HK1076216A1 - 网络游戏方法、网络游戏终端机和服务器 - Google Patents
网络游戏方法、网络游戏终端机和服务器 Download PDFInfo
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Description
技术领域
本发明涉及在通信网络上开展的网络游戏方法、网络游戏终端机和游戏服务器,特别地,涉及可以进行在多个玩家(以下,也称为参加者)参加的网络游戏(以下,也称为联机游戏)中的多方通话的网络游戏方法、网络游戏终端机和游戏服务器。
背景技术
近年来,在网络上开展称为角色扮演游戏(RPG)或对战游戏的各种游戏的联机游戏日益流行。在这样的联机游戏中想要提高其魅力或价值,例如,在战斗机组之间的分组对战网络游戏中,进行与我方同伴或对战对手的通话,作为此时的通信联络方式,使用聊天式的对话或普通电话。
但是,聊天式的对话,因为必须与游戏操作一并地使用键盘来输入文字故操作较麻烦,且应答性较差,所以将妨碍游戏顺利地进行。而且,普通电话等的通信联络,在现有电话费用体系上,玩家不得不承担较大的经济费用,可以说对于需要长时间进行的游戏是不适当的通话方式。而且,虽然由一般电话进行多对多的会话在现在是可能的,但是,在多对多的会话中,不能够进行临时向1对1等的对话的自由切换。
在日本特开2001-314657号公报中,公开了在领航员角色和执行角色这两者之间具有互联网电话等声音交换装置的网络游戏系统,并且,记载了采用通过施加声音效果来在游戏中保持现实性的办法。但是,在该公报中记载的技术仅限定于二者间通话,没有可在对战游戏等中进行多方通话的技术。而且,上述声音效果只不过是对发送时的声音施以声压和音质加工,难以获得飞跃地提高游戏的现场感或现实感的效果。
发明内容
本发明提供能够在多个玩家参加的网络游戏中,使用IP电话或互联网电话进行多方通话的网络游戏方法,并提供能够进行多方通话的网络终端机和游戏服务器。
本发明提供使用具有可进行IP电话通话方式的终端机、有多个玩家参加的网络游戏方法,其特征在于:通过管理各玩家的IP地址,选择性地接收包含特定IP地址的通话信号,使得能够在玩家间进行多方通话。
在上述网络游戏方法中,最好是除了接收上述通话信号之外,上述通话装置还接收由游戏效果音数据和游戏消息数据构成的乐音信号。
本发明提供具有可进行IP电话的通话装置的网络游戏终端机,其特征在于:该终端机声音接收部包括:收发控制网络游戏的程序信号的游戏通信部;基于该信号控制后述的参加者IP管理部、分配部、以及合成部的游戏控制部;管理联机中的游戏参加者的IP地址的参加者IP管理部;接收通话数据的网络接收部;判断上述接收的通话数据是否具有特定IP地址,并向下述扩展部送出的分配部;还原上述所送出的通话数据的扩展部;时序地合成上述还原的通话数据的合成部;将所合成的通话数据的数字信号变换为模拟信号的D/A变换部;作为与上述通话装置的连接部的麦克风·扬声器I/F部。
最好是,上述网络接收部接收上述通话数据并接收与网络游戏有关的乐音数据。
最好是,上述终端机的声音接收部还具有按照上述分配部的指示向上述合成部发送预先存储的呼入通知音的呼入呼叫发送部。
此外,本发明提供一种网络游戏服务器,作为网络游戏执行部,具有存储了与网络游戏有关的数据的数据存储部;随着网络游戏的进展确定管理、加工、收发上述各数据的游戏处理部;在每次对战中管理游戏的对战管理部;以及在与网络终端机之间收发网络游戏的控制程序信号的游戏通信部,其中,该网络游戏服务器具有获得连接在网络的终端机的IP地址,并向其它终端机通知该IP地址的功能。
最好是,上述数据存储部除影像数据之外,还存储效果音数据和消息数据,并且上述网络游戏执行部还包括:接受上述游戏处理部的委托进行与上述效果音数据和上述消息数据有关的乐音数据的发送处理的通信处理部;进行该通信处理部和上述游戏处理部之间的控制的控制部;向上述网络终端机发送上述乐音数据的网络发送部。
附图说明
图1是表示本发明的优选的网络游戏方法的整体示意图。
图2是表示进入网络游戏的参加登录处理例的流程图。
图3是在管理服务器中的网络游戏执行部的方框结构图。
图4是在联机中的玩家对其它玩家进行通话发送时,显示在发送方玩家的终端机上的画面例。
图5是表示网络游戏终端机的声音接收部的结构的方框图。
具体实施方式
通过多个玩家参加对战游戏的实施形式说明本发明的优选的网络游戏方法。
图1是表示本发明整体的示意图,在图1中,由参加者A、B、C构成的第1团队10和由参加者D、E、F构成的第2团队20参加对战式联机游戏。各玩家A~F的终端机12、12…和提供该网络游戏服务的服务器30分别连接到互联网40。
而且,在各玩家A~F的终端机12、12…中设置通话装置14,在本发明中由具有该通话装置14的终端机,进行IP电话通话。在本发明中所谓的IP电话,是经由互联网40收发数字化了的声音数据的系统,也包含经由公共互联网收发声音数据的互联网电话。在本发明中网络游戏玩家A~F并不限于多对多、1对多的互联网电话,也能够进行所希望的1对1的通话。即,通过玩家之间的多方间通话或来自游戏画面上的控制,也能够进行可临时切换的1对多、1对1的通话。
对于进入网络游戏的参加者确定方法,可以采用各种各样的方法,例如,按照日本特开平11-253657号公报,国际申请公开WO01/27771号公报等的方法,能够确定成为对战对手或本团队的参加者。
图2是表示进入网络游戏的参加者登录处理的流程图,在图2中提供网络游戏服务的管理服务器30的处理程序被放置在中间,在其左右所图示的是第1团队10的玩家A~C和第2团队20的玩家D~F的处理程序。并且,第1团队的玩家A~C和第2团队的玩家D~F的处理程序是相同的。
各玩家A~F确认本终端机12联机到网络上(21),在未联机的情况下,通过预定的连接操作(22)进行联机。接下来,对于各玩家A~F的预定的参加步骤(23),管理服务器30按不同的对战游戏接受其参加步骤,进行网络游戏预定的接受处理(24)。即,管理服务器30对每个玩家A~F进行其确认和询问(25),判断参加者是否全部到齐了(26)。在判断为参加者全部到齐的情况下,管理服务器30获得全部玩家的IP地址(27),分别向各玩家A~F通知全部参加者的IP地址和管理服务器的IP地址(28)。这些IP地址存储到各玩家A~F的终端机12所具有的后述的参加者IP管理部53中。并且,上述玩家的IP地址也可以在上述各玩家A~F的参加步骤(23)或管理服务器30的接收处理(24)、以及其它任意步骤获得。
下面,对于提供网络游戏服务的管理服务器30进行说明。图3是管理服务器中的网络游戏执行部的方框结构图,该执行部具有:存储与网络游戏有关的数据的游戏影像数据存储部31;游戏效果音数据存储部32;游戏消息数据存储部33;根据网络游戏的进展来确定管理、加工、收发上述各数据的游戏处理部34;在每次对战中管理游戏的对战管理部35;以及在与玩家终端机12之间收发控制网络游戏的程序信号的游戏通信部36;另外,还具有:接受游戏处理部的34委托来进行声音(乐音)发送处理的通信处理部37;进行游戏处理部34和通信处理部37之间的控制的控制部38;相当于所谓IP电话的发送部的网络发送部39。
在上述游戏影像数据存储部31中,还存储有网络游戏中的字幕叠加(superimpose)或字幕程序(telop)等与影像分离的文字数据。这些数据和作为通常的游戏声音的声音信号,按照与现有公知的网络游戏服务器相同的方法,与游戏影像数据一起,从游戏通信部36向终端机12的各游戏程序的接收部(未图示)发送。另一方面,对于用于网络游戏的声音、音乐、音响等的游戏效果音数据和在游戏中从仪表等发出的游戏消息等的游戏消息数据(这些统称为乐音数据),依照参考了对战管理部35的游戏处理部34的委托,通过控制部38对通信处理部37指示抽取符合的乐音数据和发送准备,从网络发送部39向后述终端机12的网络接收部54发送。
图4表示玩家的终端画面,是在联机中的玩家向其它玩家进行通话发送时的发送方玩家的终端机12上显示的画面例子,省略了游戏影像。在显示画面41的上边分别配置有用于向第1团队(对战对手)发送的连接按钮组42(对战对手全体)、43(对战对手各人),在显示画面41的下边分别配置有用于向第2团队(我方)发送的连接按钮群44(我方人员全体)、45(我方人员各人)。而且,取决于网络游戏的内容,也可以设置允许从各发送者向特定的多个玩家的发送、或从各发送者向双方全部玩家发送的按钮。
发送方玩家通过选择在终端画面所显示的任意一个连接按钮42~45(鼠标点击或键盘输入),能够向目标通话者(发送对方)发送目标通话数据。
下面,说明通话装置所连接的玩家的终端机12。
图5是表示网络游戏终端机12的声音接收部的结构的方框图,该接收部具有:经由管理服务器30的游戏通信部36和互联网网络40而连接、并收发控制网络游戏的程序信号的游戏通信部51;基于上述信号控制该声音接收部整体的游戏控制部52;管理联机中的游戏参加者的IP地址的参加者IP管理部53;经由互联网网络40接收通话数据和乐音数据的网络接收部54;判断上述接收的通话数据是否具有预定的IP地址,向下述的扩展部56送出的分配部55;还原上述所送出的通话数据和乐音数据的扩展部56;时序地合成上述被还原后的通话数据和乐音数据的合成部57;将所合成的通话数据和乐音数据的数字信号变换为模拟信号的D/A变换部58;作为与麦克风·扬声器等模拟设备进行连接的连接部的麦克风·扬声器I/F部59;以及存储预先准备的呼入通知音(声音、电子音等),依照分配部55的指示将该通知音向合成部57进行发送的呼入呼叫发送部60。
在图5中,从上述管理服务器30的游戏通信部36所发送的IP地址数据由游戏通信部51接收,按照游戏控制部52的指示存储到参加者IP管理部53。
在连接到网络的游戏终端机12中,从其它玩家发送的通话信号由网络接收部54接收,传递到分配部55。在分配部55中,判断该信号是否具有在参加者IP管理部53中预先登录的IP地址,与所登录的IP地址有关的信号依次地传递到扩展部56。并且,关于扩展部56,希望考虑延迟等产生的障碍而按每个接收信号设置多个扩展部56a、56b…。在扩展部56中被标准化了的数字信号,接下来被发送到合成部57,被时序地合成。并且,在合成部57中为了时序地正确地进行合成,希望上述接收信号是附加时间标记的信号。
接着,在合成部57所合成的数字信号由D/A变换部58进行模拟变换后,经过麦克风·扬声器I/F部59,输出到通信装置14的扬声器。在合成部57中的合成可以是数字合成和模拟合成的任意一种,在进行模拟合成的情况下,在图5中,合成部57和D/A变换部58的位置关系是相反的。
在合成部57中,进行从上述其他玩家发送来的通话数据的合成,以及根据网络游戏的种类和其它需要,从管理服务器30发送来的乐音数据(游戏效果音或游戏消息)的合成。即,包含从管理服务器30的网络发送部39发送的乐音数据的信号也被网络接收部54接收,与上述玩家的通话信号同样地被传递到分配部55,在合成部57进行合成后,被输出到通话装置14的扬声器。
在上述的分配部55的判断中,在判断接收信号不是与已登录IP地址有关的信号的情况下,或者丢弃该信号,或者进行对于呼入呼叫发信部60的发送音的发送指示,将发送音发送至合成部57。通过将该发送音输出到扬声器,接收了该信号的玩家也能够感知来自非参加者的电话连接。
即,在本发明中,可以根据希望而将从游戏参加者以外发送来的通话数据作为呼入呼叫音,来提供服务。
另外,与上述已登录IP地址的判断无关,分配部55还能够随着游戏的进展按照游戏控制部52的指示,丢弃特定者的接收信号或全部的接收信号。这种乐音数据的控制信号,对每个游戏按照其进行状况,在管理服务器30的游戏处理部34的控制下,由游戏通信部36进行发送,被游戏终端机12的游戏通信部51接收。该游戏控制部52的处理,在对战游戏等中特定者被消灭或退出的情况等中是很有效的。
与本发明有关的网络游戏方法,因为不仅能够进行多个、特别是3方以上的网络游戏参加者的同时通话,通过游戏效果音、游戏消息的强弱调整,能够使玩家同伴的通话具有真实感或临场感,所以提高游戏的完成度,提高玩家满足感的效果是显著的。
另外,在网络游戏中,也能够感知来自非玩家的电话连接,在预想成为今后通话方式的主流的互联网电话或IP电话中,具有能够消除由于游戏长时间使用而产生的不安感的显著效果。
Claims (2)
1.一种具有可进行IP电话的通话装置的网络游戏终端机,其特征在于,所述终端机的声音接收部包括:
收发控制网络游戏的程序信号的游戏通信部;
基于该信号来控制后述的参加者IP管理部、分配部和合成部的游戏控制部;
管理联机中的游戏参加者的IP地址的参加者IP管理部;
接收通话数据的网络接收部;
判断上述接收的通话数据是否具有预定的IP地址,并向下述扩展部送出的分配部;
还原上述所发送的通话数据的多个扩展部;
时序地合成上述所还原的通话数据的合成部;
将所合成的通话数据的数字信号变换为模拟信号的D/A变换部;
作为与上述通话装置的连接部的麦克风·扬声器I/F部;以及
在上述分配部判断为上述接收的通话数据不具有预定的IP地址时,按照上述分配部的指示向上述合成部发送预先存储的呼入通知音的呼入呼叫发送部。
2.根据权利要求1所述的网络游戏终端机,其特征在于,上述网络接收部除了接收上述通话数据,还接收与网络游戏有关的乐音数据。
Applications Claiming Priority (3)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2002104601 | 2002-04-08 | ||
| JP104601/2002 | 2002-04-08 | ||
| PCT/JP2003/004444 WO2003085942A1 (en) | 2002-04-08 | 2003-04-07 | Network game method, network game terminal, and server |
Publications (2)
| Publication Number | Publication Date |
|---|---|
| HK1076216A1 true HK1076216A1 (zh) | 2006-01-06 |
| HK1076216B HK1076216B (zh) | 2011-07-29 |
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| Publication number | Publication date |
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| JP5143107B2 (ja) | 2013-02-13 |
| WO2003085942A1 (en) | 2003-10-16 |
| CN1643884B (zh) | 2011-02-09 |
| JPWO2003085942A1 (ja) | 2005-08-18 |
| EP1499096A4 (en) | 2005-05-11 |
| DK1499096T3 (da) | 2010-05-25 |
| JP2010063128A (ja) | 2010-03-18 |
| JP4484526B2 (ja) | 2010-06-16 |
| EP1499096B1 (en) | 2010-01-27 |
| US20050246449A1 (en) | 2005-11-03 |
| CN1643884A (zh) | 2005-07-20 |
| ES2339649T3 (es) | 2010-05-24 |
| KR20040098060A (ko) | 2004-11-18 |
| US7698447B2 (en) | 2010-04-13 |
| ATE456901T1 (de) | 2010-02-15 |
| EP1499096A1 (en) | 2005-01-19 |
| DE60331137D1 (de) | 2010-03-18 |
| AU2003236324A1 (en) | 2003-10-20 |
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