WO2020027347A1 - 게이밍 가상 공간의 제어 방법 및 장치 - Google Patents
게이밍 가상 공간의 제어 방법 및 장치 Download PDFInfo
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- WO2020027347A1 WO2020027347A1 PCT/KR2018/008682 KR2018008682W WO2020027347A1 WO 2020027347 A1 WO2020027347 A1 WO 2020027347A1 KR 2018008682 W KR2018008682 W KR 2018008682W WO 2020027347 A1 WO2020027347 A1 WO 2020027347A1
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- boundary
- virtual space
- stage
- safety zone
- limit
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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
- A63F13/50—Controlling the output signals based on the game progress
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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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
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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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
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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
- A63F13/822—Strategy games; Role-playing games
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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
- A63F13/837—Shooting of targets
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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
- A63F13/847—Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
Definitions
- the present invention relates to a method and apparatus for controlling a gaming virtual space, and more particularly, to an adaptive control method and apparatus for a gaming virtual space for improving gaming performance and effects.
- a method of controlling a gaming virtual space may include providing a gaming virtual space to at least one client account and assigning a location in the gaming virtual space to a character of the at least one client account; Setting a safe area within the gaming virtual space, wherein the safe area is an area within a limit boundary in the gaming virtual space, wherein additional damage is applied to the character when the character is located outside the limit boundary. ; And displaying and adjusting the safety zone.
- the step of displaying and adjusting the safe area comprises the steps of: indicating a first restriction boundary representing a safe area of a first step; Displaying a second constrained boundary indicating a second safe zone; Adjusting the safety zone of the first stage to the safety zone of the second stage by moving the first constraint boundary to the second constraint boundary.
- the second limit boundary is displayed after a delay time elapses after the display of the first limit boundary, and the movement of the first limit boundary is performed by the second limit boundary. It starts after the waiting time elapses after the display, and the movement of the first limit boundary to the second limit boundary is performed during the movement time.
- At least one of the minimum number of valid survivors and the maximum number of valid survivors for adjusting to the safe area of the second stage is set.
- the gaming virtual space control method further includes reducing at least one of the waiting time and the delay time when the number of surviving characters before the indication of the second limited boundary is less than the minimum valid survivor number. do.
- the gaming virtual space control method further includes the step of increasing the movement time when the number of surviving characters before the indication of the second limit boundary is greater than the maximum effective survivor number.
- both the minimum number of valid survivors and the maximum number of valid survivors for adjusting to the safe area of the second stage are set, and the surviving character before the display of the second limited boundary.
- the number of surviving characters instead of the indication of the second limit boundary and adjustment to the safety zone of the second stage, if the number of fields is not within the effective range between the minimum and the valid survivor numbers; Marking a third constrained boundary that represents a safe zone of a third stage having an effective range; And adjusting the safety zone of the first stage to the safety zone of the third stage by moving the first constraint boundary to the third constraint boundary.
- the third limit boundary is located based on the first limit boundary.
- the third limit boundary is located in an outer margin which shares a center with the first limit boundary.
- Gaming virtual space control apparatus includes a communication unit for transmitting and receiving data wirelessly or wired, a storage unit for storing game-related data, and a processor for controlling the communication unit and the storage unit,
- the processor provides a gaming virtual space to at least one client account and assigns a location in the gaming virtual space to a character of the at least one client account, sets a safe area within the gaming virtual space, and the safe area. Is an area within a limit boundary in the gaming virtual space, and when the character is located outside the limit boundary, additional damage is applied to the character, and the safe area is displayed and adjusted.
- the gaming virtual space control method may be stored in a non-transitory computer-readable storage medium.
- a non-transitory computer-readable storage medium according to an embodiment of the present invention, an operation in which at least one instruction stored in the storage medium is executed by at least one processor is performed by at least one client account.
- the gaming virtual space is adaptively adjusted based on the number of survivors of the game, thereby maximizing gameability.
- the adjustment speed of the gaming virtual space is adaptively adjusted based on the number of survivors of the game, so that tedious aspects of game progression and excessive competition forcing can be solved.
- the gaming virtual space is adjusted step by step, but the steps can be skipped based on the number of game survivors, so that the entertainment with game speed can be significantly improved.
- by setting an outer margin for the location of the step-by-step safety zone inequalities between users that may be caused by step omission may be resolved.
- FIG. 1 illustrates a gaming virtual space in a map form according to an embodiment of the present invention.
- FIG. 2 illustrates a gaming virtual space at a user's point of view.
- FIG. 3 illustrates a game system according to an embodiment of the present invention.
- FIG. 4 illustrates a limit boundary and a safety zone in accordance with an embodiment of the present invention.
- FIG. 5 illustrates a limiting boundary of a user's field of view, in accordance with an embodiment of the invention.
- FIG. 6 and 7 illustrate a method for safe area adjustment according to an embodiment of the present invention.
- FIG. 8 illustrates a timeline for a safe area adjustment method according to an embodiment of the present invention.
- FIG. 10 is a flowchart illustrating a method of dynamically adjusting the progress time of safe area adjustment according to an embodiment of the present invention.
- 11 to 13 illustrate a method of adjusting an outer margin according to an embodiment of the present invention.
- FIG. 14 is a flowchart illustrating a method for adaptively omitting the steps of safe area adjustment according to an embodiment of the present invention.
- FIG. 15 illustrates a gaming virtual space control device according to an embodiment of the present invention.
- FIG. 16 illustrates a gaming virtual space control method according to an embodiment of the present invention.
- 17 is a diagram illustrating a safe zone display and adjustment method of a specific step in the gaming virtual space control method according to an embodiment of the present invention.
- the present invention relates to a method of providing and controlling a gaming virtual space.
- the invention can also be used for virtual space control for non-game use.
- the game of the battle royale genre is demonstrated as an example.
- the game of the Battle Royale genre refers to a game in which a plurality of users / users compete in a limited space, and the one or one team that survives is the winner.
- the game may be a first person shooting game.
- An FPS game refers to a shooting game in which a game player plays a game in first-person view.
- the gameability can be improved by triggering competition and improving tension between users.
- FIG. 1 illustrates a gaming virtual space in a map form according to an embodiment of the present invention.
- Gaming virtual space embodies a variety of terrains. Various terrain features such as land, trees, forests, buildings, vehicles, and grass can be implemented in the gaming virtual space.
- the gaming virtual space is implemented in software and can be displayed on the user terminal.
- FIG. 2 illustrates a gaming virtual space from a user character viewpoint.
- the user joins the game with the selected character.
- the user view represents a first person view of the character's gaming virtual space.
- the character may or may not be visible on the screen.
- the first-person view may reflect the character's direction, movement, gaze, and the like.
- HP may be an abbreviation of Health Power, Health Point, Hit Point, and the like.
- HP can refer to the ability to withstand and attack enemy attacks or environmental disasters.
- the effect of reducing HP may be referred to as damage / damage. Damage may be applied by an attack of another character, a disaster of the environment in the gaming virtual space, and the HP may be reduced.
- FIG. 3 illustrates a game system according to an embodiment of the present invention.
- the game system of FIG. 3 includes a database 3010, a game server 3020, a network 3030, and at least one user terminal 3040.
- the user terminals 3040-1 to n may be terminals used by a user to play a game.
- the user terminal may display an image and corresponds to any electronic device capable of receiving a user input for game play. That is, the user terminal may include a display and user input means. In the user terminal, the display and the user input means may be integrated or separate.
- the user terminal may correspond to an electronic device such as a personal computer (PC), a notebook computer, a mobile phone, a tablet PC, or the like. Although a plurality of users participate in the game due to the nature of the FPS game, one user may play the game with the virtual user.
- the user terminal 3040 may establish and maintain communication with the game server 3020 through the network 200.
- the network may include a plurality of networks. Data may be exchanged over a network based on various communication protocols.
- the network may consist of wired or wireless or a combination thereof.
- the game server 3020 may establish and maintain communication with the database 3010.
- FIG. 3 illustrates one database 3010 and one game server 3020, this is a conceptual diagram.
- the number of databases 3010 and game servers 3020 may be configured differently according to implementation.
- the database 3010 and the game server 3020 may be included in one device.
- the apparatus for performing the present invention may include at least one of a database 3010 or a game server 3020.
- the database 3010 may include data for game accounts or data for game instances.
- the database 3010 may store various information / data for providing a game.
- the database 3010 may store data such as user authentication, characters, items, and game history.
- the game server 3020 may perform real time data exchange between the user terminal 3040 and the database 3010.
- the game server 3020 may provide a virtual space as shown in FIGS. 1 and 2 to the user terminal 3040.
- the game server 3020 may arrange a user's position, that is, coordinates, in the above-described virtual space, and provide the user terminal 3040 with a view at the corresponding position as shown in FIG. 2.
- the apparatus for controlling the gaming virtual space may correspond to a game server or a database and a game server.
- the device for controlling the gaming virtual space of the present invention is any electronic device including a processor and a memory, and corresponds to a device for implementing or implementing the method of the present invention.
- the gaming virtual space may be statically limited or controlled based on a predetermined variable. In this case, however, because space changes are predicted, the game may become boring or the competition in the game may be excessively triggered. For example, if competition occurs fiercely in the early days and a large number of people are eliminated in a short time, the competition may not be bored until the game space becomes narrow enough and the game may become boring. Or, if the user's skills are high, competition may not occur well in the early stages, and competition may occur sharply after mid-range. From the point of view of E-sports relay, the screen is boring in the beginning, and suddenly a lot of competition may occur, making it difficult to relay.
- the present invention uses a virtual limiting border to limit the gaming virtual space.
- the area within the virtual boundary may be referred to as a safe area or a safe zone.
- the safety zone may be referred to as a blue zone.
- the virtual limit boundary may be referred to as a magnetic field.
- FIG. 4 illustrates a limit boundary and a safety zone in accordance with an embodiment of the present invention.
- a solid circle 4010 corresponds to a limiting border.
- the limit boundary visualizes the area applying damage to the character. Damage may be inflicted on the HP if the user character is placed outside or touches the limit boundary. Alternatively, a character located outside the limit boundary or in contact with the limit boundary may be immediately out after a specific time. The user must survive within the confines of the boundary to survive and is advantageous for game play. As a result, the limiting boundary has a role of narrowing the distance between users to trigger the competition of the game. In this sense, the limiting boundary may be referred to as a limiting boundary or a damaging boundary.
- Characters within the limits of the damage are only damaged by attacks or environments of other users. Thus, an area within the limit boundary may be referred to as a safe area.
- the limit boundary must be visible to the user. If it is impossible to check, the user will be inadvertently damaged, thereby significantly reducing the fairness of the game.
- the limit boundary may be displayed as a two-dimensional closed area on the map as shown in FIG. 4. Although shown circular in FIG. 4, the constraint boundary may be shown as any single closed curve in the two-dimensional map view. Information about the limiting boundary may be displayed / provided visually or audibly to the user.
- a limit boundary is shown, and the safety zone may not be visually displayed separately. However, since the area within the limit boundary is defined as the safe area, the limit boundary may also be regarded as indicating the safe area.
- FIG. 5 illustrates a limiting boundary of a user's field of view, in accordance with an embodiment of the invention.
- the limiting boundary is shown as the plane through which electricity flows.
- the constraint boundary can be visualized in any way.
- the user can check the limit boundary not only in the map view as shown in FIG. 4 but also in the user view as shown in FIG. 5, so that the user can play the game in a safe area.
- the limiting boundary may be provided to the user as a visual effect. For example, a specific sound may be provided to the user as the limiting boundary gets closer, so that the user may recognize the distance to the limiting boundary.
- the restriction boundary may be displayed from a specific time point. However, the limit boundary may or may not appear on the display depending on the user's viewpoint.
- the limit boundary may be displayed on the map as shown in FIG. 4.
- the limit boundary may be displayed on the screen as shown in FIG. 5 only when the user is located near the limit boundary and the limit boundary enters the user's field of view. .
- the game server can reduce the size of the safe area by gradually reducing the constraint boundary.
- the reduction of the safe area is periodically reduced without adaptive reflection of the gaming situation, the above-described problem may occur.
- the present invention proposes a method for further improving gameability by adaptively adjusting the limit boundary and the safe area. The following describes in detail the method of adjusting the safety zone by adaptively adjusting the limit boundary.
- the present invention limits the gaming virtual space by using a constrained boundary.
- a certain number of users play the game in a space of a certain size as shown in FIG.
- the phase of the limit boundary may be set, and the limit boundary may be moved in stages to reduce the safety zone.
- Table 1 shows an embodiment of limit boundary control according to an embodiment of the present invention.
- Step of limit boundary One 2 3 4 5 6 7 8 9 Delay (s) 90 80 70 60 50 40 30 20 10 Wait time (s) 170 150 130 110 90 70 50 30 10 Travel time (s) 120 120 120 90 90 90 60 60 30 Radius ratio 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.5 Damage / Damage (%) 0.4 0.5 0.6 0.7 0.8 0.9 One 1.5 2
- Delay time Duration before the next safe zone is displayed (duration / period)
- Waiting time The duration after the safe zone of the next stage is displayed and before the action of reducing the gaming virtual space from the safe zone of the current stage to the safe zone of the next stage begins (duration / period).
- Moving time Duration / period in which the safety zone is adjusted by moving the limiting boundary. It may also be referred to as shrink time in the sense of the time during which the act of shrinking the gaming virtual space from the current zone to the next zone is in progress.
- Radius ratio The ratio of the radius of the safety zone of the next stage to the safety zone of the current stage.
- Limited boundary damage Damage / damage the character receives per unit time by placing the character outside the limited boundary
- the safety zone can be represented by a circle, in which case the size can be expressed or set as a radius ratio.
- the limit boundary surrounding the safety area may be set to any closed curve, and the internal area may be expressed or set in units of area.
- FIG. 6 and 7 illustrate a method for safe area adjustment according to an embodiment of the present invention.
- Figure 4 shows the limit boundary within the delay time of n phases (n is any natural number).
- the limit boundary 4010 of FIG. 4 is indicated, and when the delay time has elapsed, the limit boundary 6010 of the n + 1 phase (phase n + 1) is set and displayed as shown in FIG. 6. After the delay time elapses, the limit boundary 6010 of the next step may be displayed at the map view point as shown in FIG. 6.
- the limit boundary 4010 of the n th step and the limit boundary 6010 of the n + 1 th step are displayed together.
- the limit boundary 4010 of step n moves to the limit boundary 6010 of step n + 1.
- the safety zone is reduced to a size of n + 1 steps.
- the limit boundary is aligned in n + 1 steps, and the reduction of the safe area is completed.
- the next stage safety zone position is displayed, and no boundary movement is performed during the waiting time.
- information about safe areas such as waiting time is provided to the user.
- the user may plan a movement path or an item acquisition strategy and proceed with the game.
- the limit boundary moves, forcing the user to move to the next safe area.
- FIG. 8 illustrates a timeline for a safe area adjustment method according to an embodiment of the present invention.
- step 8 shows the progress time of n stages of safe area adjustment.
- the total run time of step n includes delay time, waiting time and travel time.
- the game proceeds with the n safe zones displayed as shown in FIG.
- the safety zone of step n + 1 is displayed as shown in FIG.
- n safety zones and n + 1 safety zones are displayed together.
- the safety area is reduced as shown in FIG. 7.
- the n boundary of safety is adjusted to the n + 1 safety zone by moving the limit boundary.
- the safe area adjustment is performed through a plurality of steps, and each step is performed based on the progress time.
- the duration of each step includes the delay time, waiting time, and reduction time.
- the present invention proposes a method for setting an appropriate game participation number at each stage and dynamically adjusting the running time based on the effective number of people. For example, if users survive less than the minimum effective number set at a particular stage, the user density to area is lowered. In this case, therefore, it is possible to accelerate competition and improve game speed by reducing latency, waiting time, or reduction time. On the contrary, when the users survive more than the maximum effective number set in the specific stage, the user density to the area becomes high. In this case, therefore, the game speed can be maintained properly by increasing the delay time, waiting time, or reduction time.
- Table 2 shows a dynamic adjustment method of advancing time according to an embodiment of the present invention.
- step 1 when step 1 ends and step 2 begins, the effective number of steps 2 is set to 70-80%. If 100 users have started the game, the number of people in Phase 2 is 70-80. When 70 to 80 users survive at the start of the second stage, the second stage is performed according to the delay time 80 of the second stage, the wait time 150, and the movement time 120. Effective personnel in the table refer to the number of survivors.
- the delay time (90 seconds) can be adjusted to the dynamic delay time (30 seconds) or the wait time (170 seconds) to the dynamic wait time (60 seconds).
- the reduction time (120 seconds) can be adjusted to the dynamic reduction time (150 seconds). Therefore, the game speed can be adjusted appropriately according to the survival number.
- the dynamic delay time, the dynamic wait time, or the dynamic reduction time may be applied with a preset value as shown in Table 2.
- the dynamic delay time, dynamic wait time, or dynamic reduction time may be determined based on the effective person range and the current survivor number. For example, if the difference between the effective person range and the current survivor number is large, the change width is increased, and if the difference is small, the dynamic delay time, the dynamic wait time, or the dynamic reduction time may be set to be small.
- a density value over the range can be used as input to calculate dynamic delay time, dynamic latency, or dynamic reduction time.
- a function for calculating each of the dynamic delay time, the dynamic waiting time, or the dynamic reduction time the number of persons outside the preset range, the population density to the area, and the like may be used.
- the maximum percentage of people in Tier 3 is 70%. If the current surviving population is 77%, the percentage of personnel outside the effective range (60-70%) is 7%. 7% is over 10% compared to 70% of the effective range. Therefore, the movement time of the three stages is also increased by 10% and can be adjusted from 150 seconds to 165 seconds.
- FIG. 10 is a flowchart illustrating a method of dynamically adjusting the progress time of safe area adjustment according to an embodiment of the present invention.
- FIG. 10 shows a flowchart described above with respect to Table 2, but is not limited to the flowchart of FIG. 10 of the present invention.
- the game server may set a step-by-step effective personnel range (S10010). As in the embodiment of Table 2, the game server may set the effective personnel range per step for each step of adjusting the safe area.
- S10010 step-by-step effective personnel range
- the game server may start adjusting the safe area of step n over time (S10020).
- the game server may increase the movement time when the current survivor number is larger than the maximum number of valid persons in n stages (S10030) (S10040).
- the game server may shorten at least one of a delay time or a waiting time when the number of survivors is smaller than the minimum number of valid persons of n stages (S10050) (S10060).
- the steps S10030 to S10040 and the steps S10050 to 10060 may be selectively performed or may be performed in a reversed order.
- n step is not the last step (S10070)
- the game server performs the next step (S10080).
- a method of omitting certain steps may be used. Based on the effective personnel and the current personnel, at least one specific step may be omitted.
- a method of controlling the progress of the game by skipping a specific step of safe area adjustment will be described.
- Table 3 shows how to skip the progress step according to an embodiment of the present invention.
- the minimum effective person to start Stage 2 after the completion of Stage 1 is 70%. If there is 65% survivor after the end of Stage 1, Stage 2 is omitted.
- the effective range for starting Phase III is 60-70%. Thus, in the example of Table 3, if there is 65% surviving personnel after the end of step 1, step 3 begins after step 1.
- Steps may be omitted one by one or a plurality of steps may be omitted.
- the survival may be 45%. 45% corresponds to the starting condition for Tier 5, which is the range of valid personnel for the beginning of Stage 5. Therefore, step 5 may begin immediately after step 1.
- a minimum number of people may be set to begin each step, and the step may be omitted if the number of surviving people is less than that number. By eliminating the step, gameability can be improved and game tension can be maintained to minimize boredom.
- the travel time may be set by summing the travel times of the plurality of steps that are omitted. In the embodiment of Table 3, if steps 2 and 3 are omitted and step 4 begins, the travel time may be 330 seconds. This is to ensure the user's travel time because the safety area is rapidly reduced. In addition, even if a plurality of steps are omitted, an outer margin may be applied to reduce the inequality of the moving distance between users.
- 11 to 13 illustrate a method of adjusting an outer margin according to an embodiment of the present invention.
- FIG. 11 illustrates an embodiment in which safety area adjustment of steps 1 to 3 is sequentially performed without omission of steps.
- the location of the safe area can be determined randomly. As shown in the example of FIG. 10, even if the location of the safety zone in the third stage is determined as the lower left side of the safety zone in the first stage, it is difficult to see that it is unfair for each user because the movement time for each stage is provided.
- step 2 shows an embodiment in which step 2 is omitted and step 3 starts immediately after step 1.
- the user located in the upper right area of the first-level safety zone has to move a long distance in a short time compared to other users, and thus is more likely to be attacked than other users. Therefore, the fairness of the game between users can be reduced.
- Figure 13 shows an embodiment in which step 2 is omitted and step 3 begins immediately after step 1.
- the present invention may arrange the safety zone of the second stage concentrically with the first stage, and set the safety zone of the third stage within the safety zone of the second stage.
- the third level safety zone may be set to a random position within the second level safety zone.
- the embodiment of FIG. 13 may minimize unfairness among users by preventing the safety area of the next step after the omitted step from being largely out of the center of the safety area of the previous step.
- the safe area having the largest safety area among the omitted steps may be used as the outer margin.
- the safety zone of step 2 may be set as an outer margin, and the safety zone of step 5 may be located therein.
- the outer margin may correspond to any boundary that shares the center with the largest safe area of the omitted steps.
- step 2 may be omitted and step 3 may proceed immediately after step 1.
- the preset delay time, waiting time, and damage of three stages are used, but the movement time and radius ratio of the two stages are considered.
- the present invention is located in the safety zone of the omitted second stage in the center of the safety zone before the omission, and sets the omitted safety zone of the second stage to the outer margin. In the outer margin, three safe zones are randomly located.
- FIG. 14 is a flowchart illustrating a method for adaptively omitting the steps of safe area adjustment according to an embodiment of the present invention.
- FIG. 14 shows a flowchart described above with respect to Table 3, but is not limited to the flowchart of FIG. 14 of the present invention.
- the game server may set the step-by-step effective personnel range (S14010). As in the embodiment of Table 3, the game server may set the effective personnel range per step for each step of adjusting the safe area.
- the game server may start adjusting the safe area of step n over time (S14020).
- the game server may display the n-stage safe area and limit the game space (S14050). If the current number of survivors is smaller than the minimum number of effective persons in step n (S14030), the game server performs the next step if step n is not the last step (S14060).
- the game server adjusts the safe area when it reaches a level that meets the minimum effective number. Therefore, the step that does not meet the minimum number of people as described above is omitted. Safety zone adjustment is performed based on the outer margin described above.
- FIG. 15 illustrates a gaming virtual space control device according to an embodiment of the present invention.
- the gaming virtual space control device may be referred to as a game server.
- the game server refers to any electronic device that implements and implements the gaming virtual space control method of the present invention.
- the game server may correspond to any fixed / mobile electronic device including the configuration of FIG. 15.
- the game server 15000 includes a communication unit 15010, a processor 15020, and a storage unit 15040.
- the communication unit 15010 may be connected to the processor 15020 to transmit / receive wireless / wired signals.
- the communication unit 15010 may transmit data transmitted from the processor 15020 or transmit received data to the communication unit.
- the communication unit 15010 may transmit data corresponding to the gaming virtual space to the client account.
- the communication unit 15010 can send data to the client account for executing the method of the present invention.
- the communication unit 15010 may receive data of a client account that performs the game and transmit the data to the processor 15020.
- the storage unit 15030 is connected to the processor 15020 and stores various information for driving the processor 15020.
- the storage unit 15030 may store various data, information, instances, and commands for providing a gaming virtual space.
- the storage unit 15030 may be connected to an external database to the game server 15000 and provide data to the game server 15000.
- the processor 15020 may be connected to the communication unit 15010 and the storage unit 15030 to perform an operation according to various embodiments of the present disclosure according to the above-described drawings and descriptions. At least one of a module, data, a program, or software for implementing a gaming virtual space control method according to various embodiments of the present disclosure described above may be stored in the storage unit 15030 and executed by the processor 15020.
- the processor 15020 of the game server 15000 may perform the gaming virtual space control method described in the present invention.
- a gaming virtual space control method of the game server 15000 will be described below.
- FIG. 16 illustrates a gaming virtual space control method according to an embodiment of the present invention.
- the game server may provide a gaming virtual space to at least one client account and allocate a location in the gaming virtual space to a character of the at least one client (S16010).
- the gaming virtual space is sent as data to the user terminal to which the client account is connected.
- the position of the character of the client account may be mapped to coordinates in the gaming virtual space.
- the game server may set a safe area (S16020).
- the safe area corresponds to an area within the limit boundary of the gaming virtual space. Additional damage may be applied to the character when the character touches, approaches, or is outside the limit boundary. As an example, the character may die due to the limiting boundary.
- Parameters related to the safety zone can be set. The above-mentioned maximum effective person, minimum effective person, or effective person range may be set.
- the safety zone may be set as a plurality of steps and parameters for each step.
- the game server may display and adjust the safe area (S16030).
- the game server may indicate the safe area by the limit boundary, and adjust the safe area by moving the limit boundary.
- 17 is a diagram illustrating a safe zone display and adjustment method of a specific step in the gaming virtual space control method according to an embodiment of the present invention.
- the game server may represent an n th limit boundary representing a n-step safe area (S17010).
- n is any natural number.
- the nth limit boundary does not have to be displayed immediately.
- the display of the n-th limit boundary may mean that the user is in a state where the user may check the n-th limit boundary and the n-stage safety area. That is, if the nth limit boundary is displayed by the game server, the user may identify the nth limit boundary from the map or the user's point of view.
- the n th limitation boundary may indicate that the n ⁇ 1 th limitation boundary moves and is aligned with the n th limitation boundary.
- the indicated n th limit boundary is a valid limit boundary, and additional damage may be applied based on the boundary.
- the game server may display an n + 1th limit boundary indicating the safe area of the n + 1 step (S17020).
- the n + 1th limit boundary is a temporary limit boundary.
- the n + 1 th boundary is effective to apply damage only after n steps have been completed. That is, the limit boundary of the n + 1 level displayed in the n step is to inform the user of the safety area of the next level.
- the game server adjusts the n th safety zone to the n + 1 th safety zone by moving the n th limitation boundary to the n + 1 th limitation boundary (S17030).
- n + 1th constraint boundary becomes a valid constraint boundary.
- the n + 1th limit boundary is a limit boundary for applying damage.
- the marking and adjusting of the safe area includes a delay time, a waiting time, and a travel time.
- the game server displays the n + 1th limit boundary after the delay period elapses from the nth limit boundary indication.
- the game server starts the movement of the n th limit boundary after the waiting time elapses after the n + 1 th limit boundary indication. Movement of the nth limit boundary to the n + 1th limit boundary is performed during the travel time.
- At least one of the minimum number of valid survivors and the maximum number of valid survivors for adjusting to the safety area of the n + 1th stage may be set.
- the minimum effective survivor number and the maximum effective survivor number may be set as a range.
- the game server may reduce at least one of the waiting time and the delay time when the number of surviving characters before the indication of the n + 1th limit boundary is less than the minimum valid survivor number.
- the waiting time or delay time may be set to be decreased before the display of the n + 1th limit boundary or before the display of the nth limit boundary.
- the game server may increase the travel time when the number of surviving characters before the indication of the n + 1 th limit boundary exceeds the maximum effective survivor number.
- the travel time may be set to be increased before the display of the n + 1th limit boundary or before the display of the nth limit boundary.
- the safety zone adjustment of a particular step may be omitted.
- the minimum number of valid survivors and the maximum number of valid survivors for the change to the safety zone of the n + 1 stage are set, and the number of survival characters before the indication of the n + 1 limit boundary is set between the minimum valid survivors and the maximum number of valid survivors. It may not be included in the effective range of.
- the game server performs the display of the n + m limit boundary and the adjustment to the safe area of the n + m step instead of the indication of the n + 1 limit boundary and the adjustment to the safe area of the n + 1 step. can do.
- m is any natural number.
- m may be a natural number, in particular, greater than one.
- the indication of the n + m limit boundary and the adjustment of the n + m step to the safe area may include an n + m limit boundary indicating the safe area of the n + m step having an effective range including the number of surviving characters. Displaying; And adjusting the n-th safe zone to the n-th safe zone by moving the n-th limit boundary to the n + m limit boundary.
- the limit boundary of step n + m may be located based on the n th limit boundary.
- the n + m th boundary may be located in an outer margin that shares a center with the n th constraint boundary.
- the gaming virtual space control method of the present invention may be performed by data stored in a non-transitory storage medium. At least one instruction stored in a non-transitory storage medium may be executed by at least one processors to implement the embodiments of the present invention described above.
- Embodiments according to the present invention may be implemented by various means, for example, hardware, firmware, software, or a combination thereof.
- an embodiment of the present invention may include one or more application specific integrated circuits (ASICs), digital signal processors (DSPs), digital signal processing devices (DSPDs), programmable logic devices (PLDs), FPGAs ( field programmable gate arrays), processors, controllers, microcontrollers, microprocessors, and the like.
- ASICs application specific integrated circuits
- DSPs digital signal processors
- DSPDs digital signal processing devices
- PLDs programmable logic devices
- FPGAs field programmable gate arrays
- processors controllers, microcontrollers, microprocessors, and the like.
- an embodiment of the present invention may be implemented in the form of a module, procedure, function, etc. that performs the functions or operations described above.
- the software code may be stored in memory and driven by the processor.
- the memory may be located inside or outside the processor, and may exchange data with the processor by various known means.
- the invention can be used in a series of games and entertainment fields.
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Abstract
Description
| 제한 경계의 단계 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
| 지연시간(s) | 90 | 80 | 70 | 60 | 50 | 40 | 30 | 20 | 10 |
| 대기시간(s) | 170 | 150 | 130 | 110 | 90 | 70 | 50 | 30 | 10 |
| 이동시간(s) | 120 | 120 | 120 | 90 | 90 | 90 | 60 | 60 | 30 |
| 반지름 비율 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 |
| 데미지/피해(%) | 0.4 | 0.5 | 0.6 | 0.7 | 0.8 | 0.9 | 1 | 1.5 | 2 |
| 자기장 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
| 지연시간(s) | 90 | 80 | 70 | 60 | 50 | 40 | 30 | 20 | 10 |
| 대기시간(s) | 170 | 150 | 130 | 110 | 90 | 70 | 50 | 30 | 10 |
| 축소시간(s) | 120 | 120 | 120 | 90 | 90 | 90 | 60 | 60 | 30 |
| 반지름 비율 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 |
| 자기장 피해 | 0.4 | 0.5 | 0.6 | 0.7 | 0.8 | 0.9 | 1 | 1.5 | 2 |
| 최소 유효인원(min) | 80% | 70% | 60% | 50% | 40% | 30% | 20% | 10% | 0% |
| 최소 유효인원 미만 동적 지연 시간 | 30 | 30 | 30 | 20 | 20 | 20 | 10 | 10 | 10 |
| 최소 유효인원 미만 동적 대기 시간 | 60 | 60 | 60 | 40 | 40 | 40 | 20 | 20 | 10 |
| 최대 유효인원(max) | 90% | 80% | 70% | 60% | 50% | 40% | 30% | 20% | 10% |
| 최대 유효인원 초과 동적 축소 시간 | 150 | 150 | 150 | 120 | 120 | 120 | 90 | 90 | 60 |
| 자기장 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
| 지연시간 | 90 | 80 | 70 | 60 | 50 | 40 | 30 | 20 | 10 |
| 대기시간 | 170 | 150 | 130 | 110 | 90 | 70 | 50 | 30 | 10 |
| 이동시간 | 120 | 120 | 120 | 90 | 90 | 90 | 60 | 60 | 30 |
| 반지름 비율 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 |
| 자기장 피해 | 0.4 | 0.5 | 0.6 | 0.7 | 0.8 | 0.9 | 1 | 1.5 | 2 |
| 최소 유효인원(min) | 80% | 70% | 60% | 50% | 40% | 30% | 20% | 10% | 0% |
| 최대 유효인원(max) | 90% | 80% | 70% | 60% | 50% | 40% | 30% | 20% | 10% |
Claims (20)
- 게이밍 가상 공간 제어 방법에 있어서,적어도 하나의 클라이언트 어카운트에게 게이밍 가상 공간을 제공하고 상기 적어도 하나의 클라이언트 어카운트의 캐릭터에게 상기 게이밍 가상 공간에서의 위치를 할당하는 단계;상기 게이밍 가상 공간 내의 안전 지역을 설정하는 단계로서, 상기 안전 지역은 상기 게이밍 가상 공간에서 제한 경계 내의 지역으로서, 상기 캐릭터가 상기 제한 경계 밖에 위치하는 경우 추가적인 데미지가 상기 캐릭터에게 인가되는, 상기 설정 단계; 및상기 안전 지역을 표시 및 조정하는 단계를 포함하는, 게이밍 가상 공간의 제어 방법.
- 제 1 항에 있어서,상기 안전 지역을 표시 및 조정하는 단계는,제 1 단계의 안전 지역을 나타내는(representing) 제 1 제한 경계를 표시하는(indicating) 단계;제 2 단계의 안전 지역을 나타내는 제 2 제한 경계를 표시하는 단계;상기 제 1 제한 경계를 상기 제 2 제한 경계로 이동함으로써 상기 제 1 단계의 안전 지역을 상기 제 2 단계의 안전 지역으로 조정하는 단계를 포함하는, 게이밍 가상 공간의 제어 방법.
- 제 2 항에 있어서,상기 제 2 제한 경계는 상기 제 1 제한 경계의 표시 후 지연 시간 경과 후에 표시되고,상기 제 1 제한 경계의 이동은 상기 제 2 제한 경계의 표시 후 대기 시간 경과 후에 개시되며,상기 제 1 제한 경계의 상기 제 2 제한 경계로의 이동은 이동 시간 동안 수행되는, 게이밍 가상 공간의 제어 방법.
- 제 1 항 또는 제 3 항에 있어서,상기 제 2 단계의 안전 지역으로의 조정을 위한 최소 유효 생존자 수 및 최대 유효 생존자 수 중 적어도 하나가 설정되는, 게이밍 가상 공간의 제어 방법.
- 제 4 항에 있어서,상기 제 2 제한 경계의 표시 전 생존 캐릭터들의 수가 상기 최소 유효 생존자 수 미만인 경우 상기 대기 시간 및 상기 지연 시간 중 적어도 하나를 감소시키는 단계를 더 포함하는, 게이밍 가상 공간의 제어 방법.
- 제 4 항에 있어서,상기 제 2 제한 경계의 표시 전 생존 캐릭터들의 수가 상기 최대 유효 생존자 수 초과인 경우 상기 이동 시간을 증가시키는 단계를 더 포함하는, 게이밍 가상 공간의 제어 방법.
- 제 4 항에 있어서,상기 제 2 단계의 안전 지역으로의 조정을 위한 최소 유효 생존자 수 및 최대 유효 생존자 수가 모두 설정되고, 상기 제 2 제한 경계의 표시 전 생존 캐릭터들의 수가 상기 최소 유효 생존자 수 및 최대 유효 생존자 수 사이의 유효 범위에 포함되지 않는 경우, 상기 제 2 제한 경계의 표시 및 상기 제 2 단계의 안전 지역으로의 조정 대신, 상기 생존 캐릭터들의 수를 포함하는 유효 범위를 갖는 제 3 단계의 안전 지역을 나타내는 제 3 제한 경계를 표시하는 단계; 및 상기 제 1 제한 경계를 상기 제 3 제한 경계로 이동함으로써 상기 제 1 단계의 안전 지역을 상기 제 3 단계의 안전 지역으로 조정하는 단계를 포함하는, 게이밍 가상 공간의 제어 방법.
- 제 7 항에 있어서,상기 제 3 제한 경계는 상기 제 1 제한 경계에 기초하여 위치되는, 게이밍 가상 공간의 제어 방법.
- 제 8 항에 있어서,상기 제 3 제한 경계는 상기 제 1 제한 경계와 중심을 공유하는 외곽 마진 내에 위치하는, 게이밍 가상 공간의 제어 방법.
- 무선 또는 유선으로 데이터를 송수신하는 통신 유닛,게임 관련 데이터를 저장하는 스토리지 유닛, 및상기 통신 유닛 및 상기 스토리지 유닛을 제어하는 프로세서를 포함하는 게이밍 가상 공간 제어 장치로서,상기 프로세서는,적어도 하나의 클라이언트 어카운트에게 게이밍 가상 공간을 제공하고 상기 적어도 하나의 클라이언트 어카운트의 캐릭터에게 상기 게이밍 가상 공간에서의 위치를 할당하고,상기 게이밍 가상 공간 내의 안전 지역을 설정하며, 상기 안전 지역은 상기 게이밍 가상 공간에서 제한 경계 내의 지역으로서, 상기 캐릭터가 상기 제한 경계 밖에 위치하는 경우 추가적인 데미지가 상기 캐릭터에게 인가되고,상기 안전 지역을 표시 및 조정하는, 게이밍 가상 공간 제어 장치.
- 제 10 항에 있어서,상기 안전 지역의 표시 및 조정은,제 1 단계의 안전 지역을 나타내는(representing) 제 1 제한 경계를 표시하고(indicating),제 2 단계의 안전 지역을 나타내는 제 2 제한 경계를 표시하고,상기 제 1 제한 경계를 상기 제 2 제한 경계로 이동함으로써 상기 제 1 단계의 안전 지역을 상기 제 2 단계의 안전 지역으로 조정함으로써 수행되는, 게이밍 가상 공간 제어 장치.
- 제 11 항에 있어서,상기 제 2 제한 경계는 상기 제 1 제한 경계의 표시 후 지연 시간 경과 후에 표시되고,상기 제 1 제한 경계의 이동은 상기 제 2 제한 경계의 표시 후 대기 시간 경과 후에 개시되며,상기 제 1 제한 경계의 상기 제 2 제한 경계로의 이동은 이동 시간 동안 수행되는, 게이밍 가상 공간 제어 장치.
- 제 10 항 또는 제 12 항에 있어서,상기 제 2 단계의 안전 지역으로의 조정을 위한 최소 유효 생존자 수 및 최대 유효 생존자 수 중 적어도 하나가 설정되는, 게이밍 가상 공간 제어 장치.
- 제 13 항에 있어서,상기 제 2 제한 경계의 표시 전 생존 캐릭터들의 수가 상기 최소 유효 생존자 수 미만인 경우 상기 대기 시간 및 상기 지연 시간 중 적어도 하나를 감소시키는, 게이밍 가상 공간 제어 장치.
- 제 13 항에 있어서,상기 제 2 제한 경계의 표시 전 생존 캐릭터들의 수가 상기 최대 유효 생존자 수 초과인 경우 상기 이동 시간을 증가시키는, 게이밍 가상 공간 제어 장치.
- 제 13 항에 있어서,상기 제 2 단계의 안전 지역으로의 조정을 위한 최소 유효 생존자 수 및 최대 유효 생존자 수가 모두 설정되고, 상기 제 2 제한 경계의 표시 전 생존 캐릭터들의 수가 상기 최소 유효 생존자 수 및 최대 유효 생존자 수 사이의 유효 범위에 포함되지 않는 경우, 상기 제 2 제한 경계의 표시 및 상기 제 2 단계의 안전 지역으로의 조정 대신, 상기 생존 캐릭터들의 수를 포함하는 유효 범위를 갖는 제 3 단계의 안전 지역을 나타내는 제 3 제한 경계를 표시하고, 및 상기 제 1 제한 경계를 상기 제 3 제한 경계로 이동함으로써 상기 제 1 단계의 안전 지역을 상기 제 3 단계의 안전 지역으로 조정하는, 게이밍 가상 공간 제어 장치.
- 제 16 항에 있어서,상기 제 3 제한 경계는 상기 제 1 제한 경계에 기초하여 위치되는, 게이밍 가상 공간 제어 장치.
- 제 17 항에 있어서,상기 제 3 제한 경계는 상기 제 1 제한 경계와 중심을 공유하는 외곽 마진 내에 위치하는, 게이밍 가상 공간 제어 장치.
- 비-일시적 컴퓨터-판독가능 저장 매체로서, 상기 저장 매체에 저장된 적어도 하나의 명령은 적어도 하나의 프로세서들에 의해 실행되어 수행되는 동작은,적어도 하나의 클라이언트 어카운트에게 게이밍 가상 공간을 제공하고 상기 적어도 하나의 클라이언트 어카운트의 캐릭터에게 상기 게이밍 가상 공간에서의 위치를 할당하는 단계;상기 게이밍 가상 공간 내의 안전 지역을 설정하는 단계로서, 상기 안전 지역은 상기 게이밍 가상 공간에서 제한 경계 내의 지역으로서, 상기 캐릭터가 상기 제한 경계 밖에 위치하는 경우 추가적인 데미지가 상기 캐릭터에게 인가되는, 상기 설정 단계; 및상기 안전 지역을 표시 및 조정하는 단계를 포함하는, 비-일시적 컴퓨터-판독가능 저장 매체.
- 제 19 항에 있어서,상기 안전 지역을 표시 및 조정하는 단계는,제 1 단계의 안전 지역을 나타내는(representing) 제 1 제한 경계를 표시하는(indicating) 단계;제 2 단계의 안전 지역을 나타내는 제 2 제한 경계를 표시하는 단계;상기 제 1 제한 경계를 상기 제 2 제한 경계로 이동함으로써 상기 제 1 단계의 안전 지역을 상기 제 2 단계의 안전 지역으로 조정하는 단계를 포함하는, 비-일시적 컴퓨터-판독가능 저장 매체.
Priority Applications (4)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2020555424A JP7089054B2 (ja) | 2018-07-31 | 2018-07-31 | ゲーミング仮想空間の制御方法および装置 |
| KR1020207021825A KR102497650B1 (ko) | 2018-07-31 | 2018-07-31 | 게이밍 가상 공간의 제어 방법 및 장치 |
| PCT/KR2018/008682 WO2020027347A1 (ko) | 2018-07-31 | 2018-07-31 | 게이밍 가상 공간의 제어 방법 및 장치 |
| US17/067,001 US11577166B2 (en) | 2018-07-31 | 2020-10-09 | Method for controlling gaming virtual space and apparatus the same |
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Cited By (1)
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| CN112121422A (zh) * | 2020-09-30 | 2020-12-25 | 腾讯科技(深圳)有限公司 | 界面显示方法、装置、设备及存储介质 |
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| US11607611B2 (en) * | 2019-12-11 | 2023-03-21 | Playerunknown Productions B.V. | Machine learned resolution enhancement for virtual gaming environment |
| CN114042315B (zh) * | 2021-10-29 | 2023-06-16 | 腾讯科技(深圳)有限公司 | 基于虚拟场景的图形显示方法、装置、设备以及介质 |
| KR102839171B1 (ko) * | 2022-10-18 | 2025-07-28 | 주식회사 엔씨소프트 | 사용자 캐릭터의 점프 동작을 제어하는 방법 및 장치 |
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| JP2012120755A (ja) * | 2010-12-09 | 2012-06-28 | Namco Bandai Games Inc | プログラム、情報記憶媒体、及びゲーム機 |
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| US20060105826A1 (en) * | 2004-11-16 | 2006-05-18 | Bob's Space Racers, Inc. | Electronic arcade game |
| JP5247022B2 (ja) * | 2006-12-01 | 2013-07-24 | 株式会社スクウェア・エニックス | ゲーム装置、ゲームプログラム |
| US20120244945A1 (en) * | 2011-03-22 | 2012-09-27 | Brian Kolo | Methods and systems for utilizing global positioning information with an online game |
| US9895612B2 (en) * | 2013-07-16 | 2018-02-20 | Particle City, Inc. | Platform for associating characteristics of a digital asset with multiple media sources |
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| JP2012120755A (ja) * | 2010-12-09 | 2012-06-28 | Namco Bandai Games Inc | プログラム、情報記憶媒体、及びゲーム機 |
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| CN112121422A (zh) * | 2020-09-30 | 2020-12-25 | 腾讯科技(深圳)有限公司 | 界面显示方法、装置、设备及存储介质 |
Also Published As
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| JP2021517841A (ja) | 2021-07-29 |
| US20210023448A1 (en) | 2021-01-28 |
| US11577166B2 (en) | 2023-02-14 |
| JP7089054B2 (ja) | 2022-06-21 |
| KR102497650B1 (ko) | 2023-02-08 |
| KR20200096303A (ko) | 2020-08-11 |
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