WO2011091703A1 - Data processing mehtod applied in board game system - Google Patents

Data processing mehtod applied in board game system Download PDF

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Publication number
WO2011091703A1
WO2011091703A1 PCT/CN2010/080647 CN2010080647W WO2011091703A1 WO 2011091703 A1 WO2011091703 A1 WO 2011091703A1 CN 2010080647 W CN2010080647 W CN 2010080647W WO 2011091703 A1 WO2011091703 A1 WO 2011091703A1
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Prior art keywords
piece
attribute information
control signal
attribute
information
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PCT/CN2010/080647
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French (fr)
Chinese (zh)
Inventor
陈雷
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北京万豪天际文化传播有限公司
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Publication of WO2011091703A1 publication Critical patent/WO2011091703A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00643Electric board games; Electric features of board 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
    • A63F11/00Game accessories of general use, e.g. score counters, boxes
    • A63F11/0051Indicators of values, e.g. score counters

Definitions

  • the present invention relates to data processing techniques, and more particularly to a data processing method applied to a board game system.
  • board games occupy a large proportion, such as chess and go.
  • the player plays the game by placing the pieces representing different meanings on the board.
  • the whole game process can only be displayed through the board.
  • the spectators can only watch around the board. If there are many people watching, it is difficult for the outside audience to see the game. the process of.
  • the existing board games only display the position and the relationship of the pieces through the board, and the expressions are single and the interest is low.
  • some electronic chess games have emerged.
  • the patent application number disclosed in the Chinese patent database is CN200710121271.2.
  • Electronic game chess is designed with embedded circuits in the pieces to modify the attributes of the pieces, but its structure is complex. The pieces need to be modified one by one in the individual operation of the piece, and the board has no corresponding change, and the use is limited.
  • the present invention provides a data processing method for realizing the purpose of multi-person clear viewing of a game by processing data of the checkerboard system, the scheme of which is as follows:
  • a data processing method is applied to a board game data processing system, the system comprising: a piece, the piece is provided with readable attribute information; a plurality of board units, the board unit is set to be readable Board attribute information; the method includes:
  • the animation mode corresponding to the received control signal is displayed according to the correspondence between the preset control signal and the animation mode.
  • the read piece attribute information includes: camp information to which the piece belongs and role information of the piece;
  • the attribute information of the board unit in which the read piece is located includes: topographic information of the board unit and relative position information of the board unit on the board.
  • the process of converting attribute information into a control signal is specifically:
  • camp attributes of the pieces on the board unit having the same topographical information are the same, and are converted into different control signals according to different judgment results.
  • the attribute information of the piece further includes: a combat power attribute.
  • the process of converting attribute information into a control signal is specifically:
  • the result of the judgment is that the attributes of the pieces are different, the value of the combat power of the pieces is compared, and the result of the comparison is converted into a corresponding control signal for winning or losing.
  • the method further comprises: converting the control signal to the modified pawn combat power attribute value according to the result of the comparison.
  • the data processing method applied to the game system disclosed in the embodiment of the present invention converts the attribute information of the piece read and the attribute information of the board into a control signal, and according to the correspondence between the control signal and the animation mode. Displaying it on its interface solves the problem that the game process cannot be seen when the number of spectators is large, and makes the game process more interesting.
  • FIG. 1 is a flowchart of a data processing method according to Embodiment 1 of the present invention.
  • FIG. 2 is a flowchart of a data processing method according to Embodiment 2 of the present invention.
  • Embodiment 3 is a flowchart of a data processing method according to Embodiment 3 of the present invention.
  • Embodiment 4 is a flowchart of a data processing method according to Embodiment 4 of the present invention.
  • the present invention provides a data processing method applied to a board game data processing system, the system comprising: a piece, the piece is provided with readable attribute information; a plurality of board units, the board unit is provided with
  • the data processing method disclosed in the present invention converts the attribute information of the obtained chess piece and the corresponding chessboard unit into a control signal, and dynamically displays according to the corresponding relationship between the control signal and the animation mode, and solves the problem.
  • the specific implementation of the method is:
  • the flow of the data processing method applied to the board game data processing system disclosed in this embodiment is as shown in FIG. 1 and includes:
  • Step S11 reading attribute information of the piece and attribute information of the board unit where the piece is located;
  • the board unit reads the attribute information of the pieces placed thereon, usually including the camp information of the pieces, the character information, etc., and the specific attribute content is determined according to the type of the game. For example, in an ordinary chess game, the attribute information of the pieces is camp. Information, whether it is red or black, if it is a digital war game, then the attributes of the pieces include: combat power, defensive ability, magic level, lucky value, and vitality, and the attributes of the character information are also more For diversity, it can include a variety of characters, such as ordinary soldiers, heavy armored soldiers, armored soldiers, dragon knights, archers, musketeers, mages, ancient dragons, barbarians, and so on.
  • the attribute information of the board unit includes terrain information of the board unit, and the specific terrain information is determined according to different games. For example, in a chess game, the terrain information represents a red camp or a black camp, and if it is a digital war game, the terrain Information represents mountains, rivers, villages, castles, forests, etc.
  • the attribute information of the board unit also includes the relative position information of the board where the board unit is located, so that the digital receiving platform displays the layout of the board correspondingly, so that the player can intuitively observe.
  • Step S12 converting attribute information into control signal transmission
  • the attribute information is converted into a control signal, and the specific process of the conversion and the type of the converted control signal are set according to different games. If it is a chess game, it is determined according to the positional relationship between the pieces and the character information of the pieces. And then generate a corresponding victory or failure control signal. If it is a digital war game, there are many criteria for judging it. It can be judged according to other attributes of the piece, and the process of judgment is converted into a control signal of the battle for display.
  • Step S13 Display an animation mode corresponding to the received control signal according to a correspondence relationship between the preset control signal and the animation mode.
  • the animation receiving mode corresponding to the control signal is pre-stored in the digital receiving platform.
  • the control signal such as the combat signal
  • the corresponding combat animation mode of the two pieces is displayed on the interface, so that the player can visually observe the game. the process of.
  • the flow of the data processing method applied to the game system disclosed in this embodiment is as shown in FIG. 2, and includes:
  • Step S21 reading the camp attribute and the character attribute of the piece, and the attribute information of the board unit where the piece is located;
  • Step S22 determining whether the camp attribute of the pieces on the board unit having the same topographical information is the same, if yes, executing step S231, if not, executing step S232;
  • Step S231 converting the determination result into a forward signal of the character corresponding to the chess piece
  • Step S241 displaying a forward animation mode of the character corresponding to the received forward control signal according to a correspondence relationship between the preset control signal and the animation mode;
  • Step S232 converting the judgment result into a battle signal of a character corresponding to the chess piece
  • Step S242 displaying a battle animation mode of the character corresponding to the received battle control signal according to the correspondence between the preset control signal and the animation mode.
  • the data processing process after the game is started on the board is disclosed.
  • the game it is first determined whether the pieces are the same camp. If it is the same camp, then it is converted into a forward signal, digital reception. After receiving the signal, the platform will display the animation mode of the soldiers of the same camp side by side, and it can also be converted into a scene where the soldiers of the same camp sit and rest. If it is a different camp, then this information is converted into a combat signal, and after receiving the signal, the digital receiving platform converts it into a scene in which soldiers of different factions are waving weapons to fight.
  • the game When the game is an ordinary chess game, the battle between the soldiers is converted into an animated mode for soldiers dressed in different color suits, using tools such as knives and swords to fight, and when the character attribute of the pieces is horse, the display is The scene of the horse galloping.
  • the game is a desktop digital war chess game, due to the more characters of the chess pieces, there are more battle scenes.
  • the chess characters on both sides are dragon dragon knights and ordinary soldiers, the digital receiving platform shows the ordinary soldiers who wield the big knife. It is a scene of a knight with a long horse. In order to display the scene of the battle more vividly, the scene of the soldier's injury and bloodshed can be added during the battle, making the scene of the war more realistic.
  • the attribute of the piece in this embodiment includes the combat power attribute, and when it is judged as After the different players' pawns display the combat animation mode of the corresponding character, the subsequent attribute data processing flow is shown in Figure 3, including:
  • Step S31 comparing the combat power attribute values between different camp pieces
  • Step S32 converting into a corresponding win/loss control signal according to the result of the comparison
  • Step S33 Display a character win/loss animation mode corresponding to the received win/loss control signal according to a correspondence between the preset control signal and the animation mode.
  • Step S34 Converting to an attribute value modification control signal according to the result of the comparison
  • Step S35 Display an animation mode in which the attribute value of the character corresponding to the received attribute value modification control signal is increased or decreased according to the correspondence between the preset control signal and the animation mode.
  • This embodiment discloses a data processing process for determining a battle win or lose according to the combat power attribute of the pawn during the battle between different camp pieces.
  • the combat power attribute of the armored knight is higher than that of the ordinary soldier.
  • the system compares the combat power attribute values, and according to the comparison result, converts to corresponding The armored knight wins the control signal of the ordinary soldier's victory.
  • the digital receiving platform After receiving the control signal, the digital receiving platform will display its corresponding animation mode. For example, the armored knight will hit the ordinary soldier to the ground and the armored knight wins. The scenes of the horses jubilant, let the players feel the joy of victory more intuitively.
  • the corresponding conversion is converted into the attribute value modification control signal, and the digital receiving platform displays the value of the armor knight's combat power attribute value and the ordinary soldier's combat power attribute value by an animation form.
  • the value of the combat attribute is numerically incremented or decremented, or it can be in the form of a numerical column.
  • the height of the cylinder represents the level of the combat power attribute, and the increase in the height of the column represents the increase or decrease of the attribute value.
  • the reduction in the height of the cylinder represents a reduction in the value of the attribute.
  • the modification control signal of the chess attribute value converted according to the comparison result is not limited to increase the combat power attribute value of the winning party and reduce the combat power attribute value of the input side, and may also be the combat power attribute of the chess piece of the party with the higher attribute value. It remains the same, only the attributes of the pieces with lower attribute values are reduced. Similarly, the number of reductions can be either progressive or all.
  • the combat power of the piece can contain many kinds, such as the vitality of the piece, the defense ability of the piece, the movement ability of the piece, the strength of the piece, the magic level of the piece, the intelligence level of the piece, the luck of the piece.
  • the specific process of the comparison process disclosed in this embodiment is as shown in FIG. 4, and includes:
  • Step S41 Comparing the attribute values of the plurality of attribute types in the combat strength attribute of the pieces of the different camps, respectively recording the number of times the attribute value in the comparison is higher than the other side;
  • Step S42 it is determined whether the number of times the two sides are higher than the other party is the same, if not the same step S43 is performed, if the same, then step S44;
  • Step S43 according to the number of attribute types of the relatively higher camp attribute values in the comparison result, converted into a corresponding win-and-loss control signal, step S46;
  • Step S44 calculating a sum of the attribute values in each camp higher than the attribute values of the other party
  • Step S45 comparing the sum of the attribute values in each camp is higher than the sum of the attribute values of the other party, and converting into a corresponding win-and-loss control signal according to the comparison result, step S46 is performed;
  • Step S46 Display an animation mode corresponding to the received win/loss control signal according to a correspondence between the preset control signal and the animation mode.
  • This embodiment discloses a process in which a pawn has a plurality of attribute data and generates a corresponding control signal according to a plurality of attribute data. First, compare the number of attribute types whose attribute value is higher than the corresponding attribute value of the opponent. For example, when the combat force attribute of the piece includes: vitality, the defense ability of the piece, the movement ability of the piece, the strength ability of the piece, the magic level of the piece, the intelligence level of the piece.
  • the attribute values of the armored knights of one side are assumed to be: 20, 10, 12, 15, 5, 6, 5, 18, and the attribute values of the ordinary soldiers of the other side are respectively For: 8, 6, 8, 5, 0, 5, 4, 7 compare the two sets of data, and found that the value of each attribute type of the armored knight is higher than that of the ordinary soldier, so the attribute value is higher than the number of the attribute type of the other party. 8, and the other party is 0, according to the result of this comparison, convert it into the corresponding armored knight to win the winning and losing control signals of ordinary soldiers. However, if the opponent is not an armored knight but an archer, its attribute values are: 8, 8, 8, 4, 0, 5, 4, and 7.
  • the attribute values are compared with ordinary soldiers, and each attribute is found to have an attribute.
  • the value of the type is higher than the other party.
  • the sum of the values of all the attribute values higher than the other party's attribute type is higher than the sum of the other party's values, and then the sum of the values of the two sides is compared, and the archer is found to be higher than the value of the opponent.
  • the sum is 2, and the sum of the values of the ordinary soldiers above the archers is 1, so, according to the result of the comparison, it is converted into the corresponding archer to win the control signal of the ordinary soldiers, and then the archers are shot to shoot the ordinary soldiers. Animation mode. .
  • This embodiment only enumerates one way in the data processing process, and the specific comparison principle can be determined according to actual conditions.
  • the invention relates to a data processing method, which is applied to a chess game data processing system, which can convert attribute information of a piece read and a piece of attribute information of a board into a control signal, and according to a corresponding relationship between the control signal and the animation mode,
  • the display on the interface solves the problem that the game process cannot be seen when the number of spectators is large, and makes the game process more interesting.

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Abstract

A data processing method is disclosed, applied in a board game data processing system. The method comprises: the attribute information of a piece and the attribute information of a chessboard element where the piece is, is read; the attribute information is converted into control signals so as to be transmitted; according to the predefined corresponding relationship between control signals and animation modes, the animation modes corresponding to the received control signals are displayed. The method solves the problem that a game process can not be seen due to a large audience and makes the game process more interesting.

Description

一种应用于棋类游戏系统的数据处理方法  Data processing method applied to chess game system 技术领域  Technical field
本发明涉及数据处理技术,尤其涉及一种应用于棋类游戏系统的数据处理方法。  The present invention relates to data processing techniques, and more particularly to a data processing method applied to a board game system.
背景技术Background technique
在人们的日常娱乐生活中,棋类游戏占据了较大的比例,如象棋、围棋。玩家通过在棋盘上摆放代表不同意义的棋子来进行游戏,整个游戏过程只能通过棋盘来显示,观战者只能围在棋盘周围观看,如果观看的人很多,外围的观众就很难看清楚游戏的过程。而且现有的棋类游戏只是通过棋盘来显示棋子的位置和对阵关系,表现形式单一,趣味性低。为此,出现了一些电子棋类,如中国专利数据库公开的专利申请号为CN200710121271.2电子游戏棋,是在棋子中设计有嵌入式电路,用以修改棋子的属性,但其结构复杂,每个棋子需要逐一进行在该棋子单独操作修改,且棋盘也没有相应的改变,使用受到限制。In people's daily entertainment life, board games occupy a large proportion, such as chess and go. The player plays the game by placing the pieces representing different meanings on the board. The whole game process can only be displayed through the board. The spectators can only watch around the board. If there are many people watching, it is difficult for the outside audience to see the game. the process of. Moreover, the existing board games only display the position and the relationship of the pieces through the board, and the expressions are single and the interest is low. To this end, some electronic chess games have emerged. For example, the patent application number disclosed in the Chinese patent database is CN200710121271.2. Electronic game chess is designed with embedded circuits in the pieces to modify the attributes of the pieces, but its structure is complex. The pieces need to be modified one by one in the individual operation of the piece, and the board has no corresponding change, and the use is limited.
发明内容Summary of the invention
有鉴于此,本发明提供一种数据处理方法,以实现通过对棋盘系统的数据进行处理从而实现多人能清楚观看游戏的目的,其方案如下所述:In view of this, the present invention provides a data processing method for realizing the purpose of multi-person clear viewing of a game by processing data of the checkerboard system, the scheme of which is as follows:
一种数据处理方法,应用于棋类游戏数据处理系统,所述系统包括:棋子,所述棋子中设置有可读取的属性信息;多个棋盘单元,所述棋盘单元中设置有可读取的棋盘属性信息;该方法包括:A data processing method is applied to a board game data processing system, the system comprising: a piece, the piece is provided with readable attribute information; a plurality of board units, the board unit is set to be readable Board attribute information; the method includes:
读取棋子的属性信息及棋子所在棋盘单元的属性信息;Reading the attribute information of the piece and the attribute information of the board unit where the piece is located;
将属性信息转换成控制信号发送;Converting attribute information into control signal transmission;
根据预先设定的控制信号与动画模式的对应关系,显示接收的控制信号对应的动画模式。The animation mode corresponding to the received control signal is displayed according to the correspondence between the preset control signal and the animation mode.
优选的,所述读取的棋子属性信息包括:棋子所属的阵营信息和棋子的角色信息;Preferably, the read piece attribute information includes: camp information to which the piece belongs and role information of the piece;
所述读取的棋子所在棋盘单元的属性信息包括:所述棋盘单元的地形信息和所述棋盘单元在棋盘上的相对位置信息。 The attribute information of the board unit in which the read piece is located includes: topographic information of the board unit and relative position information of the board unit on the board.
优选的,所述将属性信息转换成控制信号的过程具体为:Preferably, the process of converting attribute information into a control signal is specifically:
判断具有同一地形信息的棋盘单元上的棋子的阵营属性是否相同,根据不同的判断结果,转换成不同的控制信号。It is judged whether the camp attributes of the pieces on the board unit having the same topographical information are the same, and are converted into different control signals according to different judgment results.
优选的,所述棋子的属性信息还包括:战斗力属性。Preferably, the attribute information of the piece further includes: a combat power attribute.
优选的,所述将属性信息转换成控制信号的过程具体为:Preferably, the process of converting attribute information into a control signal is specifically:
按照预设规则比较相邻的棋子的战斗力属性,根据比较结果转换成不同的控制信号的过程为:The process of comparing the combat power attributes of adjacent pieces according to a preset rule and converting them into different control signals according to the comparison result is:
当所述判断结果为棋子阵营属性不同时,比较棋子的战斗力属性值,根据比较的结果转换成相应的输赢控制信号。When the result of the judgment is that the attributes of the pieces are different, the value of the combat power of the pieces is compared, and the result of the comparison is converted into a corresponding control signal for winning or losing.
优选的,还包括根据比较的结果转换成修改棋子战斗力属性值的控制信号。Preferably, the method further comprises: converting the control signal to the modified pawn combat power attribute value according to the result of the comparison.
从上述方案可以看出,本发明实施例公开的应用于游戏系统的数据处理方法,将读取到棋子的属性信息和棋盘的属性信息转换为控制信号,并根据控制信号与动画模式的对应关系将其在其界面上进行显示,解决了观战者人数较多时无法看清游戏过程的问题,而且使得游戏过程更加具有趣味性。It can be seen from the above solution that the data processing method applied to the game system disclosed in the embodiment of the present invention converts the attribute information of the piece read and the attribute information of the board into a control signal, and according to the correspondence between the control signal and the animation mode. Displaying it on its interface solves the problem that the game process cannot be seen when the number of spectators is large, and makes the game process more interesting.
附图说明DRAWINGS
为了更清楚地说明本发明实施例或现有技术中的技术方案,下面将对实施例或现有技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本发明的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the embodiments or the description of the prior art will be briefly described below. Obviously, the drawings in the following description are only It is a certain embodiment of the present invention, and other drawings can be obtained from those skilled in the art without any creative work.
图1为本发明实施例1公开的数据处理方法的流程图;1 is a flowchart of a data processing method according to Embodiment 1 of the present invention;
图2为本发明实施例2公开的数据处理方法的流程图;2 is a flowchart of a data processing method according to Embodiment 2 of the present invention;
图3为本发明实施例3公开的数据处理方法的流程图;3 is a flowchart of a data processing method according to Embodiment 3 of the present invention;
图4为本发明实施例4公开的数据处理方法的流程图。4 is a flowchart of a data processing method according to Embodiment 4 of the present invention.
具体实施方式detailed description
下面将结合本发明实施例中的附图,对本发明实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本发明一部分实施例,而不是全部的实施例。基于本发明中的实施例,本领域普通技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本发明保护的范围。The technical solutions in the embodiments of the present invention are clearly and completely described in the following with reference to the accompanying drawings in the embodiments of the present invention. It is obvious that the described embodiments are only a part of the embodiments of the present invention, but not all embodiments. All other embodiments obtained by those skilled in the art based on the embodiments of the present invention without creative efforts are within the scope of the present invention.
本发明提供一种应用于棋类游戏数据处理系统的数据处理方法,该系统包括:棋子,所述棋子中设置有可读取的属性信息;多个棋盘单元,所述棋盘单元中设置有可读取的棋盘属性信息,本发明公开的数据处理方法,将读取到得棋子和对应的棋盘单元的属性信息进行转换为控制信号,根据控制信号与动画模式的对应关系进行动态显示,解决了当观战者人数较多时无法看清游戏过程的问题,而且动态的展示游戏的过程,使得游戏更加具有趣味性。该方法的具体实施方式为:The present invention provides a data processing method applied to a board game data processing system, the system comprising: a piece, the piece is provided with readable attribute information; a plurality of board units, the board unit is provided with The data processing method disclosed in the present invention converts the attribute information of the obtained chess piece and the corresponding chessboard unit into a control signal, and dynamically displays according to the corresponding relationship between the control signal and the animation mode, and solves the problem. When the number of spectators is large, the problem of the game process cannot be seen, and the process of displaying the game dynamically makes the game more interesting. The specific implementation of the method is:
实施例一Embodiment 1
本实施例公开的应用于棋类游戏数据处理系统的数据处理方法的流程如图1所示,包括:The flow of the data processing method applied to the board game data processing system disclosed in this embodiment is as shown in FIG. 1 and includes:
步骤S11、读取棋子的属性信息及棋子所在棋盘单元的属性信息;Step S11, reading attribute information of the piece and attribute information of the board unit where the piece is located;
棋盘单元读取放置于其上的棋子的属性信息,通常包括棋子的阵营信息、角色信息等,具体的属性内容根据游戏的类型而定,例如在普通的象棋游戏中,棋子的属性信息为阵营信息,即是红方还是黑方,如果是一款数码战棋游戏,那么棋子的属性值还包括:战斗力、防御能力、魔法等级、幸运值、和生命力等,而且其角色信息的属性也更为多样,可以包括多种人物角色,如普通士兵、重甲士兵、铁甲士兵、飞龙骑士、弓箭手、火枪手、法师、古代巨龙、野蛮人等。棋盘单元的属性信息包括棋盘单元的地形信息,具体的地形信息根据不同的游戏确定,例如在象棋游戏中,地形信息代表的是红方阵营还是黑方阵营,如果是数码战棋游戏,那么地形信息代表的是高山、河流、村庄、古堡、森林等。除此之外,棋盘单元的属性信息中还包括棋盘单元所在棋盘的相对位置信息,以便数字接收平台将棋盘的布局对应显示出来,使玩家能够直观的观测。The board unit reads the attribute information of the pieces placed thereon, usually including the camp information of the pieces, the character information, etc., and the specific attribute content is determined according to the type of the game. For example, in an ordinary chess game, the attribute information of the pieces is camp. Information, whether it is red or black, if it is a digital war game, then the attributes of the pieces include: combat power, defensive ability, magic level, lucky value, and vitality, and the attributes of the character information are also more For diversity, it can include a variety of characters, such as ordinary soldiers, heavy armored soldiers, armored soldiers, dragon knights, archers, musketeers, mages, ancient dragons, barbarians, and so on. The attribute information of the board unit includes terrain information of the board unit, and the specific terrain information is determined according to different games. For example, in a chess game, the terrain information represents a red camp or a black camp, and if it is a digital war game, the terrain Information represents mountains, rivers, villages, castles, forests, etc. In addition, the attribute information of the board unit also includes the relative position information of the board where the board unit is located, so that the digital receiving platform displays the layout of the board correspondingly, so that the player can intuitively observe.
步骤S12、将属性信息转换成控制信号发送;Step S12, converting attribute information into control signal transmission;
根据上述步骤的属性信息转换成控制信号,转换的具体过程和转换的控制信号类型根据不同的游戏设定,如果是象棋游戏,根据棋子间的位置关系和棋子的角色信息来判断谁胜谁负,然后产生相应的胜利或失败的控制信号。如果是数码战棋游戏,那么其判断标准有很多种,可以根据棋子的其他属性来进行判定,并将判定的过程转换为战斗的控制信号,进行显示。According to the above steps, the attribute information is converted into a control signal, and the specific process of the conversion and the type of the converted control signal are set according to different games. If it is a chess game, it is determined according to the positional relationship between the pieces and the character information of the pieces. And then generate a corresponding victory or failure control signal. If it is a digital war game, there are many criteria for judging it. It can be judged according to other attributes of the piece, and the process of judgment is converted into a control signal of the battle for display.
步骤S13、根据预先设定的控制信号与动画模式的对应关系,显示接收的控制信号对应的动画模式。Step S13: Display an animation mode corresponding to the received control signal according to a correspondence relationship between the preset control signal and the animation mode.
数字接收平台中预先存储有与控制信号对应的动画模式,当接收到控制信号后,如战斗信号,就将其对应的棋子双方的战斗动画模式显示在界面上,使得玩家可以形象的观察到游戏的过程。The animation receiving mode corresponding to the control signal is pre-stored in the digital receiving platform. When the control signal is received, such as the combat signal, the corresponding combat animation mode of the two pieces is displayed on the interface, so that the player can visually observe the game. the process of.
实施例二Embodiment 2
本实施例公开的应用于游戏系统的数据处理方法的流程如图2所示,包括:The flow of the data processing method applied to the game system disclosed in this embodiment is as shown in FIG. 2, and includes:
步骤S21、读取棋子的阵营属性和角色属性,以及棋子所在棋盘单元的属性信息;Step S21, reading the camp attribute and the character attribute of the piece, and the attribute information of the board unit where the piece is located;
步骤S22、判断具有同一地形信息的棋盘单元上的棋子的阵营属性是否相同,若相同则执行步骤S231,若不相同则执行步骤S232;Step S22, determining whether the camp attribute of the pieces on the board unit having the same topographical information is the same, if yes, executing step S231, if not, executing step S232;
步骤S231、将判断结果转换为棋子对应的角色的前进信号;Step S231, converting the determination result into a forward signal of the character corresponding to the chess piece;
步骤S241、根据预先设定的控制信号与动画模式的对应关系,显示接收的前进控制信号对应的角色的前进动画模式;Step S241, displaying a forward animation mode of the character corresponding to the received forward control signal according to a correspondence relationship between the preset control signal and the animation mode;
步骤S232、将判断结果转换为棋子对应的角色的战斗信号;Step S232, converting the judgment result into a battle signal of a character corresponding to the chess piece;
步骤S242、根据预先设定的控制信号与动画模式的对应关系,显示接收的战斗控制信号对应的角色的战斗动画模式。Step S242, displaying a battle animation mode of the character corresponding to the received battle control signal according to the correspondence between the preset control signal and the animation mode.
在本实施例中公开了当棋子被放置在棋盘上游戏开始后的数据处理过程,在游戏中首先要判断棋子是否是同一阵营,如果是同一阵营,那么则将其转换成前进信号,数字接收平台将接收此信号后,将其对应的同一阵营的士兵并肩前进的动画模式展示出来,也可以转换成同一阵营士兵席地而坐休息的场景。如果是不同阵营,那么则将此信息转换成战斗信号,数字接收平台接收此信号后,将其转换成不同阵营的士兵挥舞着兵器进行战斗的场景。当游戏为普通的象棋游戏时,士兵间的战斗转换成动画模式为身着不同颜色战衣的士兵,使用刀、剑等工具来进行战斗,以及当棋子的角色属性为马时,显示的是战马奔腾的场景。当游戏为桌面数码战棋游戏时,由于棋子的角色较多,其战斗场景也较多,当其双方的棋子角色为飞龙骑士和普通士兵时,数字接收平台显示的是挥舞大刀的普通士兵迎战起着战马手拿长戟的骑士的场景。为了更形象的显示战斗的场景,其战斗过程中可以添加士兵受伤、流血的画面,使得战争场面更逼真。In the present embodiment, the data processing process after the game is started on the board is disclosed. In the game, it is first determined whether the pieces are the same camp. If it is the same camp, then it is converted into a forward signal, digital reception. After receiving the signal, the platform will display the animation mode of the soldiers of the same camp side by side, and it can also be converted into a scene where the soldiers of the same camp sit and rest. If it is a different camp, then this information is converted into a combat signal, and after receiving the signal, the digital receiving platform converts it into a scene in which soldiers of different factions are waving weapons to fight. When the game is an ordinary chess game, the battle between the soldiers is converted into an animated mode for soldiers dressed in different color suits, using tools such as knives and swords to fight, and when the character attribute of the pieces is horse, the display is The scene of the horse galloping. When the game is a desktop digital war chess game, due to the more characters of the chess pieces, there are more battle scenes. When the chess characters on both sides are dragon dragon knights and ordinary soldiers, the digital receiving platform shows the ordinary soldiers who wield the big knife. It is a scene of a knight with a long horse. In order to display the scene of the battle more vividly, the scene of the soldier's injury and bloodshed can be added during the battle, making the scene of the war more realistic.
实施例三Embodiment 3
本实施例公开的应用于游戏系统的数据处理方法的前续流程如实施例二所述,本实施例中的棋子的属性除了阵营属性和角色属性之外,还包括战斗力属性,当判断出为不同阵营的棋子并显示对应的角色的战斗动画模式后,其后续的属性数据处理流程如图3所示,包括:The pre-existing flow of the data processing method applied to the game system disclosed in this embodiment is as described in the second embodiment. In addition to the camp attribute and the character attribute, the attribute of the piece in this embodiment includes the combat power attribute, and when it is judged as After the different players' pawns display the combat animation mode of the corresponding character, the subsequent attribute data processing flow is shown in Figure 3, including:
步骤S31、比较不同阵营棋子间的战斗力属性值;Step S31, comparing the combat power attribute values between different camp pieces;
步骤S32、根据比较的结果转换成对应的输赢控制信号;Step S32, converting into a corresponding win/loss control signal according to the result of the comparison;
步骤S33、根据预先设定的控制信号与动画模式的对应关系,显示接收的输赢控制信号对应的角色输赢动画模式。Step S33: Display a character win/loss animation mode corresponding to the received win/loss control signal according to a correspondence between the preset control signal and the animation mode.
步骤S34、根据比较的结果转换成属性值修改控制信号;Step S34: Converting to an attribute value modification control signal according to the result of the comparison;
步骤S35、根据预先设定的控制信号与动画模式的对应关系,显示接收的属性值修改控制信号对应的角色的属性值增加或减少的动画模式。Step S35: Display an animation mode in which the attribute value of the character corresponding to the received attribute value modification control signal is increased or decreased according to the correspondence between the preset control signal and the animation mode.
本实施例公开了不同阵营棋子间战斗的过程中根据棋子的战斗力属性判定战斗输赢的数据处理过程。例如在桌面数码战棋游戏中,铁甲骑士的战斗力属性比普通士兵的战斗力属性要高,当不同阵营的铁甲骑士和普通士兵战斗时,系统比较其战斗力属性值,根据其比较结果,转换成相应的铁甲骑士赢普通士兵胜的控制信号,数字接收平台接收到控制信号后,会将其对应的动画模式显示出来,比如说,铁甲骑士将普通士兵打到在地的画面,以及铁甲骑士胜利后战马欢腾的场面,让玩家能更直观的感受到胜利的喜悦。此外,根据其比较结果,还相应的转换成属性值修改控制信号,数字接收平台将对铁甲骑士的战斗力属性值进行增加和普通士兵的战斗力属性值进行减少的过程通过动画的形式显示出来,可以是将其战斗属性值以数字的形式,直观的进行递增或递减,也可以是通过数值柱的形式,柱体的高度代表战斗力属性的高低,用柱体高度的增加代表属性值的增减,用柱体高度的减少代表属性值的减少。This embodiment discloses a data processing process for determining a battle win or lose according to the combat power attribute of the pawn during the battle between different camp pieces. For example, in the desktop digital war chess game, the combat power attribute of the armored knight is higher than that of the ordinary soldier. When the armored knights of different camps fight the ordinary soldiers, the system compares the combat power attribute values, and according to the comparison result, converts to corresponding The armored knight wins the control signal of the ordinary soldier's victory. After receiving the control signal, the digital receiving platform will display its corresponding animation mode. For example, the armored knight will hit the ordinary soldier to the ground and the armored knight wins. The scenes of the horses jubilant, let the players feel the joy of victory more intuitively. In addition, according to the comparison result, the corresponding conversion is converted into the attribute value modification control signal, and the digital receiving platform displays the value of the armor knight's combat power attribute value and the ordinary soldier's combat power attribute value by an animation form. The value of the combat attribute is numerically incremented or decremented, or it can be in the form of a numerical column. The height of the cylinder represents the level of the combat power attribute, and the increase in the height of the column represents the increase or decrease of the attribute value. The reduction in the height of the cylinder represents a reduction in the value of the attribute.
本步骤中并不限定根据比较结果转换的棋子属性值的修改控制信号为增加赢方的战斗力属性值和减少输方的战斗力属性值,也可以是将属性值较高的一方的棋子的战斗力属性保持不变,只将属性值较低的棋子的属性减少,同样,减少的数量既可以是递进减少也可以是全部归零。In this step, the modification control signal of the chess attribute value converted according to the comparison result is not limited to increase the combat power attribute value of the winning party and reduce the combat power attribute value of the input side, and may also be the combat power attribute of the chess piece of the party with the higher attribute value. It remains the same, only the attributes of the pieces with lower attribute values are reduced. Similarly, the number of reductions can be either progressive or all.
实施例四Embodiment 4
具体到游戏系统中时,棋子的战斗力属性可以包含很多种类,比如说棋子的生命力、棋子的防御能力、棋子的移动能力、棋子的力量能力、棋子的魔法等级、棋子的智力水平、棋子的幸运值和棋子的体力。所以具体的比较过程也会有所不同,本实施例公开的比较过程的具体流程如图4所示,包括:When it comes to the game system, the combat power of the piece can contain many kinds, such as the vitality of the piece, the defense ability of the piece, the movement ability of the piece, the strength of the piece, the magic level of the piece, the intelligence level of the piece, the luck of the piece. The value and the physical strength of the piece. Therefore, the specific comparison process may be different. The specific process of the comparison process disclosed in this embodiment is as shown in FIG. 4, and includes:
步骤S41、将不同阵营的棋子的战斗力属性中的多个属性类型属性值进行对比,分别记录比较中属性值高于另一方次数;Step S41: Comparing the attribute values of the plurality of attribute types in the combat strength attribute of the pieces of the different camps, respectively recording the number of times the attribute value in the comparison is higher than the other side;
步骤S42、判断记录中双方高于对方的次数否相同,如果不相同则执行步骤S43,如果相同则执行步骤S44;Step S42, it is determined whether the number of times the two sides are higher than the other party is the same, if not the same step S43 is performed, if the same, then step S44;
步骤S43、根据比较结果中各阵营属性值相对较高的属性类型的数量多少,转换成相应的输赢控制信号,执行步骤S46;Step S43, according to the number of attribute types of the relatively higher camp attribute values in the comparison result, converted into a corresponding win-and-loss control signal, step S46;
步骤S44、计算各阵营中属性值高出对方属性值的总和;Step S44, calculating a sum of the attribute values in each camp higher than the attribute values of the other party;
步骤S45、比较各阵营中属性值高出对方属性值的总和,根据比较结果转换成相应的输赢控制信号,执行步骤S46;Step S45, comparing the sum of the attribute values in each camp is higher than the sum of the attribute values of the other party, and converting into a corresponding win-and-loss control signal according to the comparison result, step S46 is performed;
步骤S46、根据预先设定的控制信号与动画模式的对应关系,显示接收的输赢控制信号对应的动画模式。Step S46: Display an animation mode corresponding to the received win/loss control signal according to a correspondence between the preset control signal and the animation mode.
本实施例公开的是当棋子具有多种属性数据,根据多种属性数据生成对应的控制信号的过程。首先比较属性值高于对方对应的属性值的属性类型数量,例如当棋子的战斗力属性包括:生命力、棋子的防御能力、棋子的移动能力、棋子的力量能力、棋子的魔法等级、棋子的智力水平、棋子的幸运值和棋子的体力时,假设一方对战的铁甲骑士的属性值分别为:20、10、12、15、5、6、5、18,而另一方对战的普通士兵的属性值分别为:8、6、8、5、0、5、4、7将两组数据对应比较,发现铁甲骑士的各个属性类型值都高于普通士兵,所以属性值其高于对方的属性类型数量为8,而对方为0,根据这个比较结果,将其转换成对应的铁甲骑士赢普通士兵输的输赢控制信号。但是,如果对战一方不是铁甲骑士而是弓箭手,其属性值为:8、8、8、4、0、5、4、7,将其属性值与普通士兵作比较,发现双方各有一项属性类型的值高于对方,那么此时,分别计算所有属性值高于对方的属性类型的值高出对方的值的总和,然后将双方的数值总和进行比较,发现弓箭手高出对方的值的总和为2,而普通士兵高出弓箭手的值的总和为1,所以,根据比较的结果,将其转换成对应的弓箭手赢普通士兵输的控制信号,然后显示弓箭手射杀普通士兵的动画模式。。This embodiment discloses a process in which a pawn has a plurality of attribute data and generates a corresponding control signal according to a plurality of attribute data. First, compare the number of attribute types whose attribute value is higher than the corresponding attribute value of the opponent. For example, when the combat force attribute of the piece includes: vitality, the defense ability of the piece, the movement ability of the piece, the strength ability of the piece, the magic level of the piece, the intelligence level of the piece. When the lucky value of the piece and the physical strength of the piece, the attribute values of the armored knights of one side are assumed to be: 20, 10, 12, 15, 5, 6, 5, 18, and the attribute values of the ordinary soldiers of the other side are respectively For: 8, 6, 8, 5, 0, 5, 4, 7 compare the two sets of data, and found that the value of each attribute type of the armored knight is higher than that of the ordinary soldier, so the attribute value is higher than the number of the attribute type of the other party. 8, and the other party is 0, according to the result of this comparison, convert it into the corresponding armored knight to win the winning and losing control signals of ordinary soldiers. However, if the opponent is not an armored knight but an archer, its attribute values are: 8, 8, 8, 4, 0, 5, 4, and 7. The attribute values are compared with ordinary soldiers, and each attribute is found to have an attribute. The value of the type is higher than the other party. At this time, the sum of the values of all the attribute values higher than the other party's attribute type is higher than the sum of the other party's values, and then the sum of the values of the two sides is compared, and the archer is found to be higher than the value of the opponent. The sum is 2, and the sum of the values of the ordinary soldiers above the archers is 1, so, according to the result of the comparison, it is converted into the corresponding archer to win the control signal of the ordinary soldiers, and then the archers are shot to shoot the ordinary soldiers. Animation mode. .
本实施例只是列举了数据处理过程中的一种方式,其具体的比较原则可以根据实际情况而定。This embodiment only enumerates one way in the data processing process, and the specific comparison principle can be determined according to actual conditions.
本说明书中各个实施例采用递进的方式描述,每个实施例重点说明的都是与其他实施例的不同之处,各个实施例之间相同相似部分互相参见即可。对于实施例公开的装置而言,由于其与实施例公开的方法相对应,所以描述的比较简单,相关之处参见方法部分说明即可。The various embodiments in the present specification are described in a progressive manner, and each embodiment focuses on differences from other embodiments, and the same similar parts between the various embodiments may be referred to each other. For the device disclosed in the embodiment, since it corresponds to the method disclosed in the embodiment, the description is relatively simple, and the relevant parts can be referred to the method part.
对所公开的实施例的上述说明,使本领域专业技术人员能够实现或使用本发明。对这些实施例的多种修改对本领域的专业技术人员来说将是显而易见的,本文中所定义的一般原理可以在不脱离本发明的精神或范围的情况下,在其它实施例中实现。因此,本发明将不会被限制于本文所示的这些实施例,而是要符合与本文所公开的原理和新颖特点相一致的最宽的范围。The above description of the disclosed embodiments enables those skilled in the art to make or use the invention. Various modifications to these embodiments are obvious to those skilled in the art, and the general principles defined herein may be implemented in other embodiments without departing from the spirit or scope of the invention. Therefore, the present invention is not to be limited to the embodiments shown herein, but the scope of the invention is to be accorded
工业实用性Industrial applicability
本发明一种数据处理方法,应用于棋类游戏数据处理系统,可将读取到棋子的属性信息和棋盘的属性信息转换为控制信号,并根据控制信号与动画模式的对应关系将其在其界面上进行显示,解决了观战者人数较多时无法看清游戏过程的问题,而且使得游戏过程更加具有趣味性。The invention relates to a data processing method, which is applied to a chess game data processing system, which can convert attribute information of a piece read and a piece of attribute information of a board into a control signal, and according to a corresponding relationship between the control signal and the animation mode, The display on the interface solves the problem that the game process cannot be seen when the number of spectators is large, and makes the game process more interesting.

Claims (8)

  1. 一种数据处理方法,其特征在于,应用于棋类游戏数据处理系统,所述系统包括:棋子,所述棋子中设置有可读取的属性信息;多个棋盘单元,所述棋盘单元中设置有可读取的棋盘属性信息;该方法包括: A data processing method, characterized in that it is applied to a board game data processing system, the system comprising: a piece, the piece is provided with readable attribute information; a plurality of board units, the board unit is set There are readable board attribute information; the method includes:
    读取棋子的属性信息及棋子所在棋盘单元的属性信息;Reading the attribute information of the piece and the attribute information of the board unit where the piece is located;
    将属性信息转换成控制信号发送;Converting attribute information into control signal transmission;
    根据预先设定的控制信号与动画模式的对应关系,显示接收的控制信号对应的动画模式。The animation mode corresponding to the received control signal is displayed according to the correspondence between the preset control signal and the animation mode.
  2. 根据权利要求1所述的方法,其特征在于,所述读取的棋子属性信息包括:棋子所属的阵营信息和棋子的角色信息;The method according to claim 1, wherein the read piece attribute information comprises: camp information to which the piece belongs and role information of the piece;
    所述读取的棋子所在棋盘单元的属性信息包括:所述棋盘单元的地形信息和所述棋盘单元在棋盘上的相对位置信息。 The attribute information of the board unit in which the read piece is located includes: topographic information of the board unit and relative position information of the board unit on the board.
  3. 根据权利要求2所述的方法,其特征在于,所述将属性信息转换成控制信号的过程具体为:The method according to claim 2, wherein the process of converting the attribute information into a control signal is specifically:
    判断具有同一地形信息的棋盘单元上的棋子的阵营属性是否相同,根据不同的判断结果,转换成不同的控制信号。It is judged whether the camp attributes of the pieces on the board unit having the same topographical information are the same, and are converted into different control signals according to different judgment results.
  4. 根据权利要求3所述的方法,其特征在于,所述棋子的属性信息还包括:战斗力属性。The method according to claim 3, wherein the attribute information of the piece further comprises: a combat power attribute.
  5. 根据权利要求4所述的方法,其特征在于,所述将属性信息转换成控制信号的过程具体为:The method according to claim 4, wherein the process of converting the attribute information into a control signal is specifically:
    按照预设规则比较相邻的棋子的战斗力属性,根据比较结果转换成不同的控制信号的过程为:The process of comparing the combat power attributes of adjacent pieces according to a preset rule and converting them into different control signals according to the comparison result is:
    当所述判断结果为棋子阵营属性不同时,比较棋子的战斗力属性值,根据比较的结果转换成相应的输赢控制信号。When the result of the judgment is that the attributes of the pieces are different, the value of the combat power of the pieces is compared, and the result of the comparison is converted into a corresponding control signal for winning or losing.
  6. 根据权利要求5所述的方法,其特征在于,还包括根据比较的结果转换成修改棋子战斗力属性值的控制信号。The method of claim 5, further comprising converting the control signal to the modified pawn combat power attribute value based on the result of the comparison.
  7. 根据权利要求1所述的方法,其特征在于,所述棋子设有芯片用于存储可读取的属性信息,所述棋子还包括用于读取和修改所述芯片内属性信息的接口。The method of claim 1 wherein said pawn is provided with a chip for storing readable attribute information, said pawn further comprising an interface for reading and modifying said in-chip attribute information.
  8. 根据权利要求1所述的方法,其特征在于,所述棋子还包括用于标识棋子的棋子标识;The method of claim 1 wherein said pawn further comprises a pawn identifier for identifying a pawn;
    所述棋盘单元还包括用于标识棋盘地形信息的棋盘标识。 The board unit also includes a board identifier for identifying checkerboard terrain information.
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CN1867383A (en) * 2003-10-20 2006-11-22 Numicom公司 Electronic educational game set having communicating elements with a radio-frequency tag
CN101134142A (en) * 2007-09-03 2008-03-05 李博航 Electronic game chess
CN101380515A (en) * 2007-09-06 2009-03-11 周四红 Interaction method of electric chess type chessboard with computer system

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