KR20090001740A - A method for online action game service based on children's war-play games and a method to use and apply weapons in such service. - Google Patents

A method for online action game service based on children's war-play games and a method to use and apply weapons in such service. Download PDF

Info

Publication number
KR20090001740A
KR20090001740A KR1020070047489A KR20070047489A KR20090001740A KR 20090001740 A KR20090001740 A KR 20090001740A KR 1020070047489 A KR1020070047489 A KR 1020070047489A KR 20070047489 A KR20070047489 A KR 20070047489A KR 20090001740 A KR20090001740 A KR 20090001740A
Authority
KR
South Korea
Prior art keywords
game
attack
online
bullet
room
Prior art date
Application number
KR1020070047489A
Other languages
Korean (ko)
Inventor
김동주
Original Assignee
김동주
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 김동주 filed Critical 김동주
Priority to KR1020070047489A priority Critical patent/KR20090001740A/en
Publication of KR20090001740A publication Critical patent/KR20090001740A/en

Links

Images

Classifications

    • 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

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

An online action game service method and a weapon usage and application method for playing a first-person and third-person type battle game of kids are provided to enable teenagers to experience play culture which is disappearing and adults to recall the memory of having played battle games in childhood, through online battle action games for kids. Plural users connect to a kid battle play action game(S201). The plural users pass through user login processes such as general member registration and authentication(S202). A game room for executing the game is opened or the users participate in an established game room(S203). Members of each team are constituted in the established room(S204). A tactic form to be developed is determined and selected by a representative(boss of youngsters of the neighborhood, president, first-com first-serviced, random ways, etc.) of the room or by majority(S205). An actual battle action game is progressed according to a set situation(S206). Win/loss results of the game are shown to gamers, and the results are stored in a game DB(S208). It is decided whether to continue the game in the current room.

Description

How to use online action game service and how to use and apply weapons. {A method for online action game service based on children's war-play games and a method to use and apply weapons in such service. }

1 is a configuration diagram showing an example of an online action game system of the related art and the present invention.

2 is a basic implementation flow chart illustrating the present inventors' online action game method.

3 is a view showing an embodiment of a method of using and applying a slingshot, which is a weapon used in the inventor's online action game.

Figure 4 is a flow chart according to an embodiment of the method of using and applying a slingshot which is a weapon used in the inventor's online action game.

FIG. 5 is a view showing an embodiment of a method of using and applying a boomerang, which is a weapon used in the present inventors' online action game.

6 is a flowchart according to an embodiment of a method of using and applying a boomerang, which is a weapon used in the inventor's online action game.

Currently, the field of the present invention belongs to the online action game, which combines guns and swords such as first-person shooter (FPS) such as Sudden Attack, Special Force, Warlock, etc., which reproduces the actual combat situation, and SD Gundam Fighter, Gunz Online, etc. And third-person games. In this case, the first person refers to the field of view of the monitor, and the first person refers to the case where the gamer's field of view becomes the field of view of the character, and the third person game refers to the adjustment of the character while the player views it from behind.

First-person shooters are good at shooting with the correct aim, using a weapon like a gun from a distance, but in close combat, you have difficulty in combat due to the narrow field of view of your opponent, while third-person games are the opposite. This is especially true for games that use a mixture of knives.

In the present invention, it is preferable to apply a first-person method when using a weapon such as a slingshot or a boomerang, and a third person when using a knife, but it is also possible to simplify this and provide only one method.

1 is a configuration diagram showing an example of an online action game system according to the related art, and in the present invention and system configuration diagram, there is no great difference.

Referring to FIG. 1, a game website 100 and a plurality of gamers 111, 112, and 113 are largely comprised, where the game website 100 is connected to a plurality of gamers 111, 112, and 113. It consists of the connection server 101, the game server 102, and the game DB 103.

Therefore, when the plurality of gamers 111, 112, 113 access the access server 101, 102, 103 of the online action game in real time through the online such as the Internet, the access server 101 is a game server in the website. In conjunction with the 102 and the game DB 103, to provide the game to the plurality of gamers (111, 112, 113) online.

In addition, the flow chart of the online kid's war play action game is similar to the existing action game, but the children's war play game has not yet been materialized in the game field, so the weapons and attack behaviors used are significantly different. The method of application is also inevitably different and can be said to be an invention separate from the existing game.

In order to achieve such a game service, there is no big problem even if the system is applied as it is, but there are some problems to be solved in the application method.

First of all, it is about how to use weapons such as slingshots and boomerangs and how to apply them. In addition, there are challenges to modify the order of games played using these distinctive weapons.

Let's first look at the basic flow chart for the present invention prior to the method of using a weapon, such as a slingshot, boomerang and its application method.

Figure 2 is a basic implementation flow chart of the inventor's online kid war play action game.

According to FIG. 2, first, a plurality of gamers access an online kid's war play action game (S201), and go through a user login process (S202) such as normal membership registration and authentication.

Next, the gamer opens a new game room for the actual game or joins a room opened by other gamers (S203).

However, prior to this, it is also possible to add a step of selecting and purchasing items such as various weapons to be worn by the character who will face the war play.

When opening a game room, the leader selects the game number, map, and the like for each team, and when the team composition is completed (S204), the soldiers (characters) of each team are arranged in a certain tactical form and play a war game. The shape selection step S205 is followed. This step (S205) is a unique match form of the present invention, and the tactics can be variously set up in the tactics such as Hak binary method, reverse triangulation method, assault method, and the authority to select which tactical form is the rank (level) in each team. Choose from a variety of methods, such as the highest alley or master, first-come, first-served, and majority votes. However, the above step (S205) may be excluded as an optional configuration.

On the other hand, by varying the type of characters participating in the battle and give the characteristics for each character may include the step of allowing the gamers to select the desired character to play in the game.

After the above steps are completed, the actual game (S206) of the little war play action game is performed.

Next, when the game (S206) is over, the result is notified to the gamers participating in the game, and the result is stored for each gamer (character) in the game DB (S207), and based on this, the rank (level) for each gamer (character) You can also divide the back.

Finally, the gamers who participated in the game decide whether to continue the game in the current room (S208). For example, the remaining player is allowed to continue the game, and the other participants leave the game room (S203).

The following describes how to use unique weapons and how to apply them to online kid's war games. Slingshots and boomerangs are weapons that have not yet been applied in other online action games. There is a need to establish new ones.

First, the slingshot attack can be divided into a straight line attack method and a parabolic attack method. Here, the straight line attack method is similar to a general shooting game, and fires a bullet in the direction of the aiming point, and if the movement value of the bullet coincides with the target position, it is regarded as a hit.

On the other hand, the parabolic attack method requires shooting at a random angle into the air in order to target a bullet in the form of a parabola with a slingshot in reality, but it is almost impossible to aim at this target in the game. Therefore, to make it easier for gamers, you need to aim differently at the aiming point and the slingshot. In other words, the aiming point of the slingshot attack is a target in a straight direction, and the shooting direction is actually aimed at a random angle into the air so that a parabolic attack is performed.

In addition, parabolic attacks are mainly used at long range, and it is virtually impossible to target a long range with bullets such as slingshot bullets.

So the method introduced is a shot attack method. In other words, when a gamer chooses a parabolic attack and a shotgun and fires it with a slingshot, the shot is exploded above a certain height of the target point and the shotgun is a target.

This method is also useful when attacking an enemy behind an obstructed obstacle, such as a wall or a serious place, and when attacking a running enemy, it is easy to apply it to hit the ground in front of the enemy's running speed. Can be.

However, the attack method as described above is also inconvenient to attack by changing the straight line, parabola attack and shots, bullets and the like at the time according to the position of the opponent. So, simplifying the attack pattern, you can use bullets only for straight attacks, shots for parabolic attacks, or to apply them differently only when the player chooses a separate bullet based on the previous method. would.

In some cases, it is not practical to use shotguns, but the general bullet attack is one way to increase the damage radius of the target or increase the area of the target to increase the hit rate.

Next, in order to determine whether the above-mentioned linear attack and parabolic attack is hit, the moving path of the bullet must be calculated, and the meaning of the aiming point applied here is different from the linear attack or the parabolic attack.

For example, a straight line attack has the same direction of aiming and bullets (when a concept such as gravity may be slightly different but the basic concept is applied), where the aiming point corresponds to the direction information (within the effective range). Parabolic attacks, on the other hand, are completely different in the direction of the aiming point and the movement path of the bullet, where the aiming point corresponds to the position information indicating the position where the player aimed at a point on the map.

And in the parabolic attack, the movement path of the bullet does not necessarily need to apply the actual physical formula as it is, but in order to give the gamer a realistic feeling, the ideal calculation formula is made in consideration of logic and convenience, and applied to the program.

3 is a view illustrating an embodiment of a slingshot attack method. In the uppermost linear attack G301, the aiming point means the attack direction, and in the parabolic attack, the aiming point of the obstacle G302 and the ground G303 means the attack position.

Figure 4 is an embodiment for determining whether the hit through the slingshot attack is a flow chart of a linear attack (bullet), a parabolic attack (shotgun) applying a more simplified attack method to the gamers. When the gamer selects a linear attack (bullet) with a slingshot (S400) (S411) and then detects the enemy's position on the monitor and aims the direction and fires a bullet (S412), the game system detects the aiming direction. The movement path of the bullet is calculated (S413), and the position value of the enemy is substituted into the movement path of the bullet (S414) to determine whether to hit (S415). On the other hand, if the gamer selects a parabolic attack (shotgun) (S421), when the gamer fires a bullet at a specific position as a aiming point (S422), the game system calculates a moving path of the bullet with respect to the aiming point position (S423). The target position value of the enemy is substituted (S424) as a radius to avoid a certain radius of the position to determine whether or not to hit (S425). However, the damage of the enemy in the hit or not may be further broken down, such as critical, hit, miss.

In the above process, the player's actions (mounting, launching, etc.) should be interpreted as a step of selecting a situation provided in the game, not an actual action.

Next, I will explain how to attack the boomerang, another weapon in the game. Slingshots are a method of attacking a parabolic attack that targets the top of an enemy if it is in front of the enemy.However, a boomerang attack can be used to attack the top of an obstacle, such as an enemy hiding behind a tree or building corner. Return, woo) is how to attack the back of the enemy.

Like a slingshot parabolic attack, a boomerang attack has a different path of aiming and boomerang, but ultimately, the aiming point is the location information because it is the tail of the aiming point. In addition, the boomerang's movement path is not necessarily applied to actual physics formulas. However, in order to give gamers a realistic feeling, they make ideal calculation formulas in consideration of logic and convenience, and apply them to programs.

5 illustrates an embodiment of a boomerang attack. Boomerang attacks can be useful when attacking enemies hidden in corners of trees or buildings.

6 is a flowchart of an embodiment of determining whether to hit through a boomerang attack. First, the gamer selects a boomerang with a different direction of rotation to the left and right (S600) (it may be automatically assigned to the left and the right depending on which side the building is located in), and then the enemy's position is determined. Aim the obstacle to fire the boomerang (S601), the game system calculates the movement path of the bullet for the aiming point position (S602) and substitutes the enemy's position value and the boomerang's movement path (S603) to determine whether or not to hit (S604). Done. Depending on the situation, the boomerang may be rotated to return only to the back of the aim point. However, the damage of the enemy in the above hit may be further broken down, such as critical, hit, miss.

In addition to the weapons such as slingshots and boomerangs described above, various items (banana shells, traps, item bullets, bullet-blocking umbrellas, skateboards, etc.) may be added to the game to add a way to increase the interest of the game.

In the past, when there were no game devices such as computers, children's war play was established as a culture, but children's play culture is changing according to social changes. It is effective to bring up the memories of the children's past war experiences.

Claims (6)

In a method of providing an online kid war play action game service having a basic configuration of a connection server, a game server, a game DB, and the like, wherein a plurality of users are connected to the connection server online to receive the game service. , a) accessing a small war play action game by a plurality of users through the access server; b) a plurality of users accessing the access server go through a user login process (S202), such as normal membership registration and authentication; c) opening a game room or participating in an established game room to play the game; d) equipping the team composition in the opened game room; e) selecting a tactical form to be deployed after the team members are configured by selecting a representative (alley captain, master, first-come-first-served basis, random, etc.) or majority vote of the room; f) performing a real war play action game according to the situation set forth above; g) displaying the result of winning or losing the game to gamers participating in the game and storing it in the game DB; h) determining whether to continue the game in the currently engaged room; The method of claim 1, e) without going through step d) and proceeding from step d) to step f). In order to provide the game service to a large number of users who have connected to the connection server online through a system for providing an online little war play action game service having a connection server, a game server, and a game DB as a basic configuration, In the use of a slingshot which is a weapon used and a method of applying the same, The attack method is divided into a linear attack and a parabolic attack, and the bullet type is a method of selectively providing bullets, shotguns, and item bullets. The method of applying the above-described attack method and bullets by the gamers, either by linear attack, parabolic attack or the like. In order to provide the game service to a large number of users who have connected to the connection server online through a system for providing an online little war play action game service with a connection server, a game server, and a game DB as a basic configuration, In the use of a slingshot which is a weapon used and a method of applying the same, a method of applying a linear attack more specifically among the slingshot attack methods, a) the player is equipped with a slingshot or automatically equipped with a basic weapon; b) automatically providing these two functions when the player selects a straight line attack and selects a bullet or selects a straight line attack or a bullet; c) the player aiming the aiming point at the target point location to fire a bullet; d) the game system calculating a moving path of the bullet relative to the aiming point position; e) the game system assigning whether the enemy position value exists in the moving path of the bullet; f) determining whether to hit; In order to provide the game service to a large number of users who have connected to the connection server online through a system for providing an online little war play action game service with a connection server, a game server, and a game DB as a basic configuration, In the use of a slingshot, which is a weapon used, and a method of applying the same, a method of more specifically applying a parabolic attack in a slingshot attack method, a) the gamer mounting a slingshot or automatically equipping it as a basic weapon; b) the gamer selects a parabolic attack and selects a bullet or only a parabolic attack selection process is provided without a separate bullet selection process; c) the player aiming the aiming point at the target point location to fire a bullet; d) the game system calculating a moving path of the bullet relative to the aiming point position; e) the game system substituting whether the enemy's position value corresponds to the radius of the aiming point or a certain radius of the position to avoid it; f) determining whether to hit; Equipped with a connection server, a game server, a game DB, etc. as a basic configuration of a website, a system for providing an online little war play action game service, and providing the game service to a plurality of users who are connected to the connection server online. In the use of a boomerang, which is a weapon used in the game, and its specific application method, a) the gamer mounting a boomerang; b) the player aiming the aiming point to the target point position to throw a boomerang; c) the game system calculating a boomerang's movement path with respect to the aiming point position specified by the gamer; d) the game system substituting whether the enemy's position value exists on the calculated movement path; e) determining whether to hit the boomerang;
KR1020070047489A 2007-05-16 2007-05-16 A method for online action game service based on children's war-play games and a method to use and apply weapons in such service. KR20090001740A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
KR1020070047489A KR20090001740A (en) 2007-05-16 2007-05-16 A method for online action game service based on children's war-play games and a method to use and apply weapons in such service.

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
KR1020070047489A KR20090001740A (en) 2007-05-16 2007-05-16 A method for online action game service based on children's war-play games and a method to use and apply weapons in such service.

Publications (1)

Publication Number Publication Date
KR20090001740A true KR20090001740A (en) 2009-01-09

Family

ID=40484793

Family Applications (1)

Application Number Title Priority Date Filing Date
KR1020070047489A KR20090001740A (en) 2007-05-16 2007-05-16 A method for online action game service based on children's war-play games and a method to use and apply weapons in such service.

Country Status (1)

Country Link
KR (1) KR20090001740A (en)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR101226765B1 (en) * 2012-02-23 2013-01-25 (주)네오위즈게임즈 Method for providing online shooting game and system there of
CN110667848A (en) * 2019-11-05 2020-01-10 淮安鱼鹰航空科技有限公司 Unmanned aerial vehicle amusement system that throws bullet
CN114330606A (en) * 2020-10-09 2022-04-12 华为终端有限公司 Real person game interaction system and method

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR101226765B1 (en) * 2012-02-23 2013-01-25 (주)네오위즈게임즈 Method for providing online shooting game and system there of
WO2013125757A1 (en) * 2012-02-23 2013-08-29 (주)네오위즈게임즈 Method for providing online shooting game and system therefor
CN110667848A (en) * 2019-11-05 2020-01-10 淮安鱼鹰航空科技有限公司 Unmanned aerial vehicle amusement system that throws bullet
CN114330606A (en) * 2020-10-09 2022-04-12 华为终端有限公司 Real person game interaction system and method
CN114330606B (en) * 2020-10-09 2024-05-10 华为终端有限公司 Real game interaction system and method

Similar Documents

Publication Publication Date Title
US20200155951A1 (en) Method and apparatus for providing online shooting game
Lidén Artificial stupidity: The art of intentional mistakes
US7803048B2 (en) Radar manipulation in a video game
Clarke et al. How computer gamers experience the game situation: a behavioral study
US7846028B2 (en) Lazer tag advanced
US20070218965A1 (en) Player deception in a video game
US20150231509A1 (en) System, Method, and Apparatus for Smart Targeting
KR101377010B1 (en) Method of applying multi cross hair, and recording medium storing program for executing the same
KR100900689B1 (en) Online game method and system
KR101247213B1 (en) Robot for fighting game, system and method for fighting game using the same
US20150273331A1 (en) System, Method, and Apparatus for Critical Hits
Wolf BattleZone and th e Origins of First-Person Shooting Games
CN111202983A (en) Method, device, equipment and storage medium for using props in virtual environment
KR20090001740A (en) A method for online action game service based on children's war-play games and a method to use and apply weapons in such service.
KR101003283B1 (en) Online game method and system
CN117101139A (en) Information processing method and device in game, storage medium and electronic device
Adams Fundamentals of strategy game design
KR20130082657A (en) Server for online first player shooting game using traces of bullets, and method of controlling the same
US20100140875A1 (en) Method of Competitive Marksmanship and Game Therefore
KR101003288B1 (en) Online game method and system
Bayer Playing war in computer games: Images, myths, and reality
Wang Fun in Combat
Palmer Toy soldiers
Rouse III Game Analysis: Centipede
CN115970286A (en) Virtual object control method, device, terminal, storage medium and program product

Legal Events

Date Code Title Description
WITN Withdrawal due to no request for examination