs that the running motion data is implemented while the character dribbling the ball toward the target moving point. The user can confirm the motion data by the display unit of the user terminal.

4 illustrates another example of a method of moving a manipulation target character according to an exemplary embodiment. FIG. 4 specifically illustrates the flow of enabling the operation target character to be moved by the display unit of the user terminal.

Referring to FIG. 4, first, a step (S40) of controlling an operation target character to move to a target moving point is performed. As mentioned above, the user confirms through the user terminal that the character to be operated moves to the target moving point.

As the character moves, as described above, the character embodies the characteristics of domestic and international soccer players, so that the character motion data when dribbling and the character motion data when not holding the ball, i.e. It is controlled to be implemented (S42).

Through this, the user may check the dribbling and movement motion peculiar to each character through the user terminal. Accordingly, the users can be more interested in the play of the game, have fun and use the game.

5 illustrates a flow of controlling a moving speed of the manipulation target character according to an embodiment of the present invention. In the following description, portions overlapping with the description of FIGS. 1 to 4 will be omitted.

Referring to FIG. 5, it is assumed that a manipulation target character is already selected. Subsequently, a selection input for one position of the character movement area is received. When the selection input is received, the game content or the server determines whether the user selects a preset movement speed increasing menu (S15).

The movement speed increase menu is expressed as, for example, “sprint” in the play of a football game. In the football game when the movement speed increase menu is selected, the character usually “sprints” at a higher speed than when moving. Done. At this time, the character's stamina is consumed faster than usual. Accordingly, the user selects a moving speed increase menu at a suitable time to play the game.

The present invention also provides a menu for increasing the speed of movement in order to implement the functions of the football game. The movement speed increasing menu may be selected by a user's touch input through a touch screen and present in a game execution screen, or by inputting a special key (for example, an alphabet “e” key) in a general computer.

If it is determined in step S15 that the moving speed increase menu is not selected at the time of the position selection input from the user terminal, the step S17 of setting the moving speed S of the character to the default moving speed S0 set for each character may be performed. Is performed.

If it is determined in step S15 that the movement speed increase menu is selected when the user inputs a selection for the position, the movement speed S of the character is set to S0, which is the basic movement speed of the original character, and a preset value for each character is set. A step S16 of setting a set moving speed increase amount dS to a value added is performed.

Thereafter, as described in the description of FIG. 1, in operation S20, a selection input for any position of the character movement area is received, and the selection input position is set as a target movement point of the manipulation target character ( S30) is performed.

When the target movement point is set, the manipulation target character is controlled to move toward the target movement point at the set character movement speed (S43). Of course, depending on the game content, the time at which the moving speed increases may be the time at which the input is maintained by selecting the moving speed increasing menu. That is, for example, if the letter "e" is a menu for increasing the speed of movement, when the character moves, the speed of movement is increased while the character "e" is being input. When the user releases the "e" key, the character's movement speed is reduced back to the default speed S0.

6 illustrates a flow of changing a moving direction of a manipulation target character according to an embodiment of the present invention. In the following description, portions overlapping with the description of FIGS. 1 to 6 will be omitted.

Referring to FIG. 6, while the character is moving, a step (S50) of determining whether the target moving point is changed by a selection input of the user terminal as described in the description of FIG. 1 is performed.

As mentioned above, in the soccer game, the direction of movement of the character changes from time to time, so as in step S50, the user continuously receives the position selection input for determining the direction of movement of the character, and accordingly, the target movement point is changed in real time. It will be checked.

If the target movement point is not changed, the character is continuously controlled while maintaining the movement speed of the current character (S52).

When it is detected that the target movement point is changed, it is detected whether the movement direction of the manipulation target character changes below the threshold angle (S51).

In a soccer game, the movement of a character can change rapidly in real time. At this time, when the direction of movement of the character changes more than a certain angle, for example, when the character turns to change the direction of movement by turning 180 degrees, if the direction of movement is not reduced at all and the direction is changed, the reality of the game This is greatly reduced.

Therefore, in step S51 it is checked whether the movement direction of the character is changed below the threshold angle in accordance with the changed target movement point. The movement direction can be expressed by a vector.

If the vector toward the target movement point before the change from the position of the current character's moving point is called V1, and the vector toward the target movement point after the change from the position of the current character's moving point is V2, the phases of V1 and V2 The difference means the angle at which the direction of movement of the character changes.

Therefore, in step S51, the angle at which the movement direction is changed is calculated, and it is checked whether the angle is less than the threshold angle (for example, 30 degrees).

If it is determined in step S51 that it is less than the threshold angle, step S52 of controlling to move while maintaining the movement speed is performed. In this case, it is determined that the game does not decrease the reality even if the direction is changed while maintaining the movement speed.

If it is determined in step S51 that it is greater than or equal to the threshold angle, the speed at which the movement direction is changed, that is, the acceleration a of the movement direction change is calculated as a function of Cm, the character related to the movement of the character, and V, the movement speed of the current character ( S52), and controlling the movement direction to be changed to the calculated movement direction change acceleration a (S54).

That is, when the threshold angle is greater than or equal to a threshold angle, it is determined that the better the character's movement-related ability value, the better the ability to change the direction of movement, and the faster the character's movement speed, the more it is determined that it is difficult to change the direction of movement due to inertia. Thus, it is determined how fast the moving direction changes. At this time, the acceleration of the change in the moving direction is also expressed as a vector value to determine how fast the change in the moving direction becomes. Through this, the users can check the realistic movement of the character through the user terminal.

7 is a flowchart of a character control method of a soccer game according to another embodiment of the present invention. In the following description, portions overlapping with the description of FIGS. 1 to 6 will be omitted.

Referring to FIG. 7, in the character control method of the soccer game according to another embodiment of the present invention, first, an operation target character (S60) is selected. In step S60, the operation target character that can be manipulated by the user terminal is selected in the same manner as described with reference to FIGS.

After step S60, step S70 of receiving a selection input for an action that can be performed by the manipulation target character is performed.

As mentioned above, actions that can be performed by the character holding the ball in a soccer game include a pass or kick action in which the ball is kicked toward one of the other players, another space, and the opponent's goal post, and on a character-by-character basis when dribbling. Includes actions on implementable dribbling techniques. Of course, it is determined that you will hold the ball in a moment, so you can perform special actions such as heading or volley shooting. However, in this case, since a soccer game can be implemented through input of a kick action, a detailed description thereof will be omitted.

An action that can be performed by a character who does not have a ball, for example, a defensive character, may be an action for stealing a ball such as a tackle, a push of a shoulder, or the like on the character having the ball.

Therefore, in step S70, the selection input for any one of the above-mentioned actions is received.

After step S70, a step (S80) of receiving a selection input of a user terminal for any position of the user terminal screen is performed. Step S80 is a step for determining a direction in which the manipulation target character performs an action similar to that mentioned in the description of FIG. 1.

When the step S80 is performed, setting a direction from the position of the manipulation target character to any one position selected as the implementation direction of the action to be performed by the manipulation target character (S90), and implementing the selected action in the set implementation direction. The controlling step S100 is performed.

That is, the user selects an action and then performs an input for selecting one position of the user terminal. At this time, the direction at which the operation target character is located as a starting point, the selected position as the final point is set, and the set direction is set as the direction of implementing the action.

For example, when performing a kick action of kicking a ball, the user can select one position of the user terminal, for example, by touching or using a mouse click on the opponent's goal, at which point the opponent is from the point where the character to be manipulated is located. The ball moves to a point on the goal. Alternatively, when the selection input of the user terminal during the kick action becomes another character, the manipulation target character implements an action of passing in the direction of the other character.

In a manner similar to that of FIG. 1, a user may instruct to implement, by simple input, an action to be performed by a character by another embodiment of the present invention. In addition, in the case of a terminal including a touch screen, an action can be implemented without having to output a direction key on the screen and touch it through a simple interface expressed in the screen, thereby facilitating game play.

8 is a flowchart illustrating a control for implementing an action of a manipulation target character according to another embodiment of the present invention. In the following description, portions overlapping with FIGS. 1 to 7 will be omitted.

Referring to FIG. 8, as mentioned in the description of FIG. 7, the various actions that the character can perform are determined by dividing the situation with the ball and the redemption without the ball.

Therefore, it is determined whether the operation target character has a ball (S61).

If it is determined in operation S61 that the character to be operated holds the ball, it is determined whether the action selected and input by the user terminal is a pass or kick action or an action for dribbling technique (S71).

If it is determined by the determination result of step S71 that the action to be performed by the character to be manipulated is a dribbling technique, the action is determined, and therefore, receiving a selection input for any position of the user terminal screen from the input means of the user terminal. In operation S101, a control is performed to implement a preset dribbling technique for each character while moving in a direction toward a selected input position.

If the selected action is a pass or kick action, step S82 is also performed to receive a selection input for a position of the user terminal screen from an input means of the user terminal. At this time, the pass becomes an action when another character is selected by step S82, and the kick means that a position other than the character is selected by step S82.

When the selection input for the position is received in step S82, setting the direction toward the selection input position as the direction in which the ball moves away from the character to be manipulated (S91) is performed. Thereafter, a step (S102) of controlling the ball to move in the direction to be moved from the character to be manipulated is performed to implement an action of the character to be manipulated with respect to the ball.

If it is determined that the character to be manipulated is in the off-the-ball state not to hold the ball, that is, the character to be played defensive play, at least one action (eg, to take the ball from the character holding the ball) For example, a step (S72) of receiving a selection input for any one action of a tackle, a shoulder fight, etc.) is performed.

According to the determination result in step S61, even if the user inputs the same key, another action may be selected, and if an icon for selecting an action is displayed on the touch screen, another icon is determined according to the determination result in step S61. Will be displayed.

After the step S72, a selection input for any position of the user terminal screen is received (S83), and after setting the direction toward the selected position from the position of the manipulation target character as the implementation direction (S90), Controlling to implement the action in the set implementation direction will be performed.

Figure 9 illustrates a flow controlling the intensity and distance the ball moves in accordance with another embodiment of the present invention.

Referring to FIG. 9, first, a step (S73) of receiving a selection input for a pass or kick action is performed by a series of steps mentioned in the description of FIGS. 7 to 8. Thereafter, the game content or the game server receives time information in which the selection input for the pass or kick action is maintained (S103).

That is, when a pass or kick action is selected and the user keeps holding the key input corresponding to the pass or kick action or touch input of the touch screen, the strength or distance at which the ball moves by receiving information about the holding time Will be controlled.

When the time information is received by the step S103, at least one of the moving strength and the moving distance of the ball is controlled.

In step S104, the movement strength of the ball, i.e., the power P of the kick, is calculated by adding a value obtained by multiplying the basic strength P0 according to the capability value for the kick set for each character by the product of the proportional constant b and the time information t. Of course, the power P of the kick will have its upper limit set according to the character's ability to kick.

Similarly, in step S105, the moving distance L of the ball is calculated as the base distance L0 according to the capability value for the kick set for each character, plus a value obtained by multiplying the proportional constant c and the time information t. Like the power P of the kick, the upper limit value is set in accordance with the moving distance L of the ball and also the ability value of the kick of the character.

With the embodiment of Fig. 9, the user can control the power of the kick and the distance the ball will travel, allowing for more interesting game play.

Figure 10 illustrates a flow for changing the direction in which the ball moves in accordance with another embodiment of the present invention. In the following description, portions that overlap with the description of FIGS. 1 to 9 will be omitted.

In a recent soccer game, when the user kicks or passes, the ball trajectory may form a straight line, but the trajectory of the ball is controlled to move while forming a parabola. In football, the ball is bent out, such as through an "inside kick" or an "out front kick."

In the present invention, in order to realize that the ball is bent as described above through a simple operation, additional operation is possible after the ball starts to move.

That is, referring to FIG. 10, the path or the kick action is implemented to detect that the ball starts to move (S106), from which the user receives an additional direction selection input (S107). That is, when the ball starts to move, it detects whether the user selects one position on the screen of the user terminal.

Thereafter, an angle at which the moving direction of the ball is changed is set according to at least one of the ability value for the pass or kick action for each character and the time for which the direction selection input is maintained (S108).

The angle at which the ball is bent may vary according to the character's ability, and the time for which the direction selection input is maintained may be set as a reference for the angle at which the ball's moving direction is changed, similar to the standard for changing the ball's moving strength and distance. Of course, the maximum angle at which the ball is bent may be set according to the character's ability.

In addition, in step S108, as the direction selection input is maintained, it may be obvious that the angle of bending the ball in real time may be implemented in the user terminal.

By the step S108, the ball is controlled to move while the movement direction is changed (S109), so that the user can confirm that the ball is bent by one direction selection input after the ball is moved.

11 is a block diagram of a character control system of a soccer game according to an embodiment of the present invention. In the following description, portions overlapping with the description of FIGS. 1 to 10 will be omitted.

Referring to FIG. 11, the character control system 10 of a soccer game according to an embodiment of the present invention includes a character selection unit 11, a movement position setting unit 12, and a character movement control unit 13. It features.

The character selector 11 performs a function of setting the character to be manipulated. As in FIG. 2, when the player plays the attack while holding the ball, the character selected by the character is automatically set as the character to be manipulated. Alternatively, when performing a defensive play that prevents an attack of the opponent, the character selected by the input of the user terminal 20 can be set as the operation target character. Of course, as mentioned in the description of FIG. 2, all the characters may automatically or manually select the character to be manipulated according to the game setting or the type of the content.

The movement position setting unit 12 receives a selection input for any position of the character movement area to which the operation target character can move, and sets any of the selected input positions as the target movement point of the operation target character. The character movement control unit 13 performs a function of controlling the operation target character to move to the target movement point set by the movement position setting unit 12.

In this case, as mentioned in the description of FIGS. 5 and 6, when the movement position setting unit 12 determines that the movement speed increase menu is continuously received with the selection input at the time when the movement position is set, the movement speed is determined. It can be controlled to move the manipulation target character by increasing.

In addition, when the target movement point is changed during the character movement, the movement direction is changed, and the acceleration at which the movement direction is changed is the movement-related ability value of the manipulation target character and the manipulation target character at the time of changing the target movement point. It is set differently according to at least one of the speeds present (an example of the method of setting is as described with reference to FIG. 6), and the direction of movement is changed accordingly.

12 is a block diagram of a character control system of a soccer game according to another embodiment of the present invention. In the following description, portions overlapping with the description of FIGS. 1 to 11 will be omitted.

Referring to FIG. 12, the character control system 30 of the soccer game according to another embodiment of the present invention may include a character selector 31, an action selector 32, an action direction setting unit 33, and an action sphere controller. It characterized by including 34.

The character selector 31 sets the character to be manipulated, and the method of setting the character to be manipulated will be omitted because it corresponds to the function of the configuration of the same name mentioned in the description of FIGS. 2 and 11.

As mentioned in the description of FIG. 7, the action selector 32 receives a selection input for any one of at least one action that the character to be manipulated can perform from the input means of the user terminal 20. do.

As mentioned in the description of FIGS. 8 and 9, the action selector 32 may present a selectable action differently according to the case where the character to be manipulated holds the ball and the off-the-ball situation. Even if a key input is performed, another action may be selected or another icon may be displayed on the touch screen to allow a user to select another action.

That is, the action selector 32, if the character to be manipulated has a ball, the action of passing the ball to one of the at least one other character, the action to kick the ball in an arbitrary space, and the dribbling technique available for each character to be manipulated. Receive a selection input for any one of the actions to perform any one of the.

In addition, when the manipulation target character is in the off-the-ball situation, the controller receives a selection input for any one of the actions for taking the ball.

The action direction setting unit 33 receives a selection input for any position of the screen of the user terminal 20 from the input means of the user terminal 20, and then moves in a direction from the position of the character to be operated to the selected input position. Set to the implementation direction of the selected input action. In particular, when any one of the pass or kick action is selected by the action selector 32, the selected input position is set in the direction in which the ball moves away from the character to be manipulated.

The action implementation control unit 34 performs a function of controlling the selected action to be implemented in an implementation direction. In this case, as mentioned in the description of FIGS. 7 to 9, at least one of the moving strength or the distance of the ball is controlled according to time information in which the selection input for either the passing action or the kicking action is maintained. Function can be performed.

In addition, when the ball is moving, that is, after the action of any one of the path or the kick action is implemented, the input for any position of the screen of the user terminal is received from the input means of the user terminal 20, the direction selection input, As mentioned in the description of FIG. 10, the movement direction of the ball may be controlled to be changed.

13 to 23 show examples of screens for playing a game on a user terminal according to the implementation of each embodiment of the present invention. The following description shows an example in which the method or system according to FIGS. 1 to 12 is implemented and displayed on the user terminal, and an example in which an input or input by the user terminal is received to manipulate (control) a character's movement or action. In order to facilitate understanding of the description, unnecessary screen images may be omitted.

First, referring to FIG. 13, the soccer game screen 100 may be displayed on the display unit 21 of the user terminal, and the same character 120 as the character 110 having the ball or the character 120 without the ball may be displayed. Can be. The ball image 200 may be displayed adjacent to the character 110 holding the ball. Around the character 110 holding the ball, an image 111 indicating that the character is an operation target character may be output.

When the input means of the user terminal is a mouse, the mouse cursor 300 is displayed on the screen 100 so that the user may perform a selective input on a portion of the screen 100.

Referring to FIGS. 14 and 15, of the game screen 100 displayed on the display unit 21 of the user terminal, the character 110 holding the ball is set as the manipulation target character, and the ball image 200 holds the ball. Adjacent to the character 110.

In this case, the user may set the target movement point 310 by clicking the mouse cursor 200 at a point on the screen 100 and clicking the mouse cursor 200. When the target movement point 310 is set, the manipulation target character, which is the character 110 holding the ball, moves in the direction 400 toward the target movement point 310 in the state of holding the ball. At this time, the ball image 200 is moved together with the character 110 holding the ball, which is displayed on the screen 100 through the implementation of the motion data to dribble.

Referring to FIG. 16, on the game screen 100 displayed on the display unit 21 of the user terminal, it may be confirmed that the character 130 in the off-the-ball situation without a ball is selected as the manipulation target character. In this case, the image 131 indicating that the manipulation target character may be output.

In order to select the character to be manipulated in the off-the-ball situation, that is, the defensive play, the user may perform an action of placing and clicking the mouse cursor 300 on the character 130 in the off-the-ball situation. Alternatively, one character included in the drag area may be selected as the manipulation target character during the drag input. Of course, other characters 120 of the same team except for the manipulation target character may also be represented.

Referring to FIG. 17, a user may set a target moving point 310 by clicking any position of the game screen 100 displayed on the display unit 21 of the user terminal using the mouse cursor 300. have.

In this case, the manipulation target character 140 is controlled to move in the direction 400 toward the target movement point 310. At this time, when the user selects the movement speed increase menu 500 by touch or key input as in the example described in FIGS. 1 to 12, the movement speed of the manipulation target character 140 will be increased.

Referring to FIG. 18, an example in which the moving direction of the manipulation target character is changed in the game screen 100 displayed through the display unit 21 of the user terminal is illustrated. The movement direction 410 of the original manipulation target character is directed toward the original target movement point 310.

In this case, when the mouse cursor 300 is moved from the user terminal and the new target movement point 320 is selected, the direction 420 toward the new target movement point 320 moves from the position of the character to be manipulated at the selected time point. Direction.

At this time, the final movement direction 430 of the character to be manipulated is determined so that the character to be manipulated is controlled to move through the final movement direction 430 in which the movement direction is changed by θ from the original movement direction 410, and the movement direction is changed. Accelerated acceleration will be calculated as mentioned in the description of FIG. 6.

Referring to FIG. 19, in the game screen 110 displayed on the display unit 21 of the user terminal, as in FIG. 13, the character 110 holding the ball is set as an operation target character and indicates that it is an operation target character. An image 111 and an empty image 200 are displayed. Cursor 300 as an input means is also displayed.

In FIG. 19, action selection menus 600, 700, and 800 are displayed for the user to select an action. In the case of a touch screen, the above menu will be required, but if a keypad or keyboard is present, the action selection menu may be replaced by a key input.

Referring to FIG. 20, an example in which the user selects and implements an action on the game screen 100 displayed through the display unit 21 of the user terminal is illustrated.

First, the character 110 holding the ball is selected as the character to be manipulated, and the mouse cursor 300 faces the other character 120 of the same convenience. In addition, since the user selects the action menu 600 to pass among the action selection menus 600, 700, and 800, the selected action may confirm that the selected action is a passing action.

According to the holding time of the selection input of the action menu 600 to pass, the gauge 910 is raised in the measurement bar 900 which displays the pass intensity and distance. When the gauge 910 reaches the maximum and fills the entire measurement bar 900, the ball will move at a predetermined maximum intensity and distance for each character.

When the user clicks the cursor, the ball image 200 leaves the character 110 holding the ball and moves in the direction 440 toward the clicked other character 120.

Referring to FIG. 21, in the game screen 100 displayed through the display unit 21 of the user terminal, the character 110 holding the ball is set as the manipulation target character, and the mouse cursor 300 is the goal post 150. Facing any portion of 330. In addition, since the user selects the action menu 700 to shoot from the action selection menus 600, 700, and 800, the selected action may confirm that the action is a shooting action.

As mentioned above, the action is divided into a pass action for the character and a kick action for the space. However, in the implementation screens of FIGS. 20 and 21, the path action means when the path action menu 600 is selected and the cursor 300 clicks on another character 120, and the kick action indicates the path action menu 600. ) Is selected and the cursor 300 is selected to a part except the character of the game screen 100 or the action menu 700 to shoot.

According to the holding time of the selection input of the action menu 700 to shoot, the gauge 910 is raised in the measurement bar 900 which displays the pass strength and distance. When the gauge 910 reaches the maximum and fills the entire measurement bar 900, the ball will move at a predetermined maximum intensity and distance for each character.

When the user clicks on the cursor, the ball image 200 leaves the character 110 holding the ball and moves in the direction 450 toward any portion 330 of the goal 150.

Referring to FIG. 22, there is shown an example of implementing a curved ball. First, in FIG. 22, the character 110 holding the ball is set as an operation target character, and the user clicks and shoots the first position 330 on the game screen 100 displayed on the display unit 21 of the user terminal. Controlled to implement the action.

In this case, the ball image 200 is initially moved in the direction 460 toward the first position 330. Thereafter, when the user moves the cursor 300 and clicks the second position 340, the moving direction of the ball image 200 is changed in the direction 470 toward the second position 340 while the ball image 200 is changed. Will move.

As mentioned above, a constant angle θb exists between the direction 460 toward the first position 300 and the direction 470 toward the second position 340, and the user moves the cursor 340 to the second position ( The final trajectory 480 where the ball is bent according to the time clicked on 340 will be directed to the second position 340.

Referring to FIG. 23, the manipulation target character 130 is playing defensive play, and the mouse cursor 300 clicks on a part of the game screen 100 displayed on the display unit 21 of the user terminal. At this time, in the implementation direction 490 of the action, the opposite character 160 is displayed adjacent to the ball image 200, and through this, it can be seen that the opposite character 160 holds the ball.

Therefore, in this case, the manipulation target character 130 performs the action of tackle in the direction in which the action is implemented 490.

The character control method of the soccer game according to the above-described embodiment of the present invention may be executed by an application basically installed in the terminal (which may include a program included in a platform or an operating system basically mounted in the terminal). The application may be executed by an application (ie, a program) directly installed on a terminal by an application providing server such as an application store server, an application, or a web server related to the corresponding service. In this sense, the character control method of the soccer game according to the embodiment of the present invention described above is implemented as an application (ie, a program) which is basically installed in a terminal or directly installed by a user, and can be read by a computer such as a terminal. Can be recorded.

Such a program may be recorded on a recording medium that can be read by a computer and executed by a computer so that the above-described functions can be executed.

As described above, in order to execute the character control method of the soccer game according to each embodiment of the present invention, the above-described program is coded in a computer language such as C, C ++, JAVA, machine language, etc. which can be read by a computer processor (CPU). It may include a code (Code).

The code may include a function code related to a function or the like that defines the functions described above and may include an execution procedure related control code necessary for the processor of the computer to execute the functions described above according to a predetermined procedure.

In addition, such code may further include memory reference related code as to what additional information or media needed to cause the processor of the computer to execute the aforementioned functions should be referenced at any location (address) of the internal or external memory of the computer .

In addition, when a processor of a computer needs to communicate with any other computer or server, etc., to perform the above-described functions, the code may be stored in a computer's communication module (e.g., a wired and / ) May be used to further include communication related codes such as how to communicate with any other computer or server in the remote, and what information or media should be transmitted or received during communication.

The functional program for implementing the present invention and the related code and code segment may be implemented by programmers of the technical field of the present invention in consideration of the system environment of the computer that reads the recording medium and executes the program, Or may be easily modified or modified by the user.

Examples of recording media that can be read by a computer recording a program as described above include, for example, a ROM, a RAM, a CD-ROM, a magnetic tape, a floppy disk, an optical media storage device, and the like.

Also, the computer-readable recording medium on which the above-described program is recorded may be distributed to a computer system connected via a network so that computer-readable codes can be stored and executed in a distributed manner. In this case, any of at least one of the plurality of distributed computers may execute some of the functions presented above and transmit the result of the execution to at least one of the other distributed computers, and transmit the result The receiving computer may also perform some of the functions described above and provide the results to other distributed computers as well.

In particular, a computer-readable recording medium recording an application, which is a program for executing a character control method of a soccer game, according to an embodiment of the present invention, may be an application store server, an application, or a web associated with a corresponding service. It may be a storage medium (eg, a hard disk, etc.) included in an application provider server such as a server, or the application providing server itself.

The computer which can read the recording medium which recorded the application which is a program for implementing the character control method of the football game which concerns on each embodiment of this invention is not only general PCs, such as a desktop or a notebook, but also a smart phone, a tablet PC, It may include mobile terminals such as PDAs (Personal Digital Assistants) and mobile communication terminals, as well as to be interpreted as all computing devices.

In addition, a computer capable of reading a recording medium recording an application, which is a program for executing a character control method of a soccer game, according to an embodiment of the present invention may be a smart phone, a tablet PC, a personal digital assistant (PDA), a mobile communication terminal, or the like. In the case of a mobile terminal, the application may be downloaded from the application providing server to a general PC and installed on the mobile terminal through a synchronization program.

While the present invention has been described in connection with what is presently considered to be the most practical and preferred embodiments, it is to be understood that the invention is not limited to the disclosed embodiments. That is, within the scope of the present invention, all of the components may be selectively coupled to at least one. In addition, although all of the components may be implemented as one independent hardware, some or all of the components may be selectively combined to perform a part or all of the functions in one or a plurality of hardware. As shown in FIG. Codes and code segments constituting the computer program may be easily inferred by those skilled in the art. Such a computer program may be stored in a computer readable storage medium and read and executed by a computer, thereby implementing embodiments of the present invention. As a storage medium of the computer program, a magnetic recording medium, an optical recording medium, or the like can be included.

It is also to be understood that the terms such as " comprises, "" comprising," or "having ", as used herein, mean that a component can be implanted unless specifically stated to the contrary. But should be construed as including other elements. All terms, including technical and scientific terms, have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs, unless otherwise defined. Commonly used terms, such as predefined terms, should be interpreted to be consistent with the contextual meanings of the related art, and are not to be construed as ideal or overly formal, unless expressly defined to the contrary.

The above description is merely illustrative of the technical idea of the present invention, and those skilled in the art to which the present invention pertains may make various modifications and variations without departing from the essential characteristics of the present invention. Therefore, the embodiments disclosed in the present invention are intended to illustrate rather than limit the scope of the present invention, and the scope of the technical idea of the present invention is not limited by these embodiments. The scope of protection of the present invention should be construed according to the following claims, and all technical ideas falling within the scope of the same shall be construed as falling within the scope of the present invention.

Claims (33)

Setting one character of at least one operable character as an operation target character when the soccer game is executed through the user terminal;
Receiving a selection input for a position from a character movement area to which the manipulation target character can move from an input means of the user terminal;
Setting the selected input position as a target moving point of the manipulation target character; And
And controlling the manipulation target character to move to the target movement point.
The method of claim 1,
Setting to the operation target character,
When performing the attack play while holding the ball during the execution of the football game, the character control method of the football game, characterized in that the character that is determined to have the ball automatically set as the operation target character.
The method of claim 2,
The controlling to move,
And controlling the character to dribble the ball so as to move to the target moving point while holding the ball.
The method of claim 1,
Setting to the operation target character,
When performing a defensive play to block the attack of the opponent during the execution of the football game, the character control method of the football game, characterized in that for setting the character selected by the input of the user terminal as the operation target character.
The method of claim 1,
The controlling to move,
The control target character is stored in the game content execution server and controls the moving target character while embodying any one of the character motion data at the time of dribbling and the character motion data at the time of off the ball on the screen of the user terminal. Character control method of a football game, characterized in that.
The method of claim 1,
The controlling to move,
In the step of receiving the selection input, when the selection input for any one position is received from the user terminal while the selection input for the menu for increasing the movement speed is received, the menu for increasing the movement speed is unselected. The character control method of the soccer game, characterized in that for controlling to move the operation target character at a moving speed increased by a predetermined value for each character than the movement speed of the operation target character.
The method of claim 1,
The controlling to move,
And when the moving direction of the manipulation target character is maintained to change below a threshold angle, controlling the movement speed of the manipulation target character to remain the same for the duration of time.
The method of claim 1,
The controlling to move,
When the target movement point is changed and the movement direction of the manipulation target character is changed, according to at least one of a movement related capability value of the manipulation target character and a speed at which the manipulation target character moves at a time point at which the target movement point is changed, A character control method of a soccer game, characterized in that the control is controlled so that the movement direction change acceleration, which is a speed at which the operation target character is changed, is set differently.
Setting one character of at least one operable character as an operation target character when the soccer game is executed through the user terminal;
Receiving a selection input for any one of at least one action that the manipulation target character can perform from the input means of the user terminal;
Receiving a selection input for any one position of a screen of the user terminal from an input means of the user terminal;
Setting a direction from the position of the manipulation target character toward the selection input position as an implementation direction of the selection input action; And
And controlling the manipulation target character to implement the selected input action in the set implementation direction.
10. The method of claim 9,
Setting to the operation target character,
When performing the attack play while holding the ball during the execution of the football game, the character control method of the football game, characterized in that the character that is determined to have the ball automatically set as the operation target character.
10. The method of claim 9,
Setting to the operation target character,
When performing a defensive play to block the attack of the opponent during the execution of the football game, the character control method of the football game, characterized in that for setting the character selected by the input of the user terminal as the operation target character.
10. The method of claim 9,
Receiving a selection input for the one action,
When the manipulation target character is a character having a ball, an action of passing the ball to any one of the at least one character, an action of kicking the ball to a position of an area where the character is movable, and the And receiving a selection input for any one of actions for performing any one of at least one dribbling technique available for each character to be manipulated.
The method of claim 12,
Setting in the implementation direction,
And when one of the passing action and the kicking action is selected, the direction of the selected input position is set as the direction in which the ball moves.
The method of claim 12,
The controlling to implement the,
Receiving a selection input for any one action, receiving time information at which a selection input for either the passing action or the kicking action is maintained; And
And controlling at least one of an intensity and a distance at which the ball moves according to the passing action and the kicking action in accordance with the time information.
The method of claim 12,
Receiving a direction selection input which is an input for any position of a screen of the user terminal from an input means of the user terminal after any one of the passing action and the kicking action is implemented; And
And controlling to change the moving direction of the ball from the direction in which the ball moves by the implementation of one of the passing action and the kicking action to a position corresponding to the direction selection input information. Character control method of the football game characterized by the above-mentioned.
16. The method of claim 15,
Controlling to change the direction of movement of the ball,
The ball is set to an angle at which the direction of movement of the ball is changed according to at least one of the ability value for the action to be implemented among the passing action and the kicking action of the manipulation target character and the time for which the direction selection input is maintained. Character control method of a soccer game, characterized in that the control to change the direction of movement of the.
10. The method of claim 9,
Receiving a selection input for the one action,
And when the manipulation target character is a character in an off-the-ball state, receiving a selection input for any one of at least one action for stealing the ball.
A character selection unit that sets any one of at least one character that can be manipulated during execution of a soccer game through a user terminal as an operation target character;
A movement for receiving a selection input for any position of a character movement area in which the manipulation target character is movable from an input means of the user terminal, and setting the selection input position as a target movement point of the manipulation target character; Position setting unit; And
And a character movement control unit for controlling the manipulation target character to move to the target movement point.
19. The method of claim 18,
The character selection unit,
When performing the attack play by holding the ball during the execution of the football game, the character control system of the football game, characterized in that automatically sets the character determined to have the ball as the operation target character.
19. The method of claim 18,
The character selection unit,
Characteristic control system of a football game, characterized in that when performing the defensive play to block the attack of the opponent during the execution of the football game, the character selected by the input of the user terminal is set as the operation target character.
19. The method of claim 18,
The character movement control unit,
When the selection input for the one position is received from the movement position setting unit while the selection input for the menu for increasing the movement speed of the character is received through the input means of the user terminal, the movement speed is increased. And control the character to move the manipulation target character at a movement speed that is increased by a predetermined value for each character than the movement speed of the manipulation target character when a menu is not selected.
19. The method of claim 18,
The character movement control unit,
When the target movement point is changed and the movement direction of the manipulation target character is changed, according to at least one of a movement related capability value of the manipulation target character and a speed at which the manipulation target character moves at a time point at which the target movement point is changed, Character control system of a soccer game, characterized in that the control to control the movement direction change acceleration is set to a different speed, the direction in which the operation target character changes.
A character selection unit that sets any one of at least one character that can be manipulated during execution of a soccer game through a user terminal as an operation target character;
An action selection unit for receiving a selection input for any one of at least one action that the manipulation target character can perform from the input means of the user terminal;
Receiving a selection input for any position of the screen of the user terminal from the input means of the user terminal, and sets the direction from the position of the operation target character toward the selection input position as the implementation direction of the selection input action An action direction setting unit; And
And an action implementation control unit configured to control the manipulation target character to implement the selected input action in the set implementation direction.
24. The method of claim 23,
The character selection unit,
When performing the attack play by holding the ball during the execution of the football game, the character control system of the football game, characterized in that automatically sets the character determined to have the ball as the operation target character.
24. The method of claim 23,
The character selection unit,
Characteristic control system of a football game, characterized in that when performing the defensive play to block the attack of the opponent during the execution of the football game, the character selected by the input of the user terminal is set as the operation target character.
24. The method of claim 23,
The action selector,
When the manipulation target character is a character having a ball, an action of passing the ball to any one of the at least one character, an action of kicking the ball to a position of an area where the character is movable, and the And a selection input for any one of actions for performing any one of at least one dribbling technique available for each character to be manipulated.
The method of claim 26,
The action direction setting unit,
And when one of the passing action and the kicking action is selected, a direction of the ball moving is set as a direction in which the ball moves to the selected input position.
The method of claim 26,
The action implementation control unit,
Receiving time information from which the selection input for either the passing action or the kicking action is maintained is received from the action selector, and the ball moves according to the passing action and the kicking action according to the time information. Character control system of a football game, characterized in that for controlling at least one of the strength and distance.
The method of claim 26,
The action implementation control unit,
After any one of the passing action and the kicking action is implemented, a direction selection input, which is an input for any position of a screen of the user terminal, is received from an input means of the user terminal, and the passing action and And controlling the moving direction of the ball from a direction in which the ball moves to a position corresponding to the direction selection input information by implementing one of the kicking actions.
30. The method of claim 29,
The action implementation control unit,
The ball is set to an angle at which the direction of movement of the ball is changed according to at least one of the ability value for the action to be implemented among the passing action and the kicking action of the manipulation target character and the time for which the direction selection input is maintained. Character control system of a football game, characterized in that the control to change the direction of movement.
24. The method of claim 23,
The action selector,
And when the manipulation target character is a character in an off-the-ball state, receiving a selection input for any one of at least one action for stealing the ball.
Setting one character of at least one operable character as an operation target character when the soccer game is executed through the user terminal;
Receiving a selection input for a position from a character movement area to which the manipulation target character can move from an input means of the user terminal;
Setting the selected input position as a target moving point of the manipulation target character; And
And controlling the character to be manipulated to move to the target movement point. A computer readable recording medium storing a program for implementing a character control method of a soccer game.
Setting one character of at least one operable character as an operation target character when the soccer game is executed through the user terminal;
Receiving a selection input for any one of at least one action that the manipulation target character can perform from the input means of the user terminal;
Receiving a selection input for any one position of a screen of the user terminal from an input means of the user terminal;
Setting a direction from the position of the manipulation target character toward the selection input position as an implementation direction of the selection input action; And
And controlling the manipulation target character to implement the selected input action in the set implementation direction. 2. The computer-readable recording medium storing a program for implementing a character control method of a soccer game.
KR1020110105119A 2011-10-14 2011-10-14 Method and system for controlling charater of soccer game KR20130040390A (en)

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KR1020110105119A KR20130040390A (en) 2011-10-14 2011-10-14 Method and system for controlling charater of soccer game
PCT/KR2012/007571 WO2013055049A1 (en) 2011-10-14 2012-09-21 Method and system for controlling character of football game

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KR102521514B1 (en) * 2022-07-01 2023-04-12 김민수 Touchable dynamic NFT operating system

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KR20000050039A (en) * 2000-05-12 2000-08-05 신동승 Scoccor game system and the method therefore
KR20020036438A (en) * 2000-11-09 2002-05-16 김희봉 Internet Socker game chatting system
KR20030079315A (en) * 2002-04-03 2003-10-10 (주) 이모션 Method of Network Soccer Game
KR100839982B1 (en) * 2006-08-07 2008-06-19 (주)네오비앙 Apparatus and method for control in ball game

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