TWI773775B - System of real-time free combination force in tower defense games - Google Patents

System of real-time free combination force in tower defense games Download PDF

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TWI773775B
TWI773775B TW107120994A TW107120994A TWI773775B TW I773775 B TWI773775 B TW I773775B TW 107120994 A TW107120994 A TW 107120994A TW 107120994 A TW107120994 A TW 107120994A TW I773775 B TWI773775 B TW I773775B
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movable
objects
immovable
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selection
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TW202000283A (en
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簡志浩
黃德仲
葉開
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遊戲橘子數位科技股份有限公司
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Abstract

The present invention provides a system of real-time free combination force in tower defense games, which provides the attack range change of the object due to the stacking height. The steps include: (a) providing an object index, (b) providing an index of the target system, and (c) selecting a first selection interval is placed; (d) repeating steps (a) through (c) are, and (e) ending the process of the present invention.

Description

塔防遊戲之即時自由組合部隊系統 The real-time free combination force system of tower defense games

本發明為一種遊戲動作系統的程式設計,特別保護一種遊戲動作物件的三維組建與對戰方法,藉以提高遊戲物件在空間中的自由度。 The present invention is a program design of a game action system, and particularly protects a three-dimensional construction and battle method of game action objects, so as to improve the degree of freedom of the game objects in space.

綜觀電子遊戲市場上的產品可知,高自由度的玩法有諸多優勢,除了內容具高度彈性、玩者可鑽研的玩法豐富之外,也更容易讓玩者們主動分享自己創造的遊戲內容,進而利於產品推廣。但近年迅速獲得市場歡迎的「策略塔防」類型遊戲,雖然發展蓬勃、競爭激烈,卻尚無出現真正以結合高自由元素為重心的產品。 Looking at the products in the video game market, we can see that high-degree-of-freedom gameplay has many advantages. In addition to the highly flexible content and rich gameplay that players can study, it is also easier for players to actively share the game content they created, and then Conducive to product promotion. However, the "strategic tower defense" game, which has rapidly gained popularity in the market in recent years, has developed vigorously and has fierce competition, but there has not yet been a product that truly focuses on combining high-freedom elements.

塔防遊戲(Tower Defense Games)即指一類通過在地圖上建造砲塔或類似建築物,以阻止遊戲中敵人抵達堡壘的即時戰略電子遊戲。一般而言,敵人並不會主動攻擊砲塔。當敵人被消滅時,玩家可一獲得獎金或積分,用於購買砲塔或升級砲塔。敵人以一波波進攻,大部分塔防會在一波後暫停以讓玩家以積分升級或增加砲塔。塔防通常約有50波或更多。玩家一般有數量生命,如果砲塔不能消滅敵人,敵人到達指定地 方後,就會減少生命。隨著玩家提升砲塔能力,怪物的數量、能力也會提升。一般而言怪物的提升速度比砲塔快。此類遊戲的目標是生存若干時間或盡可能生存下去,目前無任何涉及「即時組合」的遊戲玩法,無法供玩家即時疊加、改變物件外觀。 Tower Defense Games refers to a type of real-time strategy video game that builds turrets or similar structures on the map to prevent the enemy from reaching the fortress in the game. Generally speaking, the enemy does not actively attack the turret. When the enemy is eliminated, players can get bonuses or points, which can be used to buy turrets or upgrade turrets. Enemies attack in waves, and most tower defenses will pause after a wave to allow players to upgrade or add turrets with points. Tower defense usually has about 50 waves or more. Players generally have a number of lives. If the turret cannot destroy the enemy, the enemy will reach the designated place. After that, life will be reduced. As the player improves the turret ability, the number and ability of monsters will also increase. In general, monsters lift faster than turrets. The goal of this type of game is to survive for a certain amount of time or as long as possible. There is currently no gameplay involving "real-time combinations", which cannot allow players to instantly stack and change the appearance of objects.

有鑑於此,本發明提供一種讓兵種單位的外觀與功能「即時組合」的核心玩法,來滿足之市場缺口。本發明提供之三維組件方法主要具有三大特色,包含物件因堆疊高度產生之攻擊範圍變化、物件可自動攻擊、物件因被攻擊而被破壞。 In view of this, the present invention provides a core gameplay of "real-time combination" of appearance and function of arms units to meet the market gap. The three-dimensional assembly method provided by the present invention mainly has three major features, including the change of the attack range of the object due to the stacking height, the automatic attack of the object, and the destruction of the object due to being attacked.

本發明之遊戲動作物件的三維組建方法,所提供功能為物件因堆疊高度產生之攻擊範圍變化,其步驟包含:(a)提供一物件索引,該物件索引包含複數可動物件及複數不可動物件,其中,該些可動物件與該些不可動物件分別具有一質量參數,且該些可動物件更具有一速度變數;(b)待一使用者由該物件索引選擇一第一使用物件,提供一座標系索引,該座標系索引包含複數選擇區間及複數目標區間,係由複數可動軌跡連接該選擇區間至該目標區間;(c)待該使用者透過該座標系索引選擇一第一選擇區間,若該第一使用物件為一第一可動物件,係顯示於該第一選擇區間,並以一第一速度變數沿該第一選擇區間連接之該可動軌跡往該目標區間移動,若該第一使用物件為一第一不可動物件,係顯示於該第一選擇區間;(d)重複步驟(a)至步驟(c),待該使用者選擇一第二使用物件放置於一 第二選擇區間,當該第二選擇區間具有該第一可動物件時,若該第二使用物件為一第二可動物件,則拒絕該第二使用物件的選擇,若該第二使用物件為一第二不可動物件,係由上而下組合至該第一可動物件,其中,該第二使用物件與該第一可動物件之質量參數的總和係用以改變該第一速度變數;(e)重複步驟(a)至步驟(c),待該使用者選擇一第三使用物件放置於一第三選擇區間,當該第三選擇區間具有該第一不可動物件時,若該第三使用物件為一第三可動物件,係由下而上組合至該第一不可動物件,其中,該第三使用物件與該第一不可動物件之質量參數的總和係用以改變該第三可動物件之該第三速度變數,並以該第三速度變數沿該第一選擇區間連接之該可動軌跡往該目標區間移動,若該第三使用物件為一第三不可動物件,係由上而下組合至該第三不可動物件;以及(f)重複步驟(a)至步驟(e),於該座標系索引建立複數遊戲動作物件,其中,該些遊戲動作物件係選自於由該些可動物件和該些不可動物件所組成的群組。 The three-dimensional construction method of the game action object of the present invention provides a function of changing the attack range of the object due to the stacking height. The steps include: (a) providing an object index, and the object index includes a plurality of movable objects and a plurality of non-movable objects, The movable objects and the non-movable objects respectively have a quality parameter, and the movable objects have a speed variable; (b) after a user selects a first use object from the object index, a coordinate is provided. a system index, the coordinate system index includes a plurality of selection intervals and a plurality of target intervals, and is connected by a plurality of movable trajectories to the selection interval to the target interval; (c) after the user selects a first selection interval through the coordinate system index, if The first use object is a first movable object, which is displayed in the first selection section and moves to the target section along the movable trajectory connected by the first selection section with a first speed variable. If the first use object The object is a first non-movable object, which is displayed in the first selection area; (d) repeat steps (a) to (c) until the user selects a second use object and places it in a In the second selection interval, when the second selection interval has the first movable object, if the second usage object is a second movable object, the selection of the second usage object is rejected, and if the second usage object is a The second non-movable object is assembled to the first movable object from top to bottom, wherein the sum of the quality parameters of the second use object and the first movable object is used to change the first speed variable; (e) Steps (a) to (c) are repeated until the user selects a third use object and places it in a third selection section. When the third selection section has the first inoperable object, if the third use object It is a third movable object, which is assembled to the first immovable object from bottom to top, wherein the sum of the quality parameters of the third use object and the first immovable object is used to change the quality of the third movable object. The third speed variable is used to move to the target area along the movable trajectory connected by the first selection area. If the third use object is a third immovable object, it is combined from top to bottom. to the third immovable object; and (f) repeating steps (a) to (e) to create a plurality of game action objects in the coordinate system index, wherein the game action objects are selected from the movable objects and the group formed by these immovable items.

於較佳實施例中,該些不可動物件更具有一攻擊範圍變數,在步驟(d)與步驟(e)中,當該些不可動物件因組合產生一高度參數,係用以改變該攻擊範圍變數。 In a preferred embodiment, the immovable objects have an attack range variable. In steps (d) and (e), when the immovable elements are combined to generate a height parameter, it is used to change the attack. range variable.

於較佳實施例中,該些可動物件及該些不可動物件更分別具有一消耗次數,在步驟(a)中,若任一該可動物件或該不可動物件的該消耗次數為0,則該物件索引不可選取該可動物件或該不可動物件,且在步驟(b)中,將該消耗次數扣除1。 In a preferred embodiment, the movable objects and the inoperable objects further have a consumption count respectively. In step (a), if the consumption count of any of the movable objects or the inoperable objects is 0, then The object index cannot select the movable object or the non-movable object, and in step (b), the consumption count is deducted by 1.

於較佳實施例中,該物件索引具有一總能量數值,且該些可動物件及該些不可動物件更分別具有一消耗能量數值,在步驟(a)中,若該總能量數值小於其一該可動物件或該不可動物件的該消耗能量數值,則該物件索引不可選取該可動物件或該不可動物件,且在步驟(b)中,將該總能量數值扣除該消耗能量數值。 In a preferred embodiment, the object index has a total energy value, and the movable objects and the non-movable objects have a consumption energy value respectively. In step (a), if the total energy value is less than one of the energy consumption values The energy consumption value of the movable object or the non-movable object, the object index cannot select the movable object or the non-movable object, and in step (b), the energy consumption value is deducted from the total energy value.

本發明又提供一種遊戲動作物件的三維對戰方法,其步驟包含:(a)一使用者選取複數可動物件及複數不可動物件以編成一物件索引;(b)建立一座標系索引,透過一無線網路連接該使用者與一對戰使用者,並載入該使用者與該對戰使用者之編成該物件索引,其中,該座標系索引包含複數選擇區間及複數目標區間,係由複數可動軌跡連接該選擇區間至該目標區間;(c)該使用者係透過申請範圍第1項所敘之三維組建方法,於該選擇區間建立複數遊戲動作物件;(d)該使用者以手動或自動控制該些遊戲動作物件,攻擊該對戰使用者建立之複數對戰遊戲動作物件;(e)重複步驟(c)至步驟(d),若任一該遊戲動作物件到達該目標區間,並破壞一指定目標,則判斷該使用者獲勝;反之,若任一該遊戲動作物件未到達該目標區間,並未破壞一指定目標,則判斷該對戰使用者獲勝;(f)結束該座標系索引並記錄一對戰結果。 The present invention further provides a three-dimensional battle method for game action objects, the steps of which include: (a) a user selects a plurality of movable objects and a plurality of inmovable objects to compile an object index; (b) establishes a coordinate system index, and uses a wireless Connecting the user and a battle user through the network, and loading the object index of the user and the battle user, wherein the coordinate system index includes a plurality of selection intervals and a plurality of target intervals, which are connected by a plurality of movable trajectories The selection interval reaches the target interval; (c) the user creates a plurality of game action objects in the selection interval through the three-dimensional construction method described in item 1 of the scope of application; (d) the user manually or automatically controls the some game action objects to attack the plurality of battle game action objects created by the battle user; (e) repeat steps (c) to (d), if any of the game action objects reaches the target area and destroys a specified target, Then it is judged that the user wins; on the contrary, if any one of the game action objects does not reach the target interval and does not destroy a specified target, it is judged that the battle user wins; (f) end the coordinate system index and record the result of the battle .

於較佳實施例中,本功能為物件自動攻擊功能,該些遊戲動作物件與該些對戰遊戲動作物件具有一血量參數、一攻擊力參數以及一攻擊範圍變數,在步驟(d)中,若任一該對戰遊戲動作物件於該座標系索引 位置滿足其一該遊戲動作物件的該攻擊範圍變數時,在一單位時間中,該對戰遊戲動作物件的該血量參數會扣除該遊戲動作物件的該攻擊力參數。 In a preferred embodiment, this function is an object automatic attack function. The game action objects and the battle game action objects have a HP parameter, an attack power parameter and an attack range variable. In step (d), If any of the battle game action objects are indexed in this coordinate system When the position satisfies one of the attack range variables of the game action object, in a unit time, the HP parameter of the battle game action object will deduct the attack power parameter of the game action object.

於較佳實施例中,本功能為物件因被攻擊而被破壞功能,若任一該遊戲動作物件或該對戰遊戲動作物件的該血量參數為零時,該座標系索引消除該遊戲動作物件或該對戰遊戲動作物件。 In a preferred embodiment, this function is that the object is destroyed due to being attacked. If the HP parameter of any of the game action objects or the battle game action object is zero, the coordinate system index will eliminate the game action object. Or the action object of the battle game.

於較佳實施例中,該遊戲動作物件中的遊戲係指於計算機系統中進行之遊戲,包含電腦、手機、平板電腦或電子遊戲機。 In a preferred embodiment, the game in the game action object refers to a game played in a computer system, including a computer, a mobile phone, a tablet computer or an electronic game machine.

為達到上述及其它目的,以下對本發明一或多個具體實施例進行說明。本發明的其它特徵或優點以實施例及請求項詳細描述。 To achieve the above and other objects, one or more specific embodiments of the present invention are described below. Other features or advantages of the present invention are described in detail in the embodiments and claims.

S101~S106:本發明遊戲動作物件的三維組建方法之步驟 S101~S106: the steps of the three-dimensional construction method of the game action object of the present invention

S301~S306:本發明遊戲動作物件的三維對戰方法之步驟 S301~S306: Steps of the three-dimensional battle method for game action objects of the present invention

201a、201b:可動物件 201a, 201b: movable items

202a、202b、202c、202d、202e、202f:不可動物件 202a, 202b, 202c, 202d, 202e, 202f: Non-Animal Items

203a、203b、401a、401b、401c:遊戲動作物件 203a, 203b, 401a, 401b, 401c: Game Action Objects

第1A與1B圖係為本發明遊戲動作物件的三維組建方法之流程圖;第2圖係為本發明多種遊戲動作物件的組合;第3圖係為本發明遊戲動作物件的三維對戰方法之流程圖;第4圖係為本發明遊戲動作物件的三維對戰方法之實施例。 Figures 1A and 1B are the flow charts of the three-dimensional construction method of game action objects of the present invention; Figure 2 is the combination of various game action objects of the present invention; Figure 3 is the flow chart of the three-dimensional battle method of game action objects of the present invention Fig. 4 is an embodiment of a three-dimensional battle method for game action objects of the present invention.

讓鈞院貴審查委員及習于此技術人士,對本發明的實施完全瞭解,茲配合圖示及圖號,就本發明較佳的實施例說明如下:於一實施例中,本發明之遊戲動作物件的三維組建方法,所提供功能為物件因堆疊高度產生之攻擊範圍變化,請參考第1A與1B圖, 其步驟包含:步驟S101,啟動一遊戲子程式,該遊戲提供一物件索引,該物件索引包含複數可動物件及複數不可動物件,其中,該些可動物件與該些不可動物件分別具有一質量參數,且該些可動物件更具有一速度變數;又步驟S102,係待一使用者由該物件索引選擇一第一使用物件,提供一座標系索引,於己方指定領地設定該第一使用物件,該座標系索引包含複數選擇區間及複數目標區間,係由複數可動軌跡連接該選擇區間至該目標區間。 In order to let the reviewers and those skilled in this field fully understand the implementation of the present invention, the preferred embodiments of the present invention are described as follows in conjunction with the figures and figures: In one embodiment, the game action of the present invention The three-dimensional construction method of the object, the function provided is the change of the attack range of the object due to the stack height, please refer to Figures 1A and 1B, The steps include: step S101, starting a game subroutine, the game provides an object index, the object index includes a plurality of movable objects and a plurality of immovable objects, wherein the movable objects and the immovable objects respectively have a quality parameter , and these movable objects have a speed variable; and in step S102, after a user selects a first use object from the object index, provides a coordinate system index, and sets the first use object in one's own designated territory, the The coordinate system index includes a plurality of selection intervals and a plurality of target intervals, and the selection interval is connected to the target interval by a plurality of movable trajectories.

步驟S103中,該些可動物件及該些不可動物件更分別具有一消耗次數,該遊戲會確認使用物件的消耗次數是否足夠,在步驟S103a時,若其一該可動物件或該不可動物件的該消耗次數為0,則該物件索引不可選取該可動物件或該不可動物件,並提醒使用者使用物件的消耗次數不足,反之,在步驟S103b時,將該消耗次數扣除1。 In step S103, the movable objects and the inoperable objects have a consumption count respectively, and the game will confirm whether the consumption count of the used objects is sufficient. If the consumption count is 0, the object index cannot select the movable object or the non-movable object, and the user is reminded that the consumption count of using the object is insufficient. On the contrary, in step S103b, the consumption count is deducted by 1.

又或者,該物件索引具有一總能量數值,步驟S103中,該些可動物件及該些不可動物件更分別具有一消耗能量數值,在步驟S103a時,若該總能量數值小於其一該可動物件或該不可動物件的該消耗能量數值,則該物件索引不可選取該可動物件或該不可動物件,並提醒使用者使用物件的消耗能量數值不足,反之,在步驟S103b時,將該總能量數值扣除該消耗能量數值。 Alternatively, the object index has a total energy value. In step S103, the movable objects and the non-movable objects further have a consumption energy value respectively. In step S103a, if the total energy value is less than one of the movable objects or the energy consumption value of the immovable object, the object index cannot select the movable object or the immovable object, and reminds the user that the energy consumption value of the object is insufficient, otherwise, in step S103b, the total energy value is Deduct the energy consumption value.

待完成物件選擇,步驟S104,進一步該使用者透過該座標系索引選擇一第一選擇區間,並確認指定區間無存在其他已方物件,步驟 S104a,於該第一選擇區間完成建置,若該第一使用物件為一第一可動物件,係顯示於該第一選擇區間,並以該第一速度變數沿該第一選擇區間連接之該可動軌跡往該目標區間移動,完成建蓋,反之,若該第一使用物件為一第一不可動物件,係顯示於該第一選擇區間。 To complete the object selection, step S104, further the user selects a first selection area through the coordinate system index, and confirms that there is no other object in the designated area, step S104 S104a, the construction is completed in the first selection interval, if the first use object is a first movable object, it is displayed in the first selection interval, and the first speed variable is connected to the first selection interval along the first selection interval. The movable track moves to the target area to complete the construction. On the contrary, if the first use object is a first non-movable object, it is displayed in the first selection area.

若確認指定區間有存在其他已方物件,步驟S105,需進一步對該物件類別作判斷,當該第二選擇區間具有該第一可動物件時,若該第二使用物件為一第二可動物件,則拒絕該第二使用物件的選擇,若該第二使用物件為一第二不可動物件,步驟S105a,係由上而下組合至該第一可動物件,其中,該第二使用物件與該第一可動物件之質量參數的總和係用以改變該第一速度變數。 If it is confirmed that there are other friendly objects in the designated area, in step S105, it is necessary to further judge the object type. When the second selection area has the first movable object, if the second use object is a second movable object, Then the selection of the second use object is rejected. If the second use object is a second non-movable object, step S105a is combined to the first movable object from top to bottom, wherein the second use object and the first movable object are combined. The sum of the mass parameters of a movable object is used to change the first speed variable.

當該第三選擇區間具有該第一不可動物件時,若該第三使用物件為一第三可動物件,步驟S105b,係由下而上組合至該第一不可動物件,其中,該第三使用物件與該第一不可動物件之質量參數的總和係用以改變該第三可動物件之該第三速度變數,步驟S105c,並以該第三速度變數沿該第一選擇區間連接之該可動軌跡往該目標區間移動,若該第三使用物件為一第三不可動物件,係由上而下組合至該第三不可動物件;較佳地,該些不可動物件更具有一攻擊範圍變數,當該些不可動物件因組合產生一高度參數,係用以改變該攻擊範圍變數。 When the third selection section has the first inoperable object, if the third use object is a third movable object, step S105b is to combine the first inoperable object from bottom to top, wherein the third Using the sum of the mass parameters of the object and the first immovable object is used to change the third speed variable of the third movable object, step S105c, and connect the movable object along the first selection interval with the third speed variable The trajectory moves to the target area. If the third use object is a third immovable object, it is assembled to the third immovable object from top to bottom; preferably, the immovable objects have an attack range variable. , when these immovable objects generate a height parameter due to the combination, it is used to change the variable of the attack range.

至此,步驟S106,結束該遊戲子程式,遊戲過程可重複上述步驟,於該座標系索引建立複數遊戲動作物件,其中,請參考第2圖, 該些遊戲動作物件203a、203b係選自於由該些可動物件201a、201b和該些不可動物件202a、202b、202c、202d、202e、202f所組成的群組,形成多樣性的遊戲動作物件。 So far, in step S106, the game subroutine ends, and the game process can repeat the above steps to create a plurality of game action objects in the coordinate system index. Please refer to FIG. 2, The game action objects 203a, 203b are selected from the group consisting of the movable objects 201a, 201b and the immovable objects 202a, 202b, 202c, 202d, 202e, 202f, forming a variety of game action objects .

於一實施例中,本發明又提供一種遊戲動作物件的三維對戰方法,請參考第3圖,其步驟包含:步驟S301,編成組件系統一使用者選取複數可動物件及複數不可動物件以編成一物件索引;步驟S302,建立一座標系索引,透過一無線網路連接該使用者與一對戰使用者,並載入該使用者與該對戰使用者之編成該物件索引,完成對戰配對,其中,該座標系索引包含複數選擇區間及複數目標區間,係由複數可動軌跡連接該選擇區間至該目標區間。 In one embodiment, the present invention further provides a three-dimensional battle method for game action objects, please refer to FIG. 3, the steps include: Step S301, compiling a component system—a user selects a plurality of movable objects and a plurality of inanimate objects to compile a Object index; Step S302, establish a coordinate system index, connect the user and a battle user through a wireless network, and load the object index compiled by the user and the battle user to complete the battle pairing, wherein, The coordinate system index includes a plurality of selection intervals and a plurality of target intervals, and the selection interval is connected to the target interval by a plurality of movable trajectories.

開始對戰後,步驟S303,該使用者係透過前述之三維組建方法,於該選擇區間建立複數遊戲動作物件,步驟S304,以手動或自動控制該些遊戲動作物件,攻擊該對戰使用者建立之複數對戰遊戲動作物件,若任一該遊戲動作物件或該對戰遊戲動作物件的該血量參數為零時,該座標系索引消除該遊戲動作物件或該對戰遊戲動作物件。 After starting the battle, in step S303, the user creates a plurality of game action objects in the selection area through the aforementioned three-dimensional construction method, and in step S304, manually or automatically controls the game action objects to attack the plurality of game action objects created by the battle user For the action object of the battle game, if the HP parameter of any action object of the game or the action object of the battle game is zero, the coordinate system index eliminates the action object of the game or the action object of the battle game.

較佳地,該些遊戲動作物件與該些對戰遊戲動作物件具有一血量參數、一攻擊力參數以及一攻擊範圍變數,當自動控制時,若任一該對戰遊戲動作物件於該座標系索引位置滿足其一該遊戲動作物件的該攻擊範圍變數時,在一單位時間中,該對戰遊戲動作物件的該血量參數會扣除該遊戲動作物件的該攻擊力參數。 Preferably, the game action objects and the battle game action objects have a HP parameter, an attack power parameter, and an attack range variable. During automatic control, if any of the battle game action objects are indexed in the coordinate system When the position satisfies one of the attack range variables of the game action object, in a unit time, the HP parameter of the battle game action object will deduct the attack power parameter of the game action object.

至此,步驟S305,請參考第4圖,雙方玩者在三維的己方領地上,花費資源即時建蓋不同功能性之遊戲動作物件401a、401b、401c進行防守或進攻,若任一該遊戲動作物件到達該目標區間,並破壞一指定目標,則判斷該使用者獲勝;反之,若任一該遊戲動作物件未到達該目標區間,並未破壞一指定目標,則判斷該對戰使用者獲勝;步驟S306,待分出勝負後,結束該座標系索引並記錄一對戰結果。 So far, in step S305, please refer to FIG. 4, the players on both sides spend resources to build game action objects 401a, 401b, 401c with different functions in real time to defend or attack on the three-dimensional own territory. If any of the game action objects Reaching the target area and destroying a designated target, the user is judged to win; on the contrary, if any of the game action objects does not reach the target area and do not destroy a designated target, the battle user is judged to win; step S306 , after the winner is determined, end the coordinate system index and record the result of a battle.

本發明實施例中所揭露的三維組建方法以及三維對戰方法,可以執行在該遊戲動作物件,或是應用在可以連接至訊號分析系統之電腦系統或微處理器系統中。不限定為任何形式,上述遊戲動作物件係指於計算機系統,包含電腦、手機、平板電腦或電子遊戲機。 The 3D building method and the 3D battle method disclosed in the embodiments of the present invention can be executed in the game action object, or applied in a computer system or a microprocessor system that can be connected to a signal analysis system. Not limited to any form, the above game action objects refer to computer systems, including computers, mobile phones, tablet computers or electronic game machines.

本發明實施例中所揭露之方法,其執行步驟更可以寫成軟體程式,軟體程式可以儲存於任何微處理單元辨識、解讀之記錄媒體,或包含有上述紀錄媒體之物品及裝置。不限定為任何形式,上述物品可以為硬碟、軟碟、光碟、ZIP、磁光裝置(MO)、IC晶片、隨機存取記憶體(RAM),或任何熟悉此項技藝者所可使用之包含有上述紀錄媒體的物品。 In the methods disclosed in the embodiments of the present invention, the execution steps can be written as software programs, and the software programs can be stored in any recording medium recognized and interpreted by the microprocessor, or articles and devices including the above-mentioned recording medium. Not limited to any form, the above-mentioned items can be hard disks, floppy disks, optical disks, ZIPs, magneto-optical devices (MO), IC chips, random access memory (RAM), or any other materials that can be used by those skilled in the art Items containing the above-mentioned recording media.

透過本發明方法的所實施之步驟,除了遊戲及其動態顯示的應用,該三維組建方法亦有於大數據分析,執行多相關性動作物件的數據處理,取得其統計結果,故發明所揭露的所有特徵應可以任何結合方式實現。本發明所揭露的每一特徵應可以相同、均等或相似目的的取代物所取代。因此,除非有明確的指定,否則所揭露的每一個特徵僅僅只是均等 物或相似特徵的一個種類的一實施例。 Through the steps implemented in the method of the present invention, in addition to the application of games and their dynamic display, the three-dimensional construction method is also useful in big data analysis, performing data processing of multi-correlated action objects, and obtaining statistical results. Therefore, the present invention discloses All features should be implemented in any combination. Each feature disclosed herein may be replaced by a substitute of the same, equivalent or similar purpose. Accordingly, unless expressly specified, every feature disclosed is only equivalent an embodiment of a class of objects or similar features.

S101~S106:本發明遊戲動作物件的三維組建方法之步驟 S101~S106: the steps of the three-dimensional construction method of the game action object of the present invention

Claims (4)

一種遊戲動作物件的三維組建方法,其步驟包含:(a)提供一物件索引,該物件索引包含複數可動物件及複數不可動物件,其中,該些可動物件與該些不可動物件分別具有一質量參數,且該些可動物件更具有一速度變數,該物件索引進一步包含一總能量數值,且該些可動物件及該些不可動物件更分別具有一消耗能量數值,若該總能量數值小於其一該可動物件或該不可動物件的該消耗能量數值,則該物件索引不可選取該可動物件或該不可動物件;(b)待一使用者由該物件索引選擇一第一使用物件,提供一座標系索引,該座標系索引包含複數選擇區間及複數目標區間,係由複數可動軌跡連接該選擇區間至該目標區間,並將該總能量數值扣除該消耗能量數值;(c)待該使用者透過該座標系索引選擇一第一選擇區間,若該第一使用物件為一第一可動物件係顯示於該第一選擇區間,並以一第一速度變數沿該第一選擇區間連接之該可動軌跡往該目標區間移動,若該第一使用物件為一第一不可動物件,係顯示於該第一選擇區間;(d)重複步驟(a)至步驟(c),待該使用者選擇一第二使用物件放置於一第二選擇區間,當該第二選擇區間具有該第一可動物件時,若該第二使用物件為一第二可動物件,則拒絕該第二使用物件的選擇,若該第二 使用物件為一第二不可動物件,係由上而下組合至該第一可動物件,其中,該第二使用物件與該第一可動物件之質量參數的總和係用以改變該第一速度變數,使該第一速度變數降低;(e)重複步驟(a)至步驟(c),待該使用者選擇一第三使用物件放置於一第三選擇區間,當該第三選擇區間具有該第一不可動物件時,若該第三使用物件為一第三可動物件,係由下而上組合至該第一不可動物件,其中,該第三使用物件與該第一不可動物件之質量參數的總和係用以改變該第三可動物件之該第三速度變數,使該第三速度變數降低,並以該第三速度變數沿該第一選擇區間連接之該可動軌跡往該目標區間移動,若該第三使用物件為一第三不可動物件,係由上而下組合至該第三不可動物件;以及(f)重複步驟(a)至步驟(e),於該座標系索引建立複數遊戲動作物件,其中,該些遊戲動作物件係選自於由該些可動物件和該些不可動物件所組成的群組。 A three-dimensional construction method of game action objects, the steps of which include: (a) providing an object index, the object index includes a plurality of movable objects and a plurality of immovable objects, wherein the movable objects and the immovable objects respectively have a mass parameter, and the movable objects further have a speed variable, the object index further includes a total energy value, and the movable objects and the immovable objects further have a consumption energy value respectively, if the total energy value is less than one of them The energy consumption value of the movable object or the non-movable object, then the object index cannot select the movable object or the non-movable object; (b) After a user selects a first use object from the object index, provide a coordinate system index, the coordinate system index includes a plurality of selection intervals and a plurality of target intervals, and is connected by a plurality of movable trajectories from the selection interval to the target interval, and deducts the energy consumption value from the total energy value; (c) wait for the user to pass through the The coordinate system index selects a first selection interval, and if the first used object is a first movable object, it is displayed in the first selection interval and connects the movable trajectory along the first selection interval with a first velocity variable Move to the target area, if the first use object is a first non-movable object, it is displayed in the first selection area; (d) Repeat steps (a) to (c) until the user selects a first Two usage objects are placed in a second selection area. When the second selection area has the first movable object, if the second usage object is a second movable object, the selection of the second usage object is rejected. second The used object is a second non-movable object, which is assembled to the first movable object from top to bottom, wherein the sum of the quality parameters of the second used object and the first movable object is used to change the first speed variable , to decrease the first speed variable; (e) repeat steps (a) to (c) until the user selects a third object to be placed in a third selection interval, when the third selection interval has the first In the case of an immovable object, if the third usable object is a third movable object, it is assembled to the first immovable object from bottom to top, wherein the quality parameters of the third usable object and the first immovable object The sum of is used to change the third speed variable of the third movable object, so that the third speed variable is decreased, and the third speed variable is used to move along the movable trajectory connected by the first selection interval to the target interval, If the third use object is a third immovable object, it is assembled to the third immovable object from top to bottom; and (f) repeating steps (a) to (e) to create a complex number in the coordinate system index Game action objects, wherein the game action objects are selected from the group consisting of the movable objects and the non-movable objects. 如申請範圍第1項所敘之三維組建方法,該些不可動物件更具有一攻擊範圍變數,在步驟(d)與步驟(e)中,當該些不可動物件因組合產生一高度參數,係用以改變該攻擊範圍變數。 As in the three-dimensional construction method described in item 1 of the scope of application, the immovable elements have an attack range variable. In steps (d) and (e), when the immovable elements are combined to generate a height parameter, It is used to change the attack range variable. 如申請範圍第1項所敘之三維組建方法,該些可動物件及該些不可動物件更分別具有一消耗次數,在步驟(a)中,若任一該可動物件或該不可動物件的該消耗次數為0,則該物件索引不可選取該可動物件或該不 可動物件,且在步驟(b)中,將該消耗次數扣除1。 According to the three-dimensional construction method described in item 1 of the scope of application, the movable objects and the inoperable objects further have a consumption count, respectively. In step (a), if any of the movable objects or the inoperable objects of If the consumption count is 0, the object index cannot select the movable object or the non-selectable object. A movable item, and in step (b), the consumption count is deducted by 1. 如申請範圍第1項所敘之三維組建方法,其中該遊戲動作物件中的遊戲係指於計算機系統中進行之遊戲,包含電腦、手機、平板電腦或電子遊戲機。 According to the three-dimensional construction method described in item 1 of the scope of application, the game in the game action object refers to the game played in the computer system, including computer, mobile phone, tablet computer or electronic game machine.
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