WO2006016774A1 - Method for providing online game which supports to make attack according to attack priority and system thereof - Google Patents

Method for providing online game which supports to make attack according to attack priority and system thereof Download PDF

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Publication number
WO2006016774A1
WO2006016774A1 PCT/KR2005/002602 KR2005002602W WO2006016774A1 WO 2006016774 A1 WO2006016774 A1 WO 2006016774A1 KR 2005002602 W KR2005002602 W KR 2005002602W WO 2006016774 A1 WO2006016774 A1 WO 2006016774A1
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WO
WIPO (PCT)
Prior art keywords
unit
command
battle
attack
gamer
Prior art date
Application number
PCT/KR2005/002602
Other languages
French (fr)
Inventor
Byoung Wook Kim
Original Assignee
Nhn Corporation
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Nhn Corporation filed Critical Nhn Corporation
Publication of WO2006016774A1 publication Critical patent/WO2006016774A1/en

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Classifications

    • A63F13/12
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • 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
    • A63F13/45Controlling the progress of the video game
    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5526Game data structure
    • A63F2300/5533Game data structure using program state or machine event data, e.g. server keeps track of the state of multiple players on in a multiple player game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5526Game data structure
    • A63F2300/554Game data structure by saving game or status data

Definitions

  • the present invention relates to online game providing method and system, and more particularly, to online game method and system in which a gamer controlling a unit having a right of preemptive attack performs an attack prior to others in the case a battle occurs between at least two units.
  • an online RPG indicates a game in which a plurality of players develops characters and receives a predetermined quest to perform in the game based on various scenarios.
  • player characters may engage in a plurality of battles against other player characters.
  • an attack command is inputted from all player characters taking part in battle and performed, and player characters under the attack perform according to a defense command corresponding to the attack.
  • a defense command corresponding to the attack.
  • a new online game providing method and system maximizing interest for a game, in which in the case a battle occurs between player characters, players may distinguish attacks from defenses and proceed with a battle by revoking the right of attack, thereby performing optimal attack commands and defense commands.
  • the present invention provides an online game providing method and system in which a gamer controlling a unit having a right of preemptive attack performs an attack prior to others in the case a battle occurs between at least two units.
  • the present invention also provides an online game providing method and system in which an attack command is distinguished from a defense command and optimal attacks and defenses are performed, thereby maximizing interest for a game.
  • the present invention also provides an online game providing method and system in which an executed attack command is distinguished from a defense command, thereby maximizing convenience of executing a game.
  • the present invention also provides online game providing method and system in which an executed attack command is distinguished from a defense command such that gamers viewing a game can easily distinguish and view the progress of a battle, thereby maximizing an interest of the gamer viewing the battle.
  • a method of providing an online game performing a battle between ' at least two units including the steps of: maintaining a battle information database for recording battle information of a battle occurring between at least two units, in which the battle information includes a unit identifier, an attack phase field arid command input time information associated with the unit identifier; receiving a request to battle a second unit from a gamer controlling a first unit; recording the first unit and the second unit in the battle information database; identifying a unit with a flag set by searching the attack phase field of the first unit and the second unit with reference to the battle information database; searching the command input time of the first unit with reference to the battle information database in the case the first unit is identified; receiving at least one action command from the gamer controlling the first unit during the found command input time; enabling the received action command to be performed by the first unit during command execution time; and enabling the performed action command to be completed.
  • a system for providing an online game performing a battle between at least two units including: a battle information database for recording battle information on a battle occurring between at least two units, in which the battle information includes a unit identifier, an attack phase field and command input time information associated with the unit identifier; a database recording unit receiving a request to battle a second unit from a gamer controlling a first unit and recording the first unit and the second unit in the battle information database; a unit identification module identifying a unit with a flag set by searching the attack phase field of the first unit and the second unit with reference to the battle information database and searching the command input time of the first unit with reference to the battle information database in the case the first unit is identified as the result of the identification; a command input module receiving at least one action command from the gamer controlling the first unit during the found command input time; a command execution unit enabling the first unit to perform the received action command during command execution time; and a command completion module enabling the performed action command to be completed.
  • FIG. 1 is a diagram illustrating the network connection of an online game providing system according to the present invention
  • FIG. 2 is a flow chart illustrating a method that a gamer controlling a unit having a right of preemptive attack performs an attack in the case a battle occurs in an online game, according to the present invention
  • FIG. 3 is a diagram illustrating an example of the inner configuration of a battle information database according to an embodiment of the present invention
  • FIG. 4 is a diagram illustrating an example of changing a flag, according to an embodiment of the present invention
  • FIG. 5 is a diagram illustrating an example of the flow of a battle, according to an embodiment of the present invention
  • FIG. 6 is a diagram illustrating the configuration module of a system that enables a gamer controlling a unit having a right of preemptive attack to perform an attack in the case a battle occurs in an online game, according to an embodiment of the present invention
  • FIG. 7 is a block diagram illustrating the inner configuration of a general use computer apparatus that can be employed in performing the online game providing method according to the present invention.
  • the action command used in the present specification is used in the case a battle occurs in an online game. There are move, attack, defense, avoidance, counterattack, and item use as basic commands.
  • Attack Command used in the present specification enables a player character to attack other units or a target.
  • the attack command may be performed by clicking a unit or a target located in the scope that is possible to attack.
  • the attack phase used in the present specification is used for showing a unit performing attack in an online game by setting or clearing a flag.
  • the IP gauge used in the present specification is a point in the concept of time, which controls the action of a unit performing game.
  • the action of each unit may be completed through processes such as the input time of command, action, and effectuation of command via the IP gauge.
  • a battle information database used in the present specification is a type of a database.
  • the database indicates the assembly of data systematically recorded in a recording device such that the relationship between each piece of data may be easily recognized.
  • FIG. 1 is a diagram illustrating a network connection of an online game providing system according to the present invention.
  • An online game providing system 100 is connected to a gamer's terminal 115 via a communication network 120.
  • a battle occurs according to the operation of a unit controlled by a gamer 110, and a right of attack may be given to the gamer 110 controlling a unit having a right of a preemptive attack.
  • a command for performing an attack is received from the gamer 110, and the attack of a unit may be performed according to the received command.
  • a gamer controlling a unit that does not have a right of a preemptive attack may perform an attack after the attack of the gamer controlling the unit having the right of the preemptive attack is completed.
  • the gamer 110 is connected to the online game providing system 100 via the communication network 120 and may have the terminal 115 for being connected to the communication network 120.
  • the gamer 110 controls the operation of a player character performing in the game and may receive the right of preemptive attack from the online game providing system 100 according to the operation of the player character in the case a battle occurs.
  • the gamer' terminal 1 15 maintains a state of being connected to the online game providing system 100 via the communication network 120 such as the Internet and receives game performance data or a game patch for performing in the game, thereby performing an online game.
  • the gamer's terminal is an apparatus including hardware and/or software for accessing wired/wireless networks, such as desktop PCs, notebook PCs, and PDAs, which include not only apparatuses currently used but also apparatuses that have the function of accessing wired/wireless network and might be used later.
  • FIG. 2 is a flow chart illustrating a method that a gamer controlling a unit having a right of preemptive attack performs an attack in the case a battle occurs in an online game, according to the present invention.
  • the online game method according to the present embodiment is performed by the online game providing system 100 in FIG. 1.
  • Step 201 a battle information database for recording information on a battle occurring between at least two units is maintained.
  • the battle information includes a unit identifier and an attack phase field and command input time information associated with the unit identifier.
  • FIG. 3 is a diagram illustrating an example of the inner configuration of the battle information database according to an embodiment of the present invention.
  • the battle information database 300 may include fields of a battle identifier, a unit identifier, an attack phase, and command input time associated with the battle identifier.
  • the battle identifier 301 indicates identifier information for identifying a battle occurring in the online game and may be stored corresponding to the unit identifier 302 performing the battle.
  • the unit identifier 302 indicates identifier information for identifying a unit performing a battle in online game, and at least two unit identifiers may be stored corresponding to the battle identifier 301.
  • a gamer identifier 303 indicates identifier information for identifying a gamer controlling the operation of a unit and may be information for identifying a gamer, such as the name of a gamer or a gamer's identification (ID).
  • An attack phase 304 is a flag indicating a unit performing an attack on units within a battle.
  • a unit with a flag set as "TRUE" may perform an attack at the present time point.
  • a flag may be set in an attack phase field of a unit having a right of preemptive attack after a battle occurs.
  • a command input time 305 indicates a limitation in time for an input given in the case the flag of the field of the attack phase 304 of relevant unit identifier 302 is set and a gamer controlling a relevant unit inputs a command in order to attack.
  • the command input time 305 may be determined according to the gamer identifier 303 controlling a relevant unit.
  • Step 202 a battle request with respect to a second unit is received from a gamer controlling a first unit.
  • the first unit and the second unit are recorded in the battle information database 300.
  • the first and second units recorded in the battle information database 300 may start a battle.
  • the record of the two units may be removed from the battle information database 300.
  • Step 204 a unit with a flag set is identified by searching the attack phase field of the first unit and the second unit with reference to the battle information database 300.
  • a unit with the flag of the attack phase field set as "TRUE" has a right of preemptive attack and may perform an attack by inputting a command prior to other units. Accordingly, a unit with a flag set is identified by searching the attack phase field of the battle information database 300.
  • Step 205 in the case the first unit is identified as the result of identifying in Step 204, the command input time 305 of the first unit is searched with reference to the battle information database 300.
  • the input of the command is completed within the allotted command input time.
  • the allotted command input time may be determined according to gamers controlling a unit, respectively.
  • a type of compensation may be provided, such as improving the ability of the first unit or an item is given.
  • Step 206 at least one action command is received from the gamer controlling the first unit during the allotted command input time found in Step 205. If a command is not received from the gamer during the allotted command input time, the operation of the first unit may be stopped and be on standby until a predetermined action command is received from the gamer. There can be move, various attacks, defense, avoidance, counterattack, use items, auto-battle, and the like in the action commands which can be received from the gamer.
  • the command input time is fixed, and each gamer may have a different time command input time, respectively.
  • a battle request with respect to a unit with the unit identifier uID0017 is received from a unit with the unit identifier uID0005.
  • the two units are recorded in the battle information database 300 and units with the flag set as "TRUE" are identified by searching the attack phase field of the two units.
  • a unit whose unit identifier is uID0005 is found, and the command input time information of the unit whose unit identifier is uID0005 is searched. In this case, 20 sec is found, and as a result, action commands may be received from a gamer controlling the unit whose unit identifier is uID0005 and whose gamer identifier is SUEZO for 20 sec.
  • Step 207 the action command received from the gamer controlling the first unit is executed by the first unit for a predetermined command execution time.
  • the command execution time indicates information on the time in which a command received from a gamer is executed.
  • the command execution time may have different time information according to the kind of received command, and different from the command input time information having different values according to a gamer.
  • the action command executed in Step 207 may be a command received from a plurality of gamers.
  • the received commands are not executed immediately and the time in for which each command is executed may be different according to a predetermined gauge included in each unit.
  • an attack may be executed for each command execution time of a unit.
  • units taking part in a battle are at least two, referring to a battle whose battle identifier is FNO.0002 of FIG. 3, a battle of a first unit team including unit identifiers UIDOOOl and UID0348 versus a second unit team including unit identifiers UID 1492 and UID0020 is performed and the attack phase field of the unit included in the second unit team is set as "TRUE".
  • a command is preferentially received from the units UID 1492 and UID0020 included in the second unit team, and the inputted command may be performed after the command input time 25 has passed.
  • a unit having the relatively shorter command input time may wait until the commands of other units are inputted.
  • the action command input of the all the units are completed, at least the completed action command may be executed.
  • an inputted action command is move
  • a unit moves to a destination inputted by a gamer and the time used in moving to the destination may be a command execution time.
  • an action command is defense, a unit receiving the command defends against one attack for the command execution time. Defense success probability may be determined according to defensive strength of relevant unit.
  • an attack command may be inputted from the gamer controlling the first unit.
  • the attack command indicates a command of attacking other units from action commands.
  • the attack command may be executed by clicking an object displayed in a firing range map and located within the firing range, according to the kind of the attack command.
  • the command input time of the first unit is reduced by a predetermined time and recorded or the first unit may return to the time point in time of inputting the attack command.
  • the attack command since an attack command previously inputted is still valid, the attack command may be not received again from the gamer.
  • the attack command inputted from the gamer controlling the first unit may be executed in Step 208 in which the action command is completed. Namely, the attack command is inputted at the point in time of the effectuation of the action command and takes effect at the point in time the action command is completed.
  • Step 208 the action command executed in Step 207 has to be completed. Namely, the attack execution of the first unit executing the attack prior to others is completed, and a command is inputted from a gamer controlling the second unit to execute the attack of the second unit. A process in which the attack execution of the first unit is completed and a command is inputted from the gamer controlling the second unit will be described with reference to FIG. 5.
  • FIG. 4 is a diagram illustrating an example of changing a flag , according to an embodiment of the present invention.
  • FIG. 4 in the case the execution of all the action commands of the first unit is completed, a flag of the attack phase field in the battle information database of first unit is cleared (Step 401).
  • a flag of the attack phase field of the battle information database of the second unit is set (Step 402). Namely, the flag of the attack phase field of the first unit is cleared to release the flag, and the flag of the attack phase field of the second unit is set such that the gamer controlling the first unit can not input a command and a command may be inputted from the gamer controlling the second unit.
  • the second unit with a set flag in the attack phase field may execute an attack in the processes of inputting a command, executing the command, and completing the command, identical with the first unit. Namely, a unit taking part in a battle may execute an attack by repeating the processes of Steps 401 and 402.
  • FIG. 5 is a diagram illustrating an example of a battle flow according to an embodiment of the present invention.
  • a battle in an online game is progressed in the sequence of a standby mode 501, an action time mode 502, and an impact time mode 503. After the impact time mode 503, a new attack may be performed by returning to the standby mode 501.
  • the standby mode 501 in the case a battle occurs in an online game, a unit having a right of preemptive attack gets to have an advantage with respect to an IP gauge and a gamer controlling the unit inputs an action command and is on standby and selects an object on which an attack command is executed. Also, execution time of the standby mode 501 may have a fixed value. Namely, the process of Step 206 is executed in the standby mode 501.
  • the IP gauge of a unit reaches its maximum value in the standby mode 501, it enters the action time mode 502. However, a command is not received until the IP gauge reaches the maximum value, the increase of the IP gauge stops and it pauses until a command is inputted by the gamer.
  • the IP gauge is a personal time index applied to all the units. A gamer may recognize strategy and prepare a corresponding attack according to the movement and action of an opponent unit during this period.
  • the action time mode 502 the action command inputted in the standby mode
  • a command with respect to attack is inputted in the action time mode 502, different from other action commands. Namely, the process of Step 207 is executed in the action time mode 502.
  • a rise rate of the IP gauge in the action time mode 502 may be variable according to the attack command. In the case another unit attacks while an attack is prepared in the action time mode 502, damage occurs in the attacked unit and the IP gauge of the unit is reduced by a certain amount to return to the standby mode 501.
  • FIG. 6 is a diagram illustrating the configuration module of a system that enables a gamer controlling a unit having a right of preemptive attack to perform an attack in the case a battle occurs in an online game, according to an embodiment of the present invention.
  • An online game providing system 600 of the present invention includes a battle information database 601, a database recording unit 602, a unit identification module 603, a command input module 604, a command execution module 605, and a command completion module 606.
  • the battle information database 601 is for recording battle information on a battle occurring between at least two units.
  • the battle information includes unit identifiers, attack phase fields and command input time information associated with the unit identifiers.
  • the attack phase field information is used in determining a unit having a right of preemptive attack, and the command input time information indicates information on the time for receiving a command from a gamer.
  • the database recording unit 602 receives a battle request with respect to a second unit from a gamer controlling a first unit and records the first unit and the second unit in the battle information database 601.
  • the unit recorded in the battle information database 601 may be engaged in a battle. Also, a unit whose battle is completed may be removed from the battle information database 601.
  • the unit identification module 603 identifies a unit with a flag set by searching the attack phase field of the first and second units with reference to the battle information database 601. In the case the first unit is identified as a result, the command input time of the first unit is searched with reference to the battle information database 601. The command input time has a fixed value which is different according to the gamers.
  • the command input module 604 receives at least one action command from a gamer controlling the first unit during the command input time. In the case the gamer finishes the input of command before the lapse of the command input time, a predetermined compensation may be given to the gamer.
  • the command execution module 605 enables the first unit to execute the action command inputted from the command input module 604 during the command execution time.
  • the command execution time may have different value according to the kind of executed command.
  • the command completion module 606 enables the action command executed by the command execution module 705 to be completed.
  • the preemptive attack of the gamer controlling the first unit is completed, the flag of the attack phase field of the first unit is cleared and the flag of the attack phase field of the second unit is set such that a command can be inputted from a gamer controlling the second unit.
  • the embodiments of the present invention include a computer readable medium including a program instruction for executing various operations realized by a computer.
  • the computer readable medium may include a program instruction, a data file, and a data structure, separately or collectively.
  • the program instructions and the media may be those specially designed and constructed for the purposes of the present invention, or they may be of the kind well known and available to those skilled in the art of computer software arts.
  • Examples of the computer readable media include magnetic media (e.g., hard disks, floppy disks, and magnetic tapes), optical media (e.g., CD-ROMs or DVD), magneto-optical media (e.g., floptical disks), and hardware devices (e.g., ROMs, RAMs, or flash memories, etc.) that are specially configured to store and perform program instructions.
  • the media may also be transmission media such as optical or metallic lines, wave guides, etc. including a carrier wave transmitting signals specifying the program instructions, data structures, etc.
  • Examples of the program instructions include both machine code, such as produced by a compiler, and files containing high-level languages codes that may be executed by the computer using an interpreter.
  • FIG. 7 is a block diagram illustrating the inner configuration of a general use computer apparatus that can be employed in performing the online game providing method according to the present invention.
  • a computer apparatus 700 includes at least one processor 701 connected to a main memory device including a RAM (Random Access Memory) 702 and a ROM (Read Only Memory) 703.
  • the processor 701 is also called as a central processing unit CPU.
  • the ROM 703 unidirectionally transmits data and instructions to the CPU, and the RAM 702 is generally used for bidirectionally transmitting data and instructions.
  • the RAM 702 and the ROM 703 may include a certain proper form of a computer readable recording medium.
  • a mass storage device 704 is bidirectionally connected to the processor 701 to provide additional data storage capacity and may be one of the computer readable recording medium.
  • the mass storage device 704 is used for storing programs and data and is an auxiliary memory.
  • a particular mass storage device such as a CD ROM 706 may be used.
  • the processor 701 is connected to at least one input/output interface 705 such as a video monitor, a track ball, a mouse, a keyboard, a microphone, a touch-screen type display, a card reader, a magnetic or paper tape reader, a voice or hand-writing recognizer, a joy stick, and other known computer input/output unit.
  • the processor 701 may be connected to a wired or wireless communication network via a network interface 707. The procedure of the described method can be performed via the network connection.
  • the described devices and tools are well-known to those skilled in the art of computer hardware and software.
  • the described hardware devices may be formed to be operated by at least one software module in order to perform the operations of the present invention.
  • the present invention provides online game providing method and system in which an attack command is distinguished from a defense command and optimal attacks and defenses are performed, thereby maximizing interest for a game.
  • the present invention also provides online game providing method and system in which an executed attack command is distinguished from a defense command, thereby maximizing convenience of executing a game.
  • the present invention also provides online game providing method and system in which an executed attack command is distinguished from a defense command such that gamers viewing a game can easily distinguish and view the progress of a battle, thereby maximizing an interest of the gamer viewing the battle.

Abstract

Provided is an online game providing method and system including the steps of: maintaining a battle information database for recording battle information on a battle occurring between at least two units, in which the battle information includes a unit identifier, an attack phase field and command input time information associated with the unit identifier; receiving a request to battle a second unit from a gamer controlling a first unit; recording the first unit and the second unit in the battle information database; identifying a unit with a flag set by searching the attack phase field of the first unit and the second unit with reference to the battle information database; searching the command input time of the first unit with reference to the battle information database in the case the first unit is identified; receiving at least one action command from the gamer controlling the first unit during the _ found command input time; enabling the received action command to be performed by the first unit during command execution time; and enabling the performed action command to be completed.

Description

METHOD FOR PROVIDING ONLINE GAME WHICH SUPPORTS TO MAKE ATTACK ACCORDING TO ATTACK PRIORITY AND SYSTEM THEREOF
Technical Field The present invention relates to online game providing method and system, and more particularly, to online game method and system in which a gamer controlling a unit having a right of preemptive attack performs an attack prior to others in the case a battle occurs between at least two units.
Background Art
Recently, due to rapid progress in information communication field, not only efficiency of working is vastly increased but also our lifestyle is largely changed. A lot of people use the Internet due to the rapid diffusion of superhighway network, and also, various online game services are provided to Internet users via a computer communication network. Representative online games are role-playing games (RPG), action games, and board games.
Generally, an online RPG indicates a game in which a plurality of players develops characters and receives a predetermined quest to perform in the game based on various scenarios. In this case, player characters may engage in a plurality of battles against other player characters. In the case a battle occurs between player characters, an attack command is inputted from all player characters taking part in battle and performed, and player characters under the attack perform according to a defense command corresponding to the attack. Accordingly, in case that a plurality of player characters takes part in battle, attack and defense of a lot of player characters are performed together. Therefore, it is difficult for a player involved in the battle and a player viewing the battle to distinguish what kind of attack command and defense command a character performs. Also, since attack and defense operations are performed together, a player cannot perform optimal attack command and defense command. Therefore, it is difficult to increase the interest of a player. Thereupon, a new online game providing method and system maximizing interest for a game, in which in the case a battle occurs between player characters, players may distinguish attacks from defenses and proceed with a battle by revoking the right of attack, thereby performing optimal attack commands and defense commands.
Disclosure of Invention
Technical Goals To improve conventional technology as described above, the present invention provides an online game providing method and system in which a gamer controlling a unit having a right of preemptive attack performs an attack prior to others in the case a battle occurs between at least two units.
The present invention also provides an online game providing method and system in which an attack command is distinguished from a defense command and optimal attacks and defenses are performed, thereby maximizing interest for a game.
The present invention also provides an online game providing method and system in which an executed attack command is distinguished from a defense command, thereby maximizing convenience of executing a game. The present invention also provides online game providing method and system in which an executed attack command is distinguished from a defense command such that gamers viewing a game can easily distinguish and view the progress of a battle, thereby maximizing an interest of the gamer viewing the battle.
Technical Solutions
According to an aspect of the present invention, there is provided a method of providing an online game performing a battle between' at least two units, including the steps of: maintaining a battle information database for recording battle information of a battle occurring between at least two units, in which the battle information includes a unit identifier, an attack phase field arid command input time information associated with the unit identifier; receiving a request to battle a second unit from a gamer controlling a first unit; recording the first unit and the second unit in the battle information database; identifying a unit with a flag set by searching the attack phase field of the first unit and the second unit with reference to the battle information database; searching the command input time of the first unit with reference to the battle information database in the case the first unit is identified; receiving at least one action command from the gamer controlling the first unit during the found command input time; enabling the received action command to be performed by the first unit during command execution time; and enabling the performed action command to be completed.
According to another aspect of the present invention, there is provided a system for providing an online game performing a battle between at least two units, including: a battle information database for recording battle information on a battle occurring between at least two units, in which the battle information includes a unit identifier, an attack phase field and command input time information associated with the unit identifier; a database recording unit receiving a request to battle a second unit from a gamer controlling a first unit and recording the first unit and the second unit in the battle information database; a unit identification module identifying a unit with a flag set by searching the attack phase field of the first unit and the second unit with reference to the battle information database and searching the command input time of the first unit with reference to the battle information database in the case the first unit is identified as the result of the identification; a command input module receiving at least one action command from the gamer controlling the first unit during the found command input time; a command execution unit enabling the first unit to perform the received action command during command execution time; and a command completion module enabling the performed action command to be completed.
Brief Description of Drawings
FIG. 1 is a diagram illustrating the network connection of an online game providing system according to the present invention;
FIG. 2 is a flow chart illustrating a method that a gamer controlling a unit having a right of preemptive attack performs an attack in the case a battle occurs in an online game, according to the present invention;
FIG. 3 is a diagram illustrating an example of the inner configuration of a battle information database according to an embodiment of the present invention;
FIG. 4 is a diagram illustrating an example of changing a flag, according to an embodiment of the present invention; FIG. 5 is a diagram illustrating an example of the flow of a battle, according to an embodiment of the present invention;
FIG. 6 is a diagram illustrating the configuration module of a system that enables a gamer controlling a unit having a right of preemptive attack to perform an attack in the case a battle occurs in an online game, according to an embodiment of the present invention;
FIG. 7 is a block diagram illustrating the inner configuration of a general use computer apparatus that can be employed in performing the online game providing method according to the present invention.
Best Mode for Carrying Out the Invention
* Terms Used in the Present Specification** 1) Action Command
The action command used in the present specification is used in the case a battle occurs in an online game. There are move, attack, defense, avoidance, counterattack, and item use as basic commands.
2) Attack Command The attack command used in the present specification enables a player character to attack other units or a target. The attack command may be performed by clicking a unit or a target located in the scope that is possible to attack.
3) Attack Phase
The attack phase used in the present specification is used for showing a unit performing attack in an online game by setting or clearing a flag.
4) Initiative Point (IP) Gauge
The IP gauge used in the present specification is a point in the concept of time, which controls the action of a unit performing game. The action of each unit may be completed through processes such as the input time of command, action, and effectuation of command via the IP gauge.
5) Database
A battle information database used in the present specification is a type of a database. The database indicates the assembly of data systematically recorded in a recording device such that the relationship between each piece of data may be easily recognized.
Hereinafter, a method and system for enabling a gamer controlling a unit having a right of preemptive attack to perform an attack in the case a battle occurs between at least two units in an online game, according to an embodiment of the present invention, are described in detail with reference to the attached drawings.
FIG. 1 is a diagram illustrating a network connection of an online game providing system according to the present invention. An online game providing system 100 is connected to a gamer's terminal 115 via a communication network 120. A battle occurs according to the operation of a unit controlled by a gamer 110, and a right of attack may be given to the gamer 110 controlling a unit having a right of a preemptive attack. Also, a command for performing an attack is received from the gamer 110, and the attack of a unit may be performed according to the received command. A gamer controlling a unit that does not have a right of a preemptive attack may perform an attack after the attack of the gamer controlling the unit having the right of the preemptive attack is completed.
The gamer 110 is connected to the online game providing system 100 via the communication network 120 and may have the terminal 115 for being connected to the communication network 120. The gamer 110 controls the operation of a player character performing in the game and may receive the right of preemptive attack from the online game providing system 100 according to the operation of the player character in the case a battle occurs.
The gamer' terminal 1 15 maintains a state of being connected to the online game providing system 100 via the communication network 120 such as the Internet and receives game performance data or a game patch for performing in the game, thereby performing an online game. The gamer's terminal is an apparatus including hardware and/or software for accessing wired/wireless networks, such as desktop PCs, notebook PCs, and PDAs, which include not only apparatuses currently used but also apparatuses that have the function of accessing wired/wireless network and might be used later.
FIG. 2 is a flow chart illustrating a method that a gamer controlling a unit having a right of preemptive attack performs an attack in the case a battle occurs in an online game, according to the present invention. The online game method according to the present embodiment is performed by the online game providing system 100 in FIG. 1.
In Step 201, a battle information database for recording information on a battle occurring between at least two units is maintained. The battle information includes a unit identifier and an attack phase field and command input time information associated with the unit identifier.
FIG. 3 is a diagram illustrating an example of the inner configuration of the battle information database according to an embodiment of the present invention.
As illustrated in FIG. 3, the battle information database 300 may include fields of a battle identifier, a unit identifier, an attack phase, and command input time associated with the battle identifier.
The battle identifier 301 indicates identifier information for identifying a battle occurring in the online game and may be stored corresponding to the unit identifier 302 performing the battle.
The unit identifier 302 indicates identifier information for identifying a unit performing a battle in online game, and at least two unit identifiers may be stored corresponding to the battle identifier 301. A gamer identifier 303 indicates identifier information for identifying a gamer controlling the operation of a unit and may be information for identifying a gamer, such as the name of a gamer or a gamer's identification (ID).
An attack phase 304 is a flag indicating a unit performing an attack on units within a battle. A unit with a flag set as "TRUE" may perform an attack at the present time point. Also, a flag may be set in an attack phase field of a unit having a right of preemptive attack after a battle occurs.
A command input time 305 indicates a limitation in time for an input given in the case the flag of the field of the attack phase 304 of relevant unit identifier 302 is set and a gamer controlling a relevant unit inputs a command in order to attack. The command input time 305 may be determined according to the gamer identifier 303 controlling a relevant unit.
Next, in Step 202, a battle request with respect to a second unit is received from a gamer controlling a first unit. In Step 203, the first unit and the second unit are recorded in the battle information database 300. The first and second units recorded in the battle information database 300 may start a battle. Also, in the case the battle between the first unit and the second unit is completed, the record of the two units may be removed from the battle information database 300. In Step 204, a unit with a flag set is identified by searching the attack phase field of the first unit and the second unit with reference to the battle information database 300. Among units recorded in the battle information database 300 and performing a battle, a unit with the flag of the attack phase field set as "TRUE" has a right of preemptive attack and may perform an attack by inputting a command prior to other units. Accordingly, a unit with a flag set is identified by searching the attack phase field of the battle information database 300.
Next, in Step 205, in the case the first unit is identified as the result of identifying in Step 204, the command input time 305 of the first unit is searched with reference to the battle information database 300. In the case a gamer controlling a unit with the flag of the attack phase field set as "TRUE", namely, a unit having a right of preemptive attack inputs a command, the input of the command is completed within the allotted command input time. The allotted command input time may be determined according to gamers controlling a unit, respectively. Also, in the case a gamer has completed the input of command without using the whole allotted command input time, a type of compensation may be provided, such as improving the ability of the first unit or an item is given.
In Step 206, at least one action command is received from the gamer controlling the first unit during the allotted command input time found in Step 205. If a command is not received from the gamer during the allotted command input time, the operation of the first unit may be stopped and be on standby until a predetermined action command is received from the gamer. There can be move, various attacks, defense, avoidance, counterattack, use items, auto-battle, and the like in the action commands which can be received from the gamer. The command input time is fixed, and each gamer may have a different time command input time, respectively.
For example, referring to FIG. 3, a battle request with respect to a unit with the unit identifier uID0017 is received from a unit with the unit identifier uID0005. The two units are recorded in the battle information database 300 and units with the flag set as "TRUE" are identified by searching the attack phase field of the two units. As a result of the identification, a unit whose unit identifier is uID0005 is found, and the command input time information of the unit whose unit identifier is uID0005 is searched. In this case, 20 sec is found, and as a result, action commands may be received from a gamer controlling the unit whose unit identifier is uID0005 and whose gamer identifier is SUEZO for 20 sec.
In Step 207, the action command received from the gamer controlling the first unit is executed by the first unit for a predetermined command execution time. The command execution time indicates information on the time in which a command received from a gamer is executed. The command execution time may have different time information according to the kind of received command, and different from the command input time information having different values according to a gamer. Also, the action command executed in Step 207 may be a command received from a plurality of gamers.
In case that a plurality of units input commands, the received commands are not executed immediately and the time in for which each command is executed may be different according to a predetermined gauge included in each unit. Namely, an attack may be executed for each command execution time of a unit. For example, in the case units taking part in a battle are at least two, referring to a battle whose battle identifier is FNO.0002 of FIG. 3, a battle of a first unit team including unit identifiers UIDOOOl and UID0348 versus a second unit team including unit identifiers UID 1492 and UID0020 is performed and the attack phase field of the unit included in the second unit team is set as "TRUE". Accordingly, a command is preferentially received from the units UID 1492 and UID0020 included in the second unit team, and the inputted command may be performed after the command input time 25 has passed. In the case the command input times of the two units are not the same, a unit having the relatively shorter command input time may wait until the commands of other units are inputted. When the action command input of the all the units are completed, at least the completed action command may be executed. For example, in the case an inputted action command is move, a unit moves to a destination inputted by a gamer and the time used in moving to the destination may be a command execution time. In the case an action command is defense, a unit receiving the command defends against one attack for the command execution time. Defense success probability may be determined according to defensive strength of relevant unit.
Also, in Step 207, in which an action command is executed, an attack command may be inputted from the gamer controlling the first unit. The attack command indicates a command of attacking other units from action commands. In the case an attack command is inputted from the gamer, the attack command may be executed by clicking an object displayed in a firing range map and located within the firing range, according to the kind of the attack command. In the case an attack from a third unit that is not included in the battle is sensed while an attack command is inputted, the command input time of the first unit is reduced by a predetermined time and recorded or the first unit may return to the time point in time of inputting the attack command. However, since an attack command previously inputted is still valid, the attack command may be not received again from the gamer. Also, the attack command inputted from the gamer controlling the first unit may be executed in Step 208 in which the action command is completed. Namely, the attack command is inputted at the point in time of the effectuation of the action command and takes effect at the point in time the action command is completed.
In Step 208, the action command executed in Step 207 has to be completed. Namely, the attack execution of the first unit executing the attack prior to others is completed, and a command is inputted from a gamer controlling the second unit to execute the attack of the second unit. A process in which the attack execution of the first unit is completed and a command is inputted from the gamer controlling the second unit will be described with reference to FIG. 5. FIG. 4 is a diagram illustrating an example of changing a flag , according to an embodiment of the present invention.
As illustrated in FIG. 4, in the case the execution of all the action commands of the first unit is completed, a flag of the attack phase field in the battle information database of first unit is cleared (Step 401). Next, a flag of the attack phase field of the battle information database of the second unit is set (Step 402). Namely, the flag of the attack phase field of the first unit is cleared to release the flag, and the flag of the attack phase field of the second unit is set such that the gamer controlling the first unit can not input a command and a command may be inputted from the gamer controlling the second unit. The second unit with a set flag in the attack phase field may execute an attack in the processes of inputting a command, executing the command, and completing the command, identical with the first unit. Namely, a unit taking part in a battle may execute an attack by repeating the processes of Steps 401 and 402. FIG. 5 is a diagram illustrating an example of a battle flow according to an embodiment of the present invention.
Referring to FIG. 5, a battle in an online game is progressed in the sequence of a standby mode 501, an action time mode 502, and an impact time mode 503. After the impact time mode 503, a new attack may be performed by returning to the standby mode 501.
In the standby mode 501, in the case a battle occurs in an online game, a unit having a right of preemptive attack gets to have an advantage with respect to an IP gauge and a gamer controlling the unit inputs an action command and is on standby and selects an object on which an attack command is executed. Also, execution time of the standby mode 501 may have a fixed value. Namely, the process of Step 206 is executed in the standby mode 501.
In the case the IP gauge of a unit reaches its maximum value in the standby mode 501, it enters the action time mode 502. However, a command is not received until the IP gauge reaches the maximum value, the increase of the IP gauge stops and it pauses until a command is inputted by the gamer. The IP gauge is a personal time index applied to all the units. A gamer may recognize strategy and prepare a corresponding attack according to the movement and action of an opponent unit during this period. In the action time mode 502, the action command inputted in the standby mode
501 is practically effectuated. A command with respect to attack is inputted in the action time mode 502, different from other action commands. Namely, the process of Step 207 is executed in the action time mode 502. A rise rate of the IP gauge in the action time mode 502 may be variable according to the attack command. In the case another unit attacks while an attack is prepared in the action time mode 502, damage occurs in the attacked unit and the IP gauge of the unit is reduced by a certain amount to return to the standby mode 501.
In the impact time mode 503, all the action commands executed in the action time mode 502 are completed and the attack command inputted in the action time mode 502 is practically effectuated. Namely, the process of Step 208 is executed in the impact time mode 503. However, in the case a target unit of attack drifts off the valid attack range of an attack unit, an attack command may be invalid. In the case the target unit of attack moves, the attack command may be valid if the target unit of attack is within the valid attack range. In this case, it may be designed that the target unit of attack receiving a valid attack command receives damage in which a predetermined weight is added to damage caused by receiving the relevant attack command. FIG. 6 is a diagram illustrating the configuration module of a system that enables a gamer controlling a unit having a right of preemptive attack to perform an attack in the case a battle occurs in an online game, according to an embodiment of the present invention.
An online game providing system 600 of the present invention includes a battle information database 601, a database recording unit 602, a unit identification module 603, a command input module 604, a command execution module 605, and a command completion module 606.
The battle information database 601 is for recording battle information on a battle occurring between at least two units. The battle information includes unit identifiers, attack phase fields and command input time information associated with the unit identifiers. The attack phase field information is used in determining a unit having a right of preemptive attack, and the command input time information indicates information on the time for receiving a command from a gamer.
The database recording unit 602 receives a battle request with respect to a second unit from a gamer controlling a first unit and records the first unit and the second unit in the battle information database 601. The unit recorded in the battle information database 601 may be engaged in a battle. Also, a unit whose battle is completed may be removed from the battle information database 601.
The unit identification module 603 identifies a unit with a flag set by searching the attack phase field of the first and second units with reference to the battle information database 601. In the case the first unit is identified as a result, the command input time of the first unit is searched with reference to the battle information database 601. The command input time has a fixed value which is different according to the gamers. The command input module 604 receives at least one action command from a gamer controlling the first unit during the command input time. In the case the gamer finishes the input of command before the lapse of the command input time, a predetermined compensation may be given to the gamer.
The command execution module 605 enables the first unit to execute the action command inputted from the command input module 604 during the command execution time. The command execution time may have different value according to the kind of executed command.
The command completion module 606 enables the action command executed by the command execution module 705 to be completed. The preemptive attack of the gamer controlling the first unit is completed, the flag of the attack phase field of the first unit is cleared and the flag of the attack phase field of the second unit is set such that a command can be inputted from a gamer controlling the second unit.
Also, the embodiments of the present invention include a computer readable medium including a program instruction for executing various operations realized by a computer. The computer readable medium may include a program instruction, a data file, and a data structure, separately or collectively. The program instructions and the media may be those specially designed and constructed for the purposes of the present invention, or they may be of the kind well known and available to those skilled in the art of computer software arts. Examples of the computer readable media include magnetic media (e.g., hard disks, floppy disks, and magnetic tapes), optical media (e.g., CD-ROMs or DVD), magneto-optical media (e.g., floptical disks), and hardware devices (e.g., ROMs, RAMs, or flash memories, etc.) that are specially configured to store and perform program instructions. The media may also be transmission media such as optical or metallic lines, wave guides, etc. including a carrier wave transmitting signals specifying the program instructions, data structures, etc. Examples of the program instructions include both machine code, such as produced by a compiler, and files containing high-level languages codes that may be executed by the computer using an interpreter.
FIG. 7 is a block diagram illustrating the inner configuration of a general use computer apparatus that can be employed in performing the online game providing method according to the present invention. A computer apparatus 700 includes at least one processor 701 connected to a main memory device including a RAM (Random Access Memory) 702 and a ROM (Read Only Memory) 703. The processor 701 is also called as a central processing unit CPU. As well-known to the field of the art, the ROM 703 unidirectionally transmits data and instructions to the CPU, and the RAM 702 is generally used for bidirectionally transmitting data and instructions. The RAM 702 and the ROM 703 may include a certain proper form of a computer readable recording medium. A mass storage device 704 is bidirectionally connected to the processor 701 to provide additional data storage capacity and may be one of the computer readable recording medium. The mass storage device 704 is used for storing programs and data and is an auxiliary memory. A particular mass storage device such as a CD ROM 706 may be used. The processor 701 is connected to at least one input/output interface 705 such as a video monitor, a track ball, a mouse, a keyboard, a microphone, a touch-screen type display, a card reader, a magnetic or paper tape reader, a voice or hand-writing recognizer, a joy stick, and other known computer input/output unit. The processor 701 may be connected to a wired or wireless communication network via a network interface 707. The procedure of the described method can be performed via the network connection. The described devices and tools are well-known to those skilled in the art of computer hardware and software.
The described hardware devices may be formed to be operated by at least one software module in order to perform the operations of the present invention.
The foregoing descriptions of specific embodiments of the present invention have been presented for purposes of illustration and description. They are not intended to be exhaustive or to limit the invention to the precise forms disclosed, and obviously many modifications and variations are possible in light of the above teaching. Therefore, it is intended that the scope of the invention be defined by the claims appended thereto and their equivalents. Although the present invention has been described in connection with the embodiment of the present invention illustrated in the accompanying drawings, it is not limited thereto since it will be apparent to those skilled in the art that various substitutions, modifications and changes may be made thereto without departing from the scope and spirit of the invention. Industrial Applicability
The present invention provides online game providing method and system in which an attack command is distinguished from a defense command and optimal attacks and defenses are performed, thereby maximizing interest for a game.
The present invention also provides online game providing method and system in which an executed attack command is distinguished from a defense command, thereby maximizing convenience of executing a game.
The present invention also provides online game providing method and system in which an executed attack command is distinguished from a defense command such that gamers viewing a game can easily distinguish and view the progress of a battle, thereby maximizing an interest of the gamer viewing the battle.

Claims

1. A method of providing an online game performing a battle between at least two units, comprising the steps of: maintaining a battle information database for recording battle information on a battle occurring between at least two units, in which the battle information includes a unit identifier and an attack phase field and command input time information associated with the unit identifier; receiving a request to battle with a second unit from a gamer controlling a first unit; recording the first unit and the second unit in the battle information database; identifying a unit with a flag set by searching the attack phase field of the first unit and the second unit with reference to the battle information database; searching the command input time of the first unit with reference to the battle information database in the case the first unit is identified; - receiving at least one action command from the gamer controlling the first unit during the found command input time; enabling the received action command to be performed by the first unit during command execution time; and enabling the performed action command to be completed.
2. The method of claim 1, wherein the command input time is fixed according to the gamer.
3. The method of claim 1, wherein the command execution time is changed according to the received action command.
4. The method of claim 1, wherein the step of enabling the received action command to be performed by the first unit comprises the step of receiving an attack command from the gamer.
5. The method of claim 1, wherein the step of enabling the performed action command to be completed comprises the step of enabling the received attack command to be performed.
6. The method of claim 4, wherein the command input time of the first unit is reduced and recorded in the case it is sensed that a third unit attacks the first unit during the step of receiving the attack command from the gamer.
7. The method of claim 1, further comprising the steps of: clearing the flag from the attack phase field of the first unit; and setting the flag in the attack phase field of the second unit.
8. A computer readable recording medium in which a program for executing the method of any one of claims 1 through 7 is recorded.
9. A system for providing an online game performing a battle between at least two units, comprising: a battle information database for recording battle information on a battle occurring between at least two units, in which the battle information includes a unit identifier, an attack phase field and command input time information associated with the unit identifier; a database recording unit receiving a request to battle with a second unit from a gamer controlling a first unit and recording the first unit and the second unit in the battle information database; a unit identification module identifying a unit with a flag set by searching the attack phase field of the first unit and the second unit with reference to the battle information database and searching the command input time of the first unit with reference to the battle information database in the case the first unit is identified as the result of the identification; a command input module receiving at least one action command from the gamer controlling the first unit during the found command input time; a command execution unit enabling the first unit to perform the received action command during command execution time; and a command completion module enabling the performed action command to be completed.
PCT/KR2005/002602 2004-08-11 2005-08-11 Method for providing online game which supports to make attack according to attack priority and system thereof WO2006016774A1 (en)

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Citations (4)

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JP2001149640A (en) * 1999-09-16 2001-06-05 Sega Corp Game machine, game processing method, and recording medium recording program
JP2002292136A (en) * 2001-03-29 2002-10-08 Square Co Ltd Computer readable recording medium wherein program of video game is recorded, program of video game, video game processing method, and video game processing device
JP2002369967A (en) * 2001-06-15 2002-12-24 Konami Co Ltd Game system and game program
JP2003033575A (en) * 2001-07-26 2003-02-04 Inter Resource Corp Operation managing system for net contest type simulation games combining e mail for portable terminal

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Publication number Priority date Publication date Assignee Title
JP2001149640A (en) * 1999-09-16 2001-06-05 Sega Corp Game machine, game processing method, and recording medium recording program
JP2002292136A (en) * 2001-03-29 2002-10-08 Square Co Ltd Computer readable recording medium wherein program of video game is recorded, program of video game, video game processing method, and video game processing device
JP2002369967A (en) * 2001-06-15 2002-12-24 Konami Co Ltd Game system and game program
JP2003033575A (en) * 2001-07-26 2003-02-04 Inter Resource Corp Operation managing system for net contest type simulation games combining e mail for portable terminal

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