WO2017160126A2 - Competition game providing system and method, and program and recording medium therefor - Google Patents

Competition game providing system and method, and program and recording medium therefor Download PDF

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Publication number
WO2017160126A2
WO2017160126A2 PCT/KR2017/002948 KR2017002948W WO2017160126A2 WO 2017160126 A2 WO2017160126 A2 WO 2017160126A2 KR 2017002948 W KR2017002948 W KR 2017002948W WO 2017160126 A2 WO2017160126 A2 WO 2017160126A2
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WO
WIPO (PCT)
Prior art keywords
game
score
character
information
team
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PCT/KR2017/002948
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French (fr)
Korean (ko)
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WO2017160126A3 (en
Inventor
최성용
최윤진
차정섭
민운기
이찬민
김영대
Original Assignee
(주)라이징게임즈
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Priority claimed from KR1020160090142A external-priority patent/KR20170108751A/en
Application filed by (주)라이징게임즈 filed Critical (주)라이징게임즈
Publication of WO2017160126A2 publication Critical patent/WO2017160126A2/en
Publication of WO2017160126A3 publication Critical patent/WO2017160126A3/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • 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
    • A63F13/70Game security or game management aspects
    • 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
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

Definitions

  • the present invention relates to a system and method for providing a competitive game, and a program and a recording medium thereof, in particular, to reduce the snow ball phenomenon by providing a reversal opportunity according to a strategy while enjoying the fun of fast speed in a PvP competition game.
  • the present invention relates to a competitive game providing system and method, and a program and a recording medium thereof.
  • the league of legend (LOL) game which is a representative AOS game, was difficult to access because it was a long time to simply play a game using lunch time as about 40 to 60 minutes.
  • the viewpoints provided on the games are also diversified.
  • the best known viewpoints are first-person view and third-person view.
  • the first-person view game is a game in which a game screen is displayed based on the time of a character on a game, and a first-person shooter (FPS) game is representative.
  • the third-person view game is a game in which a game screen is displayed based on the third person observer's time, not the character on the game, and a third-person shooter (TPS) game is typical.
  • third-party shooting games are generally provided with a game screen in which a third-person observer looks at the character from behind the character operated by the user. . This is to increase the tension of the game because the character's rear is not displayed on the game screen, and thus becomes vulnerable to attack from the rear of the enemy. That is, the third party shooting game is provided with a game screen from the viewpoint of looking at the character from the rear of the character, so that the character is provided on the game screen but the rear is not displayed on the game screen based on the character.
  • This third party shooting game is somewhat similar to the point of view of an FPS game where the character is not displayed on the game screen, but the game screen provides more forward and lateral views of the character than the FPS game, making it easier for users to play the game.
  • the game screen provides more forward and lateral views of the character than the FPS game, making it easier for users to play the game.
  • the third-party shooting game also has a limited field of view because the third person observer's position is always fixed to the rear of the character, and there is still a problem of dizziness.
  • An object of the present invention for solving the above problems is to provide a competitive game system and method that can be fastened around 10 minutes and the best of the reverse while minimizing the snow ball phenomena by enabling a strategic selection by placing a plurality of game elements and To provide the program and the recording medium.
  • Another object of the present invention is to provide a discarded score acquisition items in a state that can be acquired by anyone around the deceased character, to strategically attack any character of the opponent as a primary target and to protect any character of an ally from the opponent attack to obtain this item. It is to provide a competitive game providing system and method, and a program and a recording medium that can induce a more intense battle by making a strategic choice of whether or not.
  • Another object of the present invention is to display the total number of points earned items linked to the character and the score acquisition can be achieved only by the return of the item by competing to induce strategies and tactics that hinder the return of the item.
  • the program and the recording medium are provided.
  • Still another object of the present invention is to provide a competitive game providing system and method, a program, and a recording medium, which can enjoy a quarter view shooting AOS game combining a RPG element and a team play strategy while providing a wider field of view.
  • the present invention provides a program and a recording medium.
  • Still another object of the present invention is to provide teamwork contribution rankings of both teams in a PvP competition game on a game screen in real time, so that the teamwork contributions of each character of the opposing team can be known.
  • the present invention provides a competitive game providing system and method, and a program and a recording medium.
  • the competitive game providing system of the present invention includes a game providing device and a plurality of game terminal devices simultaneously connected through a network.
  • Each of the plurality of game terminal devices transmits a game command input by the user to the game providing device, and receives and executes game information transmitted from the game providing device.
  • the game providing device generates game information in response to the received game command and simultaneously provides the generated game information to the plurality of game terminal devices.
  • the game providing apparatus includes a game information generation unit for generating game information corresponding to the received game command, a score acquisition area occupation processing unit for processing a score acquisition according to whether the score acquisition area is generated among the generated game information, and a generated game.
  • a game information generation unit for generating game information corresponding to the received game command
  • a score acquisition area occupation processing unit for processing a score acquisition according to whether the score acquisition area is generated among the generated game information, and a generated game.
  • a victory score detector for generating a victory score event when the score is reached, and the generated game information.
  • a base breaking detection unit generating a base breaking event and a win / loss determination unit determining a team win or lose in response to an event generated first among a victory score event and a base breaking event.
  • the winning and losing is determined by combining the two game elements, the game time can be shortened, and the interest and tension of the game can be improved.
  • any points earned near the character who died when killing the enemy will be discarded.
  • anyone who gains this discarded item will earn points, which will increase the game immersion. do.
  • a strategy for preventing the known return of the scored item of the character must be added to this indication, thereby increasing the thrill and tension of the game.
  • the score acquisition area occupation processing unit processes the score acquisition when the occupation state holding time of the score acquisition area has passed the score acquisition period. In other words, it is possible to induce a fierce battle situation of one-off retreat for occupying the occupied area by maintaining the occupied state for a certain time.
  • the score acquisition area occupancy processing time is Decreases the duration of occupied state of a team that is pushed back at an increasing rate. Therefore, the team that occupies can encourage team members to cooperate without losing it.
  • the plurality of game terminal apparatuses may provide the occupation state display information indicating the increase or decrease state of the occupation state holding time of the score acquisition area.
  • the score acquisition area occupancy processing unit activates the score acquisition area at any time at least one time after the start of the game, and deactivates the score acquisition area when the score acquisition time elapses.
  • This configuration can improve the sense of urgency of the game by randomly providing the time and place of activation of the score acquisition area.
  • the game providing apparatus further includes a true reward processing unit.
  • the reward reward processing unit equally provides the preset reward rewards to all characters of the total team scores when the opponent team scores points, and if the accumulated reward reward value of each character reaches the conditions for activating the reward reward buff, the right reward reward buff right is granted. Can be provided to the entire character respectively. Therefore, the team that scored the score can reduce the impact of the snow ball phenomenon by allowing the game to aim for reversal without giving up the game easily.
  • the game providing apparatus may further include a capability acquisition area occupation processing unit.
  • the capability acquisition area occupancy processing unit each acquires the ability value in a unit of time to all characters of the team to which the occupied character belongs until the occupied capability acquisition area is seized by the character of the opposing team.
  • the stats such as gold and experience by capturing the area of the ability acquisition area only by killing the opponent's character, and the team being pushed also acquires and reserves the stats by the occupation and gains a chance of reversing. Can be aimed at.
  • the game providing apparatus may further include a treatment processor and a death anger processor.
  • the killing processor provides preset killing stats to the character who kills the opponent character
  • the death anger processing unit provides a preset killing anger value to the deceased character each time the character dies
  • the death anger value of each character is the death anger buff activation condition.
  • you reach you can give the Rage Buff right. Therefore, even a weak character with a relatively high number of deaths will have a chance of reversing if he gains the death anger buff right by saving death anger.
  • the game providing device may further include a neutral object processing unit.
  • the neutral object processor activates the neutral object at least once at any time after the start of the game, and if the activated neutral object is destroyed, the Macta buff stat is performed to the entire team to which the character who hit the last hit (hereinafter referred to as 'macata') belongs. Can be provided evenly. Therefore, when Milli get a Macta Buff stat, he will have a chance to reverse.
  • the method of an embodiment of the present invention generates game information corresponding to the received game command, processes the score acquisition according to whether the score acquisition area of the generated game information is obtained, and retained by the deceased character when the character death is detected. Process the scored items in a discarded state, display the total number of scored items retained by the character who acquired the discarded scored items, and, if a known return of the scored items is detected, scores corresponding to the number of scored items returned. If the score is detected, accumulate the team acquisition score to which the character that has scored points belongs, generate a victory score event when the accumulated team score reaches the victory score, and destroy the base among the generated game information. Is detected, triggers a destroy event, and responds to the first occurrence of a victory score event or a destroy event. To win or lose.
  • the game providing apparatus of the competitive game providing system includes a game information generating unit for generating game information corresponding to the received game command, and a score held by the deceased character when the character death is detected among the generated game information.
  • a death processing unit for processing the number of acquired scored items as the team's team acquired score, and the detected acquisition score when the score acquisition of the death processing unit is detected. It accumulates in the team acquisition score to which the character belongs, and includes a victory score detection unit for generating a victory score event when the team acquisition score accumulated value reaches the victory score.
  • the death processing unit detects the known return of the acquired scored item, and if the known return is detected, process the number of acquired scored items as a team score of the character. Also, the death processing unit may display the number of score acquisition items held by the character in conjunction with the character.
  • a single point obtaining item is basically provided to each character, and if a character death is detected in the generated game information, anyone can acquire the score obtaining item held by the dead character. If it is provided in an abandoned state and the acquisition of the discarded score acquisition item is detected among the generated game information, the number of acquired score acquisition items is treated as a team acquisition score.
  • the game providing apparatus of the competitive game providing system obtains a score according to whether the game information generating unit generates game information corresponding to the received game command, and whether or not the score obtaining area is generated among the generated game information.
  • a score acquisition unit for processing the score acquisition area occupation unit and, if score acquisition is detected, accumulate the detected acquisition score in the team acquisition score and generate a victory score event when the accumulated team acquisition score reaches the victory score;
  • the base destruction detection unit for generating a base destruction event, and a victory or loss decision unit for determining the team win or lose in response to the event that occurred first of the victory score event and the base destruction event.
  • a game providing device In a competitive game providing method according to another exemplary embodiment of the present invention, a game providing device generates game information corresponding to a received game command, processes score acquisition according to whether or not the score acquisition area is included in the generated game information, and scores When the acquisition is detected, the detected score is accumulated in the team acquisition score, and when the accumulated team acquisition score reaches the victory score, a victory score event is generated, and when the base destruction information is detected in the generated game information, a base destruction event is generated. The team wins or loses in response to the event that occurred first during the Victory Score Event or the Site Destruction Event.
  • the computer program of the present invention is stored in a medium in combination with hardware to execute the aforementioned competitive game providing method.
  • a computer program for executing the above-described competitive game providing method on a computer is recorded.
  • a competitive game providing system includes a game providing device and a plurality of game terminal devices connected simultaneously through a network, each of the plurality of game terminal devices receiving a game command input by a user from the game. Transmitting to a providing device, receiving and executing game information of the game providing device, wherein the game providing device generates game information in response to the received game command, and simultaneously generates the generated game information to the plurality of game terminal devices. to provide.
  • the game providing device includes a game information generation unit that generates game information corresponding to the received game command, and converts game activity of each character from the generated game information into teamwork contribution points, and calculates game activity scores acquired by each game character.
  • the game providing device may simultaneously provide the end screen information for displaying the top player information on the end screen to the plurality of game terminal devices when the game win or lose is determined.
  • the game providing device may provide the game terminal device requesting the detailed information of the top player when a request command for the detailed information of the top player on the end screen is received among the plurality of game terminal devices.
  • a competitive game providing method includes a game providing device and a plurality of game terminal devices simultaneously connected through a network, each of the plurality of game terminal devices receiving a game command input by a user. And game information of the game providing apparatus is received and executed, the game providing apparatus generates game information in response to the received game command and simultaneously provides the generated game information to the plurality of game terminal apparatuses.
  • the game activity of each of the game characters of the plurality of game terminal devices is processed as teamwork contribution scores, and the teamwork contribution ranking information displaying the teamwork contribution scores acquired by each game character in order of ranking in real time. It is provided to a plurality of game terminal devices.
  • FIG. 1 is a block diagram of a preferred embodiment of a competitive game providing system according to the present invention.
  • Figure 2 is a block diagram of a preferred embodiment of the competitive game providing device of Figure 1;
  • FIG. 3 is a block diagram of a preferred embodiment of the game terminal device of FIG.
  • FIG. 4 is a block diagram of one preferred embodiment of the game server of FIG.
  • FIG. 5 is a main flowchart of a preferred embodiment for carrying out the method of providing a competitive game according to the present invention.
  • FIG. 6 is a flowchart of a preferred embodiment for explaining the process of acquiring the capability value acquisition area of the occupation processing routine of FIG. 5;
  • FIG. 7 is a flow chart of a preferred embodiment for explaining the process of acquiring a score acquisition area of the occupation processing routine of FIG. 5;
  • FIG. 7 is a flow chart of a preferred embodiment for explaining the process of acquiring a score acquisition area of the occupation processing routine of FIG. 5;
  • FIG. 8 is a flowchart of one preferred embodiment for explaining treatment and death treatment of the treatment routine of FIG.
  • FIG. 9 is a flowchart of an exemplary embodiment for explaining in detail the exact point compensation processing step S36 of FIG.
  • FIG. 10 is a flowchart of an embodiment for explaining the death anger value providing step S52 of FIG. 8 in more detail.
  • FIG. 11 is a flow diagram of one preferred embodiment for explaining the FIG. 5 neutral object processing routine 400 in more detail.
  • FIG. 12 is a flowchart of an embodiment for explaining the score acquisition processing step S34 of FIG. 7 in more detail.
  • FIG. 13 is a flowchart for explaining the known destruction detection routine 500 of FIG. 5 in more detail.
  • FIG. 14 is a flowchart for explaining the win / loss decision processing routine 600 of FIG. 5 in more detail.
  • 15 is a screen state diagram illustrating various characters provided in the competitive game of the present invention.
  • 16 is a screen state diagram for explaining a virtual space 30 of an embodiment of a competitive game of the present invention.
  • 17 is a screen state diagram for explaining the occupied area activation countdown display on the mini-map presented on the virtual space 30 of one embodiment of the competitive game of the present invention.
  • 18 to 20 are screen state diagrams for explaining the occupation time display bar of the score acquisition area.
  • 21 is a screen state diagram for explaining the score acquisition according to the occupation time of the occupation of the score acquisition area of the embodiment of the competitive game of the present invention.
  • 22 and 27 are screen state diagrams for explaining anger gauge and anger buff use rights and reward gauge and reward buff use rights according to an embodiment of a competitive game of the present invention.
  • FIG. 28 is a screen state diagram for explaining a neutral object according to an embodiment of a competitive game of the present invention.
  • 29 is a screen state diagram for explaining a victory score event according to an embodiment of a competitive game of the present invention.
  • FIG. 30 is a screen state diagram for explaining a base breaking event according to an embodiment of a competitive game of the present invention.
  • 31 is a screen state diagram for explaining a win / loss decision according to an embodiment of a competitive game of the present invention.
  • 32 is a flowchart of another preferred embodiment for explaining the death treatment of the death treatment routine of FIG.
  • 33 and 38 are screen state diagrams for explaining another embodiment of the death processing routine of FIG. 32;
  • FIG. 39 is a flow diagram of one preferred embodiment for describing the FIG. 5 degree contribution processing routine 150 in more detail.
  • FIG. 40 is a flowchart of one preferred embodiment for explaining in detail the top player display step of FIG.
  • FIG. 41 is a screen state diagram for explaining the contribution ranking order display of FIG. 39;
  • FIG. 42 is an enlarged screen state diagram of the contribution ranking display box of FIG. 41; FIG.
  • 43 to 45 are screen state diagrams for explaining the top player display of FIG. 40;
  • “communication”, “communication network” and “network” may be used in the same sense. These three terms refer to wired and wireless short-range and wide area data transmission and reception networks capable of transmitting and receiving files between terminal devices and servers.
  • “game server” refers to a server computer to which users are connected to access game contents. In the case of a game having a small capacity or a small number of users, a plurality of game programs may be operated in one game server. In addition, in the case of a game having a very large capacity or a large number of real-time access persons, there may be one or more game servers for operating one game depending on the function of the game.
  • the game server may be connected to the server to perform the middleware or payment processing for the database, the description thereof will be omitted in the present invention.
  • the online game means game content that can be used by users by accessing the above-mentioned game server.
  • it refers to a game in which a large number of users can simultaneously access and enjoy the game, and increase the character level and finally win the team through an action such as obtaining experience through a team battle.
  • it in order to facilitate the progress of the game in the game, it means a game that can purchase a variety of weapon items.
  • the competitive game adopts a game method of n: n, and varies the types of characters, and destroys the opponent's base or wins the team score by using various kinds of skills and special moves according to each character. Is a game of how to reach the score first.
  • the result content refers to all content that can be obtained by the characters of the users as a result of the play during the game play.
  • the subject that appears in the virtual space is the character manipulated by the user, and the subject who manipulates the character while enjoying a game while inputting a command to the game terminal device is the user.
  • a character is expressed, and when describing a subject using the game by manipulating a character, the user is expressed.
  • 'user' and 'character' have the same meaning except that the viewpoints related to the game progress are different.
  • a user terminal according to an embodiment of the present invention will be described as a representative example of a personal computer (PC) that is connected to a communication network to play an online game and transmit and receive data according to game progress while the game is running.
  • PC personal computer
  • the present invention is not limited to a personal computer, but may be applied to various terminals such as all information communication devices, mobile communication terminals, multimedia terminals, wired terminals, fixed terminals, and IP (Internet Protocol) terminals.
  • IP Internet Protocol
  • a function or operation specified in a specific block may occur out of the order specified in the flowchart. For example, two consecutive blocks may actually be performed substantially simultaneously, and the blocks may be performed upside down depending on the function or operation involved.
  • FIG. 1 is a block diagram of a preferred embodiment of a competitive game providing system according to the present invention
  • Figure 2 is a block diagram of a preferred embodiment of the competitive game providing device of Figure 1
  • Figure 3 is a preferred view of the game terminal device of Figure 1
  • a competitive game providing system includes a game providing device 10 and a plurality of game terminal devices 20 connected through a network, for example, the Internet.
  • Each of the plurality of game terminal devices transmits a game command input by the user to the game providing device 10, and receives and executes game information transmitted from the game providing device 10.
  • the game providing device 10 generates game information in response to the received game command and simultaneously provides the generated game information to a plurality of game terminal devices.
  • the data for game execution may be provided through a cloud computing function that can be stored permanently in the game providing device 10 on the Internet.
  • cloud computing is an IT resource virtualized using Internet technologies in terminal devices such as desktops, tablet PCs, notebooks, notebooks, netbooks, and smart phones, For example, it refers to a technology that serves hardware (server, storage, network, etc.), software (database, security, web server, etc.), services, and data on demand.
  • data for game execution is stored in the game providing apparatus 10 on the Internet, and can be used anytime and anywhere through the game terminal apparatus 20.
  • the plurality of game terminal devices 20 according to the present invention may be grouped into team A of the game terminal devices 20a and 20b and team B of the game terminal devices 20c and 20d as shown in the drawing.
  • the team group shown here is set to 2: 2 for the sake of simplicity, but not limited thereto, and team groupings such as 3: 3, 4: 4, 5: 5, ---, and N: N are possible.
  • the Internet functions to provide a passage for transmitting and receiving data between the game terminal device 20 and the game providing device 10 in the game providing device 10.
  • the Internet performs a series of data transmission and reception operations for data transmission and information exchange between the game terminal device 20 and the game providing device 10.
  • the Internet that performs these functions is an IP network that provides a data transmission / reception service and a disconnected data service through the Internet protocol. All IP, an IP network structure integrating different networks based on IP It can be a network. In addition, the Internet may be one of a wired communication network, a mobile communication network, a wireless broadband (WBRO) network, a high speed downlink packet access (HSDPA) network, and a satellite communication network.
  • WBRO wireless broadband
  • HSDPA high speed downlink packet access
  • the game providing device 10 may be configured in various ways as necessary.
  • the game providing device 10 may include a web server 11, an update server 12, an authentication server 13, and a game server. 14), the database 15 and the like.
  • the web server 11 provides various information related to the game service on the web by operating the Internet homepage, and receives information necessary for membership registration, such as ID, ID, password, nickname, and contact information, which are authentication information from each user. It may be able to open a role such as opening a business.
  • the database 15 stores and maintains not only game information but also all information required for each user to use the online game service such as member information, game record information, and user character information of each user.
  • the update server 12 transmits the game client to the user terminal device 20 and maintains the latest version.
  • the authentication server 13 authenticates a user logging in to the game server 14 by using the information stored in the database 15, and the game server 14 communicates with the game client programs of the respective users through the network. Overall control of the game progress of users participating in the game.
  • the game server 14 may provide a game service and a game relay service according to the present invention to the game terminal device 20 in a cloud computing manner.
  • Cloud computing utilizes Internet technology to provide on-demand virtualized IT resources such as hardware (servers, storage, networks, etc.), software (databases, security, web servers, etc.), services, data, and more. (On Demand) means the technology to service.
  • the game server 14 may provide the game terminal device 20 with computing resources including one or more of hardware, software, services, and data required to provide a game service according to the present invention.
  • the game server 14 may provide a virtual computing space in which the game is executed to the game terminal device 20, and may service the game to be executed through the computing space.
  • the game server 14 may provide a storage space for storing game data and / or game software, and perform the above-described functions through the storage space.
  • the game server 14 stores game software, and provides the game software to the game terminal device 20 at the request of the game terminal device 20, or executes the game software to play the game terminal device 20. Can provide the execution result.
  • the game terminal device 20 functions to connect to the game providing device 10 via the Internet and transmit and receive data for game execution.
  • the game terminal device 20 is provided with a game client that allows a user to play an online competition game.
  • the game client is a computer program installed and operated in the game terminal device 20 and may be downloaded and installed through a network.
  • the game client performs various functions to be performed on the user's side, such as game map processing, sound effect processing, and providing various user interfaces, and basically proceeds with an online game while communicating with the game providing apparatus 10.
  • the role sharing between the game providing device 10 and the game client may be variously configured as necessary.
  • the game terminal device 20 requests the game providing device 10 to execute a game according to a user input (game command).
  • the game terminal device 20 executes the game according to the game connection approval of the game providing device 10.
  • the game terminal device 20 receives data (game information) according to the game progress of the other game terminal device 20 from the game providing device 10 and executes the received data.
  • the game terminal device 20 receives a character command for performing the operation of the character from the user.
  • the game terminal device 20 transmits the received character command to the game providing device 10, and the game providing device 10 is connected to the game providing device 10 to execute all game terminal devices 20 executing a game.
  • the game information according to the character command is transmitted to the.
  • the game terminal device 20 implements a character action of another user according to the received game information.
  • the game terminal device 20 includes a control unit 21, an input unit 22, an output unit 23, a communication unit 24, and a storage unit 25 to execute a game.
  • the input unit 22 receives various information such as numbers and text information, and transmits a signal input in connection with setting of various functions and function control of the game terminal device 20 to the controller 21.
  • the input unit 22 may include at least one of a keypad and a touch pad that generate an input signal according to a user's touch or manipulation.
  • the input unit 22 may be configured in the form of one touch panel (or touch screen) together with the output unit 23 to simultaneously perform input and display functions.
  • the input unit 22 may receive a character operation command for changing the operation of the character from the user, and transmit the received character operation command to the controller 21.
  • the input unit 22 may receive a signal touched on the screen or receive an input such as a keyboard and a mouse.
  • the output unit 23 displays information about a series of operation states and operation results that occur during the functioning of the game terminal device 20.
  • the output unit 23 may display a menu of the game terminal device 20 and user data input by the gamer.
  • the output unit 23 is a liquid crystal display (LCD), a thin film transistor LCD (TFT-LCD), organic light emitting diodes (OLED), a light emitting diode (LED), an active matrix organic LED (AMOLED), a flexible display (Flexible). display) and a three-dimensional display (3 Dimension).
  • the storage unit 25 stores an application program required for the functional operation of the game terminal device 20.
  • the storage unit 25 may largely include a program area and a data area.
  • the game terminal device 20 activates each function in response to a user's request, the game terminal device 20 executes corresponding application programs under the control of the controller 21 to provide each function.
  • the program area is an operating system (OS) for booting the game terminal device 20, a program for executing a game according to a user's request signal, and a program for reproducing data according to game progress.
  • the data area is an area in which data generated according to the use of the game terminal device 20 is stored.
  • the storage unit 25 according to an embodiment of the present invention includes an input buffer for storing a character operation command, character position information, and command input time input during the game in a list.
  • the input buffer is a data temporary store included in the storage unit 25.
  • the communication unit 24 functions to perform communication of the game terminal device 20. That is, the communication unit 24 transmits and receives data with the game providing device 10 via the Internet.
  • the communication unit 24 includes an RF transmitter for up-converting and amplifying the frequency of the transmitted signal, and an RF receiver for low-noise amplifying and down-converting the received signal.
  • the controller 21 controls the input unit 22, the output unit 23, the communication unit 24, and the storage unit 25 to play a role of a controller that performs the competition game of the present invention. That is, the controller 21 controls the input unit 22, the output unit 23, the communication unit 24 and the storage unit 25 to perform the competition game of the present invention.
  • the controller 21 controls the communication unit 24 to receive game information from the game providing device 10.
  • the controller 21 proceeds to the competition game with the received game information.
  • the controller 21 receives a character operation command from the user.
  • the control unit 21 transmits a game command such as a character action command to the game providing device 10 and receives game information such as a character action from the game providing device 10.
  • the control unit 21 implements the operation of the corresponding character according to the received character motion information, and outputs it to the user screen through the output unit 23.
  • FIG. 4 shows a block diagram of one preferred embodiment of the game server of FIG.
  • the game server 14 of the exemplary embodiment may include a game information generation unit 14a, a base destruction detection unit 14b, a score acquisition area occupation processing unit 14c, a victory score detection unit 14d, and a victory / loss determination unit ( 14e), the real point compensation processing unit 14f, the capability value acquisition area occupation processing unit 14g, the death processing unit 14h, the death anger processing unit 14i, the neutral object processing unit 14j, the contribution processing unit 14k and the top player processing unit 14m ) May be included.
  • Each component of the game server 14 may be composed of a software module.
  • the game information generation unit 14a receives game commands (including command codes, character position information and command input time) respectively transmitted from the plurality of game terminal devices 20 and generates game information according to the received game commands. do.
  • the game command may be input to the game terminal device through a user interface such as a keyboard, a mouse, a touch pad, a joystick, a voice recognition, a gesture recognition, a video recognition, etc., operated by the gamers.
  • the game command is a character motion command
  • character motion information according to the command is generated, and the generated character motion information is provided to the plurality of game terminal devices 20.
  • the generated game information is also transmitted to the known destruction detection unit 14b, the score acquisition area occupation processing unit 14c, the ability value acquisition area occupation processing unit 14g, the death processing unit 14h, the neutral object processing unit 14j, and the contribution processor 14k. Is provided.
  • the known destruction detection unit 14b generates a known destruction event when the known destruction information is detected among the generated game information.
  • the generated known destruction event information is transmitted to the win / loss decision unit 14e and the contribution processor 14k.
  • the score acquisition area occupation processing unit 14c processes the occupation of the score acquisition area according to the position information of the character among the generated game information.
  • the victory score detector 14d accumulates the team scores according to the score acquisition event of the score acquisition area occupation processor 14c or the score acquisition event of the death processor 14h, and detects whether the accumulated team score reaches the victory score.
  • the winning and losing determination unit 14e determines the winning and losing in response to an event which occurred earlier among the known breaking event of the known breaking detection unit 14b and the winning score event of the winning score detecting unit 14d.
  • the reward reward processing unit 14f equally provides the reward reward value to all the losing teams according to the score acquisition event of the score acquisition area occupation processor 14c or the score acquisition event of the death processor 14h.
  • the capability acquisition area occupation processing unit 14g processes the occupation of the capability acquisition area according to the position information of the character among the generated game information.
  • the death processing unit 14h processes the character death according to the death information of the character among the generated game information. Then, the scored item possessed by the deceased character is displayed in an abandoned state that anyone can learn, and the total number of characters acquired during the acquisition of the scored item is updated and displayed. Then, it detects whether the item is returned or not and processes the score acquisition.
  • the death anger processing unit 14i provides preset death anger values to the deceased character whenever the character dies.
  • the neutral object processing unit 14j processes the provision of the maca ability value to the team belonging to the character who has hit the last time according to the neutral object destruction information among the generated game information.
  • the contribution processing unit 14k includes a game information generation unit 14a, a base destruction detection unit 14b, a score acquisition area occupation processing unit 14c, a victory score detection unit 14d, a true reward compensation processing unit 14f, and a capability value acquisition area occupation processing unit ( 14g) of the game information generated by the death processing unit 14h, the death anger processing unit 14i, and the neutral object processing unit 14j, etc., to convert the team's contribution to the team during the game operation into a teamwork contribution score. Processes the operation of displaying on the screen in real time. The display operation of the contribution scores may be displayed in order of ranking of the teamwork scores.
  • the top player processor 14m generates screen information for displaying, on the end screen, who is the top player of the winning team at the time of winning or losing decision according to the information provided from the win / loss decision unit 14e and the contribution processor 14k.
  • FIG. 5 is a main flowchart of a preferred embodiment for carrying out the competitive game providing method according to the present invention
  • FIG. 6 is a flowchart of a preferred embodiment for explaining the capability acquisition area occupation process of the occupation processing routine of
  • FIG. 7 is a flowchart of a preferred embodiment for explaining the point acquisition process of the point acquisition area of the occupation processing routine of FIG.
  • the main program of the competitive game providing method according to the present invention is executed in the game information generation unit 14a, character selection and team setting processing routine 100, occupation processing routine 200, death processing routine 300, a neutral object processing routine 400, a known destruction detection routine 500, a win / loss decision processing routine 600, and a contribution processing routine 700.
  • Subroutines belonging to each processing routine are executed in each part of FIG.
  • the character selection and team setting processing routine 100 users open a game room, each user participating in the game room organizes a team, and each user of each team desires among a plurality of characters as shown in FIG. 15.
  • the competition game is played (S10).
  • the occupation processing routine 200, the death processing routine 300, the neutral object processing routine 400, and the like are executed, and the game proceeds until the victory or defeat is determined in the decision processing routine 500.
  • the teamwork contribution score is processed in the contribution processing routine 700. If the win or loss is determined in the win / loss decision processing routine 500 (S12), the contribution processing routine 700 determines the top player according to the ranking information of the winning team, and the game ends. When the game ends in step S12, information on the top flares determined by the contribution processing routine 700 is displayed on the end screen (S13).
  • the competition game of the present invention is performed in the virtual space 30 as shown in FIG.
  • a team A base 32a at the left end and a team B 34b at the right end are disposed. Both bases are connected to the central horizontal passage 34a, the upper horizontal passage 34b, and the lower horizontal passage 34c.
  • the upper horizontal passage 34b and the lower horizontal passage 34c communicate with each other by the central vertical passage 34d, the left vertical passage 34e, and the right vertical passage 34f.
  • the neutral object 36 is disposed at the intersection of the central vertical passage 34d and the central horizontal passage 34a.
  • an upper score obtaining area 38a and a lower scoring area 38b are provided at the intersection of the central vertical passage 34d and the upper horizontal passage 34b and the intersection of the central vertical passage 34d and the lower horizontal passage 34c. Each is arranged.
  • the upper experience value acquisition area 39a is disposed in the left vertical passage 34e between the upper horizontal passage 34b and the central horizontal passage 34a.
  • An upper gold acquisition area 39b is disposed in the right vertical passage 34f between the upper horizontal passage 34b and the central horizontal passage 34a.
  • the lower gold acquisition area 39c is disposed in the left vertical passage 34e between the lower horizontal passage 34c and the central horizontal passage 34a.
  • the lower experience value acquisition area 39d is disposed in the right vertical path 34f between the lower horizontal path 34c and the central horizontal path 34a.
  • each character can proceed along the path and acquire stats such as gold acquisition for weapon items and experience acquisition for level up while setting up gold and experience acquisition areas 39a-39d.
  • stats such as gold acquisition for weapon items and experience acquisition for level up while setting up gold and experience acquisition areas 39a-39d.
  • line combat is performed on the passage until the score acquisition areas 38a and 38b and the neutral object area 36 are activated.
  • the virtual space 30 given in this embodiment is provided for convenience of description and various virtual spaces may be provided without being limited thereto.
  • the character position information occupies the capability acquisition area of the game providing device 10. It is delivered to the processing part 14g.
  • the ability acquisition area occupancy processing unit 14g checks the belonging team of the character currently occupied (S16). If the team belongs to the team A, the team flag value is set to "1" (S18). Gold, experience, or a combination thereof are evenly distributed (S22). In step S16, if the team belongs to team B, the team flag value is set to "2" (S20) and equally distributed to all team members belonging to team B (S22).
  • the score acquisition area occupation processing unit 14c when the score acquisition area occupation processing unit 14c reaches the activation timing of the score acquisition areas 38a and 38b (S24), the score acquisition area occupation processor 14c activates the score acquisition areas 38a and 38b (S26).
  • the activation may be expressed by darkening the score acquisition areas 38a and 38b on the screen and then illuminating the illumination.
  • the score acquisition area occupancy processing unit 14c expresses the activation countdown state of the score acquisition areas 38a and 38b as flashing marks on the minimap on the virtual space 30 as shown in FIG. The activation state of the acquisition area may be notified.
  • the score acquisition area occupation processing unit 14c may simultaneously activate the score acquisition areas 38a and 38b or only one of the two.
  • the score acquisition areas 38a and 38b are activated (S26), when the character proceeds along the passage and occupies the score acquisition areas 38a and 38b (S28), the character position information is obtained by the game providing device 10. It is transmitted to the area occupation processing unit 14c. Accordingly, the score acquisition area occupation processing unit 14c up counts the occupation holding state (S30). Subsequently, if the occupancy holding time elapses, the team acquires the score of the team to which the character is maintained (S34). At the same time, the opponent team who scored the mistake is treated as a reward (S36). Then, the score acquisition areas 38a and 38b for which the score acquisition is completed are darkened by deactivating, ie, turning off the lighting (S38).
  • step S42 If the point acquisition area 38a, 38b is released before the occupation holding time elapses in step S32, the occupation holding time is released, and thus the occupation holding time count is stopped (S42).
  • the up count is stopped and the process returns to step S28. If re-occupation after departure or push the opponent character out of the area in the simultaneous occupancy state, the up count resumes the count up from the count value of the stop state (S30).
  • step S40 if the user is pushed away from the score acquisition area 38a, 38b in the simultaneous occupancy state (S44), the count value is down counted during the occupation state (S46), and the counterpart count value is upcounted (S30).
  • the score acquisition area occupation processing unit 14c generates game information simultaneously expressing the occupancy holding time of both teams on one display bar 40 and outputs the outputs of the game terminal devices 20. It can also be displayed.
  • the display of the 'red team (team B)' of the display bar 40 is displayed to increase from the center to the left.
  • the display of the blue team on the display bar 40 is displayed to increase from the center to the right.
  • the display of the score display field 42 located at the top center of the screen is 6: 4 team from the 5: 4 team score. The score is displayed as changed.
  • the squeezing and squeezing of the occupancy holding time count values can lead to a fierce battle situation of one-off retreat, thereby increasing the sense of urgency and immersion in the game.
  • FIG. 8 is a flowchart of a preferred embodiment for explaining the death process of the death processing routine of FIG. 5
  • FIG. 9 is a flowchart of an embodiment for explaining in more detail the true point compensation processing step S36 of FIG. 7, and
  • FIG. 10. 8 is a flowchart of one embodiment for explaining the death anger value providing step S52 of FIG. 8 in more detail
  • FIG. 11 is a flowchart of one preferred embodiment for explaining the neutral object processing routine 400 of FIG. 5 in more detail. .
  • the death anger processing unit 14i increases the death anger value D of the dead person by one (S58), and displays the accumulated state of death anger values on the screen as shown in FIG. 22.
  • the game information displayed on the anger gauge 44 indicated by the red bottle is generated (S60).
  • FC2 the anger buff use value FC2
  • the fury buff right is given to a character who dies a lot, for example, three or more times.
  • the real point compensation processing unit 14f detects a score of an opponent team, for example, Team B (team A) (S68), the accumulated reward value AC of team A (team B) is increased by one (S70).
  • the game information is displayed on the reward gauge 46 indicated by the orange bottle on the screen (S72).
  • it is detected whether the accumulated point compensation accumulated value AC (BC) has reached the compensation buff use value FC1 (S74). If AC (BC) FC1 in step S74, the accumulated point compensation accumulated value AC (BC) is initialized (S76), and the right reward buff license is indicated by the flame as shown in FIG. .
  • the right to use the reward buff has a lot of points, for example, if more than three points are equally paid to all the team members and become available at the same time, the entire team can have a reverse turnover to destroy enemy bases using the right at the same time. Meanwhile, the reward buff right can be used individually for each character. If you choose to use the reward buff, the character's level is lowered to about 3 levels, so you can use it in case of danger or be surrounded by enemies for a chance to reverse.
  • the state of full charge of the anger gauge 44 and the reward gauge 46 gradually decreases using the anger buff use right 48 and the compensation buff use right 50 simultaneously. For example, if anger and reward buffs increase by 3 levels each, 6 levels will increase rapidly when two are used at the same time, thereby increasing the chance of reversal.
  • the anger gauge 44 and the compensation gauge 46 are completely consumed, and in FIG. 27, the anger buff license 48 and the reward buff license (shown in the anger gauge 44 and the compensation gauge 46) Indicates that the flame display 50) has been removed.
  • the neutral object processing unit 14j reaches an activation timing of the neutral object 36 (S80), the neutral object 36 is activated (S82).
  • the activation may be expressed by darkening the neutral object 36 on the screen and illuminating the illumination.
  • the neutral object processor 14j may express the activation countdown state of the neutral object 36 as a blinking display on the screen to notify the users of the activation state of the score acquisition area.
  • FIG. 12 is a flowchart of an exemplary embodiment for describing the score acquisition processing step S34 of FIG. 7 in more detail.
  • FIG. 13 is a flowchart for describing the known destruction detection routine 500 of FIG. 5 in more detail.
  • 5 is a flowchart for explaining the win / loss decision processing routine 600 of FIG. 5 in more detail.
  • the known destruction detection unit 14b of FIG. 4 detects whether or not known destruction occurs in the known destruction detection routine 500 of FIG. 5 (S98).
  • the destruction event 56 is generated (S100).
  • the win / loss determination unit 14e of FIG. 4 detects whether a victory score event has occurred (S102), and when a victory score event has occurred, determines the victory of the team that has obtained the victory score (S106). , S108). If there is no victory score event in step S102, it is detected whether a base breaking event has occurred (S104), and if a base breaking event has occurred, the victory of the team that destroyed the base is determined as shown in FIG. (S106, S108).
  • FIG. 32 is a flowchart of another preferred embodiment for explaining the death process of the death processing routine of FIG. 5, and FIGS. 33 and 38 are screen state diagrams for explaining another embodiment of the death processing routine of FIG.
  • the death process of the other embodiment of FIG. 32 differs from the death process of the embodiment of FIG. 8 described above in that the configuration including the processing of the score obtaining item is described above. Therefore, the same parts are treated with the same reference numerals and detailed description thereof will be omitted.
  • the death processing unit 14h processes the discarded score acquisition item 60 as being acquired by another character, such as a kill character, a friend of the kill character, or a friend of the dead character, first acquired by the character (S114).
  • the character district1 kills the character client07 at game time 2:01.
  • FIG. 35 a close combat between enemy characters (cynical) and fellow characters occurred at 2:03 minutes of game time.
  • the character (sprinkler's C) sprays an enemy character (cynical) in a close combat at 2 minutes and 07 seconds of game time, and scores items and characters (cynical) of a previously killed enemy character (client07).
  • the total number of points for acquiring the items obtained by acquiring the points for obtaining the items) is displayed.
  • the number of scored items of the acquired character is increased (S116), and the total number of items of the scored items of the acquired character is displayed in association with the owned character as shown (S118). Since the process is the same as described in FIG.
  • the state team may identify which character has how many items for scoring. Therefore, a character with a large number of scored items is the target of killing the state team. Therefore, a character with a large number of scored items has a higher chance of being killed as a target during the return process.
  • the character (the professor's C sprinkling) returns to the base and requests the base to return the two score acquisition items 64 acquired. Accordingly, the death processing unit 14h detects the known return of the score acquisition item held unless the death detection of S48 is performed (S120). When the known return of the score acquisition item is detected by the death processor 14h, the team acquires a score corresponding to the number of returned score acquisition items (S122). The score acquisition generated by the death processor 14h is provided to the victory score detector 14d and the true reward processor 14f as shown in FIG. As shown in FIG.
  • the item returned by the character (Professor's C sprinkling) is reflected in the team score, indicating that the accumulated team score is displayed from "7" to "9". Also, the number of items earned by the character (Professor's Sprinkling) has been deleted after returning.
  • the victory target score may be set to, for example, “100” instead of “11”.
  • the score per item is illustrated as 1, but the present invention is not limited thereto. For example, if the target score is “1,000”, the score per item may be set to “5” or “10”. In the case of the character holding the maximum number of items, it is also possible to provide the location information of the main target by displaying the current location on the mini-map.
  • FIG. 39 is a flow chart of a preferred embodiment for explaining the FIG. 5 degree contribution processing routine 700 in more detail
  • FIG. 40 is a flow chart of a preferred embodiment for explaining the top player display step of FIG. 5 in more detail.
  • FIG. 41 is a screen state diagram for explaining the contribution ranking order display of FIG. 39
  • FIG. 42 is a screen state diagram in which the contribution ranking display box of FIG. 41 is enlarged and captured
  • FIGS. 43 to 45 illustrate another player display of FIG. 40. These are the screen state diagrams.
  • the contribution processing routine 700 of FIG. 5 is performed in the contribution processing unit 14k. As shown in FIG. 39, when the game starts (S130), the contribution processing routine 700 checks the occurrence of game activities such as occupation (S132), kill (S146), hit (S150), and return (S154).
  • game activities such as occupation (S132), kill (S146), hit (S150), and return (S154).
  • step S132 it is checked whether occupation activity such as a stat occupation point or a point acquisition point occupied by a character occurs.
  • a teamwork contribution score for example, one point per second, occupied unit time to the occupied character (S134). If occupied in the occupied state occupied state is checked and if the occupancy is completed, a teamwork contribution score, for example, 5 points per occupancy completion is given to the character that has achieved the occupied (S138).
  • the acquired contribution scores are summed up for each character and processed as total contribution scores, and the IDs of the characters are sorted in order of the highest contribution scores in the same team, and the contribution rankings obtained in real time are displayed on the game screen as shown in FIG. 41.
  • team A displays a contribution ranking display box 70 in the upper left corner
  • team B displays a contribution ranking display box 72 in the upper right corner.
  • Contributions of team members of each team are displayed on the game screen and intuitively know the ranking order. Therefore, each team can recognize who is the most contributing character in the opposing team, so that they can establish a response strategy for the characters with the greatest contribution.
  • the placement of tip members can be considered when establishing an attack or defense strategy.
  • the contribution ranking display boxes 70 and 72 include a character ID 70a, a contribution score 70b, a contribution bar graph 70c, and the like. Contribution histograms can provide visual effects that make it easy and intuitive to recognize the degree of contribution during an impending game.
  • the ranking order is reflected in real time and the ranking is displayed.
  • step S142 the process returns to step S132.
  • step S146 If there is no occupation event occurs in step S132, the kill event is checked (S146). When a kill event occurs in step S146, the character who killed the enemy is given a kill contribution score, for example, two points, and the assist character is also given an assist contribution score, for example, two points (S148). Similarly, the kill contribution score and assist contribution score are added to the total contribution score in step S140 and reflected in the ranking.
  • a kill event occurs in step S146
  • the character who killed the enemy is given a kill contribution score, for example, two points
  • the assist character is also given an assist contribution score, for example, two points (S148).
  • the kill contribution score and assist contribution score are added to the total contribution score in step S140 and reflected in the ranking.
  • step S146 If there is no kill event in step S146, it checks the occurrence of the blow event (S150).
  • a hit event such as a central turret, enemy turret, or enemy main camp occurs in step S150
  • a hitting contribution score for example, 1 point is given to the hit character
  • a Macta contribution score for example, 10 points is given to the Macta character (S152).
  • the hitting contribution score and the Maca contribution score are also added to the total contribution score in step S140 and reflected in the ranking.
  • step S150 checks the return event occurs (S154). If an event for returning the score acquisition item acquired in step S154 to the base occurs, the returned character is given a return contribution score, for example, one point, and a Macta character is given a Macta contribution score, for example, three points for every five returns (S156). . Similarly, the returned contribution score is added to the total contribution score in step S140 and reflected in the ranking.
  • step S142 If the win or loss is determined in step S142, the top player information is generated and returned to display the top player information on the end screen (S144).
  • the character ID, level, and contribution score of the top player of the winning team are displayed on the screen of the winning team's game terminal device. .
  • the character ID, level, and contribution score of the top player of the losing team are displayed on the screen of the game terminal device of the losing team (S162).
  • a victory factor is provided in parallel with two factors, a victory score acquisition and a base destruction, and the team wins and loses by determining the team win or lose by the first achieved victory factor.
  • the score-earning item can fall, leading to fierce battle for occupying the item, and increasing the thrill and tension of the game by returning after earning the score through the acquired item.
  • the method for providing a competitive game according to the embodiment of the present invention described above may be executed by an application basically installed in the system (which may be a program included in a platform, an operating system, or a compatible program basically loaded in a terminal).
  • the user may be executed by an application (ie, a program) that is compatible with the operating system of the system and installed directly on the system through an application providing server such as an application store server, an application, or a web server associated with the corresponding service.
  • the operating system of the system may be an operating system such as a window or a Macintosh installed in a general PC such as a desktop, or an iOS or Android installed in a mobile terminal such as a smartphone or a tablet PC. It may also be a mobile-only operating system.
  • the competitive game providing method according to the embodiment of the present invention described above is implemented as an application (ie, a program) which is basically installed in a system or directly installed by a user, and is provided in a computer-readable recording medium such as a system. Can be recorded.
  • an application ie, a program
  • a computer-readable recording medium such as a system. Can be recorded.
  • the program implementing the competition game providing method a shooting game progress control function for controlling a shooting game in which a plurality of characters to form a team to target the opposing team, the point of view of the quarter of the player character
  • the game screen display control function to control the display of the game screen
  • the player character control function to control the player character according to the user's operation according to the game screen at the time of the quarter view
  • the artificial intelligence module to display the remaining team member characters except the player character among the plurality of characters. If the user special operation is distinguished from the user operation is recognized, the team member character control function for controlling one or more characters of the team member characters to perform an action corresponding to the user special operation is executed.
  • the above-described program may be executed by C, C ++, JAVA, machine language, etc., which can be read by a computer processor (CPU).
  • Code may be coded in a computer language. Such code may include a function code associated with a function or the like that defines the above-described functions, and may include execution procedure-related control code necessary for a processor of the computer to execute the above-described functions according to a predetermined procedure.
  • the code may further include memory reference-related code for additional information or media required for a processor of the computer to execute the above-described functions at which location (address address) of the computer's internal or external memory. .
  • the code indicates that the processor of the computer is a communication module of the computer (eg, a wired and / or wireless communication module). It may further include communication-related code for how to communicate with any other computer or server in the Remote () and what information or media should be transmitted and received during communication.
  • a computer-readable recording medium recording a program for executing the method for providing a competitive game may be, for example, a ROM, a RAM, a CD-ROM, a magnetic tape, a floppy disk.
  • a computer-readable recording medium recording an application which is a program for executing a method of providing a competitive game, according to an embodiment of the present invention, may be an application store server, an application, or a web server associated with a corresponding service. It may be a storage medium (eg, a hard disk, etc.) included in an application provider server including a server, or the like, or may be an application providing server itself, or another computer recording a program or a storage medium thereof.
  • a computer capable of reading a recording medium recording an application which is a program for executing a method for providing a competitive game
  • is not only a general PC such as a general desktop or a laptop, but also a smart phone, a tablet PC, a PDA ( It may include mobile terminals such as Personal Digital Assistants) and mobile communication terminals, as well as to be interpreted as all computing devices.
  • a computer capable of reading a recording medium recording an application that is a program for executing a competitive game providing method is a mobile terminal such as a smart phone, a tablet PC, a personal digital assistant (PDA), and a mobile communication terminal.
  • PDA personal digital assistant
  • the mobile terminal may download and install the corresponding application from an application providing server including an application store server, a web server, and the like.
  • the mobile terminal may be downloaded from the application providing server to a general PC. It may be installed in the terminal.

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Abstract

A competition game providing system of the present invention comprises a game providing device and a plurality of game terminal devices, which are concurrently connected through a network. The game providing device generates game information in response to a received game command, and concurrently provides the generated game information to the plurality of game terminal devices. The game providing device comprises: a game information generation unit for generating game information corresponding to a received game command; a point acquisition area occupation processing unit for processing point acquisition according to whether a point acquisition area is occupied among pieces of generated game information; a death processing unit for, when death of a character is detected among pieces of generated game information, processing a point acquisition item owned by the dead character to be in an abandoned state, displaying a total number of point acquisition items owned by a character having obtained the abandoned point acquisition item, and, when returning of the point acquisition items to a base is detected, processing the returning to be acquisition of points corresponding to the number of returned point acquisition items; a winning point detection unit for accumulating detected point acquisition in a team acquisition point when point acquisition of the point acquisition area occupation processing unit or the death processing unit is detected, and generating a winning point event when an accumulated value of the team acquisition point reaches a winning point; a base destruction detection unit for generating a base destruction event when base destruction information is detected among pieces of generated game information; and a winning/losing determination unit for determining winning or losing of a team in response to an event which occurs earlier between a winning point event and a base destruction event.

Description

경쟁게임 제공 시스템 및 방법과 그 프로그램 및 기록매체Competitive game providing system and method, program and recording medium
본 발명은 경쟁게임 제공 시스템 및 방법과 그 프로그램 및 기록매체에 관한 것으로 특히 피브이피 경쟁게임(PvP competition game)에서 속전속결의 재미를 즐기면서도 전략에 따라 역전 기회를 제공함으로써 스노우 볼 현상을 감소시킬 수 있는 경쟁게임 제공 시스템 및 방법과 그 프로그램 및 기록매체에 관한 것이다.The present invention relates to a system and method for providing a competitive game, and a program and a recording medium thereof, in particular, to reduce the snow ball phenomenon by providing a reversal opportunity according to a strategy while enjoying the fun of fast speed in a PvP competition game. The present invention relates to a competitive game providing system and method, and a program and a recording medium thereof.
최근에 모바일 게임의 성장으로 피시 온라인 게임도 RPG(역할수행게임)에서 RPG적인 요소와 팀플레이 전략을 조합하여 상대방의 본진 건물을 파괴하면 승리하는 경기시간이 단축된 AOS 게임이 제공되고 있다. Recently, with the growth of mobile games, fish online games are also provided with AOS games with shortened game time when the opponent's main building is destroyed by combining RPG elements and team play strategy in RPG.
대표적인 AOS 게임인 '리그 오브 레전드'(LOL : league of legend) 게임은 경기시간이 40 ~ 60분 정도로 점심시간 등을 이용하여 간단하게 한판 하기에는 긴 시간이므로 쉽게 접근하기 곤란하였다. The league of legend (LOL) game, which is a representative AOS game, was difficult to access because it was a long time to simply play a game using lunch time as about 40 to 60 minutes.
'히어로즈 오브 스톰' 게임은 아이템 삭제, 마지막 타격 제거, 팀원 레벨 전체공유 등으로 진입장벽을 낮추고 오로지 스킬, 캐릭터 특성 및 전장요소에 의해서만 처음부터 끝가지 전투를 유도하여 경기시간을 15분 정도로 단축시켜서 간단하게 한판을 할 수 있도록 한다. 'Heroes of Storm' game is simple because it lowers the entry barrier by deleting items, removing last hits, and sharing the entire team level, and induces end-to-end combat only by skill, character characteristics, and battlefield elements. Let's play a bout.
그러나 대부분의 AOS 게임들은 승부요소가 적 기지 파괴(공성전)라는 하나의 요소로만 이루어져 있다. 그러므로 승부의 핵심은 팀원들 간의 협동에 의해 중립 오브젝트를 차지한 팀이 적의 기지로 돌진하여 승패를 결정한다. 따라서 양 팀의 등급이 비슷하지 않으면 강한 팀이 레벨공유시스템에 의해 중립 오브젝트를 쉽게 차지하게 되므로 오히려 게임 후반부에 약한 팀이 더욱 밀리게 되는 스노우 볼 현상이 발생하게 된다. 또한 기지파괴라는 단일의 승패요소는 전략적 요소가 매우 적어 쉽게 흥미를 잃게 되는 문제가 있다. Most AOS games, however, consist only of one element: the enemy base destruction. Therefore, at the core of the game, the team that occupies the neutral object by the cooperation of the team members rushes to the enemy base and decides the win or loss. Therefore, if the two teams do not have similar ratings, the strong teams will easily take the neutral objects by the level sharing system, so the snow ball phenomenon will occur. In addition, there is a problem that a single win / loss factor known as base destruction has a very small strategic factor and thus loses interest easily.
한편 온라인 게임의 종류가 다양해짐에 따라 게임 상에서 제공되는 시점 또한 다양해지고 있다. 온라인 게임에서 제공되는 여러 가지 시점들 중 가장 잘 알려진 시점으로는 1인칭 시점 및 3인칭 시점이 있다. 1인칭 시점 게임은 게임 화면이 게임 상의 캐릭터의 시각을 기준으로 표시되는 게임으로서, FPS(First-Person Shooter) 게임이 대표적이다. 3인칭 시점 게임은 게임 화면이 게임 상의 캐릭터가 기준이 아닌 3인칭 관찰자의 시각을 기준으로 표시되는 게임으로서, TPS(Third-Person Shooter, 이하 제3자 슈팅) 게임이 대표적이다. 3인칭 시점의 게임 중에서도 제3자 슈팅 게임은 일반적으로 3인칭 관찰자가 사용자가 운용하는 캐릭터의 후방에서 캐릭터를 바라보는 형태로 게임 화면이 제공되지만, 캐릭터를 기준으로 후방은 차단된 형태로 제공된다. 이는 캐릭터의 후방이 게임 화면에 표시되지 않음에 따라 적의 후방에서의 공격에 취약하게 되어 게임의 긴장감을 높이기 위함이다. 즉 제3자 슈팅 게임은 캐릭터의 후방에서 캐릭터를 바라보는 관점으로 게임 화면이 제공되어, 캐릭터는 게임 화면상에 제공되지만 캐릭터를 기준으로 후방은 게임 화면상에 표시되지 않는다.Meanwhile, as the types of online games are diversified, the viewpoints provided on the games are also diversified. Among the various viewpoints provided in the online game, the best known viewpoints are first-person view and third-person view. The first-person view game is a game in which a game screen is displayed based on the time of a character on a game, and a first-person shooter (FPS) game is representative. The third-person view game is a game in which a game screen is displayed based on the third person observer's time, not the character on the game, and a third-person shooter (TPS) game is typical. Among third-person games, third-party shooting games are generally provided with a game screen in which a third-person observer looks at the character from behind the character operated by the user. . This is to increase the tension of the game because the character's rear is not displayed on the game screen, and thus becomes vulnerable to attack from the rear of the enemy. That is, the third party shooting game is provided with a game screen from the viewpoint of looking at the character from the rear of the character, so that the character is provided on the game screen but the rear is not displayed on the game screen based on the character.
이러한 제3자 슈팅 게임은 캐릭터가 게임 화면상에 표시되지 않는 FPS 게임의 시점과 일부 유사하지만, 게임 화면에서 캐릭터의 전방 및 측방 시야를 FPS 게임 보다 넓게 제공함에 따라 사용자가 좀 더 용이하게 게임을 수행할 수 있도록 할 뿐만 아니라 캐릭터가 게임 화면에 표시됨에 따라 FPS 게임에 비해 캐릭터의 액션을 더욱 강조할 수 있는 장점이 있다. This third party shooting game is somewhat similar to the point of view of an FPS game where the character is not displayed on the game screen, but the game screen provides more forward and lateral views of the character than the FPS game, making it easier for users to play the game. In addition to being able to perform, as the character is displayed on the game screen, there is an advantage that can emphasize the action of the character more than the FPS game.
그러나 상기한 바와 같이 기존의 제3자 슈팅 게임 역시 3인칭 관찰자의 위치가 항상 캐릭터의 후방으로 고정되어 있으므로 시야가 제한적일 수밖에 없고, 여전히 어지러움증의 문제가 있다. However, as described above, the third-party shooting game also has a limited field of view because the third person observer's position is always fixed to the rear of the character, and there is still a problem of dizziness.
또한 슈팅게임은 복수의 게이머들이 팀을 이루어 3:3, 4:4 또는 5:5 게임으로 제공되고 있다. 복수의 게이머들이 한 팀을 이루어 게임을 하게 되면 동일 팀원들의 게임운영능력에 따라 팀 기여도가 다르다. 즉 팀의 성원(成員)이 공동의 목표를 달성하기 위하여 각 역할에 따라 책임을 다하고 협력적으로 행동하는 이 팀워크가 중요하다. 특히 PvP competition game에서는 팀원이 협력해서 공격하거나 방어하지 않으면 안 되므로, 팀워크가 크게 중시된다Shooting games are also available in 3: 3, 4: 4, or 5: 5 games in groups of gamers. When multiple gamers play a team, team contributions vary according to the game management ability of the same team members. In other words, this teamwork is important in that team members take responsibility and act cooperatively according to each role in order to achieve common goals. Especially in PvP competition games, teamwork is highly valued as team members must attack and defend in cooperation.
최근의 '오버워치'게임에서는 그 게임의 최고 게이머를 평가하여 게임 종료시에 MVP를 화면 상에 표시한다. 게임 중에도 키보드의 'Tap'키를 치면 화면 상에 해당 캐릭터의 게임활동정보가 표시된다. 그러나 종래의 게임들은 게이머의 팀워크에 따른 정보를 실시간으로 표시하지 않는다. 그러므로 게임 중이나 게임 종료 후에도 팀원들의 게임활동 기여도를 평가하지 아니하므로 누가 어느 정도 팀워크에 기여했는지를 알 수 없었다. 더구나 게임 중에 팀 구성원의 기여도 정도를 직관적으로 알 수 없었다. In recent 'Overwatch' games, the top gamers of the game are evaluated and the MVP is displayed on the screen at the end of the game. Even during the game, hitting the 'Tap' key on the keyboard will display the game activity information of the character on the screen. However, conventional games do not display the information according to the teamwork of the gamers in real time. Therefore, we did not evaluate the contributions of the team members during or after the game, so we did not know who contributed to the teamwork. What's more, the team's contributions to the game weren't intuitive.
<선행기술문헌><Preceding technical literature>
<특허문헌><Patent Documents>
1. 등록특허 1. Registered Patent
10-1441464, 10-1500812, 10-1506375, 10-1519992, 10-1530855,10-1441464, 10-1500812, 10-1506375, 10-1519992, 10-1530855,
10-1535107, 10-1564090, 10-1569645, 10-1570967, 10-1573593 10-1535107, 10-1564090, 10-1569645, 10-1570967, 10-1573593
2. 공개특허2. Public patent
10-2013-0082580, 10-2014-0112101, 10-2014-0133698,10-2013-0082580, 10-2014-0112101, 10-2014-0133698,
10-2015-0020999, 10-2015-0021380, 10-2015-0022032,10-2015-0020999, 10-2015-0021380, 10-2015-0022032,
10-2015-0039251 10-2015-0039251
상기와 같은 문제점을 해결하기 위한 본 발명의 목적은 승부요소를 복수로 두어 전략적 선택이 가능하도록 함으로써 스노우 볼 현상을 최소화 하면서 역전의 묘미와 10분 전후의 속전속결이 가능한 경쟁게임 제공시스템 및 방법과 그 프로그램 및 기록매체를 제공하는 데 있다.An object of the present invention for solving the above problems is to provide a competitive game system and method that can be fastened around 10 minutes and the best of the reverse while minimizing the snow ball phenomena by enabling a strategic selection by placing a plurality of game elements and To provide the program and the recording medium.
본 발명의 다른 목적은 사망 캐릭터 주변에 누구나 습득 가능한 상태로 버려진 점수획득 아이템을 제공함으로써, 이 아이템 획득을 위하여 전략적으로 상대방의 어떤 캐릭터를 주목표로 공격하고 아군의 어떤 캐릭터를 상대방 공격으로부터 보호 지원할 것인지 등의 전략적 선택할 수 있도록 하여 보다 치열한 전투를 유도할 수 있는 경쟁게임 제공시스템 및 방법과 그 프로그램 및 기록매체를 제공하는 데 있다.Another object of the present invention is to provide a discarded score acquisition items in a state that can be acquired by anyone around the deceased character, to strategically attack any character of the opponent as a primary target and to protect any character of an ally from the opponent attack to obtain this item. It is to provide a competitive game providing system and method, and a program and a recording medium that can induce a more intense battle by making a strategic choice of whether or not.
본 발명의 또 다른 목적은 점수획득 아이템의 보유 총수를 캐릭터에 연동하여 표시하고 점수획득은 아이템의 기지반납에 의해서만 달성 가능하도록 함으로써 에 아이템의 기지반납을 방해하는 전략 및 전술을 유도할 수는 경쟁게임 제공시스템 및 방법과 그 프로그램 및 기록매체를 제공하는 데 있다.Another object of the present invention is to display the total number of points earned items linked to the character and the score acquisition can be achieved only by the return of the item by competing to induce strategies and tactics that hinder the return of the item. To provide a game providing system and method, the program and the recording medium.
본 발명의 또 다른 목적은 실점 보상치 또는 사망 분노치를 제공하여 상대적으로 약한 팀 또는 약한 캐릭터의 역전 기회를 노릴 수 있도록 함으로써 스노우 볼 현상을 감소시킬 수 있는 시스템 및 방법과 그 프로그램 및 기록매체를 제공하는 데 있다.It is still another object of the present invention to provide a system, a method and a program and a recording medium which can reduce snow ball phenomenon by providing a reward reward or death anger value so as to target a reversal opportunity of a relatively weak team or a weak character. There is.
본 발명의 또 다른 목적은 시야를 보다 넓게 제공하면서도 RPG적 요소와 팀플레이 전략을 조합한 쿼터 뷰 슈팅 AOS 게임을 즐길 수 있는 경쟁게임 제공시스템 및 방법과 그 프로그램 및 기록매체를 제공하는 데 있다.Still another object of the present invention is to provide a competitive game providing system and method, a program, and a recording medium, which can enjoy a quarter view shooting AOS game combining a RPG element and a team play strategy while providing a wider field of view.
본 발명의 또 다른 목적은 피브이피 경쟁게임(PvP competition game)의 팀 내 경쟁 및 적극적인 게임활동을 유도하기 위하여 팀워크 기여도 랭킹을 게임화면 상에 실시간으로 제공할 수 있는 경쟁게임 제공시스템 및 방법과 그 프로그램 및 기록매체를 제공하는 데 있다.It is still another object of the present invention to provide a competition game providing system and method for providing teamwork contribution ranking in real time on a game screen in order to induce competition and active game activity in a PvP competition game. The present invention provides a program and a recording medium.
본 발명의 또 다른 목적은 피브이피 경쟁게임(PvP competition game)에서 양 팀의 팀워크 기여도 랭킹을 게임화면 상에 실시간으로 제공함으로써 상대방 팀의 각 캐릭터별 팀워크 기여도를 알 수 있도록 하여 팀 전략 및 전술에 활용할 수 있는 경쟁게임 제공시스템 및 방법과 그 프로그램 및 기록매체를 제공하는 데 있다.Still another object of the present invention is to provide teamwork contribution rankings of both teams in a PvP competition game on a game screen in real time, so that the teamwork contributions of each character of the opposing team can be known. The present invention provides a competitive game providing system and method, and a program and a recording medium.
상술한 본 발명의 일 목적을 달성하기 위하여, 본 발명의 경쟁게임 제공 시스템은 네트워크를 통하여 동시에 연결되는 게임제공장치와 복수의 게임 단말장치들을 포함한다. 복수의 게임 단말장치들 각각은 사용자에 의해 입력된 게임명령을 게임제공장치에 송신하고, 게임제공장치로부터 송신된 게임정보를 수신하여 실행한다. 게임제공장치는 수신된 게임명령에 응답하여 게임정보를 생성하고 생성된 게임정보를 복수의 게임 단말장치들에게 동시에 제공한다. In order to achieve the above object of the present invention, the competitive game providing system of the present invention includes a game providing device and a plurality of game terminal devices simultaneously connected through a network. Each of the plurality of game terminal devices transmits a game command input by the user to the game providing device, and receives and executes game information transmitted from the game providing device. The game providing device generates game information in response to the received game command and simultaneously provides the generated game information to the plurality of game terminal devices.
게임제공장치는 수신된 게임 명령에 대응하는 게임정보를 생성하는 게임정보 생성부와, 생성된 게임정보 중 점수획득영역의 점령여부에 따라 점수획득을 처리하는 점수획득영역 점령 처리부와, 생성된 게임정보 중 캐릭터 사망이 검출되면 사망한 캐릭터가 보유한 점수획득 아이템을 버려진 상태로 처리하고, 버려진 점수획득 아이템을 습득한 캐릭터의 점수획득 아이템의 보유 총수를 표시하고, 점수획득 아이템의 기지반환이 검출되면 반환된 점수획득 아이템의 수에 대응하는 점수획득으로 처리하는 사망 처리부와, 상기 점수획득영역 점령 처리부 또는 사망처리부의 점수획득이 검출되면 검출된 점수획득을 팀 획득점수에 누적하고, 팀 획득점수 누적치가 승리점수에 도달된 경우 승리점수 이벤트를 발생하는 승리점수 검출부와, 생성된 게임정보 중 기지 파괴정보가 검출되면 기지파괴 이벤트를 발생하는 기지파괴 검출부와, 승리점수 이벤트와 기지파괴 이벤트 중 먼저 발생된 이벤트에 응답하여 팀 승패를 결정하는 승패 결정부를 포함한다. The game providing apparatus includes a game information generation unit for generating game information corresponding to the received game command, a score acquisition area occupation processing unit for processing a score acquisition according to whether the score acquisition area is generated among the generated game information, and a generated game. When the character death is detected in the information, the scored item possessed by the deceased character is treated as discarded, the total number of scored items obtained by the character who acquired the discarded scored item is displayed, and when the known return of the scored item is detected. A death processing unit that processes the score acquisition corresponding to the number of returned scored items, and when the score acquisition of the score acquisition area occupation unit or the death processing unit is detected, accumulate the detected score acquisition in the team acquisition score, and accumulate the team acquisition score. A victory score detector for generating a victory score event when the score is reached, and the generated game information. When the base breaking information is detected in the beam, a base breaking detection unit generating a base breaking event and a win / loss determination unit determining a team win or lose in response to an event generated first among a victory score event and a base breaking event.
따라서 본 발명에서는 두 가지 승부요소가 조합되어 승패가 결정되므로 경기시간이 단축되고, 게임의 흥미와 긴장감이 향상될 수 있다. 또한 적을 처치시 사망한 캐릭터의 주변에 보유한 점수획득 아이템이 누구나 습득 가능하게 버려지게 되고 이 버려진 점수획득 아이템을 습득하면 점수를 획득할 수 있으므로 적을 사살하여 점수를 획득하고자 하는 게임 몰입도가 증가되게 된다. 더구나 점수획득 아이템의 보유 총수가 표시되므로 이 표시를 보고 해당 캐릭터의 점수획득 아이템의 기지반환을 방해하는 전략이 부가되어야 하므로 게임의 박진감과 긴장감이 배가되게 된다. Therefore, in the present invention, the winning and losing is determined by combining the two game elements, the game time can be shortened, and the interest and tension of the game can be improved. In addition, any points earned near the character who died when killing the enemy will be discarded. Anyone who gains this discarded item will earn points, which will increase the game immersion. do. In addition, since the total number of scored items is displayed, a strategy for preventing the known return of the scored item of the character must be added to this indication, thereby increasing the thrill and tension of the game.
본 발명의 실시예에서 점수획득영역 점령 처리부는 점수획득영역의 점령상태유지시간이 점수획득기간을 경과한 경우 점수 획득으로 처리한다. 즉 점령상태를 일정 시간 유지토록 함으로써 점령지 차지를 위한 일진일퇴의 치열한 전투상황을 유도할 수 있다. In the embodiment of the present invention, the score acquisition area occupation processing unit processes the score acquisition when the occupation state holding time of the score acquisition area has passed the score acquisition period. In other words, it is possible to induce a fierce battle situation of one-off retreat for occupying the occupied area by maintaining the occupied state for a certain time.
본 발명의 실시예에서 점수획득영역 점령 처리부는 점수획득기간이 경과되기 전에 상대팀의 캐릭터에 의해 점령하고 있는 팀의 캐릭터가 상기 점수획득영역 밖으로 밀려나게 된 경우에는 상대팀의 점령상태유지시간이 증가되는 속도로 밀려난 팀의 점령상태유지시간이 감소되게 처리한다. 그러므로 차지한 팀은 뺏기지 않기 위하여 팀원들의 협력을 유도할 수 있다. 또한 점수획득영역의 점령상태유지시간의 증감상태를 표시하는 점령상태 표시정보를 복수의 게임 단말장치들에게 제공할 수 있다. In the embodiment of the present invention, if the character of the team occupied by the character of the opponent team is pushed out of the score acquisition area before the score acquisition period elapses, the score acquisition area occupancy processing time is Decreases the duration of occupied state of a team that is pushed back at an increasing rate. Therefore, the team that occupies can encourage team members to cooperate without losing it. In addition, the plurality of game terminal apparatuses may provide the occupation state display information indicating the increase or decrease state of the occupation state holding time of the score acquisition area.
본 발명의 실시예에서 점수획득영역 점령 처리부는 게임 시작 후 적어도 1회 이상 임의의 시간에 점수획득영역을 활성화시키고, 점수획득시간이 경과되면 점수획득영역을 비활성화시키는 것이 바람직하다. 이러한 구성은 점수획득영역이 활성화 시점과 장소를 임의로 불규칙하게 제공함으로써 게임의 긴박감을 향상시킬 수 있다. In the embodiment of the present invention, the score acquisition area occupancy processing unit activates the score acquisition area at any time at least one time after the start of the game, and deactivates the score acquisition area when the score acquisition time elapses. This configuration can improve the sense of urgency of the game by randomly providing the time and place of activation of the score acquisition area.
본 발명의 실시예에서 게임제공장치는 실점보상 처리부를 더 포함한다. 실점보상 처리부는 상대팀이 점수를 획득할 때마다 실점 팀 전체 캐릭터에게 기 설정된 실점 보상치를 균등하게 제공하고, 각 캐릭터의 실점 보상 누적치가 실점 보상 버프 활성화 조건에 도달하면 실점 보상 버프 사용권을 실점 팀 전체 캐릭터들에게 각각 제공할 수 있다. 따라서 점수를 실점한 팀도 게임을 쉽게 포기하지 않고 역전의 기회를 노릴 수 있도록 함으로써 스노우 볼 현상의 영향을 감소시킬 수 있다. In an embodiment of the present invention, the game providing apparatus further includes a true reward processing unit. The reward reward processing unit equally provides the preset reward rewards to all characters of the total team scores when the opponent team scores points, and if the accumulated reward reward value of each character reaches the conditions for activating the reward reward buff, the right reward reward buff right is granted. Can be provided to the entire character respectively. Therefore, the team that scored the score can reduce the impact of the snow ball phenomenon by allowing the game to aim for reversal without giving up the game easily.
본 발명의 실시예에서 게임제공장치는 능력치 획득영역 점령 처리부를 더 포함할 수 있다. 능력치 획득영역 점령 처리부는 캐릭터가 능력치 획득 영역을 점령하면, 점령한 능력치 획득영역이 상대방 팀의 캐릭터에 의해 탈취당할 때까지 점령한 캐릭터가 소속된 팀의 모든 캐릭터들에게 시간당 일정 단위로 능력치를 각각 균등하게 제공할 수 있다. 그러므로 상대방 캐릭터의 처치에 의해서만 골드와 경험치와 같은 능력치를 획득하지 않고 능력치 획득영역의 점령에 의해서도 골드와 경험치 같은 능력치를 획득할 수 있도록 함으로써 밀리는 팀도 점령에 의해 능력치를 획득하여 비축함으로써 역전의 기회를 노릴 수 있게 된다. In an embodiment of the present invention, the game providing apparatus may further include a capability acquisition area occupation processing unit. When the character occupies the capability acquisition area, the capability acquisition area occupancy processing unit each acquires the ability value in a unit of time to all characters of the team to which the occupied character belongs until the occupied capability acquisition area is seized by the character of the opposing team. We can provide evenly. Therefore, it is possible to obtain the stats such as gold and experience by capturing the area of the ability acquisition area only by killing the opponent's character, and the team being pushed also acquires and reserves the stats by the occupation and gains a chance of reversing. Can be aimed at.
본 발명의 실시예에서 게임제공장치는 처치 처리부 및 사망분노 처리부를 더 포함할 수 있다. 처치 처리부는 상대방 캐릭터를 처치한 캐릭터에게는 기 설정된 처치 능력치를 제공하고, 사망분노 처리부는 캐릭터가 사망할 때마다 사망 캐릭터에게 기 설정된 사망 분노치를 제공하고, 각 캐릭터의 사망 분노치가 사망분노 버프 활성화 조건에 도달하면 사망분노 버프 사용권을 제공할 수 있다. 그러므로 상대적으로 사망횟수가 많은 약한 캐릭터라 하더라도 사망 분노치를 비축하여 사망분노 버프 사용권을 획득할 경우 역전의 기회를 가질 수 있게 된다. In an embodiment of the present invention, the game providing apparatus may further include a treatment processor and a death anger processor. The killing processor provides preset killing stats to the character who kills the opponent character, the death anger processing unit provides a preset killing anger value to the deceased character each time the character dies, and the death anger value of each character is the death anger buff activation condition. When you reach, you can give the Rage Buff right. Therefore, even a weak character with a relatively high number of deaths will have a chance of reversing if he gains the death anger buff right by saving death anger.
본 발명의 실시예에서 게임제공장치는 중립 오브젝트 처리부를 더 포함할 수 있다. 중립 오브젝트 처리부는 중립 오브젝트를 게임 시작 후 적어도 1회 이상 임의의 시간에 활성화시키고, 활성화된 중립 오브젝트가 파괴되면 마지막 타격(이하 '막타'라 칭함)을 한 캐릭터가 소속된 팀 전체에 막타 버프 능력치를 균등하게 제공할 수 있다. 그러므로 밀리는 팀도 막타 버프 능력치를 획득하게 되면 기지파괴 등의 역전 기회를 가질 수 있게 된다. In an embodiment of the present invention, the game providing device may further include a neutral object processing unit. The neutral object processor activates the neutral object at least once at any time after the start of the game, and if the activated neutral object is destroyed, the Macta buff stat is performed to the entire team to which the character who hit the last hit (hereinafter referred to as 'macata') belongs. Can be provided evenly. Therefore, when Milli get a Macta Buff stat, he will have a chance to reverse.
본 발명의 일 실시예의 방법은 수신된 게임 명령에 대응하는 게임정보를 생성하고, 생성된 게임정보 중 점수획득영역의 점령여부에 따라 점수획득을 처리하고, 캐릭터 사망이 검출되면 사망한 캐릭터가 보유한 점수획득 아이템을 버려진 상태로 처리하고, 버려진 점수획득 아이템을 습득한 캐릭터의 점수획득 아이템의 보유 총수를 표시하고, 점수획득 아이템의 기지반환이 검출되면 반환된 점수획득 아이템의 수에 대응하는 점수획득으로 처리하고, 점수획득이 검출되면 점수를 획득한 캐릭터가 소속된 팀 획득점수를 누적하고, 팀 획득점수 누적치가 승리점수에 도달된 경우 승리점수 이벤트를 발생하고, 생성된 게임정보 중 기지 파괴정보가 검출되면 기지파괴 이벤트를 발생하고, 승리점수 이벤트와 기지파괴 이벤트 중 먼저 발생된 이벤트에 응답하여 팀 승패를 결정한다. The method of an embodiment of the present invention generates game information corresponding to the received game command, processes the score acquisition according to whether the score acquisition area of the generated game information is obtained, and retained by the deceased character when the character death is detected. Process the scored items in a discarded state, display the total number of scored items retained by the character who acquired the discarded scored items, and, if a known return of the scored items is detected, scores corresponding to the number of scored items returned. If the score is detected, accumulate the team acquisition score to which the character that has scored points belongs, generate a victory score event when the accumulated team score reaches the victory score, and destroy the base among the generated game information. Is detected, triggers a destroy event, and responds to the first occurrence of a victory score event or a destroy event. To win or lose.
본 발명의 다른 실시예의 경쟁게임 제공 시스템의 게임제공장치는 수신된 게임 명령에 대응하는 게임정보를 생성하는 게임정보 생성부와, 생성된 게임정보 중 캐릭터 사망이 검출되면, 사망한 캐릭터가 보유한 점수획득 아이템을 버려진 상태로 처리하고, 버려진 점수획득 아이템을 습득하면, 습득한 점수획득 아이템의 수를 캐릭터의 팀 획득점수로 처리하는 사망 처리부와, 사망 처리부의 점수획득이 검출되면, 검출된 획득점수를 캐릭터가 소속된 팀 획득점수로 누적하고, 팀 획득점수 누적치가 승리점수에 도달된 경우 승리점수 이벤트를 발생하는 승리점수 검출부를 포함한다. The game providing apparatus of the competitive game providing system according to another embodiment of the present invention includes a game information generating unit for generating game information corresponding to the received game command, and a score held by the deceased character when the character death is detected among the generated game information. When the acquired item is treated as discarded and the discarded scored item is acquired, a death processing unit for processing the number of acquired scored items as the team's team acquired score, and the detected acquisition score when the score acquisition of the death processing unit is detected. It accumulates in the team acquisition score to which the character belongs, and includes a victory score detection unit for generating a victory score event when the team acquisition score accumulated value reaches the victory score.
여기서 사망 처리부는 습득한 점수획득 아이템의 기지반환을 검출하고, 기지 반환이 검출되면 습득한 점수획득 아이템의 수를 캐릭터의 팀 획득점수로 처리하는 것이 바람직하다. 또한 사망 처리부는 캐릭터가 보유한 점수획득 아이템의 수를 캐릭터에 연동시켜서 표시할 수 있다. Here, it is preferable that the death processing unit detects the known return of the acquired scored item, and if the known return is detected, process the number of acquired scored items as a team score of the character. Also, the death processing unit may display the number of score acquisition items held by the character in conjunction with the character.
본 발명의 경쟁게임 제공 방법은 게임제공장치에서, 각 캐릭터에 기본적으로 하나의 점수획득 아이템을 제공하고, 생성된 게임정보 중 캐릭터 사망이 검출되면, 사망한 캐릭터가 보유한 점수획득 아이템을 누구나 습득 가능한 버려진 상태로 제공하고, 생성된 게임정보 중 버려진 점수획득 아이템의 습득이 검출되면, 습득한 점수획득 아이템 보유수를 팀 획득점수로 처리한다. In the competitive game providing method of the present invention, in the game providing device, a single point obtaining item is basically provided to each character, and if a character death is detected in the generated game information, anyone can acquire the score obtaining item held by the dead character. If it is provided in an abandoned state and the acquisition of the discarded score acquisition item is detected among the generated game information, the number of acquired score acquisition items is treated as a team acquisition score.
본 발명의 또 다른 실시예의 경쟁게임 제공 시스템의 게임제공장치는 수신된 게임 명령에 대응하는 게임정보를 생성하는 게임정보 생성부와, 생성된 게임정보 중 점수획득영역의 점령여부에 따라 점수획득을 처리하는 점수획득영역 점령 처리부와, 점수획득이 검출되면, 검출된 획득점수를 팀 획득점수에 누적하고, 팀 획득점수 누적치가 승리점수에 도달된 경우 승리점수 이벤트를 발생하는 승리점수 검출부와, 생성된 게임정보 중 기지 파괴정보가 검출되면 기지파괴 이벤트를 발생하는 기지파괴 검출부와, 승리점수 이벤트와 기지파괴 이벤트 중 먼저 발생된 이벤트에 응답하여 팀 승패를 결정하는 승패 결정부를 포함한다. The game providing apparatus of the competitive game providing system according to another embodiment of the present invention obtains a score according to whether the game information generating unit generates game information corresponding to the received game command, and whether or not the score obtaining area is generated among the generated game information. A score acquisition unit for processing the score acquisition area occupation unit and, if score acquisition is detected, accumulate the detected acquisition score in the team acquisition score and generate a victory score event when the accumulated team acquisition score reaches the victory score; When the base destruction information is detected among the game information, the base destruction detection unit for generating a base destruction event, and a victory or loss decision unit for determining the team win or lose in response to the event that occurred first of the victory score event and the base destruction event.
본 발명의 또 다른 실시예의 경쟁게임 제공 방법은 게임제공장치에서, 수신된 게임 명령에 대응하는 게임정보를 생성하고, 생성된 게임정보 중 점수획득영역의 점령여부에 따라 점수획득을 처리하고, 점수획득이 검출되면 검출된 점수획득을 팀 획득점수에 누적하고, 팀 획득점수 누적치가 승리점수에 도달된 경우 승리점수 이벤트를 발생하고, 생성된 게임정보 중 기지 파괴정보가 검출되면 기지파괴 이벤트를 발생하고, 승리점수 이벤트와 기지파괴 이벤트 중 먼저 발생된 이벤트에 응답하여 팀 승패를 결정한다. In a competitive game providing method according to another exemplary embodiment of the present invention, a game providing device generates game information corresponding to a received game command, processes score acquisition according to whether or not the score acquisition area is included in the generated game information, and scores When the acquisition is detected, the detected score is accumulated in the team acquisition score, and when the accumulated team acquisition score reaches the victory score, a victory score event is generated, and when the base destruction information is detected in the generated game information, a base destruction event is generated. The team wins or loses in response to the event that occurred first during the Victory Score Event or the Site Destruction Event.
본 발명의 컴퓨터 프로그램은 하드웨어와 결합되어 상술한 경쟁게임 제공 방법을 실행시키기 위하여 매체에 저장된다. The computer program of the present invention is stored in a medium in combination with hardware to execute the aforementioned competitive game providing method.
본 발명의 컴퓨터 판독 가능 기록매체는 상술한 경쟁게임 제공 방법을 컴퓨터에서 실행하기 위한 컴퓨터 프로그램이 기록된다. In the computer-readable recording medium of the present invention, a computer program for executing the above-described competitive game providing method on a computer is recorded.
본 발명의 또 다른 실시예의 경쟁게임 제공 시스템은 네트워크를 통하여 동시에 연결되는 게임제공장치와 복수의 게임단말장치들을 포함하고, 상기 복수의 게임단말장치들 각각은 사용자에 의해 입력된 게임명령을 상기 게임제공장치에 송신하고, 상기 게임제공장치의 게임정보를 수신하여 실행하고, 상기 게임제공장치는 수신된 게임명령에 응답하여 게임정보를 생성하고 생성된 게임정보를 상기 복수의 게임 단말장치들에게 동시에 제공한다. 게임제공장치는 수신된 게임 명령에 대응하는 게임정보를 생성하는 게임정보 생성부와, 생성된 게임정보 중 각 캐릭터의 게임활동을 팀워크 기여도 점수로 환산하고, 각 게임 캐릭터가 획득한 게임활동점수를 팀워크 기여도 점수로 처리하고, 각 게임 캐릭터가 획득한 팀워크 기여도 점수를 랭킹순으로 디스플레이에 실시간으로 표시하는 팀워크 기여도 랭킹정보를 발생하는 기여도 처리부를 포함한다. 여기서 게임제공장치는 게임 승패 결정시 종료 화면 상에 탑플레이어 정보를 표시하는 종료화면정보를 복수의 게임단말장치들에게 동시에 제공할 수 있다. 또한 게임제공장치는 복수의 게임단말장치들 중 종료화면 상의 탑플레이어의 상세정보의 요청명령이 수신되면 탑플레이어의 상세정보를 요청한 게임단말장치에 제공할 수 있다. A competitive game providing system according to another embodiment of the present invention includes a game providing device and a plurality of game terminal devices connected simultaneously through a network, each of the plurality of game terminal devices receiving a game command input by a user from the game. Transmitting to a providing device, receiving and executing game information of the game providing device, wherein the game providing device generates game information in response to the received game command, and simultaneously generates the generated game information to the plurality of game terminal devices. to provide. The game providing device includes a game information generation unit that generates game information corresponding to the received game command, and converts game activity of each character from the generated game information into teamwork contribution points, and calculates game activity scores acquired by each game character. It includes a contribution processing unit for processing the teamwork contribution score, generating teamwork contribution ranking information to display in real time on the display in the order of the teamwork contribution score obtained by each game character. Here, the game providing device may simultaneously provide the end screen information for displaying the top player information on the end screen to the plurality of game terminal devices when the game win or lose is determined. In addition, the game providing device may provide the game terminal device requesting the detailed information of the top player when a request command for the detailed information of the top player on the end screen is received among the plurality of game terminal devices.
본 발명의 또 다른 실시예의 경쟁게임 제공 방법은 네트워크를 통하여 동시에 연결되는 게임제공장치와 복수의 게임 단말장치들을 포함하고, 복수의 게임 단말장치들 각각은 사용자에 의해 입력된 게임명령을 게임제공장치에 송신하고, 게임제공장치의 게임정보를 수신하여 실행하고, 게임제공장치는 수신된 게임명령에 응답하여 게임정보를 생성하고 생성된 게임정보를 복수의 게임 단말장치들에게 동시에 제공한다. 게임제공장치에서, 복수의 게임 단말장치들 각각의 게임 캐릭터의 게임 활동을 팀워크 기여도 점수로 처리하고, 각 게임 캐릭터가 획득한 팀워크 기여도 점수를 랭킹순으로 디스플레이에 실시간으로 표시하는 팀워크 기여도 랭킹정보를 복수의 게임단말장치들에 제공한다. A competitive game providing method according to another embodiment of the present invention includes a game providing device and a plurality of game terminal devices simultaneously connected through a network, each of the plurality of game terminal devices receiving a game command input by a user. And game information of the game providing apparatus is received and executed, the game providing apparatus generates game information in response to the received game command and simultaneously provides the generated game information to the plurality of game terminal apparatuses. In the game providing device, the game activity of each of the game characters of the plurality of game terminal devices is processed as teamwork contribution scores, and the teamwork contribution ranking information displaying the teamwork contribution scores acquired by each game character in order of ranking in real time. It is provided to a plurality of game terminal devices.
상기와 같은 본 발명의 실시예들에 따른 경쟁게임 제공 시스템은 두 가지 승리요소에 의해 승패가 결정될 수 있으므로 스노우 볼 현상을 최소화하면서도 10분 내외의 짧은 경기시간 내에 전략과 역전 기회 등의 게임 묘미를 즐길 수 있다. 또한 본 발명에서는 적 사살시 사망한 캐릭터가 보유한 점수획득 아이템을 누구나 습득 가능한 상태로 버려지게 되고 이 버려진 점수획득 아이템을 습득하면 점수를 획득할 수 있으므로 적을 사살하기 위한 치열한 전투를 유도하고, 보유한 점수획득 아이템을 캐릭터에 연동시켜서 표시하므로 점수획득 아이템을 많이 보유한 캐릭터의 기지반환을 방해하기 위한 전략 전술이 요구되므로 게임의 박진감과 긴장감을 유도할 수 있다. Competitive game providing system according to the embodiments of the present invention as described above can be determined by the two winning factors so that the game enjoys the best of strategy and reversal opportunities within a short game time of about 10 minutes while minimizing the snow ball phenomenon Enjoy. In addition, in the present invention, the points obtained by the character killed during the enemy kills are discarded in a state in which anyone can acquire, and when the discarded points are acquired, a score can be obtained to induce a fierce battle for killing an enemy and retain the score. Since the acquired items are displayed in conjunction with the character, strategic tactics are required to prevent the known return of the character having a large number of scored items, thereby inducing the thrill and tension of the game.
다만, 본 발명의 효과는 상기에서 언급된 효과로 제한되는 것은 아니며, 상기에서 언급되지 않은 다른 효과들은 본 발명의 사상 및 영역으로부터 벗어나지 않는 범위 내에서 당업자에게 명확하게 이해될 수 있을 것이다.However, the effects of the present invention are not limited to the above-mentioned effects, and other effects not mentioned above may be clearly understood by those skilled in the art without departing from the spirit and scope of the present invention.
도 1은 본 발명에 따른 경쟁게임 제공 시스템의 바람직한 일실시예의 구성도.1 is a block diagram of a preferred embodiment of a competitive game providing system according to the present invention.
도 2는 도 1의 경쟁게임제공장치의 바람직한 일실시예의 블록도.Figure 2 is a block diagram of a preferred embodiment of the competitive game providing device of Figure 1;
도 3은 도 1의 게임 단말장치의 바람직한 일실시예의 블록도.3 is a block diagram of a preferred embodiment of the game terminal device of FIG.
도 4는 도 2의 게임 서버의 바람직한 일실시예의 블록도.4 is a block diagram of one preferred embodiment of the game server of FIG.
도 5는 본 발명에 의한 경쟁게임 제공 방법을 수행하기 위한 바람직한 일실시예의 주 흐름도.5 is a main flowchart of a preferred embodiment for carrying out the method of providing a competitive game according to the present invention.
도 6은 도 5의 점령처리루틴 중 능력치 획득영역 점령처리를 설명하기 위한 바람직한 일실시예의 흐름도.FIG. 6 is a flowchart of a preferred embodiment for explaining the process of acquiring the capability value acquisition area of the occupation processing routine of FIG. 5; FIG.
도 7은 도 5의 점령처리루틴 중 점수획득영역 점령처리를 설명하기 위한 바람직한 일실시예의 흐름도.FIG. 7 is a flow chart of a preferred embodiment for explaining the process of acquiring a score acquisition area of the occupation processing routine of FIG. 5; FIG.
도 8은 도 5의 처치처리루틴의 처치 및 사망처리를 설명하기 위한 바람직한 일실시예의 흐름도.8 is a flowchart of one preferred embodiment for explaining treatment and death treatment of the treatment routine of FIG.
도 9는 도 7의 실점보상처리단계(S36)를 보다 상세히 설명하기 위한 일실시예의 흐름도.FIG. 9 is a flowchart of an exemplary embodiment for explaining in detail the exact point compensation processing step S36 of FIG.
도 10은 도 8의 사망 분노치 제공단계(S52)를 보다 상세히 설명하기 위한 일실시예의 흐름도.FIG. 10 is a flowchart of an embodiment for explaining the death anger value providing step S52 of FIG. 8 in more detail.
도 11은 도 5도 중립 오브젝트 처리루틴(400)을 보다 상세하게 설명하기 위한 바람직한 일실시예의 흐름도. FIG. 11 is a flow diagram of one preferred embodiment for explaining the FIG. 5 neutral object processing routine 400 in more detail.
도 12는 도 7의 점수획득처리단계(S34)를 보다 상세히 설명하기 위한 일실시예의 흐름도.12 is a flowchart of an embodiment for explaining the score acquisition processing step S34 of FIG. 7 in more detail.
도 13은 도 5의 기지파괴 검출루틴(500)을 보다 상세하게 설명하기 위한 흐름도.FIG. 13 is a flowchart for explaining the known destruction detection routine 500 of FIG. 5 in more detail.
도 14는 도 5의 승패결정 처리루틴(600)을 보다 상세하게 설명하기 위한 흐름도. FIG. 14 is a flowchart for explaining the win / loss decision processing routine 600 of FIG. 5 in more detail.
도 15는 본 발명의 경쟁게임에서 제공되는 다양한 캐릭터들을 예시한 화면 상태도. 15 is a screen state diagram illustrating various characters provided in the competitive game of the present invention.
도 16은 본 발명의 경쟁게임의 일실시예의 가상공간(30)을 설명하기 위한 화면 상태도.16 is a screen state diagram for explaining a virtual space 30 of an embodiment of a competitive game of the present invention.
도 17은 본 발명의 경쟁게임의 일실시예의 가상공간(30) 상에 제시된 미니 맵 상의 점령지 활성화 카운트 다운 표시를 설명하기 위한 화면 상태도.17 is a screen state diagram for explaining the occupied area activation countdown display on the mini-map presented on the virtual space 30 of one embodiment of the competitive game of the present invention.
도 18 내지 도 20은 점수획득영역의 점령유지시간 표시 바를 설명하기 위한 화면 상태도.18 to 20 are screen state diagrams for explaining the occupation time display bar of the score acquisition area.
도 21은 본 발명의 경쟁게임의 일실시예의 점수획득영역의 점령유지시간 경과에 따른 점수획득을 설명하기 위한 화면 상태도.21 is a screen state diagram for explaining the score acquisition according to the occupation time of the occupation of the score acquisition area of the embodiment of the competitive game of the present invention.
도 22 및 도 27은 본 발명의 경쟁게임의 일실시예에 따른 분노 게이지 및 분노 버프 사용권과 보상 게이지 및 보상 버프 사용권을 설명하기 위한 화면 상태도.22 and 27 are screen state diagrams for explaining anger gauge and anger buff use rights and reward gauge and reward buff use rights according to an embodiment of a competitive game of the present invention.
도 28은 본 발명의 경쟁게임의 일실시예에 따른 중립 오브젝트를 설명하기 위한 화면 상태도.28 is a screen state diagram for explaining a neutral object according to an embodiment of a competitive game of the present invention.
도 29는 본 발명의 경쟁게임의 일실시예에 따른 승리점수 이벤트를 설명하기 위한 화면 상태도.29 is a screen state diagram for explaining a victory score event according to an embodiment of a competitive game of the present invention.
도 30은 본 발명의 경쟁게임의 일실시예에 따른 기지파괴 이벤트를 설명하기위한 화면 상태도.30 is a screen state diagram for explaining a base breaking event according to an embodiment of a competitive game of the present invention.
도 31은 본 발명의 경쟁게임의 일실시예에 따른 승패결정을 설명하기 위한 화면 상태도. 31 is a screen state diagram for explaining a win / loss decision according to an embodiment of a competitive game of the present invention.
도 32는 도 5의 사망처리루틴의 사망처리를 설명하기 위한 바람직한 다른 실시예의 흐름도.32 is a flowchart of another preferred embodiment for explaining the death treatment of the death treatment routine of FIG.
도 33 및 38은 도 32의 사망처리루틴의 다른 실시예를 설명하기 위한 화면 상태도들. 33 and 38 are screen state diagrams for explaining another embodiment of the death processing routine of FIG. 32;
도 39는 도 5도 기여도 처리루틴(150)을 보다 상세하게 설명하기 위한 바람직한 일실시예의 흐름도.FIG. 39 is a flow diagram of one preferred embodiment for describing the FIG. 5 degree contribution processing routine 150 in more detail.
도 40은 도 5의 탑 플레이어 표시 단계를 보다 상세하게 설명하기위한 바람직한 일실시예의 흐름도. 40 is a flowchart of one preferred embodiment for explaining in detail the top player display step of FIG.
도 41은 도 39의 기여도 랭킹순 표시를 설명하기 위한 화면 상태도.FIG. 41 is a screen state diagram for explaining the contribution ranking order display of FIG. 39; FIG.
도 42는 도 41의 기여도 랭킹 표시 박스를 확대 캡쳐한 화면 상태도.FIG. 42 is an enlarged screen state diagram of the contribution ranking display box of FIG. 41; FIG.
도 43 내지 도 45는 도 40의 탑 플레이어 표시를 설명하기 위한 화면 상태도들. 43 to 45 are screen state diagrams for explaining the top player display of FIG. 40;
본문에 개시되어 있는 본 발명의 실시예들에 대해서, 특정한 구조적 내지 기능적 설명들은 단지 본 발명의 실시예를 설명하기 위한 목적으로 예시된 것으로, 본 발명의 실시예들은 다양한 형태로 실시될 수 있으며 본문에 설명된 실시예들에 한정되는 것으로 해석되어서는 아니 된다.With respect to the embodiments of the present invention disclosed in the text, specific structural to functional descriptions are merely illustrated for the purpose of describing embodiments of the present invention, embodiments of the present invention may be implemented in various forms and It should not be construed as limited to the embodiments described in.
본 발명은 다양한 변경을 가할 수 있고 여러 가지 형태를 가질 수 있는 바, 특정 실시예들을 도면에 예시하고 본문에 설명하고자 한다. 그러나 이는 본 발명을 특정한 개시 형태에 대해 한정하려는 것이 아니며, 본 발명의 사상 및 기술 범위에 포함되는 모든 변경, 균등물 내지 대체물을 포함하는 것으로 이해되어야 한다. 각 도면을 설명하면서 유사한 참조부호를 구성요소에 대해 사용하였다.As the present invention allows for various changes and numerous embodiments, particular embodiments will be illustrated in the drawings and described in the text. However, this is not intended to limit the present invention to a specific disclosed form, it should be understood to include all modifications, equivalents, and substitutes included in the spirit and scope of the present invention. In describing the drawings, similar reference numerals are used for the components.
본 출원에서 사용한 용어는 단지 특정한 실시예를 설명하기 위해 사용된 것으로, 본 발명을 한정하려는 의도가 아니다. 단수의 표현은 문맥상 명백하게 다르게 뜻하지 않는 한, 복수의 표현을 포함한다. 본 출원에서, "포함하다" 또는 "가지다" 등의 용어는 설시된 특징, 숫자, 단계, 동작, 구성요소, 부분품 또는 이들을 조합한 것이 존재함을 지정하려는 것이지, 하나 또는 그 이상의 다른 특징들이나 숫자, 단계, 동작, 구성요소, 부분품 또는 이들을 조합한 것들의 존재 또는 부가 가능성을 미리 배제하지 않는 것으로 이해되어야 한다.The terminology used herein is for the purpose of describing particular example embodiments only and is not intended to be limiting of the present invention. Singular expressions include plural expressions unless the context clearly indicates otherwise. In this application, the terms "comprise" or "having" are intended to indicate that there is a feature, number, step, action, component, part, or combination thereof that is described, and that one or more other features or numbers are present. It should be understood that it does not exclude in advance the possibility of the presence or addition of steps, actions, components, parts or combinations thereof.
본 발명의 실시예에서 "통신", "통신망" 및 "네트워크"는 동일한 의미로 사용될 수 있다. 이들 세 용어들은, 파일을 단말장치들 및 서버 사이에서 송수신할 수 있는 유무선의 근거리 및 광역 데이터 송수신망을 의미한다. 이하의 설명에서 "게임 서버"란, 유저들이 접속하여 게임 컨텐츠를 이용하기 위하여 접속하게 되는 서버 컴퓨터를 의미한다. 용량이 작거나 이용자 수가 작은 게임의 경우 하나의 게임 서버에 다수의 게임 프로그램이 운영될 수 있다. 또한, 용량이 매우 크거나 실시간 접속 인원수가 많은 게임의 경우, 게임의 기능에 따라서 하나의 게임의 운영을 위한 게임 서버가 하나 이상 존재할 수도 있다. 또한, 게임 서버에는 데이터베이스에 대한 미들웨어나 결제 처리를 수행하는 서버들이 연결될 수 있으나, 본 발명에서는 이에 대한 설명은 생략하기로 한다. 본 발명에서 온라인 게임은, 상기 언급한 게임 서버에 접속하여 유저들이 이용할 수 있는 게임 컨텐츠를 의미한다. 특히, 게임 상에서 다수의 유저가 동시에 접속하여 즐길 수 있으며, 팀 간 전투를 통해서 경험치를 획득하는 등의 행위를 통해 캐릭터 레벨을 상승시키고 최종적으로 팀 승리를 쟁취하는 게임을 의미한다. 또한 게임 상에서 게임의 진행을 원활하게 하기 위해서, 다양한 종류의 무기 아이템을 구매할 수 있는 게임을 의미한다. 본 발명에서 대전형 게임은, n:n으로 겨루는 방식의 게임방식을 채택하며 캐릭터의 종류를 다양하게 하고, 각 캐릭터에 따라서 다양한 종류의 기술 및 필살기를 사용해서 상대방 기지를 파괴하거나 팀 점수가 승리 점수에 먼저 도달하는 방식의 게임이다. 본 발명에서 결과 컨텐츠는, 게임의 플레이 중 플레이 결과 유저들의 캐릭터가 얻을 수 있는 모든 컨텐츠를 의미한다. 온라인 게임에서 가상공간에 나타나는 주체는 사용자에 의해 조작되는 캐릭터이고, 게임 단말장치에 명령을 입력하면서 캐릭터를 조작하고 실제 게임을 즐기는 주체는 사용자이다. 그러므로 본 발명과 관련하여 게임 내에서 동작하는 주체를 설명할 때는 '캐릭터'라고 표현하고, 캐릭터를 조작하여 게임을 이용하는 주체를 설명할 때는 '사용자'라고 표현한다. 즉, '사용자'와 '캐릭터'는 게임의 진행과 관련하여 보는 관점만 다를 뿐 동일한 의미를 갖는다. In the embodiment of the present invention, "communication", "communication network" and "network" may be used in the same sense. These three terms refer to wired and wireless short-range and wide area data transmission and reception networks capable of transmitting and receiving files between terminal devices and servers. In the following description, "game server" refers to a server computer to which users are connected to access game contents. In the case of a game having a small capacity or a small number of users, a plurality of game programs may be operated in one game server. In addition, in the case of a game having a very large capacity or a large number of real-time access persons, there may be one or more game servers for operating one game depending on the function of the game. In addition, the game server may be connected to the server to perform the middleware or payment processing for the database, the description thereof will be omitted in the present invention. In the present invention, the online game means game content that can be used by users by accessing the above-mentioned game server. In particular, it refers to a game in which a large number of users can simultaneously access and enjoy the game, and increase the character level and finally win the team through an action such as obtaining experience through a team battle. In addition, in order to facilitate the progress of the game in the game, it means a game that can purchase a variety of weapon items. In the present invention, the competitive game adopts a game method of n: n, and varies the types of characters, and destroys the opponent's base or wins the team score by using various kinds of skills and special moves according to each character. Is a game of how to reach the score first. In the present invention, the result content refers to all content that can be obtained by the characters of the users as a result of the play during the game play. In the online game, the subject that appears in the virtual space is the character manipulated by the user, and the subject who manipulates the character while enjoying a game while inputting a command to the game terminal device is the user. Therefore, in describing the subject operating in the game in relation to the present invention, a character is expressed, and when describing a subject using the game by manipulating a character, the user is expressed. In other words, 'user' and 'character' have the same meaning except that the viewpoints related to the game progress are different.
이하의 설명에서 사용되는 구성요소에 대한 접미사 "모듈" 및 "부"는 명세서 작성의 용이함만이 고려되어 부여되거나 혼용되는 것으로서, 그 자체로 서로 구별되는 의미 또는 역할을 갖는 것은 아니다. 이하에서는 본 발명의 실시 예에 따른 사용자 단말기는 통신망에 연결되어 온라인 게임을 실행하고, 게임 실행 중 게임 진행에 따른 데이터를 송수신할 수 있는 퍼스널컴퓨터(PC)를 대표적인 예로서 설명하지만, 사용자 단말기는 퍼스널컴퓨터에 한정된 것이 아니고, 모든 정보통신기기, 이동통신단말기, 멀티미디어 단말기, 유선 단말기, 고정형 단말기 및 IP(Internet Protocol) 단말기 등의 다양한 단말기에 적용될 수 있다.The suffixes "module" and "unit" for components used in the following description are given or used in consideration of ease of specification, and do not have distinct meanings or roles from each other. Hereinafter, a user terminal according to an embodiment of the present invention will be described as a representative example of a personal computer (PC) that is connected to a communication network to play an online game and transmit and receive data according to game progress while the game is running. The present invention is not limited to a personal computer, but may be applied to various terminals such as all information communication devices, mobile communication terminals, multimedia terminals, wired terminals, fixed terminals, and IP (Internet Protocol) terminals.
다르게 정의되지 않는 한, 기술적이거나 과학적인 용어를 포함해서 여기서 사용되는 모든 용어들은 본 발명이 속하는 기술 분야에서 통상의 지식을 가진 자에 의해 일반적으로 이해되는 것과 동일한 의미를 가지고 있다. 일반적으로 사용되는 사전에 정의되어 있는 것과 같은 용어들은 관련 기술의 문맥 상 가지는 의미와 일치하는 의미를 가지는 것으로 해석되어야 하며, 본 출원에서 명백하게 정의하지 않는 한, 이상적이거나 과도하게 형식적인 의미로 해석되지 않는다.Unless defined otherwise, all terms used herein, including technical or scientific terms, have the same meaning as commonly understood by one of ordinary skill in the art. Terms such as those defined in the commonly used dictionaries should be construed as having meanings consistent with the meanings in the context of the related art and shall not be construed in ideal or excessively formal meanings unless expressly defined in this application. Do not.
한편, 어떤 실시예가 달리 구현 가능한 경우에 특정 블록 내에 명기된 기능 또는 동작이 순서도에 명기된 순서와 다르게 일어날 수도 있다. 예를 들어, 연속하는 두 블록이 실제로는 실질적으로 동시에 수행될 수도 있고, 관련된 기능 또는 동작에 따라서는 상기 블록들이 거꾸로 수행될 수도 있다.On the other hand, when an embodiment is otherwise implemented, a function or operation specified in a specific block may occur out of the order specified in the flowchart. For example, two consecutive blocks may actually be performed substantially simultaneously, and the blocks may be performed upside down depending on the function or operation involved.
이하, 첨부한 도면들을 참조하여, 본 발명의 바람직한 실시예를 보다 구체적으로 설명하고자 한다. Hereinafter, with reference to the accompanying drawings, it will be described in detail a preferred embodiment of the present invention.
도 1은 본 발명에 따른 경쟁게임 제공 시스템의 바람직한 일실시예의 구성도이고, 도 2는 도 1의 경쟁게임제공장치의 바람직한 일실시예의 블록도이고, 도 3은 도 1의 게임 단말장치의 바람직한 일실시예의 블록도이다. 1 is a block diagram of a preferred embodiment of a competitive game providing system according to the present invention, Figure 2 is a block diagram of a preferred embodiment of the competitive game providing device of Figure 1, Figure 3 is a preferred view of the game terminal device of Figure 1 A block diagram of one embodiment.
도 1을 참조하면, 본 발명의 실시예에 따른 경쟁게임 제공 시스템은 네트워크, 예컨대 인터넷으로 연결된 게임제공장치(10)와 복수의 게임 단말장치(20)들을 포함한다. 복수의 게임 단말장치들 각각은 사용자에 의해 입력된 게임명령을 게임제공장치(10)에 송신하고, 게임제공장치(10)로부터 송신된 게임정보를 수신하여 실행한다. 게임제공장치(10)는 수신된 게임명령에 응답하여 게임정보를 생성하고 생성된 게임정보를 복수의 게임 단말장치들에게 동시에 제공한다. Referring to FIG. 1, a competitive game providing system according to an exemplary embodiment of the present invention includes a game providing device 10 and a plurality of game terminal devices 20 connected through a network, for example, the Internet. Each of the plurality of game terminal devices transmits a game command input by the user to the game providing device 10, and receives and executes game information transmitted from the game providing device 10. The game providing device 10 generates game information in response to the received game command and simultaneously provides the generated game information to a plurality of game terminal devices.
특히, 본 발명의 실시예에 따른 게임 실행을 위한 데이터는 인터넷 상의 게임제공장치(10)에 영구적으로 저장될 수 있는 클라우드 컴퓨팅(Cloud Computing) 기능을 통해 제공될 수 있다. 여기서, 클라우드 컴퓨팅은 데스크톱(Desktop), 태블릿컴퓨터(Tablet PC), 노트북(Note book), 넷북(Net book) 및 스마트폰(Smart phone) 등의 단말장치에 인터넷 기술을 활용하여 가상화된 IT 자원, 예를 들어, 하드웨어(서버, 스토리지, 네트워크 등), 소프트웨어(데이터베이스, 보안, 웹 서버 등), 서비스, 데이터 등을 온 디맨드(on demand) 방식으로 서비스하는 기술을 의미한다. In particular, the data for game execution according to an embodiment of the present invention may be provided through a cloud computing function that can be stored permanently in the game providing device 10 on the Internet. Here, cloud computing is an IT resource virtualized using Internet technologies in terminal devices such as desktops, tablet PCs, notebooks, notebooks, netbooks, and smart phones, For example, it refers to a technology that serves hardware (server, storage, network, etc.), software (database, security, web server, etc.), services, and data on demand.
본 발명에 있어서, 게임 실행을 위한 데이터는 인터넷 상의 게임제공장치(10)에 저장되고, 게임 단말장치(20)를 통하여 언제 어디서든 이용될 수 있다. 한편, 본 발명에 따른 복수의 게임 단말장치(20)는 도면에 제시된 바와 같이 게임 단말장치(20a, 20b)의 A팀과 게임 단말장치(20c, 20d)의 B팀으로 그룹핑될 수 있다. 여기서 도시된 팀 그룹은 간략한 표현을 위하여 2:2로 하였으나 이에 국한되지 않고 3:3, 4:4, 5:5, ---, N:N 등의 팀 그룹핑이 가능하다. 인터넷은 게임제공장치(10)에서 게임 단말장치(20) 및 게임제공장치(10) 간의 데이터 송수신을 위한 통로를 제공하는 기능을 한다. 여기서, 인터넷은 게임 단말장치(20) 및 게임제공장치(10) 사이의 데이터 전송 및 정보 교환을 위한 일련의 데이터 송수신 동작을 수행한다. In the present invention, data for game execution is stored in the game providing apparatus 10 on the Internet, and can be used anytime and anywhere through the game terminal apparatus 20. Meanwhile, the plurality of game terminal devices 20 according to the present invention may be grouped into team A of the game terminal devices 20a and 20b and team B of the game terminal devices 20c and 20d as shown in the drawing. The team group shown here is set to 2: 2 for the sake of simplicity, but not limited thereto, and team groupings such as 3: 3, 4: 4, 5: 5, ---, and N: N are possible. The Internet functions to provide a passage for transmitting and receiving data between the game terminal device 20 and the game providing device 10 in the game providing device 10. Here, the Internet performs a series of data transmission and reception operations for data transmission and information exchange between the game terminal device 20 and the game providing device 10.
이와 같은 기능을 수행하는 인터넷은 인터넷 프로토콜을 통하여 대용량 데이터의 송수신 서비스 및 끊기는 현상이 없는 데이터 서비스를 제공하는 아이피망으로, 아이피를 기반으로 서로 다른 망을 통합한 아이피망 구조인 올 아이피(All IP)망 일 수 있다. 또한, 인터넷은 유선통신망, 이동통신망, Wibro(Wireless Broadband)망, HSDPA(High Speed Downlink Packet Access)망 및 위성통신망 중 하나일 수 있다. The Internet that performs these functions is an IP network that provides a data transmission / reception service and a disconnected data service through the Internet protocol. All IP, an IP network structure integrating different networks based on IP It can be a network. In addition, the Internet may be one of a wired communication network, a mobile communication network, a wireless broadband (WBRO) network, a high speed downlink packet access (HSDPA) network, and a satellite communication network.
도 2를 참조하면, 게임제공장치(10)는 필요에 따라 다양하게 구성될 수 있는 것으로서, 구체적인 예를 들자면, 웹 서버(11), 업데이트 서버(12), 인증 서버(13), 게임 서버(14), 데이터베이스(15) 등을 포함하여 이루어질 수 있다. 웹 서버(11)는 인터넷 홈페이지를 운영하여 게임 서비스와 관련된 각종 정보를 웹 상에서 제공하며, 각 사용자로부터 인증용 정보인 아이디(ID)와 비밀번호, 닉네임, 연락처 등 회원 가입에 필요한 정보를 입력 받아 계정을 개설하는 등의 역할을 수행할 수 있다. 데이터베이스(15)는 게임정보뿐만 아니라 각 사용자들의 회원정보, 게임 기록 정보, 사용자 캐릭터 정보 등 각 사용자가 온라인 게임 서비스 이용하기 위해 필요로 하는 일체의 정보를 저장하여 유지한다. 업데이트 서버(12)는 사용자 단말장치(20)로 게임 클라이언트를 전송해주고 최신 버전으로 유지시켜 주는 역할을 수행한다. 인증 서버(13)는 데이터베이스(15)에 저장되어 있는 정보를 이용하여 게임 서버(14)에 로그인 하는 사용자를 인증하며, 게임 서버(14)는 네트워크를 통해 각 사용자들의 게임 클라이언트 프로그램과 통신하면서 함께 게임에 참여하고 있는 사용자들의 게임 진행을 전체적으로 총괄 제어한다. 이러한 게임 서버(14)는 게임 단말장치(20)에 대하여 본 발명에 따른 게임 서비스 및 게임 중계 서비스를 클라우드 컴퓨팅 방식으로 제공할 수 있다. 클라우드 컴퓨팅은 앞서 설명한 바와 같이, 인터넷 기술을 활용하여 가상화된 IT 자원, 예를 들어, 하드웨어(서버, 스토리지, 네트워크 등), 소프트웨어(데이터베이스, 보안, 웹 서버 등), 서비스, 데이터 등을 온 디맨드(On Demand) 방식으로 서비스하는 기술을 의미한다. 이에 따르면, 게임 서버(14)는 본 발명에 따른 게임 서비스를 제공하는데 필요한, 하드웨어, 소프트웨어, 서비스, 데이터 중에서 하나 이상을 포함하는 컴퓨팅 자원을 게임 단말장치(20)에 제공할 수 있다. 예를 들어, 게임 서버(14)는 게임 단말장치(20)에 대하여 게임이 실행되는 가상의 컴퓨팅 공간을 제공하고, 컴퓨팅 공간을 통해 게임이 실행되도록 서비스할 수 있다. 또한, 게임 서버(14)는 게임 데이터 및/또는 게임 소프트웨어를 저장하는 저장 공간을 제공하고, 저장 공간을 통해 상술한 기능을 수행할 수 있다. 또한, 게임 서버(14)는 게임 소프트웨어를 저장하고, 게임 단말장치(20)의 요청에 따라서 해당 게임 소프트웨어를 게임 단말장치(20)로 제공하거나, 해당 게임 소프트웨어를 실행하여 게임 단말장치(20)에 실행 결과를 제공할 수 있다. Referring to FIG. 2, the game providing device 10 may be configured in various ways as necessary. Specifically, the game providing device 10 may include a web server 11, an update server 12, an authentication server 13, and a game server. 14), the database 15 and the like. The web server 11 provides various information related to the game service on the web by operating the Internet homepage, and receives information necessary for membership registration, such as ID, ID, password, nickname, and contact information, which are authentication information from each user. It may be able to open a role such as opening a business. The database 15 stores and maintains not only game information but also all information required for each user to use the online game service such as member information, game record information, and user character information of each user. The update server 12 transmits the game client to the user terminal device 20 and maintains the latest version. The authentication server 13 authenticates a user logging in to the game server 14 by using the information stored in the database 15, and the game server 14 communicates with the game client programs of the respective users through the network. Overall control of the game progress of users participating in the game. The game server 14 may provide a game service and a game relay service according to the present invention to the game terminal device 20 in a cloud computing manner. Cloud computing, as described above, utilizes Internet technology to provide on-demand virtualized IT resources such as hardware (servers, storage, networks, etc.), software (databases, security, web servers, etc.), services, data, and more. (On Demand) means the technology to service. Accordingly, the game server 14 may provide the game terminal device 20 with computing resources including one or more of hardware, software, services, and data required to provide a game service according to the present invention. For example, the game server 14 may provide a virtual computing space in which the game is executed to the game terminal device 20, and may service the game to be executed through the computing space. In addition, the game server 14 may provide a storage space for storing game data and / or game software, and perform the above-described functions through the storage space. In addition, the game server 14 stores game software, and provides the game software to the game terminal device 20 at the request of the game terminal device 20, or executes the game software to play the game terminal device 20. Can provide the execution result.
게임 단말장치(20)는 인터넷을 통해 게임제공장치(10)에 접속하여 게임 실행을 위한 데이터를 송수신하는 기능을 한다. 게임 단말장치(20)에는 사용자가 온라인 경쟁 게임을 진행할 수 있도록 해주는 게임 클라이언트가 설치된다. 게임 클라이언트는 게임 단말장치(20)에 설치되어 동작하는 컴퓨터 프로그램으로서 네트워크를 통해 다운로드 되어 설치될 수 있다. 게임 클라이언트는 게임 맵 처리, 사운드 효과 처리, 각종 사용자 인터페이스 제공 등 사용자 측에서 수행되어야 할 다양한 기능을 수행하며, 기본적으로 게임제공장치(10)와 통신하면서 온라인 게임을 진행시킨다. 이때 게임제공장치(10)와 게임 클라이언트의 역할 분담은 필요에 따라 다양하게 구성될 수 있다. The game terminal device 20 functions to connect to the game providing device 10 via the Internet and transmit and receive data for game execution. The game terminal device 20 is provided with a game client that allows a user to play an online competition game. The game client is a computer program installed and operated in the game terminal device 20 and may be downloaded and installed through a network. The game client performs various functions to be performed on the user's side, such as game map processing, sound effect processing, and providing various user interfaces, and basically proceeds with an online game while communicating with the game providing apparatus 10. In this case, the role sharing between the game providing device 10 and the game client may be variously configured as necessary.
게임 단말장치(20)는 사용자 입력(게임 명령)에 따라 게임제공장치(10)로 게임 실행을 요청한다. 그리고 게임 단말장치(20)는 게임제공장치(10)의 게임 접속 승인에 따라 게임을 실행한다. 이후, 게임 단말장치(20)는 다른 게임 단말장치(20)의 게임 진행에 따른 데이터(게임 정보)를 게임제공장치(10)로부터 수신하고, 수신된 데이터를 실행하는 것이다. 그리고 게임 단말장치(20)는 사용자로부터 캐릭터의 동작을 수행하는 캐릭터 명령을 수신한다. 그리고 게임 단말장치(20)는 수신된 캐릭터 명령을 게임제공장치(10)에 송신하고, 게임제공장치(10)는 게임제공장치(10)에 접속하여 게임 실행하고 있는 모든 게임 단말장치(20)에 캐릭터 명령에 따른 게임 정보를 송신한다. 그리고 게임 단말장치(20)는 수신된 게임 정보에 따라, 다른 사용자의 캐릭터 동작을 구현한다. The game terminal device 20 requests the game providing device 10 to execute a game according to a user input (game command). The game terminal device 20 executes the game according to the game connection approval of the game providing device 10. Thereafter, the game terminal device 20 receives data (game information) according to the game progress of the other game terminal device 20 from the game providing device 10 and executes the received data. And the game terminal device 20 receives a character command for performing the operation of the character from the user. The game terminal device 20 transmits the received character command to the game providing device 10, and the game providing device 10 is connected to the game providing device 10 to execute all game terminal devices 20 executing a game. The game information according to the character command is transmitted to the. The game terminal device 20 implements a character action of another user according to the received game information.
도 3을 참조하면, 게임 단말장치(20)는 게임 실행을 위하여 제어부(21), 입력부(22), 출력부(23), 통신부(24) 및 저장부(25)를 포함하여 구성된다. 입력부(22)는 숫자 및 문자 정보 등의 다양한 정보를 입력받고, 각종 기능들의 설정 및 게임 단말장치(20)의 기능 제어와 관련하여 입력되는 신호를 제어부(21)로 전달한다. 그리고 입력부(22)는 사용자의 터치 또는 조작에 따른 입력 신호를 발생하는 키패드와 터치패드 중 적어도 하나를 포함하여 구성될 수 있다. 이때 입력부(22)는 출력부(23)와 함께 하나의 터치패널(또는 터치스크린)의 형태로 구성되어 입력과 표시 기능을 동시에 수행할 수 있다. 특히, 입력부(22)는 캐릭터의 동작을 변경하는 캐릭터 동작 명령을 사용자로부터 입력받아, 제어부(21)로 전달할 수 있다. 또한 입력부(22)는 게임 단말장치(20)가 터치스크린 형태로 구성되는 경우 화면에 터치되는 신호를 입력 받거나, 키보드 및 마우스 등의 입력을 받을 수 있다. 출력부(23)는 게임 단말장치(20)의 기능 수행 중에 발생하는 일련의 동작상태 및 동작결과 등에 대한 정보를 표시한다. 또한, 출력부(23)는 게임 단말장치(20)의 메뉴 및 게이머가 입력한 사용자 데이터 등을 표시할 수 있다. 여기서 출력부(23)는 LCD(Liquid Crystal Display), TFT-LCD(Thin Film Transistor LCD), OLED(Organic Light Emitting Diodes), 발광다이오드(LED), AMOLED(Active Matrix Organic LED), 플렉시블 디스플레이(Flexible display) 및 3차원 디스플레이(3 Dimension) 등으로 구성될 수 있다. 저장부(25)는 게임 단말장치(20)의 기능 동작에 필요한 응용 프로그램을 저장한다. 이러한 저장부(25)는 크게 프로그램 영역과 데이터 영역을 포함할 수 있다. 여기서, 게임 단말장치(20)는 사용자의 요청에 상응하여 각 기능을 활성화하는 경우, 제어부(21)의 제어 하에 해당 응용 프로그램들을 실행하여 각 기능을 제공하게 된다. 특히, 본 발명의 실시예에 따른 프로그램 영역은 게임 단말장치(20)를 부팅시키는 운영체제(OS, Operating System), 사용자의 요청 신호에 따라 게임을 실행하는 프로그램 및 게임 진행에 따른 데이터를 재생하는 프로그램 등을 저장한다. 또한, 데이터 영역은 게임 단말장치(20)의 사용에 따라 발생하는 데이터가 저장되는 영역이다. 특히, 본 발명의 실시예에 따른 저장부(25)는 게임 진행 중에 입력되는 캐릭터 동작 명령, 캐릭터 위치정보 및 명령 입력 시간을 리스트로 저장하는 입력 버퍼를 포함한다. 입력 버퍼는 저장부(25)에 포함된 데이터 임시 저장소이다. Referring to FIG. 3, the game terminal device 20 includes a control unit 21, an input unit 22, an output unit 23, a communication unit 24, and a storage unit 25 to execute a game. The input unit 22 receives various information such as numbers and text information, and transmits a signal input in connection with setting of various functions and function control of the game terminal device 20 to the controller 21. The input unit 22 may include at least one of a keypad and a touch pad that generate an input signal according to a user's touch or manipulation. In this case, the input unit 22 may be configured in the form of one touch panel (or touch screen) together with the output unit 23 to simultaneously perform input and display functions. In particular, the input unit 22 may receive a character operation command for changing the operation of the character from the user, and transmit the received character operation command to the controller 21. In addition, when the game terminal device 20 is configured in the form of a touch screen, the input unit 22 may receive a signal touched on the screen or receive an input such as a keyboard and a mouse. The output unit 23 displays information about a series of operation states and operation results that occur during the functioning of the game terminal device 20. In addition, the output unit 23 may display a menu of the game terminal device 20 and user data input by the gamer. The output unit 23 is a liquid crystal display (LCD), a thin film transistor LCD (TFT-LCD), organic light emitting diodes (OLED), a light emitting diode (LED), an active matrix organic LED (AMOLED), a flexible display (Flexible). display) and a three-dimensional display (3 Dimension). The storage unit 25 stores an application program required for the functional operation of the game terminal device 20. The storage unit 25 may largely include a program area and a data area. Here, when the game terminal device 20 activates each function in response to a user's request, the game terminal device 20 executes corresponding application programs under the control of the controller 21 to provide each function. In particular, the program area according to an embodiment of the present invention is an operating system (OS) for booting the game terminal device 20, a program for executing a game according to a user's request signal, and a program for reproducing data according to game progress. And so on. In addition, the data area is an area in which data generated according to the use of the game terminal device 20 is stored. In particular, the storage unit 25 according to an embodiment of the present invention includes an input buffer for storing a character operation command, character position information, and command input time input during the game in a list. The input buffer is a data temporary store included in the storage unit 25.
통신부(24)는 게임 단말장치(20)의 통신을 수행하는 기능을 한다. 즉, 통신부(24)는 인터넷을 통해 게임제공장치(10)와 데이터를 송수신한다. 여기서, 통신부(24)는 송신되는 신호의 주파수를 상승 변환 및 증폭하는 RF 송신부와 수신되는 신호를 저잡음 증폭하고 주파수를 하강 변환하는 RF 수신부 등을 포함한다. 제어부(21)는 입력부(22), 출력부(23), 통신부(24) 및 저장부(25)를 제어하여, 본 발명의 경쟁게임을 수행하는 컨트롤러(Controller) 역할을 수행한다. 즉 제어부(21)는 입력부(22), 출력부(23), 통신부(24) 및 저장부(25)를 제어하여 본 발명의 경쟁게임을 수행한다.The communication unit 24 functions to perform communication of the game terminal device 20. That is, the communication unit 24 transmits and receives data with the game providing device 10 via the Internet. Here, the communication unit 24 includes an RF transmitter for up-converting and amplifying the frequency of the transmitted signal, and an RF receiver for low-noise amplifying and down-converting the received signal. The controller 21 controls the input unit 22, the output unit 23, the communication unit 24, and the storage unit 25 to play a role of a controller that performs the competition game of the present invention. That is, the controller 21 controls the input unit 22, the output unit 23, the communication unit 24 and the storage unit 25 to perform the competition game of the present invention.
이에 따라, 제어부(21)는 통신부(24)를 제어하여, 게임 정보를 게임제공장치(10)으로부터 수신한다. 제어부(21)는 수신된 게임 정보로 경쟁게임을 진행한다. Accordingly, the controller 21 controls the communication unit 24 to receive game information from the game providing device 10. The controller 21 proceeds to the competition game with the received game information.
제어부(21)는 사용자로부터 캐릭터 동작 명령을 입력받는다. 제어부(21)는 캐릭터 동작 명령 등의 게임 명령을 게임제공장치(10)로 송신하고, 캐릭터 동작 등의 게임 정보를 게임제공장치(10)로부터 수신한다. 제어부(21)는 수신된 캐릭터 동작 정보에 따라 해당 캐릭터의 동작을 구현하고, 이를 출력부(23)를 통해 사용자 화면에 출력하는 것이다.The controller 21 receives a character operation command from the user. The control unit 21 transmits a game command such as a character action command to the game providing device 10 and receives game information such as a character action from the game providing device 10. The control unit 21 implements the operation of the corresponding character according to the received character motion information, and outputs it to the user screen through the output unit 23.
도 4는 도 2의 게임 서버의 바람직한 일실시예의 블록도를 나타낸다. 4 shows a block diagram of one preferred embodiment of the game server of FIG.
도 4를 참조하면, 일 실시예의 게임 서버(14)는 게임 정보 생성부(14a), 기지파괴 검출부(14b), 점수획득영역 점령 처리부(14c), 승리점수 검출부(14d), 승패 결정부(14e), 실점보상 처리부(14f), 능력치 획득영역 점령 처리부(14g), 사망 처리부(14h), 사망분노 처리부(14i), 중립 오브젝트 처리부(14j), 기여도 처리부(14k) 및 탑플레이어 처리부(14m)를 포함할 수 있다. 게임 서버(14)의 각 구성요소들은 소프트웨어 모듈로 구성될 수 있다. Referring to FIG. 4, the game server 14 of the exemplary embodiment may include a game information generation unit 14a, a base destruction detection unit 14b, a score acquisition area occupation processing unit 14c, a victory score detection unit 14d, and a victory / loss determination unit ( 14e), the real point compensation processing unit 14f, the capability value acquisition area occupation processing unit 14g, the death processing unit 14h, the death anger processing unit 14i, the neutral object processing unit 14j, the contribution processing unit 14k and the top player processing unit 14m ) May be included. Each component of the game server 14 may be composed of a software module.
게임 정보 생성부(14a)는 복수의 게임 단말장치들(20)로부터 각각 송신된 게임 명령(명령코드, 캐릭터 위치정보 및 명령입력시간을 포함)을 수신하고 수신된 게임 명령에 따른 게임 정보를 생성한다. 여기서 게임명령은 게이머가 조작하는 모든 입력장치, 예컨대 키보드, 마우스, 터치패드, 조이스틱, 음성인식, 제스쳐인식, 영상인식 등의 유저인터페이스를 통하여 게임단말장치에 입력될 수 있다. 예컨대 게임 명령이 캐릭터 동작명령이면 이 명령에 따른 캐릭터 동작정보를 생성하고 생성된 캐릭터 동작정보를 복수의 게임 단말장치들(20)에 제공한다. 또한 생성된 게임정보는 기지파괴 검출부(14b), 점수획득영역 점령 처리부(14c), 능력치 획득영역 점령 처리부(14g), 사망 처리부(14h), 중립 오브젝트 처리부(14j) 및 기여도 처리부(14k)에도 제공된다. The game information generation unit 14a receives game commands (including command codes, character position information and command input time) respectively transmitted from the plurality of game terminal devices 20 and generates game information according to the received game commands. do. Here, the game command may be input to the game terminal device through a user interface such as a keyboard, a mouse, a touch pad, a joystick, a voice recognition, a gesture recognition, a video recognition, etc., operated by the gamers. For example, if the game command is a character motion command, character motion information according to the command is generated, and the generated character motion information is provided to the plurality of game terminal devices 20. The generated game information is also transmitted to the known destruction detection unit 14b, the score acquisition area occupation processing unit 14c, the ability value acquisition area occupation processing unit 14g, the death processing unit 14h, the neutral object processing unit 14j, and the contribution processor 14k. Is provided.
기지파괴 검출부(14b)는 생성된 게임정보 중 기지파괴 정보가 검출되면 기지파괴 이벤트를 발생한다. 발생된 기지파괴 이벤트 정보는 승패 결정부(14e) 및 기여도 처리부(14k)에 전달된다. The known destruction detection unit 14b generates a known destruction event when the known destruction information is detected among the generated game information. The generated known destruction event information is transmitted to the win / loss decision unit 14e and the contribution processor 14k.
점수획득영역 점령 처리부(14c)는 생성된 게임정보 중 캐릭터의 위치정보에 따라 점수획득영역의 점령여부를 처리한다. 승리점수 검출부(14d)는 점수획득영역 점령 처리부(14c)의 점수획득 이벤트 또는 사망처리부(14h)의 점수획득 이벤트에 따라 팀 점수를 누적하고 누적된 팀 점수의 승리점수 도달여부를 검출한다. 승패 결정부(14e)는 기지파괴 검출부(14b)의 기지파괴 이벤트와 승리점수 검출부(14d)의 승리점수 이벤트 중 먼저 발생된 이벤트에 응답하여 승패를 결정한다. 실점보상 처리부(14f)는 점수획득영역 점령 처리부(14c)의 점수획득 이벤트 또는 사망처리부(14h)의 점수획득 이벤트에 따라 실점 팀 전원에게 실점 보상치를 균등하게 제공한다. The score acquisition area occupation processing unit 14c processes the occupation of the score acquisition area according to the position information of the character among the generated game information. The victory score detector 14d accumulates the team scores according to the score acquisition event of the score acquisition area occupation processor 14c or the score acquisition event of the death processor 14h, and detects whether the accumulated team score reaches the victory score. The winning and losing determination unit 14e determines the winning and losing in response to an event which occurred earlier among the known breaking event of the known breaking detection unit 14b and the winning score event of the winning score detecting unit 14d. The reward reward processing unit 14f equally provides the reward reward value to all the losing teams according to the score acquisition event of the score acquisition area occupation processor 14c or the score acquisition event of the death processor 14h.
능력치 획득영역 점령 처리부(14g)는 생성된 게임정보 중 캐릭터의 위치정보에 따라 능력치 획득영역의 점령여부를 처리한다. 사망 처리부(14h)는 생성된 게임정보 중 캐릭터의 사망정보에 따라 캐릭터 사망여부를 처리한다. 그리고 사망 캐릭터가 보유한 점수획득 아이템을 누구나 습득 가능한 버려진 상태로 표시하고 점수획득 아이템의 습득시 습득한 캐릭터의 총 보유수를 갱신 표시한다. 그리고 보유한 아이템의 기지반환여부를 검출하여 점수획득여부를 처리한다. The capability acquisition area occupation processing unit 14g processes the occupation of the capability acquisition area according to the position information of the character among the generated game information. The death processing unit 14h processes the character death according to the death information of the character among the generated game information. Then, the scored item possessed by the deceased character is displayed in an abandoned state that anyone can learn, and the total number of characters acquired during the acquisition of the scored item is updated and displayed. Then, it detects whether the item is returned or not and processes the score acquisition.
사망분노 처리부(14i)는 캐릭터가 사망할 때마다 사망 캐릭터에게 기 설정된 사망 분노치를 제공한다. The death anger processing unit 14i provides preset death anger values to the deceased character whenever the character dies.
중립 오브젝트 처리부(14j)는 생성된 게임정보 중 중립 오브젝트 파괴정보에 따라 마지막 타격을 한 캐릭터 소속 팀에 막타 능력치 제공을 처리한다. The neutral object processing unit 14j processes the provision of the maca ability value to the team belonging to the character who has hit the last time according to the neutral object destruction information among the generated game information.
기여도 처리부(14k)는 게임 정보 생성부(14a), 기지파괴 검출부(14b), 점수획득영역 점령 처리부(14c), 승리점수 검출부(14d), 실점보상 처리부(14f), 능력치 획득영역 점령 처리부(14g), 사망 처리부(14h), 사망분노 처리부(14i), 및 중립 오브젝트 처리부(14j) 등에서 생성된 게임정보 중 캐릭터가 게임동작을 수행하는 동안에 팀에 기여하는 정도를 팀워크 기여도 점수로 환산하여 게임화면 상에 실시간으로 표시하는 동작을 처리한다. 기여도 점수의 표시동작은 팀워크 점수의 랭킹순으로 표시될 수 있다.The contribution processing unit 14k includes a game information generation unit 14a, a base destruction detection unit 14b, a score acquisition area occupation processing unit 14c, a victory score detection unit 14d, a true reward compensation processing unit 14f, and a capability value acquisition area occupation processing unit ( 14g) of the game information generated by the death processing unit 14h, the death anger processing unit 14i, and the neutral object processing unit 14j, etc., to convert the team's contribution to the team during the game operation into a teamwork contribution score. Processes the operation of displaying on the screen in real time. The display operation of the contribution scores may be displayed in order of ranking of the teamwork scores.
탑플레이어 처리부(14m)는 승패결정부(14e) 및 기여도 처리부(14k)로부터 제공된 정보에 따라 승패 결정시 승리팀의 탑 플레이어가 누구인지를 종료화면 상에 표시하는 화면 정보를 발생한다.  The top player processor 14m generates screen information for displaying, on the end screen, who is the top player of the winning team at the time of winning or losing decision according to the information provided from the win / loss decision unit 14e and the contribution processor 14k.
상술한 게임서버(14)의 각부에 대하여 흐름도 및 화면 상태도를 참조하여 구체적으로 설명하고자 한다. Each part of the game server 14 described above will be described in detail with reference to a flowchart and a screen state diagram.
도 5는 본 발명에 의한 경쟁게임 제공 방법을 수행하기 위한 바람직한 일실시예의 메인 흐름도이고, 도 6은 도 5의 점령처리루틴의 능력치 획득영역 점령처리를 설명하기 위한 바람직한 일실시예의 흐름도이고, 도 7은 도 5의 점령처리루틴의 점수획득영역 점령처리를 설명하기 위한 바람직한 일실시예의 흐름도이다. FIG. 5 is a main flowchart of a preferred embodiment for carrying out the competitive game providing method according to the present invention, FIG. 6 is a flowchart of a preferred embodiment for explaining the capability acquisition area occupation process of the occupation processing routine of FIG. 7 is a flowchart of a preferred embodiment for explaining the point acquisition process of the point acquisition area of the occupation processing routine of FIG.
도 5를 참조하면, 본 발명에 의한 경쟁게임 제공 방법의 주 프로그램은 게임정보 생성부(14a)에서 실행되고, 캐릭터 선택 및 팀 세팅 처리루틴(100), 점령처리루틴(200), 사망처리루틴(300), 중립 오브젝트 처리루틴(400), 기지파괴 검출루틴(500), 승패결정 처리루틴(600) 및 기여도 처리루틴(700)을 포함한다. 그리고 각 처리 루틴에 속한 서브루틴들은 도 4의 각 부에서 실행된다. Referring to Figure 5, the main program of the competitive game providing method according to the present invention is executed in the game information generation unit 14a, character selection and team setting processing routine 100, occupation processing routine 200, death processing routine 300, a neutral object processing routine 400, a known destruction detection routine 500, a win / loss decision processing routine 600, and a contribution processing routine 700. Subroutines belonging to each processing routine are executed in each part of FIG.
먼저 캐릭터 선택 및 팀 세팅 처리루틴(100)에서 사용자들이 게임방을 개설하고, 게임방에 참여한 각 사용자들이 팀을 편성하고, 각 팀의 사용자들 각각이 도 15에 도시한 바와 같이 다수의 캐릭터들 중 원하는 특성을 가진 캐릭터의 선택이 완료되면 경쟁게임이 플레이 된다(S10). 이어서 점령처리루틴(200), 사망처리루틴(300), 중립 오브젝트 처리루틴(400) 등이 수행되면서 승패결정 처리루틴(500)에서 승패가 결정되기 전까지 게임이 진행되면서 각 캐릭터의 게임활동에 따른 팀워크 기여도 점수가 기여도 처리루틴(700)에서 처리된다. 승패결정 처리루틴(500)에서 승패가 결정되면(S12) 기여도 처리루틴(700)에서는 승리 팀의 랭킹정보에 따라 탑플레이어를 결정하고 게임이 종료된다. S12단계에서 게임이 종료되면 기여도 처리루틴(700)에서 결정한 탑 플레어의 정보를 종료화면 상에 표시한다(S13) First, in the character selection and team setting processing routine 100, users open a game room, each user participating in the game room organizes a team, and each user of each team desires among a plurality of characters as shown in FIG. 15. When the selection of the character with the characteristics is completed, the competition game is played (S10). Subsequently, the occupation processing routine 200, the death processing routine 300, the neutral object processing routine 400, and the like are executed, and the game proceeds until the victory or defeat is determined in the decision processing routine 500. The teamwork contribution score is processed in the contribution processing routine 700. If the win or loss is determined in the win / loss decision processing routine 500 (S12), the contribution processing routine 700 determines the top player according to the ranking information of the winning team, and the game ends. When the game ends in step S12, information on the top flares determined by the contribution processing routine 700 is displayed on the end screen (S13).
본 발명의 경쟁게임은 도 16에 도시한 바와 같은 가상공간(30)에서 수행된다. 가상공간(30)은 좌측단 A팀 기지(32a), 우측단에 B팀 기지(34b)가 각각 배치된다. 양 기지들은 중앙 수평통로(34a), 상부 수평통로(34b) 및 하부 수평통로(34c)로 연결된다. 상부 수평통로(34b) 및 하부 수평통로(34c)는 중앙 수직통로(34d), 좌측 수직통로(34e), 우측 수직통로(34f)에 의해 서로 연통된다. 중앙 수직통로(34d)와 중앙 수평통로(34a)의 교차지점에는 중립 오브젝트(36)가 배치된다. 중앙 수직통로(34d)와 상부 수평통로(34b)의 교차지점과 중앙 수직통로(34d)와 하부 수평통로(34c)의 교차지점에는 상부 점수획득영역(38a)와 하부 점수획득영역(38b)이 각각 배치된다. 상부 수평통로(34b) 및 중앙 수평통로(34a) 사이의 좌측 수직통로(34e)에는 상부 경험치 획득 영역(39a)이 배치된다. 상부 수평통로(34b) 및 중앙 수평통로(34a) 사이의 우측 수직통로(34f)에는 상부 골드 획득 영역(39b)이 배치된다. 하부 수평통로(34c) 및 중앙 수평통로(34a) 사이의 좌측 수직통로(34e)에는 하부 골드 획득 영역(39c)이 배치된다. 하부 수평통로(34c) 및 중앙 수평통로(34a) 사이의 우측 수직통로(34f)에는 하부 경험치 획득 영역(39d)이 배치된다. 따라서 게임이 시작되면 각 캐릭터들은 통로를 따라 진행하면서 골드 및 경험치 획득영역들(39a~39d)을 차치하면서 무기 아이템을 구입하기 위한 골드 획득과 레벨 업을 위한 경험치 획득 등의 능력치 획득이 가능하다. 가상공간(30)의 중앙부에서 양 팀의 캐릭터들이 조우하게 되면 점수획득영역(38a, 38b) 및 중립 오브젝트 영역(36)이 활성화되기 전까지는 통로 상에서 라인전투를 수행하게 된다. 본 실시예에서 주어진 가상공간(30)은 설명 편의 상 제공되는 것이고 이에 국한되지 않고 다양한 가상공간들이 제공될 수 있다. The competition game of the present invention is performed in the virtual space 30 as shown in FIG. In the virtual space 30, a team A base 32a at the left end and a team B 34b at the right end are disposed. Both bases are connected to the central horizontal passage 34a, the upper horizontal passage 34b, and the lower horizontal passage 34c. The upper horizontal passage 34b and the lower horizontal passage 34c communicate with each other by the central vertical passage 34d, the left vertical passage 34e, and the right vertical passage 34f. The neutral object 36 is disposed at the intersection of the central vertical passage 34d and the central horizontal passage 34a. At the intersection of the central vertical passage 34d and the upper horizontal passage 34b and the intersection of the central vertical passage 34d and the lower horizontal passage 34c, an upper score obtaining area 38a and a lower scoring area 38b are provided. Each is arranged. The upper experience value acquisition area 39a is disposed in the left vertical passage 34e between the upper horizontal passage 34b and the central horizontal passage 34a. An upper gold acquisition area 39b is disposed in the right vertical passage 34f between the upper horizontal passage 34b and the central horizontal passage 34a. The lower gold acquisition area 39c is disposed in the left vertical passage 34e between the lower horizontal passage 34c and the central horizontal passage 34a. The lower experience value acquisition area 39d is disposed in the right vertical path 34f between the lower horizontal path 34c and the central horizontal path 34a. Therefore, when the game starts, each character can proceed along the path and acquire stats such as gold acquisition for weapon items and experience acquisition for level up while setting up gold and experience acquisition areas 39a-39d. When the characters of both teams meet in the central portion of the virtual space 30, line combat is performed on the passage until the score acquisition areas 38a and 38b and the neutral object area 36 are activated. The virtual space 30 given in this embodiment is provided for convenience of description and various virtual spaces may be provided without being limited thereto.
도 6을 참조하면, 캐릭터가 가상공간(30)의 통로를 따라 진행하면서 능력치 획득영역(39a~39d)을 점령하게 되면(S14), 캐릭터 위치정보가 게임제공장치(10)의 능력치 획득영역 점령 처리부(14g)에 전달된다. 이에 능력치 획득영역 점령 처리부(14g)에서는 현재 점령한 캐릭터의 소속 팀을 확인하고(S16) A팀 소속이면 팀 플래그 값을 "1"로 하고(S18) A팀 소속 전원에게 일정 시간마다 일정 능력치 예컨대 골드, 경험치 또는 이들 조합을 균등하게 분배한다(S22). S16단계에서 B팀 소속이면 팀 플래그 값을 "2"로 하고(S20) B팀 소속 전원에게 동일하게 능력치를 균등하게 분배한다(S22). Referring to FIG. 6, when the character proceeds along the path of the virtual space 30 and occupies the capability acquisition areas 39a to 39d (S14), the character position information occupies the capability acquisition area of the game providing device 10. It is delivered to the processing part 14g. The ability acquisition area occupancy processing unit 14g checks the belonging team of the character currently occupied (S16). If the team belongs to the team A, the team flag value is set to "1" (S18). Gold, experience, or a combination thereof are evenly distributed (S22). In step S16, if the team belongs to team B, the team flag value is set to "2" (S20) and equally distributed to all team members belonging to team B (S22).
여기서 점령지를 점령 유지 상태로 유지할 필요는 없고 일단 점령하고 나면 이탈하여도 상대팀이 점령하기 전까지는 점령한 팀원들의 캐릭터에게 능력치 지급이 지속된다. 따라서 점령만 하면 점령 팀으로 능력치가 지급되므로 수시로 능력치 획득영역의 점령 상태를 확인하면서 전투를 수행해야 한다. 그러므로 능력치 획득영역의 점령, 탈환, 재탈환의 액션이 게임 종료 전 까지 수시로 발생되므로 게임의 긴박감과 몰입감을 증대시킬 수 있다. 또한 게임운영이 미숙한 팀원도 적을 처치하지 아니하더라도 게임 운영이 능숙한 팀원의 점령에 의해 골드 및 경험치를 공유하게 되므로 무기 구입이 가능하고 레벨 격차를 줄일 수 있어서 초보자도 팀 플레이의 재미를 느낄 있다.There is no need to keep the occupied state here, and once captured, the stats will continue to be given to the characters of the occupied team members until the opposing team takes over. Therefore, the stats are only paid to the occupying team, so the battle must be carried out while checking the occupation status of the stats acquisition area. Therefore, the action of capturing, recapturing, and recapturing the capability acquisition area occurs frequently until the end of the game, thereby increasing the urgency and immersion of the game. In addition, even inexperienced team members do not kill the enemy, even if they do not kill the enemy's skillful team members to share gold and experience, so you can purchase weapons and reduce the level gap, even beginners can enjoy the fun of team play.
도 7을 참조하면, 점수획득영역 점령 처리부(14c)는 점수획득영역(38a, 38b)의 활성화 타이밍이 되면(S24) 점수획득영역(38a, 38b)을 활성화 한다(S26). 여기서 활성화는 점수획득영역(38a, 38b)을 화면 상에서 어둡게 표현하다가 조명을 밝히는 것으로 활성화를 표현할 수 있다. 또한 점수획득영역 점령 처리부(14c)는 점수획득영역(38a, 38b)의 활성화 카운트 다운 상태를 도 17에 도시한 바와 같이 가상공간(30) 상의 미니맵 상에 점멸표시로 표현하여 사용자들에게 점수획득영역의 활성화 상태를 고지할 수 있다. 또한 점수획득영역 점령 처리부(14c)는 점수획득영역(38a, 38b)을 동시에 활성화 하거나 둘 중 하나만을 활성화 할 수 있다. Referring to FIG. 7, when the score acquisition area occupation processing unit 14c reaches the activation timing of the score acquisition areas 38a and 38b (S24), the score acquisition area occupation processor 14c activates the score acquisition areas 38a and 38b (S26). In this case, the activation may be expressed by darkening the score acquisition areas 38a and 38b on the screen and then illuminating the illumination. In addition, the score acquisition area occupancy processing unit 14c expresses the activation countdown state of the score acquisition areas 38a and 38b as flashing marks on the minimap on the virtual space 30 as shown in FIG. The activation state of the acquisition area may be notified. In addition, the score acquisition area occupation processing unit 14c may simultaneously activate the score acquisition areas 38a and 38b or only one of the two.
점수획득영역(38a, 38b)이 활성화되면(S26) 캐릭터가 통로를 따라 진행하면서 점수획득영역(38a, 38b)을 점령하게 되면(S28), 캐릭터 위치정보가 게임제공장치(10)의 점수획득영역 점령 처리부(14c)에 전달된다. 이에 점수획득영역 점령 처리부(14c)에서는 점령유지상태를 업 카운트한다(S30). 이어서 점령유지시간이 경과되면 점령을 유지한 캐릭터의 소속 팀의 점수획득을 처리한다(S34). 동시에 실점한 상대팀에게는 실점보상을 처리한다(S36). 그리고 점수획득이 완료된 점수획득영역(38a, 38b)을 비활성화 즉 조명을 꺼서 어둡게 처리한다(S38). When the score acquisition areas 38a and 38b are activated (S26), when the character proceeds along the passage and occupies the score acquisition areas 38a and 38b (S28), the character position information is obtained by the game providing device 10. It is transmitted to the area occupation processing unit 14c. Accordingly, the score acquisition area occupation processing unit 14c up counts the occupation holding state (S30). Subsequently, if the occupancy holding time elapses, the team acquires the score of the team to which the character is maintained (S34). At the same time, the opponent team who scored the mistake is treated as a reward (S36). Then, the score acquisition areas 38a and 38b for which the score acquisition is completed are darkened by deactivating, ie, turning off the lighting (S38).
S32단계에서 점령유지시간이 경과하기 전에 점수획득영역(38a, 38b)을 이탈한 경우에는 점령유지상태가 해제되므로 점령유지시간 카운트를 정지한다(S42). 또한 단독 점령상태에서 상대방 캐릭터가 점수획득영역(38a, 38b) 안으로 들어와 동시 점령상태로 되면 업 카운트를 정지하고 S28단계로 복귀한다. 이탈 후 재점령하거나 동시점령상태에서 상대방 캐릭터를 영역 밖으로 밀어내면 업 카운트를 정지 상태의 카운트 값에서 업 카운트를 재개한다(S30). S40단계에서 동시 점령상태에서 상대방에게 밀려서 점수획득영역(38a, 38b) 밖으로 이탈되면(S44) 점령상태 동안 카운트 값이 다운 카운트되고(S46) 상대적으로 상대방 카운트 값이 업 카운트 된다(S30). If the point acquisition area 38a, 38b is released before the occupation holding time elapses in step S32, the occupation holding time is released, and thus the occupation holding time count is stopped (S42). In addition, when the opponent character enters the score acquisition areas 38a and 38b in the single occupied state and enters the simultaneous occupied state, the up count is stopped and the process returns to step S28. If re-occupation after departure or push the opponent character out of the area in the simultaneous occupancy state, the up count resumes the count up from the count value of the stop state (S30). In step S40, if the user is pushed away from the score acquisition area 38a, 38b in the simultaneous occupancy state (S44), the count value is down counted during the occupation state (S46), and the counterpart count value is upcounted (S30).
여기서 점수획득영역 점령 처리부(14c)는 도 18에 도시한 바와 같이 양 팀의 점령유지시간을 하나의 표시 바(40)에 동시에 표현한 게임정보를 발생하여 게임 단말장치들(20)의 출력부를 통해 디스플레이 할 수도 있다. 도 18에 도시한 바와 같이 표시 바(40)의 '레드 팀(B팀)'의 표시가 중앙에서 좌측으로 증가되게 표시된다. 도 19에서 '블루 팀(A팀)'레드 팀을 밀어내고 점수획득영역을 탈환하면 표시 바(40)의 '블루 팀'의 표시가 중앙에서 우측으로 증가되게 표시된다. 도 20에서 '블루 팀(A팀)'의 점령유지시간이 경과되면, 도 21에 도시한 바와 같이 화면 상단 중앙에 위치한 점수 표시란(42)의 표시가 5:4 팀 점수에서 6:4 팀 점수로 변경 표시된다. Here, as shown in FIG. 18, the score acquisition area occupation processing unit 14c generates game information simultaneously expressing the occupancy holding time of both teams on one display bar 40 and outputs the outputs of the game terminal devices 20. It can also be displayed. As shown in FIG. 18, the display of the 'red team (team B)' of the display bar 40 is displayed to increase from the center to the left. In FIG. 19, when the blue team (team A) is pushed out of the red team and the score acquisition area is retaken, the display of the blue team on the display bar 40 is displayed to increase from the center to the right. When the occupancy holding time of the 'blue team (team A)' in FIG. 20 elapses, as shown in FIG. 21, the display of the score display field 42 located at the top center of the screen is 6: 4 team from the 5: 4 team score. The score is displayed as changed.
이와 같이 점수획득영역의 점령 처리에서 점령유지시간 카운트 값을 서로 뺐고 뺐기는 일진일퇴의 치열한 전투상황을 유도할 수 있어서 게임의 긴박감과 몰입감이 증대된다. As described above, in the capture process of the score acquisition area, the squeezing and squeezing of the occupancy holding time count values can lead to a fierce battle situation of one-off retreat, thereby increasing the sense of urgency and immersion in the game.
도 8은 도 5의 사망처리루틴의 사망처리를 설명하기 위한 바람직한 일실시예의 흐름도이고, 도 9는 도 7의 실점보상처리단계(S36)를 보다 상세히 설명하기 위한 일실시예의 흐름도이고, 도 10은 도 8의 사망 분노치 제공단계(S52)를 보다 상세히 설명하기 위한 일실시예의 흐름도이고, 도 11은 도 5도 중립 오브젝트 처리루틴(400)을 보다 상세하게 설명하기 위한 바람직한 일실시예의 흐름도이다. FIG. 8 is a flowchart of a preferred embodiment for explaining the death process of the death processing routine of FIG. 5, FIG. 9 is a flowchart of an embodiment for explaining in more detail the true point compensation processing step S36 of FIG. 7, and FIG. 10. 8 is a flowchart of one embodiment for explaining the death anger value providing step S52 of FIG. 8 in more detail, and FIG. 11 is a flowchart of one preferred embodiment for explaining the neutral object processing routine 400 of FIG. 5 in more detail. .
도 8을 참조하면, 사망처리부(14h)에서는 통로 또는 점령지에서 전투에 의해 상대방을 처지가 검출되면(S48) 적을 처치한 캐릭터에게는 처치 능력치(골드 및 경험치)를 제공하고(S50), 사망 캐릭터에게는 사망 분노치(S52)를 제공하고(S52) 사망 캐릭터는 기지 내 부활 처리한다(S54). Referring to FIG. 8, in the death processing unit 14h, when the opponent is detected by combat in a passage or an occupied place (S48), a killing ability value (gold and experience value) is provided to the character who killed the enemy (S50). The death anger value (S52) is provided (S52), and the death character is resurrected in the base (S54).
도 9를 참조하면, 사망분노 처리부(14i)는 도 8에서 캐릭터 사망이 검출되면, 사망자의 사망 분노치 D를 1증가하고(S58) 사망 분노치 누적상태를 도 22에 도시한 바와 같이 화면 상의 적색 병으로 표시된 분노 게이지(44)에 표시하는 게임정보를 생성한다(S60). 그리고 사망 분노치 누적 값 D가 분노 버프 사용 값 FC2에 도달하였는지를 검출한다(S62). S62단계에서 D = FC2이면 사망 분노 누적 값 D을 초기화하고(S64), 사망 횟수가 많은 캐릭터에게 도 23에 도시한 바와 같이 불꽃으로 표시된 분노 버프 사용권(48)을 제공한다(S66). 여기서 분노 버프 사용권은 사망 횟수가 많은, 예컨대 3번 이상 사망한 캐릭터에게 지급된다. 분노 버프사용권을 선택하면 해당 캐릭터의 레벨이 예컨대 3레벨정도로 급상승되므로 적절한 타이밍에 분노 버프를 사용하여 팀을 위기에서 구하는 기회를 노리거나 적에게 포위되어 위험 상황시 긴급하게 사용할 수 있다. Referring to FIG. 9, when the character death is detected in FIG. 8, the death anger processing unit 14i increases the death anger value D of the dead person by one (S58), and displays the accumulated state of death anger values on the screen as shown in FIG. 22. The game information displayed on the anger gauge 44 indicated by the red bottle is generated (S60). Then, it is detected whether the death anger cumulative value D has reached the anger buff use value FC2 (S62). In step S62, if D = FC2, the death rage accumulation value D is initialized (S64), and the character with a high number of deaths is provided with an rage buff right 48 indicated by a flame as shown in FIG. 23 (S66). The fury buff right is given to a character who dies a lot, for example, three or more times. If you choose to use the Rage Buff, your character's level will jump to 3 levels, for example, so you can use the Rage Buff at the right time to aim for a chance to save your team from a crisis or to be surrounded by the enemy for emergency use.
도 10을 참조하면, 실점보상 처리부(14f)는 상대팀, 예컨대 B팀(A팀) 점수획득이 검출되면(S68), A팀(B팀)의 실점보상 누적 값 AC를 1증가하고(S70) 실점 보상치 누적상태를 도 24에 표시한 바와 같이 화면 상의 주황색 병으로 표시된 보상 게이지(46)에 표시하는 게임정보를 생성한다(S72). 그리고 실점보상 누적 값 AC(BC)이 보상버프 사용 값 FC1에 도달하였는지를 검출한다(S74). S74단계에서 AC(BC) = FC1이면 실점보상 누적 값 AC(BC)을 초기화하고(S76), 실점이 많은 팀원 전체에게 도 25에 도시한 바와 같이 불꽃으로 표시된 보상버프 사용권을 제공한다(S78). 여기서 보상버프 사용권은 실점이 많은, 예컨대 3점 이상 실점할 경우 팀원 전체에게 균등하게 지급되어 동시에 사용 가능상태로 되므로 팀원 전체가 동시에 사용권을 사용하여 적 기지를 파괴하는 역전기회를 가질 수 있다. 한편, 보상버프 사용권은 각 캐릭터 별로 개별적으로 선택 사용이 가능하다. 보상버프 사용권을 선택하면 캐릭터의 레벨이 급상승, 예컨대 3레벨정도로 급상승되므로 역전 기회를 노리거나 적에게 포위되어 위험 상황시 긴급하게 사용할 수 있다. Referring to FIG. 10, when the real point compensation processing unit 14f detects a score of an opponent team, for example, Team B (team A) (S68), the accumulated reward value AC of team A (team B) is increased by one (S70). As shown in FIG. 24, the game information is displayed on the reward gauge 46 indicated by the orange bottle on the screen (S72). Then, it is detected whether the accumulated point compensation accumulated value AC (BC) has reached the compensation buff use value FC1 (S74). If AC (BC) = FC1 in step S74, the accumulated point compensation accumulated value AC (BC) is initialized (S76), and the right reward buff license is indicated by the flame as shown in FIG. . Here, the right to use the reward buff has a lot of points, for example, if more than three points are equally paid to all the team members and become available at the same time, the entire team can have a reverse turnover to destroy enemy bases using the right at the same time. Meanwhile, the reward buff right can be used individually for each character. If you choose to use the reward buff, the character's level is soared to about 3 levels, so you can use it in case of danger or be surrounded by enemies for a chance to reverse.
도 25에서 분노 버프 사용권(48)과 보상 버프 사용권(50)을 동시에 사용하여 분노 게이지(44) 및 보상 게이지(46)의 만 충전상태가 점차 감소하는 상태를 나타낸다. 예컨대 분노 및 보상 버프가 각각 3레벨씩 증가한다면 2가지를 동시에 사용할 경우 6레벨이 급격이 상승하게 되므로 그만큼 역전의 기회가 높아지게 된다. 도 26에서 분노 게이지(44) 및 보상 게이지(46)가 완전히 소모된 상태를 표시하고, 도 27에서 분노 게이지(44) 및 보상 게이지(46)에 표시된 분노버프 사용권(48) 및 보상 버프 사용권(50)을 표시하는 불꽃 표시가 제거된 상태를 나타낸다. In FIG. 25, the state of full charge of the anger gauge 44 and the reward gauge 46 gradually decreases using the anger buff use right 48 and the compensation buff use right 50 simultaneously. For example, if anger and reward buffs increase by 3 levels each, 6 levels will increase rapidly when two are used at the same time, thereby increasing the chance of reversal. In FIG. 26, the anger gauge 44 and the compensation gauge 46 are completely consumed, and in FIG. 27, the anger buff license 48 and the reward buff license (shown in the anger gauge 44 and the compensation gauge 46) Indicates that the flame display 50) has been removed.
따라서 실점이 많은 팀이 팀 전체가 동시에 사용하여 기지파괴 등의 역전을 노리거나 개별적으로 사용하는 등의 전략적으로 보상버프 사용권을 활용함으로서 전략적 재미와 스노우 볼 현상을 제한할 수 있다.Therefore, teams with many points can use strategic reward buffs, such as using the entire team at the same time for reversal of base destruction or using them individually, thereby limiting strategic fun and snow ball phenomenon.
도 11을 참조하면, 중립 오브젝트 처리부(14j)는 중립 오브젝트(36)의 활성화 타이밍이 되면(S80) 중립 오브젝트(36)를 활성화 한다(S82). 여기서 활성화는 중립 오브젝트(36)를 화면 상에서 어둡게 표현하다가 조명을 밝히는 것으로 활성화를 표현할 수 있다. 또한 중립 오브젝트 처리부(14j)는 중립 오브젝트(36)의 활성화 카운트 다운 상태를 화면 상에 점멸표시로 표현하여 사용자들에게 점수획득영역의 활성화 상태를 고지할 수 있다. 중립 오브젝트(36)가 활성화 되면 캐릭터들이 몰려와서 중립 오브젝트(36)에 타격을 가하여 파괴를 시도한다. 중립 오브젝트(36)가 파괴되면 도 28에 도시한 바와 같이 마지막 타격을 가한 캐릭터를 표시(52)하고, 막타 캐릭터가 속한 팀을 검출하고(S84), 막타 팀 전원에게 막타 능력치, 예컨대 레벨 3 급상승 과 같은 능력치를 균등 하게 제공하고(S86), 중립 오브젝트(36)를 비활성화 한다(S88). Referring to FIG. 11, when the neutral object processing unit 14j reaches an activation timing of the neutral object 36 (S80), the neutral object 36 is activated (S82). In this case, the activation may be expressed by darkening the neutral object 36 on the screen and illuminating the illumination. In addition, the neutral object processor 14j may express the activation countdown state of the neutral object 36 as a blinking display on the screen to notify the users of the activation state of the score acquisition area. When the neutral object 36 is activated, the characters rush to hit the neutral object 36 and attempt to destroy it. When the neutral object 36 is destroyed, as shown in Fig. 28, the character who hit the last hit is displayed (52), the team to which the Maca character belongs is detected (S84), and all the Maca teams have a Macta stat, for example, a level 3 spike. Equally provide the same ability value (S86), and neutral object 36 is inactivated (S88).
그러므로 불리한 팀원이 막타를 칠 경우에 막타 능력치를 제공받아 순간적으로 강력한 능력으로 적 기지를 공격하여 역전을 시킬 기회를 가질 수 있다. Therefore, if an unfavorable team member hits a Macta, he can be given a Macta stat and have the opportunity to attack enemy bases with a powerful ability to reverse.
도 12는 도 7의 점수획득처리단계(S34)를 보다 상세히 설명하기 위한 일실시예의 흐름도이고, 도 13은 도 5의 기지파괴 검출루틴(500)을 보다 상세하게 설명하기 위한 흐름도이고, 도 14는 도 5의 승패결정 처리루틴(600)을 보다 상세하게 설명하기 위한 흐름도이다. FIG. 12 is a flowchart of an exemplary embodiment for describing the score acquisition processing step S34 of FIG. 7 in more detail. FIG. 13 is a flowchart for describing the known destruction detection routine 500 of FIG. 5 in more detail. 5 is a flowchart for explaining the win / loss decision processing routine 600 of FIG. 5 in more detail.
도 12를 참조하면, 도 4의 승리점수 검출부(14d)는 도 7의 S34단계에서 점령시간 경과로 점수 획득이 발생되면 이에 연동되어(S90) 점수를 획득한 캐릭터가 소속된 팀, 예컨대 A팀의 점수 AP(BP)를 1증가하고 점수 누적치 AP(BP)가 승리 점수 TP에 도달했는지를 검출한다(S94). 점수 누적치 AP(BP)가 승리 점수 TP에 도달한 경우에는 도 29에 도시한 바와 같이 승리점수 11점에 도달하면 승리점수 이벤트(54)를 발생한다(S96). Referring to FIG. 12, when the victory score detection unit 14d of FIG. 4 acquires a score after the occupation time has elapsed in step S34 of FIG. Increase the score AP (BP) of 1 and detect whether the score accumulation value AP (BP) has reached the winning score TP (S94). When the score accumulation value AP (BP) reaches the victory score TP, when the victory score reaches 11, as shown in FIG. 29, a victory score event 54 is generated (S96).
도 13을 참조하면, 도 4의 기지파괴 검출부(14b)에서는 도 5의 기지파괴 검출 루틴(500)에서 기지파괴 여부를 검출하고(S98), 기지 파괴가 검출되면 도 30에 도시한 바와 같이 기지파괴 이벤트(56)를 발생한다(S100).Referring to FIG. 13, the known destruction detection unit 14b of FIG. 4 detects whether or not known destruction occurs in the known destruction detection routine 500 of FIG. 5 (S98). The destruction event 56 is generated (S100).
도 14를 참조하면, 도 4의 승패 결정부(14e)에서는 승리점수 이벤트가 발생되었는지를 검출하고(S102), 승리점수 이벤트가 발생된 경우에는 승리 점수를 획득한 팀의 승리를 결정한다(S106, S108). S102단계에서 승리점수 이벤트의 발생이 없는 경우에는 기지파괴 이벤트가 발생되었는지를 검출하고(S104), 기지파괴 이벤트가 발생된 경우에는 도 31에 도시한 바와 같이 기지를 파괴시킨 팀의 승리를 결정한다(S106, S108).Referring to FIG. 14, the win / loss determination unit 14e of FIG. 4 detects whether a victory score event has occurred (S102), and when a victory score event has occurred, determines the victory of the team that has obtained the victory score (S106). , S108). If there is no victory score event in step S102, it is detected whether a base breaking event has occurred (S104), and if a base breaking event has occurred, the victory of the team that destroyed the base is determined as shown in FIG. (S106, S108).
도 32는 도 5의 사망처리루틴의 사망처리를 설명하기 위한 바람직한 다른 실시예의 흐름도이고, 도 33 및 38은 도 32의 사망처리루틴의 다른 실시예를 설명하기 위한 화면 상태도들이다. 32 is a flowchart of another preferred embodiment for explaining the death process of the death processing routine of FIG. 5, and FIGS. 33 and 38 are screen state diagrams for explaining another embodiment of the death processing routine of FIG.
도 32의 다른 실시예의 사망처리는 점수획득 아이템의 처리를 포함하는 구성이 상술한 도 8의 일 실시예의 사망처리와 다르다. 따라서 동일 부분에 대해서는 동일 부호로 처리하고 구체적인 설명은 생략한다. The death process of the other embodiment of FIG. 32 differs from the death process of the embodiment of FIG. 8 described above in that the configuration including the processing of the score obtaining item is described above. Therefore, the same parts are treated with the same reference numerals and detailed description thereof will be omitted.
도 32를 참조하면, 사망처리부(14h)에서는 사망이 검출되면(S48) 사망 캐릭터가 보유한 점수획득 아이템(60)을 누구나 습득 가능한 버려진 상태로 하여(S110) 사망 캐릭터(62) 주변에 도 33과 같이 표시한다(S112). 이어서 사망처리부(14h)에서는 버려진 점수획득 아이템(60)을 다른 캐릭터, 예컨대 사살 캐릭터, 사살 캐릭터의 동료, 사망 캐릭터의 동료 중 어느 누구라도 먼저 습득한 캐릭터가 습득한 것으로 처리한다(S114). Referring to FIG. 32, when death is detected in the death processor 14h (S48), the score acquisition item 60 held by the dead character is left in an abandoned state that anyone can learn (S110). It is displayed together (S112). Subsequently, the death processing unit 14h processes the discarded score acquisition item 60 as being acquired by another character, such as a kill character, a friend of the kill character, or a friend of the dead character, first acquired by the character (S114).
예컨대 도 34에 도시한 바와 같이 게임시간 2분01초에 캐릭터(district1)가 캐릭터(client07)를 처치한다. 주변에는 팀 동료 캐릭터(교수님의 C뿌리기), 동료 캐릭터(testclient10) 등이 위치하고 있다. 하고, 도 35에 도시한 바와 같이 게임시간 2분03초에 적 캐릭터(cynical)와 동료 캐릭터들의 근접 전투가 발생하였다. 도 36에 도시한 바와 같이 게임시간 2분 07초에 근접 전투에서 캐릭터(교수님의 C뿌리기)가 적 캐릭터(cynical)를 사살하고 이전에 사살된 적 캐릭터(client07)의 점수획득 아이템과 캐릭터(cynical)의 점수획득 아이템을 습득하여 보유한 점수획득 아이템 보유 총수 "2"가 표시되었다. For example, as shown in Fig. 34, the character district1 kills the character client07 at game time 2:01. There are teammate characters (sprinkler's C) and fellow characters (testclient10) nearby. As shown in FIG. 35, a close combat between enemy characters (cynical) and fellow characters occurred at 2:03 minutes of game time. As shown in FIG. 36, the character (sprinkler's C) sprays an enemy character (cynical) in a close combat at 2 minutes and 07 seconds of game time, and scores items and characters (cynical) of a previously killed enemy character (client07). The total number of points for acquiring the items obtained by acquiring the points for obtaining the items) is displayed.
습득 캐릭터의 점수획득 아이템 수를 증가하고(S116) 습득 캐릭터의 점수획득 아이템의 보유 총수를 도시한 바와 같이 보유한 캐릭터와 연동하여 표시한다(S118). 이후 과정은 도 8에서 설명한 바와 동일하다. The number of scored items of the acquired character is increased (S116), and the total number of items of the scored items of the acquired character is displayed in association with the owned character as shown (S118). Since the process is the same as described in FIG.
그러므로 상술한 다른 실시예에서는 점수 획득 아이템의 보유 총수가 캐릭터와 연동하여 표시되므로 상태 팀에서는 어떤 캐릭터가 점수획득 아이템을 몇개 보유하고 있는지를 식별할 수 있다. 그러므로 점수획득 아이템의 보유수가 많은 캐릭터가 상태팀의 사살 표적이 된다. 따라서 점수획득 아이템의 보유수가 많은 캐릭터는 기지반환을 위한 복귀 과정에서 주 표적으로 사살될 확률이 높아지게 된다. Therefore, in another embodiment described above, since the total number of items for scoring is displayed in association with the character, the state team may identify which character has how many items for scoring. Therefore, a character with a large number of scored items is the target of killing the state team. Therefore, a character with a large number of scored items has a higher chance of being killed as a target during the return process.
도 37에 도시한 바와 같이 캐릭터(교수님의 C뿌리기)는 기지에 귀환하여 습득한 2개의 점수획득 아이템(64)의 반납을 기지에 요청한다. 이에 사망처리부(14h)에서는 S48의 사망검출이 아니면 보유한 점수획득 아이템의 기지반납을 검출한다(S120). 사망처리부(14h)에서 점수획득 아이템의 기지반납이 검출되면, 반납된 점수획득 아이템의 개수에 대응하여 팀 획득점수를 부여한다(S122). 이에 사망처리부(14h)에서 발생한 점수획득은 도 12에 도시한 바와 같이 승리점수 검출부(14d) 및 실점 보상 처리부(14f)에 제공된다. 도 38에 도시한 바와 같이 캐릭터(교수님의 C뿌리기)가 반납한 아이템이 팀 획득점수에 반영되어 도면 상단에 표시된 팀 획득점수 누적치가 "7"에서 "9"로 증가되었음을 알 수 있다. 그리고 캐릭터(교수님의 C뿌리기)의 점수획득 아이템 보유수 표시도 반납 이후에는 삭제되었다. As shown in Fig. 37, the character (the professor's C sprinkling) returns to the base and requests the base to return the two score acquisition items 64 acquired. Accordingly, the death processing unit 14h detects the known return of the score acquisition item held unless the death detection of S48 is performed (S120). When the known return of the score acquisition item is detected by the death processor 14h, the team acquires a score corresponding to the number of returned score acquisition items (S122). The score acquisition generated by the death processor 14h is provided to the victory score detector 14d and the true reward processor 14f as shown in FIG. As shown in FIG. 38, the item returned by the character (Professor's C sprinkling) is reflected in the team score, indicating that the accumulated team score is displayed from "7" to "9". Also, the number of items earned by the character (Professor's Sprinkling) has been deleted after returning.
다른 실시예에서는 점령지 점수획득 이외에도 점수획득 아이템에 의해 점수획득이 가능하므로 승리 목표점수를 예컨대 "11" 아니라 "100"으로 정할 수 있다. 또한 다른 실시예에서 아이템 1당 점수 1로 예시하였으나 이에 국한되지 않고 예컨대 목표점수가 "1,000"이라면 아이템 1당 점수는 "5" 또는 "10"등으로 다양한 설정이 가능하다. 또한 아이템 수 최대 보유 캐릭터의 경우에는 미니맵 상에 현재 위치를 표시하는 것에 의해 주 표적의 위치정보를 제공하는 것도 가능하다. In another embodiment, since the score can be obtained by the score acquisition item in addition to the occupation point score acquisition, the victory target score may be set to, for example, “100” instead of “11”. Also, in another embodiment, the score per item is illustrated as 1, but the present invention is not limited thereto. For example, if the target score is “1,000”, the score per item may be set to “5” or “10”. In the case of the character holding the maximum number of items, it is also possible to provide the location information of the main target by displaying the current location on the mini-map.
도 39는 도 5도 기여도 처리루틴(700)을 보다 상세하게 설명하기 위한 바람직한 일실시예의 흐름도이고 , 도 40은 도 5의 탑 플레이어 표시 단계를 보다 상세하게 설명하기위한 바람직한 일실시예의 흐름도이다. 도 41은 도 39의 기여도 랭킹순 표시를 설명하기 위한 화면 상태도이고, 도 42는 도 41의 기여도 랭킹 표시 박스를 확대 캡쳐한 화면 상태도이고, 도 43 내지 도 45는 도 40의 타플레이어 표시를 설명하기 위한 화면 상태도들이다. FIG. 39 is a flow chart of a preferred embodiment for explaining the FIG. 5 degree contribution processing routine 700 in more detail, and FIG. 40 is a flow chart of a preferred embodiment for explaining the top player display step of FIG. 5 in more detail. FIG. 41 is a screen state diagram for explaining the contribution ranking order display of FIG. 39, FIG. 42 is a screen state diagram in which the contribution ranking display box of FIG. 41 is enlarged and captured, and FIGS. 43 to 45 illustrate another player display of FIG. 40. These are the screen state diagrams.
도 5의 기여도 처리루틴(700)은 기여도 처리부(14k)에서 수행된다. 기여도 처리루틴(700)은 도 39에 도시한 바와 같이 게임이 시작되면(S130) 점령(S132), 킬(S146), 타격(S150) 및 반납(S154) 등의 게임활동 발생을 체크한다. The contribution processing routine 700 of FIG. 5 is performed in the contribution processing unit 14k. As shown in FIG. 39, when the game starts (S130), the contribution processing routine 700 checks the occurrence of game activities such as occupation (S132), kill (S146), hit (S150), and return (S154).
먼저 S132단계에서 캐릭터에 의한 능력치 점령지나 점수획득 점령지 등의 점령활동이 발생되었는지를 체크한다. S132단계에서 점령지 점령 활동이 발생되면 점령한 캐릭터에 팀워크 기여도 점수, 예컨대 점령 단위 시간인 1초당 1점을 부여한다(S134). 점령지 점령상태에서 점령완료여부를 체크하고 점령완료이면 점령 완료를 달성한 캐릭터에 팀워크 기여도 점수, 예컨대 점령 완료당 5점을 부여한다(S138). 획득한 기여도 점수는 각 캐릭터 마다 총합산되어 총 기여도 점수로 처리되고 동일 팀 내의 기여도 점수가 높은 순으로 캐릭터의 아이디를 정렬하여 도 41에 도시한 바와 같이 실시간으로 획득한 기여도 랭킹을 게임 화면 상에 표시한다(S140) 도 41에 도시한 바와 같이 A팀은 좌측 상단에 기여도 랭킹 표시박스(70)가 표시되고 B팀은 우측 상단에 기여도 랭킹 표시박스(72)가 표시된다. 각 팀의 팀원들의 기여도가 게임 화면 상에 표시되고 직관적으로 랭킹순을 알 수 있다. 그러므로 각 팀은 상대팀에서 기여도가 가장 큰 캐릭터가 누구인지 인지할 수 있으므로 기여도가 큰 캐릭터에 대한 대응전략을 수립할 수 있다. 또한 동일 팀 내의 어떤 캐릭터가 팀워크 기여도가 크고 또는 적은지를 알 수 있으므로 공격 또는 방어 전략 수립시 팁원의 배치 등을 고려할 수 있다. 도 42를 참조하면, 기여도 랭킹 표시 박스(70, 72)에는 캐릭터 ID(70a), 기여도 점수(70b) 및 기여도 막대 그래프(70c) 등을 포함한다. 기여도 막대 그래프는 긴박한 게임 도중에 기여도 정도를 쉽고 직관적으로 인지할 수 있도록 하는 시각적 효과를 제공할 수 있다. 렝킹 순서는 실시간으로 반영되어 순위가 표시된다. First, in step S132, it is checked whether occupation activity such as a stat occupation point or a point acquisition point occupied by a character occurs. When the occupation occupation occupied by the occupation point in S132 is given a teamwork contribution score, for example, one point per second, occupied unit time to the occupied character (S134). If occupied in the occupied state occupied state is checked and if the occupancy is completed, a teamwork contribution score, for example, 5 points per occupancy completion is given to the character that has achieved the occupied (S138). The acquired contribution scores are summed up for each character and processed as total contribution scores, and the IDs of the characters are sorted in order of the highest contribution scores in the same team, and the contribution rankings obtained in real time are displayed on the game screen as shown in FIG. 41. As shown in FIG. 41, team A displays a contribution ranking display box 70 in the upper left corner, and team B displays a contribution ranking display box 72 in the upper right corner. Contributions of team members of each team are displayed on the game screen and intuitively know the ranking order. Therefore, each team can recognize who is the most contributing character in the opposing team, so that they can establish a response strategy for the characters with the greatest contribution. In addition, since it is possible to know which characters in the same team contribute large or small teamwork, the placement of tip members can be considered when establishing an attack or defense strategy. Referring to FIG. 42, the contribution ranking display boxes 70 and 72 include a character ID 70a, a contribution score 70b, a contribution bar graph 70c, and the like. Contribution histograms can provide visual effects that make it easy and intuitive to recognize the degree of contribution during an impending game. The ranking order is reflected in real time and the ranking is displayed.
이어서 S142단계에서 게임의 승패 결정되지 않았으면 S132단계로 복귀한다. Subsequently, if the game is not determined in step S142, the process returns to step S132.
S132단계에서 점령 이벤트 발생이 없으면 킬 이벤트 발생을 체크한다(S146). S146단계에서 킬 이벤트가 발생되면 적을 사망시킨 캐릭터에게는 킬 기여도 점수, 예컨대 2점을 부여하고, 어시스트 캐릭터에게도 어시스트 기여도 점수 예컨대 2점을 부여한다(S148). 마찬가지로 킬 기여도 점수 및 어시스트 기여도 점수도 S140단계에서 총 기여도 점수에 합산되어 랭킹에 반영된다. If there is no occupation event occurs in step S132, the kill event is checked (S146). When a kill event occurs in step S146, the character who killed the enemy is given a kill contribution score, for example, two points, and the assist character is also given an assist contribution score, for example, two points (S148). Similarly, the kill contribution score and assist contribution score are added to the total contribution score in step S140 and reflected in the ranking.
S146단계에서 킬 이벤트 발생이 없으면 타격 이벤트 발생을 체크한다(S150). S150단계에서 중앙포탑, 적 포탑 또는 적 본진 등의 타격 이벤트가 발생되면 타격한 캐릭터에게는 타격 기여도 점수, 예컨대 1점을 부여하고, 막타 캐릭터에게는 막타 기여도 점수 예컨대 10점을 부여한다(S152). 마찬가지로 타격 기여도 점수 및 막타 기여도 점수도 S140단계에서 총 기여도 점수에 합산되어 랭킹에 반영된다. If there is no kill event in step S146, it checks the occurrence of the blow event (S150). When a hit event such as a central turret, enemy turret, or enemy main camp occurs in step S150, a hitting contribution score, for example, 1 point is given to the hit character, and a Macta contribution score, for example, 10 points is given to the Macta character (S152). Similarly, the hitting contribution score and the Maca contribution score are also added to the total contribution score in step S140 and reflected in the ranking.
S150단계에서 타격 이벤트 발생이 없으면 반납 이벤트 발생을 체크한다(S154). S154단계에서 습득한 점수획득 아이템을 기지에 반납하는 이벤트가 발생되면 반납한 캐릭터에게는 반납 기여도 점수, 예컨대 1점을 부여하고, 막타 캐릭터에게는 막타 기여도 점수 예컨대 반납 5점당 3점을 부여한다(S156). 마찬가지로 반납 기여도 점수도 S140단계에서 총 기여도 점수에 합산되어 랭킹에 반영된다. If there is no hit event occurs in step S150 checks the return event occurs (S154). If an event for returning the score acquisition item acquired in step S154 to the base occurs, the returned character is given a return contribution score, for example, one point, and a Macta character is given a Macta contribution score, for example, three points for every five returns (S156). . Similarly, the returned contribution score is added to the total contribution score in step S140 and reflected in the ranking.
S142단계에서 승패가 결정되면, 종료화면에 탑플레이어의 정보가 표시되도록 탑 플레이어의 정보를 발생하고 리턴한다(S144).If the win or loss is determined in step S142, the top player information is generated and returned to display the top player information on the end screen (S144).
도 40을 참조하면, 탑플레이어 처리는 승패가 결정되면(S160), 도 43에 도시한 바와 같이 승리팀의 게임단말장치의 화면에는 승리 팀의 탑 플레이어의 캐릭터 ID, 레벨 및 기여도 점수가 표시된다. 마찬가지로 도 44에 도시한 바와 같이 패배팀의 게임단말장치의 화면에는 패배 팀의 탑 플레이어의 캐릭터 ID, 레벨 및 기여도 점수가 표시된다(S162). Referring to FIG. 40, when the top player is determined to win or lose (S160), as shown in FIG. 43, the character ID, level, and contribution score of the top player of the winning team are displayed on the screen of the winning team's game terminal device. . Similarly, as shown in FIG. 44, the character ID, level, and contribution score of the top player of the losing team are displayed on the screen of the game terminal device of the losing team (S162).
종료화면에서 OK 버튼이 작동되면 탑 플레이어의 상세정보요청 명령이 접수되고(S164), 도 45에 도시한 바와 같이 탑플레이어의 상세정보가 화면 상에 표시된다(S166). 상세정보 표시화면에는 기여도점수의 세부적인 획득 깅여도 점수 내용이 명시된다. 그리고 우측에는 양팀의 랭킹순이 표시된다. S166 이후 게임종료이면 게임을 종료하고 리턴한다(S168). When the OK button is operated in the end screen, a command for requesting detailed information of the top player is received (S164), and detailed information of the top player is displayed on the screen (S166) as shown in FIG. On the detailed information display screen, the details of the scores of the contribution points are specified. On the right side, the ranking order of both teams is displayed. If the game ends after S166, the game ends and returns (S168).
상술한 실시예들에서는 점령지 점수획득, 아이템 습득에 의한 점수획득 및 기여도 랭킹 표시 등을 병행하는 구성을 설명하였으나 이들 각각 별개로 구성하는 것도 가능하다. In the above-described embodiments, the structure of acquiring the occupied points, acquiring the points by acquiring the items, and the display of the contribution ranking are described, but each of them may be configured separately.
또한 아이템에 의한 점수획득 만으로도 게임의 승패를 결정하는 변형도 가능하다. In addition, it is also possible to modify the game to determine whether the game wins only by obtaining points.
이와 같이 본 발명의 경쟁게임에서는 승리요소를 승리점수획득과 기지파괴의 두 가지 요소를 병행하여 제공하고 이 두 가지 승리 요소 중 먼저 달성된 승리 요소에 의해 팀 승패를 결정하므로 전투시 승리 점수를 획득할 것인지 아니면 기지를 파괴할 것인지 두 가지 전략적 요소를 선택할 수 있도록 함으로써 게임의 긴박감을 유도하고 경기시간을 단축시킬 수 있다. 예컨대 기지파괴 한 가지 승리요소를 가진 경우에는 승리를 위해서는 반드시 기지를 파괴하지 않으면 아니 되므로 불리한 팀이 극단적인 수비 위주로 게임을 진행 할 경우 게임이 지루하고 경기시간이 길어지는 문제가 있다. As described above, in the competitive game of the present invention, a victory factor is provided in parallel with two factors, a victory score acquisition and a base destruction, and the team wins and loses by determining the team win or lose by the first achieved victory factor. You can choose between two strategic elements, whether to destroy the base or the base, to induce a sense of urgency and shorten the game. For example, if you have one element of victory, you must destroy the base in order to win. Therefore, if the disadvantaged team plays the game with extreme defense, the game is boring and the game time is long.
그러나 본 발명에서는 기지파괴와 승리점수 획득의 두 가지 승리 요소가 제공되므로 극단적으로 기지만 방어하는 것을 방지하고 팀원들 간의 긴밀한 팀 플레이를 통하여 불리한 팀도 상대 팀의 기지 수비의 허술한 점을 파고들어 역전을 꾀할 수 있는 기회제공이 주어질 수 있다.In the present invention, however, two victory factors are provided, namely base destruction and victory score acquisition, which prevents the defense from being extremely extreme and through the close team play between team members, the disadvantaged teams have dug up the weak point of the base defense of the opposing team. Opportunities can be given for this purpose.
또한 적을 사살시 점수획득 아이템이 떨어질 수 있도록 함으로써 아이템 차지를 위한 치열한 전투를 유도할 수 있고, 습득한 아이템을 통한 점수획득을 기지귀한 후 반납이라는 방식으로 게임의 박진감과 긴장감을 증대 시킬 수 있다. In addition, by killing an enemy, the score-earning item can fall, leading to fierce battle for occupying the item, and increasing the thrill and tension of the game by returning after earning the score through the acquired item.
즉 기지 반납의 점수획득과정을 형성함으로써 유리한 팀의 팀원의 기지 복귀 과정으로 전투 현장에서 팀원의 수가 줄어들게 되어 적의 공격에 대비할 전략 및 전술 수립을 고려하도록 하였고, 캐릭터의 기지 복귀 통로 상에서 캐릭터의 공격전략 및 전술 수립을 고려하도록 하여 짧은 게임시간 내에서도 다양한 전략과 전술 수립으로 게임성을 높일 수 있다. In other words, by forming a base returning point acquisition process, the number of team members in the battle field is reduced by the base team's return to the base, so that the strategy and tactics to prepare for the enemy's attack are considered. And considering the establishment of tactics can improve the gameability by establishing a variety of strategies and tactics even within a short game time.
이상에서 전술한 본 발명의 실시예에 따른 경쟁게임 제공 방법은 시스템에 기본적으로 설치된 애플리케이션(이는 단말기에 기본적으로 탑재된 플랫폼에 포함되거나 운영체제 등에 포함되거나 호환되는 프로그램일 수 있음)에 의해 실행될 수 있고, 또한, 사용자가 애플리케이션 스토어 서버, 애플리케이션 또는 해당 서비스와 관련된 웹 서버 등의 애플리케이션 제공 서버를 통해 시스템의 운영체제와 호환 가능하고 시스템에 직접 설치한 애플리케이션(즉, 프로그램)에 의해 실행될 수도 있다. 여기서, 시스템의 운영체제는, 데스크 탑 등의 일반 PC에 설치되는 윈도우(Window), 매킨토시(Macintosh) 등의 운영체제이거나, 스마트폰, 태블릿 PC 등의 모바일 단말기에 설치되는 iOS, 안드로이드(Android) 등의 모바일 전용 운영체제 등일 수도 있다. 이러한 의미에서, 전술한 본 발명의 실시예에 따른 경쟁게임 제공 방법은 시스템에 기본적으로 설치되거나 사용자에 의해 직접 설치된 애플리케이션(즉, 프로그램)으로 구현되고, 시스템 등의 컴퓨터로 읽을 수 있는 기록매체에 기록될 수 있다. The method for providing a competitive game according to the embodiment of the present invention described above may be executed by an application basically installed in the system (which may be a program included in a platform, an operating system, or a compatible program basically loaded in a terminal). In addition, the user may be executed by an application (ie, a program) that is compatible with the operating system of the system and installed directly on the system through an application providing server such as an application store server, an application, or a web server associated with the corresponding service. Here, the operating system of the system may be an operating system such as a window or a Macintosh installed in a general PC such as a desktop, or an iOS or Android installed in a mobile terminal such as a smartphone or a tablet PC. It may also be a mobile-only operating system. In this sense, the competitive game providing method according to the embodiment of the present invention described above is implemented as an application (ie, a program) which is basically installed in a system or directly installed by a user, and is provided in a computer-readable recording medium such as a system. Can be recorded.
본 발명의 실시예에 따른 경쟁게임 제공 방법을 구현한 프로그램은, 복수의 캐릭터가 하나의 팀을 이루어 상대팀 진영을 공략하는 슈팅 게임을 진행 제어하는 슈팅 게임 진행 제어 기능, 플레이어 캐릭터의 쿼터뷰 시점으로 게임의 화면을 표시 제어하는 게임 화면 표시 제어 기능, 쿼터뷰 시점 게임 화면에 따른 사용자 조작에 따라 플레이어 캐릭터를 제어하는 플레이어 캐릭터 제어 기능 및 복수의 캐릭터 중 플레이어 캐릭터를 제외한 나머지 팀원 캐릭터를 인공지능모듈로 제어하되, 사용자 조작과 구별되는 사용자 특수 조작이 인식되면 팀원 캐릭터 중 하나 이상의 캐릭터가 사용자 특수 조작에 대응되는 행동을 수행하도록 제어하는 팀원 캐릭터 제어 기능 등을 실행한다. 이뿐만 아니라, 도 5 내지 도 14를 참조하여 전술한 본 발명의 실시예에 따른 경쟁게임 제공 방법에 대응되는 모든 기능을 실행할 수 있다. 이러한 프로그램은 컴퓨터에 의해 읽힐 수 있는 기록매체에 기록되고 컴퓨터에 의해 실행됨으로써 전술한 기능들이 실행될 수 있다. The program implementing the competition game providing method according to an embodiment of the present invention, a shooting game progress control function for controlling a shooting game in which a plurality of characters to form a team to target the opposing team, the point of view of the quarter of the player character The game screen display control function to control the display of the game screen, the player character control function to control the player character according to the user's operation according to the game screen at the time of the quarter view, and the artificial intelligence module to display the remaining team member characters except the player character among the plurality of characters. If the user special operation is distinguished from the user operation is recognized, the team member character control function for controlling one or more characters of the team member characters to perform an action corresponding to the user special operation is executed. In addition, all functions corresponding to the competition game providing method according to the embodiment of the present invention described above with reference to FIGS. 5 to 14 may be executed. Such a program is recorded on a recording medium readable by a computer and executed by a computer so that the above functions can be executed.
이와 같이, 컴퓨터가 기록매체에 기록된 프로그램을 읽어 들여 프로그램으로 구현된 경쟁게임 제공 방법을 실행시키기 위하여, 전술한 프로그램은 컴퓨터의 프로세서(CPU)가 읽힐 수 있는 C, C++, JAVA, 기계어 등의 컴퓨터 언어로 코드화된 코드(Code)를 포함할 수 있다. 이러한 코드는 전술한 기능들을 정의한 함수 등과 관련된 기능적인 코드(Function Code)를 포함할 수 있고, 전술한 기능들을 컴퓨터의 프로세서가 소정의 절차대로 실행시키는데 필요한 실행 절차 관련 제어 코드를 포함할 수도 있다. 또한, 이러한 코드는 전술한 기능들을 컴퓨터의 프로세서가 실행시키는데 필요한 추가 정보나 미디어가 컴퓨터의 내부 또는 외부 메모리의 어느 위치(주소 번지)에서 참조 되어야 하는지에 대한 메모리 참조 관련 코드를 더 포함할 수 있다. 또한, 컴퓨터의 프로세서가 전술한 기능들을 실행시키기 위하여 원격(Remote)에 있는 어떠한 다른 컴퓨터나 서버 등과 통신이 필요한 경우, 코드는 컴퓨터의 프로세서가 컴퓨터의 통신 모듈(예: 유선 및/또는 무선 통신모듈)을 이용하여 원격(Remote)에 있는 어떠한 다른 컴퓨터나 서버 등과 어떻게 통신해야만 하는지, 통신시 어떠한 정보나 미디어를 송수신해야 하는지 등에 대한 통신 관련 코드를 더 포함할 수도 있다. 그리고 본 발명을 구현하기 위한 기능적인(Functional) 프로그램과 이와 관련된 코드 및 코드 세그먼트 등은, 기록매체를 읽어서 프로그램을 실행시키는 컴퓨터의 시스템 환경 등을 고려하여, 본 발명이 속하는 기술 분야의 프로그래머들에 의해 용이하게 추론되거나 변경될 수도 있다. 또한 전술한 바와 같은 프로그램을 기록한 컴퓨터로 읽힐 수 있는 기록매체는 네트워크로 접속된 컴퓨터 시스템에 분산되어, 분산방식으로 컴퓨터가 읽을 수 있는 코드가 저장되고 실행될 수 있다. 이 경우, 다수의 분산된 컴퓨터 중 어느 하나 이상의 컴퓨터는 상기에 제시된 기능들 중 일부를 실행하고, 그 결과를 다른 분산된 컴퓨터들 중 하나 이상에 그 실행 결과를 전송할 수 있으며, 그 결과를 전송받은 컴퓨터 역시 상기에 제시된 기능들 중 일부를 실행하여, 그 결과를 역시 다른 분산된 컴퓨터들에 제공할 수 있다. As described above, in order for a computer to read a program recorded on a recording medium and execute a method for providing a competitive game implemented as a program, the above-described program may be executed by C, C ++, JAVA, machine language, etc., which can be read by a computer processor (CPU). Code may be coded in a computer language. Such code may include a function code associated with a function or the like that defines the above-described functions, and may include execution procedure-related control code necessary for a processor of the computer to execute the above-described functions according to a predetermined procedure. In addition, the code may further include memory reference-related code for additional information or media required for a processor of the computer to execute the above-described functions at which location (address address) of the computer's internal or external memory. . In addition, if the processor of the computer needs to communicate with any other computer or server that is remote in order to perform the above functions, the code indicates that the processor of the computer is a communication module of the computer (eg, a wired and / or wireless communication module). It may further include communication-related code for how to communicate with any other computer or server in the Remote () and what information or media should be transmitted and received during communication. Functional programs for implementing the present invention, codes and code segments associated therewith are considered by programmers in the technical field to which the present invention pertains, in consideration of the system environment of a computer that reads a recording medium and executes the program. It may be easily inferred or altered by. In addition, a computer-readable recording medium having recorded a program as described above may be distributed to computer systems connected through a network so that computer-readable codes may be stored and executed in a distributed manner. In this case, any one or more of the plurality of distributed computers may execute some of the functions presented above, and transmit the results to one or more of the other distributed computers, and receive the results. The computer may also execute some of the functions presented above, and provide the results to other distributed computers as well.
이상에서 전술한 바와 같은, 본 발명의 실시예에 따른 경쟁게임 제공 방법을 실행시키기 위한 프로그램을 기록한 컴퓨터로 읽힐 수 있는 기록매체는, 일 예로, ROM, RAM, CD-ROM, 자기 테이프, 플로피디스크, 광 미디어 저장장치 등이 있다. 또한, 본 발명의 실시예에 따른 경쟁게임 제공 방법을 실행시키기 위한 프로그램인 애플리케이션을 기록한 컴퓨터로 읽을 수 있는 기록매체는, 애플리케이션 스토어 서버(Application Store Server), 애플리케이션 또는 해당 서비스와 관련된 웹 서버(Web Server) 등을 포함하는 애플리케이션 제공 서버(Application ProviderServer)에 포함된 저장매체(예: 하드디스크 등)이거나, 애플리케이션 제공 서버 그 자체일 수도 있으며, 프로그램을 기록한 다른 컴퓨터 또는 그 저장매체일 수도 있다. As described above, a computer-readable recording medium recording a program for executing the method for providing a competitive game according to an embodiment of the present invention may be, for example, a ROM, a RAM, a CD-ROM, a magnetic tape, a floppy disk. Optical media storage. In addition, a computer-readable recording medium recording an application, which is a program for executing a method of providing a competitive game, according to an embodiment of the present invention, may be an application store server, an application, or a web server associated with a corresponding service. It may be a storage medium (eg, a hard disk, etc.) included in an application provider server including a server, or the like, or may be an application providing server itself, or another computer recording a program or a storage medium thereof.
본 발명의 일 실시예에 따른 경쟁게임 제공 방법을 실행시키기 위한 프로그램인 애플리케이션을 기록한 기록매체를 읽을 수 있는 컴퓨터는, 일반적인 데스크 탑이나 노트북 등의 일반 PC 뿐만 아니라, 스마트 폰, 태블릿 PC, PDA(Personal Digital Assistants) 및 이동통신 단말기 등의 모바일 단말기를 포함할 수 있으며, 이뿐만 아니라, 컴퓨팅(Computing) 가능한 모든 기기로 해석되어야 할 것이다. 만약, 본 발명의 일 실시예에 경쟁게임 제공 방법을 실행시키기 위한 프로그램인 애플리케이션을 기록한 기록매체를 읽을 수 있는 컴퓨터가 스마트 폰, 태블릿 PC, PDA(Personal Digital Assistants) 및 이동통신단말기 등의 모바일 단말기인 경우, 모바일 단말기는 애플리케이션 스토어 서버, 웹 서버 등을 포함하는 애플리케이션 제공 서버로부터 해당 애플리케이션을 다운로드 받아 설치할 수 있고, 경우에 따라서는, 애플리케이션 제공 서버에서 일반 PC로 다운로드 된 이후, 동기화 프로그램을 통해 모바일 단말기에 설치될 수도 있다. A computer capable of reading a recording medium recording an application, which is a program for executing a method for providing a competitive game, according to an embodiment of the present invention is not only a general PC such as a general desktop or a laptop, but also a smart phone, a tablet PC, a PDA ( It may include mobile terminals such as Personal Digital Assistants) and mobile communication terminals, as well as to be interpreted as all computing devices. If, in one embodiment of the present invention, a computer capable of reading a recording medium recording an application that is a program for executing a competitive game providing method is a mobile terminal such as a smart phone, a tablet PC, a personal digital assistant (PDA), and a mobile communication terminal. In this case, the mobile terminal may download and install the corresponding application from an application providing server including an application store server, a web server, and the like. In some cases, the mobile terminal may be downloaded from the application providing server to a general PC. It may be installed in the terminal.
이상에서, 본 발명의 실시예를 구성하는 모든 구성 요소들이 하나로 결합되거나 결합되어 동작하는 것으로 설명되었다고 해서, 본 발명이 반드시 이러한 실시예에 한정되는 것은 아니다. 즉, 본 발명의 목적 범위 안에서 라면, 그 모든 구성 요소들이 하나 이상으로 선택적으로 결합하여 동작할 수도 있다. 또한, 그 모든 구성 요소들이 각각 하나의 독립적인 하드웨어로 구현될 수 있지만, 각 구성 요소들의 그 일부 또는 전부가 선택적으로 조합되어 하나 또는 복수 개의 하드웨어에서 조합된 일부 또는 전부의 기능을 수행하는 프로그램 모듈을 갖는 컴퓨터 프로그램으로서 구현될 수도 있다. 그 컴퓨터 프로그램을 구성하는 코드들 및 코드 세그먼트들은 본 발명의 기술 분야의 당업자에 의해 용이하게 추론될 수 있을 것이다. 이러한 컴퓨터 프로그램은 컴퓨터가 읽을 수 있는 저장매체(Computer Readable Media)에 저장되어 컴퓨터에 의하여 읽혀지고 실행됨으로써, 본 발명의 실시예를 구현할 수 있다. 컴퓨터 프로그램의 저장매체로서는 자기 기록매체, 광 기록매체, 등이 포함될 수 있다. In the above description, all elements constituting the embodiments of the present invention are described as being combined or operating in combination, but the present invention is not necessarily limited to the embodiments. In other words, within the scope of the present invention, all of the components may be selectively operated in combination with one or more. In addition, although all of the components may be implemented in one independent hardware, each or all of the components may be selectively combined to perform some or all functions combined in one or a plurality of hardware. It may be implemented as a computer program having a. Codes and code segments constituting the computer program may be easily inferred by those skilled in the art. Such a computer program may be stored in a computer readable storage medium and read and executed by a computer, thereby implementing embodiments of the present invention. The storage medium of the computer program may include a magnetic recording medium, an optical recording medium, and the like.
이상의 설명은 본 발명의 기술 사상을 예시적으로 설명한 것에 불과한 것으로서, 본 발명이 속하는 기술 분야에서 통상의 지식을 가진 자라면 본 발명의 본질적인 특성에서 벗어나지 않는 범위에서 다양한 수정 및 변형이 가능할 것이다. 따라서, 본 발명에 개시된 실시예들은 본 발명의 기술 사상을 한정하기 위한 것이 아니라 설명하기 위한 것이고, 이러한 실시예에 의하여 본 발명의 기술 사상의 범위가 한정되는 것은 아니다. 본 발명의 보호 범위는 아래의 청구범위에 의하여 해석되어야 하며, 그와 동등한 범위 내에 있는 모든 기술 사상은 본 발명의 권리범위에 포함되는 것으로 해석되어야 할 것이다.The above description is merely illustrative of the technical idea of the present invention, and those skilled in the art to which the present invention pertains may make various modifications and changes without departing from the essential characteristics of the present invention. Therefore, the embodiments disclosed in the present invention are not intended to limit the technical idea of the present invention but to describe the present invention, and the scope of the technical idea of the present invention is not limited by these embodiments. The protection scope of the present invention should be interpreted by the following claims, and all technical ideas within the equivalent scope should be interpreted as being included in the scope of the present invention.

Claims (48)

  1. 네트워크를 통하여 동시에 연결되는 게임제공장치와 복수의 게임단말장치들을 포함하고, 상기 복수의 게임단말장치들 각각은 사용자에 의해 입력된 게임명령을 상기 게임제공장치에 송신하고, 상기 게임제공장치의 게임정보를 수신하여 실행하고, 상기 게임제공장치는 수신된 게임명령에 응답하여 게임정보를 생성하고 생성된 게임정보를 상기 복수의 게임 단말장치들에게 제공하는 경쟁게임 제공 시스템에 있어서,A game providing device and a plurality of game terminal devices connected simultaneously via a network, each of the plurality of game terminal devices transmitting a game command input by a user to the game providing device, and playing a game of the game providing device. In the competitive game providing system for receiving and executing the information, the game providing device generates game information in response to the received game command and provides the generated game information to the plurality of game terminal devices,
    상기 게임제공장치는 The game providing device
    상기 수신된 게임 명령에 대응하는 게임정보를 생성하는 게임정보 생성부;A game information generator for generating game information corresponding to the received game command;
    상기 생성된 게임정보 중 점수획득영역의 점령여부에 따라 점수획득을 처리하는 점수획득영역 점령 처리부;A score acquisition area occupation processing unit for processing score acquisition based on whether the score acquisition area is occupied among the generated game information;
    상기 생성된 게임정보 중 캐릭터 사망이 검출되면 사망한 캐릭터가 보유한 점수획득 아이템을 버려진 상태로 처리하고, 버려진 점수획득 아이템을 습득한 캐릭터의 점수획득 아이템의 보유 총수를 표시하고, 상기 점수획득 아이템의 기지반환이 검출되면 반환된 점수획득 아이템의 수에 대응하는 점수획득으로 처리하는 사망 처리부;  If character death is detected in the generated game information, the score acquisition item held by the deceased character is processed in an abandoned state, the total number of score acquisition items of the character who acquired the abandoned score acquisition item is displayed, and A death processing unit for processing a score acquisition corresponding to the number of scored items returned when a known return is detected;
    상기 점수획득영역 점령 처리부 또는 사망 처리부의 점수획득이 검출되면 검출된 점수획득을 팀 획득점수에 누적하고, 팀 획득점수 누적치가 승리점수에 도달된 경우 승리점수 이벤트를 발생하는 승리점수 검출부; A victory score detector configured to accumulate the detected score gains in a team score, when the score gain is detected in the score acquisition area occupancy processor or the death processor, and generate a victory score event when the team score is accumulated;
    상기 생성된 게임정보 중 기지 파괴정보가 검출되면 기지파괴 이벤트를 발생하는 기지파괴 검출부; 및A known destruction detection unit generating a known destruction event when known destruction information is detected among the generated game information; And
    상기 승리점수 이벤트와 기지파괴 이벤트 중 먼저 발생된 이벤트에 응답하여 팀 승패를 결정하는 승패 결정부를 포함하는 경쟁게임 제공 시스템.Competitive game providing system comprising a win and lose determination unit for determining the team win or lose in response to the event that occurred first of the victory score event and the site destruction event.
  2. 제1항에 있어서, 상기 점수획득영역 점령 처리부는 상기 점수획득영역의 점령상태유지시간이 점수획득기간을 경과한 경우 점수 획득으로 처리하는 경쟁게임 제공 시스템.The competitive game providing system of claim 1, wherein the score acquiring area occupancy processing unit processes the score acquiring when the occupation state holding time of the score acquiring area passes a score acquiring period.
  3. 제2항에 있어서, 상기 점수획득영역 점령 처리부는 상기 점수획득기간이 경과되기 전에 상대팀의 캐릭터에 의해 점령하고 있는 팀의 캐릭터가 상기 점수획득영역 밖으로 밀려나게 된 경우에는 상대팀의 점령상태유지시간이 증가되는 속도로 밀려난 팀의 점령상태유지시간이 감소되게 처리하는 경쟁게임 제공 시스템.3. The method of claim 2, wherein the score acquisition area occupancy processing unit maintains the occupation state of the opponent team when the character of the team occupied by the character of the opponent team is pushed out of the score acquisition area before the score acquisition period elapses. Competitive game providing system that handles the reduction of the holding time of the team that is pushed back at an increased speed.
  4. 제3항에 있어서, 상기 점수획득영역 점령 처리부는 상기 점수획득영역의 점령상태유지시간의 증감상태를 표시하는 점령상태 표시정보를 상기 복수의 게임 단말장치들에게 제공하는 경쟁게임 제공 시스템. The competitive game providing system of claim 3, wherein the score acquisition area occupation processing unit provides the plurality of game terminal devices with occupation status indication information indicating an increase or decrease state of the occupation state holding time of the score acquisition area.
  5. 제3항에 있어서, 상기 점수획득영역 점령 처리부는 게임 시작 후 적어도 1회 이상 임의의 시간에 상기 점수획득영역을 활성화시키고, 상기 점수획득시간이 경과되면 상기 점수획득영역을 비활성화시키는 경쟁게임 제공 시스템. The competitive game providing system of claim 3, wherein the score acquiring region occupancy processing unit activates the score acquiring region at any time at least one time after the game starts, and deactivates the score acquiring region when the score acquiring time elapses. .
  6. 제1항에 있어서, 상기 게임제공장치는 실점보상 처리부를 더 포함하고, 상기 실점보상 처리부는 The apparatus of claim 1, wherein the game providing device further comprises a true reward processing unit, and the true reward processing unit is further included.
    상대팀이 점수를 획득할 때마다 실점 팀 전체 캐릭터에게 기 설정된 실점 보상치를 균등하게 제공하고, 각 캐릭터의 실점 보상 누적치가 실점 보상 버프 활성화 조건에 도달하면 실점 보상 버프 사용권을 실점 팀 전체 캐릭터들에게 각각 제공하는 경쟁게임 제공 시스템. Each time the opponent team earns a score, the total reward reward value is set equally to all of the total team's characters, and when the accumulated amount of the actual rewards of each character reaches the conditions for activating the reward reward buff, the right reward reward buff is given to all the total team characters. Competitive game providing system provided by each.
  7. 제1항에 있어서, 상기 게임제공장치는 능력치 획득영역 점령 처리부를 더 포함하고, 상기 능력치 획득영역 점령 처리부는 The method of claim 1, wherein the game providing device further comprises a capability value acquisition area occupancy processing unit, wherein the capability value acquisition area occupation processing unit
    캐릭터가 능력치 획득 영역을 점령하면, 상기 점령한 능력치 획득영역이 상대방 팀의 캐릭터에 의해 탈취당할 때까지 점령한 캐릭터가 소속된 팀의 모든 캐릭터들에게 시간당 일정 단위로 능력치를 각각 균등하게 제공하는 경쟁게임 제공 시스템. When a character occupies the capability acquisition area, the competition that equally provides stats on a regular basis every hour to all characters of the team to which the occupied character belongs until the occupied capability acquisition area is seized by the character of the opposing team. Game delivery system.
  8. 제7항에 있어서, 상기 능력치는 골드, 경험치 또는 이들 조합 중 어느 하나인 경쟁게임 제공 시스템. The system of claim 7, wherein the capability is any one of gold, experience, or a combination thereof.
  9. 제1항에 있어서, 상기 게임제공장치는 사망 처리부를 더 포함하고, According to claim 1, The game providing device further comprises a death processing unit,
    상기 사망 처리부는 상대방 캐릭터를 처치한 캐릭터에게는 기 설정된 처치 능력치를 제공하고, The death processing unit provides a predetermined treatment ability value to the character who killed the opponent character,
    상기 사망 캐릭터에게는 기 설정된 사망 분노치를 제공하고, 캐릭터의 사망 분노치가 사망분노 버프 활성화 조건에 도달하면 사망분노 버프 사용권을 제공하는 경쟁게임 제공 시스템. Competitive game providing system for providing a death rage value to the deceased character, and provides a death anger buff right when the death anger value of the character reaches the death anger buff activation condition.
  10. 제1항에 있어서, 상기 게임제공장치는 중립 오브젝트 처리부를 더 포함하고, 상기 중립 오브젝트 처리부는 The apparatus of claim 1, wherein the game providing apparatus further comprises a neutral object processing unit, and the neutral object processing unit is further included.
    중립 오브젝트를 게임 시작 후 적어도 1회 이상 임의의 시간에 활성화시키고, 상기 활성화된 중립 오브젝트가 파괴되면 마지막 타격을 한 캐릭터가 소속된 팀 전체에 막타버프 능력치를 균등하게 제공하는 경쟁게임 제공 시스템. A competitive game providing system that activates a neutral object at least once at any time after the start of a game, and equally provides the Mactabuff ability value to the entire team to which the last hit character belongs when the activated neutral object is destroyed.
  11. 제1항에 있어서, 상기 게임제공장치는 기여도 처리부를 더 포함하고, 상기 기여도 처리부는 According to claim 1, The game providing apparatus further comprises a contribution processor, The contribution processor
    상기 생성된 게임정보 중 각 캐릭터의 게임활동을 팀워크 기여도 점수로 환산하고, 각 게임 캐릭터가 획득한 게임활동점수를 팀워크 기여도 점수로 처리하고, 각 게임 캐릭터가 획득한 팀워크 기여도 점수를 랭킹순으로 디스플레이에 실시간으로 표시하는 팀워크 기여도 랭킹정보를 발생하는 경쟁게임 제공 시스템. Of the generated game information, the game activity of each character is converted into a teamwork contribution score, the game activity score obtained by each game character is processed as a teamwork contribution score, and the teamwork contribution scores acquired by each game character are displayed in order of ranking. Competitive game providing system that generates teamwork contribution ranking information displayed in real time.
  12. 네트워크를 통하여 동시에 연결되는 게임제공장치와 복수의 게임 단말장치들을 포함하고, 상기 복수의 게임 단말장치들 각각은 사용자에 의해 입력된 게임명령을 상기 게임제공장치에 송신하고, 상기 게임제공장치의 게임정보를 수신하여 실행하고, 상기 게임제공장치는 수신된 게임명령에 응답하여 게임정보를 생성하고 생성된 게임정보를 상기 복수의 게임 단말장치들에게 제공하는 경쟁게임 제공 방법에 있어서,A game providing device and a plurality of game terminal devices simultaneously connected through a network, each of the plurality of game terminal devices transmitting a game command input by a user to the game providing device, and playing a game of the game providing device. In the competitive game providing method of receiving and executing information, the game providing device generates game information in response to the received game command and provides the generated game information to the plurality of game terminal devices,
    상기 게임제공장치에서, 상기 수신된 게임 명령에 대응하는 게임정보를 생성하고, 상기 생성된 게임정보 중 점수획득영역의 점령여부를 처리하고, 캐릭터 사망이 검출되면 사망한 캐릭터가 보유한 점수획득 아이템을 버려진 상태로 처리하고, 버려진 점수획득 아이템을 습득한 캐릭터의 점수획득 아이템의 보유 총수를 표시하고, 상기 점수획득 아이템의 기지반환이 검출되면 반환된 점수획득 아이템의 수에 대응하는 점수획득으로 처리하고, 점수획득이 검출되면 검출된 획득점수를 팀 획득점수에 누적하고, 팀 획득점수 누적치가 승리점수에 도달된 경우 승리점수 이벤트를 발생하고, 상기 생성된 게임정보 중 기지 파괴정보가 검출되면 기지파괴 이벤트를 발생하고, 상기 승리점수 이벤트와 기지파괴 이벤트 중 먼저 발생된 이벤트에 응답하여 팀 승패를 결정하는 경쟁게임 제공 방법.In the game providing apparatus, game information corresponding to the received game command is generated, and whether or not the occupation point is acquired from the generated game information, and if a character death is detected, the score acquisition item held by the dead character is acquired. Processing the discarded state, displaying the total number of scored items retained by the character who acquired the discarded scored item, and if a known return of the scored item is detected, processes the scored corresponding to the number of returned scored items; If the score is detected, the detected score is accumulated in the team score, and if the accumulated score of the team reaches the victory score, a victory score event is generated, and if the base destruction information is detected among the generated game information, the base is destroyed. Generate an event and respond to the team's first occurrence of the Victory Score Event or Destroy Event. Rival Gaming provides a method of determining the loss.
  13. 제12항에 있어서, 상기 점령 처리는 상기 점수획득영역의 점령상태유지시간이 점수획득기간을 경과한 경우 점수 획득으로 처리하는 경쟁게임 제공 방법. The method of claim 12, wherein the occupation processing is performed by obtaining a score when the occupation state holding time of the score acquisition area has passed a score acquisition period.
  14. 제13항에 있어서, 상기 점령 처리는 상기 점수획득기간이 경과되기 전에 상대팀의 캐릭터에 의해 점령하고 있는 팀의 캐릭터가 상기 점수획득영역 밖으로 밀려나게 된 경우에는 상대팀의 점령상태유지시간이 증가되는 속도로 밀려난 팀의 점령상태유지시간이 감소되게 처리하는 경쟁게임 제공 방법. 14. The occupation process according to claim 13, wherein the occupation processing increases the occupation time of the opposing team when the character of the team occupied by the opposing team's character is pushed out of the score acquisition area before the score acquisition period elapses. How to provide a competitive game that reduces the time to maintain the occupied state of the team pushed back at a speed that is.
  15. 제14항에 있어서, 상기 게임제공장치에서, 점령 처리시에 상기 점수획득영역의 점령상태유지시간의 증감상태를 표시하는 점령상태 표시정보를 상기 복수의 게임 단말장치들에게 제공하는 경쟁게임 제공 방법. The competitive game providing method according to claim 14, wherein the game providing device provides the plurality of game terminal devices with occupation state display information indicating an increase or decrease state of the occupation state holding time of the score acquisition area during the capture process. .
  16. 제14항에 있어서, 상기 점령 처리는 게임 시작 후 적어도 1회 이상 임의의 시간에 상기 점수획득영역을 활성화시키고, 상기 점수획득시간이 경과되면 상기 점수획득영역을 비활성화시키는 경쟁게임 제공 방법. 15. The method of claim 14, wherein the occupation process activates the score acquisition area at any time at least one time after the start of the game, and deactivates the score acquisition area when the score acquisition time elapses.
  17. 제12항에 있어서, 상기 방법은 실점보상 처리를 더 포함하고, 상기 실점보상 처리는 13. The method of claim 12, wherein the method further comprises a point compensation process,
    상대팀이 점수를 획득할 때마다 실점 팀 전체 캐릭터에게 기 설정된 실점 보상치를 균등하게 제공하고, 각 캐릭터의 실점 보상 누적치가 실점 보상 버프 활성화 조건에 도달하면 실점 보상 버프 사용권을 실점 팀 전체 캐릭터들에게 각각 제공하는 경쟁게임 제공 방법.Each time the opponent team earns a score, the total reward reward value is set equally to all of the total team's characters, and when the accumulated amount of the actual rewards of each character reaches the conditions for activating the reward reward buff, the right reward reward buff is given to all the total team characters. How to provide competitive games for each.
  18. 제12항에 있어서, 상기 방법은 능력치 획득영역 점령 처리를 더 포함하고, 상기 능력치 획득영역 점령 처리는 13. The method of claim 12, wherein the method further includes capability acquisition area occupancy processing, wherein the capability acquisition area occupation processing
    캐릭터가 능력치 획득 영역을 점령하면, 상기 점령한 능력치 획득영역이 상대방 팀의 캐릭터에 의해 탈취당할 때까지 점령한 캐릭터가 소속된 팀의 모든 캐릭터들에게 시간당 일정 단위로 능력치를 각각 균등하게 제공하는 경쟁게임 제공 방법.When a character occupies the capability acquisition area, the competition that equally provides stats on a regular basis every hour to all characters of the team to which the occupied character belongs until the occupied capability acquisition area is seized by the character of the opposing team. How to deliver the game.
  19. 제18항에 있어서, 상기 능력치는 골드, 경험치 또는 이들 조합 중 어느 하나인 경쟁게임 제공 방법.19. The method of claim 18, wherein the capability value is any one of gold, experience value, or a combination thereof.
  20. 제12항에 있어서, 상기 방법은 사망 처리를 더 포함하고, The method of claim 12, wherein the method further comprises a death treatment,
    상기 사망 처리는 상대방 캐릭터를 처치한 캐릭터에게는 기 설정된 처치 능력치를 제공하고, 사망 캐릭터에게는 기 설정된 사망 분노치를 제공하고, 캐릭터의 사망 분노치가 사망분노 버프 활성화 조건에 도달하면 사망분노 버프 사용권을 제공하는 경쟁게임 제공 방법.The death process provides a predetermined killing ability value to the character who has killed the opponent character, a preset death anger value to the dead character, and provides a death anger buff right when the death anger value of the character reaches the death anger buff activation condition. How to provide a competitive game.
  21. 제12항에 있어서, 상기 방법은 중립 오브젝트 처리를 더 포함하고, 상기 중립 오브젝트 처리는 중립 오브젝트를 게임 시작 후 적어도 1회 이상 임의의 시간에 활성화시키고, 상기 활성화된 중립 오브젝트가 파괴되면 마지막 타격을 한 캐릭터가 소속된 팀 전체에 막타 버프 능력치를 균등하게 제공하는 경쟁게임 제공 방법.The method of claim 12, wherein the method further comprises neutral object processing, wherein the neutral object processing activates the neutral object at any time at least one time after the start of the game, and if the activated neutral object is destroyed, the last hit How to provide a competitive game that equally provides the Macta Buff stats to the entire team to which a character belongs.
  22. 제12항에 있어서, 상기 방법은 기여도 처리를 더 포함하고, 상기 기여도 처리는 상기 생성된 게임정보 중 각 캐릭터의 게임활동을 팀워크 기여도 점수로 환산하고, 각 게임 캐릭터가 획득한 게임활동점수를 팀워크 기여도 점수로 처리하고, 각 게임 캐릭터가 획득한 팀워크 기여도 점수를 랭킹순으로 디스플레이에 실시간으로 표시하는 팀워크 기여도 랭킹정보를 발생하는 경쟁게임 제공 방법.The method of claim 12, wherein the method further comprises a contribution process, wherein the contribution process converts a game activity of each character from the generated game information into a teamwork contribution score, and teamwork the game activity score obtained by each game character. A method of providing a competitive game, which generates teamwork contribution ranking information which is processed as a contribution score and displays the teamwork contribution score obtained by each game character on a display in order of ranking.
  23. 하드웨어와 결합되어 제12항 내지 제22항 중의 어느 한 항에 따른 경쟁게임 제공 방법을 실행시키기 위하여 매체에 저장된 컴퓨터 프로그램.A computer program stored in a medium in combination with hardware for executing the method for providing a competitive game according to any one of claims 12 to 22.
  24. 제12항 내지 제22항 중 어느 한 항에 따른 경쟁게임 제공 방법을 컴퓨터에서 실행하기 위한 컴퓨터 프로그램이 기록된 컴퓨터 판독 가능 기록매체.A computer-readable recording medium having recorded thereon a computer program for executing a method for providing a competitive game according to any one of claims 12 to 22 on a computer.
  25. 네트워크를 통하여 동시에 연결되는 게임제공장치와 복수의 게임단말장치들을 포함하고, 상기 복수의 게임단말장치들 각각은 사용자에 의해 입력된 게임명령을 상기 게임제공장치에 송신하고, 상기 게임제공장치의 게임정보를 수신하여 실행하고, 상기 게임제공장치는 수신된 게임명령에 응답하여 게임정보를 생성하고 생성된 게임정보를 상기 복수의 게임 단말장치들에게 제공하는 경쟁게임 제공 시스템에 있어서,A game providing device and a plurality of game terminal devices connected simultaneously via a network, each of the plurality of game terminal devices transmitting a game command input by a user to the game providing device, and playing a game of the game providing device. In the competitive game providing system for receiving and executing the information, the game providing device generates game information in response to the received game command and provides the generated game information to the plurality of game terminal devices,
    상기 게임제공장치는 The game providing device
    상기 수신된 게임 명령에 대응하는 게임정보를 생성하는 게임정보 생성부;A game information generator for generating game information corresponding to the received game command;
    상기 생성된 게임정보 중 캐릭터 사망이 검출되면, 사망한 캐릭터가 보유한 점수획득 아이템을 버려진 상태로 처리하고, 상기 버려진 점수획득 아이템을 습득하면, 습득한 점수획득 아이템의 수를 캐릭터의 팀 획득점수로 처리하는 사망 처리부; When the character death is detected in the generated game information, the scored items owned by the deceased character are processed in an abandoned state, and when the discarded scored items are acquired, the number of acquired scored items is determined as the team's score. A death treatment unit for processing;
    상기 사망 처리부의 점수획득이 검출되면, 검출된 획득점수를 캐릭터가 소속된 팀 획득점수로 누적하고, 팀 획득점수 누적치가 승리점수에 도달된 경우 승리점수 이벤트를 발생하는 승리점수 검출부를 포함하는 경쟁게임 제공 시스템.When the score acquisition of the death processing unit is detected, a competition including a victory score detection unit for accumulating the detected acquisition score to the team acquisition score to which the character belongs, and generating a victory score event when the team acquisition score accumulation value reaches the victory score Game delivery system.
  26. 제25항에 있어서, 상기 사망 처리부는 습득한 점수획득 아이템의 기지반환을 검출하고, 기지 반환이 검출되면 습득한 점수획득 아이템의 수를 캐릭터의 팀 획득점수로 처리하는 경쟁게임 제공 시스템.The competitive game providing system of claim 25, wherein the death processor detects a known return of acquired scored items, and processes the number of acquired scored items as a team score of a character when a known return is detected.
  27. 제25항에 있어서, 상기 사망 처리부는 캐릭터가 보유한 점수획득 아이템의 수를 표시하는 경쟁게임 제공 시스템.The competition game providing system of claim 25, wherein the death processing unit displays the number of score acquisition items held by the character.
  28. 제27항에 있어서, 상기 사망 처리부에서는 점수획득 아이템의 보유 수 표시를 캐릭터에 연동시켜 표시하는 경쟁게임 제공 시스템.The competitive game providing system of claim 27, wherein the death processing unit displays the number of retained items of the score obtaining item in association with a character.
  29. 제25항에 있어서, 상기 게임제공장치는 기여도 처리부를 더 포함하고, 상기 기여도 처리부는 27. The apparatus of claim 25, wherein the game providing apparatus further comprises a contribution processor, and the contribution processor
    상기 생성된 게임정보 중 각 캐릭터의 게임활동을 팀워크 기여도 점수로 환산하고, 각 게임 캐릭터가 획득한 게임활동점수를 팀워크 기여도 점수로 처리하고, 각 게임 캐릭터가 획득한 팀워크 기여도 점수를 랭킹순으로 디스플레이에 실시간으로 표시하는 팀워크 기여도 랭킹정보를 발생하는 경쟁게임 제공 시스템. Of the generated game information, the game activity of each character is converted into a teamwork contribution score, the game activity score obtained by each game character is processed as a teamwork contribution score, and the teamwork contribution scores acquired by each game character are displayed in order of ranking. Competitive game providing system that generates teamwork contribution ranking information displayed in real time.
  30. 네트워크를 통하여 동시에 연결되는 게임제공장치와 복수의 게임 단말장치들을 포함하고, 상기 복수의 게임 단말장치들 각각은 사용자에 의해 입력된 게임명령을 상기 게임제공장치에 송신하고, 상기 게임제공장치의 게임정보를 수신하여 실행하고, 상기 게임제공장치는 수신된 게임명령에 응답하여 게임정보를 생성하고 생성된 게임정보를 상기 복수의 게임 단말장치들에게 동시에 제공하는 경쟁게임 제공 방법에 있어서,A game providing device and a plurality of game terminal devices simultaneously connected through a network, each of the plurality of game terminal devices transmitting a game command input by a user to the game providing device, and playing a game of the game providing device. In the competitive game providing method of receiving and executing information, the game providing device generates game information in response to the received game command and simultaneously provides the generated game information to the plurality of game terminal devices,
    상기 게임제공장치에서, 각 캐릭터에 기본적으로 하나의 점수획득 아이템을 제공하고, In the game providing device, basically providing one score item to each character,
    상기 생성된 게임정보 중 캐릭터 사망이 검출되면, 사망한 캐릭터가 보유한 점수획득 아이템을 누구나 습득 가능한 버려진 상태로 제공하고,When the character death is detected in the generated game information, the score acquisition item held by the deceased character is provided in an abandoned state that anyone can learn.
    상기 생성된 게임정보 중 버려진 점수획득 아이템의 습득이 검출되면, 습득한 점수획득 아이템 보유수를 팀 획득점수로 처리하는 경쟁게임 제공 방법.If the acquisition of the discarded score acquisition items of the generated game information is detected, the competitive game providing method for processing the number of acquired points acquisition items as a team acquisition score.
  31. 제30항에 있어서, 상기 습득한 점수획득 아이템의 기지반환을 검출하고, 기지 반환이 검출되면 습득한 점수획득 아이템의 수를 캐릭터의 팀 획득점수로 처리하는 경쟁게임 제공 방법.31. The method of claim 30, wherein a known return of the acquired scored item is detected, and if the known return is detected, the number of acquired scored items is treated as a team score of the character.
  32. 제31항에 있어서, 상기 캐릭터가 보유한 점수획득 아이템의 보유 총수를 표시하는 경쟁게임 제공 방법.32. The method of claim 31, wherein the total number of points obtained by the character is displayed.
  33. 제32항에 있어서, 상기 점수획득 아이템의 보유 총수 표시는 캐릭터에 연동되어 표시되는 경쟁게임 제공 방법.33. The method of claim 32, wherein the total number of items of the score obtaining item is displayed in association with a character.
  34. 제30항에 있어서, 상기 방법은 기여도 처리를 더 포함하고, 상기 기여도 처리는 31. The method of claim 30, wherein the method further comprises attribution processing, the attribution processing
    상기 생성된 게임정보 중 각 캐릭터의 게임활동을 팀워크 기여도 점수로 환산하고, 각 게임 캐릭터가 획득한 게임활동점수를 팀워크 기여도 점수로 처리하고, 각 게임 캐릭터가 획득한 팀워크 기여도 점수를 랭킹순으로 디스플레이에 실시간으로 표시하는 팀워크 기여도 랭킹정보를 발생하는 경쟁게임 제공 방법. Of the generated game information, the game activity of each character is converted into a teamwork contribution score, the game activity score obtained by each game character is processed as a teamwork contribution score, and the teamwork contribution scores acquired by each game character are displayed in order of ranking. How to provide a competitive game that generates teamwork contribution ranking information displayed in real time.
  35. 하드웨어와 결합되어 제30항 내지 제34항 중의 어느 한 항에 따른 경쟁게임 제공 방법을 실행시키기 위하여 매체에 저장된 컴퓨터 프로그램.35. A computer program stored on a medium in combination with hardware to execute a method for providing a competitive game according to any one of claims 30 to 34.
  36. 제30항 내지 제34항 중 어느 한 항에 따른 경쟁게임 제공 방법을 컴퓨터에서 실행하기 위한 컴퓨터 프로그램이 기록된 컴퓨터 판독 가능 기록매체.35. A computer readable recording medium having recorded thereon a computer program for executing a method for providing a competitive game according to any one of claims 30 to 34 on a computer.
  37. 네트워크를 통하여 동시에 연결되는 게임제공장치와 복수의 게임단말장치들을 포함하고, 상기 복수의 게임단말장치들 각각은 사용자에 의해 입력된 게임명령을 상기 게임제공장치에 송신하고, 상기 게임제공장치의 게임정보를 수신하여 실행하고, 상기 게임제공장치는 수신된 게임명령에 응답하여 게임정보를 생성하고 생성된 게임정보를 상기 복수의 게임 단말장치들에게 동시에 제공하는 경쟁게임 제공 시스템에 있어서,A game providing device and a plurality of game terminal devices connected simultaneously via a network, each of the plurality of game terminal devices transmitting a game command input by a user to the game providing device, and playing a game of the game providing device. In the competitive game providing system for receiving and executing the information, the game providing device generates game information in response to the received game command and simultaneously provides the generated game information to the plurality of game terminal devices,
    상기 게임제공장치는 The game providing device
    상기 수신된 게임 명령에 대응하는 게임정보를 생성하는 게임정보 생성부;A game information generator for generating game information corresponding to the received game command;
    상기 생성된 게임정보 중 점수획득영역의 점령여부에 따라 점수획득을 처리하는 점수획득영역 점령 처리부;A score acquisition area occupation processing unit for processing score acquisition based on whether the score acquisition area is occupied among the generated game information;
    상기 점수획득이 검출되면, 검출된 획득점수를 팀 획득점수에 누적하고, 팀 획득점수 누적치가 승리점수에 도달된 경우 승리점수 이벤트를 발생하는 승리점수 검출부; A victory score detector configured to accumulate the detected score in a team score, and generate a victory score event when the score is accumulated in the team score;
    상기 생성된 게임정보 중 기지 파괴정보가 검출되면 기지파괴 이벤트를 발생하는 기지파괴 검출부; 및A known destruction detection unit generating a known destruction event when known destruction information is detected among the generated game information; And
    상기 승리점수 이벤트와 기지파괴 이벤트 중 먼저 발생된 이벤트에 응답하여 팀 승패를 결정하는 승패 결정부를 포함하는 경쟁게임 제공 시스템.Competitive game providing system comprising a win and lose determination unit for determining the team win or lose in response to the event that occurred first of the victory score event and the site destruction event.
  38. 네트워크를 통하여 동시에 연결되는 게임제공장치와 복수의 게임 단말장치들을 포함하고, 상기 복수의 게임 단말장치들 각각은 사용자에 의해 입력된 게임명령을 상기 게임제공장치에 송신하고, 상기 게임제공장치의 게임정보를 수신하여 실행하고, 상기 게임제공장치는 수신된 게임명령에 응답하여 게임정보를 생성하고 생성된 게임정보를 상기 복수의 게임 단말장치들에게 동시에 제공하는 경쟁게임 제공 방법에 있어서,A game providing device and a plurality of game terminal devices simultaneously connected through a network, each of the plurality of game terminal devices transmitting a game command input by a user to the game providing device, and playing a game of the game providing device. In the competitive game providing method of receiving and executing information, the game providing device generates game information in response to the received game command and simultaneously provides the generated game information to the plurality of game terminal devices,
    상기 게임제공장치에서, 상기 수신된 게임 명령에 대응하는 게임정보를 생성하고, 상기 생성된 게임정보 중 점수획득영역의 점령여부에 따라 점수획득을 처리하고, 상기 점수획득이 검출되면 검출된 점수획득을 팀 획득점수에 누적하고, 팀 획득점수 누적치가 승리점수에 도달된 경우 승리점수 이벤트를 발생하고, 상기 생성된 게임정보 중 기지 파괴정보가 검출되면 기지파괴 이벤트를 발생하고, 상기 승리점수 이벤트와 기지파괴 이벤트 중 먼저 발생된 이벤트에 응답하여 팀 승패를 결정하는 경쟁게임 제공 방법.In the game providing device, game information corresponding to the received game command is generated, the score acquisition process is performed according to whether or not the score acquisition area of the generated game information is acquired, and the score is detected when the score acquisition is detected. Accumulate in a team score, generate a victory score event when the accumulated team score reaches a victory score, generate a site destruction event when base destruction information is detected among the generated game information, and A method of providing a competitive game in which teams win or lose in response to an event first generated during a base destruction event.
  39. 하드웨어와 결합되어 제38항에 따른 경쟁게임 제공 방법을 실행시키기 위하여 매체에 저장된 컴퓨터 프로그램.A computer program stored in a medium in combination with hardware for executing the method of providing a competitive game according to claim 38.
  40. 제38항에 따른 경쟁게임 제공 방법을 컴퓨터에서 실행하기 위한 컴퓨터 프로그램이 기록된 컴퓨터 판독 가능 기록매체.A computer readable recording medium having recorded thereon a computer program for executing a method of providing a competitive game according to claim 38 on a computer.
  41. 네트워크를 통하여 동시에 연결되는 게임제공장치와 복수의 게임단말장치들을 포함하고, 상기 복수의 게임단말장치들 각각은 사용자에 의해 입력된 게임명령을 상기 게임제공장치에 송신하고, 상기 게임제공장치의 게임정보를 수신하여 실행하고, 상기 게임제공장치는 수신된 게임명령에 응답하여 게임정보를 생성하고 생성된 게임정보를 상기 복수의 게임 단말장치들에게 동시에 제공하는 경쟁게임 제공 시스템에 있어서,A game providing device and a plurality of game terminal devices connected simultaneously via a network, each of the plurality of game terminal devices transmitting a game command input by a user to the game providing device, and playing a game of the game providing device. In the competitive game providing system for receiving and executing the information, the game providing device generates game information in response to the received game command and simultaneously provides the generated game information to the plurality of game terminal devices,
    상기 게임제공장치는 The game providing device
    상기 수신된 게임 명령에 대응하는 게임정보를 생성하는 게임정보 생성부; 및A game information generator for generating game information corresponding to the received game command; And
    상기 생성된 게임정보 중 각 캐릭터의 게임활동을 팀워크 기여도 점수로 환산하고, 각 게임 캐릭터가 획득한 게임활동점수를 팀워크 기여도 점수로 처리하고, 각 게임 캐릭터가 획득한 팀워크 기여도 점수를 랭킹순으로 디스플레이에 실시간으로 표시하는 팀워크 기여도 랭킹정보를 발생하는 기여도 처리부를 포함하는 경쟁게임 제공 시스템.Of the generated game information, the game activity of each character is converted into a teamwork contribution score, the game activity score obtained by each game character is processed as a teamwork contribution score, and the teamwork contribution scores acquired by each game character are displayed in order of ranking. Competitive game providing system comprising a contribution processing unit for generating teamwork contribution ranking information displayed in real time.
  42. 제41항에 있어서, 상기 게임제공장치는 게임 승패 결정시 종료 화면 상에 탑플레이어 정보를 표시하는 종료화면정보를 상기 복수의 게임단말장치들에게 동시에 제공하는 경쟁게임 제공 시스템.42. The competitive game providing system of claim 41, wherein the game providing apparatus simultaneously provides the plurality of game terminal apparatuses with end screen information for displaying top player information on an end screen when a game win or lose is determined.
  43. 제42항에 있어서, 상기 게임제공장치는 43. The apparatus of claim 42, wherein the game providing device
    상기 복수의 게임단말장치들 중 상기 종료화면 상의 탑플레이어의 상세정보의 요청명령이 수신되면 상기 탑플레이어의 상세정보를 요청한 게임단말장치에 제공하는 경쟁게임 제공 시스템.Competitive game providing system for providing the game terminal device requesting the detailed information of the top player when a request command for the detailed information of the top player on the end screen of the plurality of game terminal devices is received.
  44. 네트워크를 통하여 동시에 연결되는 게임제공장치와 복수의 게임 단말장치들을 포함하고, 상기 복수의 게임 단말장치들 각각은 사용자에 의해 입력된 게임명령을 상기 게임제공장치에 송신하고, 상기 게임제공장치의 게임정보를 수신하여 실행하고, 상기 게임제공장치는 수신된 게임명령에 응답하여 게임정보를 생성하고 생성된 게임정보를 상기 복수의 게임 단말장치들에게 동시에 제공하는 경쟁게임 제공 방법에 있어서,A game providing device and a plurality of game terminal devices simultaneously connected through a network, each of the plurality of game terminal devices transmitting a game command input by a user to the game providing device, and playing a game of the game providing device. In the competitive game providing method of receiving and executing information, the game providing device generates game information in response to the received game command and simultaneously provides the generated game information to the plurality of game terminal devices,
    상기 게임제공장치에서, 상기 복수의 게임 단말장치들 각각의 게임 캐릭터의 게임 활동을 팀워크 기여도 점수로 처리하고, 각 게임 캐릭터가 획득한 팀워크 기여도 점수를 랭킹순으로 디스플레이에 실시간으로 표시하는 팀워크 기여도 랭킹정보를 상기 복수의 게임단말장치들에 제공하는 경쟁게임 제공 방법.In the game providing apparatus, a teamwork contribution ranking process of a game activity of each of the game characters of each of the plurality of game terminal devices as a teamwork contribution score, and displaying the teamwork contribution scores acquired by each game character on a display in real time in order of ranking. Competitive game providing method for providing information to the plurality of game terminal devices.
  45. 제44항에 있어서, 상기 게임제공장치에서, 게임 승패 결정시 종료 화면 상에 탑플레이어 정보를 표시하는 종료화면정보를 상기 복수의 게임단말장치들에게 동시에 제공하는 경쟁게임 제공 방법.45. The method of claim 44, wherein the game providing device simultaneously provides the plurality of game terminal devices with end screen information for displaying top player information on the end screen when determining whether to win or lose the game.
  46. 제44항에 있어서, 상기 게임제공장치에서, 상기 복수의 게임단말장치들 중 상기 종료화면 상의 탑플레이어의 상세정보의 요청명령이 수신되면, 상기 탑플레이어의 상세정보를 요청한 게임단말장치에 제공하는 경쟁게임 제공 방법.The method according to claim 44, wherein in the game providing device, when a request for requesting detailed information of the top player on the end screen is received from among the plurality of game terminal devices, the game providing device requests the detailed information of the top player to the requested game terminal device. How to provide competitive games.
  47. 하드웨어와 결합되어 제44항 내지 제46항 중 어느 한 항에 따른 경쟁게임 제공 방법을 실행시키기 위하여 매체에 저장된 컴퓨터 프로그램.47. A computer program stored on a medium in combination with hardware to execute a method for providing a competitive game according to any one of claims 44 to 46.
  48. 제44항 내지 제46항 중 어느 한 항에 따른 경쟁게임 제공 방법을 컴퓨터에서 실행하기 위한 컴퓨터 프로그램이 기록된 컴퓨터 판독 가능 기록매체.A computer-readable recording medium having recorded thereon a computer program for executing a method of providing a competitive game according to any one of claims 44 to 46 on a computer.
PCT/KR2017/002948 2016-03-18 2017-03-17 Competition game providing system and method, and program and recording medium therefor WO2017160126A2 (en)

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