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 PDFInfo
- 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
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
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
Description
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
Therefore, when the plurality of
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)
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)
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 |
-
2007
- 2007-05-16 KR KR1020070047489A patent/KR20090001740A/en not_active Application Discontinuation
Cited By (5)
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 |