Game service method and device utilizing time resource element

The game service method and device address the lack of engaging resource competition by dynamically managing time and stamina resources, enhancing gameplay engagement through active competition and team cooperation, creating a fun and tense gaming experience.

JP2025132993AActive Publication Date: 2025-09-10MISTIL GAMES CO LTD
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Patent Information

Application Number
JP2024147546
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-06-05
Filing Date
2024-08-29
Publication Date
2025-09-10
Estimated Expiration
2044-08-29

AI Technical Summary

Technical Problem

Existing game formats lack mechanisms to create engaging gameplay dynamics that encourage active competition for limited resources, particularly time resources, leading to a lack of fun, tension, and interest for players.

Method used

A game service method and device that allocate time and stamina resources to user characters, reducing them over time and increasing through specific events, allowing players to acquire and exchange resources to extend their characters' lifespans and skills, with faster reduction rates in later stages, and team-based resource sharing.

Benefits of technology

Enhances gameplay engagement by encouraging active competition for time resources, providing fun, tension, and interest through dynamic resource management and team cooperation, ensuring players remain engaged and invested in the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To disclose a game service method and device utilizing a time resource element.SOLUTION: A game service method includes operation for allocating time resources and physical strength resources to each of user characters including a first user character and a second user character, operation for reducing time resources held by each of user characters at a lapse of time when a game stage is started, operation for reducing time resources held by the first user character when at least one first event occurs, and operation for increasing time resources held by the first user character when at least a second event distinguished from the first event occurs.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

[0001] This disclosure relates to game service techniques that utilize time resource elements. [Background technology]

[0002] As gaming technology advances, various game formats have emerged. First-person shooter (FPS) games are an example of this. FPS games are a game genre in which players navigate a three-dimensional space from the perspective of a character in the game and attack enemies with projectile weapons such as guns. In contrast, games in which players can see their character from a third-person perspective are classified as third-person shooter (TPS) games. Summary of the Invention [Means for solving the problem]

[0003] A game service method utilizing a time resource element according to one embodiment may include an operation of allocating time resources and stamina resources to each of user characters, including a first user character and a second user character; an operation of reducing the time resources held by each of the user characters as time passes when a game stage starts; an operation of reducing the time resources held by the first user character when at least one first event occurs; and an operation of increasing the time resources held by the first user character when at least one second event distinct from the first event occurs.

[0004] A game service device according to one embodiment includes a communication circuit for communicating with a user terminal that controls each of the user characters, including a first user character and a second user character; one or more processors that control the game service in accordance with the operation of each of the user characters; and a memory that stores instructions executable by the one or more processors. When the executable instructions are executed by the one or more processors, the one or more processors allocate time resources and stamina resources to each of the user characters, including the first user character and the second user character, and when a game stage starts, reduce the time resources held by each of the user characters as time passes, and when at least one first event occurs, reduce the time resources held by the first user character, and when at least one second event distinct from the first event occurs, increase the time resources held by the first user character. [Effects of the Invention]

[0005] The game service described in this disclosure can provide game service technology that can provide fun, tension, and interest to users playing games by encouraging them to actively fight to secure time resources. [Brief explanation of the drawings]

[0006] [Figure 1] FIG. 1 is a diagram illustrating an overview of a game service providing system according to an embodiment. [Figure 2] 1 is a flowchart illustrating an operation of a game service method using a time resource element according to an embodiment. [Figure 3] FIG. 10 is a diagram illustrating an example of a game screen provided by a game service according to an embodiment. [Figure 4] FIG. 10 is a diagram illustrating an example of a game screen showing a time resource replenishment item according to an embodiment. [Figure 5]FIG. 10 is a diagram illustrating an example of an increase in the time resources of a user character according to an embodiment. [Figure 6] FIG. 10 is a diagram illustrating an example of a game screen when a time resource reaches a threshold according to an embodiment. [Figure 7] FIG. 10 is a diagram illustrating a change in a game stage according to an embodiment. [Figure 8] FIG. 10 is a diagram illustrating skill purchase for a user character according to one embodiment. [Figure 9A] FIG. 10 is a diagram showing an example of a game screen in a team battle mode according to an embodiment. [Figure 9B] FIG. 10 is a diagram showing an example of a game screen in a team battle mode according to an embodiment. [Figure 10A] FIG. 10 is a diagram illustrating a gameplay method in a team battle mode according to an embodiment. [Figure 10B] FIG. 10 is a diagram illustrating a gameplay method in a team battle mode according to an embodiment. [Figure 10C] FIG. 10 is a diagram illustrating a gameplay method in a team battle mode according to an embodiment. [Figure 11A] FIG. 10 is a diagram illustrating a revival request of a team member in a team battle mode according to an embodiment. [Figure 11B] FIG. 10 is a diagram illustrating a revival request of a team member in a team battle mode according to an embodiment. [Figure 11C] FIG. 10 is a diagram illustrating a revival request of a team member in a team battle mode according to an embodiment. [Figure 12] 1 is a block diagram showing a configuration of a game service device according to an embodiment. [Figure 13] FIG. 2 is a block diagram illustrating a configuration of a user terminal according to an embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0007] Specific structural or functional descriptions of the embodiments are disclosed for illustrative purposes only and may be modified in various forms. Therefore, the embodiments are not limited to the specific disclosed forms, and the scope of the present specification includes modifications, equivalents, or alternatives within the technical spirit.

[0008] Although terms such as "first" or "second" may be used to describe multiple components, such terms should be construed only to distinguish one component from the other components. For example, a first component may be designated as a second component, and similarly, a second component may be designated as a first component.

[0009] When any component is referred to as being "coupled" to another component, it should be understood that it may be directly coupled or connected to the other component, but that there may be other components in between.

[0010] The singular expression includes the plural expression unless the context clearly dictates otherwise. In this specification, the words "comprise" or "have" and the like indicate the presence of a feature, number, step, operation, component, part, or combination thereof described in the specification, and should be understood as not precluding the possibility of the presence or addition of one or more other features, numbers, steps, operations, components, parts, or combinations thereof.

[0011] The term "module" used in various embodiments of this document includes a unit implemented in hardware, software, or firmware, and may be used interchangeably with terms such as logic, logic block, component, or circuit. A module may be an integrated component or the smallest unit or portion of a component that performs one or more functions. A module may be implemented in the form of an application-specific integrated circuit (ASIC).

[0012] Unless otherwise defined, all terms, including technical or scientific terms, used herein have the same meaning as commonly understood by a person of ordinary skill in the art to which the present invention belongs. Commonly used predefined terms should be interpreted as having a meaning consistent with the meaning they have in the context of the relevant art, and should not be interpreted as having an ideal or overly formal meaning unless expressly defined herein.

[0013] Hereinafter, embodiments will be described in detail with reference to the accompanying drawings. When describing with reference to the drawings, the same reference numerals will be used to designate the same elements, regardless of the reference numerals, and redundant description thereof will be omitted.

[0014] FIG. 1 is a diagram illustrating an overview of a game service providing system according to an embodiment.

[0015] 1, the game service providing system provides game services to a plurality of user terminals (e.g., user terminals 122, 124, 126, 128) via a game service device 110. The game service providing system includes the game service device 110, a network 130, and one or more user terminals, and the game service device 110 and each user terminal can communicate with each other via the network 130 (e.g., an Internet communication network, a wired or wireless local area communication network, or a wide area data communication network).

[0016] The game service device 110 can perform an authentication procedure for a user terminal that requests connection to execute a game program and provide a game service to the authenticated user terminal. The game service device 110 can manage and control the game service provided to the user terminal. The game service device 110 may be, for example, a server device or a cloud computing device, but is not limited to the above examples.

[0017] A user (or game player) who wishes to play a game can execute a game application (or game program) installed on the user terminal and request a connection to the game service device 110. The user terminal is a computing device that enables a user to connect to a game via an online connection, and may be, for example, a cellular phone, a smartphone, a personal computer, a laptop, a notebook computer, a netbook, a tablet, or a personal digital assistant (PDA), but is not limited to the above examples.

[0018] In one embodiment, each user can connect to the game service device 110 using their own user terminal to play a game. The game service device 110 can match users to play a game together and provide game services to the matched users. The game service may be, for example, a game service for a third-person shooter (TPS) game or a first-person shooter (FPS) game.

[0019] After connecting to the game service device 110 through a user terminal, a user selects a gameplay mode. The gameplay modes may include, for example, single mode and duo mode. Single mode refers to a game mode in which a defined number of users (e.g., eight users) compete individually against other users through their respective user characters, while duo mode refers to a game mode in which two users form a team and compete against one or more other teams. After selecting a gameplay mode, once matching of users to play the game is complete, the user selects the user character (or game character) to be played by the user, and the weapon and / or skill to be used by the user character. In duo mode, users constituting a team may take turns selecting a user character. In duo mode, cooperative play allows team members to strengthen their strengths and compensate for their weaknesses, and allows team members to support each other in emergency situations. The gameplay modes are not limited to single mode and duo mode, and various modes are possible. For example, a gameplay mode in which users are divided into three teams (3:3:3) to determine the winner of the game is also possible.

[0020] In one embodiment, the game service device 110 may provide a TPS or FPS-style game service that utilizes a time resource element. The game service involves a game in which a user playing the game pursues time resources (or time energy) to appreciate and accumulate the value of passing time. The game service is a game in which matched users compete for survival until their user characters' time resources (corresponding to their lifespans) are exhausted. During game play, users compete to occupy time resources corresponding to the user characters' lifespans. In the game service, the user characters' lifespans gradually decrease, allowing for a fast-paced and intense battle for time resources. At the start of game play, user characters are provided with the same time resources, which gradually decrease over time. In the game service, time resources are the user characters' lifespans. Users can acquire time resources during game play and use them to upgrade their user characters' skills. In duo mode, users can exchange time resources with team members and request time resources from team members. The game service device 110 may determine that the last user or team with time resources (or user character lifespan) remaining wins the game play.

[0021] 2 is a flowchart illustrating the operation of a game serving method utilizing a time resource element according to an embodiment. Some of the operations shown in FIG. 2 may be performed simultaneously or in parallel with other operations, and the order of the operations may be changed. Also, some of the operations may be omitted, and other operations may be performed additionally. The game serving method is performed by a game serving device described in the present disclosure (e.g., the game serving device 110 shown in FIG. 1 or the game serving device 1200 shown in FIG. 12).

[0022] 2, in operation 210, the game service device allocates time resources and stamina resources to each of the user characters, including a first user character and a second user character. The first user character is played by a first user, and the second user character is played by a second user. Here, the user characters may include not only the first user character and the second user character, but also user characters played by other users, and the number of the user characters is not limited. For example, the game service device may allocate 5 minutes of time resources and 100 stamina resources to each user character.

[0023] In operation 215, the game service device starts a game stage in the game service. In one embodiment, the game stage includes multiple game stages that are started sequentially over time. For example, the game stages may include a first game stage that starts at a first time point and a second game stage that starts at a second time point that is later than the first time point. In operation 215, a first game stage (e.g., the first game stage) may be started.

[0024] In operation 220, when a game stage starts, the game service device reduces the time resources held by each user character as time passes. The time resources are reduced at a reduction rate corresponding to the game stage. The time resources of user characters playing in the same game stage are reduced at the same rate. As the game stage progresses, the reduction rate becomes faster, and therefore the time resources of the user characters are reduced more quickly. The game service device can reduce the time resources based on a first time reduction rate in a first game stage, and based on a second time reduction rate faster than the first time reduction rate in a second game stage corresponding to the game stage next to the first game stage.

[0025] In operation 225, the game service device determines whether a first event corresponding to a time resource reduction occurs for the first user character. If at least one first event occurs ("Yes" in operation 225), in operation 230, the game service device reduces the time resource held by the first user character.

[0026] In one embodiment, when a first event occurs in which a first user character's stamina resource reaches a first threshold due to an attack by a second user character, the game service device may reduce the time resource held by the first user character by a preset reduction amount. For example, when a first user character's stamina resource becomes 0 due to an attack by the second user character (or when the first user character dies), the game service device reduces the time resource held by the first user character by a preset reduction amount. Assuming that the time resource held by the first user character is 5 minutes, if the first user character's stamina resource reaches the first threshold due to an attack by the second user character, the first user character's time resource may be reduced to 3 minutes. If the first user character's time resource is reduced because the first user character's stamina resource reaches the first threshold due to an attack by the second user character, the second user character's time resource is increased.

[0027] In one embodiment, when a first user character is attacked by a second user character in a game, the game service device may reduce the stamina resources possessed by the first user character. The first user character's shield resource, stamina resource, and time resource are sequentially consumed by attacks by other user characters. When the first user character's shield resource is completely consumed, the stamina resource begins to be consumed, and when the stamina resource is completely consumed, the first user character is treated as having died.

[0028] When the stamina resource of the first user character reaches a first threshold (e.g., 0), the game service device determines whether the time resource of the first user character is greater than a second threshold (e.g., 0). If the time resource of the first user character is greater than the second threshold (or if the first user character has time resource remaining), the game service device determines to respawn the first user character. If the first user character is respawned, the first user can continue to play the game at an initial position in the game map through the first user character.

[0029] In one embodiment, when a first event occurs in a game stage, in which a purchase selection input for a skill that the first user character can use or an upgrade request input for a skill held by the first user character is received, the game service device reduces the time resources held by the first user character, and the user can use up a portion of the time resources held by the user character to purchase a skill for the user character or upgrade the held skill.

[0030] In one embodiment, the game service device can inactivate the game play of a user character whose time resource has reached a second threshold (e.g., 0) until the game ends. When the time resource of the user character gradually decreases to 0, the user character is treated as completely dead (or completely cured), the condition for ending the game is satisfied, and the user character is not allowed to participate in game play until the game ends.

[0031] In operation 235, the game service device determines whether a second event corresponding to an increase in time resources has occurred for the first user character. If at least one second event distinct from the first event has occurred (e.g., "yes" in operation 245), in operation 240, the game service device increases the time resources held by the first user character.

[0032] In one embodiment, when a second event occurs in which a first user character acquires a time resource replenishment item present on the game map, the game service device can increase the time resources possessed by the first user character by the amount of time resources corresponding to the acquired time resource replenishment item.

[0033] In one embodiment, when a second event occurs in which the physical strength resource of the second user character reaches a first threshold (e.g., 0) due to an attack by the first user character, the game service device can increase the time resource held by the first user character. When the physical strength resource of the second user character reaches the first threshold due to an attack by the first user character, the game service device can determine an increase amount of the time resource of the first user character based on the time resource held by the second user character, and increase the time resource of the first user character by the determined increase amount. The more time resource held by the second user character, the greater the increase amount of the time resource of the first user character.

[0034] An embodiment of a game played in a team mode (e.g., duo mode) will be described in more detail below.

[0035] In one embodiment, in the team battle mode, the user characters include a first user character, a second user character, a third user character, and a fourth user character. It is assumed that the first user character and the third user character are included in a first team, and the second user character and the fourth user character are included in a second team that is distinct from the first team. When the first user character is located within a reference distance from the third user character on the game map, the game service device may control the display of a visual object indicating that the distance between the first user character and the third user character is within the reference distance on the screen of the user terminal. For example, through this control, a visual object in the form of a strap indicating that the distance between the first user character and the third user character is within the reference distance may be displayed on the game screen of the user terminal of the first user playing the first user character and the game screen of the user terminal of the third user playing the third user character.

[0036] In one embodiment, when the distance between the first user character and the third user character is within a reference distance and a second event occurs in which the stamina resources of the second user character or the fourth user character reach a first threshold (e.g., 0) due to an attack by the third user character, the game service device can increase the time resources held by the first user character.

[0037] In one embodiment, when a second event occurs in which the third user character obtains a time resource replenishment item present on the game map while the distance between the first user character and the third user character is within a reference distance, the game service device can increase the time resources held by the first user character.

[0038] In one embodiment, a first user character may request the transfer of time resources to a third user character on the same team. In response to the first user character's time resource transfer request for the third user character, if the game service device receives a user input corresponding to a predetermined reference input from the user terminal of the third user character (e.g., a user input corresponding to acceptance of the transfer of time resources), the game service device may add at least a portion of the time resources held by the third user character to the time resources held by the first user character. For example, if the time resource transfer request is accepted, a time resource corresponding to one minute is subtracted from the third user character, and the time resources held by the first user character are increased by one minute.

[0039] In operation 245, the game service device determines whether a stage change condition for the game stage is satisfied, for example, if the time allotted for the game stage being played has elapsed.

[0040] If it is determined that the stage change condition is satisfied (determined as "Yes" in operation 245), the game service device starts the next game stage in operation 250. If the first game stage has progressed up to the previous stage, the second game stage is started in operation 250. After that, the process returns to operation 220 and starts again from operation 215 onwards. In the second game stage, the time resource of the user character is reduced at a faster rate than in the first game stage.

[0041] If it is determined that the stage change condition is not satisfied (if "No" is determined in operation 245), the game service device determines whether or not the condition for ending the game is satisfied in operation 255. For example, the condition for ending the game is determined to be satisfied when only the last user character for which a time resource exists exists in single mode, when only one team for which a time resource exists exists in duo mode, when the entire specified time has elapsed, or when all specified game stages have progressed. If it is determined that the condition for ending the game is not satisfied (if "No" is determined in operation 255), the process returns to operation 220 and operation from operation 215 onwards is started again.

[0042] If it is determined that the conditions for game termination have been met ("Yes" at operation 255), then at operation 260 the game service device determines a target user character corresponding to the game winner (if the game mode is single mode) or a target team corresponding to the game winning team (if the game mode is duo mode).

[0043] In one embodiment, the game service device may determine a target user character who wins the game based on the time resources held by the user characters. For example, if a first user character is the only user character with remaining time resources among the user characters, the game service device may determine the first user character as the target user character. As another example, the game service device may determine the user character that has the most time resources held among the time resources held by each user character after a set time has elapsed as the target user character.

[0044] In the team battle mode, the game service device can determine a target team that wins the game based on the time resources held by the user characters. For example, if the first team is the only team including a user character with remaining time resources among teams composed of one or more user characters, the game service device can determine the first team as the target team.

[0045] FIG. 3 is a diagram showing an example of a game screen provided by a game service according to an embodiment.

[0046] 3 shows an example of a game screen output on the display of a user terminal when a user plays a game with a user character 310. In one embodiment, the game screen displays the user character 310, a visual object 320 indicating the user character 310's time resource, a visual object 333 indicating the user character 310's shield resource, a visual object 334 indicating the user character 310's stamina resource, and a visual object 370 indicating information about skills held by the user character 310. The visual object 370 indicates the current status of skill purchases (installations) and upgrades.

[0047] The game screen may further display visual objects 340 indicating the current game stage and remaining time, visual objects 350 indicating the number of user characters currently alive in the game, and visual objects 360 related to skill upgrades. The game screen may also display visual objects 382, ​​384, and 386 indicating the position / direction of time resource replenishment items placed on the game map. The visual objects 382, ​​384, and 386 may include a distance value from the user character 310 to the location of each time resource replenishment item. The visual objects 382, ​​384, and 386 may be displayed when a scan function for time resource replenishment items, described below, is activated. When the user character 310 obtains a time resource replenishment item, the time resources held by the user character 310 increase. The time resource replenishment items may be generated at random or specified locations on the game map.

[0048] The user character 310 has various stats, and the number of stats can be increased or decreased through skills, etc.

[0049] The time resource of the user character 310 functions like the lifespan of the user character 310. The time resource is periodically deducted according to the flow of time while game play is progressing. The deducting speed of the time resource accelerates as the game stage progresses, and when the time resource reaches 0, the stamina resource decreases and reaches 0, and the user character 310 is considered to have died. The deducting speed of the time resource increases as the game stage progresses. When the user character 310 is considered to have died, the user character 310 is not allowed to participate in game play any more until the ongoing game play ends and a target user character or target team corresponding to the winner of the game is determined.

[0050] In one embodiment, the time resources of the user character 310 may be used to purchase or upgrade weapons and / or skills available to the user character 310 in an in-game store. If the time resources held by the user character 310 are less than the time resources required to purchase or upgrade weapons and / or skills in the store, a message indicating insufficient time resources is displayed on the game screen.

[0051] When the game mode is a team battle, the user character 310 requests the transfer of time resources from other user characters on the same team, and if the other user characters approve the transfer of time resources, the time resources of the user character 310 can be increased only by the time resources transferred by the other user characters. The maximum amount of time resources that the user character 310 can accumulate may be limited to a specific value.

[0052] In one embodiment, even if the user character 310 is killed by an attack from another user character or an NPC (non-player character), the user character 310 can be revived or respawned again as long as the time resource does not reach 0. A certain amount of time resource is required to revive or respawn and rejoin the game. If the user character 310 is killed by another user character, the user character 310 may have a fixed amount of time resource (e.g., 1 minute) and a deduction proportional to the time resource (e.g., 30% of the time resource) deducted from its time resource. Therefore, the more time resource the user character 310 possesses, the greater the deduction amount. If the time resource reaches 0 at the time the user character 310 dies, the user character 310 cannot be revived or respawned.

[0053] In one embodiment, each user character may start gameplay with a certain amount of shield resources and stamina resources. When a user character is attacked, shield resources are deducted first, and once all shield resources are depleted, stamina resources begin to be deducted. Shield resources may gradually recover automatically after a certain amount of time has passed. If a user character is attacked while shield resources are recovering, the automatic recovery function is stopped. The total amount, recovery speed, and / or recovery amount of shield resources may differ for each type of user character, and the maximum value of shield resources may be increased through skills. Furthermore, the total amount and / or recovery amount of stamina resources may differ for each type of user character, and the maximum value of stamina resources may be increased through skills.

[0054] In one embodiment, the game service may provide an AI assistant function, which may provide the user with various guidance and / or suggestions regarding game play via text or voice.

[0055] FIG. 4 is a diagram illustrating an example of a game screen on which a time resource replenishment item is displayed according to an embodiment.

[0056] 4, a game screen is shown in which a user character 410 has reached a visual object 420 representing a time resource replenishment item. A visual object 430 representing the time resource held by the user character 410 is displayed on the game screen.

[0057] In game play, multiple users compete for survival until the time resources (corresponding to lifespans) of their user characters are all used up. The game ends when all user characters (or teams) except one user character (or one team) have used up their lifespans. The time resources of user characters are continuously used up after the game starts. The time resources are used up at an even faster rate as the game stages progress.

[0058] The user character 410 can extend its lifespan by acquiring a time resource replenishment item. The number of time resource replenishment items spawned on the game map is determined according to the game stage (or game phase), and the number of spawned items may gradually decrease or remain constant depending on the game stage. When the user character 410 acquires a time resource replenishment item, the time resource of the user character 410 is increased by the time resource corresponding to the time resource replenishment item. The amount of time resource increase resulting from acquiring the time resource replenishment item may vary depending on the type of time resource replenishment item.

[0059] In one embodiment, time resource replenishment items may be located at various positions on the game map. When game play first begins, time resource replenishment items may be placed (or spawned) at pre-specified or arbitrarily determined positions on the game map. When the game stage changes, time resource replenishment items are re-generated and placed on the game map. In one embodiment, the area on the game map where time resource replenishment items are placed becomes smaller as the game stage increases. For example, in the first game stage, time resource replenishment items may be placed within the entire area of ​​the game map, but in the game stage following the first game stage, time resource replenishment items may be placed within an area smaller than the area where the time resource replenishment items were previously placed. The size of the area where time resource replenishment items are placed and the number of time resource replenishment items to be placed (or the number of spawn points where time resource replenishment items are spawned) in each game stage may be adjusted.

[0060] In one embodiment, a user can use a scan function for a time resource replenishment item by inputting a specific key. When the scan function is used, the location of the time resource replenishment item may be identified and displayed within a specific area set based on the user character 410 within the game map. When the scan function is used, the time resource replenishment item located within the specific area within the game screen may be projected and displayed. The scanned time resource replenishment item may be displayed on the game screen as a visual object corresponding to a marker (e.g., visual objects 382, ​​384, and 386 shown in FIG. 3 ) and the distance on the game map from the user character to the scanned time resource replenishment item. The visual object corresponding to the marker may be displayed in a different shape depending on the amount of time resource replenishment provided by the time resource replenishment item, and the size of the visual object may be displayed differently depending on the distance from the user character to the scanned time resource replenishment item. For example, the size of the visual object may be displayed larger and clearer the closer the distance from the user character to the scanned time resource replenishment item.

[0061] In one embodiment, a user can use a marking function to mark a time resource replenishment item. While using a scan function for a time resource replenishment item, the user can aim at the searched time resource replenishment item and mark the focused time resource replenishment item by inputting a specific key. When a time resource replenishment item is marked, a navigation object for guiding the path to the location of the marked time resource replenishment item may be provided on the game screen. If the marked time resource replenishment item disappears due to acquisition by another user character or a change in game stage, the corresponding marking indicator and navigation object are no longer displayed on the game screen.

[0062] FIG. 5 is a diagram illustrating an example of an increase in the time resource of a user character according to an embodiment.

[0063] A user can extend his or her own time resources by taking some or all of the time resources by treating another user's user character or NPC. For example, when a user character treats another user character (e.g., when the other user character's shield resource and stamina resource are all depleted by an attack), the user character can acquire some of the time resources possessed by the other user character and increase the time resources he or she possesses. A user character may also acquire time resources by treating an NPC that appears on the game map. When time resources are acquired, a visual object 520 indicating the amount of increase in time resources and a visual object 510 corresponding to the time resources increased by that amount are displayed, as shown in the game screen of FIG. 5.

[0064] In one embodiment, when a user character's time resources are increased or decreased due to the achievement of a specific condition, the path and amount of the increased or decreased time resources may be displayed on the game screen. If the time resources are increased, the increased amount of the time resources may be displayed as a "+", and if the time resources are decreased, the decreased amount of the time resources may be displayed as a "-".

[0065] In one embodiment, when a first user character attacks another second user character and the second user character's stamina resource becomes 0, if the time resource of the second user character whose time resource has been reduced due to death is greater than 0, it is classified as "treatment"; if it is less than 0, it is classified as "complete treatment." If classified as "treatment," the second user character can be revived and rejoin the game after the dash time for respawn has elapsed. If classified as "complete treatment," the second user character cannot be revived and can no longer participate in the game.

[0066] In one embodiment, if a second user character is defeated by an attack from a first user character, a specific mark or icon may be displayed around the first user character when the first user character who defeated the second user character appears on the game screen of the user playing the second user character. The user can identify which user character defeated the second user character they are playing via the mark or icon. If the second user character attacks the first user character and the first user character is defeated or completely defeated, the mark or icon displayed around the first user character is removed.

[0067] In one embodiment, when a user character's time resource reaches 0 during a game stage, the stamina resource is reduced by a specified amount per second. When the stamina resource is reduced to 0, the user character is treated as if completely exhausted and can no longer participate in the game.

[0068] FIG. 6 is a diagram illustrating an example of a game screen when the time resource reaches a threshold according to an embodiment.

[0069] When a first user character is attacked by a second user character, the first user character's shield resource begins to be depleted, and when all of the first user character's shield resource is depleted, the first user character's stamina resource begins to be depleted. When the first user character's stamina resource reaches 0, the first user character is considered to have died, and time resources are deducted from the first user character according to a determined rule. If the first user character's remaining time resource after the time resource deduction is greater than 0, the first user character is respawned and can continue to participate in gameplay. When it is determined that the first user character will be respawned, a respawn wait screen is displayed on the user terminal. The respawn wait screen displays who killed the first user character and the amount of time resource taken by the other user character who killed the first user character. In a team battle, the respawn wait screen may display the game screens of other team members, and the respawn wait time may be provided via the game screens of other team members.

[0070] If the remaining time resource of the first user character after the deduction of the time resource is 0 or less, a game screen indicating that the game play has ended is output along with a visual object 610 indicating 0 time resource, as shown in Figure 6. In this case, the game play of the first user character is inactivated until the game ends, and the first user character is not allowed to participate in the game play.

[0071] In one embodiment, a target user character or a target team that wins a game may be determined based on the time resources held by the user characters. For example, the last user character or team with remaining time resources may be determined to be the final winner. Alternatively, the user character that has the most time resources after a certain amount of game play time has elapsed may be determined to be the final winner, and the ranking of the game play results may be determined according to the amount of remaining time resources.

[0072] FIG. 7 is a diagram illustrating changes in the game stage according to one embodiment.

[0073] Game stages (or phases) in the game service change over time. As the game stage changes, the number of time resource replenishment items spawned on the game map decreases, and the rate at which each user character's time resource (corresponding to time energy) decreases increases. As the game stage progresses, the time resource decreases at a specified rate per second.

[0074] A game stage is composed of N (a natural number greater than or equal to 1) steps, but is not limited to this. Game stages are played sequentially, and conditions for changing the game stage may exist. A minimum time is maintained when changing the game stage, and the game stage changes to the next game stage after the set minimum time has elapsed. Alternatively, the game stage changes to the next game stage when the number of surviving user characters in the current game stage falls below a specified number. Each time a game stage is changed, bonus time resources are provided to surviving user characters (remaining user characters that are not fully treated). When a game stage changes to the next game stage, the retained time resources of each user character are increased by a predefined amount. The amount of increased time resources may be the same or different each time a game stage is changed. For example, the amount of increased time resources gradually decreases as the game stage increases.

[0075] In one embodiment, if there are a total of five game stages, each game stage from the first game stage to the fourth game stage is held for a specific time, and the final fifth game stage is progressed without any additional time limit until a target user character (or target team) corresponding to the game winner appears.

[0076] When game play is started for the first time, the first game stage begins, and after the time corresponding to the first game stage has elapsed, the second game stage begins. In this case, as shown in game screen 710 in Fig. 7, guidance content 715 informing all users participating in the game that the second game stage (PHASE 02) is about to begin is output via the user devices of all users. Then, as shown in game screen 720, a visual object 725 indicating the current game stage and the remaining time indicates that the current game stage corresponds to the second game stage and the remaining time until the second game stage ends. Information about the number of user characters surviving in the current game stage is provided near the visual object 725.

[0077] FIG. 8 is a diagram illustrating skill purchase for a user character according to one embodiment.

[0078] A user character can purchase (install) or upgrade weapons and / or skills available to the user character from an in-game store based on the time resources the user character has. Referring to FIG. 8 , a visual object 810 displayed on the game screen allows the user to activate the in-game store by pressing a specific key (e.g., to press F). The visual object 810 may display information about the current market gauge and the number of skills (corresponding to skill points) that can be purchased or upgraded. The user character can obtain time resource replenishment items in the game, treat other user characters, or consume the time resources they have to fill the market gauge, which may then be used to obtain skill points. Skill points are required to use the in-game store.

[0079] When the in-game store is activated, a visual object 820 indicating skills that can be purchased or upgraded may be provided on the game screen. The user may select the skills to purchase or upgrade by pressing specific number keys in the order shown in the visual object 820. The user can purchase or upgrade skills to create their own strategy for winning the game. A certain amount of time resource is consumed when reloading the skill list shown in the visual object 820.

[0080] If a user wants to use the in-game store without skill points, they can replenish their skill points by consuming time resources held by the user's character. To replenish skill points, time resources are consumed in proportion to the amount of the deficit in the market gauge.

[0081] In one embodiment, user character skills are categorized into unique skills, utility skills, and passive skills. Since each skill has a different acquisition method and effect, various gameplay options are possible through the use of various user characters and skill combinations. Users can activate skills by pressing specific keys.

[0082] Unique skills are skills that are unique to each type of user character and cannot be changed during gameplay. Utility skills refer to skills that the user uses directly after purchasing them. In one embodiment, a user can select a specific number (e.g., two) of utility skills before starting the game and play the game, and the selected utility skills can be upgraded through the in-game store during gameplay. Passive skills are skills whose effects are continuous or indirectly activated simply by acquiring them on the user character, and can only be acquired through the in-game store. In the case of passive skills, the effects of the skill are always applied to the user character, so they can be used without any additional input.

[0083] 9A and 9B are diagrams showing an example of a game screen in a team battle mode according to one embodiment.

[0084] 9A , when a user character 910 is within a certain radius of a user character (team member) 920 on the same team in team battle mode, a link is formed between the user characters 910 and 920, and a visual object 935 indicating the link is displayed on the game screen. Also displayed on the game screen is a visual object 940 indicating status information for the user character 920, and a visual object 945 indicating that a link has been formed between the user characters 910 and 920. The visual object 945 may be represented, for example, as a blue line.

[0085] If the distance between user character 910 and user character 920 exceeds a certain radius, the link formed between user character 910 and user character 920 may be severed. In this case, as shown in FIG. 9B , visual object 935 indicating the link disappears from the game screen, and visual object 945 is displayed transformed into visual object 950 indicating that the link with user character 920 has been severed. Visual object 945 may be represented, for example, as a red line.

[0086] A user character 910 has various advantages when it is within a certain distance from a user character 920 on the same team. For example, if a link is formed between the user character 910 and the user character 920 and the user character 910 acquires a time resource replenishment item, the user character 920 on the same team may also be provided with additional time resources by acquiring the time resource replenishment item. For example, both the user character 910 and the user character 920 may be provided with 100% of the time resource replenishment amount provided by the time resource replenishment item.

[0087] In one embodiment, when a link is formed between user character 910 and user character 920, if user character 910 takes action against a user character of another team, user character 920 may also be provided with additional time resources due to the action of the user character of the other team. For example, user character 920 may be provided with 50% of the additional time resources that user character 910 would be provided with if he took action against a user character of the other team.

[0088] In one embodiment, when a link is formed between the user character 910 and the user character 920, if the user character 910 kills an NPC on the game map, the user character 920 may also be provided with additional time resources due to the NPC's action. For example, the user character 920 may be provided with the same additional time resources as the user character 910 would be provided with if the user character 910 killed an NPC.

[0089] In one embodiment, when a link is formed between the user character 910 and the user character 920, the user character 910 and the user character 920 can share time resources. When the link is formed, the user character 910 may transfer a portion of the time resource that the user character 910 possesses to the user character 920. Through the function of transferring time resources between allies when the link is formed, the allies can be saved from the risk of being eliminated in gameplay or the possibility of being eliminated can be reduced.

[0090] The user character 910 cannot transfer the time resource to the user character 920 unless the time resource held by the user character 910 is equal to or greater than a certain value. When the time resource held by the user character 910 is equal to or greater than a certain value and the user playing the user character 910 inputs a specific key, the time resource held by the user character 910 can begin to be transferred to the user character 920 at a constant speed. Therefore, the time resource held by the user character 920 gradually increases. If the link between the user character 910 and the user character 920 is severed, the transfer of the time resource is interrupted. The user character 910 may request the user character 920, who is a member of the same team, to transfer the time resource held by the user character 920.

[0091] As described above, when the user character 910 forms a link with the user character 920 on the same team, the various advantages described above are provided, and therefore users playing the user character 910 and the user character 920 are more likely to play cooperatively than if they play separately. As a result, the users playing the user character 910 and the user character 920 can feel the excitement of the game through the creation of variables through cooperative play, strategic thinking, and communication that occurs during cooperative play.

[0092] 10A, 10B, and 10C are diagrams illustrating a gameplay method in a team battle mode according to one embodiment.

[0093] In the following, it is assumed that a user character 1010 of a first user and a user character 1020 of a second user are on the same team in a team battle mode within the game service. When the user character 1010 and the user character 1020 are within a certain distance, a link 1030 is formed between the user character 1010 and the user character 1020, and the formed link 1030 is displayed on a game screen provided to each of the first user and the second user. The formation of the link 1030 indicates a conceptual state in which at least two or more allies are connected within a certain distance.

[0094] For example, as shown in FIG. 10A , a link 1030 is formed between the user character 1010 and the user character 1020, and while the link 1030 is maintained, each of them acquires a time resource replenishment item 1040, preventing any damage. Also, as shown in FIG. 10B , the user character 1010 and the user character 1020 acquire different time resource replenishment items 1040 and 1050 while maintaining the link 1030. While maintaining the link 1030, the user character 1010 moves to acquire the time resource replenishment item 1040, and the user character 1020 moves to acquire the time resource replenishment item 1050. Also, as shown in FIG. 10C , while maintaining the link 1030 between the user character 1010 and the user character 1020, the user character 1010 moves to acquire the time resource replenishment item 1040, and the user character 1020 attacks a user character or NPC 1060 on the other team. In this manner, various gameplay strategies using the link 1030 are possible.

[0095] 11A, 11B, and 11C are diagrams illustrating a revival request of a team member in a team battle mode according to one embodiment.

[0096] Referring to FIG. 11A , when a first user character is eliminated in team battle mode and enters friendly spectator mode, a visual object 1110 indicating a revival request function is displayed on the game screen of the user playing the first user character. When the first user character is out of the game, if a second user character on the same team is alive, the first user character can request revival from the user playing the second user character. The user playing the first user character can request revival from the user playing the second user character on the same team by inputting a specific key. However, a revival request can only be made if the time resources held by the second user character are greater than a specific value (e.g., 5 minutes), and the visual object 1110 can be displayed on the game screen. If the time resources held by the second user character are equal to or less than a specific value, a visual object 1120 indicating that a revival request is not possible can be displayed on the game screen of the user playing the first user character, as shown in FIG. 11B .

[0097] If the time resource held by the second user character is greater than a specific value (e.g., 5 minutes) and the user playing the first user character requests the user playing the second user character to be revived, a visual object 1130 indicating that the revival request has been received is displayed on the game screen of the user playing the second user character, as shown in FIG. 11C . The user playing the second user character accepts the revival request by inputting a specific key. If the revival request is accepted, a specific amount (e.g., 3 minutes) of time resource is subtracted from the time resource held by the second user character, and the first user character is revived with the determined amount (e.g., 2 minutes 30 seconds) of time resource, and can resume gameplay.

[0098] FIG. 12 is a block diagram showing the configuration of a game service device according to an embodiment.

[0099] 12, the game service device 1200 may be a device that provides game services to one or more user terminals (e.g., the user terminal 1300 shown in FIG. 13). The game service device 1200 corresponds to the game service device described in the present disclosure (e.g., the game service device 110 shown in FIG. 1).

[0100] The game service device 1200 includes a processor 1210, a memory 1220, a communication circuit 1230, and a communication bus 1240. The components of the game service device 1200 can communicate via the communication bus 1240. In one embodiment, the game service device 1200 may omit some of these components or may include other components.

[0101] The processor 1210 can control other components (e.g., hardware or software components) of the game service device 1200 and perform various data processing or calculations. According to one embodiment, as at least part of the data processing or calculations, the processor 1210 stores instructions or data received from other components in the memory 1220, processes the instructions or data stored in the memory 1220, and stores resulting data in the memory 1220.

[0102] The processor 1210 may include a main processor (e.g., a central processing unit or application processor) or an auxiliary processor (e.g., a graphics processing unit, a neural network processing unit (NPU), an image signal processing unit, a sensor hub processor, or a communication processor) that can operate independently or in conjunction with the main processor.

[0103] The memory 1220 can store various data used by components (e.g., the processor 1210 or the communication circuit 1230) of the game service device 1200. The data may include, for example, a game service control program, input data or output data for instructions therefor, and log data. The memory 1220 stores instructions executable by the processor 1210. The memory 1220 may include volatile memory or non-volatile memory.

[0104] The communication circuitry 1230 supports the establishment of a direct (e.g., wired) communication channel or a wireless communication channel between the game service device 1200 and another device (e.g., a user terminal) and the execution of communication through the established communication channel. For example, the communication circuitry 1230 may receive play data related to game play from the user terminal and transmit control data related to the game service to the user terminal. The communication circuitry 1230 may include a communication circuit for performing a communication function. The communication circuitry 1230 may include a communication processor that operates independently of the processor 1210 and supports direct (e.g., wired) communication or wireless communication. The communication circuitry 1230 may include a wireless communication circuit (e.g., a Bluetooth® communication circuit, a cellular communication circuit, a Wi-Fi communication circuit, or a GNSS communication circuit) or a wired communication circuit (e.g., a LAN communication circuit or a power line communication circuit) for performing wireless communication.

[0105] In one embodiment, the game service device 1200 includes a communication circuit 1230 for communicating with a user terminal that controls each of the user characters, including a first user character and a second user character, one or more processors 1210 that control the game service in response to the operation of each of the user characters, and a memory 1220 that stores instructions executable by the one or more processors 1210. When the executable instructions are executed by the one or more processors 1210, the one or more processors 1210 can allocate time resources and stamina resources to each of the user characters, including the first user character and the second user character.

[0106] In one embodiment, when a game stage is started, the one or more processors 1210 may decrease the time resource held by each user character as time passes. The one or more processors 1210 may decrease the time resource based on a first time decrease rate in a first game stage, and may decrease the time resource based on a second time decrease rate that is faster than the first time decrease rate in a second game stage.

[0107] The one or more processors 1210 may decrease the time resources held by the first user character when at least one first event occurs. In one embodiment, the one or more processors 1210 may decrease the time resources held by the first user character by a predetermined decrease amount when a first event occurs in which the first user character's stamina resources reach a first threshold due to an attack by a second user character. The one or more processors 1210 may decrease the time resources held by the first user character when a first event occurs in which an input to select purchase of a skill that the first user character can use in a game stage or an input to request an upgrade of a skill held by the first user character is received.

[0108] The one or more processors 1210 may increase the time resources held by the first user character when at least one second event distinct from the first event occurs. In one embodiment, the one or more processors 1210 may increase the time resources held by the first user character when a second event occurs in which a stamina resource of a second user character reaches a first threshold due to an attack by the first user character. When the stamina resource of the second user character reaches the first threshold due to an attack by the first user character, the one or more processors 1210 may determine an increase amount of the time resources of the first user character based on the time resources held by the second user character, and increase the time resources of the first user character by the determined increase amount.

[0109] In one embodiment, when a game is played in a team battle mode, it is assumed that the user characters include a first user character, a second user character, a third user character, and a fourth user character, and that the first user character and the third user character are included in a first team, and the second user character and the fourth user character are included in a second team that is distinct from the first team. The one or more processors 1210 may control such that, when the first user character is located within a reference distance from the third user character on the game map, a visual object indicating that the distance between the first user character and the third user character is within the reference distance is output on the screen of the user terminal.

[0110] In one embodiment, the one or more processors 1210 may increase the time resources held by the first user character when a second event occurs in which an attack by the third user character causes the stamina resources of the second user character or the fourth user character to reach a first threshold while the distance between the first user character and the third user character is within a reference distance.

[0111] In one embodiment, the one or more processors 1210 may increase the time resources held by the first user character when a second event occurs in which the third user character obtains a time resource replenishment item present on the game map while the distance between the first user character and the third user character is within a reference distance.

[0112] In one embodiment, in response to a time resource transmission request from the first user character to a third user character, the one or more processors 1210 may add at least a portion of the third user character's held time resource to the time resource held by the first user character when receiving user input corresponding to a predetermined reference input from the third user character's user terminal.

[0113] In addition to those described above, the operation of the game service method executed by the one or more processors 1210 may be as described with reference to FIG.

[0114] FIG. 13 is a block diagram showing the configuration of a user terminal according to an embodiment.

[0115] 13, the user terminal 1300 may be a device that receives a game service provided by a game service device (e.g., the game service device 110 shown in FIG. 1 or the game service device 1200 shown in FIG. 12). The user terminal 1300 corresponds to the user terminal described in the present disclosure (e.g., the user terminals 122, 124, 126, and 128 shown in FIG. 1).

[0116] User terminal 1300 includes a processor 1310, memory 1320, communication circuitry 1330, a display 1340, and a communication bus 1350. The components of user terminal 1300 can communicate via communication bus 1350. In one embodiment, user terminal 1300 may omit some of these components or may include other components (e.g., input circuitry).

[0117] The processor 1310 may control other components (e.g., hardware or software components) of the user terminal 1300 and perform various data processing or calculations. According to one embodiment, as at least part of the data processing or calculations, the processor 1310 may store instructions or data received from other components in the memory 1320, process the instructions or data stored in the memory 1320, and store the resulting data in the memory 1320.

[0118] The processor 1310 may include a main processor (e.g., a central processing unit or application processor) or an auxiliary processor (e.g., a graphics processing unit, a neural network processing unit (NPU), an image signal processing unit, a sensor hub processor, or a communication processor) that can operate independently or in conjunction with the main processor.

[0119] The memory 1320 may store various data used by components of the user terminal 1300 (e.g., the processor 1310 or the communication circuitry 1330). The data may include, for example, input data or output data for a game service-related program (e.g., an application) and instructions related thereto. The memory 1320 may store instructions executable by the processor 1310. The memory 1320 may include volatile or non-volatile memory.

[0120] The communication circuitry 1330 supports the establishment of a direct (e.g., wired) communication channel or a wireless communication channel between the user terminal 1300 and another device (e.g., a game service device) and the execution of communication through the established communication channel. For example, the communication circuitry 1330 may receive control data related to game service from the game service device and transmit play data related to game play to the game service device. The communication circuitry 1330 may include a communication circuit for performing communication functions. The communication circuitry 1330 may include a communication processor that operates independently of the processor 1310 and supports direct (e.g., wired) communication or wireless communication. The communication circuitry 1330 may include a wireless communication circuit (e.g., a Bluetooth® communication circuit, a cellular communication circuit, a Wi-Fi communication circuit, or a GNSS communication circuit) for wireless communication or a wired communication circuit (e.g., a LAN communication circuit or a power line communication circuit).

[0121] The display 1340 can visually provide information to an external device (e.g., a user) of the user terminal 1300. The display 1340 may include, for example, an LCD or OLED display, a hologram device, or a projector device. The display 1340 may further include a control circuit for controlling display driving. In one embodiment, the display 1340 may further include a touch sensor configured to detect a touch. The display 1340 can output a game screen for a game service.

[0122] In one embodiment, the user terminal 1300 may further include input circuitry (not shown). The input circuitry may receive instructions or data for use by components (e.g., the processor 1310) and game play control inputs from outside the user terminal 1300 (e.g., a user). The input circuitry may include input component circuitry and may receive user inputs. The input circuitry may include, for example, touch recognition circuitry for recognizing touches on keys (e.g., buttons) and / or a screen.

[0123] According to one aspect of the game service described above, in a single-battle game to determine the final winner (individual or team), such as in the Battle Royale game genre, by utilizing the element of time resources that decrease over time, it is possible to gradually accelerate the encounter rate of user characters according to the progress of the game without closing or shrinking the game play area on the game map. Furthermore, by providing game rules that are advantageous for survival by actively exposing users to danger, rather than passive gameplay (e.g., avoiding combat, hiding, preempting positions) that is advantageous in closing or shrinking the game play area, it is possible to encourage users to actively participate in battles.

[0124] The game service described in the present disclosure can provide fun, tension, and interest to users playing a game by encouraging active combat to secure time resources. According to one aspect of the game service, when a user character defeats another user character who is an enemy, the user character can steal some of the time resources held by the other user character to increase the user's own time resources. If the other user character has a large amount of time resources, the user character may steal a larger amount of time resources. On the other hand, the user can use the time resources held by the user character to further strengthen the user's own user character. If a user character has a large amount of time resources, the user character is safe from the natural decrease in time resources, but there is a risk that a large amount of time resources will be lost in proportion to the amount of time resources held. To prevent such a risk, the user can manage the risk by using the remaining time resources, excluding the amount of time resources deemed necessary, to develop the user's user character (e.g., purchasing and / or upgrading skills / weapons). If the user spends too much time resources on developing the user character, the user faces the risk of being completely eliminated and being eliminated from the game or losing the game if he or she is unable to acquire additional time resources. In this way, the game service of the present disclosure provides strategic enjoyment to users playing the game in terms of how they use the time resources held by their user characters, and can induce a sense of tension in users through the occurrence of various situations resulting from strategic choices.

[0125] The above-described embodiments may be implemented using hardware components, software components, or a combination of hardware and software components. For example, the devices and components described herein may be implemented using one or more general-purpose or special-purpose computers, such as a processor, controller, arithmetic logic unit (ALU), digital signal processor, microcomputer, field programmable array (FPA), programmable logic unit (PLU), microprocessor, or other device that executes and responds to instructions. The processing device executes an operating system (OS) and one or more software applications that run on the operating system. The processing device also accesses, stores, manipulates, processes, and generates data in response to the execution of the software. For ease of understanding, a single processing device may be described; however, those skilled in the art will recognize that a processing device may include multiple processing elements and / or multiple types of processing elements. For example, a processing device may include multiple processors or one processor and one controller. Other processing configurations, such as parallel processors, are also possible.

[0126] Software includes computer programs, codes, instructions, or a combination of one or more thereof, which can configure a processing device to operate as desired or can independently or in combination instruct the processing device. The software and / or data can be permanently or temporarily embodied in any type of machine, component, physical device, virtual device, computer storage medium or device, or transmitted signal wave to be interpreted by the processing device or to provide instructions or data to the processing device. The software can be distributed across computer systems coupled to a network and stored and executed in a distributed manner. The software and data can be stored on one or more computer-readable recording media.

[0127] The method according to the present invention may be embodied in the form of program instructions that can be executed by various computer means and recorded on a computer-readable recording medium. The recording medium may include program instructions, data files, data structures, and the like, alone or in combination. The recording medium and program instructions may be specially designed and constructed for the purposes of the present invention, or may be well-known and available to those skilled in the art of computer software. Examples of computer-readable recording media include magnetic media such as hard disks, floppy disks, and magnetic tape, optical media such as CD-ROMs and DVDs, magneto-optical media such as floptical disks, and hardware devices specially configured to store and execute program instructions, such as ROM, RAM, flash memory, and the like. Examples of program instructions include not only machine language code, such as that generated by a compiler, but also high-level language code that is executed by a computer using an interpreter, for example.

[0128] The hardware devices described above may be configured to operate as one or more software modules to perform the operations described in this invention, and vice versa.

[0129] Although the embodiments have been described above using limited drawings for illustrative purposes, those skilled in the art may apply various technical modifications and variations based on the above description. For example, the described techniques may be performed in a different order than described, and / or the components of the described systems, structures, devices, circuits, etc. may be combined or combined in a different manner than described, and may be replaced or substituted with other components or equivalents, while still achieving suitable results.

[0130] Therefore, other implementations, other embodiments, and equivalents of the claims are within the scope of the following claims.

Claims

1. A game service method utilizing a time resource element, an operation of allocating time resources and stamina resources to each of the user characters including the first user character and the second user character; When a game stage is started, an operation of reducing the time resource held by each of the user characters as time passes; an operation of decreasing a time resource held by the first user character when at least one first event occurs; an operation of increasing a time resource held by the first user character when at least one second event distinct from the first event occurs; Including, A game service method in which the action of increasing the time resource includes an action of increasing the time resource held by the first user character when the second event occurs in which the stamina resource of the second user character reaches a first threshold due to an attack by the first user character.

2. The action of increasing the time resource of the first user character includes: an operation of determining an increase in the time resource of the first user character based on the time resource held by the second user character when the physical strength resource of the second user character reaches the first threshold due to an attack by the first user character; an operation of increasing the time resource of the first user character by the determined increase amount; The game service method of claim 1 , comprising:

3. The game service method according to claim 2 , wherein the more time resources the second user character has, the greater the increase in the time resources of the first user character.

4. 2. The game service method of claim 1, wherein the action of reducing the time resource includes an action of reducing the time resource held by the first user character by a predetermined reduction amount when the first event occurs in which the physical strength resource of the first user character reaches the first threshold due to an attack by the second user character.

5. the game stage includes a plurality of game stages that are started sequentially over time; the game stages include a first game stage that starts at a first time point and a second game stage that starts at a second time point that is later than the first time point; The operation of reducing the time resource includes: In the first game stage, an action of reducing the time resource based on a first time reduction speed; In the second game stage, an action of reducing the time resource based on a second time reduction speed that is faster than the first time reduction speed; The game service method of claim 1 , comprising:

6. an action of decreasing a physical strength resource held by the first user character when the first user character is attacked by the second user character; When the physical strength resource of the first user character reaches the first threshold, determining whether the time resource of the first user character is greater than a second threshold; an operation of determining to respawn the first user character when the time resource of the first user character is greater than the second threshold; The game service method of claim 1 , further comprising:

7. The method further includes an operation of determining a target user character who wins the game based on the time resource held by the user character; 2. The game service method of claim 1, wherein the operation of determining the target user character includes an operation of determining the first user character as the target user character if the first user character among the user characters is the only user character with remaining time resources.

8. The method further includes an operation of determining a target user character who wins the game based on the time resource held by the user character; The game service method described in claim 1, wherein the operation of determining the target user character includes an operation of determining, after a set time has elapsed, the user character that has the most time resources among the time resources held by each of the user characters as the target user character.

9. 2. The game service method of claim 1, wherein the action of reducing the time resource includes an action of reducing the time resource held by the first user character when the first event occurs, in which a purchase selection input for a skill that the first user character can use in the game stage or an upgrade request input for a skill held by the first user character is received.

10. 2. The game service method of claim 1, wherein the operation of increasing the time resource includes, when the second event occurs in which the first user character obtains a time resource replenishment item present on the game map, increasing the time resource held by the first user character by the time resource corresponding to the obtained time resource replenishment item.

11. The user character is Further including a third user character and a fourth user character, the first user character and the third user character are included in a first team; the second user character and the fourth user character are included in a second team that is distinct from the first team; 2. The game service method of claim 1, further comprising an operation of controlling, when the first user character is located within a reference distance from the third user character on the game map, a visual object indicating that the distance between the first user character and the third user character is within the reference distance, to be output on a screen of a user terminal.

12. The game service method of claim 11, wherein the action of increasing the time resource includes an action of increasing the time resource held by the first user character when the second event occurs in which the physical strength resource of the second user character or the fourth user character reaches a first threshold due to an attack by the third user character while the distance between the first user character and the third user character is within the reference distance.

13. 12. The game service method of claim 11, wherein the action of increasing the time resource includes an action of increasing the time resource held by the first user character when the second event occurs in which the third user character obtains a time resource replenishment item present on the game map while the distance between the first user character and the third user character is within the reference distance.

14. The game service method of claim 11, wherein the operation of increasing the time resource includes an operation of adding at least a portion of the time resource held by the third user character to the time resource held by the first user character when a user input corresponding to a predetermined reference input is received from the user terminal of the third user character in response to a time resource transmission request from the first user character to the third user character.

15. and determining a target team that wins the game based on the time resource held by the user character; 12. The game service method of claim 11, wherein the operation of determining the target team includes an operation of determining the first team as the target team when the first team is the only team including a user character with remaining time resources among teams consisting of one or more user characters.

16. A computer-readable recording medium storing a computer program including instructions for carrying out the method of claim 1.

17. A game service device, a communication circuit for communicating with a user terminal that controls each of the user characters including the first user character and the second user character; one or more processors that control a game service in response to operations of each of the user characters; a memory for storing instructions executable by the one or more processors; Including, When the executable instructions are executed by the one or more processors, the one or more processors: Allocating time resources and stamina resources to each of the user characters including the first user character and the second user character; When a game stage is started, the time resources held by each of the user characters are reduced as time passes; When at least one first event occurs, a time resource held by the first user character is decreased; A game service device that increases a time resource held by the first user character when at least one second event that is distinct from the first event occurs.

18. The game service device of claim 17, wherein the one or more processors increase the time resources held by the first user character when the second event occurs in which the physical strength resources of the second user character reach a first threshold due to an attack by the first user character.

19. when the physical strength resource of the second user character reaches the first threshold due to an attack by the first user character, the one or more processors determine an increase amount of the time resource of the first user character based on the time resource held by the second user character; The game service device according to claim 18 , wherein the time resource of the first user character is increased by the determined increase amount.

20. The game service device of claim 19, wherein the one or more processors reduce the time resources held by the first user character by a predetermined reduction amount when a first event occurs in which the physical strength resources of the first user character reach the first threshold due to an attack by the second user character.

Citation Information

Patent Citations

  • Program, information processing device, method, and system

    JP2023170772A