WO2013142126A1 - Tower game play on a social network - Google Patents

Tower game play on a social network Download PDF

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Publication number
WO2013142126A1
WO2013142126A1 PCT/US2013/030304 US2013030304W WO2013142126A1 WO 2013142126 A1 WO2013142126 A1 WO 2013142126A1 US 2013030304 W US2013030304 W US 2013030304W WO 2013142126 A1 WO2013142126 A1 WO 2013142126A1
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WO
WIPO (PCT)
Prior art keywords
user
game play
social network
towers
game
Prior art date
Application number
PCT/US2013/030304
Other languages
French (fr)
Inventor
Jason S. Holloway
Dmitry KOBYLEHA
Igor SHAULOV
Iryna MEI
Thorpe A. MAYES III
Original Assignee
Face It Applications LLC
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Face It Applications LLC filed Critical Face It Applications LLC
Publication of WO2013142126A1 publication Critical patent/WO2013142126A1/en

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Classifications

    • 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
    • G06Q10/00Administration; Management
    • G06Q10/10Office automation; Time management
    • G06Q10/103Workflow collaboration or project management
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/01Social networking

Definitions

  • Tower games have existed in various forms throughout the modern history of gaming and are characterized by the positioning of static units by the player to defend against mobile enemy units who are trying to get, from a start point to an end point on a field of play.
  • Tower games are designed for a single player in a solitary environment, and these games usually last, a short duration of time. It generally consists of a two-dimensional or three-dimensional playing field with one of more locations that, the player is to defend from invading enemies, or creeps, by placing towers of various capabilities that shoot to destroy the creeps. Creeps swarm the playing field in waves, with successive waves having more creeps, creeps of different types, creeps that are increasingly more difficult to kill, creeps that come at a faster rate, or some combination of these attributes.
  • Linkedin Through these websites, one can create online representations of real-world relationships that allow users to interact with each other. Users generally create a profile that will display personal information about the user, including displaying their interests, friends, photos, and background information. Users can also leave comments on their profile and other user profiles to share with others.
  • a new user can usually simply visit the website and create an account or an existing user can invite other people to join.
  • a new user joins, whether through directly signing up for the site or by accepting a request to join from their friend or acquaintance, they typically create a profile of their own.
  • user can link other users as friends (or connections) by searching for them using various parameters and then having an automated or personalized message sent to that user via the social network website.
  • [6] Internet games are played online via the internet and are distinct from the typical client- server online game as they are platform independent.
  • the ideal Internet game only requires a web browser on a device or computer with the ability to input, such as a laptop computer or a personal digital assistant (PDA).
  • PDA personal digital assistant
  • Some social networking websites such as Facebook, allow for third-party developers to create Internet applications and games that can run within the Facebook website.
  • These third- party applications are developed, owned and hosted by developers that are usually unrelated to Facebook, and they are typically displayed on the Facebook website within a Facebook page. Users add these applications or games to their profiles, and then can share the internet application information with other users.
  • the present invention is a method of providing game play on a social network.
  • User inputs are received via a computer network from user devices. These inputs are stored in a memory, and at least a portion of the memory is located remotely from the user devices.
  • a single user associated with at least one of the user devices invites a friend user with a method provided by the social network to join in the game play.
  • the single user acquires towers to defend locations on a playing field before game play and the playing field is displayed on the user device of the single user.
  • At least a portion of information related to an outcome from the game play is displayed on the user device of the single user.
  • the game play is delayed in response to inputs from the single user where the delaying facilitates play with the friend user.
  • the social network has a main focus of building social networks around people by allowing friends, family and others to share personal and professional interests, and the social network provides a platform for the game play and for other social network applications.
  • Figure 1 illustrates an example of a network environment configuration of one embodiment of the present invention
  • Figure 2 is an overview process flowchart of a method of implementation of the game
  • FIG. 13 is an overview process flowchart for the set-up of an embodiment of implementation of the game:
  • Figure 4 displays an example embodiment during set-up of the game
  • Figure 5 shows another example embodiment during set-up of the game
  • Figure 6 illustrates another example embodiment during set-up of the game
  • Figure 7 depicts another example embodiment during set-up of the game
  • Figure 8 is an example embodiment of game play
  • Figure 9 is an overview process flowchart for an embodiment of game play
  • Figure 10 shows another example embodiment of game play
  • Figure 11 illustrates an example embodiment of game play.
  • a method of providing tower game play on a social network is disclosed herein.
  • user devices interface with a computer network.
  • the computer network includes storage devices and servers.
  • the social network supports multi-user game play between social network friends.
  • the user initiating the game acquires towers to defend locations on a playing field before game play and the playing field is displayed on the user's device. At least a portion of information related to an outcome from the game play is also displayed on the user's device.
  • the game play is delayed in response to inputs from the user where the delaying facilitates play with the user's friends.
  • the social network may be any typical social network facilitating communication between friends, family, business acquaintances and others. It also provides a platform for the game play and for other social network applications.
  • the method also allows a user to control the actions during the game play by positioning towers on the playing field before the game play using a device, and may participate in the game play when the friend user is offline and without input from the friend user.
  • the friend user is linked with the user via the social network.
  • the game play may be in three-dimensions (3D).
  • the user receives a set amount of stamina, the stamina being consumed during the game play and renewed regularly. Additional stamina may be purchased using the social network or by other means.
  • a single user and a friend user may become allies and share resources during the game play. Also, an additional friend user may become allies with the single user and the friend user and share resources during the game play.
  • Towers used in the game may have at least one of the following enhanced features: healing, helping, durability, cost, or stun mode. Also, at least one of the towers has an experience factor and in one embodiment, may be eligible for an upgrade after the experience factor is achieved through game play. These towers may be sold for currency or points.
  • the present invention also allows a custom enemy attack of one or more waves of enemies that may be created where the attributes of the enemies are determined by a single user or multiple users.
  • a user may play against the custom enemy attack.
  • the game play is delayed at least 24 or 12 or 6 hours to facilitate game play with a friend user, or to allow for stamina, to be regenerated or towers to heal.
  • a single user and the friend user may engage in the game play on the same playing field at the same time and in real-time.
  • not ail features on the playing field may be visible to the single user or friend user at the onset of the game.
  • the playing field may be comprised of multiple grid blocks and these grid blocks can be collected by the single user before, during or after game play. Also, the individual grid blocks or pieces may be collected by multiple users before, during or after game play.
  • the method gives the single user the option of creating customized content to be used during game play.
  • Figure I is a network environment configuration of an online game system, according to one embodiment of the present invention.
  • Multiple client computers terminals 103 are connected to a social networking platform 101 over communication channels HO.
  • Social networking platform 101 is any social networking system such as Facebook, Myspace, Linkedln or
  • Client computer 103 may be any computing device capable of connecting through communication channel 110 and having a web browser, such as a Mac, PC or laptop. It may also be a mobile device such as a smartphone. The number of client computers 103 could be of unlimited number.
  • Server 102 is any server capable of processing and storing data that is generated in the course of the game.
  • the number of server 102 systems could be one or more or of unlimited number.
  • Some communications and aspects of the system involve a social network, and it is possible that other aspects of the communication occur directly between the server, or servers, and client, or client, systems without involving the social network. It is possible that the social network is used only briefly in the process for user authentication, lists of friends, sharing results or other content or for only limited aspects of the game.
  • Mobile devices 105 are connected over mobile gateways I I I to carrier 106.
  • Carrier 106 is connected over communication channel 110 to social networking platform 101.
  • Carrier 106 is any mobile phone carrier including CDMA, IDEM, GSM, TDMA, UMTS, WIMAX, LTE and future or other mobile phone based networks.
  • Mobile devices 105 are any mobile devices that connect to a carrier including mobile phones, personal digital assistants (PDAs), smaxtphones, iPhones, Blackberries, Android systems, Palm devices, netbooks, smartbooks, tablets, broadband devices, or any other device that connects to a carrier.
  • PDAs personal digital assistants
  • smaxtphones iPhones
  • Blackberries Android systems
  • Palm devices netbooks, smartbooks, tablets, broadband devices, or any other device that connects to a carrier.
  • Some communications and aspects of the system involve a social network, and it is possible that other aspects of the communication occur directly between the mobile gateways, carriers and devices, or multiple gateways, carriers and devices, and client, or client, systems without involving the social network.
  • the social network is used only briefly in the process for user authentication, lists of friends, sharing results or other content or for only limited aspects of the game.
  • Mobile devices 105, computer terminals 103 and the like are collectively referred to as user devices.
  • Users include a single user playing the game or a friend user associated with the single user via the social network. The friend user is linked with the user via the social network.
  • Social networks have a main focus of building social networks around people by allowing friends, family and others to share personal and professional interests, and the social network provides a platform for the game play and for other social network applications.
  • Mul tiple servers 102 have storage units and may contain two types of memory components.
  • Read only memory (ROM) contains the system programs of the gaming system in according to the present embodiment.
  • Random access memory (RAM) is the re-writable storage area that stores the data generated by the processing unit.
  • An optional external storage device may also be utilized. The storage unit performs the processing of reading and writing the data stored in the optional external storage device as needed by the processing unit.
  • Figure 2 is an overview process flowchart for a method of implementation of the game.
  • the method 80 starts at step 82 and provides tower game play on a social network.
  • the social network may be any typical social network facilitating communication between friends, family, business acquaintances and others. It provides a platform for the game play and for other social network applications.
  • user devices interface with a computer network, for example, receiving inputs via a computer network from user devices.
  • the computer network includes storage devices and servers storing the inputs in a. memory and at least a portion of the memory is located remote from the user devices.
  • the social network supports multi-user game play between social network friends and at step 88, a single user associated with at least one of the user devices may invite a friend user with a method provided by the social network to join in the game play The user initiates the game and acquires towers to defend locations on a playing field before game play and the playing field is displayed on the user's device at step 90.
  • at least a portion of information related to an outcome from the game play is also displayed on the user's device.
  • the game play is delayed in response to inputs from the user where the delaying facilitates play with the user's friends.
  • FIG 3 is an overview process flowchart 10 for game set-up of an embodiment of the present invention.
  • the user utilizing a device as described in figure 1 , inputs parameters defined in the present invention. These inputs are stored in a memory, as described in figure 1 , at least, a portion of the memory being located remote from the user devices.
  • the user determines if they are a new user or returning user. If the user is new, at step 14, the user authorizes the application.
  • the user selects a playing field that includes one or more defensible locations.
  • Users may select from a variety of playing fields and the playing fields are used by the user for the duration of the game.
  • These playing fields may consist of elements such as walls, buildings, lakes, hills, planets, lava pits, forests, or many other real-world or fantasy environments.
  • Figure 4 displays an example embodiment during set-up, which is a playing field 400 with a desert theme. Some elements of the field allow towers to be buil t on them , while other elements do not allow for towers to be constructed upon them. Creeps may behave differently depending on the environment. For example, some environments might be passable by flying creatures, but not by crawling creatures (e.g., a wall).
  • not all features on the playing field may be visible at the onset of the game. These may be revealed, for example, simply over time, by creeps moving forward or by the placement of towers, or other means such as payments, problem solving, working with other players, or the like. For example, each player might be able to see different parts of the field, and these players may need to work together to share information to win the game.
  • the user may purchase special playing fields such as through the social network.
  • each user may have the ability to see different parts of the field. For example, some users might be able to see underground levels while other users may see sky levels only.
  • certain playing fields may become available or 'unlocked' based on (i) winning other playing fields, (ii) advancing in levels or (iii) simply playing the game over time.
  • step 18 the user receives or may borrow a lump sum of in-game currency or points at the beginning of the game.
  • This in-game currency or points may be used to purchase all of the towers needed to defend the defensible locations on the playing field selected. This may optionally be done in conjunction with a typical Tower game in which the user adds towers to the playing field as the game progresses,
  • Towers may be acquired by the single user to defend locations on a playing field before the game play where the playing field is displayed on the user device of the single user.
  • Several different towers are available for purchase before game play starts.
  • Figure 5 shows an example embodiment during set-up of available towers.
  • Each type of tower has distinctive capabilities to destroy the invading enemy (e.g., machine gun, laser, fireball or canon) and is priced
  • These towers may shoot at, one creep at a time, or shoot at two or more creeps at the same time, or may have the ability to use an area effect which stuns or destroys multiple creeps in a region around the tower.
  • Each type of tower has an experience factor that is reflected in their accuracy, strength, resistance to creeps, or some other attribute that affects their
  • An inexperienced tower may, for example, have an accuracy rate of 20 percent for destroying the enemy while an experienced tower might have an accuracy rate of 80 percent. Experience is earned and increased by playing the game over time.
  • the towers may have enhanced features or other abilities such as healing towers, helping towers or special healing powers for themselves or another tower.
  • Figure 6 illustrates examples of towers with enhanced features. These may be general or specific to the particular tower and may repair a damaged or deteriorated tower.
  • the towers may have a durability defense rating, a life factor, cost, or stun mode that may be impacted by the creep and may depend on the type of creep attacking. For example, a wooden tower may cost less than another type of tower, have a low durability defensive rating and a low life factor when the creeps attack; this is a low cost option.
  • a metal tower may be expensive, have a high durability defensive rating and stun (i.e. stop) creeps for 2 seconds during an attack.
  • the towers may attack multiple creeps at one time. For example, perhaps the tower initially shoots at one creep but upgrades or experience ailow r the tower to shoot at multiple creeps at one time.
  • the user places their available or purchased towers at step 20, before game play begins.
  • Figure 7 depicts playing field 400 with several towers 702 placed. Towers may be moved during game play, but each move typically costs the user money or points. Towers may be sold for currency or points based on user strategy, but typically, at a loss. This enables the user to thoughtfully position their towers before game play begins. On some playing fields, regions exist such as lava areas or lakes where towers cannot be placed but creeps may travel.
  • the user may invite friends to join in game play such as being an ally in the game. Inviting a friend user is accomplished with a method provided by the social network where the friend is originally befriended based on similar personal or professional interests using the method provided by the social network. Allies can share resources before the game play, during the game play or after the game play, such as a tower which may be used in an ad hoc manner during game play by the receiving user.
  • FIG. 8 is an example embodiment of game play. If however the user is not a new user but a returning user, at step 24, the user may invite fiiends to be an ally in the game. The process is the same as discussed at, step 22. In one embodiment, at, step 26, users may send or receive gift to/from one another. These items help the user during game play and may affect the enemy. For example, entire towers, building blocks to construct an entire tower, weather conditions or path obstacles may be sent or received by users. Weather conditions may include fog hazes or snow whiteouts, while obstacles may include for example nails, logs or germ warfare.
  • in-game money, points, credits or the like may also be exchanged, in one embodiment, sending gifts costs the user money, real or in-game money, points or the like.
  • a user may send one or more allies at least one free gift per game, or per day, or per another time period.
  • step 28 the status of the towers based on the last date of game play is calculated.
  • the user may decide to play on the existing playing field (step 38) or select a new playing field (step 32). If the user chooses to play on the existing playing field, then game play begins at step 40, If the user chooses to select a new playing field, then the user purchases the towers (step 34) and positions the towers on the playing field at step 36, These steps are the same as steps 18 and 20 respectively.
  • Game play begins at step 40.
  • Figure 9 is an overview process flowchart 50 for game play of an embodiment of the present invention.
  • game play begins. Game play takes the form of waves of enemies or creeps swarming the playing field and attempting to reach the defensible locations. In one embodiment, the game is in two-dimension (2D) while in a further embodiment, game play is three-dimensional (3D).
  • a playing field may consist of an underground layer, a. ground layer and a sky layer or a ground layer and multiple underground layers or multiple sky layers. Creeps and towers might interact with only their own layer or with other layers or both. The creeps may travel between layers and the towers may shoot from one layer to another.
  • One embodiment of a game scenario may consist of creeps traveling across layers and certain users working together on each layer.
  • users 1 and 2 may control the ground layer towers
  • users 3 and 4 may control the underground layer
  • users 5 and 6 may control the creeps.
  • users are confined to controlling towers only on their assigned levels, potentially in conjunction with other users helping them.
  • users may be able to control tower construction on more than one level.
  • some users may control tower construction only on certain levels, including as few as one, while other users (i.e. super users) may control on multiple levels and each user may have different abilities with regard to where towers can be built and controlled.
  • the software generates the waves of creeps while in another embodiment, a user or users can customize a creep attack.
  • a Creep Master is established.
  • a Creep Master may create a creep attack, which consists of one or more waves of creeps, and also determines the attributes of the creeps used in the attacks.
  • Creep Master in some embodiments may be a single user, a friend user or a combination of the single user and friend user or friend users while each user may have different abilities. For example, some Creep Masters may be limited in what creeps they can deploy, how they deploy them, from where they deploy them, how often they deploy them and so on. [48] Creeps are only one example of types of entities that attack a user's defensible locations and may have particular attributes. For instance, a creep may have a defense factor which determines how often they must be hit by tower fire to be destroyed, or they may have a speed characteristic which determines how fast they travel. They may also have special abilities, such as the ability to fly, fire on the towers or attack the towers which would damage the tower in some fashion or cause the tower to lose functionality temporarily or permanently.
  • flying creeps in addition to ground creeps may drop new ground creeps or other flying creeps as they fly over the playing field. Also ground creeps may spawn flying creeps or ground creeps.
  • features on the playing field such as buildings, hills or planets may also shoot at the towers. General towers or specific towers may shoot at these features and be awarded special bonuses, benefits, points or the like.
  • Benefits may include as increased shooting accuracy rate for towers for a period of time, increased damage capabilities by towers for a period of time, increased stamina for the user or the like. For example, the shooting range of all towers may be increased by 10% for 10 minutes or a tower may impart 20% more damage to a creep for the remainder of the game. In addition to being earned, these benefits may be gifted to/from friends or purchased by the user through the social network.
  • the creep attack begins.
  • the playing field is displayed on the user's device and the action ensues.
  • the user may change strategy.
  • the user may reposition or sell an existing tower or use an ally resource during an attack (step 58). Towers sold will be for less currency than its original purchase price.
  • an ally resource is a tower that was gifted by another user. There may or may not be a limit to the amount of gifts that can be received or used during game play. After the towers are moved, sold or acquired at step 60, game play continues.
  • the system assesses the battle and determines if the defensible locations (i.e. towers) are defeated (step 64). If not, then at step 66, the system determines if the creep attack is completed. If the creep attack is not complete, game play continues at step 58 or step 60. If the creep attack is complete, then at step 68, tower experience and game points are calculated. [53] In one embodiment, with each instance of game play, the user's towers gain experience that translates into more effective defense, for example, the accuracy rate of hitting creeps increases. Scoring is determined by how many creeps the user's towers kill and if the user's defensible locations are breached by attacking creeps.
  • each tower has an initial experience factor associated with it.
  • the experience factor is increased throughout game play and a tower is only eligible to be upgraded once a certain experience factor/level is achieved through game play. It is desirable to upgrade the tower because an upgraded tower translates to more offensive capabilities as well as more defensive abilities against creeps such as increased firepower, increased range, increased accuracy, higher durability defense rating against attacking creeps, or the like. If the tower is eligible for an upgrade, the upgrade may be automatic, purchased with money, points, tokens or the like, or gifted from friend users.
  • a tower may have an initial experience factor of three and when an experience factor of ten is achieved, the tower is eligible for an upgrade.
  • the tower During game play, as creeps are defeated by the tower, its experience factor increases. Once seven creeps are defeated, the tower's experience factor increases to ten, and it then becomes eligible for an upgrade.
  • a pop-up window alerts the user that the tower may be upgraded with 50 tokens. The user upgrades the tower and play continues. The tower continues to defeat creeps and in this example, the tower is eligible for an upgrade once an experience factor of 40 is reached.
  • the user gains money, points, tokens or the like based on success of destroying creeps.
  • the user starts with negative points or money from the original purchase of towers before game play. These negative points or money is offset by points earned by killing creeps. The user cannot purchase more towers or other game attributes until his account is positive and the account is always subject to falling below zero.
  • destroyed creeps may drop bonuses or special game items such as money, points or lives. These bonuses intended for the user, may be picked up automatically or manually, for example, within a certain time period. Additionally, a special tower or ability may be needed to acquire the bonuses for instance, a harvesting collector tower.
  • stamina in order for a user to play the game, stamina is needed which is a. measure of energy.
  • the user receives a set amount of stamina which is consumed during game play, for example, with each wave of creeps. This stamina is renewed regularly automatically such as daily or another finite amount of time. Once the stamina is consumed, the user cannot engage in game play until the stamina is renewed, purchased, or received as a gift from an ally.
  • Additional stamina can be purchased using the social network. In other embodiments, a limited number of free games are available based on stamina. Additional free games are earned over time or may be purchased by the user through the social network.
  • the system queries the stamina. If stamina is remaining, the user may choose to play another game at step 72. In figure 7, this returns the user to step 52. If no stamina is remaining, the user may purchase stamina at step 74 then return to game play. If the user chooses not to purchase stamina, at step 76, the user may invite friends to be allies, share resources with allies by gifting towers or other attributes such as special items or the like, or request resources from allies. Also, an additional friend user may become allies with the single user and the friend user and shares resources during the game play. At step 78, game play ends. At least a portion of information related to an outcome from the game play is displayed on the user device of the single user.
  • the user may invite friends to be allies, share resources with allies by gifting towers or other attributes such as special items or the like, or request resources from allies before game play, during game play or after game play.
  • a returning user authorizes the application thus first opens the game (figure 3, step 14)
  • Another pop-up window may indicate if gifts have been recei ved.
  • a pop-up window may occur suggesting the user request help from allies.
  • a pop-up window may suggest the user request help from allies. The user may request help from allies before the game play, during the game play and after the game play.
  • leaderboards and other measures of status may be incorporated in the game to increase awareness and foster competition and social interaction between friends and users.
  • This scheme allows for asynchronous interaction between users because users do not have to be active at the same time to share and use resources thus providing continued play without input from connected friends.
  • a friend in the social network becomes be ally in the game sharing and using resources but a single user controls the actions during the game play by positioning the towers on the playing field before the game play using a device. Then, the single user participates in the game play when the friend user is offline and without input from the friend user. While counter-intuitive for a social game, this allows for continued play when a friend is offline, with the illusion that a friend is participating. This allows for non-real time interaction with friends.
  • the present invention ailow r s for game play to extend over time with users ideally returning daily to play the game.
  • the game play may be delayed in response to inputs from the single user where the delaying facilitates play with the friend user. This behavior is reinforced by the investment that the user has made in purchasing and placing towers, the use of stamina to limit daily play and the regeneration of stamina daily.
  • the game play in at least some modes of operation, is delayed at least 24 or 12 or 6 hours.
  • the towers may deteriorate over time when game play does not, take place within a set period of time. This will enco urage frequent game play.
  • one tower may become weaker and decrease in experience factor.
  • the user may also be notified to encourage game play. These notifications may serve as a reminder to play the game, inform the user about, status of play of allies, or update the user on gifts received or suggest sending resources to those allies who need help.
  • real-time interaction with friends is also achie ved if the friends are online at the same time as the user.
  • This may include incorporating social network friends and optionally, forming teams for game play. These teams may be associated with different levels in the 3D environment.
  • the real-time interaction may be between two or more users, where one or more users might control the creeps and one or more users might control the towers.
  • a system might control some or all of the towers or creeps or both. For example, two users may each have towers that they each can place on the same playing field in coordinated play. The available towers may be the same or different for each user.
  • a single user and the friend user may engage in the game play on the same playing field at the same time in real-time. For instance, two or more different users may play against one another or as a team, at the same time, on the same playing field.
  • the game play would generally evolve as described in figures 3 and 7.
  • user 1 's entrance may be user 2's exit and vice versa. Creeps may destroy an opponent's towers or creeps may destroy an opponent's creeps.
  • user 1 controls a particular tower throughout game play, and as a result that tower gains an experience factor and eventually becomes eligible for an upgrade. Because user 1 and 2 are on the same team, only user 2 may perform the upgrade to user 1 's tower. This promotes working together and in concert to win the game as an added dimension to the game. This type of game play could ping pong back and forth between users.
  • the users may have an in-game communication method (e.g., chat or instant messaging) that allows coordination of moves.
  • the communication method may allow chat in general or it may control the extent to which communication is allowed enabling the users to share only certain information.
  • the user can create customized, user-generated content to be used during game play.
  • a user may design (i) the playing field, (ii) elements within the playing field, and/or (iii) creeps and towers to be used for game play.
  • Characteristics of the playing field such as size, shape, theme or the like may be selected by a user. Elements such as walls, buildings, lakes, hills, planets, lava pits, forests, or the like may be placed within the playing field by a user. The type, behavior and speed of the creeps may be customized as well as the characteristics of the towers. For example, a user may design a round, solar system themed playing field with a black hole and meteor shower as obstacles. The creeps, appearing as aliens, may enter in waves, some crawling while others are flying, but all having firepower. The towers in this example are shaped as planets having different types of firepower and some may be effective against crawling creeps while others effective against flying creeps.
  • a playing field is made up of more than one grid block, for example, nine 3x3 grid blocks, but the content and actual grid blocks are missing and unknown to a user.
  • These individual grid blocks or pieces may be collected by a single user before, during or after game play. Also, the individual grid blocks or pieces may be collected by multiple users before, during or after game play. When all nine individual pieces are placed on the empty playing field, the playing field is revealed and unlocked for game play.
  • FIG. 10 shows an example of all the collected grid blocks (410, 412, 414, 416, 418, 420, 422, 424 and 426), separated by gridlines, revealing playing field 400.
  • a user may collect grid blocks in many ways. In one example, collecting grid blocks may be achieved by earning such as simply playing the game over time. In another example, grid blocks may be obtained by winning such as receiving a random grid block based on defeating creeps. In yet another example, it may be done by soliciting from friend users where the individual grid blocks may be requested, sent, traded or shared with friend users. Finally, grid blocks may be purchased with money, points, tokens or the like.
  • a user engages in game play, defeats a. set amount of creeps, and thus wins the game.
  • a pop-up message appears alerting the user that a random piece of a forest playing field has been found.
  • This grid block is the upper left corner of the forest playing field and the characteristics of that section are revealed.
  • Figure 11 illustrates the upper left corner grid block 410 on the mystery playing field 400.
  • the user then sends a message to friend users requesting all other grid blocks for the forest playing field.
  • Friend users then gift the other grid blocks to the original user.
  • the user now has collected all nine unique grid blocks to form the forest playing field.
  • the forest playing field can now be used for game play.

Abstract

A method of providing game play on a social network is provided. User inputs are received via a computer network from user devices and stored in a memory. A single user invites a friend user with a method provided by the social network to join in game play. The single user acquires towers to defend locations on a playing field before game play and the playing field is displayed on the user device. Game play is delayed in response to inputs from the single user, which facilitates play with the friend user. The social network has a. main focus of building social networks around people by allowing friends, family and others to share personal and professional interests, and the social network provides a platform for game play and other social network applications.

Description

Tower Game Play on a Social Network
CROSS-REFERENCES TO RELATED APPLICATIONS
[1] This application claims priority to U.S. Patent Application No, 13/589,127 filed August 18, 2012, which claims priority to U.S. Provisional Patent Application No. 61/612,272 filed March 17, 2012, which are incorporated by reference for all purposes in their entirety.
BACKGROUND
[2] Tower games have existed in various forms throughout the modern history of gaming and are characterized by the positioning of static units by the player to defend against mobile enemy units who are trying to get, from a start point to an end point on a field of play. Typically, Tower games are designed for a single player in a solitary environment, and these games usually last, a short duration of time. It generally consists of a two-dimensional or three-dimensional playing field with one of more locations that, the player is to defend from invading enemies, or creeps, by placing towers of various capabilities that shoot to destroy the creeps. Creeps swarm the playing field in waves, with successive waves having more creeps, creeps of different types, creeps that are increasingly more difficult to kill, creeps that come at a faster rate, or some combination of these attributes.
[3] Players recei ve money or points at the beginning of the game to purchase towers. These towers are used to destroy creeps. When creeps are defeated, money or points are earned that may be used to purchase additional towers which are placed on the playing field during game play or may be used to upgrade existing towers. Different towers have different abilities such as rate of accuracy, speed of shooting, amount of damage caused, ability to impact multiple creeps, stun modes and so on, and some have programmable features. Typically, tower prices are based on their attributes or abilities. The game is over after either the player's field is overrun by creeps or all the creeps are destroyed. Whether the player's field is overrun by creeps is usually determined by counting how many creeps have crossed the playing field. Each creep that crosses the playing field usually costs the player a life. When enough lives are lost in a game, the player's field has been overrun and the player loses. The result is a game that is played by a single user in one session. Although most tower games are played by a single user, some tower games exist that can be played by two or more players simultaneously. [4] Social networks have created a type of Internet website that has gained in popularity and has become influential in pop culture. They help different types of people in relationships stay connected such as family, friends, business associates, or people with similar interests. These connections are created through a variety of tools and applications, including profiles, groups, photos, music, videos, messaging, instant messaging, internal system communications and the like. Examples of social network websites include Facebook, MySpace, Friendster and
Linkedin. Through these websites, one can create online representations of real-world relationships that allow users to interact with each other. Users generally create a profile that will display personal information about the user, including displaying their interests, friends, photos, and background information. Users can also leave comments on their profile and other user profiles to share with others.
[5] To join these websites, a new user can usually simply visit the website and create an account or an existing user can invite other people to join. Once a new user joins, whether through directly signing up for the site or by accepting a request to join from their friend or acquaintance, they typically create a profile of their own. After a user has joined, that, user can link other users as friends (or connections) by searching for them using various parameters and then having an automated or personalized message sent to that user via the social network website.
[6] Internet games are played online via the internet and are distinct from the typical client- server online game as they are platform independent. The ideal Internet game only requires a web browser on a device or computer with the ability to input, such as a laptop computer or a personal digital assistant (PDA). These games are connected to a server that can apply complex rules and computations while allowing for player interactions over the Internet.
[7] Some social networking websites, such as Facebook, allow for third-party developers to create Internet applications and games that can run within the Facebook website. These third- party applications are developed, owned and hosted by developers that are usually unrelated to Facebook, and they are typically displayed on the Facebook website within a Facebook page. Users add these applications or games to their profiles, and then can share the internet application information with other users.
[8] In some complex social networking games, connected friends actively participate in game play. These games require some input from the connected friends for continued play. This adds to the entertainment value of the game because it becomes a social activity with a user's friends. Typically, tower games on social networking sites allow for a single player game and may display leader boards or a user's friends' high scores if the friends have played the same tower game.
SUMMARY
[9] The present invention is a method of providing game play on a social network. User inputs are received via a computer network from user devices. These inputs are stored in a memory, and at least a portion of the memory is located remotely from the user devices. A single user associated with at least one of the user devices invites a friend user with a method provided by the social network to join in the game play. The single user acquires towers to defend locations on a playing field before game play and the playing field is displayed on the user device of the single user. At least a portion of information related to an outcome from the game play is displayed on the user device of the single user. The game play is delayed in response to inputs from the single user where the delaying facilitates play with the friend user. Finally, the social network has a main focus of building social networks around people by allowing friends, family and others to share personal and professional interests, and the social network provides a platform for the game play and for other social network applications.
[10] The present invention is better understood upon consideration of the detailed description below in conjunction with the accompanying drawings and claims.
DESCRIPTION OF DRAWINGS
[11] Figure 1 illustrates an example of a network environment configuration of one embodiment of the present invention;
[12] Figure 2 is an overview process flowchart of a method of implementation of the game;
[13] Figure 3 is an overview process flowchart for the set-up of an embodiment of implementation of the game:
[14] Figure 4 displays an example embodiment during set-up of the game;
[15] Figure 5 shows another example embodiment during set-up of the game;
[16] Figure 6 illustrates another example embodiment during set-up of the game;
[17] Figure 7 depicts another example embodiment during set-up of the game;
[18] Figure 8 is an example embodiment of game play; [19] Figure 9 is an overview process flowchart for an embodiment of game play;
[20] Figure 10 shows another example embodiment of game play; and
[21] Figure 11 illustrates an example embodiment of game play.
DETAILED DESC RiPTION
[22] A method of providing tower game play on a social network is disclosed herein. In this method, user devices interface with a computer network. The computer network includes storage devices and servers. The social network supports multi-user game play between social network friends. The user initiating the game acquires towers to defend locations on a playing field before game play and the playing field is displayed on the user's device. At least a portion of information related to an outcome from the game play is also displayed on the user's device. The game play is delayed in response to inputs from the user where the delaying facilitates play with the user's friends. The social network may be any typical social network facilitating communication between friends, family, business acquaintances and others. It also provides a platform for the game play and for other social network applications.
[23] The method also allows a user to control the actions during the game play by positioning towers on the playing field before the game play using a device, and may participate in the game play when the friend user is offline and without input from the friend user. The friend user is linked with the user via the social network. The game play may be in three-dimensions (3D). At the beginning of the game, the user receives a set amount of stamina, the stamina being consumed during the game play and renewed regularly. Additional stamina may be purchased using the social network or by other means.
[24] A single user and a friend user may become allies and share resources during the game play. Also, an additional friend user may become allies with the single user and the friend user and share resources during the game play. Towers used in the game may have at least one of the following enhanced features: healing, helping, durability, cost, or stun mode. Also, at least one of the towers has an experience factor and in one embodiment, may be eligible for an upgrade after the experience factor is achieved through game play. These towers may be sold for currency or points.
[25] The present invention also allows a custom enemy attack of one or more waves of enemies that may be created where the attributes of the enemies are determined by a single user or multiple users. A user may play against the custom enemy attack. In at least some modes of operation, the game play is delayed at least 24 or 12 or 6 hours to facilitate game play with a friend user, or to allow for stamina, to be regenerated or towers to heal.
[26] In some embodiments, a single user and the friend user may engage in the game play on the same playing field at the same time and in real-time. In other embodiments, not ail features on the playing field may be visible to the single user or friend user at the onset of the game. In further embodiments, the playing field may be comprised of multiple grid blocks and these grid blocks can be collected by the single user before, during or after game play. Also, the individual grid blocks or pieces may be collected by multiple users before, during or after game play.
Finally, the method gives the single user the option of creating customized content to be used during game play.
[27] Figure I is a network environment configuration of an online game system, according to one embodiment of the present invention. Multiple client computers terminals 103 are connected to a social networking platform 101 over communication channels HO. Social networking platform 101 is any social networking system such as Facebook, Myspace, Linkedln or
Friendster. It may also be a social network based on a typical computer network or a smartphone or other communication network. Communication channels 1 10 may be, for example, an Internet connection. Client computer 103 may be any computing device capable of connecting through communication channel 110 and having a web browser, such as a Mac, PC or laptop. It may also be a mobile device such as a smartphone. The number of client computers 103 could be of unlimited number.
[28] Multiple servers 102 are connected over communication channels 110 to social networking platform 101. Server 102 is any server capable of processing and storing data that is generated in the course of the game. The number of server 102 systems could be one or more or of unlimited number. Some communications and aspects of the system involve a social network, and it is possible that other aspects of the communication occur directly between the server, or servers, and client, or client, systems without involving the social network. It is possible that the social network is used only briefly in the process for user authentication, lists of friends, sharing results or other content or for only limited aspects of the game.
[29] Mobile devices 105 are connected over mobile gateways I I I to carrier 106. Carrier 106 is connected over communication channel 110 to social networking platform 101. Carrier 106 is any mobile phone carrier including CDMA, IDEM, GSM, TDMA, UMTS, WIMAX, LTE and future or other mobile phone based networks. Mobile devices 105 are any mobile devices that connect to a carrier including mobile phones, personal digital assistants (PDAs), smaxtphones, iPhones, Blackberries, Android systems, Palm devices, netbooks, smartbooks, tablets, broadband devices, or any other device that connects to a carrier. Some communications and aspects of the system involve a social network, and it is possible that other aspects of the communication occur directly between the mobile gateways, carriers and devices, or multiple gateways, carriers and devices, and client, or client, systems without involving the social network. It is possible that the social network is used only briefly in the process for user authentication, lists of friends, sharing results or other content or for only limited aspects of the game. Mobile devices 105, computer terminals 103 and the like are collectively referred to as user devices. Users include a single user playing the game or a friend user associated with the single user via the social network. The friend user is linked with the user via the social network. Social networks have a main focus of building social networks around people by allowing friends, family and others to share personal and professional interests, and the social network provides a platform for the game play and for other social network applications.
[30] Mul tiple servers 102 have storage units and may contain two types of memory components. Read only memory (ROM) contains the system programs of the gaming system in according to the present embodiment. Random access memory (RAM) is the re-writable storage area that stores the data generated by the processing unit. An optional external storage device may also be utilized. The storage unit performs the processing of reading and writing the data stored in the optional external storage device as needed by the processing unit.
[3] ] Figure 2 is an overview process flowchart for a method of implementation of the game. The method 80 starts at step 82 and provides tower game play on a social network. The social network may be any typical social network facilitating communication between friends, family, business acquaintances and others. It provides a platform for the game play and for other social network applications.
[32] In method 80, at step 84, user devices interface with a computer network, for example, receiving inputs via a computer network from user devices. At step 86, the computer network includes storage devices and servers storing the inputs in a. memory and at least a portion of the memory is located remote from the user devices. [33] The social network supports multi-user game play between social network friends and at step 88, a single user associated with at least one of the user devices may invite a friend user with a method provided by the social network to join in the game play The user initiates the game and acquires towers to defend locations on a playing field before game play and the playing field is displayed on the user's device at step 90. At step 92, at least a portion of information related to an outcome from the game play is also displayed on the user's device. At step 94, the game play is delayed in response to inputs from the user where the delaying facilitates play with the user's friends.
[34] Figure 3 is an overview process flowchart 10 for game set-up of an embodiment of the present invention. The user, utilizing a device as described in figure 1 , inputs parameters defined in the present invention. These inputs are stored in a memory, as described in figure 1 , at least, a portion of the memory being located remote from the user devices. At step 12, the user determines if they are a new user or returning user. If the user is new, at step 14, the user authorizes the application.
[35] At step 16, the user selects a playing field that includes one or more defensible locations. Users may select from a variety of playing fields and the playing fields are used by the user for the duration of the game. These playing fields may consist of elements such as walls, buildings, lakes, hills, planets, lava pits, forests, or many other real-world or fantasy environments. Figure 4 displays an example embodiment during set-up, which is a playing field 400 with a desert theme. Some elements of the field allow towers to be buil t on them , while other elements do not allow for towers to be constructed upon them. Creeps may behave differently depending on the environment. For example, some environments might be passable by flying creatures, but not by crawling creatures (e.g., a wall). Also, not all features on the playing field may be visible at the onset of the game. These may be revealed, for example, simply over time, by creeps moving forward or by the placement of towers, or other means such as payments, problem solving, working with other players, or the like. For example, each player might be able to see different parts of the field, and these players may need to work together to share information to win the game. In another embodiment, the user may purchase special playing fields such as through the social network. In some embodiments of the game, each user may have the ability to see different parts of the field. For example, some users might be able to see underground levels while other users may see sky levels only. In other embodiments, certain playing fields may become available or 'unlocked' based on (i) winning other playing fields, (ii) advancing in levels or (iii) simply playing the game over time.
[36] In step 18, the user receives or may borrow a lump sum of in-game currency or points at the beginning of the game. This in-game currency or points may be used to purchase all of the towers needed to defend the defensible locations on the playing field selected. This may optionally be done in conjunction with a typical Tower game in which the user adds towers to the playing field as the game progresses,
[37] Towers may be acquired by the single user to defend locations on a playing field before the game play where the playing field is displayed on the user device of the single user. Several different towers are available for purchase before game play starts. Figure 5 shows an example embodiment during set-up of available towers. Each type of tower has distinctive capabilities to destroy the invading enemy (e.g., machine gun, laser, fireball or canon) and is priced
accordingly. These towers may shoot at, one creep at a time, or shoot at two or more creeps at the same time, or may have the ability to use an area effect which stuns or destroys multiple creeps in a region around the tower. Each type of tower has an experience factor that is reflected in their accuracy, strength, resistance to creeps, or some other attribute that affects their
performance. An inexperienced tower may, for example, have an accuracy rate of 20 percent for destroying the enemy while an experienced tower might have an accuracy rate of 80 percent. Experience is earned and increased by playing the game over time.
[38] In other embodiments, the towers may have enhanced features or other abilities such as healing towers, helping towers or special healing powers for themselves or another tower. Figure 6 illustrates examples of towers with enhanced features. These may be general or specific to the particular tower and may repair a damaged or deteriorated tower. Also, the towers may have a durability defense rating, a life factor, cost, or stun mode that may be impacted by the creep and may depend on the type of creep attacking. For example, a wooden tower may cost less than another type of tower, have a low durability defensive rating and a low life factor when the creeps attack; this is a low cost option. A metal tower may be expensive, have a high durability defensive rating and stun (i.e. stop) creeps for 2 seconds during an attack.
[39] In further embodiments, the towers may attack multiple creeps at one time. For example, perhaps the tower initially shoots at one creep but upgrades or experience ailowr the tower to shoot at multiple creeps at one time. [40] The user places their available or purchased towers at step 20, before game play begins. Figure 7 depicts playing field 400 with several towers 702 placed. Towers may be moved during game play, but each move typically costs the user money or points. Towers may be sold for currency or points based on user strategy, but typically, at a loss. This enables the user to thoughtfully position their towers before game play begins. On some playing fields, regions exist such as lava areas or lakes where towers cannot be placed but creeps may travel.
[41] Once the user has selected the playing field and positioned the towers, at step 22, the user may invite friends to join in game play such as being an ally in the game. Inviting a friend user is accomplished with a method provided by the social network where the friend is originally befriended based on similar personal or professional interests using the method provided by the social network. Allies can share resources before the game play, during the game play or after the game play, such as a tower which may be used in an ad hoc manner during game play by the receiving user.
[42] At step 40, game play begins. Figure 8 is an example embodiment of game play. If however the user is not a new user but a returning user, at step 24, the user may invite fiiends to be an ally in the game. The process is the same as discussed at, step 22. In one embodiment, at, step 26, users may send or receive gift to/from one another. These items help the user during game play and may affect the enemy. For example, entire towers, building blocks to construct an entire tower, weather conditions or path obstacles may be sent or received by users. Weather conditions may include fog hazes or snow whiteouts, while obstacles may include for example nails, logs or germ warfare. These may be positioned on the playing field for a known duration of time to confuse or destroy the enemy Also, in-game money, points, credits or the like may also be exchanged, in one embodiment, sending gifts costs the user money, real or in-game money, points or the like. In another embodiment, a user may send one or more allies at least one free gift per game, or per day, or per another time period.
[43] At step 28, the status of the towers based on the last date of game play is calculated. At step 30, the user may decide to play on the existing playing field (step 38) or select a new playing field (step 32). If the user chooses to play on the existing playing field, then game play begins at step 40, If the user chooses to select a new playing field, then the user purchases the towers (step 34) and positions the towers on the playing field at step 36, These steps are the same as steps 18 and 20 respectively. Game play begins at step 40. [44] Figure 9 is an overview process flowchart 50 for game play of an embodiment of the present invention. At step 40, game play begins. Game play takes the form of waves of enemies or creeps swarming the playing field and attempting to reach the defensible locations. In one embodiment, the game is in two-dimension (2D) while in a further embodiment, game play is three-dimensional (3D).
[45] In 3D variations, multiple layers are displayed on the playing field at the same time. Each layer of the playing field may be similar or different from other layers. For example, a playing field may consist of an underground layer, a. ground layer and a sky layer or a ground layer and multiple underground layers or multiple sky layers. Creeps and towers might interact with only their own layer or with other layers or both. The creeps may travel between layers and the towers may shoot from one layer to another.
[46] These features may be combined in parts. One embodiment of a game scenario may consist of creeps traveling across layers and certain users working together on each layer. For example, users 1 and 2 may control the ground layer towers, users 3 and 4 may control the underground layer while users 5 and 6 may control the creeps. In some embodiments of the game, users are confined to controlling towers only on their assigned levels, potentially in conjunction with other users helping them. In another embodiment, users may be able to control tower construction on more than one level. In yet another embodiment, some users may control tower construction only on certain levels, including as few as one, while other users (i.e. super users) may control on multiple levels and each user may have different abilities with regard to where towers can be built and controlled.
[47] At step 52, in one embodiment, the software generates the waves of creeps while in another embodiment, a user or users can customize a creep attack. To customize a creep attack, a Creep Master is established. A Creep Master may create a creep attack, which consists of one or more waves of creeps, and also determines the attributes of the creeps used in the attacks.
Custom creep attacks are available for friend users to play against in addition to playing against creep attacks generated by the game. The Creep Master in some embodiments may be a single user, a friend user or a combination of the single user and friend user or friend users while each user may have different abilities. For example, some Creep Masters may be limited in what creeps they can deploy, how they deploy them, from where they deploy them, how often they deploy them and so on. [48] Creeps are only one example of types of entities that attack a user's defensible locations and may have particular attributes. For instance, a creep may have a defense factor which determines how often they must be hit by tower fire to be destroyed, or they may have a speed characteristic which determines how fast they travel. They may also have special abilities, such as the ability to fly, fire on the towers or attack the towers which would damage the tower in some fashion or cause the tower to lose functionality temporarily or permanently.
[49] In other embodiments, flying creeps in addition to ground creeps may drop new ground creeps or other flying creeps as they fly over the playing field. Also ground creeps may spawn flying creeps or ground creeps. In further embodiments, features on the playing field such as buildings, hills or planets may also shoot at the towers. General towers or specific towers may shoot at these features and be awarded special bonuses, benefits, points or the like. Benefits may include as increased shooting accuracy rate for towers for a period of time, increased damage capabilities by towers for a period of time, increased stamina for the user or the like. For example, the shooting range of all towers may be increased by 10% for 10 minutes or a tower may impart 20% more damage to a creep for the remainder of the game. In addition to being earned, these benefits may be gifted to/from friends or purchased by the user through the social network.
[50] At step 54, the creep attack begins. At step 56, the playing field is displayed on the user's device and the action ensues. During game play, the user may change strategy. At any time during game play, the user may reposition or sell an existing tower or use an ally resource during an attack (step 58). Towers sold will be for less currency than its original purchase price. In one embodiment, an ally resource is a tower that was gifted by another user. There may or may not be a limit to the amount of gifts that can be received or used during game play. After the towers are moved, sold or acquired at step 60, game play continues.
[51] Features that may allow a user to slow down all creeps for a period of time are available. These may be offered at special times during game play or for purchase through the social network.
[52] At step 62, the system assesses the battle and determines if the defensible locations (i.e. towers) are defeated (step 64). If not, then at step 66, the system determines if the creep attack is completed. If the creep attack is not complete, game play continues at step 58 or step 60. If the creep attack is complete, then at step 68, tower experience and game points are calculated. [53] In one embodiment, with each instance of game play, the user's towers gain experience that translates into more effective defense, for example, the accuracy rate of hitting creeps increases. Scoring is determined by how many creeps the user's towers kill and if the user's defensible locations are breached by attacking creeps.
[54] In another embodiment, each tower has an initial experience factor associated with it. The experience factor is increased throughout game play and a tower is only eligible to be upgraded once a certain experience factor/level is achieved through game play. It is desirable to upgrade the tower because an upgraded tower translates to more offensive capabilities as well as more defensive abilities against creeps such as increased firepower, increased range, increased accuracy, higher durability defense rating against attacking creeps, or the like. If the tower is eligible for an upgrade, the upgrade may be automatic, purchased with money, points, tokens or the like, or gifted from friend users.
[55] In another example, a tower may have an initial experience factor of three and when an experience factor of ten is achieved, the tower is eligible for an upgrade. During game play, as creeps are defeated by the tower, its experience factor increases. Once seven creeps are defeated, the tower's experience factor increases to ten, and it then becomes eligible for an upgrade. In one embodiment, a pop-up window alerts the user that the tower may be upgraded with 50 tokens. The user upgrades the tower and play continues. The tower continues to defeat creeps and in this example, the tower is eligible for an upgrade once an experience factor of 40 is reached.
[56] In one embodiment, the user gains money, points, tokens or the like based on success of destroying creeps. In another embodiment, the user starts with negative points or money from the original purchase of towers before game play. These negative points or money is offset by points earned by killing creeps. The user cannot purchase more towers or other game attributes until his account is positive and the account is always subject to falling below zero.
[57] In other embodiments, destroyed creeps may drop bonuses or special game items such as money, points or lives. These bonuses intended for the user, may be picked up automatically or manually, for example, within a certain time period. Additionally, a special tower or ability may be needed to acquire the bonuses for instance, a harvesting collector tower.
[58] In one embodiment, in order for a user to play the game, stamina is needed which is a. measure of energy. The user receives a set amount of stamina which is consumed during game play, for example, with each wave of creeps. This stamina is renewed regularly automatically such as daily or another finite amount of time. Once the stamina is consumed, the user cannot engage in game play until the stamina is renewed, purchased, or received as a gift from an ally. Additional stamina can be purchased using the social network. In other embodiments, a limited number of free games are available based on stamina. Additional free games are earned over time or may be purchased by the user through the social network.
[59] At step 70, the system queries the stamina. If stamina is remaining, the user may choose to play another game at step 72. In figure 7, this returns the user to step 52. If no stamina is remaining, the user may purchase stamina at step 74 then return to game play. If the user chooses not to purchase stamina, at step 76, the user may invite friends to be allies, share resources with allies by gifting towers or other attributes such as special items or the like, or request resources from allies. Also, an additional friend user may become allies with the single user and the friend user and shares resources during the game play. At step 78, game play ends. At least a portion of information related to an outcome from the game play is displayed on the user device of the single user.
[60] In other embodiments, the user may invite friends to be allies, share resources with allies by gifting towers or other attributes such as special items or the like, or request resources from allies before game play, during game play or after game play. For example, when a returning user authorizes the application thus first opens the game (figure 3, step 14), there may be a popup window encouraging them to invite friends or share resources such as sending gifts. Another pop-up window may indicate if gifts have been recei ved. Further, during game play, if the creeps overmn a defensible location, a pop-up window may occur suggesting the user request help from allies. Or, if the user's performance over some period of time is mediocre, a pop-up window may suggest the user request help from allies. The user may request help from allies before the game play, during the game play and after the game play.
[61] Leader boards and other measures of status may be incorporated in the game to increase awareness and foster competition and social interaction between friends and users. This scheme allows for asynchronous interaction between users because users do not have to be active at the same time to share and use resources thus providing continued play without input from connected friends. For example, a friend in the social network becomes be ally in the game sharing and using resources but a single user controls the actions during the game play by positioning the towers on the playing field before the game play using a device. Then, the single user participates in the game play when the friend user is offline and without input from the friend user. While counter-intuitive for a social game, this allows for continued play when a friend is offline, with the illusion that a friend is participating. This allows for non-real time interaction with friends.
[62] 'The present invention ailowrs for game play to extend over time with users ideally returning daily to play the game. The game play may be delayed in response to inputs from the single user where the delaying facilitates play with the friend user. This behavior is reinforced by the investment that the user has made in purchasing and placing towers, the use of stamina to limit daily play and the regeneration of stamina daily. In one embodiment, in at least some modes of operation, the game play is delayed at least 24 or 12 or 6 hours. In another embodiment, the towers may deteriorate over time when game play does not, take place within a set period of time. This will enco urage frequent game play. For example, if the user finishes a game one day and does not, return to play the very next day, one tower may become weaker and decrease in experience factor. The user may also be notified to encourage game play. These notifications may serve as a reminder to play the game, inform the user about, status of play of allies, or update the user on gifts received or suggest sending resources to those allies who need help.
[63] In further embodiments, real-time interaction with friends is also achie ved if the friends are online at the same time as the user. This may include incorporating social network friends and optionally, forming teams for game play. These teams may be associated with different levels in the 3D environment. The real-time interaction may be between two or more users, where one or more users might control the creeps and one or more users might control the towers. In any of these embodiments, a system might control some or all of the towers or creeps or both. For example, two users may each have towers that they each can place on the same playing field in coordinated play. The available towers may be the same or different for each user.
[64] A single user and the friend user may engage in the game play on the same playing field at the same time in real-time. For instance, two or more different users may play against one another or as a team, at the same time, on the same playing field. The game play would generally evolve as described in figures 3 and 7. Furthermore, for example, user 1 's entrance may be user 2's exit and vice versa. Creeps may destroy an opponent's towers or creeps may destroy an opponent's creeps.
[65] In another example, user 1 controls a particular tower throughout game play, and as a result that tower gains an experience factor and eventually becomes eligible for an upgrade. Because user 1 and 2 are on the same team, only user 2 may perform the upgrade to user 1 's tower. This promotes working together and in concert to win the game as an added dimension to the game. This type of game play could ping pong back and forth between users.
[66] Moreover, the users may have an in-game communication method (e.g., chat or instant messaging) that allows coordination of moves.-The communication method may allow chat in general or it may control the extent to which communication is allowed enabling the users to share only certain information.
[67] In another aspect of the game, the user can create customized, user-generated content to be used during game play. In one embodiment, a user may design (i) the playing field, (ii) elements within the playing field, and/or (iii) creeps and towers to be used for game play.
Characteristics of the playing field such as size, shape, theme or the like may be selected by a user. Elements such as walls, buildings, lakes, hills, planets, lava pits, forests, or the like may be placed within the playing field by a user. The type, behavior and speed of the creeps may be customized as well as the characteristics of the towers. For example, a user may design a round, solar system themed playing field with a black hole and meteor shower as obstacles. The creeps, appearing as aliens, may enter in waves, some crawling while others are flying, but all having firepower. The towers in this example are shaped as planets having different types of firepower and some may be effective against crawling creeps while others effective against flying creeps.
[68] In one embodiment, a playing field is made up of more than one grid block, for example, nine 3x3 grid blocks, but the content and actual grid blocks are missing and unknown to a user. These individual grid blocks or pieces may be collected by a single user before, during or after game play. Also, the individual grid blocks or pieces may be collected by multiple users before, during or after game play. When all nine individual pieces are placed on the empty playing field, the playing field is revealed and unlocked for game play.
[69] Figure 10 shows an example of all the collected grid blocks (410, 412, 414, 416, 418, 420, 422, 424 and 426), separated by gridlines, revealing playing field 400. A user may collect grid blocks in many ways. In one example, collecting grid blocks may be achieved by earning such as simply playing the game over time. In another example, grid blocks may be obtained by winning such as receiving a random grid block based on defeating creeps. In yet another example, it may be done by soliciting from friend users where the individual grid blocks may be requested, sent, traded or shared with friend users. Finally, grid blocks may be purchased with money, points, tokens or the like.
[70] In an example implementation, a user engages in game play, defeats a. set amount of creeps, and thus wins the game. A pop-up message appears alerting the user that a random piece of a forest playing field has been found. This grid block is the upper left corner of the forest playing field and the characteristics of that section are revealed.
[71] Figure 11 illustrates the upper left corner grid block 410 on the mystery playing field 400. The user then sends a message to friend users requesting all other grid blocks for the forest playing field. Friend users then gift the other grid blocks to the original user. The user now has collected all nine unique grid blocks to form the forest playing field. The forest playing field can now be used for game play.
[72] While the specification has been described in detail with respect to specific embodiments of the invention, it will be appreciated that those skilled in the art, upon attaining an
understanding of the foregoing, may readily conceive of alterations to, variations of, and equivalents to these embodiments. These and other modifications and variations to the present invention may be practiced by those of ordinary skill in the art, without departing from the spirit and scope of the present invention. Furthermore, those of ordinary skill in the art will appreciate that the foregoing description is by way of example only, and is not intended to limit the invention. Thus, it is intended that the present subject matter covers such modifications and variations.

Claims

1. A method of providing game play on a social network, the method comprising the steps of:
a. receiving inputs via a computer network from user devices;
b. storing the inputs in a memory, at least a portion of the memory being located remote from the user devices;
c. allowing a single user associated with at least one of the user devices to invite a friend user with a method provided by the social network to join in the game play: d. allowing the single user to acquire towers to defend locations on a playing field before the game play, the pl aying field being displayed on the user device of the single user;
e. displaying at least a portion of information related to an outcome from the game play on the user device of the single user; and
f. delaying the game play in response to inputs from the single user, the delaying facilitating play with the friend user;
g. wherein the social network has a main focus of building social networks aro und people by allowing friends, family and others to share personal and professional interests, and the social network provides a platform for the game play and for other social network applications.
2. The method of claim 5 , wherein the single user controls the actions during the game play by positioning the towers on the playing field before the game play using the device, such that the single user participates in the game play when the friend user is offline and without input from the friend user.
3. The method of claim 1 , wherein the game play is three-dimensional (3D).
4. The method of claim 1, wherein, in at least some modes of operation, the game play is delayed at least 24 or 12 or 6 hours.
5. The method of claim 1 , wherein the towers are sold for currency or points.
6. The method of claim 1 , wherein the single user and the friend user become allies and share resources during the game play.
7. The method of claim 6, wherein an additional friend user become allies with the single user and the friend user and shares resources during the game play,
8. The method of claim 1, further comprising the steps of:
a. receiving a set amount of stamina, the stamina being consumed during the game play and renewed regularly; and
h. purchasing the stamina using the social network.
9. The method of claim 1, further comprising the steps of:
a. creating a custom enemy attack of one or more waves of enemies, attributes of the enemies being determined by the single user, the friend user or a combination of the single user and friend user; and
b. allowing the friend user to play against the custom enemy attack.
10. The method of claim 1 , wherein the towers have at least one of the following enhanced features: healing, helping, durability, cost, or stun mode.
11. The method of claim 1 , wherein at least one of the towers has an experience factor.
12. The method of claim 11 , wherein the tower is eligible for an upgrade after the experience factor is achieved through game play.
13. The method of claim 1 , wherein the single user and the friend user engage in the game play on the same playing field at the same time in real-time.
14. The method of claim 1 , wherein not all features on the playing field are visible to the single user or friend user at the onset of the game.
15. The method of claim 1 , wherein the single user is provided with the option of creating customized content to be used during game play.
16. The method of claim 1, wherein the playing field is comprised of multiple grid blocks.
17. The method of claim 16, wherein grid blocks are collected by the single user before, during or after game play.
18. The method of claim 16, wherein grid of blocks are collected by multiple users before, during or after game play,
19. The method of claim 1 , wherein the friend user is linked with the user via the social network.
PCT/US2013/030304 2012-03-17 2013-03-11 Tower game play on a social network WO2013142126A1 (en)

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