Game service method and apparatus utilizing time resource elements
The game service method and device dynamically manage time resources in FPS and TPS games, addressing the lack of resource-based gameplay by reducing and increasing resources based on events, enhancing enjoyment and tension through strategic combat and survival mechanics.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-08-29
- Publication Date
- 2026-04-01
AI Technical Summary
Existing game formats lack mechanisms to dynamically manage and utilize time resources to enhance gameplay enjoyment, tension, and interest, particularly in first-person shooter (FPS) and third-person shooter (TPS) games.
A game service method and device that allocate and manage time resources and stamina resources to user characters, reducing them over time, increasing or decreasing based on specific events, and allowing resource sharing and replenishment to create dynamic gameplay scenarios.
Enhances gameplay enjoyment and tension by inducing aggressive combat for time resources, providing a fast-paced struggle for survival and strategic resource management, with features like respawn and skill upgrades.
Smart Images

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Abstract
Description
Technical Field
[0001] The present disclosure relates to game service technology that utilizes time resource elements.
Background Art
[0002] With the development of game-related technologies, various game formats have emerged. The first person shooter (FPS) game is an example. An FPS game is a genre of game that takes place in a three-dimensional space from the perspective of a character in the game and attacks with a firing weapon such as an enemy's gun. In contrast, a game in which one can view one's own character from a third person's perspective is classified as a third person shooter (TPS) game.
Summary of the Invention
Means for Solving the Problems
[0003] A game service method that utilizes time resource elements according to an embodiment may include an operation of allocating time resources and physical strength resources to each user character including a first user character and a second user character, an operation of reducing the time resources held by each of the user characters in accordance with the passage of time when the 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 that is distinguishable from the first event occurs.
[0004] A game service device according to one embodiment includes a communication circuit for communication with user terminals that operate 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 instruction words that can be executed by the one or more processors. When the executable instruction words 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; when a game stage is started, the time resources held by each of the user characters are reduced in accordance with the passage of time; when at least one first event occurs, the time resources held by the first user character are reduced; and when at least one second event, distinct from the first event, occurs, the time resources held by the first user character are increased. [Effects of the Invention]
[0005] The game services described in this disclosure can provide game service technologies that can offer enjoyment, tension, and interest to users playing the game by inducing aggressive combat to secure time resources. [Brief explanation of the drawing]
[0006] [Figure 1] This is a diagram illustrating an overview of a game service provision system according to one embodiment. [Figure 2] This is a flowchart illustrating the operation of a game service method utilizing time resource elements according to one embodiment. [Figure 3] This figure shows an example of a game screen provided by a game service according to one embodiment. [Figure 4] This figure shows an example of a game screen displaying a time resource replenishment item according to one embodiment. [Figure 5]This figure illustrates an example of an increase in the time resources of a user character according to one embodiment. [Figure 6] This figure shows an example of a game screen when the time resources according to one embodiment reach a threshold. [Figure 7] This diagram illustrates the changes in the game stage according to one embodiment. [Figure 8] This is a diagram illustrating the skill purchase of a user character according to one embodiment. [Figure 9A] This figure shows an example of a game screen in a team battle mode according to one embodiment. [Figure 9B] This figure shows an example of a game screen in a team battle mode according to one embodiment. [Figure 10A] This diagram illustrates the gameplay method in a team battle mode according to one embodiment. [Figure 10B] This diagram illustrates the gameplay method in a team battle mode according to one embodiment. [Figure 10C] This diagram illustrates the gameplay method in a team battle mode according to one embodiment. [Figure 11A] This diagram illustrates a team member's resurrection request in a team battle mode according to one embodiment. [Figure 11B] This diagram illustrates a team member's resurrection request in a team battle mode according to one embodiment. [Figure 11C] This diagram illustrates a team member's resurrection request in a team battle mode according to one embodiment. [Figure 12] This is a block diagram showing the configuration of a game service device according to one embodiment. [Figure 13] This block diagram shows the configuration of a user terminal according to one embodiment. [Modes for carrying out the invention]
[0007] The specific structural or functional descriptions of the embodiments are disclosed for illustrative purposes only and can be modified in various ways. Therefore, the embodiments are not limited to the specific disclosure, and the scope of this specification includes modifications, equivalents, or substitutions that are part of the technical idea.
[0008] Terms such as "first" or "second" may be used to describe multiple components, but such terms should be interpreted solely for the purpose of distinguishing one component from others. For example, the first component may be named the second component, and similarly, the second component may also be named the first component.
[0009] When it is mentioned that one component is “linked” to another, it should be understood that it may be directly linked to or connected to the other component, but other components may exist in between.
[0010] A singular expression includes plural expressions unless the context clearly indicates otherwise. In this specification, terms such as “includes” or “has” indicate the presence of features, figures, steps, actions, components, parts, or combinations thereof described in the specification, and should be understood not to preemptively exclude the possibility of the presence or addition of one or more other features, figures, steps, actions, components, parts, or combinations thereof.
[0011] As used in various embodiments of this document, the term "module" includes units embodied in hardware, software, or firmware, and may be used interchangeably with terms such as logic, logic block, component, or circuit. A module can be the smallest unit or part thereof of a single component or component that performs one or more functions. A module may be embodied in the form of an ASIC (application-specific integrated circuit).
[0012] Unless defined otherwise, all terms used herein, including technical or scientific terms, shall have the same meaning as commonly understood by one of ordinary skill in the art to which this embodiment belongs. Commonly used predefined terms shall be construed to have a meaning consistent with the meaning they have in the context of the relevant art and shall not be construed in an idealized or overly formal sense unless clearly 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 components will be given the same reference numerals regardless of the reference signs in the drawings, and redundant descriptions thereof will be omitted.
[0014] FIG. 1 is a diagram for explaining an overview of a game service providing system according to an embodiment.
[0015] Referring to FIG. 1, the game service providing system provides a game service to a plurality of user terminals (for example, user terminals 122, 124, 126, 128) via a game service device 110. The game service providing system includes a 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 via the network 130 (for example, an Internet communication network, a wired or wireless short-range 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 a connection in order 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 examples described above.
[0017] A user (or game player) attempting to play a game can run a game application (or game program) installed on their user terminal and request a connection to the game service device 110. The user terminal is a computing device that enables the user to connect to the game via an online connection, and may be, but is not limited to, a cellular phone, smartphone, personal computer, laptop, notebook PC, netbook, tablet, or personal digital assistant (PDA).
[0018] In one embodiment, each user can connect to the game service device 110 using their own user terminal and play the game. The game service device 110 may match users to play the 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 via a user terminal, the user selects a gameplay mode. The gameplay mode may include, for example, single mode and duo mode. Single mode refers to a game mode where a defined number of users (e.g., 8) individually compete against other users through their respective user characters, while duo mode refers to a game mode where two users form a team and compete against one or more other teams. After selecting a gameplay mode, once the matching of users to play the game is complete, the user selects their own user character (or game character), the weapons and / or skills their user character will use. In duo mode, the users constituting a team may take turns selecting their user characters. Duo mode allows for cooperative play, where team members can strengthen each other's strengths and compensate for weaknesses, and provide support in emergency situations. The gameplay mode is not limited to single mode and duo mode; various modes are possible. For example, a gameplay mode where users are divided into three teams of 3:3:3 to determine the winner is also possible.
[0020] In one embodiment, the game service device 110 can provide a TPS or FPS-type game service that utilizes time resource elements. The game service relates to a game in which users playing the game pursue time resources (or time energy) in order to appreciate the value of time and to accumulate such time. The game service is a type of game in which multiple matched users compete for survival in the game until all of their user character's time resources (corresponding to lifespan) are consumed. Users compete to occupy time resources corresponding to their user character's lifespan during gameplay. The game service allows for a fast-paced and intense struggle for time resources as the user character's lifespan gradually decreases. At the start of gameplay, the user character is provided with the same time resources, which gradually decrease over time. In the game service, time resources are equivalent to the user character's lifespan, and users can acquire time resources during gameplay and upgrade their user character's skills through time resources. In duo mode, users can exchange time resources with team members and may request time resources from team members. The game service device 110 can determine that the last user or team with remaining time resources (or the lifespan of the user character) has won the game.
[0021] Figure 2 is a flowchart illustrating the operation of a game service method utilizing time resource elements according to one embodiment. Some of the operations shown in Figure 2 may be executed simultaneously or in parallel with other operations, and the order of operations may be changed. Also, some of the operations may be omitted, and other operations may be executed additionally. The game service method is executed by a game service device described in this disclosure (for example, the game service device 110 shown in Figure 1 or the game service device 1200 shown in Figure 12).
[0022] Referring to Figure 2, in operation 210, the game service device allocates time resources and stamina resources to each user character, including the first user character and the second user character. The first user character is played by the first user, and the second user character is played by the second user. Here, the user characters may include not only the first and second user characters, but also user characters played by other users, and there is no limit to the number. The game service device may, for example, 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 a plurality of game stages that are started sequentially over time. For example, the game stage may include a first game stage that is started at a first time point and a second game stage that is started at a second time point that is later than the first time point. In operation 215, the first game stage (e.g., the first game stage) can be started.
[0024] In operation 220, when a game stage begins, the game service device reduces the time resources held by each user character as time progresses. The time resources are reduced at a 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 rate of reduction becomes faster, and therefore, the time resources of user characters decrease even faster. In the first game stage, the game service device can reduce the time resources based on the first time reduction rate, and in the second game stage, which corresponds to the game stage following the first game stage, it can reduce the time resources based on the second time reduction rate, which is faster than the first time reduction rate.
[0025] In operation 225, the game service device determines whether a first event corresponding to a reduction in time resources has occurred for the first user character. If at least one first event has occurred (i.e., "yes" in operation 225), in operation 230, the game service device reduces the time resources held by the first user character.
[0026] In one embodiment, if a first event occurs in which the first user character's health resources reach a first threshold due to an attack by a second user character, the game service device may reduce the time resources held by the first user character by a predetermined reduction amount. For example, if the first user character's health resources become 0 due to an attack by a second user character (or if the first user character dies), the game service device reduces the time resources held by the first user character by a predetermined reduction amount. Assuming that the first user character has 5 minutes of time resources, if the first user character's health resources reach a first threshold due to an attack by a second user character, the first user character's time resources may be reduced to 3 minutes. If the first user character's health resources reach a first threshold due to an attack by a second user character and the first user character's time resources decrease, the second user character's time resources are increased.
[0027] In one embodiment, when a first user character is attacked by a second user character in the game, the game service device can reduce the health resources held by the first user character. The first user character's shield resources, health resources, and time resources are consumed in sequence by the attacks of other user characters. When all of the first user character's shield resources are consumed, health resources begin to be consumed, and when all health resources are consumed, the character is considered to have died.
[0028] The game service device determines whether the first user character's time resources are greater than a second threshold (e.g., 0) when the first user character's health resources reach a first threshold (e.g., 0). If the first user character's time resources are greater than the second threshold (or if the first user character has time resources remaining), the game service device decides to respawn the first user character. If the first user character is respawned, the first user can continue playing the game at their initial position on the game map through the first user character.
[0029] In one embodiment, when a first event occurs in which a user selects to purchase a skill that can be used by the first user character within the game stage, or a user requests an upgrade for a skill held by the first user character, the game service device reduces the time resources held by the first user character. 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 a skill held by the user character.
[0030] In one embodiment, the game service device can disable gameplay for user characters whose time resources have reached a second threshold (e.g., 0) until the game ends. When a user character's time resources gradually decrease to 0, the user character is treated as completely dead (or completely dealt with), the conditions for ending the game are met, and the user character is not allowed to participate in gameplay 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 occurs (for example, if the answer is "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 held by the first user character by the amount corresponding to the acquired time resource replenishment item.
[0033] In one embodiment, if a second event occurs in which the health resources of the second user character reach a first threshold (e.g., 0) due to an attack by the first user character, the game service device can increase the time resources held by the first user character. When the health resources of the second user character reach the first threshold due to an attack by the first user character, the game service device can determine the amount to increase 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 amount. The more time resources held by the second user character, the larger the increase in the time resources of the first user character.
[0034] A more detailed explanation of how the game is played in team mode (for example, duo mode) is as follows:
[0035] In one embodiment, in team battle mode, user characters include a first user character, a second user character, a third user character, and a fourth user character. Assume that the first user character and the third user character are part of a first team, and the second and fourth user characters are part of a second team distinct from the first team. When the first user character is located within a reference distance of the third user character on the game map, the game service device can control the output of a visual object on the user terminal screen to indicate that the distance between the first user character and the third user character is within a reference distance. Such control may result in, for example, a strap-shaped visual object indicating that the distance between the first user character and the third user character is within a reference distance being output to the game screen of the first user terminal of the first user playing the first user character, and the game screen of the third 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, if a second event occurs in which the health 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 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 third user character acquires a time resource replenishment item present on the game map, 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 from a third user character who is on the same team. In response to the first user character's request for the transfer of time resources from the third user character, if the game service device receives a user input from the third user character's user terminal that corresponds to a pre-set reference input (for example, a user input that corresponds to accepting 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 request for the transfer of time resources is accepted, the time resources corresponding to one minute are deducted from the third user character, and the time resources held by the first user character increase by one minute.
[0039] In operation 245, the game service device determines whether the stage change conditions for the game stage are met. For example, it is determined that the stage change conditions are met when the time allocated to the game stage being played has elapsed.
[0040] If the stage change conditions are determined to be met (i.e., "yes" is determined in operation 245), in operation 250, the game service device starts the next game stage. If the first game stage has progressed up to this point, the second game stage starts in operation 250. After that, the process returns to operation 220 and the operations from operation 215 onwards resume. In the second game stage, the user character's time resources are depleted at an even faster rate than in the first game stage.
[0041] If it is determined that the stage change condition is not met (determined as "No" in operation 245), in operation 255, the game service device determines whether the game termination condition is met. For example, the game termination condition is determined to be met if only the last user character with time resources exists in single mode, if only one team with time resources exists in duo mode, if all the specified time has elapsed, or if all the specified game stages have progressed. If it is determined that the game termination condition is not met (determined as "No" in operation 255), the process returns to operation 220 and operations from operation 215 onward resume.
[0042] If it is determined that the conditions for ending the game have been met (if the answer in operation 255 is "yes"), in operation 260, the game service device determines the target user character corresponding to the game winner (if the game mode is single mode), or the target team corresponding to the game winning team (if the game mode is duo mode).
[0043] In one embodiment, the game service device can determine the target user character that has won the game based on the time resources held by the user characters. For example, if the first user character is the only user character with remaining time resources, the game service device may determine the first user character as the target user character. In a different example, the game service device may determine the target user character as the user character that holds the most time resources among all user characters when a set amount of time has elapsed.
[0044] In team battle mode, the game service device can determine the winning target team based on the time resources held by the user characters. For example, if a team composed of one or more user characters consists of the first team, and the first team is the only team that includes a user character with remaining time resources, the game service device can determine the first team as the target team.
[0045] Figure 3 shows an example of a game screen provided by a game service according to one embodiment.
[0046] Referring to Figure 3, an example of a game screen output to the user terminal's display when a user plays the game with user character 310 is shown. In one embodiment, the game screen outputs user character 310, a visual object 320 indicating user character 310's time resources, a visual object 333 indicating user character 310's shield resources, a visual object 334 indicating user character 310's health resources, and a visual object 370 indicating information about the skills held by user character 310. Visual object 370 indicates the current status of skill purchase (installation) and upgrade.
[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 surviving user characters in the current game, and visual objects 360 related to skill upgrades. The game screen may also further display visual objects 382, 384, and 386 indicating the location / direction of time resource replenishment items placed on the game map. Visual objects 382, 384, and 386 may include distance values from the user character 310 to the location of each time resource replenishment item. Visual objects 382, 384, and 386 may be displayed when the scanning function for time resource replenishment items, as described below, is activated. When user character 310 acquires a time resource replenishment item, the time resources held by user character 310 increase. Time resource replenishment items may be generated at random or specified locations on the game map.
[0048] User character 310 has various stats, and the number of these stats can increase or decrease through skills and other means.
[0049] User character 310's time resource acts like the user character 310's lifespan. The time resource is periodically deducted as time progresses during gameplay. The rate of deduction of time resources accelerates as the game stage progresses, and when the time resource reaches 0, user character 310 is considered dead when their health resource also decreases to 0. The rate of time resource deduction increases as the game stage progresses. If user character 310 is considered dead, they are not allowed to participate in gameplay any further until the ongoing gameplay ends and the target user character or target team that will be the game winner 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 from the 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 from the store, a message indicating insufficient time resources will be displayed on the game screen.
[0051] When the game mode is team battle, 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, user character 310's time resources can only increase by the amount of time resources transferred by the other user characters. The maximum amount of time resources that user character 310 can accumulate may be limited to a certain value.
[0052] In one embodiment, user character 310 can be revived or respawned even if killed by an attack from another user character or NPC (non-player character), as long as their time resources do not reach zero. A certain amount of time resources is required to revive or respawn and participate in gameplay again. If user character 310 is killed by another user character, user character 310 may have only a fixed amount of time resources (e.g., 1 minute) and a difference deduction proportional to the amount of time resources owned (e.g., 30% of the amount of time resources owned) deducted from their time resources. Therefore, the more time resources user character 310 possesses, the larger the deduction will be. If user character 310's time resources reach zero at the time of death, user character 310 cannot be revived or respawned.
[0053] In one embodiment, each user character starts with a certain amount of shield and health resources and can begin gameplay. If a user character is attacked, shield resources are deducted first, and once all shield resources are consumed, health resources begin to be deducted. Shield resources can be automatically restored gradually after a certain amount of time has passed. If a user character is attacked while shield resources are being restored, the automatic restoration function is stopped. The total amount of shield resources, the speed of restoration, and / or the amount of restoration differ for each type of user character, and the maximum amount of shield resources may be increased through skills. Similarly, the total amount of health resources and / or the amount of restoration differ for each type of user character, and the maximum amount of health resources may be increased through skills.
[0054] In one embodiment, an AI assistant function may be provided in a game service. Through the AI assistant function, the user may be provided with various guidance and / or suggestions regarding gameplay in text or voice.
[0055] Figure 4 shows an example of a game screen displaying a time resource replenishment item according to one embodiment.
[0056] Referring to Figure 4, the game screen is illustrated when the user character 410 has reached the vicinity of a visual object 420 that represents a time resource replenishment item. The game screen displays a visual object 430 that represents the time resources held by the user character 410.
[0057] In the game, multiple users compete for survival until their user character's time resources (corresponding to lifespan) are completely depleted. The game ends when all but one user character (or team) has used up their lifespan. A user character's time resources are continuously depleted from the start of the game. Time resources are depleted at an even faster rate as the game stages progress.
[0058] User character 410 can extend their lifespan by acquiring time resource replenishment items. 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 be retained depending on the game stage. When user character 410 acquires a time resource replenishment item, user character 410's time resources are increased by the amount corresponding to the time resource replenishment item. Depending on the type of time resource replenishment item, the amount of time resource increase due to acquiring the item may differ.
[0059] In one embodiment, time resource replenishment items can exist at various locations on the game map. When gameplay first begins, time resource replenishment items may be placed (or spawned) at predetermined or arbitrarily determined locations on the game map. When the game stage changes, time resource replenishment items are regenerated and placed on the game map again. In one embodiment, the area on the game map where time resource replenishment items are placed becomes smaller as the game stage progresses. For example, in the first game stage, time resource replenishment items are 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 in a smaller area than the area where they 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, which are the locations where time resource replenishment items are spawned) can be adjusted in each game stage.
[0060] In one embodiment, the user can use a scan function for time resource replenishment items by entering a specific key. When the scan function is used, the location of the time resource replenishment item can be identified and indicated within a specific area set relative to the user character 410 on the game map. When the scan function is used, the time resource replenishment item located within the relevant specific area is projected and displayed on the game screen. The scanned time resource replenishment item can be displayed on the game screen as a visual object corresponding to a marker (for example, visual objects 382, 384, and 386 shown in Figure 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 more clearly 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 time resource replenishment items. While using a scanning function for time resource replenishment items, the user can focus on the searched time resource replenishment items via aiming and mark the focused time resource replenishment items by entering a specific key. When a time resource replenishment item is marked, a navigation object can be provided via the game screen to guide the user to the location of the marked time resource replenishment item. If the marked time resource replenishment item disappears for reasons such as being acquired by another user character or a change in the game stage, the corresponding marking display and navigation object will no longer be displayed on the game screen.
[0062] Figure 5 illustrates an example of an increase in the time resources of a user character according to one embodiment.
[0063] Users can increase their own time resources by taking some or all of the time resources of other users' user characters or NPCs. For example, if a user character defeats another user character (for example, if an attack depletes the other user character's shield and health resources), the user character can acquire some of the time resources that the other user character possesses and increase their own time resources. Alternatively, a user character may acquire time resources by defeating NPCs that appear on the game map. When time resources are acquired, a visual object 520 indicating the amount of time resources increased and a visual object 510 corresponding to the increased time resources are displayed, as shown in the game screen in Figure 5.
[0064] In one embodiment, when a user character's time resources increase or decrease due to the fulfillment of specific conditions, the game screen can display how much the time resources increased or decreased and through what means. If time resources increase, the amount of increase may be displayed as a "+", and if time resources decrease, the amount of decrease 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 health resources become 0, if the second user character's time resources, which were reduced due to death, are greater than 0, the action is classified as "treatment," and if they are 0 or less, it is classified as "complete treatment." If classified as "treatment," the second user character can revive and rejoin the game after the dash time for respawning has elapsed. If classified as "complete treatment," the second user character cannot revive and will not be able to participate in the game.
[0066] In one embodiment, when a second user character is dealt with 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 that dealt with the second user character appears on the game screen of the user playing the second user character. The user can identify which user character dealt with their second user character through the mark or icon. When the second user character attacks the first user character and the first user character is dealt with or completely dealt with, 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 game progression, their stamina resource is reduced by a specified amount per second. If the stamina resource is reduced to 0, the user character is treated as if they have been completely eliminated and can no longer participate in the game.
[0068] Figure 6 shows an example of a game screen when the time resources according to one embodiment reach a threshold.
[0069] When the first user character is attacked by the second user character, the first user character's shield resources begin to be depleted, and once all of the first user character's shield resources are depleted, health resources begin to be depleted. When the first user character's health resources reach 0, the first user character is treated as dead, and time resources are deducted from the first user character according to the determined rules. If the first user character's remaining time resources after the deduction are greater than 0, the first user character is respawned and can continue to participate in the game. If it is determined that the first user character will be respawned, a respawn waiting screen will be displayed on the user's terminal. The respawn waiting screen will show who killed the first user character and the amount of time resources stolen by the other user character that killed the first user character. In team battles, the respawn waiting screen may display the game screens of other team members, and the respawn waiting time may be provided via the game screens of other team members.
[0070] If the time resources remaining for the first user character after deducting time resources are 0 or less, a game screen indicating that gameplay has ended will be displayed, along with a visual object 610 representing 0 time resources, as shown in Figure 6. In this case, the first user character's gameplay will be deactivated until the game ends, and the first user character will not be allowed to participate in gameplay.
[0071] In one embodiment, the winning target user character or team in the game can be determined based on the time resources held by the user character. For example, the user character or team with the most remaining time resources at the end is determined to be the final winner. Alternatively, the user character with the most time resources at the end of a certain gameplay period is determined to be the final winner, and the ranking of the gameplay results can be determined according to the amount of time resources remaining.
[0072] Figure 7 is a diagram illustrating the changes in the game stage according to one embodiment.
[0073] In the game service, the game stage (or phase) changes over time. With each change in game stage, the number of time resource replenishment items spawned on the game map decreases, and the rate at which each user character's time resources (corresponding to time energy) decrease increases. As the game stage progresses, time resources decrease at a specified multiplier per second.
[0074] A game stage consists of N (a natural number greater than or equal to 1) steps, but is not limited to this. Game stages proceed sequentially, and there may be conditions for transitioning between game stages. When a game stage transitions, there is a minimum time that must be maintained, and once this minimum time has elapsed, the game stage changes to the next game stage. Alternatively, when the number of surviving user characters in the current game stage falls below a specified number, the game stage changes to the next game stage. Each time a game stage transitions, surviving user characters (the remaining user characters that have not been completely eliminated) are given bonus time resources. When the game stage changes to the next game stage, the time resources held by each user character increase by a predetermined amount. The amount of time resources increased may be the same or different each time a game stage transition occurs. For example, as the game stage increases, the amount of time resources increased gradually decreases.
[0075] In one embodiment, if the game consists of a total of five game stages, each game stage from the first to the fourth game stage is held for a specific amount of time, and the final fifth game stage progresses without any separate time limit until the target user character (or target team) corresponding to the game winner appears.
[0076] When gameplay 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 the game screen 710 in Figure 7, guidance content 715 to inform users that the second game stage (PHASE 02) is about to begin is output via the user terminals of all users participating in the game. Subsequently, as shown in the game screen 720, a visual object 725 indicating the current game stage and remaining time shows that the current game stage is the second game stage and that there is time remaining until the second game stage ends. Near the visual object 725, information is provided regarding the number of user characters still alive in the current game stage.
[0077] Figure 8 is a diagram illustrating the purchase of skills by a user character according to one embodiment.
[0078] User characters can purchase (install) or upgrade weapons and / or skills available to them in the in-game store based on the time resources they possess. Referring to Figure 8, the user can activate the in-game store by pressing a specific key (for example, to press F) via a visual object 810 displayed on the game screen. The visual object 810 may also display information about the current market gauge and the number of skills that can be purchased or upgraded (corresponding to skill points). User characters can acquire time resource replenishment items in the game, deal with other user characters, or spend their possessed time resources to fill the market gauge, and may acquire skill points by filling the market gauge. 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 via the game screen. Users may select the skill they wish to purchase or upgrade by entering specific number keys in the order shown in the visual object 820. Users can purchase or upgrade skills to build their own strategies for winning the game. A certain amount of time resources are consumed when the skill list shown in the visual object 820 is reloaded.
[0080] If a user wants to use the in-game store without having any skill points, they can replenish their skill points by consuming the time resources their character possesses. To replenish skill points, time resources are consumed in proportion to the amount that was lacking in the market gauge.
[0081] In one embodiment, a user character's skills are categorized into unique skills, utility skills, and passive skills. Since each skill has a different acquisition method and effect, diverse gameplay is possible through the use of various user characters and skill combinations. Users can activate skills by specific key inputs.
[0082] Unique skills are skills that are unique to each user character type and cannot be changed during gameplay. Utility skills are skills that users can use directly after purchasing them. In one embodiment, a user can select a certain number of utility skills (e.g., two) before starting the game and play the game, and the selected utility skills can be upgraded during gameplay via the in-game store. Passive skills are skills whose effects are continuous or indirectly activated simply by acquiring them as a user character, and can only be obtained through the in-game store. In the case of passive skills, the effect of the skill is always applied to the user character and can be used without any further input.
[0083] Figures 9A and 9B show an example of a game screen in team battle mode according to one embodiment.
[0084] Referring to Figure 9A, in team battle mode, if user character 910 is within a certain radius of another user character (team member) 920 of the same team, a link is formed between user character 910 and user character 920, and a visual object 935 indicating the link is displayed on the game screen. In addition, a visual object 940 indicating status information for user character 920 is displayed on the game screen, and a visual object 945 indicating that a link has been formed between user character 910 and user character 920 is displayed. 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 broken. In this case, as shown in Figure 9B, the visual object 935 indicating the link disappears from the game screen, and the visual object 945 is transformed into a visual object 950 indicating that the link with user character 920 has been broken. The visual object 945 may be represented, for example, as a red line.
[0086] User character 910 has various advantages when it is within a certain distance of user character 920 on the same team. For example, if a link is formed between user character 910 and user character 920, and user character 910 acquires a time resource replenishment item, user character 920 on the same team may also be provided with additional time resources from acquiring the time resource replenishment item. For example, both user character 910 and user character 920 may receive 100% of the time resource replenishment amount provided by the time resource replenishment item.
[0087] In one embodiment, if a link is formed between user character 910 and user character 920, and user character 910 processes a user character of another team, user character 920 may also be provided with additional time resources resulting from the processing of the other team's user character. For example, user character 920 may be provided with 50% of the additional time resources provided by user character 910 processing the other team's user character.
[0088] In one embodiment, when a link is formed between user character 910 and user character 920, if user character 910 interacts with an NPC present on the game map, user character 920 may also be provided with additional time resources resulting from the interaction with the NPC. For example, user character 920 may be provided with the same additional time resources as user character 910 interacts with the NPC.
[0089] In one embodiment, when a link is formed between user character 910 and user character 920, user character 910 and user character 920 can share time resources. When the link is formed, user character 910 may transmit a portion of the time resources it holds to user character 920. Through the function of transmitting time resources between allies when the link is formed, it is possible to help allies avoid the risk of being eliminated from gameplay or to reduce the likelihood of being eliminated.
[0090] User character 910 cannot transfer time resources to user character 920 unless the time resources held by user character 910 are above a certain value. If the time resources held by user character 910 are above a certain value, and the user playing as user character 910 inputs a specific key, the time resources held by user character 910 can begin to be transferred to user character 920 at a constant rate. As a result, the time resources held by user character 920 will gradually increase. If the link between user character 910 and user character 920 is broken, the transfer of time resources will be interrupted. User character 910 may request user character 920, who is also a team member, to transfer the time resources held by user character 920.
[0091] As described above, if user character 910 forms a link with user character 920 on the same team, the various advantages described above will be available. Therefore, users playing user character 910 and user character 920 are more likely to cooperate with each other than playing separately. As a result, users playing user character 910 and user character 920 can experience the fun of the game through variable creation, strategic thinking, and communication that occurs during cooperative play.
[0092] Figures 10A, 10B, and 10C are diagrams illustrating the gameplay method in a team battle mode according to one embodiment.
[0093] The following assumes that in the team battle mode of the game service, the first user's character 1010 and the second user's character 1020 are on the same team. If user character 1010 and user character 1020 are within a certain distance of each other, a link 1030 is formed between them, and the formed link 1030 is displayed on the game screen provided to both the first and second users. The formation of link 1030 represents a conceptual state in which at least two allies are linked within a certain distance of each other.
[0094] For example, as shown in Figure 10A, a link 1030 is formed between user character 1010 and user character 1020, and while the link 1030 is maintained, both can acquire the same time resource replenishment item 1040 without incurring any damage. Also, as shown in Figure 10B, user character 1010 and user character 1020 acquire different time resource replenishment items 1040 and 1050 while maintaining the link 1030. While maintaining the link 1030, user character 1010 moves to acquire time resource replenishment item 1040, and user character 1020 moves to acquire time resource replenishment item 1050. Furthermore, as shown in Figure 10C, while maintaining the link 1030 between user character 1010 and user character 1020, user character 1010 moves to acquire time resource replenishment item 1040, and user character 1020 may attack another team's user character or NPC 1060. In this way, various gameplay strategies using link 1030 are possible.
[0095] Figures 11A, 11B, and 11C illustrate a team member's resurrection request in a team battle mode according to one embodiment.
[0096] Referring to Figure 11A, if the first user character is eliminated in team battle mode and enters spectator mode, a visual object 1110 indicating the resurrection request function will be displayed on the game screen of the user playing the first user character. When the first user character is out of the game, if the second user character on the same team is still alive, the first user character can request to be resurrected by the user playing the second user character. The user playing the first user character requests resurrection from the user playing the second user character on the same team by entering a specific key. However, resurrection can only be requested 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 less than or equal to the specific value, a visual object 1120 indicating that resurrection cannot be requested may be displayed on the game screen of the user playing the first user character, as shown in Figure 11B.
[0097] If the time resources held by the second user character are greater than a certain value (e.g., 5 minutes), and the user playing the first user character requests a revival from the user playing the second user character, a visual object 1130 indicating that a revival request has been received will be displayed on the game screen of the user playing the second user character, as shown in Figure 11C. The user playing the second user character accepts the revival request by entering a specific key. If the revival request is accepted, a certain amount of time resources (e.g., 3 minutes) will be deducted from the time resources held by the second user character, and the first user character will be revived with the determined amount of time resources (e.g., 2 minutes and 30 seconds) and can continue playing the game again.
[0098] Figure 12 is a block diagram showing the configuration of a game service device according to one embodiment.
[0099] Referring to Figure 12, the game service device 1200 may be a device that provides game services to one or more user terminals (for example, user terminal 1300 shown in Figure 13). The game service device 1200 corresponds to the game service device described in this disclosure (for example, the game service device 110 shown in Figure 1).
[0100] The game service device 1200 includes a processor 1210, memory 1220, communication circuit 1230, and communication bus 1240. The components of the game service device 1200 can communicate via the communication bus 1240. In one embodiment, some of these components may be omitted from the game service device 1200, or other components may be added.
[0101] The processor 1210 can control other components of the game service device 1200 (e.g., hardware or software components) and perform various data processing or calculations. According to one embodiment, as part of the data processing or calculation, 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 the 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 auxiliary processors that can operate independently or together with it (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).
[0103] Memory 1220 can store various data used by components of the game service device 1200 (e.g., processor 1210 or communication circuit 1230). This data may include, for example, game service control programs, input or output data for related instructions, and log data. Memory 1220 stores instructions executable by processor 1210. Memory 1220 may include volatile or non-volatile memory.
[0104] The communication circuit 1230 supports the establishment of a direct (e.g., wired) or wireless communication channel between the game service device 1200 and other devices (e.g., a user terminal), and the execution of communication through the established communication channel. For example, the communication circuit 1230 may receive play data related to gameplay from the user terminal and transmit control data related to game services to the user terminal. The communication circuit 1230 may include a communication circuit for performing communication functions. The communication circuit 1230 operates independently of the processor 1210 and may include a communication processor that supports direct (e.g., wired) or wireless communication. The communication circuit 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 communication with user terminals that operate 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 according to the operation of each user character; and a memory 1220 that stores instruction words that can be executed by one or more processors 1210. When an executable instruction word is executed by one or more processors 1210, 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 begins, one or more processors 1210 can reduce the time resources held by each user character as time progresses. In the first game stage, one or more processors 1210 can reduce the time resources based on a first time reduction rate, and in the second game stage, they can reduce the time resources based on a second time reduction rate that is faster than the first time reduction rate.
[0107] One or more processors 1210 can reduce the time resources held by the first user character if at least one first event occurs. In one embodiment, if a first event occurs in which the first user character's health resources reach a first threshold due to an attack by a second user character, one or more processors 1210 can reduce the time resources held by the first user character by a predetermined reduction amount. If a first event occurs in which the first user character receives a purchase selection input for a skill that the first user character can utilize within the game stage, or an upgrade request input for a skill held by the first user character, one or more processors 1210 can reduce the time resources held by the first user character.
[0108] One or more processors 1210 can increase the time resources held by the first user character if at least one second event occurs that is distinct from the first event. In one embodiment, one or more processors 1210 can increase the time resources held by the first user character if a second event occurs in which the health resources of the second user character reach a first threshold due to an attack by the first user character. If the health resources of the second user character reach a first threshold due to an attack by the first user character, one or more processors 1210 can determine the amount to increase 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 amount.
[0109] In one embodiment, when a game is played in 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, with the first user character and the third user character belonging to a first team, and the second user character and the fourth user character belonging to a second team distinct from the first team. One or more processors 1210 can control the output of a visual object on the user terminal screen to indicate that the distance between the first user character and the third user character is within a reference distance when the first user character is located within a reference distance of the third user character on the game map.
[0110] In one embodiment, if a second event occurs in which the health resources of the second or fourth user character reach 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 a reference distance, one or more processors 1210 can increase the time resources held by the first user character.
[0111] In one embodiment, if a second event occurs in which the third user character acquires 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, one or more processors 1210 can increase the time resources held by the first user character.
[0112] In one embodiment, when one or more processors 1210 receive a user input from the user terminal of the third user character corresponding to a pre-set reference input in response to a time resource transfer request from the first user character to the third user character, they 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.
[0113] In addition to what is described above, for the operation of the game service method executed by one or more processors 1210, please refer to the explanation in Figure 2.
[0114] Figure 13 is a block diagram showing the configuration of a user terminal according to one embodiment.
[0115] Referring to Figure 13, the user terminal 1300 may be a device that receives game services provided by a game service device (for example, the game service device 110 shown in Figure 1 or the game service device 1200 shown in Figure 12). The user terminal 1300 corresponds to the user terminals described in this disclosure (for example, the user terminals 122, 124, 126, and 128 shown in Figure 1).
[0116] The user terminal 1300 includes a processor 1310, memory 1320, communication circuit 1330, display 1340, and communication bus 1350. The components of the user terminal 1300 can communicate via the communication bus 1350. In one embodiment, some of these components may be omitted from the user terminal 1300, or other components (e.g., input circuits) may be added.
[0117] The processor 1310 can control other components of the user terminal 1300 (e.g., hardware or software components) and perform various data processing or calculations. According to one embodiment, as at least part of the data processing or calculation, the processor 1310 can 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 auxiliary processors that can operate independently or together with it (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).
[0119] Memory 1320 can store various data used by the components of the user terminal 1300 (e.g., the processor 1310 or the communication circuit 1330). This data may include, for example, game service-related programs (e.g., applications), and input or output data for related instructions. Memory 1320 may also store instructions executable by the processor 1310. Memory 1320 may include volatile or non-volatile memory.
[0120] The communication circuit 1330 supports the establishment of a direct (e.g., wired) communication channel or a wireless communication channel between the user terminal 1300 and other devices (e.g., a game service device), and the execution of communication through the established communication channel. For example, the communication circuit 1330 may receive control data related to game services from the game service device and transmit play data related to gameplay to the game service device. The communication circuit 1330 may include a communication circuit for performing communication functions. The communication circuit 1330 operates independently of the processor 1310 and may include a communication processor that supports direct (e.g., wired) communication or wireless communication. The communication circuit 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) or a wired communication circuit (e.g., a LAN communication circuit or a power line communication circuit) for performing wireless communication.
[0121] The display 1340 can visually provide information to an external party (e.g., the user) outside 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 the display drive. In one embodiment, the display 1340 may further include a touch sensor configured to detect touches. The display 1340 can output a game screen for a game service.
[0122] In one embodiment, the user terminal 1300 may further include an input circuit (not shown). The input circuit can receive instruction words or data used for components (e.g., processor 1310), and gameplay operation inputs from outside the user terminal 1300 (e.g., the user). The input circuit may include an input component circuit and may receive user input. The input circuit may include, for example, a touch recognition circuit for recognizing keys (e.g., buttons) and / or touches on the screen.
[0123] According to one form of game service described above, in a single-match game to determine the final winner (individual or team), such as a battle royale game, by utilizing the element of time resources that decrease over time, the degree to which user characters encounter each other can be gradually accelerated according to the game's progress without closing or shrinking the gameplay area on the game map. Furthermore, by providing game rules that encourage active exposure to danger and are advantageous for survival, rather than passive gameplay (e.g., avoiding combat, hiding, occupying a position) which is advantageous in a gameplay area closing or shrinking system, users can be encouraged to actively participate in combat.
[0124] The game service described in this disclosure can provide users with enjoyment, tension, and interest 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 seize a portion of the time resources held by the other user character and increase their own time resources. If the other user character has a large amount of time resources, a larger amount of time resources may be seized. On the other hand, the user can use the time resources held by the user character to further strengthen their own user character. If a user character has a large amount of time resources, they are safe from the natural depletion of time resources, but there is a risk that a large amount of time resources will be seized 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, after deducting the amount of time resources deemed necessary, to improve their user character (e.g., purchasing and / or upgrading skills / weapons). If a user spends too much time resources on improving their user character, they face the risk of being completely eliminated from the game or game over if they cannot acquire additional time resources. Thus, the game service described in this disclosure provides users with strategic enjoyment in how they use the time resources held by their user character, and can induce a sense of tension in users through the occurrence of various situations resulting from strategic choices.
[0125] The embodiments described above are embodied in hardware components, software components, or combinations of hardware and software components. For example, the devices and components described in these embodiments are embodied using one or more general-purpose or special-purpose computers, such as a processor, controller, ALU (arithmetic logic unit), digital signal processor, microcomputer, FPA (field programmable array), PLU (programmable logic unit), microprocessor, or different devices that execute and respond to instructions. The processing device executes an operating system (OS) and one or more software applications that run on the OS. The processing device also accesses, stores, manipulates, processes, and generates data in response to the execution of the software. For convenience of understanding, the processing device may sometimes be described as being used as a single unit, but a person with ordinary skill in the art will understand that the processing device includes multiple processing elements and / or multiple types of processing elements. For example, the processing device includes multiple processors or one processor and one controller. Other processing configurations are also possible, such as a parallel processor.
[0126] Software includes computer programs, code, instructions, or a combination of one or more of these, which can configure a processing unit to operate as desired, or instruct the processing unit independently or in combination. 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, for interpretation by a processing unit or for providing instructions or data to a processing unit. Software can be distributed across a network of computer systems and stored and executed in a distributed manner. Software and data can be stored on a recording medium readable by one or more computers.
[0127] The method according to this embodiment is embodied in the form of program instructions that are implemented via various computer means and recorded on a computer-readable recording medium. The recording medium includes program instructions, data files, data structures, etc., individually or in combination. The recording medium and program instructions may be specifically designed and configured for the purposes of the present invention, or they may be known and usable by those skilled in the art who have technology in the field of computer software. Examples of computer-readable recording media include magnetic media such as hard disks, floppy disks and magnetic tapes, optical recording media such as CD-ROMs and DVDs, magneto-optical media such as floppy disks, and hardware devices specifically configured to store and execute program instructions, such as ROMs, RAMs, and flash memory. Examples of program instructions include not only machine code generated by a compiler, but also high-level language code executed by a computer using an interpreter or the like.
[0128] The hardware device described above may be configured to operate as one or more software modules to perform the operations shown in the present invention, and vice versa.
[0129] As described above, embodiments have been illustrated with illustrative and limited drawings, but a person with ordinary skill in the art can 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 described systems, structures, devices, circuits, and other components may be combined or assembled in a different manner than described, or replaced or substituted with other components or equivalents, and still achieve satisfactory results.
[0130] Therefore, other manifestations, other embodiments, and equivalent claims also fall within the scope of the claims described later.
Claims
1. A game service method that utilizes time resource elements, which is performed by a game service device including a processor, The aforementioned game service device The operation of allocating time resources and stamina resources to each user character, including the first user character and the second user character, When a game stage begins, the time resources held by each of the user characters are reduced in proportion to the passage of time. If at least one first event occurs, the first user character performs an action to reduce the time resources it holds, If at least one second event distinct from the first event occurs, the first user character performs an action to increase the time resources it holds, This includes performing the following: The operation to increase the time resources includes, when the second event occurs in which the health resources of the second user character reach a first threshold due to an attack by the first user character, the operation to increase the time resources held by the first user character. The operation to increase the time resources of the first user character is: If the second user character's health resources reach a first threshold due to an attack by the first user character, the operation to determine the amount of increase in the first user character's time resources based on the time resources held by the second user character, An operation to increase the time resources of the first user character by the amount determined above, Game service methods, including
2. The game service method according to claim 1, wherein the more time resources the second user character possesses, the greater the increase in the time resources of the first user character.
3. The game service method according to claim 1, wherein the operation to reduce the time resources includes, when a first event occurs in which the health resources of the first user character reach a first threshold due to an attack by the second user character, the operation to reduce the time resources held by the first user character by a predetermined reduction amount.
4. The aforementioned game stage includes multiple game stages that are started sequentially as time progresses. The aforementioned game stages include a first game stage that begins at a first time point, and a second game stage that begins at a second time point that is after the first time point. The action of reducing the aforementioned time resources is, In the first game stage, the time resource is reduced based on the first time reduction rate, In the second game stage, the time resource is reduced based on a second time reduction rate that is faster than the first time reduction rate, The game service method according to claim 1, including the following:
5. The game service device, When the first user character is attacked by the second user character, the first user character performs an action to reduce the health resources it possesses, When the physical resources of the first user character reach the first threshold, the operation of determining whether the time resources of the first user character are greater than the second threshold, If the time resources of the first user character are greater than the second threshold, the operation to decide to respawn the first user character is performed. The game service method according to claim 1, further comprising performing the following:
6. The game service device further includes performing an operation to determine the target user character who has won the game based on the time resources held by the user character, The game service method according to claim 1, wherein the operation for determining the target user character includes, if the first user character is the only user character among the user characters for which time resources remain, the operation for determining the first user character as the target user character.
7. The game service device further includes performing an operation to determine the target user character who has won the game based on the time resources held by the user character, The game service method according to claim 1, wherein the operation for determining the target user character includes, at the time a set period of time has elapsed, the operation for determining the user character with the largest amount of time resources among the time resources held by each of the user characters as the target user character.
8. The game service method according to claim 1, wherein the operation to reduce the time resources includes an operation to reduce the time resources held by the first user character when the first event occurs in which the first user character receives an input to select the purchase of a skill that can be used by the first user character within the game stage, or an input to request an upgrade for a skill held by the first user character.
9. The game service method according to claim 1, wherein the operation to increase the time resources includes, when a second event occurs in which the first user character acquires a time resource replenishment item present on the game map, the operation to increase the time resources held by the first user character by the amount corresponding to the acquired time resource replenishment item.
10. The aforementioned 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 the first team. The second user character and the fourth user character are included in a second team, which is distinct from the first team. The game service method according to claim 1, further comprising controlling the game service device so 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 to the screen of the user terminal.
11. The game service method according to claim 10, wherein the operation to increase the time resources includes an operation to increase the time resources held by the first user character when the distance between the first user character and the third user character is within the reference distance and the second event occurs in which the stamina resources of the second user character or the fourth user character reach a first threshold due to an attack by the third user character.
12. The game service method according to claim 10, wherein the operation to increase the time resources includes an operation to increase the time resources held by the first user character when the distance between the first user character and the third user character is within the reference distance and the second event occurs in which the third user character acquires a time resource replenishment item present on the game map.
13. The game service method according to claim 10, wherein the operation to increase the time resources includes, in response to a time resource transfer request from the first user character to the third user character, an operation to receive a user input from the third user character's user terminal corresponding to a pre-set reference input, adding at least a portion of the third user character's held time resources to the time resources held by the first user character.
14. The game service device further includes performing an operation to determine the target team that won the game based on the time resources held by the user character, The game service method according to claim 10, wherein the operation to determine the target team includes the operation to determine the first team as the target team if, among teams composed of one or more user characters, the first team is the only team that includes the user character with remaining time resources.
15. A computer-readable recording medium storing a computer program that includes an instruction word for performing the method described in claim 1.
16. A game service device, A communication circuit for communication with user terminals that operate each of the user characters, including the first user character and the second user character, One or more processors that control game services in accordance with the actions of each user character, A memory for storing instruction words that can be executed by one or more processors, Includes, When the executable instruction word is executed by one or more processors, the one or more processors: Each user character, including the first and second user characters, is allocated time resources and stamina resources. When a game stage begins, the time resources held by each of the user characters are reduced in proportion to the passage of time. If at least one first event occurs, the time resources held by the first user character are reduced. If at least one second event distinct from the first event occurs, the time resources held by the first user character are increased. If the second event occurs in which the second user character's health resources reach a first threshold due to an attack by the first user character, the time resources held by the first user character are increased. If the second user character's health resources reach the first threshold due to an attack by the first user character, the amount of increase in the first user character's time resources is determined based on the time resources held by the second user character. A game service device that increases the time resources of the first user character by the amount determined above.
17. The game service device according to claim 16, wherein when a first event occurs in which the health resources of the first user character reach a first threshold due to an attack by the second user character, one or more processors reduce the time resources held by the first user character by a predetermined reduction amount.
Citation Information
Patent Citations
Program, information processing device, method, and system
JP2023170772A