WO2013085134A1 - Procédé de production d'un jeu et support d'enregistrement lisible par ordinateur enregistré avec un programme associé - Google Patents

Procédé de production d'un jeu et support d'enregistrement lisible par ordinateur enregistré avec un programme associé Download PDF

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Publication number
WO2013085134A1
WO2013085134A1 PCT/KR2012/006701 KR2012006701W WO2013085134A1 WO 2013085134 A1 WO2013085134 A1 WO 2013085134A1 KR 2012006701 W KR2012006701 W KR 2012006701W WO 2013085134 A1 WO2013085134 A1 WO 2013085134A1
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user
friend
game
mutual
friends
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PCT/KR2012/006701
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English (en)
Korean (ko)
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김운용
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(주)네오위즈게임즈
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    • 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
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/01Social networking
    • 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
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • 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
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/40Business processes related to the transportation industry
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3232Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
    • G07F17/3237Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the players, e.g. profiling, responsible gaming, strategy/behavior of players, location of players
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3272Games involving multiple players
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/38Ball games; Shooting apparatus

Definitions

  • the present application relates to a computer-readable recording medium that records a game providing method and a program for executing the method. More specifically, in accordance with a user's request for more games with a real friend, The present invention relates to a method of providing a game that enables a user to play a game more conveniently and funly, and to allow a user who has escaped to access the game server again, and a computer-readable recording medium that records a program for executing the method.
  • game systems such as soccer series, in which a terminal device is connected to a server and a communication line, have become widespread, enabling a number of online games to be executed, and Massively Multiplayer Online Playing Game (MMORPG).
  • MMORPG Massively Multiplayer Online Playing Game
  • Large-scale multiplayer online games such as Real Time Strategy (RTS) and First Person Shooting Game (FPS) are available.
  • RTS Real Time Strategy
  • FPS First Person Shooting Game
  • a game can be played with an unspecified number of unknown players at home or abroad remotely through a network such as the Internet. I can take it and am getting strong support from all over the world.
  • Clearing a level grants the amount of money available in the game as a reward, so the more tasks a player clears, the more money the player can use in the game, and the more items available in the game. Since the game can be advantageously proceeded by purchase, techniques that can inspire competition through these items are as follows.
  • the technique disclosed in Publication No. 10-2006-0049774 provides a system that can inspire competition among players and give strategic characteristics to how to play the game, storing the player's level, A game control method is disclosed in which a predetermined level is set accordingly, a level set corresponding to ID data of each player is stored, and an item that can be used in a game is given to a player when conditions are achieved.
  • Publication No. 10-2009-0011679 is a community type online game service system that interoperates with multi-games, and communicates with other users through avatars that replace users on the Internet.
  • a system has been described that allows users to interact with multiple multi-games of a multiplayer game, so that a user can use a community type online game and an external multigame with one login account.
  • the present application has been made in order to solve the above problems, by recording the record that can be shared between friends offline, by explicitly leaving each other win and win competition, by providing a topic, the actual online due to the participation of friends
  • the aim of the present invention is to provide a method of providing a game that can overcome the lack of appetite and limitations of the virtual world, and at the same time recover the relationship with offline friends, and a computer-readable recording medium that records a program for executing the method. .
  • the present application is to create an indicator that can measure the degree of interaction to distinguish between online friends and offline friends, showing the friends who had a lot of interaction in the friends list, but showing the assets of friends as visually as possible
  • teams with friends with high intimacy scores can provide a certain item to foster friendships with real friends, thus enhancing game persistence and preventing game departure.
  • An object of the present invention is to provide a method for providing a game and a computer-readable recording medium having recorded thereon a program for executing the method.
  • a quest is achieved within a certain period of time by executing a cooperative quest, the rewards are distributed according to the contribution, and when a person is immersed in the game and the contact with a real friend is desired, the cooperative quest has no choice but to contact the real friend.
  • a game-providing method that can increase the number of game server connections and increase the revenue source of game developers, and a computer-readable recording medium that records a program for executing the method. It aims to do it.
  • the present application provides a game providing method executed in a game providing server with enhanced community and cooperative functions, which can be connected to a user terminal, among friends, set as a friend to each other from the user terminal.
  • a request for entrance to a room opened by a user set as the mutual friend is requested from a user associated with a specific user terminal, it is determined whether the user who requested the entrance and the user who opened the room are mutual friends based on the stored data. According to the determination result, the mutual friend is allowed to enter, and if the mutual friend is not allowed to enter the game using the method of providing a game comprising the third step of not allowing admission.
  • the second step may store an ID, which is an identification symbol of a user who is a mutual friend, and cumulatively increase or decrease the intimacy for each ID according to an interaction, such as whether the user is connected or the current state.
  • the data may further include storing only the latest data.
  • the game providing method may further include: sending a league invitation to a user who is a mutual friend of the user who established the league when a league in which only a user set as the mutual friend is established is established; And a fifth step of informing a user of each mutual friend of the league result when the number of all the games required for the league is in progress, when the number of invitations and the number of mutual friends who have accepted the same match. can do.
  • the disclosed technology of the present application having the configuration as described above can record a record that can be shared between friends offline 1, by explicitly winning and losing each other, causing competition and providing a topic
  • the relationship with offline friends can be restored, and 2 the record of the sharing that can be shared between offline friends and explicit wins and losses between each other.
  • FIG. 1 is a block diagram of a soccer game server with enhanced community and collaboration capabilities according to the techniques disclosed in this application.
  • FIG. 2 is a block diagram illustrating a game information storage unit of FIG. 1 and a screen implemented according to an embodiment thereof.
  • FIG. 3 is a block diagram illustrating a league information storage unit of FIG. 1 and a screen implemented according to an embodiment thereof.
  • FIG. 4 is a block diagram illustrating a friend information storage unit of FIG. 1 and a screen implemented according to an embodiment thereof.
  • FIG. 5 is a diagram illustrating a screen implemented according to an embodiment of the friend information storage unit and the UI generator of FIG. 1.
  • FIG. 6 is a flowchart illustrating a game providing method according to the technology disclosed in the present application.
  • FIG. 7 is a flowchart in which a friend rig is driven according to an embodiment of the method of FIG. 6.
  • first and second are intended to distinguish one component from another component, and the scope of rights should not be limited by these terms.
  • first component may be named a second component, and similarly, the second component may also be named a first component.
  • an identification code (e.g., a, b, c, etc.) is used for convenience of description, and the identification code does not describe the order of the steps, and each step clearly indicates a specific order in context. Unless stated otherwise, they may occur out of the order noted. That is, each step may occur in the same order as specified, may be performed substantially simultaneously, or may be performed in the reverse order.
  • the disclosed technology can be embodied as computer readable code on a computer readable recording medium, and the computer readable recording medium includes all kinds of recording devices in which data can be read by a computer system.
  • Examples of computer-readable recording media include ROM, RAM, CD-ROM, magnetic tape, floppy disk, optical data storage device, and the like, and are also implemented in the form of a carrier wave (for example, transmission over the Internet). It also includes.
  • the computer readable recording medium can also be distributed over network coupled computer systems so that the computer readable code is stored and executed in a distributed fashion.
  • the communication unit 10 includes a control unit 30, a storage unit 50, and a UI generation unit 70.
  • the communication unit 10 is connected to a plurality of clients by wire or wirelessly to receive an operation such as a keyboard of each client, and the screens and functions generated by the UI generator 70 are controlled based on the data of the storage unit 50.
  • an operation such as a keyboard of each client
  • the screens and functions generated by the UI generator 70 are controlled based on the data of the storage unit 50.
  • it is made to transmit the data for each of them to the plurality of clients by wire or wireless.
  • the client is defined as the opposite concept of a server that refers to a computer that supplies information
  • the user is defined as a natural person who performs such a client operation.
  • the controller 30 is configured to control each component, and is not only an input / output path of data of each component, but also when the data is input from the plurality of clients through the communication unit 10, the storage unit 50. Control the data to be stored in the control unit, and when there is data to be output to a plurality of clients, the controller receives the data from the storage unit 50 and outputs the data to the UI generator 70, and receives the data output from the UI generator 70. The control unit 10 outputs the data to each client through the communication unit 10 again.
  • the storage unit 50 includes a user information storage unit 51, a game information storage unit 53, a league information storage unit 55, and a friend information storage unit 57, respectively.
  • a unique identification symbol such as an ID is input to distinguish a user who is a client of the game, and the competitive game information storage unit 53 receives the result of the competition, which is a competency between the friends, and the league information storage unit 55 All teams participating in the match will compete against each other more than once to store the results of the league in which the team that wins the most will win.
  • the friend information storage unit 57 is configured to detect and store a list of users who are friends with each other and intimacy with users who are friends with each other by agreeing to make friends with each other, so as to know whether a current friend is connected and a friend state, respectively. Detects and stores data.
  • the contents can be stored in the storage unit 50 and driven by the control unit 30 so that the cooperation quest can be performed, and the contents of the quest can be variously designated. In addition, this is limited to quests with people who are acquaintances such as friends, expeditions, clubs, etc., and when the cooperative quest proceeds, the controller 30 invites a friend to proceed with the cooperative quest to create a party, and the quest within a certain time or a certain period. To achieve distribution of rewards based on contribution.
  • a notification message such as quest achievement and progress may be composed of a push message through the communication unit 10, or a message of an e-mail or a messenger registered by each user. It may be made by a variety of means such as, and the like, and may be transmitted by means including at least one of them, not optional.
  • FIG. 2 is a block diagram illustrating a game information storage unit of FIG. 1 and a screen implemented according to an embodiment thereof.
  • the competitive game storage unit 53 includes a win / loss storage unit 53a, a cumulative score storage unit 53b, and a recent game storage unit 53c.
  • the winning and losing storage unit 53a is configured to accumulate the number of victories and the number of defeats in a match between a user and another user while making friends with each other, and in a relationship between one user and another user, In other words, by accurately showing the number of times you have won against offline friends against each other, it stores it so as to induce competition.
  • the cumulative score storage unit 53b is configured to store the total sum of the number of goals scored after winning or losing.
  • the cumulative score storing unit 53b stores cumulative scores and cumulative scores in the relationship between one user and another user who have made friends with each other. Except for goals and goals scored in penalty shootouts.
  • the recent game storage unit 53c stores the information so that a user and another user who have made friends with each other only show a certain number of times in a recent order, the game date and the score, so that any recent friend Played a few games and reminded them of the last date they played the game, giving users a common topic for a long time, and allowing them to restart the game with their friends again. Can be.
  • the competitive game information storage unit 53 storing such competitive records may be stored in a data structure as shown in Table 1 below.
  • Table 1 Storage information Contents Friend ID ID of friend to leave opponent Win / loss Cumulative number of victories and defeats against friends Cumulative Goals Cumulative gains for friends Recent game date The date of each of the last number of matches played Goal score Own goals in recent games Penalty shoot-out Own penalties in recent games Game result Results of the last few games
  • the friend ID may be different from each other, so that each friend is required to store the data separately, that is, A is friends with B, and A is with C. Assuming that you have a friend, A and B and the number of matches, wins and loses, and A and C, the number of matches, wins and loses must be different. If there is an identifying symbol for identification, it is obvious that it may be replaced with another identifying symbol.
  • the number of wins of the match includes the cumulative number of victories that have been played against the user, including the win of the penalty shootout, and the cumulative number of defeats that have been played against the user, including the defeat of the shootout. Cases (hereinafter referred to as Dis) shall not be treated as defeats.
  • Dis is a game where you quit the game, that is, turn off the game. When you compare your friends with each other, you want to know the exact win or loss, not just because you want to win more. If you decide to play a game and you quit in the middle, or if your computer goes down and goes off, you'll play against the computer.
  • Cumulative scoring includes cumulative scoring for users who have made friends with each other, but excludes scoring for penalty shootouts, and cumulative runs are applied in the same way.
  • A's cumulative score, 10 is stored in A's match record with friend ID B
  • B's cumulative score, 5 is stored in B's match record with friend ID A, which causes the records to be synchronized.
  • the recent game is based on the date of the goal, the penalty shootout and the result of the game.
  • the game can be adjusted according to the capacity of the database and the user's taste. For example, only the last five matches are shown. Assuming, the user can be shown so that the five are sorted in the latest order, constructing data that is first-in first-out (FIFO) and erasing the data of the oldest game, the earliest incoming data first.
  • FIFO first-in first-out
  • the contents stored in the competitive information storage unit 53 as shown in Table 1 can tell the total score between the two users, the score, the latest five game results and the date, "Dark” and "Meow"
  • the screen is output to the nerds and meows as shown on the lower screen.
  • the control unit 30 issues a command.
  • ⁇ Um '' has 23 wins and 27 points, and meow has 9 wins and has 7 points.
  • ⁇ Um '' is the dominant player. In this situation, it is output to each of them so that meow can recognize.In this situation, a user named ⁇ must '' will think that he is better than a user ⁇ meow '', and a user named meow wins a user named ⁇ must ''. I will make more efforts.
  • each user of "Pork” and “Meow” can create a common topic through this, so that the new situation of being a friend of the off-line users, who have been separated from the game in the medium to long term You can make a connection to the game server again.
  • the list such as 23 wins and 9 wins, which were recorded entirely, outputs the data stored cumulatively in the win / loss storage unit 53a of the match information storage unit 53 so as to be displayed on the screen.
  • the list such as the seven points outputs the data stored in the cumulative score storage unit 53b, and the latest five game results are displayed such that the data such as the game date and the score of the recent game storage unit 53c are displayed on the screen.
  • the UI generator 70 outputs a screen such as superiority to the opponent, boiling with the opponent, inferior to the opponent, and the like, using the information stored in the competitive information storage unit 53.
  • the history of the past is displayed, and on the basis of the history of the past, if there are a lot of wins and losses, the superiority, the same value as the opponent, the boiling, and the less than 13, respectively.
  • the UI generating unit 70 may be to output only to the control unit 30 by putting only the data in the UI previously generated based on the information of the competitive game storage unit 53, a screen that can be shown to the user in various ways It is obvious that these methods can be variously changed.
  • FIG. 3 is a block diagram illustrating a league information storage unit of FIG. 1 and a screen implemented according to an embodiment thereof.
  • the league information storage unit 55 includes a league name 55a, a number of participating teams 55b, a running period 55c, a number of match games 55d, prize money 55e, and league participants. Information 55f is included and stored.
  • the friend league screen is displayed. This screen displays information on a friend league currently in progress, and one person can play only one league at the same time. It is necessary to input the respective data for the place where the respective data is stored is the league information storage unit (55).
  • the league name 55a is one of the respective lists that a user who wants to hold a league should enter in order to press the league setting popup to hold a league.
  • the number of participating teams 55b is the number of friends a user invites to host a league, and where the number of players is inputted.
  • the progress period 55c is a place where it is possible to set whether or not all the matches should be completed within a certain period, which is configured to prevent the league from progressing loosely, and can be determined by the user, but the value is determined by the controller ( If more than a predetermined value is entered in 30), a popup may inform the user that a certain value or more cannot be entered.
  • the number of match games 55d receives input from the user about how many matches to play with one team. Only the league name 55a and the number of participating teams 55b are input and the duration 55c and match number 55d are input. ) May be automatically set according to the number of participating teams 55b.
  • the prize information 55e is to set a prize, that is, to win a league, such as paying game money that can be used with items or cash, and so on. It can encourage participation.
  • the invitation setting is a button provided for setting a person to invite to a league.
  • a league participant is determined through invitation and acceptance, it is stored in league participant information 55f of the league information storage unit 55 and information of each league. And the data are stored so that the results are sent to each participant, and the total number of games per team, entry fee, total prize money, league holding cost, league end date, etc. is based on the stored data of the league information storage unit 55 as described above. It is automatically calculated and displayed to the user.
  • the league is on hold, and the invitation is sent to the friends you choose to invite, and the invitation is sent in real time so that the offline user can see the invitation when connected.
  • the invitation can be delivered to the mobile terminal of each participant through a push message or sent by various messengers or e-mails so that the game can be delivered to offline users and participate in the league. .
  • the invitation may show information such as the organizer's ID, how many teams will be in the league, how many matches per team, the fee, the total prize money and when the league ends, This is shown in Table 2 below.
  • the LP is the game money, and since the entry fee and the total prize money are hung in the game money, when winning the game, the game money can be bought as a game money or a player can be replaced. It can be used in various ways, and participation can be promoted.
  • the organizer presses the start button and the league starts.
  • the match start button is pressed on the friend league screen, the user corresponding to the following table 4 is displayed, and one of the users is selected to proceed with the match.
  • the selectable users are listed among the league participants who are online and who still have a game to be played with themselves.
  • the league ends automatically, and the prizes and rewards hung on the prizes are paid, and the friend league screen displays the most recently completed league results, as shown in Table 5 below. .
  • the screen for holding a league is a list of leagues even if a friend who has received an invitation can hold a league.
  • the list of leagues that a friend has applied for is intended to show when another friend has held a league.
  • the result of the league you have completed is to show you how many places you have won and how much prize you have won in the game.
  • the friend leagues described above are organized by the organizer, inviting friends to the league, and when the invited members are gathered, start the league, and within a fixed period of time, all the players play a fixed number of games, or when the period expires, And may be summed up by notifying each user of the league results.
  • penalties will be imposed on users who have not played the game. These penalties may be excluded from the rankings, or accumulating the number of incomplete leagues, and imposing penalties such as preventing league participation if the number is more than a certain number of times. If a league is held, it is necessary to specify the time to be essential when the league is opened for smooth progress, and can be set according to the control of the controller 30 so that the game time can be agreed among the leagues. Penalties may also be imposed for refusing to adjust the playing time itself or for breaching the agreed time.
  • the friend information storage unit 57 includes an information unit 57a and a monitoring unit 57b.
  • the information unit 57a may store information to be accumulated cumulatively, such as ID and intimacy of a friend's identification symbol
  • the monitoring unit 57b may store information of a user who may change from time to time, that is, whether a friend is connected or not. It can be saved by monitoring information such as what my friends are currently doing in the game.
  • the monitoring unit 57b may store the result of monitoring the user's situation in the control unit 57 at a predetermined time interval, which is 2 per 1 friend to save the capacity of the database. It can be stored as a number of records, and one can be a place to record whether a friend is connected, the other can be a place to store the friend status.
  • the number next to the heart shape is an intimacy index, which is stored in the intimacy part of the information unit 57a of the friend information storage unit 57, and when presenting each other or playing a game together, the number is counted as a certain number If you intentionally exit or go out of the game, the heart index will go down.For example, playing, gifting will be counted by + 1, and exiting the game-1 When counting each other, if you play 20 games in a state of making friends with each other, and give and receive gifts 6 times, it becomes 26 as shown in FIG. 4B (a).
  • Displaying World Tour shows you what your current friends are doing, and what game you are currently playing, even if you are in the game window.
  • Information such as whether there is, and this is to store the data of the user that changes from time to time in the friend state of the monitoring unit (57b), which is not the same property as the information accumulated in the log, only the current state is important, so overwriting and Can be written in the same form.
  • the smile display next to the world tour indicates a friend state stored in the monitoring unit 57b, and indicates whether the user is on / offline or can receive an invitation, and the like, even if the smile is not displayed. Any icon can be used.
  • the Nyan and the dog's heart index, or intimacy are shown as 26, and the opponent's record is that the dog has a 25-to-2 loss in wins and two runs in 36 points. Therefore, the comments accordingly can be shown together and showing the relative achievement.
  • the result of the last three games may be three games or five games, such numbers as described above, the recent results may not be displayed when the intimacy is low, the last two games if the intimacy is high It can be set to show only the results, or to show more if a certain degree of intimacy is achieved.
  • various data indicating a relationship between friends should be displayed.
  • it may be displayed in the form as shown in FIG. 4C.
  • a tab (Tab) of a friend when clicked, users who have made friends with each other may be shown, and the relative history of each friend and the current friend's status may be displayed, which is a friend information storage unit 57.
  • the monitoring unit 57b may be displayed using data such as a friend's state or whether a friend is connected, and the opponent's achievement may be displayed using data of the accumulated information storage unit 53b of the competitive game storage unit 53.
  • a user information popup may be further added, which is based on the data stored in the storage unit 50. Can be.
  • This tab can be displayed even if you are not mutual friends. If you are not a mutual friend, you will only see them on the side where you added them. Since the last five game records are not mutual friends, the records of those who do not accept friends will not be synchronized.
  • the past record is displayed on the side where the friend is added even if they are not mutual friends, and the record is synchronized with the opponent, for example, A adds B to friend, proceeds 5 games, and then B becomes A. If you add a friend, both A and B see the same history, and the same applies if you delete and add a friend again.
  • the friend sort may be sorted in alphabetical order or the like, but may be sorted using the friendliness of the friend information storage unit 57, or may be variously sorted. Is self explanatory.
  • each configuration of the storage unit may be a form that can be variously utilized with only one data without being partitioned, and named as a UI generation unit, but stored in a preset format. It may be configured to include only the output of each data, the control unit may include a UI generation unit, it is obvious that any configuration can be implemented if only the functions disclosed in the present application can be implemented according to the circumstances of each manufacturer and developer. something to do.
  • FIG. 5 is a diagram illustrating a screen implemented according to an embodiment of the friend information storage unit and the UI generator of FIG. 1.
  • (a) click on the icon of a friend can show a friend request or friend list
  • 1 friend request is configured so that other users can see the friend request sent to them
  • 2 friend list is A user list and a registered friend list, which are currently connected to the channel, can be checked, and a friend request can be sent to a desired user.
  • duplicate friends may be displayed in the club or expedition, and each user displayed in the Friends, Club, or Fellowship tabs is treated as one person even if all the duplicates are checked in each tab.
  • the maximum number of people is limited to the currently empty slot.
  • FIG. 6 is a flowchart illustrating a game providing method according to the technology disclosed in the present application.
  • the soccer game server receives data set by mutual friends through a communication unit, and starts the control by the controller to store them in the user information storage unit and the friend information storage unit, respectively (S10).
  • step S20 is described in terms of one user who has opened a room
  • steps S30, S40, and S50 are described in terms of another user who wants to enter a room.
  • the entire room list is displayed (S40), and when another user filters the room list, a list of the rooms of friends who have made friends with each other Is displayed (S50).
  • control unit filters the room list by using the information stored in the friend information storage unit and the user information storage unit, so that other users can quickly find a friend's room, which is a user's room opened without a password. It will be possible.
  • the controller checks it and matches it, that is, when a friend of the person enters (S60).
  • S70 in addition to one user who has opened a room and another user who is a mutual friend who can enter the room, when another user who is not a mutual friend tries to enter the room, entry is impossible (S80). For example, people who can automatically enter and who cannot enter can be filtered without generating a password.
  • step S10 when a person who is friends with each other or a league are played in step S10 (S11), the heart index is increased while counting and adding an intimacy portion of the information unit of the friend information storage unit (S12). ), When presenting the item (S13) also increases the heart index (S14), if the same expedition or the same club, if the interaction, such as a note can increase the heart index of intimacy, which is a positive mutual It is desirable to specify a list of actions and to increase the heart index by increasing intimacy with each action.
  • a friend setting step (S10), a method of opening a room that can only be entered when mutual friends (S20), a method of filtering a room list (S30), a method of allowing only a person who is a friend even without a password (S60, S70 and S80 and detailed descriptions of the method of setting the friendliness (S10 to S20) are the same as described above, and thus the overlapping description thereof will be omitted.
  • step S70 when a league in which people who are friends with each other are established in step S70 is established (S71), the controller sends a league invitation to a friend selected through the communication unit (S72) and the league information storage unit. If the number of invitations and the number of invitations that are stored in the same (S73), if the number of matches within a certain period (S75), the controller informs each friend of the league result through the communication unit and the user's initial setting data stored in the league information storage unit Compensation and prize distribution are carried out as a basis (S76).
  • step S73 the controller may terminate the game when a certain period has elapsed (S74), and in the case of a user who has not played the game until a certain period has elapsed, the league may be applied as described above.
  • the data is stored in the information storage unit, and the related data is stored in the user information storage unit, the league information storage unit, and the friend information storage unit, respectively.
  • the present application updates and stores each data in the storage unit to make the game with real friends more convenient and fun in accordance with the user's demand for more games with real friends rather than with unfamiliar users.
  • you open a room and use it to play a match you can automatically filter only the people who are friends with each other, synchronize the results of the match, and play a league.
  • the game with friends becomes more active and the users who are separated from the game, i.e., deviated from the game, are returned to the game server. You can make a connection.

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Abstract

La présente invention concerne un production d'un jeu et un support d'enregistrement lisible par ordinateur enregistré avec un programme prévu à cet effet, ledit procédé de fourniture d'un jeu exploité dans une communauté qui peut se connecter à un terminal utilisateur et dans un serveur de jeux possédant des fonctions de collaboration renforcées. Un procédé de production d'un jeu comprend : la réception en provenance d'un terminal utilisateur d'informations sur un ami ayant été configuré comme un ami mutuel, et l'appariement de données sur le terminal utilisateur avec des informations sur l'ami, et la mémorisation du jeu; si un filtre a été configuré, la production en sortie d'une liste complète, mais si un filtre de production en sortie uniquement d'amis mutuels est sélectionné, la production sur la liste uniquement des espaces créés par les utilisateurs configurés comme des amis mutuels; et lorsqu'une entrée est demandée dans un espace créé par un utilisateur configuré comme un ami mutuel, par un utilisateur en association avec un terminal utilisateur particulier, la détermination du fait que l'utilisateur demandant l'entrée et l'utilisateur ayant créé l'espace sont des amis mutuels en fonction de données mémorisées, et en fonction de la détermination, l'autorisation d'entrée si l'utilisateur est un ami mutuel et la non autorisation d'entrée s'il n'est pas un ami mutuel.
PCT/KR2012/006701 2011-12-09 2012-08-23 Procédé de production d'un jeu et support d'enregistrement lisible par ordinateur enregistré avec un programme associé WO2013085134A1 (fr)

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KR1020110132322A KR101314851B1 (ko) 2011-12-09 2011-12-09 커뮤니티 및 협력 기능이 강화된 축구 게임 서버 및 그의 구동 방법
KR10-2011-0132322 2011-12-09

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KR101450469B1 (ko) * 2013-08-22 2014-11-05 주식회사 턴온게임즈 다인용 게임 플레이 지원 장치 및 방법
KR101632889B1 (ko) * 2015-12-28 2016-06-23 주식회사 실리콘큐브 Sns를 이용한 게임 서비스 방법 및 시스템

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KR20000036522A (ko) * 2000-03-20 2000-07-05 이상열 인터넷시스템을 이용한 스포츠통합 시합주선 방법
KR20010067872A (ko) * 2001-04-03 2001-07-13 김정염 인터넷을 이용한 농구리그전 운영 방법
KR20020059191A (ko) * 2001-01-03 2002-07-12 김종수 인터넷을 이용한 게임 대회 예약방법
KR100589287B1 (ko) * 2005-01-06 2006-06-14 조현준 축구게임 운영 시스템 및 방법

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KR20060066775A (ko) * 2004-12-14 2006-06-19 (주)토토커뮤니케이션 회원검색 서비스 제공장치, 제공방법, 및 그 기록 매체

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KR20000036522A (ko) * 2000-03-20 2000-07-05 이상열 인터넷시스템을 이용한 스포츠통합 시합주선 방법
KR20020059191A (ko) * 2001-01-03 2002-07-12 김종수 인터넷을 이용한 게임 대회 예약방법
KR20010067872A (ko) * 2001-04-03 2001-07-13 김정염 인터넷을 이용한 농구리그전 운영 방법
KR100589287B1 (ko) * 2005-01-06 2006-06-14 조현준 축구게임 운영 시스템 및 방법

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