WO2022131800A1 - Terminal, procédé et programme d'ordinateur fournissant un jeu de défense basé sur un puzzle - Google Patents
Terminal, procédé et programme d'ordinateur fournissant un jeu de défense basé sur un puzzle Download PDFInfo
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- WO2022131800A1 WO2022131800A1 PCT/KR2021/019122 KR2021019122W WO2022131800A1 WO 2022131800 A1 WO2022131800 A1 WO 2022131800A1 KR 2021019122 W KR2021019122 W KR 2021019122W WO 2022131800 A1 WO2022131800 A1 WO 2022131800A1
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- Prior art keywords
- attack
- sub
- blocks
- deleted
- terminal
- Prior art date
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- 238000000034 method Methods 0.000 title claims abstract description 22
- 230000007123 defense Effects 0.000 title claims description 6
- 238000004590 computer program Methods 0.000 title claims description 3
- 230000007103 stamina Effects 0.000 claims description 11
- 230000008859 change Effects 0.000 claims description 5
- 230000004044 response Effects 0.000 abstract description 2
- 238000010586 diagram Methods 0.000 description 20
- 230000000414 obstructive effect Effects 0.000 description 12
- 230000000903 blocking effect Effects 0.000 description 5
- XLYOFNOQVPJJNP-UHFFFAOYSA-N water Substances O XLYOFNOQVPJJNP-UHFFFAOYSA-N 0.000 description 4
- 238000007654 immersion Methods 0.000 description 3
- 239000011159 matrix material Substances 0.000 description 3
- 230000000694 effects Effects 0.000 description 2
- 230000008569 process Effects 0.000 description 2
- 239000003086 colorant Substances 0.000 description 1
- 230000006870 function Effects 0.000 description 1
- 230000002452 interceptive effect Effects 0.000 description 1
- 230000001151 other effect Effects 0.000 description 1
Images
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/46—Computing the game score
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
Definitions
- the present invention relates to a terminal for running a game and a game execution method, and more particularly, to connect and delete identical blocks, and delete enemy blocks according to the position of the deleted block to proceed with the game. It relates to a terminal for running a game and a game execution method.
- a puzzle matching game particularly a match 3 game
- a match 3 game is played while connecting and removing three or more puzzle blocks having the same color.
- the position of one of the puzzle blocks is exchanged with one of the neighboring puzzle blocks, and when three or more puzzle blocks having the same color are consecutively arranged, the blocks are removed and a score is obtained.
- the defense game which is another one of these games, attacks a mobile object (MOB) that appears as an entrance on the screen to prevent it from reaching the exit on the screen.
- MOB mobile object
- a tower or character is placed at a predetermined position on the screen, and the mob is attacked through it, thereby preventing the mob from moving to the exit.
- An object of the present invention is to provide a terminal and a game execution method for executing a game, in which the same blocks are linked and deleted, and the enemy blocks are deleted according to the position of the deleted block and the game is played. .
- a memory for storing one or more instructions for executing the game and a processor for executing the one or more instructions stored in the memory and, the processor displays, on the screen of the terminal, a plurality of attack blocks in which different images are displayed in a row in one or more preset lines, and displays one or more hostile objects on the screen of the terminal, and the attack block Among the sub-attack blocks displayed with the same image, if more than a preset number of sub-attack blocks are connected, the corresponding sub-attack blocks are deleted, and for the hostile object of each line corresponding to the deleted sub-attack blocks, the sub-attack blocks deleted from each line An attack corresponding to the number of attacks is applied, and when a preset condition is satisfied with respect to the hostile object to which the attack is applied, the corresponding hostile object is deleted.
- the processor displays, on one side of the screen of the terminal, a plurality of attack blocks on which the different images are displayed in a row on the preset line, and a position opposite to the plurality of attack blocks on the screen of the terminal
- the hostile object may be displayed on the .
- the processor moves at least a part of the hostile object in the direction of the attack block at regular time intervals, and when the hostile object moves, if the attack block is located at a position where the hostile object moves, the corresponding attack block
- the hostile object is deleted, the hostile object is moved, and the hostile object reaches a preset position, it may be determined that the game has failed.
- the processor among the hostile objects of each line to which the deleted sub-attack blocks correspond, corresponds to the number of sub-attack blocks deleted in each line for the hostile object located closest to the deleted sub-attack blocks. Damage is given, and the stamina of the hostile object to which the damage is to be applied is deducted by the given damage, but when the stamina becomes 0, the hostile object may be deleted.
- the processor may delete hostile objects of each line corresponding to the deleted sub-attack blocks by the number of sub-attack blocks deleted from each line.
- the processor provides an additional item according to at least one of the number and shape in which the sub-attack blocks displayed with the same image are connected, or changes the nature of the attack applied to the hostile object, and the sub-attack on which the same image is displayed
- additional items may be provided according to the number of times deleted, or the nature of an attack applied to the hostile object may be changed.
- the processor places an attack character in at least a part of the one or more lines, and attacks corresponding to the number of sub-attack blocks deleted in each line, with respect to the hostile object of each line to which the deleted sub-attack blocks correspond.
- the nature of the attack may be changed according to at least one of the attributes of the attacking character placed in each line, the attributes of the hostile object to which the attack is applied, and the attributes of the deleted sub-attack block.
- the processor increases the gauge of the attack character disposed on the line in which the sub-attack blocks to be deleted are located whenever the sub-attack blocks are deleted, and provides an item when the gauges of at least one attack character are all filled, It is possible to enable the use of special attack skills possessed by the attacking character.
- the type of item or special attack technique is not limited, but, for example, items or special attacks that attack hostile objects (eg, multiple attacks, special attribute attacks, all attacks, etc.) may be included.
- a plurality of attack blocks in which different images are displayed on the screen of the terminal are arranged in one or more preset lines, displaying, displaying one or more hostile objects on the screen of the terminal, deleting the corresponding sub-attack blocks when more than a preset number of sub-attack blocks displaying the same image among the attack blocks are connected;
- An attack corresponding to the number of sub-attack blocks deleted from each line is applied to the hostile object of each line corresponding to the sub-attack blocks.
- it may include a computer program stored in a computer-readable recording medium so as to be combined with a computer as hardware to perform the method according to the disclosed embodiment.
- the present invention can increase the user's immersion and arouse interest by combining a game in which an enemy character is attacked and deleted according to the result of the game being played while playing a puzzle matching game that connects the same blocks.
- FIG. 1 is a diagram showing the configuration of a terminal for executing a game according to an embodiment of the present invention.
- FIG. 2 is a diagram illustrating a screen on which a plurality of blocks on which different images are displayed are displayed according to an embodiment of the present invention.
- FIG. 3 is a diagram illustrating disposition of an enemy character according to an embodiment of the present invention.
- FIG. 4 is a diagram illustrating a screen on which an attack character is arranged according to an embodiment of the present invention.
- FIG. 5 is a diagram illustrating a screen connecting sub-blocks on which the same image is displayed according to an embodiment of the present invention.
- FIG. 6 is a diagram illustrating a screen for deleting sub-blocks connected to each other according to an embodiment of the present invention.
- FIG. 7 is a diagram illustrating a screen for locating another subblock at the position of a deleted subblock according to an embodiment of the present invention.
- FIG. 8 is a diagram illustrating a screen to which an enemy character is added according to an embodiment of the present invention.
- FIG. 9 is a diagram illustrating a screen at which a game ends according to an embodiment of the present invention.
- FIG. 10 is a diagram illustrating a game execution method according to an embodiment of the present invention.
- a computer refers to all types of hardware devices including at least one processor, and may be understood as encompassing software configurations operating in the corresponding hardware device according to embodiments.
- a computer may be understood to include, but is not limited to, smart phones, tablet PCs, desktops, notebooks, and user clients and applications running on each device.
- each step described in this specification is described as being performed by a computer, but the subject of each step is not limited thereto, and at least a portion of each step may be performed in different devices according to embodiments.
- FIG. 1 is a diagram showing the configuration of a terminal for executing a game according to an embodiment of the present invention.
- the terminal 100 may include a memory 110 and a processor 120 .
- the memory 110 may store one or more instructions for executing a game.
- the processor 120 may execute one or more instructions stored in the memory 110 .
- the processor 120 may execute an instruction for executing a game combining a puzzle matching game in which the same blocks are connected and deleted, and a defense game in which an enemy character is deleted by attacking an enemy character appearing at an entrance on the screen.
- the processor 120 may display, on the screen of the terminal, a plurality of blocks in which different images are displayed by arranging them on one or more preset lines.
- the plurality of blocks serve to attack the hostile object through matching, and may also be referred to as an attack block.
- one or more lines may have one or more different directions, but is not limited thereto.
- one or more lines may include one or more rows and one or more columns.
- one or more lines may include rows and columns of different lengths, for example, rows and columns forming a hexagonal shape.
- diagonal lines may be further included in addition to rows and columns.
- different images may be displayed on the plurality of blocks, but the present invention is not limited thereto, and may be displayed in different colors or in different shapes.
- the processor 120 is a RAM (Random Access Memory, not shown) and ROM (Read-Only Memory, not shown) for temporarily and/or permanently storing signals (or data) processed inside the processor 120 . city) may be further included.
- the processor 102 may be implemented in the form of a system on chip (SoC) including at least one of a graphic processing unit, a RAM, and a ROM.
- SoC system on chip
- FIG. 2 is a diagram illustrating a screen on which a plurality of blocks on which different images are displayed are displayed according to an embodiment of the present invention.
- the processor 120 may list and display blocks BL in consecutive rows and columns, and sub-blocks BL_Sub are disposed at all positions corresponding to preset rows and columns.
- the processor 120 may display the sub-blocks BL_Sub by arranging each of the sub-blocks BL_Sub at element positions for rows i+1 to rows i+8 and columns j to j+5.
- the size of the entire matrix displayed on the terminal 100 is expressed as 10 rows and 6 columns, and the size of the matrix in which the sub-blocks BL_Sub are arranged is 8 rows and 6 columns.
- the present invention is not limited thereto, and the number of rows or columns may be more or less.
- the processor 120 may randomly arrange the sub-blocks BL_Sub disposed at each element position of the matrix. That is, when the game of the same stage is executed several times, positions at which the sub-blocks BL_Sub are arranged may be different each time the game is executed. For example, the arrangement of the sub-blocks BL_Sub displayed when step 3 is first executed and the arrangement of the sub-blocks BL_Sub displayed when step 3 is performed for the second time may be different.
- the processor 120 may randomly select and arrange the number of sub-blocks BL_Sub for each image. That is, when the game of the same stage is executed several times, the number of sub-blocks BL_Sub for each image displayed on the terminal 100 may be different each time the game is executed. For example, when step 3 is first executed, the number of sub-blocks BL_Sub for the first image displayed on the terminal 100 may be 10, and the number of sub-blocks BL_Sub for the second image may be 12. Meanwhile, when step 3 is executed for the second time, the number of sub-blocks BL_Sub for the first image displayed on the terminal 100 may be 11, and the number of sub-blocks BL_Sub for the second image may be 12.
- the number of sub-blocks BL_Sub for each image may be randomly determined for every game, and positions of the sub-blocks BL_Sub may also be randomly determined.
- the attack block and the hostile object may be displayed on the screen.
- the hostile object may include an enemy character to be attacked and an obstruction block.
- the obstruction block may be disposed between the attack block and the enemy character, but is not limited thereto.
- the blocks BL on which the image is displayed may include an attack block capable of applying an attack through movement, and an obstruction block generated according to a game stage or mission.
- the obstructive block is created to be immovable by a user input, and when the attack block is linked to the same image and deleted, the obstructive block adjacent to the deleted attack block may be deleted.
- an obstructive block located on the same line as the deleted attack block may be deleted corresponding to the number of the deleted attack blocks in each line. Specific examples thereof will be described later.
- the blocking block may be located between the attack blocks, but may be located opposite to the attack blocks.
- enemy characters may be disposed at positions facing the attack block. Specific examples thereof will be described later.
- the processor 120 may apply an attack to the enemy character when all of the blocking blocks are deleted when the blocking blocks are located between the attack blocks and the enemy character.
- the processor 120 may first attack the obstructing blocks when the interfering blocks are located between the attack blocks and the enemy character, and may then apply an attack to the enemy character when all of the obstructing blocks are deleted.
- the processor 120 may first attack the obstructing blocks when the interfering blocks are located between the attack blocks and the enemy character, and may then apply an attack to the enemy character when all of the obstructing blocks are deleted.
- the obstructive block is not deleted and may be moved in the same direction as the moving direction of the enemy characters. At this time, if there is a block at a position where the block is to be moved, the block may be deleted and the block may be moved.
- the enemy characters do not move, only the obstructing block can move.
- new obstructive blocks may be created and arranged in a space created by moving the obstructive blocks.
- the processor 120 may arrange and display enemy characters on one side of the terminal screen. For example, the processor 120 may arrange and display enemy characters for each column in a first row having one adjacent row.
- FIG. 3 is a diagram illustrating disposition of an enemy character according to an embodiment of the present invention.
- the processor 120 may arrange and display the enemy characters CH1 for each column in a first row (row i) having one adjacent row.
- the first row (row i) may mean row i or row i+9 in which there is one adjacent row.
- the processor 120 indicates that the enemy characters CH1 are arranged in row i, but the positions where the enemy characters CH1 are arranged are not limited thereto, and they may be arranged in row i+9.
- the processor 120 may arrange the enemy characters CH1 in each row rather than in each column. In this case, the processor 120 arranges the enemy characters CH1 in the j column or j+5 column. It can be displayed by placing it in each row.
- the sizes of rows and columns may not be limited.
- the processor 120 randomly arranges the enemy characters CH1 in each column, and the arranged enemy characters CH1 may exist in the same column. That is, while the enemy character CH1 not arranged in any column exists, the enemy character CH1 arranged in a plurality of columns may exist, and the same enemy character CH1 may be arranged in successive columns.
- the enemy character CH1 in column j+1 and the enemy character CH1 in column j+4 may be the same enemy character CH1
- the enemy character CH1 in column j may be the same enemy character CH1.
- the processor 120 may set the stamina of each of the enemy characters CH1 , and may display the set stamina together when the enemy characters CH1 are arranged in the first row.
- the physical strength of the enemy characters CH1 may be preset for each character's disposition, or may be set randomly while the game is being played.
- the stamina may be fixed to 5
- the processor 120 may display the stamina as 5 when the first enemy character is disposed in the first row.
- the stamina of all first enemy characters disposed during game execution may all be 5.
- the processor 120 may randomly set the physical strength of all the enemy characters CH1 .
- the physical strength of the two enemy characters CH1 may be different, and even if different enemy characters CH1 are disposed in the first row, the physical strength of the two enemy characters CH1 may be different.
- the stamina may be the same.
- the processor 120 may place the attack character CH2 for each column in a second row in which there is one adjacent row and the first row is different from the adjacent row.
- FIG. 4 is a diagram illustrating a screen on which an attack character is arranged according to an embodiment of the present invention.
- the processor 120 has one adjacent row, and the first row (i) is different from the adjacent row and the second row (i+9 row) has an attack character (CH2) for each column. ) can be placed to indicate
- the second row (row i+9) may mean row i or row i+9 having one adjacent row.
- the processor 120 indicates that the attack characters CH2 are arranged in the i+9 row, but the positions where the attack characters CH2 are arranged are not limited thereto, and they may be arranged in the i row.
- the enemy characters CH1 may be arranged in row i+9. That is, the enemy character CH1 and the attack character CH2 may be disposed in the row furthest from each other or in the row or column at both ends of the screen.
- the attacking character may be placed between blocks or in various positions instead of at one end of the screen.
- the attacking character may be disposed at a specific location on the screen according to the user's selection. In this case, the attacking character may be attacked and deleted according to the movement of hostile objects.
- the processor 120 may arrange the attack characters CH2 in each row rather than in each column. In this case, the processor 120 places the attack characters CH2 in the j column or j+5 column. It can be displayed by placing it in each row.
- the sizes of rows and columns may not be limited.
- the processor 120 may display the attack characters CH2 in each column to correspond to the arrangement of the attack characters CH2 determined according to the user's setting, and the arrangement of the attack characters CH2 according to the user's setting during game execution can also be changed.
- the number of the attacking characters CH2 may be greater than the number of columns that can be arranged, and the user may select a desired attacking character CH2 and the location of the corresponding attacking character CH2.
- the processor 120 may display the attack character CH2 desired by the user in each column according to the user's setting.
- the processor 120 randomly selects an attack character CH2 owned by the user, and selects the attack character CH2 (CH2) may be randomly placed in each column.
- different attributes may be preset for each attacking character CH2, and the processor 120 upgrades the attributes of each attacking character CH2 according to coins, items, scores, etc. acquired while playing the game, You can upgrade your character's level.
- the attribute set in the attacking characters CH2 may be related to the images displayed in the block BL, and the processor 120 performs the attacking character CH2 and When the block BL of the related image is deleted, the attack applied to the enemy character CH1 may be strengthened or an additional item may be provided.
- the processor 120 may display a gauge for each attacking character CH2 .
- the processor 120 may fill the gauge of the specific attacking character CH2 by a preset amount.
- the processor 120 fills the gauge of the specific attack character CH2 only when the sub-block BL_Sub displaying the image corresponding to the specific attack character CH2 is deleted from the column in which the specific attack character CH2 is arranged. may be
- the gauges of each of the attacking characters CH2 may be different, and the amount of gauges filled under the same condition may be different according to the attributes of the respective attacking characters CH2 .
- the processor 120 may provide an additional item or enable the use of a special attack technique possessed by the corresponding attacking character CH2.
- the processor 120 A more enhanced attack may be applied to the enemy character CH1, an additional attack may be applied to the enemy character CH1 located in a column adjacent to the corresponding column, or an additional item may be created.
- the processor 120 may connect the sub-blocks BL_Sub on which the same image is displayed among the blocks BL according to the user's control.
- FIG. 5 is a diagram illustrating a screen connecting sub-blocks on which the same image is displayed according to an embodiment of the present invention.
- the user may touch or drag the terminal to connect the sub-blocks BL_Sub on which the same image is displayed.
- the user's touching or dragging may be to change the position of one sub-block BL_Sub and the other sub-blocks BL_Sub adjacent to the corresponding sub-block BL_Sub.
- the processor 120 may change the positions of the two sub-blocks BL_Sub dragged by the user.
- the user may drag or touch the first sub-block BL_Sub1 and the second sub-block BL_Sub2, respectively, and the processor 120 controls the first sub-block BL_Sub1 and the second sub-block BL_Sub2 according to the user's control.
- the location of (BL_Sub2) can be changed.
- the processor 120 may provide an additional item or an additional attack function when a preset number or more of the sub-blocks BL_Sub are connected or when the sub-blocks BL_Sub are connected in a specific shape.
- the processor 120 may change the nature of the attack according to the number or type of connections of the sub-blocks BL_Sub.
- the nature of the attack may include the strength of the attack (eg damage), the attribute of the attack (eg, fire and water attributes, and damage may increase or decrease depending on the compatibility with the attack target's attributes), the number of attacks, etc.
- the present invention is not limited thereto.
- the processor 120 may delete the corresponding sub-blocks BL_Sub.
- the preset number may be three, but is not limited thereto.
- FIG. 6 is a diagram illustrating a screen for deleting sub-blocks connected to each other according to an embodiment of the present invention.
- the processor 120 may delete the corresponding sub-blocks BL_Sub.
- the processor 120 may apply an attack corresponding to the number of sub-blocks BL_Sub deleted in each line to the hostile object of each line to which the deleted sub-blocks BL_Sub correspond.
- the corresponding hostile object may be deleted, but the present invention is not limited thereto.
- the processor 120 determines the number of sub-blocks BL_Sub deleted from each column with respect to the enemy characters CH1 displayed on the screen or the blocking block disposed between the enemy characters CH1 and the attack block. can attack in response to
- the subblocks BL_Sub of columns j to j+4 of row i+3 may be connected to the same image
- the subblocks BL_Sub of columns j to j+2 of row i+4 may be connected to the same image.
- the processor 120 may delete the subblocks BL_Sub of columns j to j+4 of row i+3 and the subblocks BL_Sub of columns j to j+2 of row i+4.
- the processor 120 corresponds to the number of sub-blocks BL_Sub deleted in each column. can attack. For example, in the case of column j, column j+1, and column j+2, since the two subblocks BL_Sub are deleted from row i+3 and row i+4, the product of column j, column j+1, and column j+2 is An attack corresponding to 2 may be applied to the blocking block disposed between the character (CH1) or the enemy character (CH1) and the attack block.
- the processor 120 may adjust the attack applied to the corresponding enemy character CH1 according to the attribute of the deleted sub-block BL_Sub and the attribute of the enemy character CH1 in the corresponding column. For example, the processor 120 applies double damage to the corresponding enemy character CH1, applies +1 damage, or additionally applies preset damage according to the attribute of the enemy character CH1 to the enemy character. You can adjust the attack on (CH1).
- each attack block may have different properties. For example, there may be a blue block with water properties and a red block with fire properties.
- the processor 120 may apply a water attribute attack to the enemy character CH1 located in the corresponding column. If one blue block is deleted from a specific column, the processor 120 may inflict 1 damage to the enemy character CH1 located in the column, but if the enemy character CH1 has a fire attribute weak to water, It can also deal 2 damage.
- the processor 120 does not apply an attack to the corresponding enemy character CH1 or damage applied to the enemy character CH1 according to the attribute of the deleted sub-block BL_Sub and the attribute of the enemy character CH1 in the corresponding column. may be alleviated.
- the processor 120 may have to delete the sub-block BL_Sub on which a specific image corresponding to the enemy character CH1 arranged in the corresponding column is displayed from the corresponding column, so that the attack is applied to the enemy character CH1. .
- the processor 120 determines the deleted subblock from among the subblocks BL_Sub in the same column as the column in which the deleted subblocks BL_Sub are located.
- the sub-block BL_Sub located in the nearest row among the rows facing the enemy character CH1 may be moved to the position of the deleted sub-block BL_Sub.
- the processor 120 may create and place a new block in the position of the deleted sub-block BL_Sub.
- FIG. 7 is a diagram illustrating a screen for locating another subblock at the position of a deleted subblock according to an embodiment of the present invention.
- the processor 120 selects a sub-block BL_Sub in the same column as a column in which the deleted sub-blocks BL_Sub are located at the location where the sub-blocks are deleted. can be moved to The processor 120 selects a subblock BL_Sub located in a row closest to the deleted subblock BL_Sub among rows in a direction opposite to the enemy character CH1 based on the deleted subblock BL_Sub as the deleted subblock It can be moved to the position of (BL_Sub).
- the processor 120 may move the other sub-block BL_Sub to the position where the corresponding sub-block BL_Sub is deleted. have.
- the processor 120 may move the deleted subblock BL_Sub and the subblock BL_Sub in a row adjacent to the deleted subblock BL_Sub among the rows of the column j to which the deleted subblocks BL_Sub correspond to the corresponding position.
- the adjacent rows may be rows i+2 and rows i+5, and the processor 120 sets the sub-blocks of the deleted sub-block BL_Sub based on the sub of row i+5, which is a row opposite to the enemy character CH2.
- the block BL_Sub may be moved to the position of the i+3 row, and the sub-block BL_Sub of the i+6 row may be moved to the position of the i+4 row.
- the processor 120 may move the subblock BL_Sub of the i+7 row to the empty position of the i+5 row while moving the i+5 row to the i+3 row position. That is, the processor 120 may move the row of the subblocks BL_Sub of the corresponding column in which the deleted subblock BL_Sub exists by the number of the deleted subblocks BL_Sub.
- the moving sub-blocks BL_Sub may be sub-blocks BL_Sub located in a direction opposite to the enemy character CH1 based on the deleted sub-block BL_Sub.
- the processor 120 may arrange new subblocks BL_Sub in positions vacated due to the movement of the subblock BL_Sub in row i+8. In this case, the processor 120 may randomly arrange the sub-blocks BL_Sub arranged in the filled position.
- the processor 120 may make it possible to move only the blocks BL arranged in preset rows and columns.
- the processor 120 may move the enemy character CH1 to an adjacent row at regular time intervals.
- FIG. 8 is a diagram illustrating a screen to which an enemy character is added according to an embodiment of the present invention.
- the processor 120 may move the enemy character CH1 disposed in the i row to the i+1 row adjacent to the i row. In this case, since the enemy character CH1 is disposed in an adjacent position with respect to only one row, it may be moved to the i+1 row, which is one adjacent row. Thereafter, the processor 120 may arrange new enemy characters CH1 for each column in the empty i row while moving to the i+1 row. In this case, the processor 120 may randomly arrange the enemy characters CH1 in row i.
- an obstruction block may be displayed between the enemy characters CH1 and the attack block, and in this case, the enemy characters CH1 and the obstruction block may move together.
- the enemy characters CH1 may be located only in row i, and the obstructive blocks may advance one row at a time starting from row i+1. In this case, the obstructive blocks may be moved and new obstructive blocks may be created and placed in an empty position.
- the enemy characters CH1 is moved and generated will be described, but this is equally applicable to an embodiment in which not only the enemy character, but also the obstructing block or the enemy character and the obstructing block are generated and moved as described above.
- the processor 120 deletes the corresponding sub-blocks BL_Sub if the sub-blocks BL_Sub are located at the position where the enemy character CH1 moves, and moves the enemy character CH1 can do it
- the processor 120 may move only the unassigned enemy character CH1 to row i+1. Also, before moving the enemy character CH1 , when all the enemy characters CH1 arranged in the first row are deleted, the processor 120 arranges the new enemy characters CH1 in the first row without a separate movement. can do.
- the user can quickly connect and delete sub-blocks BL_Sub of the same image, thereby adding tension to the game.
- the deleted sub-blocks BL_Sub are applied to the enemy character CH1 located closest to the deleted sub-blocks BL_Sub among the enemy characters CH1 in the corresponding column.
- can attack For example, when there are two enemy characters CH1 in a row, an attack may be applied to a nearby enemy character CH1.
- the processor 120 may delete the enemy character CH1 as many as the number of the deleted sub-blocks BL_Sub from the row, or may subtract the physical strength of the enemy character CH1. In this case, the processor 120 may delete the enemy character CH1 when the physical strength of the enemy character CH1 becomes 0, and the physical strength of the enemy character CH1 at the nearest position becomes 0, but the attack points are still remaining. In this case, an attack may be applied to the next enemy character CH1.
- the processor 120 may delete the obstructive blocks located in the corresponding column by the number of sub-blocks BL_Sub deleted from the column. For example, the processor 120 may delete an obstructive block located close to the attack block first.
- the stamina of the obstructing block is set to 1, so that the number of sub-blocks (BL_Sub) deleted from the column may be deleted.
- the shape of such an obstruction block may be changed whenever it is attacked, but is not limited thereto. For example, the shape, size, color, etc. of the obstruction block may be changed each time it is attacked.
- the processor 120 may determine that the game has failed, that is, game over. For example, when the enemy character CH1 reaches one end line of the screen or reaches the attack character CH2, it may be determined as game over.
- FIG. 9 is a diagram illustrating a game over screen according to an embodiment of the present invention.
- the processor 120 determines that the game has been lost and may fail or end the game. That is, due to the nature of the defense game, when the enemy character reaches the exit on the screen, the game ends.
- the present invention based on this can also be ended when the enemy character CH1 reaches the attack character CH2.
- the processor 120 deletes a preset number of enemy characters CH1 for a certain period of time, prevents the enemy character CH1 from reaching the attacking character CH2 for a certain period of time, or reaches a preset score Alternatively, if the mission determined at each stage is successful, it may be determined that the game has been won and the game may be ended.
- FIG. 10 is a diagram illustrating a game execution method according to an embodiment of the present invention.
- the terminal 100 lists and displays a plurality of attack blocks on which different images are displayed on one or more preset lines ( S100 ).
- the terminal 100 may arrange and display the blocks BL in successive rows and columns, and may arrange sub-blocks BL_Sub in all positions corresponding to preset rows and columns.
- the terminal 100 may randomly determine the number of sub-blocks BL_Sub for each image whenever a game is played, and the positions of the sub-blocks BL_Sub may also be randomly determined.
- the terminal 100 may display one or more hostile objects on the screen. For example, in a first row having one adjacent row, enemy characters may be arranged and displayed for each column ( S200 ).
- the terminal 100 may randomly arrange the enemy characters CH1 in each column, and set the physical strength of each of the enemy characters CH1 .
- the physical strength of the enemy characters CH1 may be preset for each character's disposition, or may be set randomly while the game is being played.
- the terminal 100 may have one adjacent row, and may arrange the attack character CH2 for each column in a second row in which the first row is different from the adjacent row ( S300 ).
- the terminal 100 may display the attack characters CH2 in each column to correspond to the arrangement of the attack characters CH2 determined according to the user's setting, and the arrangement of the attack characters CH2 according to the user's setting during game execution can also be changed. Different attributes may be preset for each attacking character CH2, and the terminal 100 upgrades the attribute of each attacking character CH2 according to a coin, item, or score acquired while playing the game, or the character itself level can be upgraded.
- the terminal 100 may delete the corresponding subblocks (S400).
- the terminal 100 may change the position of one subblock BL_Sub and the other subblocks BL_Sub adjacent to the corresponding subblock BL_Sub according to the user's control. When more than a preset number of sub-blocks BL_Sub on which the same image is displayed are connected, the terminal 100 may delete the corresponding sub-blocks BL_Sub.
- the terminal 100 may apply an attack corresponding to the number of sub-blocks deleted in each column to the enemy characters in each column to which the deleted sub-blocks correspond ( S500 ).
- the terminal 100 determines that the deleted sub-blocks BL_Sub are located closest to the deleted sub-blocks BL_Sub among the enemy characters CH1 in the corresponding column. CH1) can be attacked.
- the terminal 100 may delete the enemy character CH1 by the number of the deleted subblocks BL_Sub from the row, or may deduct damage from the enemy character CH1. In this case, when the physical strength of the enemy character CH1 becomes 0, the processor 120 may delete the enemy character CH1.
- the terminal 100 may end the game when the enemy character CH1 reaches the attack character CH2 (S600).
- the terminal 100 may determine that the game has been lost and end the game.
- the processor 120 deletes a preset number of enemy characters CH1 for a certain period of time, prevents the enemy character CH1 from reaching the attack character CH2 for a certain period of time, or reaches a preset score Alternatively, if the mission determined at each stage is successful, it may be determined that the game has been won and the game may be ended.
- a software module may include random access memory (RAM), read only memory (ROM), erasable programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM), flash memory, hard disk, removable disk, CD-ROM, or It may reside in any type of computer-readable recording medium well known in the art to which the present invention pertains.
- RAM random access memory
- ROM read only memory
- EPROM erasable programmable ROM
- EEPROM electrically erasable programmable ROM
- flash memory hard disk, removable disk, CD-ROM, or It may reside in any type of computer-readable recording medium well known in the art to which the present invention pertains.
- the components of the present invention may be implemented as a program (or application) to be executed in combination with a computer, which is hardware, and stored in a medium.
- Components of the present invention may be implemented as software programming or software components, and similarly, embodiments may include various algorithms implemented as data structures, processes, routines, or combinations of other programming constructs, including C, C++ , Java, assembler, etc. may be implemented in a programming or scripting language. Functional aspects may be implemented in an algorithm running on one or more processors.
- the same block is linked and deleted, and the game is played while deleting the enemy character according to the position of the block to be deleted.
- a terminal for executing a game and a game execution method can be realized.
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- Theoretical Computer Science (AREA)
- Processing Or Creating Images (AREA)
Abstract
La présente invention concerne un terminal pour exécuter un jeu et un procédé d'exécution de jeu, et en particulier, le jeu est joué par liaison de blocs identiques les uns aux autres, par suppression des blocs et par suppression des personnages ennemis en fonction des emplacements des blocs supprimés. Le terminal pour exécuter le jeu, selon un mode de réalisation de la présente invention, comprend une mémoire stockant une ou plusieurs instructions pour exécuter le jeu, et un processeur qui exécute la ou les instructions stockées dans la mémoire. Le processeur : place, dans une ou plusieurs lignes prédéfinies, plusieurs blocs d'attaque affichant différentes images et affiche les multiples blocs d'attaque sur un écran du terminal ; affiche un ou plusieurs objets hostiles sur l'écran du terminal ; lorsque plus d'un nombre prédéfini de sous-blocs d'attaque affichant la même image, parmi les blocs d'attaque, sont liés les uns aux autres, supprime les sous-blocs d'attaque correspondants ; attaque des objets hostiles de lignes respectives correspondant aux sous-blocs d'attaque supprimés, en réponse au nombre de sous-blocs d'attaque supprimés dans les lignes respectives ; et lorsqu'un objet hostile qui a été attaqué satisfait une condition prédéfinie, supprime l'objet hostile correspondant.
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
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KR10-2020-0175538 | 2020-12-15 | ||
KR1020200175538A KR102523895B1 (ko) | 2020-12-15 | 2020-12-15 | 퍼즐기반 디펜스 게임을 제공하는 단말, 방법 및 컴퓨터 프로그램 |
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WO2022131800A1 true WO2022131800A1 (fr) | 2022-06-23 |
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PCT/KR2021/019122 WO2022131800A1 (fr) | 2020-12-15 | 2021-12-15 | Terminal, procédé et programme d'ordinateur fournissant un jeu de défense basé sur un puzzle |
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KR (2) | KR102523895B1 (fr) |
WO (1) | WO2022131800A1 (fr) |
Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
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KR20150105166A (ko) * | 2014-03-05 | 2015-09-16 | 넷다이버(주) | 닥터 몬토 게임 제공 방법 및 장치 |
KR20170089445A (ko) * | 2016-01-26 | 2017-08-04 | 엔에이치엔엔터테인먼트 주식회사 | 퍼즐 매칭 게임 진행 방법 및 이를 이용하여 퍼즐 매칭 게임을 진행시키는 게임 시스템 |
KR20190001652A (ko) * | 2017-06-27 | 2019-01-07 | 엔에이치엔엔터테인먼트 주식회사 | 퍼즐 게임 제공 방법 및 시스템 |
-
2020
- 2020-12-15 KR KR1020200175538A patent/KR102523895B1/ko active IP Right Grant
-
2021
- 2021-12-15 WO PCT/KR2021/019122 patent/WO2022131800A1/fr active Application Filing
-
2023
- 2023-04-17 KR KR1020230049906A patent/KR20230054807A/ko active Application Filing
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KR20150105166A (ko) * | 2014-03-05 | 2015-09-16 | 넷다이버(주) | 닥터 몬토 게임 제공 방법 및 장치 |
KR20170089445A (ko) * | 2016-01-26 | 2017-08-04 | 엔에이치엔엔터테인먼트 주식회사 | 퍼즐 매칭 게임 진행 방법 및 이를 이용하여 퍼즐 매칭 게임을 진행시키는 게임 시스템 |
KR20190001652A (ko) * | 2017-06-27 | 2019-01-07 | 엔에이치엔엔터테인먼트 주식회사 | 퍼즐 게임 제공 방법 및 시스템 |
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ANONYMOUS: "Everyone's Puzzle Pet Get Lion character and attack 130 180 187 190", ITISSUE, 30 September 2016 (2016-09-30), XP055944276, Retrieved from the Internet <URL:https://m.blog.naver.com/PostView.naver?isHttpsRedirect=true&blogId=poppypuppy&logNo=220825053446> * |
WINDFLOW DEV: "펫vs좀비2 : 좀비 바이러스", YOUTUBE, XP055944275, Retrieved from the Internet <URL:https://www.youtube.com/watch?v=Jgp8_0w6oI4> * |
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KR102523895B1 (ko) | 2023-04-20 |
KR20230054807A (ko) | 2023-04-25 |
KR20220085459A (ko) | 2022-06-22 |
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