KR20130103229A - Method for providing on-line game supporting user creative capsule item and system thereof - Google Patents

Method for providing on-line game supporting user creative capsule item and system thereof Download PDF

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Publication number
KR20130103229A
KR20130103229A KR1020120024706A KR20120024706A KR20130103229A KR 20130103229 A KR20130103229 A KR 20130103229A KR 1020120024706 A KR1020120024706 A KR 1020120024706A KR 20120024706 A KR20120024706 A KR 20120024706A KR 20130103229 A KR20130103229 A KR 20130103229A
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South Korea
Prior art keywords
item
online game
game
user
pet
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KR1020120024706A
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Korean (ko)
Inventor
김종욱
Original Assignee
(주)네오위즈게임즈
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Priority to KR1020120024706A priority Critical patent/KR20130103229A/en
Publication of KR20130103229A publication Critical patent/KR20130103229A/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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION 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
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation
    • G06T13/403D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings

Abstract

The present application relates to an item providing technology in an online game, and an online game providing method according to an embodiment of the disclosed technology is performed in an online game providing system for providing an online game to at least one game client through a network. The online game providing method includes (a) if a game payment request for a pet avatar associated with a user's account is received from a game client, whether an in-game currency included in the user's account is greater than or equal to a predetermined quantity required for feeding. Confirming, (b) confirming level information about the pet avatar if the result is greater than or equal to the predetermined quantity; and (c) a plurality of items provided in the online game using the identified level information. Selecting at least some of the generated items group and (d) randomly selecting at least one item from the generated item group and paying it to the user's account. According to the disclosed technology of the present application, a randomly selected item is paid as a reward for raising a pet made by a user in an online game, that is, paying a pet avatar, thereby performing substantially the same function as a capsule item. It is possible to provide random items by using pet pet avatars, which excludes meanderingness, increases the user's chances of obtaining items in the game, and adds the game contents to the game operator.

Description

Online game providing method and system for providing random items using pet avatar {METHOD FOR PROVIDING ON-LINE GAME SUPPORTING USER CREATIVE CAPSULE ITEM AND SYSTEM THEREOF}

The present application relates to an item providing technology in an online game, and more particularly, a pet avatar that can receive a randomly selected item as a reward for a predetermined payment given to a pet avatar associated with a user's account. The present invention relates to an online game providing method and a system capable of providing random items.

With the development of computing devices and network environments, online-based games have been greatly developed. Such online-based games have been rapidly developed in recognition of their distinctiveness from off-line games that perform certain actions on conventional programs, in that interactions among users occur.

In the early online games, there were many kinds of MORPG (Multiplayer Online Role Playing Game). However, various kinds of online games are gradually being provided according to the expansion of network bandwidth and the development of computing devices. Accordingly, games of various genres, such as online games such as soccer, basketball, baseball and other ball games, rhythm games, and FPS games, are provided.

These online games basically provide items. Items can be used in various ways, such as increasing the desire for possession of items by the user to make the game more interesting, or adjusting the difficulty of the game.

In the conventional online game, such an item is provided. If a certain goal is achieved in the game, the online game may provide an item, or an item that can be purchased by paying in the currency of the game.

In recent years, the capsule item which can provide a game element also in providing a game item is provided. The capsule item is an item that implements a generic capsule drawing in the game, in which one of several candidate items is randomly selected and provided. Such capsule items are generally provided using a user interface that implements a Gacha or a slot machine in a game.

However, such a conventional capsule item has a problem in that it is recognized gambling or meanderingly because the random tendency is engaged with an interface such as a Gacha or a slot machine. In addition, such a conventional capsule item has been determined to be meandering in this way, there is a problem that the grade of the shim in the game must be increased.

Registration No. 10-1007195

The present application provides a randomly selected item as a reward for raising a pet made by a user in an online game, that is, paying a pet avatar, thereby substantially performing the same function as a capsule item, but excluding games. In order to increase the user's chances of item acquisition within the game, and to provide a game-playing technology that provides a random item using a pet avatar that can add a game content that is continuously growing.

In addition, the present application raises the grade of the items that can be obtained at random according to the growth of the pet avatar caused by the action of asking the items at random, so that the user to develop a pet as a mini-game in the game At the same time, it is possible to add interest to the user by acquiring a better item, and to provide an online game providing technology that can secure stable operation of the game.

In addition, the present application grows the pet avatar by using a certain attachment action performed in the game, such as stroking, not a payment of a simple game cache, etc. for the pet avatar, the user to the pet character provided in the game By providing attachment, it is possible to provide more interesting games, and from the point of view of game owners, it is intended to provide online game providing technology that can enrich game contents and enable continuous game operation.

Among the embodiments, the online game providing method is performed in an online game providing system for providing an online game to at least one game client via a network. The online game providing method includes (a) if a game payment request for a pet avatar associated with a user's account is received from a game client, whether an in-game currency included in the user's account is greater than or equal to a predetermined quantity required for feeding. Confirming, (b) confirming level information about the pet avatar if the result is greater than or equal to the predetermined quantity; and (c) a plurality of items provided in the online game using the identified level information. Selecting at least some of the generated items group and (d) randomly selecting at least one item from the generated item group and paying it to the user's account.

Among the embodiments, the online game providing method is performed in an online game providing system for providing an online game to at least one game client via a network. The online game providing method may include (a) setting a plurality of items provided in the online game to belong to any one of a plurality of item groups classified into differential grades, and (b) a user account; Selecting one item group from among the plurality of differential item groups using the level information of the associated pet avatar, (c) any one item among a plurality of items belonging to the selected one item group And (d) providing the selected one item to the user's account and providing information about the one item in association with the pet avatar.

Among the embodiments, the online game providing method is performed in an online game providing system for providing an online game to at least one game client via a network. The online game providing method may include: (a) checking a payment index for a pet avatar associated with a user's account, and determining whether the identified payment index is greater than or equal to a preset value, and (b) the payment index is preset. Checking the level information on the pet avatar if the value is equal to or greater than the value, and (c) generating an item group by selecting at least a part of the plurality of items provided in the online game and associated with the checked level information. And (d) randomly selecting at least one item from the created item group and paying it to the user's account.

Among embodiments, an online game providing system provides an online game to at least one game client via a network. The online game providing system includes an item database, a user database, an item rating calculation unit, an item random selection unit, and a game providing control unit. The item database stores information about a plurality of items provided in the online game. The user database stores the level information of the pet avatar associated with the user's account. The item rating calculation unit sets ratings for the plurality of items based on item values. The item random selector randomly selects at least one item from an item group consisting of a plurality of items. The game providing controller generates the item group with a plurality of items corresponding to a level associated with the level information of the pet avatar, and provides at least one item randomly selected from the generated item groups to the user's account. .

Among the embodiments, the recording medium records a program for executing the online game providing method. The program may be run in an online game providing system that provides an online game to at least one game client through a network. (A) When a request is received from a game client for a pet avatar associated with a user's account, Checking whether the in-game currency included in the user's account is greater than or equal to a predetermined quantity required for feeding; and (b) if the check result is greater than or equal to the predetermined quantity, checking level information regarding the pet avatar. (C) selecting at least some of the plurality of items provided in the online game using the identified level information to generate an item group, and (d) generating at least one item from the created item group. Randomly selected and paid to the user's account The.

Among the embodiments, the recording medium records a program for executing the online game providing method. The program may be operated in an online game providing system that provides an online game to at least one game client through a network. (A) A plurality of items provided in the online game may be classified into differential ratings. (B) selecting one item group among the plurality of differential item groups using the level information of the pet avatar associated with the user's account; (C) selecting any one item from among a plurality of items belonging to the selected one item group, and (d) providing the selected one item to the user's account, and And providing information about an item in association with the pet avatar.

Among the embodiments, the recording medium records a program for executing the online game providing method. The program may be run in an online game providing system that provides an online game to at least one game client through a network, the program comprising: (a) verifying a payment index for a pet avatar associated with a user's account, thereby confirming payment A function of determining whether the index is greater than or equal to a preset value, (b) a function of checking level information on the pet avatar if the payment index is greater than or equal to a predetermined value, and (c) a plurality of functions provided in the online game. A function of generating an item group by selecting at least a part of items associated with the identified level information, and (d) randomly selecting at least one item from the generated item group and paying the account to the user's account It includes.

According to the disclosed technology of the present application, a randomly selected item is paid as a reward for raising a pet made by a user in an online game, that is, paying a pet avatar, thereby performing substantially the same function as a capsule item. It is possible to provide random items by using pet pet avatars, which excludes meanderingness, increases the user's chances of obtaining items in the game, and adds the game contents to the game operator.

In addition, according to the disclosed technology of the present application, by raising the rank of the item that can be obtained at random according to the growth of the pet avatar caused by the action of randomly asking the item, the user is given a pet as a mini-game in the game In addition to providing mini games to cultivate, it is possible to add interest to the user, thereby ensuring stable operation of the game.

In addition, the present application grows the pet avatar by using a certain attachment action performed in the game, such as stroking, not a payment of a simple game cache, etc. for the pet avatar, the user to the pet character provided in the game By providing attachment, it is possible to provide more interesting games, and from the point of view of the game administration, it is effective to enrich the contents of the game and enable continuous operation of the game.

1 is a reference diagram for explaining an online game providing system and a game client according to the disclosed technology.
2 is a block diagram showing an embodiment of an online game providing system according to the disclosed technique.
3 is a block diagram showing another embodiment of an online game providing system according to the disclosed technology.
4 is a block diagram illustrating another embodiment of an online game providing system according to the disclosed technology.
5 to 6 are reference diagrams illustrating an example of an interface for selecting a candidate item group provided to a game client.
7 is a flowchart illustrating an embodiment of an online game providing method according to the disclosed technology.
8 is a flowchart illustrating another embodiment of an online game providing method according to the disclosed technology.
9 is a flowchart illustrating another embodiment of an online game providing method according to the disclosed technology.

The description of the disclosed technique is merely an example for structural or functional explanation and the scope of the disclosed technology should not be construed as being limited by the embodiments described in the text. That is, the embodiments may be variously modified and may have various forms, and thus the scope of the disclosed technology should be understood to include equivalents capable of realizing the technical idea.

Meanwhile, the meaning of the terms described in the present application should be understood as follows.

The terms "first "," second ", and the like are intended to distinguish one element from another, and the scope of the right should not be limited by these terms. For example, the first component may be referred to as a second component, and similarly, the second component may also be referred to as a first component.

It is to be understood that when an element is referred to as being "connected" to another element, it may be directly connected to the other element, but there may be other elements in between. On the other hand, when an element is referred to as being "directly connected" to another element, it should be understood that there are no other elements in between. On the other hand, other expressions describing the relationship between the components, such as "between" and "immediately between" or "neighboring to" and "directly neighboring to", should be interpreted as well.

It should be understood that the singular " include "or" have "are to be construed as including a stated feature, number, step, operation, component, It is to be understood that the combination is intended to specify that it does not preclude the presence or addition of one or more other features, integers, steps, operations, elements, components, or combinations thereof.

In each step, the identification code (e.g., a, b, c, etc.) is used for convenience of explanation, the identification code does not describe the order of each step, Unless otherwise stated, it may occur differently from the stated order. That is, each step may occur in the same order as described, may be performed substantially concurrently, or may be performed in reverse order.

The disclosed technique may be embodied as computer readable code on a computer readable recording medium, and the computer readable recording medium may include any type of recording device that stores data that can be read by a computer system . Examples of the computer-readable recording medium include a ROM, a RAM, a CD-ROM, a magnetic tape, a floppy disk, an optical data storage device, and the like, and also implemented in the form of a carrier wave (for example, transmission over the Internet) . In addition, the computer-readable recording medium may be distributed over network-connected computer systems so that computer readable codes can be stored and executed in a distributed manner.

All terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which the disclosed technology belongs, unless otherwise defined. The terms defined in the commonly used dictionary should be interpreted to coincide with the meanings in the context of the related art, and should not be interpreted as having ideal or excessively formal meanings unless clearly defined in the present application.

1 is a reference diagram for explaining an online game providing system and a game client according to the disclosed technology.

The online game providing system 100 (hereinafter, referred to as a game providing system) may provide online games to at least one game client 200 at the same time through an online network environment. The online game provided by the disclosed game providing system 100 may be an online game based on multiple users. For example, an online game may be implemented as an online game of a sport in which a team progresses a game such as soccer, baseball, basketball, handball, and the like. As another example, the online game may be an MMORPG game capable of simultaneously providing RPG games based on simultaneous access to a plurality of users.

The game providing system 100 may provide a player versus environment (PVE) as well as an online game between players (Player versus Player, PVP). In addition, various types of games may be provided, such as PVP among multiple users, PVE between multiple users and artificial intelligence, or a game in which multiple users and artificial intelligence are mixed.

The game providing system 100 may provide a pet avatar to a user account and randomly select an item on the basis of a predetermined action on the pet avatar and provide the pet avatar to the user account.

Here, the pet avatar is a character including a fairy, an animal, a fantasy character, and the like, and is referred to as a pet because it exists in the user's account. However, it is obvious that the disclosed technology is not limited by the literary description of these terms. That is, the pet avatar may be expressed as a human character, such as a lieutenant, a secretary, or a character such as a character such as a robot.

The game providing system 100 may provide a plurality of pet avatars to a user account, but does not necessarily provide the pet avatar.

The disclosed technique does not particularly limit a method of providing a pet avatar made by the game providing system 100. For example, a pet avatar may be purchased using an item that can be purchased by paying a predetermined value, or the pet avatar may be provided only after a predetermined action is input by the user after purchasing the egg of the pet avatar. have. As described above, the disclosed technology merely presents a limitation on how a predetermined item is provided by the pet avatar, and does not limit the shape or acquisition method of the pet avatar itself.

The game providing system 100 will be described in more detail below with reference to FIG. 2.

The game client 200 is a game providing means that can be driven in the user terminal. The user terminal is a terminal having a central processing unit, a memory device, and input / output means, such as a PC, a tablet PC, a smart phone, and the like.

The game client 200 may access or maintain communication with the game providing system 100 to perform an online game. According to the embodiment, the game client 200 may load at least a part of the game engine for driving the game. For example, at least some of the predetermined operations required to provide an online game may be performed in the game client 200 for quick processing.

2 is a block diagram showing an embodiment of an online game providing system according to the disclosed technique.

2, the game providing system 100 includes a communication unit 110, a game engine 120, an item database 130, a user database 140, an item rating setting unit 150, and an item random selection unit 160. And a game providing control unit 170.

The communication unit 110 may set or maintain a communication environment for providing a game with the game client 200 under the control of the game provision control unit 170. [

The game engine 120, as a configuration for driving the game, can interwork with the game client 200 to provide an online game to the user. The game engine 120 may be implemented as a function of the game provision controller 170 according to an embodiment of the present invention. In one embodiment, at least a portion of the game engine 120 may be loaded into the game client 200.

The item database 130 may store information about items provided in the online game. Here, the information on the item may include at least one of identification information on the item, information on the function of the item, period information or durability information, and price information.

In one embodiment, the item database 130 may store information including the item rating set by the item rating setting unit 150.

The item database 130 may store information about items provided in the online game. Here, the information on the item may include at least one of identification information on the item, information on the function of the item, period information or durability information, and price information.

In one embodiment, the item database 130 may store information including the item rating set by the item rating setting unit 150.

The user database 140 may store information related to an account of the user.

In one embodiment, the user database 140 may store information about pet avatars associated with the user's account. Herein, the information on the pet avatar may include level information of the pet avatar, experience value information, and the like.

The item rating setting unit 150 may calculate an item value with respect to items provided in the online game. Here, the item value means a numerical value that arithmetically evaluates the value of the corresponding item granted in the online game.

In one embodiment, the item class setting unit 150 may calculate the item value using at least one of a numerical value for the period of the item or a capability value assigned to the item. For example, suppose there is an item that can be used for "7 days" and has an effect of "Accuracy +10" when shooting. The item reflects the first weight corresponding to 7 and the second weight corresponding to +10 accuracy. You can calculate the value. As another example, assuming that there is an item of "Attack Strength +5" that has the characteristics of "Durable 100" and "Repairable", the first weight and the Attack Damage +5 corresponding to the period corresponding to 100 Durability The item value may be calculated by reflecting both the second weight and the third weight according to the repairable characteristic.

The item rating setting unit 150 may set a rating for the item based on the item value.

In one embodiment, the item rating setting unit 150 may classify the ratings based on the upper and lower limits of the item value of the items provided in the game, and may set the rating for an absolutely specific item according to the classified ratings. have.

In another embodiment, the item grade setting unit 150 may set the grade using the set distribution for each grade. For example, you can set a relative rating using a scatter plot generated based on item value.

In another embodiment, the rating may be set by combining the absolute rating and the relative rating described above. For example, if the item value is 900, which belongs to the A grade, and belongs to the top 10% of the A grades, it can be set by combining absolute and relative grades, such as A-1.

The item random selector 160 may randomly select at least one item from an item group consisting of a plurality of items. Here, the item group is composed of at least a portion selected from a plurality of items provided in the online game. Since this item group is generated by the game providing control unit 170, it will be described in more detail below.

The item random selector 160 may be provided with a predetermined random number generating means for having a random tendency, and may have a read access right to the item database 130.

In one embodiment, the item random selector 160 may randomly select an item by generating a random number according to the format of the item identification information (eg, an item code or an identifier). For example, assuming that the item code is six hexadecimal digits and the first two digits are composed of the item code, the item random selector 160 generates four hexadecimal random numbers corresponding to the four digits later. This can be used to randomly select items.

The item random selector 160 may calculate a winning probability for each item belonging to an item group, and select an item to be paid by reflecting the calculated winning probability and random tendency.

In one embodiment, the item random selector 160 calculates a winning probability for each grade inversely proportional to the plurality of grades assigned to the item, and based on the calculated winning probability for each grade, at least one item in the item group Can be selected. For example, suppose that there is an item group consisting of three A-level items and two B-level items, the item random selector 160 is inversely proportional to the rating, such as 18% for A and 23% for B. The odds of winning by grade can be calculated.

In one embodiment, the item random selector 160 calculates a winning probability of the item for each of the plurality of items belonging to the item group by using the item value calculated by the item class setting unit 150, and calculated the winning At least one item may be randomly selected from the item group based on the probability. Here, the item random selector 160 may calculate the winning probability of the item in inverse proportion to the item value.

In one embodiment, the item random selector 160 may calculate the probability of winning the item by reflecting the item value for each item group. In more detail, the item random selector 160 calculates an average item value of the corresponding item group for each of a plurality of items belonging to the item group, and reflects the item value of a specific item with respect to the calculated average item value. You can create a winning probability for each item.

The game providing controller 170 may control other components of the game providing system 100 to provide an item using the pet avatar to the game client 200.

The game providing controller 170 may check whether payment requirements for providing an item by the pet avatar are satisfied.

In one embodiment, the game providing control unit 170 may check the payment requirements by checking whether the in-game payment means included in the user's account is sufficient. In more detail, when the game providing control unit 170 receives a feed payment request for the pet avatar associated with the user's account from the game client 100, the in-game currency included in the user's account is required for feeding. This can be confirmed by checking whether the quantity is over the preset quantity.

In one embodiment, the game providing control unit 170 may check the payment requirement using a predetermined value (hereinafter, referred to as a payment index) for item payment for the pet avatar. In more detail, the game providing control unit 170 may check the payment index for the pet avatar associated with the user's account to determine whether the identified payment index is greater than or equal to a preset value, and thereby check the payment requirement. Here, the payment index may be evaluated by an action (eg, feeding, playing, stroking) for the pet avatar generated by the user's input.

If the payment requirement is satisfied, the game providing control unit 170 may determine an item group for payment. An item group is a kind of item pool composed of a plurality of items to be randomly selected. That is, selecting any one from all the plurality of items provided in the online game requires a lot of resources, so that an item group may be determined and at least one of the items may be selected to determine an item to be paid.

The game providing control unit 170 may determine items to be paid by reflecting the level of the pet avatar. That is, as the pet avatar grows, it is possible to pay a good (high grade) item. Here, since the level of the pet avatar is a predetermined index for indicating the growth of the pet avatar, it is not limited to the simple expression itself.

In one embodiment, the game providing control unit 170 may check the level information of the pet avatar, and generate an item group by selecting at least some of the plurality of items provided in the online game using the identified level information. .

In one embodiment, the game providing control unit 170 checks the level information of the pet avatar, and a rating corresponding to the level information of the pet avatar (in this case, the rating means a rating set in the item rating setting unit based on the item value). You can select at least one. The game providing controller 170 may generate an item group by selecting at least some of a plurality of items corresponding to the selected at least one level.

In an embodiment, the game providing controller 170 may determine an item to be paid using a candidate item group selected by the user among the item groups. That is, information about the item group (for example, information about items belonging to the item group) may be provided to the game client, and at least some of the plurality of items belonging to the item group selected by the user may be set as candidate item groups. . The game providing controller 170 may provide a candidate item group to the item random selector 160 to select an item to be paid.

When at least one item is selected from the item group by the item random selector 160, the game providing controller 170 may pay the account to the user's account.

In one embodiment, the game providing control unit 170 may provide information about any one item to be paid in association with the pet avatar. For example, information about an item to be paid in association with a pet avatar may be provided.

3 is a block diagram showing another embodiment of an online game providing system according to the disclosed technology. The game providing system 100 illustrated in FIG. 3 further includes a pet growth manager 180 in the game providing system 100 of FIG. 2. Therefore, a description of components or functions substantially the same as or equivalent to those described above with reference to FIGS. 2 to 3 among the components of the game providing system 100 disclosed in FIG. 4 will be omitted below. It will be readily understood from the description. As will be described in more detail below, another embodiment disclosed in FIG. 3 relates to an embodiment that can reflect growth for a pet avatar.

When the payment of the item is completed by the game provision controller 170, the pet growth manager 180 may assign a predetermined experience value to the pet avatar.

In one embodiment, the pet growth management unit 180 may assign the experience value associated with the grade of the item paid to the user's account to the pet avatar, and set or change the level of the pet avatar according to a preset level range.

In one embodiment, the pet growth management unit 180 may evaluate the item value of the paid at least one item, and may assign an experience value proportional to the evaluated value to the pet avatar.

In one embodiment, the pet growth management unit 180 may add an experience value for the pet avatar when an action (such as a feeding or attaching action) occurs on the pet avatar or an item is paid by the pet avatar.

As described above, the game providing control unit 170 may determine the item group for the item to be paid by reflecting the experience value or the level given by the pet growth management unit 180.

4 is a block diagram illustrating another embodiment of an online game providing system according to the disclosed technology. The game providing system 100 illustrated in FIG. 4 relates to an embodiment that further includes an animation providing unit 190. Therefore, a description of components or functions substantially the same as or equivalent to those described above with reference to FIGS. 2 to 3 among the components of the game providing system 100 disclosed in FIG. 4 will be omitted below. It will be readily understood from the description.

The animation provider 190 may store various animations related to the pet avatar. For example, a pet avatar may store an animation that comes to the screen with an image of an item to be paid. The animation provider 190 may provide the game client 200 with the animation stored under the control of the game provision controller 170.

5 to 6 are reference diagrams illustrating an example of an interface for selecting a candidate item group provided to a game client.

Identification number 510 illustrates a candidate item group selected by the user.

Identification number 520 illustrates an interface for providing information about an item group for selecting a candidate item group.

In the example illustrated in FIG. 5, information about an item group provided to the game client 200 by the game providing control unit 170 is collectively provided 520, where the selected candidate item group 510 is illustrated. It can be seen that. When the user confirms the candidate item group 510 shown in the drawing, the information about the candidate item group 510 is transmitted to the game providing control unit 170.

The example shown in FIG. 6 shows an example in which selection is made for each item of each candidate item group. Although the interface shown in Figs. 5 and 6 is different, the function provided is to present the group of items to the user and to provide the game providing control unit 170 with at least a portion selected therefrom as a candidate item group. .

Hereinafter, various embodiments of the online game providing method will be described with reference to FIGS. Although the embodiments to be described below are performed in the game providing system 100 described above, corresponding contents will not be described in duplicate, but a person skilled in the art will be able to understand one embodiment of the present online game providing method It will be understood clearly.

7 is a flowchart illustrating an embodiment of an online game providing method according to the disclosed technology.

Referring to FIG. 7, the embodiment of the online game providing method will be described in more detail. When the game providing system 100 receives a pet payment request for a pet avatar associated with a user's account from the game client 200 (step) S710, for example), it may be checked whether the in-game currency included in the user's account is greater than or equal to a predetermined quantity required for feeding (step S720).

The game providing system 100 may check the level information about the pet avatar if it is equal to or larger than the preset amount (step S720, YES) (step S730).

The game providing system 100 selects at least some of the plurality of items provided in the online game using the identified level information to generate an item group (step S740), and randomly selects at least one item from the generated item group. Can be selected and paid to the user's account (step S750).

In one embodiment, the method for providing an online game may further include growing a pet avatar. In more detail, the game providing system 100 may evaluate an item value for at least one item to be paid and may assign an experience value to the pet avatar in proportion to the evaluated value.

In one embodiment for step S740, the game providing system 100 may create an item group by associating the item's rating with the level of the pet avatar. In more detail, the game providing system 100 sets a plurality of differential grades according to item values for a plurality of items provided in an online game, and corresponds to the level information of the pet avatar among the plurality of differential grades. At least one class may be selected. The game providing system 100 may generate an item group by selecting at least some of a plurality of items corresponding to the selected at least one level.

Here, the item value may be a value digitized using at least one of a first weight value for the period of the item or a second weight value for the capability value assigned to the item.

In one embodiment for step S750, the game providing system 100 may calculate the probability of winning using the rating of the item. In more detail, the game providing system 100 calculates a winning probability for each grade in inverse proportion to the corresponding grade for each of the plurality of differential grades, and selects at least one item from the item group based on the calculated winning probability for each grade. Can be.

In one embodiment for step S750, the game providing system 100 may calculate the winning probability using the item value. In more detail, the game providing system 100 calculates a winning probability for each of the plurality of items belonging to the item group generated using the item value, and based on the calculated winning probability, the at least one item in the item group. Can be selected.

8 is a flowchart for explaining another embodiment of the online game providing method according to the disclosed technique. Another embodiment of the online game providing method disclosed in FIG. 8 relates to an embodiment of previously generating an item group for an item and reflecting the same. That is, in the exemplary embodiment disclosed in FIG. 7, in contrast to calculating an item group based on the level of the pet avatar, another exemplary embodiment disclosed in FIG. 8 corresponds to an embodiment in which the level of the pet avatar is matched with the calculated item group. It is about. The other embodiments described with reference to FIG. 7 may also be applied to another exemplary embodiment disclosed in FIG. 8, and thus descriptions of the same or corresponding elements as those described above with reference to FIG. 7 will be omitted.

Referring to another embodiment of the online game providing method with reference to FIG. 8 in more detail, the game providing system 100 is a plurality of item groups, which are divided into different grades for a plurality of items provided in the online game It can be set to belong to any one of these (step S810).

The game providing system 100 may select any one item group from the plurality of differential item groups using the level information of the pet avatar associated with the user's account (step S810).

The game providing system 100 selects any one item from among a plurality of items belonging to the selected one item group (step S810), provides the selected one item to a user's account, and selects one item. Information may be provided in association with the pet avatar (step S810).

In an embodiment of step S810, the game providing system 100 may calculate the item value by assigning a weight, and generate an item group using the calculated item value. In more detail, the game providing system 100 may calculate the item value calculated for each of the plurality of items using the first weight for the period of the item and the second weight for the ability value assigned to the item. have. The game providing system 100 may generate a plurality of item groups by assigning differential grades according to a range of item values.

In an embodiment of steps S820 to S830, the game providing system 100 may select an item to be paid using the aforementioned candidate item group. In more detail, the game providing system 100 may provide the game client 200 with information about a plurality of first items belonging to any one selected item group. The game providing system 100 may set a plurality of items selected from the first items by the game client 200 as a candidate item group, and select any one item from among a plurality of items belonging to the set candidate item group. .

In one embodiment for step S830, the game providing system 100 may generate a winning probability for each item using the average value. In more detail, the game providing system 100 calculates a winning probability for each item by using the item value of the corresponding item with respect to the average item value of the item group for each of a plurality of items belonging to any one selected item group. Can be generated.

In one embodiment for step S840, the game providing system 100 may provide related information using animation. In more detail, the game providing system 100 may provide an animation of bringing an image of a selected item into the center of the screen by involving the pet avatar.

9 is a flowchart for explaining another embodiment of the online game providing method according to the disclosed technique. Another embodiment disclosed in FIG. 9 relates to an embodiment for providing an item according to the aforementioned payment index and not currency. Therefore, the description corresponding to the above description with respect to another embodiment of the present embodiment will be omitted.

Referring to another embodiment of the online game providing method with reference to Figure 9 in more detail, the game providing system 100 checks the payment index for the pet avatar associated with the user's account, so that the confirmed payment index It may be determined whether the value is equal to or greater than the set value (step S910).

If it is determined that the payment index is equal to or greater than a predetermined value (step S910, YES), the game providing system 100 checks the level information about the pet avatar (step S920), and the plurality of items provided in the online game. An item group may be generated by selecting at least a part that may be associated with the identified level information (step S930).

The game providing system 100 may randomly select at least one item from the generated item group and pay it to the user's account (step S940).

Here, the payment index may be a value that is evaluated by an action (eg, feeding or attachment) on a pet avatar generated by a user's input.

In one embodiment, the method for providing an online game may further include adding an experience value for the pet avatar when an action by a user input to the pet avatar occurs or an item is paid by the pet avatar.

It will be apparent to those skilled in the art that various modifications and variations can be made to the present invention without departing from the spirit and scope of the present invention as set forth in the following claims It can be understood that

100: Online game providing system
110: communication unit 120: game engine
130: item database 140: user database
150: item class setting unit 160: item random selection unit
170: game providing control unit 180: pet growth management unit
190: animation provider
200: Game Client

Claims (20)

An online game providing method performed in an online game providing system for providing an online game to at least one game client through a network,
(a) receiving a feed payment request for a pet avatar associated with the user's account from the game client, checking whether the in-game currency included in the user's account is greater than or equal to a predetermined quantity required for feeding;
(b) checking level information about the pet avatar if the result is greater than or equal to the preset quantity;
(c) generating an item group by selecting at least some of a plurality of items provided in the online game using the identified level information; And
(d) selecting at least one item from the created item group and paying it to the user's account;
The method comprising the steps of:
2. The method according to claim 1,
(e) evaluating an item value for the selected at least one item and assigning the pet avatar an experience value proportional to the evaluated value;
The method of claim 1, further comprising:
2. The method of claim 1, wherein step (c)
Setting a plurality of differential ratings according to item values for the plurality of items provided in the online game;
Selecting at least one grade corresponding to the level information of the pet avatar among the plurality of grades; And
Selecting at least some of a plurality of items corresponding to the selected at least one class to generate the item group;
The method of claim 1,
The method of claim 2 or 3, wherein the item value is
A value quantified using at least one of a first weight for a term of an item or a second weight for a capability assigned to the item
The method comprising the steps of:
The method of claim 3, wherein step (d)
Calculating, for each of the plurality of differential grades, a probability of winning each grade in inverse proportion to the corresponding grade; And
Selecting at least one item from the item group based on the calculated probability of winning by grade;
The method of claim 1,
The method of claim 3, wherein step (d)
Calculating a winning probability for each of a plurality of items belonging to the generated item group using the item value; And
Selecting at least one item from the item group based on the calculated winning probability;
The method of claim 1,
An online game providing method performed in an online game providing system for providing an online game to at least one game client through a network,
(a) setting a plurality of items provided in the online game so as to belong to any one of a plurality of item groups divided into different grades;
(b) selecting one item group from among the plurality of differential item groups using the level information of the pet avatar associated with the user's account;
(c) selecting one item among a plurality of items belonging to the selected one item group; And
(d) providing the selected one item to the user's account and providing information about the one item in association with the pet avatar;
The method comprising the steps of:
The method of claim 7, wherein step (a)
Calculating, for each of the plurality of items, a calculated item value using a first weight for a period of the item and a second weight for a capability value assigned to the item; And
Creating the plurality of item groups by assigning the differential grade according to the range of item values;
The method of claim 1,
The method of claim 7, wherein step (c)
Providing information about a plurality of first items belonging to the selected one item group to a game client;
Setting, by the game client, a plurality of items selected from the first items as a candidate item group; And
Selecting one item among a plurality of items belonging to the set candidate item group;
The method of claim 1,
The method of claim 8, wherein step (c)
Generating a winning probability for each item by using the item value of the corresponding item with respect to the average item value of the item group for each of a plurality of items belonging to the selected one item group;
The method of claim 1,
The method of claim 8, wherein step (d)
Providing an animation of bringing the image of the selected one item to the screen center by the pet avatar;
The method comprising the steps of:
An online game providing method performed in an online game providing system for providing an online game to at least one game client through a network,
(a) checking the payment index for the pet avatar associated with the user's account, and determining whether the identified payment index is equal to or greater than a preset value;
(b) checking the level information on the pet avatar if the payment index is greater than or equal to a preset value;
(c) selecting at least a part of the plurality of items provided in the online game and associating with the identified level information to generate an item group; And
(d) randomly selecting at least one item from the created item group and paying it to the user's account;
The method comprising the steps of:
The method of claim 12, wherein the payment index
A numerical value evaluated by an action on the pet avatar generated by the user input
The method comprising the steps of:
13. The method according to claim 12, wherein the online game providing method comprises:
(e) adding an experience value for the pet avatar when an action is generated by a user input to the pet avatar or an item is paid by the pet avatar;
The method of claim 1, further comprising:
An online game providing system for providing an online game to at least one game client through a network,
An item database that stores information about a plurality of items provided in the online game;
A user database for storing level information of the pet avatar associated with the user's account;
An item rating calculator that sets a rating for the plurality of items based on item value;
An item random selector which randomly selects at least one item from an item group consisting of a plurality of items; And
A game providing control unit generating the item group with a plurality of items corresponding to a level associated with the level information of the pet avatar, and paying at least one item randomly selected from the generated item groups to the user's account;
Online game providing system comprising a.
The system of claim 15, wherein the online game providing system is
A pet growth manager configured to assign an experience value associated with a grade of an item paid to a user's account to the pet avatar, and to set or change a level of the pet avatar according to a preset level range;
Online game providing system, characterized in that it further comprises.
The system of claim 15, wherein the online game providing system is
An animation for storing the at least one animation for the pet avatar, including the animation that the pet avatar bites the image for a specific item to the screen, and provides the game client with the animation stored under the control of the game providing control unit Providing unit;
Online game providing system, characterized in that it further comprises.
A recording medium having recorded thereon a program for executing an online game providing method,
The program may be run in an online game providing system for providing an online game to at least one game client through a network.
(a) receiving a feed payment request for a pet avatar associated with the user's account from the game client, checking whether the in-game currency included in the user's account is greater than or equal to a predetermined quantity required for feeding;
(b) checking the level information on the pet avatar if the result is greater than or equal to the preset quantity;
(c) generating an item group by selecting at least some of a plurality of items provided in the online game using the identified level information; And
(d) randomly selecting at least one item from the created item group and paying the account to the user;
Recording medium recording the online game providing method comprising a.
A recording medium having recorded thereon a program for executing an online game providing method,
The program may be run in an online game providing system for providing an online game to at least one game client through a network.
(a) a function of setting a plurality of items provided in the online game to belong to any one of a plurality of item groups which are classified into differential grades;
(b) selecting one item group from among the plurality of differential item groups using the level information of the pet avatar associated with the user's account;
(c) selecting one of a plurality of items belonging to the selected one item group; And
(d) providing the selected one item to the user's account and providing information about the one item in association with the pet avatar;
Recording medium recording the online game providing method comprising a.
A recording medium having recorded thereon a program for executing an online game providing method,
The program may be run in an online game providing system for providing an online game to at least one game client through a network.
(a) checking a payment index for a pet avatar associated with the user's account and determining whether the identified payment index is equal to or greater than a preset value;
(b) checking the level information on the pet avatar if the payment index is equal to or greater than a preset value;
(c) generating a group of items by selecting at least a part of the plurality of items provided in the online game and related to the identified level information; And
(d) randomly selecting at least one item from the created item group and paying the account to the user;
Recording medium recording the online game providing method comprising a.
KR1020120024706A 2012-03-09 2012-03-09 Method for providing on-line game supporting user creative capsule item and system thereof KR20130103229A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2023239183A1 (en) * 2022-06-09 2023-12-14 주식회사 위버스컴퍼니 Method and system for providing nft-based digital items

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2023239183A1 (en) * 2022-06-09 2023-12-14 주식회사 위버스컴퍼니 Method and system for providing nft-based digital items

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