KR101736071B1 - Device and method for controlling character reactivation based on interaction between characters in game - Google Patents
Device and method for controlling character reactivation based on interaction between characters in game Download PDFInfo
- Publication number
- KR101736071B1 KR101736071B1 KR1020150128404A KR20150128404A KR101736071B1 KR 101736071 B1 KR101736071 B1 KR 101736071B1 KR 1020150128404 A KR1020150128404 A KR 1020150128404A KR 20150128404 A KR20150128404 A KR 20150128404A KR 101736071 B1 KR101736071 B1 KR 101736071B1
- Authority
- KR
- South Korea
- Prior art keywords
- character
- inactive
- condition
- attack
- player
- Prior art date
Links
Images
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/577—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/75—Enforcing rules, e.g. detecting foul play or generating lists of cheating players
Abstract
The present invention relates to a character re-activation control method and apparatus based on character-to-character interaction in a game. According to a first aspect of the present invention, there is provided a method of providing at least one character in a game space, the method comprising: providing at least one activated character that operates according to a control of a player in the game space; Determining whether each of the at least one character corresponds to an inactive condition that is a condition for blocking a player's control on the character based on status information about the character, Detecting an attack of the other character, and switching an inactive character attacked by the other character to an active state, which is a state of operating according to the control of the player.
Description
The present invention relates to a character re-activation control method and apparatus based on interaction between characters in a game, and more particularly, to a character re-activation control method and apparatus based on interaction between characters in a game, The present invention relates to a method and apparatus for controlling whether a character inactivated in response to an action is reactivated.
In recent years, games of various genres have been developed and provided to players, and in particular, games of a genre in which a plurality of players battle each other using at least one character are gaining popularity.
Particularly, there is a popular strategy game or a first-person action game in which a plurality of characters divide the camp and attack the characters of the opponent's camp to win each camp.
In this kind of games, it is common that one character is switched to the inactive state in which the player's control over the character is blocked by the attack of the other character, and the disabled character is reactivated after a predetermined time to perform the game.
At this time, there are cases where some players continuously attack the inactive characters of another faction and give psychological discomfort to players of the other faction's characters.
Such a behavior of some players results in half of the overall fun and balance of the game, and the player controlling the character feels uncomfortable.
Therefore, a technique for solving the above-described problems is required.
Korean Patent Publication No. 10-2005-0091587, which is related to the prior art, discloses a method of operating a waiting room of an online game in which a character is activated, a waiting room operating system for implementing the same, and a computer readable recording medium in which a waiting room operating program is recorded I suggest. However, according to the prior art document, only a waiting room operating method for activating a character according to whether a plurality of characters in a waiting room are ready to participate in a game is provided, and only a disabled character in a game is disabled It does not control reactivation. Therefore, it is necessary to search for a technique for controlling the reactivation of the inactivated character.
On the other hand, the background art described above is technical information acquired by the inventor for the derivation of the present invention or obtained in the derivation process of the present invention, and can not necessarily be a known technology disclosed to the general public before the application of the present invention .
An object of the present invention is to provide a character re-activation control method and apparatus based on character-to-character interaction.
According to a first aspect of the present invention, there is provided a method of providing at least one character in a game space, the method comprising: Determining whether each of the at least one character corresponds to an inactive condition that is a condition for blocking a player's control on the character based on status information about each of the provided at least one character; Detecting an attack of the other character with respect to the inactive character corresponding to the inactive condition and switching an inactive character attacked by the other character to an active state in which the disabled character is operated according to the control of the player have.
According to a second aspect of the present invention, there is provided a character providing apparatus for providing at least one character in a game space, the apparatus comprising: An inactivity determination unit for determining whether or not each of the at least one character corresponds to an inactive condition that is a condition for blocking a player's control on the character based on an inactivity condition of the at least one character, And a reactivation / sanitization unit for switching the inactive character, which is attacked by the other character, to an activated state, which is a state in which the disabled player character is operated under the control of the player.
According to a third aspect of the present invention, there is provided a computer-readable recording medium on which a program for performing a character providing method is recorded, comprising the steps of: providing at least one activated character operating in accordance with a control of a player in the game space; Determining whether each of the at least one character corresponds to an inactive condition that is a condition for blocking a player's control on the character based on state information about each of the characters of the at least one character, Detecting an attack of the other character and switching an inactive character attacked by the other character to an active state in which the player is controlled according to the control of the player.
According to a fourth aspect of the present invention, there is provided a method for providing a character, comprising: providing at least one activated character, which is performed by a character providing apparatus, Determining whether each of the at least one character corresponds to an inactive condition that is a condition for blocking the player's control on the character, detecting an attack of the other character with respect to the inactive character corresponding to the inactive condition, And switching an inactive character that has been attacked by the other character to an active state in which the player operates the player in accordance with the control of the player.
According to any of the above-mentioned objects of the present invention, an embodiment of the present invention can provide a character re-activation control method and apparatus based on inter-character interaction.
According to any one of the tasks of the present invention, a character character based on inter-character interaction for controlling the time or place of reactivation of the inactivated character in accordance with the interaction of the other character with the inactive character An activation control method and apparatus can be proposed.
In addition, according to any one of the tasks of the present invention, the character re-activation control based on the inter-character interaction that minimizes the psychological displeasure felt by the player controlling the inactivated character as the other character continuously attacks the disabled character Methods, and apparatus.
In addition, according to any one of the tasks of the present invention, the character re-activation based on the inter-character interaction, which prevents the character inactivated by the other character from being continuously attacked, A control method and apparatus can be proposed.
The effects obtained by the present invention are not limited to the above-mentioned effects, and other effects not mentioned can be clearly understood by those skilled in the art from the following description will be.
1 is a block diagram showing a character providing apparatus according to an embodiment of the present invention.
2 is a flowchart illustrating a character providing method according to an embodiment of the present invention.
Hereinafter, embodiments of the present invention will be described in detail with reference to the accompanying drawings, which will be readily apparent to those skilled in the art. The present invention may, however, be embodied in many different forms and should not be construed as limited to the embodiments set forth herein. In order to clearly illustrate the present invention, parts not related to the description are omitted, and similar parts are denoted by like reference characters throughout the specification.
Throughout the specification, when a part is referred to as being "connected" to another part, it includes not only "directly connected" but also "electrically connected" with another part in between . Also, when an element is referred to as "comprising ", it means that it can include other elements as well, without departing from the other elements unless specifically stated otherwise.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS Hereinafter, the present invention will be described in detail with reference to the accompanying drawings.
Before describing this, we first define the meaning of the terms used below.
Hereinafter, 'character' refers to graphic objects that are placed in a game space, which is a virtual space in which a game is performed, and have an influence on a game result. In particular, an object to be selected, moved, or changed in state by the control of the player, i.e., the controlled objects of the player. For example, a character of an RPG (Roll Playing Game), or the like. Also, among the graphic objects disposed in the game space and influencing the game result, objects that are influenced by the character controlled by the player but are not controlled by the player but automatically moved or changed in accordance with the setting of the game itself can do. For example, it may be a Non-Player Character (RP) NPC. The character can be visualized as a two- or three-dimensional graphic image.
In this connection, the first character and the second character are used for distinguishing characters and do not refer to a specific character.
Hereinafter, the 'game space' is a virtual space in which a game is performed, and includes a certain range of areas that are represented by a two-dimensional graphic or a three-dimensional graphic, and characters to be described later can move. In a single game, a plurality of game spaces designed differently from each other can be selectively provided, and each player can select one of them, or can access only a part of the game space according to the game level of each player.
And 'activation' means that the characters in the game can act according to the control of the player. In addition, the state in which the player can not control the character is referred to as 'inactive', and the criterion in which the activated character is inactivated is referred to as 'inactivity criterion'.
For example, when the activated character, which is a condition for deactivating the character in the game, becomes 0, the character falls down to a body that is deactivated at a position satisfying the deactivation condition, and the player moves the character Can not be controlled.
The term 'camp' means that a plurality of characters for achieving the same purpose in the game space may perform battle between camps in a grouped unit, for example, in a game space, or one camp may perform the same quest .
At this time, the battle between the characters or faction is referred to as a "battle state".
1 is a block diagram showing a configuration including a
The
The
At this time, the electronic terminal may be implemented as a computer, a portable terminal, a television, a wearable device, or the like, which may include an interface capable of interacting with a player. Here, the computer includes, for example, a notebook computer, a desktop computer, a laptop computer, and the like, each of which is equipped with a web browser (WEB Browser), and the portable terminal may be a wireless communication device , Personal Communication System (PCS), Personal Digital Cellular (PDC), Personal Handyphone System (PHS), Personal Digital Assistant (PDA), Global System for Mobile communications (GSM), International Mobile Telecommunication (IMT) (W-CDMA), Wibro (Wireless Broadband Internet), Smart Phone, Mobile WiMAX (Mobile Worldwide Interoperability for Microwave Access) (Handheld) based wireless communication device. In addition, the television may include an Internet Protocol Television (IPTV), an Internet television (TV), a terrestrial TV, a cable TV, and the like. Further, the wearable device is an information processing device of a type that can be directly worn on a human body, for example, a watch, a glasses, an accessory, a garment, shoes, or the like, and can be connected to a remote server via a network, Lt; / RTI >
Also, the electronic terminal can detect occurrence of an input event by detecting a click, a touch, a tap, etc. of the player through the interface, and the input event may include information about the input point of the player.
The server may be implemented as a computing device capable of communicating with an electronic terminal equipped with a client for interacting with a game player via a network N, and may include a storage device capable of storing data, or a third server (Not shown).
The
In addition, the
Meanwhile, the status
That is, the state
For example, the state
Meanwhile, the character attack determiner 120 can determine whether the character is hit by an attack of another character.
For this purpose, the character attack determiner 120 can determine whether or not the second character is hit based on whether the second character is positioned within the attack range of the attack of the first character, based on the type or direction of attack of the first character or the like.
For example, when the first character attacks with a gun, the character's shot determiner 120 determines that the first character has fired a gun when the second character is positioned in the direction in which the first character has aimed the gun, Can be judged to have been hit.
At this time, if the attack of the first character is successful, the character attack determiner 120 can determine the body part of the second character attacked by the first character.
For example, if the attack of the first character is successful when the direction in which the first character has aimed the gun is the head of the body of the second character, the character's shot determiner 120 can determine that the head of the second character has been attacked have.
The character attack determiner 120 provides identification information of a character shot by the
In addition, the
Meanwhile, the
That is, the
For example, the
According to the embodiment, the
For example, when the soldier character has a physical strength of 0 and satisfies the inactive condition, the
On the other hand, the
To this end, the
That is, the
According to one embodiment, the re-establishing
For example, the
On the other hand, when the other character attacks the inactive character, the
In this case, according to one embodiment, the
For example, if the
On the other hand, when the
According to another embodiment, the
For example, the re-establishing
If it is determined that the
According to one embodiment, the
For example, the
For example, if the body part where the inactive character is attacked is the head, the
According to another embodiment, the
For example, the
Thereafter, when the reactivation condition for the inactive character is satisfied, the re-establishing
For example, the
2 is a flowchart illustrating a character providing method according to an embodiment of the present invention.
The character providing method according to the embodiment shown in FIG. 2 includes steps that are processed in a time-series manner in the
As shown in FIG. 2, the
That is, when the game starts, the
For example, the
Then, the
That is, the
In this case, the inactive condition may be, for example, whether the physical strength included in the character state information is '0' or whether the player is disconnected.
For example, the
For example, the
Then, the
For example, the
According to the embodiment, the
To this end, the
For example, the
Then, the
According to one embodiment, the
Alternatively, according to another embodiment, the
For example, the
Also, for example, the
Thereafter, when the disabled character is attacked in step S2003, the
According to the embodiment, the
For example, the
Alternatively, for example, the
Then, the
According to one embodiment, the
For example, the
Or, for example, the
By doing so, it is possible to provide compensation by causing the character attacked by the other character to be quickly reactivated to the damage caused by the unauthorized action by the other character.
At this time, according to the embodiment, the
By doing so, it is possible to provide a gain to an inactive character that has been attacked, and to prevent a psychological discomfort to a player that occurs by continuously attacking the inactive character.
After step S2004, the
For example, the
Then, the
For example, the
At this time, the
For example, the
Alternatively, for example, when the character is continuously disabled in the same place, the
By doing so, it is possible to prevent a situation in which the character is reactivated to an unfavorable position and the play time of a predetermined time or more is not guaranteed.
The character providing method according to the embodiment described with reference to FIG. 2 can also be implemented in the form of a recording medium including instructions executable by a computer such as a program module executed by a computer. Computer readable media can be any available media that can be accessed by a computer and includes both volatile and nonvolatile media, removable and non-removable media. The computer-readable medium may also include computer storage media. Computer storage media includes both volatile and nonvolatile, removable and non-removable media implemented in any method or technology for storage of information such as computer readable instructions, data structures, program modules or other data.
Also, the character providing method according to an embodiment of the present invention may be implemented as a computer program (or a computer program product) including instructions executable by a computer. A computer program includes programmable machine instructions that are processed by a processor and can be implemented in a high-level programming language, an object-oriented programming language, an assembly language, or a machine language . The computer program may also be recorded on a computer readable recording medium of a type (e.g., memory, hard disk, magnetic / optical medium or solid-state drive).
Thus, a character providing method according to an embodiment of the present invention can be implemented by a computer program as described above being executed by a computing device. The computing device may include a processor, a memory, a storage device, a high-speed interface connected to the memory and a high-speed expansion port, and a low-speed interface connected to the low-speed bus and the storage device. Each of these components is connected to each other using a variety of buses and can be mounted on a common motherboard or mounted in any other suitable manner.
Where the processor may process instructions within the computing device, such as to display graphical information to provide a graphical user interface (GUI) on an external input, output device, such as a display connected to a high speed interface And commands stored in memory or storage devices. As another example, multiple processors and / or multiple busses may be used with multiple memory and memory types as appropriate. The processor may also be implemented as a chipset comprised of chips comprising multiple independent analog and / or digital processors.
The memory also stores information within the computing device. In one example, the memory may comprise volatile memory units or a collection thereof. In another example, the memory may be comprised of non-volatile memory units or a collection thereof. The memory may also be another type of computer readable medium such as, for example, a magnetic or optical disk.
And the storage device can provide a large amount of storage space to the computing device. The storage device may be a computer readable medium or a configuration including such a medium and may include, for example, devices in a SAN (Storage Area Network) or other configurations, and may be a floppy disk device, a hard disk device, Or a tape device, flash memory, or other similar semiconductor memory device or device array.
It will be understood by those skilled in the art that the foregoing description of the present invention is for illustrative purposes only and that those of ordinary skill in the art can readily understand that various changes and modifications may be made without departing from the spirit or essential characteristics of the present invention. will be. It is therefore to be understood that the above-described embodiments are illustrative in all aspects and not restrictive. For example, each component described as a single entity may be distributed and implemented, and components described as being distributed may also be implemented in a combined form.
The scope of the present invention is defined by the appended claims rather than the detailed description and all changes or modifications derived from the meaning and scope of the claims and their equivalents are to be construed as being included within the scope of the present invention do.
10: Character providing device
110: status information management unit 120:
130: inactivity determination unit 140:
Claims (12)
Providing at least one activated character operating in accordance with a control of a player in the game space;
Determining whether each of the at least one character corresponds to an inactive condition that is a condition in which the player's control on the character is blocked, based on status information on each of the provided at least one character;
Detecting whether the character is inactive due to the inactive condition or not by the attack of the other character;
Changing a reactivation condition, which is a condition for switching the inactive character shot by the attack of the other character to an activated state;
Determining whether the state information of the inactive character attacked by the other character corresponds to the changed reactivation condition; And
Switching an inactive character, which has been attacked by the other character, to an activated state, which is in a state of operating according to the control of the player, if the state information of the inactive character attacked by the other character corresponds to the changed reactivation condition Lt; / RTI >
Wherein the step of changing the reactivation condition comprises:
When the inactive character and the other character belong to a different camp among a plurality of faction groups in which at least one character is grouped in the game space, the reactivation condition of the inactive character that has been attacked by the other character is changed ≪ / RTI >
Wherein the step of changing the reactivation condition comprises:
Further comprising the step of changing the reactivation condition if the inactive character and the other character are in a mutual attack state.
Wherein the step of changing the reactivation condition comprises:
And shortening the regen time, which is a time required for switching the inactive character to the active state, based on at least one of the attack count, the attack position, and the attack power of the other character with respect to the inactive character. How to provide characters.
Wherein each of the at least one character corresponds to an inactive condition that is a condition in which the player's control on the character is blocked, based on state information about each activated at least one character provided in the game space and operated according to a control of the player An inactivity determination unit for determining whether or not to perform the operation;
A character attack determiner for detecting whether or not an attack of the other character against an inactive character corresponding to the inactive condition is performed; And
And a re-activating unit configured to switch an inactive character shot by the attack of the other character into an active state in which the player operates according to the control of the player,
The character shot determiner,
Determines a degree of shot based on at least one of the success or failure of the attack, the attack position and the attack power of the inactive character,
The restoration /
Wherein if the inactive character and the other character belong to a different camp among a plurality of faction groups in which at least one character is grouped in the game space based on the degree of attack, And determines whether the status information of the disabled character corresponds to the reactivation condition.
The restoration /
And changes the reactivation condition if the inactive character and the other character are in a mutual attack state.
The restoration /
And regulates the regen time, which is the time required until the activated character is changed to the activated state, which is a condition for switching the disabled character to the activated state, which is the disabled condition, based on the degree of shot.
The character providing apparatus includes:
Further comprising: a status information management unit for managing status information of each of at least one character provided in the game space.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
KR1020150128404A KR101736071B1 (en) | 2015-09-10 | 2015-09-10 | Device and method for controlling character reactivation based on interaction between characters in game |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
KR1020150128404A KR101736071B1 (en) | 2015-09-10 | 2015-09-10 | Device and method for controlling character reactivation based on interaction between characters in game |
Publications (2)
Publication Number | Publication Date |
---|---|
KR20170031297A KR20170031297A (en) | 2017-03-21 |
KR101736071B1 true KR101736071B1 (en) | 2017-05-30 |
Family
ID=58502539
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
KR1020150128404A KR101736071B1 (en) | 2015-09-10 | 2015-09-10 | Device and method for controlling character reactivation based on interaction between characters in game |
Country Status (1)
Country | Link |
---|---|
KR (1) | KR101736071B1 (en) |
-
2015
- 2015-09-10 KR KR1020150128404A patent/KR101736071B1/en active IP Right Grant
Non-Patent Citations (2)
Title |
---|
DetectiveConan, 자연클이 요구한 리스폰단축시간 스샷, 네이버 카페, [online], 2015.01.11., [2016.06.27. 검색], 인터넷[URL:http://cafe.naver.com/3dspno1/355237]* |
파트너플러스, 아이온 치유성 스킬 리스트, 인터넷블로그, [online], 2012.01.13., [2016.06.28. 검색], 인터넷[URL:http://pplvup.tistory.com/38]* |
Also Published As
Publication number | Publication date |
---|---|
KR20170031297A (en) | 2017-03-21 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US9849375B2 (en) | Game program and game device | |
KR102397507B1 (en) | Automated player control takeover in a video game | |
JP4545809B2 (en) | GAME DEVICE AND PROGRAM | |
JP7445210B2 (en) | Methods, apparatus, devices, media and computer programs for displaying pre-order items | |
WO2022156618A1 (en) | Virtual character control method and apparatus, terminal, storage medium and program product | |
CN111318017B (en) | Virtual object control method, device, computer readable storage medium and apparatus | |
US11253784B2 (en) | Terminal device, program, and method | |
TWI821779B (en) | Virtual object controlling method, device, computer apparatus, and storage medium | |
KR20160144939A (en) | System and Method for Providing Competition Game, And Program and Information Recording Medium thereof | |
KR20150083488A (en) | Method for providing online game and game sever thereof | |
JP6856346B2 (en) | Game processing program and storage medium | |
KR101736071B1 (en) | Device and method for controlling character reactivation based on interaction between characters in game | |
CN111228805A (en) | Control method and device of virtual operation object, storage medium and electronic device | |
CN114225372B (en) | Virtual object control method, device, terminal, storage medium and program product | |
JP2008113858A (en) | Game system | |
KR101770646B1 (en) | Apparatus and method for providing game | |
TW202218722A (en) | Method and apparatus for displaying virtual scene, terminal, and storage medium | |
KR20190096919A (en) | Apparatus and method for providing game | |
JP7206557B2 (en) | Information processing device, game program, and information processing method | |
KR102116862B1 (en) | Apparatus and method for providing game | |
JP7081936B2 (en) | Information processing device, game processing program and game processing method | |
WO2021131587A1 (en) | Game system, terminal device, game method, game program, and game server | |
WO2023223960A1 (en) | Program, information processing device, method, and system | |
KR102012811B1 (en) | Apparatus and method for providing game | |
WO2023231557A1 (en) | Interaction method for virtual objects, apparatus for virtual objects, and device, storage medium and program product |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
A201 | Request for examination | ||
E902 | Notification of reason for refusal | ||
AMND | Amendment | ||
E601 | Decision to refuse application | ||
AMND | Amendment | ||
X701 | Decision to grant (after re-examination) | ||
GRNT | Written decision to grant |