Game providing device and game providing method
By setting up a meeting point in a multiplayer online role-playing game and switching channels according to the user's role position, the interruption problem of users switching between different servers or replicas is solved, and the smoothness of the game and channel balance are achieved.
Patent Information
- Application Number
- CN202380078504.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2022-11-10
- Filing Date
- 2023-09-26
- Publication Date
- 2025-06-20
AI Technical Summary
In multiplayer online role-playing games, when users switch between different servers or replicas, the prior art cannot achieve a natural convergence without interruption, resulting in reduced game immersion and difficult to maintain channel balance.
By setting up a convergence point in the game space, when the user's role reaches the convergence point, determine whether to switch channels and select other channels for role convergence, achieving balanced management between channels.
It realizes that users can easily switch to different channels during the game process, maintaining the smooth interface and immersion of the game, and at the same time, encouraging users to gather through a reward mechanism to maintain balance between channels.
Smart Images

Figure CN120187501A_ABST
Abstract
Description
Technical Field
[0001] The embodiments disclosed in this specification relate to a game providing method and apparatus, and more particularly, to a game providing apparatus and method capable of achieving seamless natural convergence when a user's character converges to a new channel during game play. Background Art
[0002] In games where a large number of users play simultaneously, such as Multiplayer Online Role-Playing Games (MORPGs), multiple game servers are typically run to achieve synchronous real-time processing of user data. In this case, each server has the same game space as the background, but runs the game independently. In this case, to switch servers, the user must first terminate the game process in the currently connected server and then connect to another server. Additionally, even if there are differences in the number of users connected to each server, it is difficult for game operators to maintain balance. In some cases, due to the inability to move users to other servers, only some servers can be driven.
[0003] In addition, in recent years, the following technology has generally been adopted: in online games such as RPG games, whenever a user enters a specific area, the spatial data of the corresponding area is copied or regenerated according to a certain pattern, thereby creating an independent game space for each group of entering users. As described above, the space that generally provides the same game space as the background for each group of users entering a specific area and enables the corresponding user group to play their own exclusive game is called an instance dungeon. When playing a game in an instance dungeon, it is difficult for users to move to other instance dungeons, and users in different instance dungeons cannot meet. Therefore, there is the following inconvenience: even if there are no other players to play with in the instance dungeon, the user has to play alone or exit the dungeon.
[0004] As described above, even though it is the same background game, if a user wants to meet users in other channels in independent channels divided into different servers or instances, the user usually needs to exit the channel and then select and connect to another channel.
[0005] However, such a switching method cannot satisfy the continuity of game play and has the problem of reducing the immersion in the game.
[0006] Correspondingly, Korean Patent Publication No. 10-2013-0143165 discloses "A Party Member Matching System and Matching Method in an Online Game". The above-mentioned prior art document discloses a method capable of automatically matching player characters with high relevance to the same party when player characters are grouped in an online game.
[0007] However, even based on the above prior art documents, there is still no technical means to converge users in different channels into the same channel. Therefore, the problem of making it difficult for users in different channels to meet or realizing channel switching remains unsolved.
[0008] Therefore, a technology for solving the above problems is needed.
[0009] On the other hand, the foregoing background art, as the technical information retained by the inventor for deriving the present invention or learned during the derivation process of the present invention, should not be construed as the technology known to the public before the filing of the present invention. Summary of the Invention
[0010] Problems to be Solved by the Invention
[0011] The embodiments disclosed in this specification aim to provide a game providing device and a game providing method that enable users to conveniently switch to different channels during the game.
[0012] In addition, the embodiments aim to provide a game providing device and a game providing method that can still provide the same smooth game interface as when the channel has not changed even if the channel to which the user character belongs changes, thereby avoiding destroying the immersion of the game.
[0013] Furthermore, the embodiments aim to provide a game providing device and a game providing method that can maintain the balance between channels by controlling channel switching and character convergence in consideration of the number of people or the game progress status of each channel.
[0014] In addition, the embodiments aim to provide a game providing device and a game providing method that can provide appropriate rewards to users who are converged to the same channel and play games together.
[0015] Means for Solving the Problems
[0016] As a technical means for solving the above technical problems, according to an embodiment, a game providing device may include: a storage unit that stores data of a game space provided with one or more convergence points; an input / output unit that provides a game screen of one channel with the game space as the background to the user in such a way that the user's character moves and plays in the game space, and receives the input of the user; and a control unit that determines whether to switch the channel to which the user's character belongs when the user's character reaches the convergence point, selects another channel to which the user's character is to converge, and causes the user character to converge to the selected channel.
[0017] And according to an embodiment, a game providing method executed by a game providing apparatus may include: providing a game screen of one channel with a game space provided with one or more meeting points as a background to a user; determining whether to switch the channel to which the user's character belongs when the user's character reaches the meeting point; when it is determined to switch the channel to which the user's character belongs, selecting, from other channels with the game space as a background, another channel to which the user's character is to meet; and causing the user's character to meet in the selected channel.
[0018] According to still another embodiment, a computer-readable recording medium storing a program for executing a game providing method is disclosed. At this time, the steps include: providing a game screen of one channel with a game space provided with one or more meeting points as a background to a user; determining whether to switch the channel to which the user's character belongs when the user's character reaches the meeting point; when it is determined to switch the channel to which the user's character belongs, selecting, from other channels with the game space as a background, another channel to which the user's character is to meet; and causing the user's character to meet in the selected channel.
[0019] According to still another embodiment, a computer program executed by a game providing apparatus is disclosed. For executing a game providing method, the program is stored in a medium. At this time, the steps include: providing a game screen of one channel with a game space provided with one or more meeting points as a background to a user; determining whether to switch the channel to which the user's character belongs when the user's character reaches the meeting point; when it is determined to switch the channel to which the user's character belongs, selecting, from other channels with the game space as a background, another channel to which the user's character is to meet; and causing the user's character to meet in the selected channel.
[0020] Advantageous Effects of the Invention
[0021] According to any one of the above means for solving problems, the embodiments disclosed in this specification can provide a game providing apparatus and a game providing method that enable a user to conveniently switch to different channels during a game.
[0022] In addition, the embodiments can provide a game providing apparatus and a game providing method that can still provide a smooth game interface identical to that when the channel has not changed even when the channel to which the user's character belongs changes, thereby avoiding spoiling the immersion of the game.
[0023] Moreover, the embodiments can provide a game providing apparatus and a game providing method that can maintain the balance between channels by controlling channel switching and character meeting in consideration of the number of people in each channel or the game progress status.
[0024] In addition, an embodiment can provide a game providing apparatus and a game providing method capable of providing appropriate rewards to users who are converged to the same channel and play games together.
[0025] The effects that can be obtained by the disclosed embodiments are not limited to the above-mentioned effects, and those skilled in the art should clearly understand other effects not mentioned above from the following description. BRIEF DESCRIPTION OF THE DRAWINGS
[0026] Figure 1 is a block diagram showing the structure of a game providing apparatus according to an embodiment.
[0027] Figure 2 is a schematic diagram for explaining a game space provided by a game providing apparatus according to an embodiment.
[0028] Figure 3 is a schematic diagram for explaining a convergence point in a game space provided by a game providing apparatus according to an embodiment.
[0029] Figure 4 is a schematic diagram for explaining channel switching of a character implemented by a game providing apparatus according to an embodiment.
[0030] Figures 5 to 7 is a flowchart showing a game providing method executed by a game providing apparatus according to an embodiment step by step. DETAILED DESCRIPTION
[0031] Hereinafter, various embodiments will be described in detail with reference to the drawings. The embodiments described below can also be modified into various different forms and implemented. To more accurately describe the features of the embodiments, detailed descriptions of matters well-known to those skilled in the art to which the following embodiments belong will be omitted. Also, parts irrelevant to the description of the embodiments in the drawings are omitted, and similar parts are given similar reference numerals throughout the specification.
[0032] Throughout the specification, when a certain structure is referred to as being "connected" to another structure, this includes not only the case of "direct connection" but also the case of "being connected with other structures interposed therebetween". In addition, when a certain structure is referred to as "including" a certain structure, unless there is an express contrary description, it means that other structures can also be included rather than excluding other structures.
[0033] Hereinafter, the embodiments will be described in detail with reference to the drawings.
[0034] Figure 1 is a block diagram showing the structure of a game providing apparatus according to an embodiment, Figure 2 is a schematic diagram for explaining a game space provided by a game providing apparatus according to an embodiment,Figure 3 It is a schematic diagram for explaining a convergence point in a game space provided by a game providing apparatus according to an embodiment. Figure 4 It is a schematic diagram for explaining channel switching of a character implemented by a game providing apparatus according to an embodiment.
[0035] Among them, the game providing apparatus 100 can be configured as a computing device that constitutes a game screen by running a game program and provides a game to a user by outputting the constituted game screen. Among them, the game can be a general online game. In particular, in one embodiment, the game can be a role-playing game in which a user moves a character in a three-dimensional game space to collect or hunt specific individuals. During the game, the game screen can be constituted by images in a three-dimensional space obtained from the first-person perspective of the user character or the third-person perspective around the user character, and provided to each user.
[0036] The game providing apparatus 100 can be implemented by an electronic terminal provided with applications such as a game program, or by a server or a server-cloud system. When the game providing apparatus 100 is implemented by a server-cloud system, it can include an electronic terminal device provided with a client for interacting with a user.
[0037] At this time, the electronic terminal device can be implemented by a computer, a portable terminal, a television, a wearable device, etc., which may include an interface capable of interacting with a user. Among them, the computer may include, for example, a laptop computer, a desktop computer, a laptop computer, etc. equipped with a web browser. The portable terminal may include all kinds of handheld-based wireless communication devices, such as wireless communication devices that ensure portability and mobility: Personal Communication System (PCS), Personal Digital Cellular (PDC), Personal Handyphone System (PHS), Personal Digital Assistant (PDA), Global System for Mobile communications (GSM), International Mobile Telecommunication (IMT)-2000, Code Division Multiple Access (CDMA)-2000, Wideband Code Division Multiple Access (W-CDMA), Wireless Broadband Internet (Wibro), Smart Phone, Mobile Worldwide Interoperability for Microwave Access (Mobile WiMAX), etc. In addition, the television may include Internet Protocol Television (IPTV), Internet Television, terrestrial digital television, cable television, etc. Furthermore, the wearable device is an information processing device of a type that can be directly worn on the human body. For example, watches, glasses, accessories, clothing, shoes, etc., which can directly or through other information processing devices and access a remote server via a network or connect to other terminals.
[0038] Moreover, the server can be implemented by a computer and a cloud computing server capable of communicating with an electronic terminal device provided with an application or a web browser for interacting with a user through a network. In addition, the server may include a storage device for storing data, or may also store data through a third server.
[0039] Hereinafter, according to an embodiment, the structure of the game providing apparatus 100 will be described in detail.
[0040] Referring to Figure 1 , the game providing apparatus 100 according to an embodiment may include a storage unit 110, an input / output unit 120, and a control unit 130.
[0041] The storage unit 110 may store various data required for game operation, such as the operating system of the game providing apparatus 100, applications for providing games, and data for managing the game providing apparatus 100. In addition, the storage unit 110 may store data of a virtual three-dimensional game space for playing the game. Among them, the data of the game space may include data related to the game map, information on various individuals arranged in the game map, images of the individuals, space information occupied by the individuals, names of the individuals, information related to the actions or movements of the individuals, etc. The storage unit 110 may also store data of a plurality of game spaces for distinguishing each area that can be provided to the user in the game.
[0042] For example, in the Figure 2 illustrated embodiment, the storage unit 110 may store data of a first game space 201 that all users can access in real time and a second game space 202 that is divided into a plurality of channels and can only be independently used by users belonging to the corresponding channels. At this time, the data of the second game space 202 may be commonly used to constitute each channel (202a to 202d).
[0043] In addition, in the data of the game space stored in the storage unit 110, one or more meeting points may be preset in the game space. The "meeting point", as a specific area or specific individual preset in the game space, determines whether to switch channels when the user's character reaches the meeting point, and can realize convergence to other channels. That is, the meeting point, as an area or individual existing at a specific position in the game space, is a point for realizing the channel switching of the user's character. For example, the meeting point may be preset in an area having topographical or structural features where the image of the next area cannot be provided before passing through the corresponding section, such as a curved alley or passage, a dark area, a fog area, a closed door, etc. In particular, the meeting point may be set in the section where the "field-of-view blocking graphic effect" to be described later is provided.
[0044] In addition, the storage unit 110 can store information about users and user roles, and can record information about each channel and the information of the user roles within the channel. For example, each time a copy dungeon is generated, the storage unit 110 can assign a channel identifier to each copy dungeon, and can register and record the identifiers of the user roles belonging to the corresponding copy dungeon under the channel identifier. Thus, the control unit 130, which will be described later, can identify the roles of the users belonging to each channel, independently process the inputs of the users belonging to the corresponding channel according to each copy dungeon, construct a game screen, and provide the game screen to the users. For example, for the first channel 202a with the second game space as the background in Figure 2 the identifiers of user roles "A" and "B" can be recorded in the storage unit 110 in an associated manner.
[0045] At this time, a "channel" refers to a game unit that uses the same game space as the background but is distinguished from each other for independent play. For example, games or copy dungeons independently carried out by each server can be "channels". In addition, taking a shooting game as an example, each game played independently by each user group, although using the same game space as the background, will be recognized as its own channel.
[0046] In addition, the input / output unit 120 has the following structure: it provides a game screen to the user and receives instructions corresponding to the game screen from the user so that the user and the game providing device 100 can interact with each other. The input / output unit 120 can include an input unit for receiving user input and an output unit for displaying information, marks, etc. required for the game process. For example, the input / output unit 120 can include an operation panel for receiving user input and a display panel for displaying the screen, etc.
[0047] Specifically, the input unit can include devices in various forms that can receive user input, such as a keyboard, physical buttons, a touch screen, a camera, or a microphone, etc. In addition, the output unit can include a display panel, a speaker, or a head-mounted earphone, etc. However, it is not limited to this, and the input / output unit 120 can include a structure that can support various inputs / outputs.
[0048] The input / output unit 120 outputs a game screen constructed using the data stored in the storage unit 110, and receives instructions from the user in real time, and re-reflects the processed results on the game screen according to the input instructions for output. Thus, the user can play the actual game provided by the game providing device 100.
[0049] In addition, the input / output unit 120 provides the game screen of the channel to which the current user role belongs to the user. When the user's role reaches the meeting point, "vision-blocking graphic effects" can be provided. Among them, the "vision-blocking graphic effects", as graphic effects that utilize the topographical or structural characteristics of the game space, are graphic effects that naturally play the image of passing through the corresponding section during the period when the user's role passes through a specified section (for example, passing through a curved alley or passage, a dark area or a fog area, or opening and passing through a closed door). When the user role reaches the meeting point, the input / output unit 120 provides vision-blocking graphic effects so that the opposite area is not revealed in the game screen before the user role passes through the corresponding section. After displaying the vision-blocking graphic effects for a specified time (for example, for several seconds), the image of the next area of the passed section can be provided. The above-mentioned vision-blocking graphic effects can be provided regardless of whether the user role converges to another channel at the meeting point. That is, even if the user's role continues to play the game in the current channel, vision-blocking graphic effects can be provided to the user at the meeting point. Thus, the user can play the game continuously without feeling the channel switch.
[0050] In addition, when the user's role converges to another channel, the input / output unit 120 can provide the game screen of the other channel to the user based on the meeting point.
[0051] In addition, the game providing device 100 may include a control unit 130. The control unit 130 controls the overall operation of the game providing device 100 and may include a processor such as a CPU.
[0052] In particular, the control unit 130 is capable of providing the game to the user. For this purpose, the control unit 130 can construct the game screen to be provided to the user through the input / output unit 120 and can re-reflect the game screen by processing the instructions or data corresponding to the game screen input from the user. For this purpose, the control unit 130 can run the application for providing the game stored in the storage unit 110 and can access and use various data stored for running the game.
[0053] The control unit 130 generates a plurality of channels that are distinguishable from each other for the same game space and makes the user's role belong to one of the multiple channels, and the game can be independently played according to each channel. For example, when the user accesses the game, the control unit 130 can make the user's role belong to one channel. In addition, when the user wants to enter a specific area such as a copy dungeon during the game process, the control unit 130 can select one of the multiple channels corresponding to the corresponding copy dungeon or generate a new channel so that the user's role belongs to one channel. For example, in Figure 2In the illustrated embodiment, when the character "A" selects to enter a copy dungeon corresponding to the second game space within the first game space 201, a first channel 202a can be generated to enable the character "A" to enter the copy dungeon of the first channel 202a. Subsequently, when the character "B" again selects to enter the second game space within the first game space 201, the control unit 130 can also enable the character "B" to enter the first channel 202a to which the character "A" belongs.
[0054] The control unit 130 provides game screens generated corresponding to the channels to which the user characters belong to the users in each channel, and receives control instructions for the characters from multiple users to play the game.
[0055] During the game, the control unit 130 monitors whether the user's character reaches a meeting point preset in the game space. Specifically, the control unit 130 can monitor whether the position of the user character is close to the position where the meeting point is set. According to Figure 3 In the embodiment shown, the meeting point can be set as a specific position in the game, an area 302 within a certain distance range from the corresponding position, or a game entity 303. For example, the meeting point can be set as an entity 303 such as an access door that is a passage to other areas or an area 302 near the periphery of the access door.
[0056] When the user's character approaches the preset meeting point, the control unit 130 determines whether to move the user's character to another channel (i.e., whether to switch the channel to which the user character belongs to another channel). If it is determined to switch channels, other channels to which the user character is to be merged can be selected. At this time, the control unit 130 can adopt a staged processing method. When the user's character approaches the meeting point, the required calculations are performed in advance. Subsequently, when the user's character completely reaches the meeting point, the channel can be switched. For example, when the user's character approaches the meeting point, the control unit 130 can first determine whether the user character switches channels and select other channels in advance. And then, when the user's character leaves the meeting point again, the control unit 130 does not switch the channel of the user character. When the user's character completely reaches the meeting point, the user's character is moved to another channel. Of course, according to the embodiment, the control unit 130 can also perform the required calculations first when the user's character reaches the meeting point and then immediately switch channels.
[0057] In addition, in the embodiment as Figure 3 shown, when the user's character enters the area 302 near the periphery of the access door, after the control unit 130 determines whether to move the user's character to another channel, other channels are selected in advance. Only when an instruction to perform the action of the character opening the access door 303 is received from the user, the action of merging the user's character to another channel is performed.
[0058] In addition, when the character reaches the rendezvous point, the control unit 130 can provide a vision-blocking graphic effect to the user through the input / output unit 120. The vision-blocking graphic effect as described above can be a graphic effect provided in the section that the user character needs to pass through in order to move to the next area.
[0059] At this time, the game space can include multiple different areas based on the rendezvous point. For example, as Figure 4 shown, the game space can include multiple areas 404 that can be accessed in sequence. For example, when the user character enters the instance dungeon, the control unit 130 provides the first area of the game space. When the user character reaches the rendezvous point in the form of an entrance / exit door, a vision-blocking graphic effect is provided first, and then the second area of the game space is provided.
[0060] When the game space is configured to include multiple areas provided in sequence as described above, the rendezvous point can be set at the position between each area and area.
[0061] And, regarding how to determine whether to switch the channel to which the user character belongs, when the user character reaches the rendezvous point, if it is detected that the number of characters belonging to the channel to which the user character belongs is lower than the preset minimum number of people, the control unit 130 can determine to switch the channel to which the user character belongs. For example, in Figure 4 the embodiment shown, it shows that three different channels 401, 402, and 403 are generated for the same game space. At this time, since the number of characters belonging to the channel in the first channel 401 is above the preset minimum number of people (3 people), even if the characters belonging to the first channel 401 reach the rendezvous point, the control unit 130 can determine not to switch the character's channel.
[0062] On the contrary, in Figure 4 due to the exit of users in the second channel 402 or the failure of the rendezvous personnel to meet the requirements, there may be only characters "E" and "F" playing in the first area of the game space. Therefore, when character "F" reaches the rendezvous point, the control unit 130 can move character "F" to another channel (for example, the first channel 401).
[0063] As described above, the control unit 130 can determine the channel switch by considering the total number of characters belonging to the channel to which the user character belongs. Of course, the control unit 130 can also determine whether to switch the user character's channel by considering the status or number of people in other channels together.
[0064] In addition, the control unit 130 may search for other channels to which the user character is to converge. Among other channels with the same game space as the channel to which the user character belongs, the control unit 130 may select a channel in which the number of characters belonging to the channel does not reach the preset maximum number as the channel to which the user character is to converge. Additionally, according to an embodiment, the control unit 130 may also select, among other channels, a channel in which the number of characters belonging to the channel is above the preset minimum number and does not reach the maximum number.
[0065] Alternatively, at this time, the control unit 130 may select, as the other channel to which the user character is to converge, another channel having a game progress corresponding to the convergence point where the user character arrives. For example, in the Figure 4 illustrated embodiment, when the user character "E" arrives at the convergence point in the second area of the game space, the control unit 130 may also select, among the other channels searched, the third channel 403 in which one or more of the characters belonging to the channel enter the third area as the other channel to which the user character is to converge. That is, in the case where the game space includes a plurality of areas provided in sequence, the game progress here may be represented by the area where the characters belonging to the channel arrive. For example, the game progress may be represented by the area where the leader or the majority of the characters belonging to the channel are located.
[0066] As described above, the control unit 130 may select other channels to which the user character is to converge by considering the number of people or the game progress of other channels, thereby enabling the configuration of an appropriate number of characters in each channel.
[0067] In addition, when the control unit 130 converges the user's character to other channels such that there are no longer any characters in the original channel to which the user's character belongs, as Figure 4 shown, the corresponding channel will no longer be maintained and will be deleted.
[0068] Moreover, for converging the user character to other channels, when the user's character arrives at the convergence point, the control unit 130 provides a vision-blocking graphic effect to the user. During the period of providing the vision-blocking graphic effect to the user, the channel to which the user character belongs may be switched to the selected channel and set. Then, when the vision-blocking graphic effect ends, the control unit 130 may provide the game screen of the selected channel to the user and start the game.
[0069] At this time, while providing the game screen of the selected channel to the user, the control unit 130 can provide a message notifying the encounter with other characters belonging to the new channel, such as "Accidentally encountered other adventurers". In addition, the control unit 130 can provide a message notifying the convergence of a new character to other characters belonging to the channel where the user character converges, such as "Another adventurer has converged". That is, the control unit 130 can notify, in the form of a message through the input / output unit 120, the encounter between characters caused by the channel switching of the user character.
[0070] In addition, during the process of the user playing the game in a game space composed of multiple channels (such as a dungeon), when encountering a new character due to channel switching or the convergence of other characters, the control unit 130 can provide rewards to each user. For example, for all characters belonging to other channels where the user's character converges, the control unit 130 can, since the convergence of the user's character, relatively reduce the difficulty of hunting monsters to make monster hunting easier, or provide a party buff obtained by teaming up with other characters (for example, an effect of increasing attack power or defense power). As another example, when the play in the game space ends (for example, when the dungeon is completed), a completion reward is provided to the users of the corresponding channel, and an additional reward is provided for the play with the converged characters.
[0071] As described above, after converging the characters in two or more other channels into one channel, by providing rewards to the characters, the user can obtain a positive experience of character convergence.
[0072] Simply put, when the game user enters other areas during the process of playing the game in a specific channel such as a dungeon, they can experience the encounter with other characters that could not be encountered in the previous area. When the user's character moves channels, they can encounter the original characters in the new channel, and when the user does not move channels, they can encounter other characters converging to the user's channel. In this way, whenever the user enters other areas provided according to the timeline in the game space, they can experience the encounter with new characters. And since encountering new characters, monster hunting becomes easier, an attack power or defense power buff can be obtained, and an additional reward can be obtained when the dungeon is completed. Thus, the user will accumulate positive experiences of encountering new characters instead of unfamiliar and uncomfortable experiences. Also, it can eliminate the dissatisfaction of the user caused by the departure of characters from the channel, resulting in an inappropriate number of people in the channel.
[0073] In addition, from the perspective of game operators, there is no need to operate many unnecessary channels, and only need to maintain an appropriate number of channels that match the overall number of characters, which is more reasonable.
[0074] In addition, although only the embodiment of determining channel movement regardless of user selection has been described above, according to the embodiment, the user can also spontaneously select to perform channel movement. The control unit 130 can set two meeting points for moving to the next area in the game space. For example, two access doors for moving to the next area can be arranged side by side. One of the two access doors can be set as the access door for switching channels and moving to the next area, and the other can be set as the access door for moving to the next area while maintaining the current channel.
[0075] Thus, when the user selects to switch channels, after completing the selection of the other channels to which the user's character is to converge during the period of providing the vision-blocking graphic effect, the game screen of the other channels can be provided to the user when the vision-blocking graphic effect ends. In addition, when the user does not select to switch channels, the game screen of the channel to which the user belongs can be provided to the user after the vision-blocking graphic effect ends.
[0076] In addition, as described above, since channel switching is implemented during the period of moving to other areas in the game by using the time of providing the vision-blocking graphic effect provided regardless of channel switching, the user can experience an uninterrupted game process and maintain the immersive state of the game.
[0077] Hereinafter, a game providing method executed by the above-described game providing apparatus 100 will be described.
[0078] Figure 5 FIG. is a flowchart showing the game providing method according to an embodiment step by step, Figure 6 and Figure 7 is a flowchart specifically showing Figure 5 an embodiment of step S504 of the game providing method shown in
[0079] According to Figures 5 to 7 the embodiment of the game providing method shown in Figure 1 the game providing apparatus 100 shown in Figure 1 includes steps processed by the game providing apparatus 100 shown in Figures 5 to 7 in a time line. Therefore, even for the content omitted below, the above content of the game providing apparatus 100 shown in
[0080] First, referring to Figure 5 , the game providing apparatus 100 can provide a game screen of one channel with a game space provided with one or more meeting points as the background (step S501). At this time, the channel to which the user character belongs is taken as the first channel, and the channel to which the user character is to converge is taken as the second channel for explanation.
[0081] Next, when the user's character reaches the rendezvous point, it can be determined whether to switch the channel to which the user character belongs (step S502). At this time, according to the embodiment, when the number of characters belonging to the channel to which the user character belongs does not reach the preset minimum number, the game providing device 100 can determine to switch the channel.
[0082] Moreover, when it is determined to switch the channel to which the user character belongs, the game providing device 100 can select a second channel for the user character to rendezvous in other channels with the same game space as the background of the first channel (step S503). At this time, the game providing device 100 can select the second channel in other channels by considering the number of characters belonging to the other channels. In addition, the game providing device 100 can select other channels with a game progress corresponding to the rendezvous point where the current user arrives as the second channel. Thus, when the user rendezvouses to the second channel, they can immediately encounter other characters.
[0083] Next, the game providing device 100 can rendezvous the user's character to the selected second channel and conduct the game (step S504). The process by which the game providing device 100 rendezvouses the user's character to the second channel will be further described in detail below.
[0084] Referring to Figure 6 , in step S504, when the user's character reaches the rendezvous point of the first channel and executes steps S502 to S503, the game providing device 100 can provide a vision-blocking graphic effect to the user (step S601). And then, during the period of providing the vision-blocking graphic effect, the game providing device 100 can switch the channel to which the user character belongs from the first channel to the second channel and make settings (step S602). For example, the game providing device 100 can register the identifier of the user character into the channel identifier assigned to the second channel. In addition, the game providing device 100 can add the data of the user character into the game data of the second channel and perform calculations.
[0085] Next, when the vision-blocking graphic effect ends, the game providing device 100 can provide the game screen of the second channel to the user (step S603).
[0086] In addition, referring to Figure 7 , in step S504, when the user's character reaches the rendezvous point and executes steps S502 to S503, after switching the channel to which the user character belongs to the second channel and making settings, the game providing device 100 can provide a message notifying the rendezvous of the user character, such as "There is another adventurer rendezvousing", etc., to other users belonging to the second channel.
[0087] Moreover, while providing the game screen of the second channel to the user and playing the game, the game providing device 100 can provide rewards to the characters belonging to the second channel. For example, as described above, adjust the difficulty of hunting monsters, provide buffs to the character abilities, or give additional rewards for the final rewards.
[0088] Through the process described above, the user will not feel the channel switching and can encounter other new characters. In addition, the user can play games with the new characters and obtain rewards.
[0089] In the above embodiments, the term referred to as "~ unit" refers to a hardware component such as software, a field programmable gate array (FPGA), or an application specific integrated circuit (ASIC), and the "~ unit" performs a specific function. However, it does not mean that the "~ unit" is limited to software or hardware. The "~ unit" can be configured in a way that exists in an addressable recording medium, or can be configured in a way that reproduces one or more processors. Therefore, as an example, the "~ unit" includes: components such as software components, object-oriented software components, table components, and task components, processes, functions, attributes, programs, subroutines, program patent code segments, drivers, firmware, microcode, circuits, data, databases, data structures, tables, arrays, and variables.
[0090] The functions provided in the components and the "~ unit" can be combined into fewer components and "~ units", or separated from additional components and "~ units".
[0091] Moreover, the components and the "~ unit" can also be implemented as one or more CPUs within a drive device or a secure multimedia card.
[0092] According to through Figures 5 to 7The game providing method of the described embodiments can also be implemented in the form of a computer-readable medium storing instructions and data that can be run by a computer. At this time, the instructions and data can be stored in the form of program code, and when run by a processor, they can perform predetermined actions by generating predetermined program modules. In addition, the computer-readable medium can be any available medium accessible by a computer, including volatile and non-volatile media, as well as removable and non-removable media. In addition, the computer-readable medium can be a computer recording medium, and the computer recording medium can include volatile and non-volatile, removable and non-removable media implemented by any method or technology for storing information such as computer-readable instructions, data structures, program modules, or other data. For example, the computer recording medium can be a magnetic storage medium such as an HDD and an SSD, an optical recording medium such as a CD, a DVD, and a Blu-ray disc, or a memory provided in a server accessible through a network.
[0093] In addition, according to Figures 5 to 7 The game providing method of the described embodiments can also be implemented as a computer program (or computer program product) including instructions that can be run by a computer. The computer program includes programmable machine instructions that can be processed by a processor and can be implemented by a high-level programming language, an object-oriented programming language, an assembly language, or a machine language, etc. In addition, the computer program can be recorded in a physical computer-readable recording medium, for example, a memory, a hard disk, a magnetic / optical medium, or a solid-state drive (SSD), etc.
[0094] Therefore, according to Figures 5 to 7 The game providing method of the described embodiments can be implemented by being run by a computer device through the computer program as described above. The computing device can include at least a part of a processor, a memory, a storage device, a high-speed interface connected to the memory and a high-speed expansion port, and a low-speed interface connected to a low-speed bus and the storage device. These components are connected to each other through various buses and can be mounted on a general motherboard or installed in other appropriate ways.
[0095] Among them, the processor can process instructions within the computing device, and these instructions can be, for example: instructions for providing a graphical user interface (GUI) to external input / output devices such as a display connected to a high-speed interface, and instructions stored in the memory or storage device for displaying graphical information. As other embodiments, multiple processors and / or multiple buses can be appropriately used in combination with multiple memories and storage types. Additionally, the processor can be implemented by a chipset composed of multiple independent analog and / or digital processors.
[0096] In addition, the memory can store information within the computing device. For example, the memory can be composed of volatile storage units or combinations thereof. As other examples, the memory can be composed of non-volatile storage units or combinations thereof. Additionally, the memory can also be other forms of computer-readable media such as magnetic or optical discs.
[0097] And, the storage device can provide a large amount of storage space for the computer device. The storage device can be a computer-readable medium or a structure including such values. For example, it can also include devices or other structures within a storage area network (SAN), and can be a floppy disk device, a hard disk device, an optical disc device, or a tape device, a flash memory, other similar semiconductor storage devices, or an array of devices.
[0098] The above embodiments are for illustration purposes. Those skilled in the art to which the above embodiments belong can understand that without changing the technical idea or essential features of the above embodiments, they can be easily deformed into other specific forms. Therefore, it should be understood that the above embodiments are exemplary in all aspects and not restrictive. For example, components described as single-type can also be implemented dispersedly, and similarly, components described as dispersed can also be implemented in a combined form.
[0099] The scope to be protected by this specification is indicated by the claims rather than the above detailed description, and should be interpreted to include all changes or modifications derived from the meaning scope of the claims and their equivalent concepts.
Claims
1. A game providing device, characterized in that, Comprising: A storage unit that stores data of a game space, where the game space is provided with one or more meeting points; An input / output unit that provides a game screen of one channel with the game space as the background to the user in such a way that the user's character moves and plays within the game space, and receives the input of the user; and A control unit that determines whether to switch the channel to which the user's character belongs when the user's character reaches the meeting point, selects another channel to which the user's character is to meet, and causes the user's character to meet at the selected channel.
2. The game providing device according to claim 1, characterized in that, The control unit generates a plurality of different channels for the same game space and assigns the user to one of the plurality of channels, and the games are played independently for each channel. The control unit determines whether to switch the channel of the user's character and determines the channel to which the user's character is to meet by considering at least one of the number of characters included in each channel and the game progress of each channel.
3. The game providing device according to claim 1, characterized in that, When the user's character reaches the meeting point, the control unit provides a vision-blocking graphic effect to the user, and during the period of providing the vision-blocking graphic effect to the user, the control unit switches the channel to which the user's character belongs to the selected channel and makes settings. When the vision-blocking graphic effect ends, the control unit provides the game screen of the selected channel to the user and plays the game.
4. The game providing device according to claim 1, characterized in that, The control unit switches the channel to which the user's character belongs to the selected channel and makes settings, provides the game screen of the selected channel to the user and plays the game, and provides a message notifying the meeting of the user's character to other users included in the selected channel.
5. The game providing device according to claim 1, characterized in that, The control unit switches the channel to which the user's character belongs to the selected channel and makes settings, provides the game screen of the selected channel to the user and plays the game, and provides a reward to at least one user among the users and other users included in the selected channel.
6. The game providing device according to claim 1, characterized in that, When the user's character reaches the meeting point, the control unit determines whether to switch the channel to which the user's character belongs. After selecting another channel to which the user's character is to meet, if the user's character performs a preset action at the meeting point, the control unit causes the user's character to meet at the selected channel.
7. The game providing device according to claim 2, characterized in that, When the number of characters included in the channel to which the user's character belongs does not reach the preset minimum number of people, the control unit determines to switch the channel to which the user's character belongs.
8. The game providing device according to claim 2, characterized in that, The control unit searches for other channels to which the user's character is to meet, and selects, as the other channels to which the user's character is to meet, other channels in which the number of characters does not reach the preset maximum number of people and which have a game progress corresponding to the meeting point where the user's character arrives among the searched other channels.
9. A game providing method, which is executed by a game providing device, characterized in that, Comprising: The step of providing a game screen of one channel with a game space provided with one or more meeting points as the background to the user; The step of determining whether to switch the channel to which the user's character belongs when the role of the user reaches the meeting point, The step of selecting, when it is determined to switch the channel to which the user's character belongs, another channel to which the user's character is to meet in other channels with the game space as the background, and The step of merging the user's character into the selected channel.
10. The game providing method according to claim 9, characterized in that, The step of determining whether to switch the channel includes: The step of determining to switch the channel to which the user's character belongs when the number of characters included in the channel to which the user's character belongs does not reach a preset minimum number of people.
11. The game providing method according to claim 9, characterized in that, The step of selecting the other channel includes: The step of selecting, in other channels with the game space as the background, another channel in which the number of characters does not reach a preset maximum number of people and has a game progress corresponding to the meeting point where the user's character arrives.
12. The game providing method according to claim 9, characterized in that, The step of merging includes: The step of providing a vision-blocking graphic special effect to the user when the user's character reaches the meeting point, The step of switching the channel to which the user's character belongs to the selected channel and making settings during the period of providing the vision-blocking graphic special effect to the user, and The step of providing the game screen of the selected channel to the user and playing the game when the vision-blocking graphic special effect ends.
13. The game providing method according to claim 9, characterized in that, The step of merging includes: The step of switching the channel to which the user's character belongs to the selected channel and making settings when the user's character reaches the meeting point, The step of providing a message notifying the convergence of the user's character to other users included in the selected channel, The step of providing the game screen of the selected channel to the user and playing the game, and The step of providing rewards to the users of the characters included in the selected channel.
14. A computer-readable recording medium, characterized in that, A program for executing the game providing method according to claim 9 is recorded.
Citation Information
Patent Citations
Apparatus and method of matching party member in online game
KR1020130143165A