KR20090045549A - Method and system for generating dungeon by game character - Google Patents
Method and system for generating dungeon by game character Download PDFInfo
- Publication number
- KR20090045549A KR20090045549A KR1020070111433A KR20070111433A KR20090045549A KR 20090045549 A KR20090045549 A KR 20090045549A KR 1020070111433 A KR1020070111433 A KR 1020070111433A KR 20070111433 A KR20070111433 A KR 20070111433A KR 20090045549 A KR20090045549 A KR 20090045549A
- Authority
- KR
- South Korea
- Prior art keywords
- dungeon
- game
- game character
- monster
- propensity
- Prior art date
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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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
-
- 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
- A63F13/80—Special adaptations for executing a specific game genre or game mode
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
- G06Q50/10—Services
Abstract
The present invention relates to a method and system for creating a dungeon for each game character that can create and provide a dungeon having a corresponding difficulty according to the propensity of the game character. The method may include calculating a specific value of a game character of the user client to analyze a game character's disposition, and generating and providing a dungeon having a predetermined difficulty level according to the analyzed disposition.
Game characters, dungeons, inclinations, difficulty
Description
The present invention relates to a dungeon generation method for each game character, and more particularly, to a game character-specific dungeon generation method and system that can generate and provide a dungeon having a corresponding difficulty according to the propensity of the game character.
Due to the spread of the Internet, the service related to the cultural contents multimedia equipment provider industry has exploded and the high-speed Internet service has become common in each home, and the most prominent field is the online game field.
Such online games on the Internet include a strategy simulation game, a mud (Multiple User Dialogue (MUD)) game, a mugty user graphic (MUG) game, and a role playing game (RPG).
Here, the role-playing game is an advanced form of a mud or a mug game. In the virtual reality of the game, as a character grows, there are usually levels of characters, distinctive occupations of characters, and distinctive ability differences according to occupations. .
In addition, the item can improve the ability of the character, go through a certain story, the degree of freedom of the character is high, and the story can be changed according to the activity of the character, the user himself as a game player makes a story.
Recently, due to the development of the Internet, the role playing game called Massively Multi-player Online Role Playing Game (MMORPG) has been introduced, and the existing role playing game has been extended to a large number of users.
As such, an online game such as an MMORPG is provided with a game space called dungeon, and there may be several such dungeons in the online game.
In addition, there are various types of monsters in the dungeon and maps having various types of topographical environments such as caves and buildings, and game users can freely use various types of dungeons using their game characters. As you enter and exit, you perform various activities, such as hunting monsters according to the contents of the game.
In addition, each game character may perform items such as this, and acquire items, etc., and increase their experience points to improve their stats and levels.
However, in the same dungeon, game characters with different stats, levels, and professions exist and are active, so that game users with high level or abilities have a low level of game environment. It was possible to lose the game, the game users who have a low level or ability of the game rather than the level of the game environment provided in the dungeon could be half the interest in the game.
In addition, game users who want to increase their game character's stats and levels at a high speed do not have dungeons with a game environment for him, and thus the desire for online games is not fully satisfied.
Therefore, in the future, it will be necessary to develop various dungeons that can satisfy various needs of game users with various levels and abilities, and by providing these users with appropriate game users, it is possible to enjoy a lot of fun and fun for online games. You will have to lead.
The present invention is to solve these problems, by calculating a specific value of the game character to analyze the game character's propensity, and to create and provide a dungeon having a difficulty corresponding to the corresponding propensity, the game's interest and fun The purpose of the present invention is to provide a method and system for dungeon generation for each game character.
The dungeon generation method for each game character according to the present invention includes the steps of checking whether there is a game request from the user client, and if there is a game request, calculating a specific value for the game character of the user client to analyze the propensity of the game character. And generating and providing a dungeon having a predetermined difficulty level according to the analyzed propensity.
Here, the specific value for the game character may calculate at least one selected from the level, ability, and occupation of the game character as a specific value.
In addition, the specific value for the game character may calculate the corresponding clear score as a specific value when the previous dungeon is cleared.
In addition, after generating and providing a dungeon having a predetermined difficulty according to the analyzed propensity, checking whether the provided dungeon is cleared, and if the dungeon is cleared, confirming whether the clear score of the cleared dungeon has reached the highest record. And, if the record is a new record, generating and providing a special event.
On the other hand, the dungeon generation system for each game character according to the present invention, the receiver for receiving the game request signal from the user client, and according to the game request signal, by calculating a specific value for the game character of the user client to analyze the propensity of the game character A game character propensity analysis unit to perform a dungeon generation unit for generating a dungeon having a predetermined difficulty according to the analyzed propensity, a monster and map storage unit for storing the monsters and maps constituting the dungeon, and a clear score of the dungeon A recording storage unit, an event generator for generating a special event as the dungeon's clear score is updated to the highest record, a transmitter for transmitting the generated dungeons and events to a user client, a game character propensity analyzer, and a dungeon generator It may be configured to include a control unit for controlling the event generation unit.
Other objects, features and advantages of the present invention will become apparent from the following detailed description of embodiments taken in conjunction with the accompanying drawings.
Dungeon generation method and system for each game character according to the present invention has the following effects.
By providing game users with dungeons with difficulty levels corresponding to their inclinations by analyzing various inclinations of game characters such as stats, levels, and occupations, they can continuously provide game users with interest and fun. have.
Hereinafter, a configuration and an operation according to an exemplary embodiment of the present invention will be described with reference to the accompanying drawings.
1 is a view showing a game character dungeon generation system according to the present invention, as shown in Figure 1, the present invention is largely composed of a plurality of
Here, the
The
The game
Here, the specific value for the game character is calculated by calculating at least one selected from the level, ability, occupation, etc. of the game character as a specific value, and the game
That is, when a basic initial dungeon needs to be generated and provided to a game user, the game character may be analyzed by calculating a specific value based on the basic level, ability, and occupation of the game character.
However, when the game character has cleared the previously provided dungeon, the specific value for the game character may be calculated by calculating the clear score obtained from the cleared dungeon as a specific value to analyze the propensity of the game character.
Here, the clear score may reflect the clear time of the dungeon, the number of monsters removed from the dungeon.
Next, the
The
Here, the monster preferably selects a monster having a level corresponding to the level of the game character.
In addition, when a plurality of game characters form a party, the monster may have a monster having a level corresponding to the sum level of the sum of all party members' levels.
In addition, when a plurality of game characters form a party, the monster may select a monster opposite to the high ability by calculating the ability of each party member.
Subsequently, when a plurality of game characters form a party, the monster may be a monster having a natural concept according to the job distribution of each party member.
Next, the monster and
The
Here, the event may be provided with a special item, or may provide a dungeon having a game environment that can raise the level in a short time.
Subsequently, the
As such, the dungeon generation system for each character of the game according to the present invention configured as described above may generate and provide a dungeon having an appropriate difficulty level according to the propensity of the game character.
FIG. 2 is a flow chart illustrating a game character dungeon generation method according to the present invention. As shown in FIG. 2, first, the
If there is a game request, according to the control signal of the
Here, the specific value for the game character may be calculated by calculating at least one selected from the game character's level, ability, and occupation as a specific value. When the previous dungeon is cleared, the corresponding clear score is converted into a specific value. It may be a calculation.
The clear score may include at least one of the clear time of the dungeon and the number of monsters removed from the dungeon.
Next, the
Subsequently, according to the control signal of the
Here, the monster having a level corresponding to the level of the game character may be selected.
When a plurality of game characters form a party, a monster having a level corresponding to the sum of all party members' levels is selected, or a monster that is in conflict with a high ability value by calculating each party member's stats. May be selected, or the monster of the natural concept according to the job distribution of each party member may be selected.
Subsequently, the
If the dungeon is cleared, the
If the record has been updated, the
However, if it is determined that the best record has not been updated, the system shuts down.
Here, the event may be provided with a special item, or may provide a dungeon having a game environment that can raise the level in a short time.
As such, the method and system for generating dungeons for each game character according to the present invention analyzes various propensities of game characters possessed by the user, such as stats, levels, and occupations, to provide dungeons having difficulty levels corresponding to their propensities. By doing so, it is possible to continuously provide game users with interest and fun in the game.
1 is a view showing a dungeon generation system for each game character according to the present invention
2 is a flowchart illustrating a method of generating a dungeon for each game character according to the present invention.
Claims (11)
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
KR1020070111433A KR20090045549A (en) | 2007-11-02 | 2007-11-02 | Method and system for generating dungeon by game character |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
KR1020070111433A KR20090045549A (en) | 2007-11-02 | 2007-11-02 | Method and system for generating dungeon by game character |
Publications (1)
Publication Number | Publication Date |
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KR20090045549A true KR20090045549A (en) | 2009-05-08 |
Family
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Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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KR1020070111433A KR20090045549A (en) | 2007-11-02 | 2007-11-02 | Method and system for generating dungeon by game character |
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Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
KR101231798B1 (en) * | 2009-04-30 | 2013-02-08 | 한국전자통신연구원 | Method and apparatus for controlling difficulty levels of game |
CN113457132A (en) * | 2021-06-23 | 2021-10-01 | 北京达佳互联信息技术有限公司 | Object delivery method and device, electronic equipment and storage medium |
KR20220012964A (en) * | 2019-08-14 | 2022-02-04 | 주식회사 넥슨코리아 | Method and apparatus for providing game |
-
2007
- 2007-11-02 KR KR1020070111433A patent/KR20090045549A/en not_active Application Discontinuation
Cited By (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
KR101231798B1 (en) * | 2009-04-30 | 2013-02-08 | 한국전자통신연구원 | Method and apparatus for controlling difficulty levels of game |
KR20220012964A (en) * | 2019-08-14 | 2022-02-04 | 주식회사 넥슨코리아 | Method and apparatus for providing game |
CN113457132A (en) * | 2021-06-23 | 2021-10-01 | 北京达佳互联信息技术有限公司 | Object delivery method and device, electronic equipment and storage medium |
CN113457132B (en) * | 2021-06-23 | 2024-03-01 | 北京达佳互联信息技术有限公司 | Object delivery method and device, electronic equipment and storage medium |
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