WO2017173911A1 - Mobile internet-based real-user network gaming system - Google Patents

Mobile internet-based real-user network gaming system Download PDF

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Publication number
WO2017173911A1
WO2017173911A1 PCT/CN2017/076502 CN2017076502W WO2017173911A1 WO 2017173911 A1 WO2017173911 A1 WO 2017173911A1 CN 2017076502 W CN2017076502 W CN 2017076502W WO 2017173911 A1 WO2017173911 A1 WO 2017173911A1
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player
real
information
game
virtual
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PCT/CN2017/076502
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French (fr)
Chinese (zh)
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杨跃龙
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杨跃龙
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Publication of WO2017173911A1 publication Critical patent/WO2017173911A1/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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/219Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
    • 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
    • A63F13/2145Input 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 the surface being also a display device, e.g. touch screens
    • 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
    • A63F13/45Controlling the progress of the video game
    • 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

Definitions

  • the player's geographic location information is obtained through GPS, Beidou and other positioning sensors on the player's device, and displayed on the screen in combination with a map or satellite image.
  • the program and system handle the location information of each player.
  • the game design allows the player to display the position of himself, teammates, and opponents on the screen map, and also allows the player to reach the location set by the game to complete the task or obtain the item, or Players trigger special effects of game design in different areas.
  • the weapons and A and C immediately launched an exchange of fire. All the players' equipments were shot at different volume distances. The screen also showed the muzzle flare, the arrow's flight path and the damage information of both sides. After 1 second, Player C is killed by Player A. All players receive the kill information. Player c's position becomes gray to indicate death, while Player C's bow is dropped and removed from its inventory. All players' maps. The "Bow and Arrow" icon appears again in the position where Player C dies. Player C enters the watch mode and continues to watch the battle between A and B.
  • Player A With the death of Player C, the player A and B alliance relationship is invalid, Player A immediately turns to aim at Player B to open fire, thinking that with the remaining 4 rounds of ammunition enough to kill player B in armor. Player B also realized this and quickly rushed to player A. In the process, player A was hit 2 and grabbed the remaining 50 points. At this time, the distance between the two sides was 15m. Player A took the side-by-side path to avoid approaching. After player A 2 guns had 1 shot off target and used up all ammunition. At this point, player B has 25 remaining lives and player A has 30 remaining lives. Player B enters the range of 10m, player A tries to escape, but at this time player B immediately launches "poke" and kills player A. Like Player C's death, Player A dies into the watch mode, and a kill message appears on the map. The pistol icon appears in the A death position.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Theoretical Computer Science (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

A multi-participant network gaming system comprises an Internet-connected portable intelligent apparatus, such as a mobile phone, or a tablet computer. The gaming system combines techniques relating to the mobile Internet, portable intelligent apparatuses, the Internet of Things and network gaming. The invention enables a virtual network game to be played in the real world, thereby realizing interaction between a virtual game and a real activity.

Description

基于移动互联网的现实真人网络游戏系统Real-life online game system based on mobile internet
发明名称:Name of the invention:
基于移动互联网的现实真人网络游戏系统Real-life online game system based on mobile internet
发明领域:Field of invention:
网络游戏、移动互联网、体育运动、活动组织、物联网Online games, mobile internet, sports, event organization, internet of things
技术背景:technical background:
本发明依托移动互联网技术、移动智能设备技术、物联网技术和网络游戏技术发展而来,并融合各技术开发出一种让玩家借助手机、平板电脑等便携式互联网智能设备在现实环境中战斗、合作、交易、争夺、竞逐的多人网络游戏系统。可将虚拟的MMORPG、RPG、动作、射击、策略、益智等网络游戏模式在现实世界中进行,同时也可用于增强甚至替代部分现有的真人游戏、体育运动、拓展训练,也可以进一步辅助现实工作、社交活动的有效进行。The invention relies on the development of mobile internet technology, mobile intelligent device technology, internet of things technology and online game technology, and integrates various technologies to develop a kind of game for players to fight and cooperate in the real environment by means of portable internet smart devices such as mobile phones and tablet computers. Multiplayer online game system that trades, competes, and competes. Virtual MMORPG, RPG, action, shooting, strategy, puzzle and other online game modes can be carried out in the real world. It can also be used to enhance or even replace some existing live-action games, sports, and expansion training. Effective work and social activities are carried out effectively.
发明内容:Summary of the invention:
通过安装于玩家所持的智能设备上的客户端和服务器上的服务端来构建游戏软硬件系统。利用手机、平板电脑等智能设备上的传感器获得玩家的现实状态,如位置、方向、速度等来进行游戏。借助设备触摸屏查看游戏信息并操作游戏功能;借助GPS、北斗传感器和指南针、加速度计等传感器获得玩家的位置、方向和速度信息;利用NFC感应、二维码拍摄等方式获得玩家之间以及玩家和环境物品之间的接触情况;利用摄像头获得玩家拍摄的图像信息;利用麦克风获得玩家和环境的声音信息。通过程序对以上各传感器进行管理,并利用移动互联网将信号、信息和指令进行传递,利用软件系统进行处理分析,让玩家之间通过智能移动设备在现实世界中游戏,以及进行现实活动的辅助,该系统由以下模块构成:The game hardware and software system is built by the client installed on the smart device held by the player and the server on the server. Use the sensors on smart devices such as mobile phones and tablets to get the player's reality, such as position, direction, speed, etc. to play the game. Use the device touch screen to view game information and operate game functions; use GPS, Beidou sensor and compass, accelerometer and other sensors to get the player's position, direction and speed information; use NFC sensor, QR code to capture players and players and Contact information between environmental items; use the camera to obtain image information captured by the player; use the microphone to obtain sound information of the player and the environment. Through the program to manage the above sensors, and use the mobile Internet to transmit signals, information and instructions, use the software system for processing and analysis, let players play games in the real world through intelligent mobile devices, and assist with real-life activities. The system consists of the following modules:
1、角色信息模块:1. Role information module:
此模块用于记录和显示与游戏模式设计相关的属性值、物品、任务等信息。如RPG类型游戏中的等级、经验值、血量、体力、魔法值、角色属性和道具、装备、伤害来源方向箭头指示等信息。This module is used to record and display information such as attribute values, items, tasks, etc. related to game mode design. Such as RPG type game level, experience value, blood volume, physical strength, mana value, character attributes and props, equipment, injury source direction arrow indication and other information.
2、角色位置模块:2, role location module:
通过玩家设备上的GPS、北斗等定位传感器获得玩家的地理位置信息,结合地图或卫星图显示在屏幕上。程序和系统处理各个玩家的位置信息,结合游戏设计可让玩家在屏幕地图上显示自己、队友、对手的位置,也可以让玩家到达游戏设定的位置点来完成任务或获取物品,也可让玩家在不同区域内触发游戏设计的特殊效果。The player's geographic location information is obtained through GPS, Beidou and other positioning sensors on the player's device, and displayed on the screen in combination with a map or satellite image. The program and system handle the location information of each player. The game design allows the player to display the position of himself, teammates, and opponents on the screen map, and also allows the player to reach the location set by the game to complete the task or obtain the item, or Players trigger special effects of game design in different areas.
3、互动模块:3. Interactive module:
通过方向传感器、加速度计等传感器进行有方向的“击打”、“射击”、“投掷”、“探测”、“施法”等互动方式。如、在MMORPG类型游戏设计中,玩家A朝向玩家B后,通过游戏设计的方式(按下按钮、执行触屏手势或者握住手机做投掷动作等方式)来激活“火球”技能,A通过屏幕看到自己的魔法值有一定的下降,同时所有玩家的屏幕上出现了“火球”的飞行轨迹效果,轨迹从A玩家位置点出发,以A设备方向传感器所识别的方向发出。若玩家B处于游戏程序设定的“火球”影响范围中,玩家B的生命值减少,在A、B的屏幕上显 示命中信息,同时B的伤害指示箭头显示,结合其方向传感器标明伤害从什么方向传来。利用玩家的位置信息、方向信息和交互效果可进行丰富多彩的游戏互动。Directional "hit", "shooting", "throwing", "probing", "casting" and other interactive methods are carried out by sensors such as direction sensors and accelerometers. For example, in the MMORPG type game design, after player A faces player B, the "fireball" skill is activated by the way of game design (pressing a button, performing a touch gesture or holding a mobile phone to make a throwing action, etc.), A passes the screen. Seeing that there is a certain drop in the mana value, and the flight path effect of the "Fireball" appears on the screen of all players. The trajectory starts from the A player position point and is sent in the direction recognized by the A device direction sensor. If player B is in the "fireball" influence range set by the game program, the life value of player B is reduced, and the screen is displayed on the screens of A and B. The hit information is displayed, and B's damage indicator arrow is displayed, combined with its direction sensor to indicate the direction from which the damage came. Use the player's location information, direction information and interaction effects to create a variety of game interactions.
4、物品模块:4, the item module:
物品模块记录玩家的物品信息,不同游戏模式可有不同的设计,使用者也可按规则设定创建物品信息。玩家可通过到达相应位置“拾起”、从其他玩家处通过NFC触碰或拍摄二维码的方式得到物品。也可以从装备栏对物品进行“丢弃”、“销毁”、“发送”、“售卖”等操作。物品可用于进行相应的交互功能,如“使用"、“投掷”、“射击”、“部署”等,也按游戏设计通过收集、争夺来完成任务达成胜利条件。The item module records the item information of the player. Different game modes can have different designs, and the user can also create item information according to the rule setting. The player can get the item by "pick up" at the corresponding location, touch the NFC from another player, or take a two-dimensional code. It is also possible to "discard", "destroy", "send", "sell" and the like from the equipment bar. Items can be used to perform corresponding interactive functions, such as "use", "throw", "shoot", "deploy", etc., and also to achieve the victory condition by collecting and competing to complete the task according to the game design.
5、技能模块:5. Skill module:
技能模块类似物品模块,记录了玩家的技能信息,不同游戏模式可以有不同的设计。通过争夺、从其他玩家那学习或者通过角色经验规则解锁等方式获得。技能设计根据游戏模式设计而定,由“交互”模块在游戏中造成影响和效果。The skill module is similar to the item module, which records the player's skill information. Different game modes can have different designs. Obtained by vying, learning from other players, or unlocking through role experience rules. The skill design is based on the game mode design, and the "interaction" module affects and effects in the game.
6、任务模块:6, task module:
通过任务可编辑、发布对战的位置区域、时间、玩家要求、胜利奖励等内容来组织游戏和现实活动。在游戏和活动过程中可用来明确游戏规则、胜利条件,详细子任务和工作完成要求。Organize games and real-world activities through tasks such as editing, publishing location areas, time, player requirements, and victory rewards. It can be used to clarify game rules, victory conditions, detailed subtasks and job completion requirements during the game and activities.
7、交流模块:7. Communication module:
通过声音、图像传感器来实现玩家之间的语音和图像传递,帮助玩家在远距离交流。Sound and image sensors are used to achieve voice and image transmission between players, helping players to communicate at a distance.
8、观战模块:8, the battle module:
观战模块让非参与玩家和淘汰玩家了解游戏的进展情况,也可通过视频、照片、声音来记录游戏玩家的状态。可用于记录、转播、回顾过去的游戏。The watch-and-play module allows non-participating players and eliminated players to understand the progress of the game. The status of the game player can also be recorded by video, photo, and sound. Can be used to record, broadcast, review past games.
9、外设扩展模块:9, peripheral expansion module:
智能设备通过无线或有线方式连接相关显示设备、声音设备、传感定位设备、体感捕捉设备等其他设备来帮助玩家更好地游戏。The smart device connects the related display device, sound device, sensor positioning device, somatosensory capture device and other devices by wireless or wired to help the player to play better.
游戏模式举例:Game mode example:
下文以“饥饿游戏”的游戏设定来演示本系统的操作情况。“饥饿游戏”的规则:玩家分散出现在战区范围内,玩家离开战区就立刻判定为死亡,战区范围内特定地点会出现物品(武器、补给品),玩家间可利用武器或赤手空拳进行搏斗,被击杀的玩家被淘汰,最后的幸存者为本次游戏的胜利者。The operation of the system is demonstrated below with the game settings of the "Hunger Games". The rules of the "Hunger Games": Players are scattered in the theater. Players are immediately determined to be dead when they leave the theater. Items (weapons, supplies) will appear at specific locations within the theater. Players can use weapons or unarmed fists to fight. The killed player is eliminated and the last survivor is the winner of this game.
1、游戏任务的编辑和发布:1. Editing and publishing of game tasks:
玩家A通过客户端发布以上“饥饿游戏”的规则和模式,划定某公园大草坪为战区,游戏时间为周六上午9点集合9点05分正式开始,人数上限为20人。Player A releases the rules and modes of the above "Hunger Games" through the client, demarcating a park lawn as a battle zone. The game time is officially started at 9:05 on Saturday at 9:05, and the maximum number is 20.
2、游戏任务的报名和加入: 2. Registration and joining of game tasks:
玩家A、玩家B、玩家C通过任务系统查找到此次任务,通过任务系统报名参加了此次游戏。在周六9点钟准时到达了目标公园的大草坪。9点钟玩家A、B、C的地图显示了各自的出生点的地图坐标点,游戏开始倒计时启动,玩家们到达各自的出生点。Player A, Player B, and Player C find the mission through the mission system, and sign up for the game through the mission system. Arrived at the target park's large lawn at 9 o'clock on Saturday. At 9 o'clock, the maps of players A, B, and C show the map coordinates of their birth points. The game starts counting down and the players arrive at their birth points.
3、游戏的开始:3. The beginning of the game:
倒计时清零之后,游戏界面显示游戏正式开始。玩家的生命指示器出现,各人具备100点生命。地图上出现了各个道具的坐标点,基础互动被激活。基础互动为“空手搏斗”:立刻对前方5m、9点钟到3点钟方向范围内的目标造成20点伤害,冷却时间为0.5秒。After the countdown is cleared, the game interface shows that the game officially begins. The player's life indicator appears and each person has 100 life. The coordinate points of each item appear on the map, and the basic interaction is activated. The basic interaction is “empty wrestling”: immediately inflicts 20 damage to targets in the range of 5m and 9 to 3 o'clock in the front direction, and the cooldown is 0.5 seconds.
4、游戏的进行:4, the game is carried out:
玩家A的出生点位于战区南侧,地图西南角出现了“长矛"道具坐标点,他向“长矛”跑去。玩家B出生于战区西侧,其南侧较近位置出现了“盔甲”的道具坐标点,他决定去拾取“盔甲”后与A争夺"长矛",故立刻跑向“盔甲”。玩家C出生于战区北侧,战区东北角出现了“弓箭”坐标点,他决定去拾取“弓箭”开始向“弓箭”跑去。Player A's birth point is located on the south side of the theater. The "spear" prop coordinate point appears in the southwest corner of the map. He ran to the "spear". Player B was born on the west side of the theater. On the south side of the battlefield, there appeared the coordinate point of the "armor". He decided to pick up the "armor" and competed with A for the "spear", so he immediately ran to "armor." Player C was born on the north side of the theater. There was a "bow and arrow" coordinate point in the northeast corner of the theater. He decided to pick up the "bow and arrow" and began to run to the "bow and arrow".
数秒后,玩家B到达“盔甲”坐标点,其触摸屏显示“拾取”交互按钮,B按下按钮后其物品栏中加入一副“盔甲”,在所有玩家的地图中“盔甲”坐标点消失,玩家B打开物品栏装备“盔甲”,“盔甲”的装备效果为玩家所受伤害减少50%。所有玩家的地图中的玩家B图标发生变化提示其穿着了盔甲。此时玩家A、C还在路上并未到达物品坐标点。玩家B立刻向玩家A跑去试图击杀玩家A。After a few seconds, Player B reaches the "armor" coordinate point, its touch screen displays the "pick up" interactive button, B presses the button and adds a pair of "armor" in the item bar, and the "armor" coordinate point disappears in the map of all players. Player B opens the item bar with "Arms", and the effect of "Arms" is 50% less damage to the player. A change in the player B icon in the map of all players indicates that they are wearing armor. At this point, players A and C still do not reach the item coordinate point on the road. Player B immediately ran to Player A to try to kill Player A.
数秒后,玩家B追上了玩家A,地图上双方位置点相距5m,玩家B通过触屏发动“空手搏斗”:经过系统判定,攻击命中,玩家A的屏幕上提示生命值减少,下降为80点,并在后侧显示伤害来源箭头,玩家B显示攻击命中玩家A的图标上提示生命-20,同时双方设备播放出“击打音效”。玩家A见与“长矛”仍有较远距离就立刻转身查看情况。发现玩家B后,通过屏幕上显示其装备有“盔甲”,玩家A判断自己无法战胜B,立刻向玩家B喊话要求组成同盟共同对付玩家C,玩家B查看玩家C正跑向弓箭坐标,预计自己无法靠一己之力战胜C于是同意了A的请求,但条件是自己必须获得“长矛”,玩家A同意后放弃“长矛”而跑向地图中央的“手枪"坐标点。After a few seconds, Player B catches up with Player A. The position of the two sides on the map is 5m apart. Player B launches the "empty wrestling" through the touch screen: After the system determines that the attack hits, the player A's screen prompts the life value to decrease, dropping to 80. Point, and display the damage source arrow on the back side, player B shows the attack hits player A's icon on the icon to indicate life -20, while the two devices play out "hit sound effects." Player A sees that he is still far away from the "spear" and immediately turns around to check the situation. After player B is found, it is displayed on the screen that it is equipped with "armor". Player A judges that he can't beat B. He immediately calls to player B to form a league to deal with player C. Player B checks that player C is running to the bow and arrow coordinates. Can not rely on one's own strength to defeat C and then agreed to A's request, but the condition is that they must obtain a "spear", Player A agrees to give up the "spear" and ran to the "pistol" coordinate point in the center of the map.
数秒后,玩家A、B、C分别“拾起”并装备了“手枪”、“长矛”和“弓箭”,分别激活了“射击”(对50m、11点钟到1点钟角度范围内的最近目标造成50点伤害,飞行速度无限大,弹容6发。冷却时间0.5秒)“戳刺”(立刻对10m、10点钟到2点钟角度范围内的最近目标造成80点伤害,冷却时间0.5秒)“射箭”(对50m、11点钟到1点钟角度范围内的最近目标造成50点伤害,飞行速度50m/s,弹容10发,冷却时间1秒)。After a few seconds, players A, B, and C respectively "pick up" and equipped with "pistol", "spear" and "bow", respectively, activated "shooting" (for 50m, 11 o'clock to 1 o'clock angle range The nearest target deals 50 damage, the flight speed is infinite, and the bombing capacity is 6 rounds. The cooling time is 0.5 seconds.) "Puncture" (immediately 80 damage is dealt to the nearest target within 10m, 10 o'clock to 2 o'clock angle range, Cooling time 0.5 seconds) "Arrowing" (50 points of damage to the nearest target in the range of 50m, 11 o'clock to 1 o'clock, flight speed 50m / s, 10 shots, 1 second cooldown).
装备武器的A和C立刻展开了交火,所有玩家的设备按距离远近传出了不同音量的枪声,屏幕上也显示出了枪口火光、箭矢的飞行轨迹和双方的伤害信息。1秒钟后玩家C被玩家A击毙,所有玩家收到击杀信息,玩家c的位置点变为灰色提示死亡,同时玩家C的弓箭掉落,从其物品栏中移除,所有玩家的地图上在玩家C死亡的位置再次出现了“弓箭”图标。玩家C进入观战模式,继续观赏A与B之间的战斗。The weapons and A and C immediately launched an exchange of fire. All the players' equipments were shot at different volume distances. The screen also showed the muzzle flare, the arrow's flight path and the damage information of both sides. After 1 second, Player C is killed by Player A. All players receive the kill information. Player c's position becomes gray to indicate death, while Player C's bow is dropped and removed from its inventory. All players' maps. The "Bow and Arrow" icon appears again in the position where Player C dies. Player C enters the watch mode and continues to watch the battle between A and B.
随着玩家C的阵亡,玩家A与B同盟关系失效,玩家A立刻转身瞄准玩家B开火,认为凭借剩余的4发弹药足够击杀身着盔甲的玩家B。玩家B也意识到这点,迅速冲向玩家A,过程中玩家A被击中2抢剩余50点生命,此时双方距离15m,玩家A采取侧向环绕的路径来闪避接近,玩家A之后的2枪有1枪脱靶,用完了所有弹药。此时玩家B剩余25点生命、玩家A剩余30点生命。玩家B进入了10m的范围,玩家A试图逃跑,但此时玩家B立刻发动“戳刺”,击杀了玩家A。与玩家C的死亡一样,玩家A死亡进入观战模式,地图上出现了击杀信息,手枪图标在A死亡位置出现。 With the death of Player C, the player A and B alliance relationship is invalid, Player A immediately turns to aim at Player B to open fire, thinking that with the remaining 4 rounds of ammunition enough to kill player B in armor. Player B also realized this and quickly rushed to player A. In the process, player A was hit 2 and grabbed the remaining 50 points. At this time, the distance between the two sides was 15m. Player A took the side-by-side path to avoid approaching. After player A 2 guns had 1 shot off target and used up all ammunition. At this point, player B has 25 remaining lives and player A has 30 remaining lives. Player B enters the range of 10m, player A tries to escape, but at this time player B immediately launches "poke" and kills player A. Like Player C's death, Player A dies into the watch mode, and a kill message appears on the map. The pistol icon appears in the A death position.
5、游戏的结束:5, the end of the game:
此时玩家B成为唯一的幸存者。达成此次游戏的胜利条件。游戏结束,玩家A、B、C按照击杀和最终结果获得相应的经验和游戏币奖励,并通过观看系统保存了本次游戏的过程记录用于之后回顾。At this point player B becomes the only survivor. Achieve the victory conditions of this game. At the end of the game, players A, B, and C get the corresponding experience and game currency rewards according to the kill and final result, and save the process record of the game through the viewing system for later review.
以上是本游戏系统的一个游戏设计例子,本系统可按不同的游戏设定和设计实现各种不同的游戏内容和体验。The above is a game design example of the game system. The system can implement various game contents and experiences according to different game settings and designs.
以下是本游戏系统向现实工作的延伸案例。The following is an extended case of the game system to work in reality.
1、快递举例1, express example
快递的寄件人用“物品模块”输入物品描述、物品照片来在系统中创建一个新的待寄送的物品,系统录入后将生成的物品id二维码打印出来后粘贴于物品上,通过扫描二维码将物件加入到个人的物品栏。然后通过任务模块编辑和发布快递物品的任务,包括发件人、揽件地理信息(设置为发件人的此时地理位置),收件地点的地理坐标、收件人信息、送货时限等相关信息。The sender of the courier uses the “item module” to input the item description and the photo of the item to create a new item to be sent in the system. After the system enters the system, the generated item id QR code is printed and pasted on the item. Scan the QR code to add objects to your personal inventory. Then through the task module to edit and publish the task of the express item, including the sender, the piece of geographic information (set to the sender's geographical location at this time), the geographical coordinates of the receiving location, recipient information, delivery time limit, etc. Related Information.
快递员通过系统的任务模块搜索、查看和接受任务。发布者的揽收图标出现在快递员的地图之中,此快递任务也加入到快递员的任务列表之中。快递员与寄件人碰面之后,快递员收取物品并扫描物品上的二维码,该物品的从寄件人的物品栏移除后加入到快递员的物品栏。经过快递各个环节的流转,该物品的物品信息在不同人的物品栏中流转,最后收件人扫描到物品二维码后加入到收件人的物品栏中,此次任务的完成条件达成,快递员可按设定领取相应奖励。The courier searches, views, and accepts tasks through the system's task module. The publisher's collection icon appears in the map of the courier, and the courier task is also added to the courier's task list. After the courier meets the sender, the courier picks up the item and scans the QR code on the item, which is removed from the sender's inventory and added to the courier's inventory. After the flow of each link of the express delivery, the item information of the item flows in the item column of different people, and finally the recipient scans the QR code of the item and adds it to the item column of the recipient, and the completion condition of the task is reached. The courier can receive the corresponding reward according to the settings.
2、志愿者活动举例2. Examples of volunteer activities
重阳节之际,某养老院计划组织一次志愿者活动。活动的组织者将活动时间、地理位置、人员、工作内容信息通过任务模块编辑并且发布。任务内容为清洁、表演等子任务以及以获得“认可”状态来完成任务。On the occasion of the Double Ninth Festival, a nursing home plans to organize a volunteer activity. The organizer of the event edits and publishes the event time, geographic location, personnel, and work content information through the task module. The task is to complete subtasks such as cleaning, performance, and to get an "approved" status to complete the task.
志愿者通过任务模块搜索、查看、报名此任务,并准点到达指定地理位置。按照“饥饿游戏”相似组织方式进行志愿者活动,不同的是用真实服务劳动来代替大部分的“虚拟互动”,最终活动组织者检查各志愿者的工作情况并通过“认可”交互按钮把各志愿者标记为“认可”状态。志愿者达成任务条件后可根据设定获得游戏奖励。Volunteers search, view, and register this task through the task module, and arrive at the designated geographic location on time. Volunteer activities are carried out according to the similar organization of “Hunger Games”. The difference is that most of the “virtual interactions” are replaced by real service labor. Finally, the event organizer checks the work of each volunteer and uses the “approval” interactive button to Volunteers are marked as "approved". After the volunteers reach the mission conditions, they can get game rewards according to the settings.
以上是本系统帮助用户更好的进行现实活动的例子,通过任务模块、物品模块、互动模块的设计可对现实工作和生活的方方面面提供有效的辅助。 The above is an example of the system to help users to carry out more realistic activities. Through the design of task modules, item modules and interactive modules, it can provide effective assistance to all aspects of real work and life.

Claims (4)

  1. 一种对用户地理位置信息、方向信息、运动信息、虚拟人物状态信息、虚拟物品信息、任务信息等各方面信息进行综合收集、综合处理、综合传送来在现实环境下实现虚拟游戏和真实活动组织的互联网游戏系统。A comprehensive collection, comprehensive processing and comprehensive transmission of user geographical location information, direction information, motion information, virtual character status information, virtual item information, task information and other aspects to realize virtual games and real event organizations in a realistic environment Internet game system.
  2. 一种可以通过NFC触碰、二维码扫描、地理位置信息判定等方式对真实物品、真实人物和真实环境、虚拟物品和环境进行交互来进行的现实真人网络游戏系统。A real-life online game system that can interact with real objects, real people, real environments, virtual objects, and environments through NFC touch, two-dimensional code scanning, and geographic location information determination.
  3. 一种通过整合移动智能设备上各传感器、数据处理系统和信息通讯系统而实现的一种基于移动互联网的现实真人网络游戏系统。A real-life live-action online game system based on mobile internet realized by integrating various sensors, data processing systems and information communication systems on mobile smart devices.
  4. 一种可以通过对游戏和活动内容的深入设计和编辑来实现不同类型的虚拟游戏和真实活动的开放式现实真人网络游戏系统。 An open-realistic live-action online game system that enables different types of virtual games and real-life activities through in-depth design and editing of game and event content.
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