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 PDF

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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
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KR
South Korea
Prior art keywords
character
inactive
condition
attack
player
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KR1020150128404A
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Korean (ko)
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KR20170031297A (en
Inventor
문새벽
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주식회사 넥슨코리아
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Priority to KR1020150128404A priority Critical patent/KR101736071B1/en
Publication of KR20170031297A publication Critical patent/KR20170031297A/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
    • A63F13/45Controlling 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/577Simulating 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
    • 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
    • A63F13/70Game security or game management aspects
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/75Enforcing 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

TECHNICAL FIELD [0001] The present invention relates to a character re-activation control method and apparatus based on interaction between characters in a game,

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 character providing apparatus 10 according to an embodiment of the present invention.

The character providing apparatus 10 stores various information related to game progress including game space information, game scenario information, and game quest information, and detects and records various events occurring in the game, thereby enabling the game to proceed in a time-series manner .

The character providing apparatus 10 may be embodied as an electronic terminal equipped with a game application, or may be embodied as a client-server system, and the system may include an electronic terminal equipped with a client for interaction with a player.

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 character providing apparatus 10 implemented in the form of an electronic terminal or a client-server as described above includes a state information managing unit 110, a character kicking determining unit 120, an inactivity determining unit 130, (140).

In addition, the character providing apparatus 10 enables communication between the internal components, that is, the state information managing unit 110, the character kicking determining unit 120, the inactivity determining unit 130, and the rehabilitation unit 140 And a communication unit (not shown) for communicating with the external component.

Meanwhile, the status information management unit 110 according to the preferred embodiment of the present invention may store status information of at least one character controlled by each of at least one player connected to the game.

That is, the state information management unit 110 can store state information, for example, the physical strength, defense power, attack power, etc. of each character in the game, and can update the state information of the character that changes as the game progresses.

For example, the state information management unit 110 may update the fitness information in the activated state information of the character according to a result of determining whether the character is activated by the character designation unit 120, which will be described later.

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 state information manager 110 and a body position of the shot character so that the character is determined based on the degree of damage that is differently determined according to the body position where the character is shot, Can be updated.

In addition, the character attack determiner 120 may provide the player with a hit or hit position to the rehabilitation agent 140, which will be described later.

Meanwhile, the inactivity determining unit 130 may determine whether or not the activated character is inactive by determining whether or not the state information in the game for the activated character corresponds to a predetermined inactive condition.

That is, the inactivity determination unit 130 can receive status information about each of at least one activated character from the status information management unit 110. If the status information of at least one character satisfies the inactive condition, the inactivity determination unit 130 deactivates the character .

For example, the inactivity determination unit 130 may change the character to the inactive state so that the player can not control the activated character whose fitness is 0, based on the fitness information of at least one character in the game.

According to the embodiment, the inactivity determiner 130 may provide an inactive state of the character instead of the activated character so that the player can recognize that the character is inactive.

For example, when the soldier character has a physical strength of 0 and satisfies the inactive condition, the inactivity determiner 130 can provide a body character that can not move because it collapses instead of the normal moving military character.

On the other hand, the re-establishment unit 140 may adjust the reactivation condition of the inactive character based on whether or not the other character attacks the inactive character.

To this end, the re-activation unit 140 may determine whether the disabled character corresponds to an activation condition.

That is, the re-establishment unit 140 can receive the status information of each of the at least one inactive character from the status information management unit 110 and determine whether the inactive character corresponds to the activation condition.

According to one embodiment, the re-establishing unit 140 can receive the time information of the inactivated character for each disabled character from the status information management unit 110, and change the inactive character that has passed the preset time to the activated state .

For example, the re-activation unit 140 may determine whether a predetermined time has elapsed from the time determined to be inactivated for the character, and determine that the disabled character is activated when one minute has elapsed, The state information of the character can be changed in the information management unit 110. [

On the other hand, when the other character attacks the inactive character, the re-activation unit 140 can change the reactivation condition for activating the disabled character as in the above-described embodiment.

In this case, according to one embodiment, the re-establishment unit 140 may determine whether to change the reactivation condition by determining whether the inactive character and the other character attacking the inactive character belong to the same faction.

For example, if the rehabilitation secretion unit 140 determines that the disabled first character and the second character attacking the first character belong to the same camp, the rehospitalization unit 140 notifies the second character The reactivation condition of the first character may not be changed.

On the other hand, when the rehoming block 140 determines that the first character and the second character belong to different camps, the rehoming block 140 may change the reactivation condition for the first character.

According to another embodiment, the reactivation block 140 may change the reactivation condition for the disabled character when it is in the charging state between the disabled character and the other character attacking the disabled character.

For example, the re-establishing unit 140 may determine whether or not the inactive first character and the second character attacking the first character are in the charging state, and only when the charging character is in the charging state, The reactivation condition of one character can be changed.

If it is determined that the reactivation block 140 can change the reactivation condition, the reactivation block 140 may change the reactivation condition according to the attack of the other character with respect to the disabled character.

According to one embodiment, the reactivation block 140 may shorten the reactivation time of the inactive character based on whether or not the other character attacks the inactive character.

For example, the rehoming block 140 may shorten the number of times the other character attacks the inactive character, that is, the time required to reactivate the one attack by one second.

For example, if the body part where the inactive character is attacked is the head, the reactivation block 140 may shorten the time required for reactivation depending on the body part attacking the inactive character, Seconds, trunk 2 seconds, arms and legs can shorten each one.

According to another embodiment, the reactivation block 140 may extend the reactivation time, which is the reactivation condition of the other character who attacked the non-active character.

For example, the reactivation block 140 may extend the reactivation time for another character attacking the non-active character, and may delay the reactivation time according to the extended reactivation time when the other character is disabled.

Thereafter, when the reactivation condition for the inactive character is satisfied, the re-establishing unit 140 may provide the activated character that the player can control through the character providing unit 150, which will be described later.

For example, the rehoming block 140 may cause a body character that the player can not control to be replaced with a military character that the player can control.

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 character providing apparatus 10 shown in FIG. Therefore, the contents described above with respect to the character providing apparatus 10 shown in FIG. 1 may be applied to the character providing method according to the embodiment shown in FIG. 2, even if omitted from the following description.

As shown in FIG. 2, the character providing apparatus 10 may provide a plurality of activated characters (S2000).

That is, when the game starts, the character providing apparatus 10 can provide at least one activated character that the player can control.

For example, the character providing apparatus 10 can provide a user interface for selecting one or more characters having different appearance, and when at least one character is selected from the player, the character providing apparatus 10 provides the selected character in the game, So that it can be controlled.

Then, the character providing apparatus 10 can determine whether at least one character of at least one character provided to the player is inactivated, that is, the state in which the control by the player is blocked (S2001).

That is, the character providing apparatus 10 can check the status information for each character provided in the game, and determine whether the status information of each character is inactive by comparing whether the status information of each character corresponds to the inactive condition.

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 character providing apparatus 10 can monitor in real time whether or not the physical strength of each character provided in the game is zero. If the physical strength of any one of the characters is zero, the character providing apparatus 10 can deactivate the character.

For example, the character providing apparatus 10 may deactivate the state of the character if the connection of the player controlling the specific character is disconnected and the state in which the character can not be controlled for a predetermined time or more is continued.

Then, the character providing apparatus 10 can cut off the player's control on the character determined to be inactivated (S2002).

For example, the character providing apparatus 10 can block the player's control of the character and display the remaining time until the character is reactivated.

According to the embodiment, the character providing apparatus 10 can change the appearance of the character to the appearance of the character when it is inactive and provide it

To this end, the character providing apparatus 10 may previously store a character having an inactive state for each character controlled by the player.

For example, the character providing apparatus 10 may convert a soldier character determined to be inactive in step S2001 to a wounded body shape indicating that the character is an inactive character, and provide the player with the wounded body shape.

Then, the character providing apparatus 10 can detect whether or not an inactive character is attacked by another character (S2003).

According to one embodiment, the character providing apparatus 10 may count the number of attacks of the other character with respect to the disabled character, or may detect the part where the disabled character is struck.

Alternatively, according to another embodiment, the character providing apparatus 10 can detect the number of attacks and attack sites of other characters with respect to the inactivated character.

For example, the character providing apparatus 10 may count the number of times that the second character attacks the body when the first character is inactivated to show the body, The user can detect where the user is going.

Also, for example, the character providing apparatus 10 can detect an attack force, which is a destructive force of an attack that another character applies to a body.

Thereafter, when the disabled character is attacked in step S2003, the character providing device 10 can change the reactivation condition for the inactive character attacked from the other character (S2004).

According to the embodiment, the character providing apparatus 10 can determine whether to change the reactivation condition of the inactive character according to the relation of the both characters or the situation at the time of attack by the other character.

For example, the character providing apparatus 10 can determine whether at least one of the plurality of faction in which at least one character is grouped in the game space belongs to the same faction, and the other character who attacks the inactive character . If the inactive character and the other character belong to different camps, the character providing apparatus 10 can change the reactivation condition of the inactive character according to the attack of the other character.

Alternatively, for example, the character providing apparatus 10 can determine whether or not the inactive character and the other character are in a mutual attack state. In the charging state, the character providing apparatus 10 can change the reactivation condition of the disabled character according to the attack of the other character.

Then, the character providing apparatus 10 can change the reactivation condition of the inactive character according to the attack of the other character with respect to the inactive character.

According to one embodiment, the character providing apparatus 10 can shorten the Regen time for a character that is inactivated based on the number of attacks or the attack site of the other character.

For example, the character providing apparatus 10 may shorten the regen time of the character by one second every time an attack on the body occurs, the body of the attacked body has a head of 3 seconds, a body of 2 seconds, Or legs can be shortened by one second.

Or, for example, the character providing apparatus 10 may calculate the regen time, which is shortened by multiplying the shortening time for the attacking part by the number of attacks, based on the number and the number of attacks on the body.

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 character providing apparatus 10 can apply the changed regen time only once to the character inactivated by the attack on the body, and can initialize it to the initially set reactivation condition.

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 character providing apparatus 10 can determine whether the reactivation condition for the disabled character is satisfied (S2005).

For example, the character providing apparatus 10 may count the elapsed time that the character is inactive, determine whether or not the time elapsed by the Regen time included in the reactivation condition, and determine whether the character is reactivated.

Then, the character providing apparatus 10 is reactivated to provide the player with a character that can be controlled by the player (S2006).

For example, the character providing apparatus 10 may provide an activated soldier character that the player can control.

At this time, the character providing apparatus 10 can determine the providing position of the reactivated character based on the place in the game determined to be inactive in the step S2001.

For example, the character providing apparatus 10 can provide the position of the reactivated character at a place where no other character exists, when a lot of other characters are located at a place in the game where the character is disabled.

Alternatively, for example, when the character is continuously disabled in the same place, the character providing device 10 may provide the reactivated character by randomly selecting any one of the places in the game other than the place.

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)

A method for a character providing apparatus to provide at least one character to a game space,
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 >
delete delete The method according to claim 1,
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.
The method according to claim 1,
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.
A character providing apparatus for providing at least one character in a game space,
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.
delete The method according to claim 6,
The restoration /
And changes the reactivation condition if the inactive character and the other character are in a mutual attack state.
9. The method of claim 8,
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 method according to claim 6,
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.
A computer-readable recording medium on which a program for carrying out the method according to claim 1 is recorded. A computer program executed by a character providing apparatus and stored in a recording medium for performing the method according to claim 1.
KR1020150128404A 2015-09-10 2015-09-10 Device and method for controlling character reactivation based on interaction between characters in game KR101736071B1 (en)

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Non-Patent Citations (2)

* Cited by examiner, † Cited by third party
Title
DetectiveConan, 자연클이 요구한 리스폰단축시간 스샷, 네이버 카페, [online], 2015.01.11., [2016.06.27. 검색], 인터넷[URL:http://cafe.naver.com/3dspno1/355237]*
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