Method and device for controlling actions of user character

WO2025084479A3PCT designated stage expired Publication Date: 2025-09-11NCSOFT CORP
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Patent Information

Application Number
PCT/KR2023/016421
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-10-20
Publication Date
2025-09-11

AI Technical Summary

Technical Problem

Existing Battle Royale games often rely on similar methods to reduce playable areas, leading to repetitive gameplay experiences and potential user dropout due to mistakes.

Method used

A method and device to control the behavior of user characters by determining specific conditions for jump operations, such as being in the air, and activating corresponding input objects to manage jump and jump attack actions.

Benefits of technology

This approach provides new gameplay experiences by altering the battle area dynamics, reducing game dropout, and introducing original gameplay mechanics, thereby enhancing user engagement and satisfaction.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure relates to a method and a device for controlling the actions of a user character. According to one embodiment disclosed herein, a method for controlling the actions of a user character may be provided, the method comprising the actions of: determining whether conditions for a jump action of the user character have been satisfied; activating a jump action input object when it is determined that the conditions for the jump action of the user character have been satisfied, and determining whether the user character is jumping; and activating a jump attack action input object when it is determined that the user character is jumping, wherein the conditions for the jump action include that the user character is in the air.
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Description

Method and device for controlling the movements of a user character

[0001] The present disclosure relates to a method and device for controlling the movement of a user character.

[0002] The battle royale genre, in which multiple players repeatedly battle each other to determine who survives last, has been popular with game users from the past to the present, and various games in the battle royale genre are continuously being released.

[0003] However, many battle royale games encourage combat by reducing the area in which combat takes place, and this is usually done in a similar way.

[0004] Accordingly, there is a need to introduce new game progression methods or user character movements that can attract the interest of users playing games in the battle royale genre.

[0005] The purpose of the present disclosure is to provide a method and device for controlling the movements of a user character. The problems addressed by the present disclosure are not limited to those mentioned above. Other problems and advantages of the present disclosure, not mentioned above, can be understood through the following description and will be more clearly understood through the embodiments of the present disclosure. Furthermore, it will be appreciated that the problems and advantages addressed by the present disclosure can be realized by the means and combinations thereof set forth in the claims.

[0006] A first aspect of the present disclosure provides a method for controlling a motion of a user character, comprising: an operation of determining whether a condition for a jump motion of the user character is satisfied; an operation of activating a jump motion input object and determining whether the user character is jumping when the condition for the jump motion of the user character is determined to be satisfied; and an operation of activating a jump attack motion input object when the user character is determined to be jumping, wherein the condition for the jump motion includes that the user character is in the air.

[0007] A second aspect of the present disclosure provides a device for controlling a motion of a user character, comprising: a memory storing at least one program; and a processor performing an operation by executing the at least one program, wherein the processor determines whether a condition for a jump motion of the user character is satisfied, and if it is determined that the condition for the jump motion of the user character is satisfied, activates a jump motion input object, determines whether the user character is jumping, and if it is determined that the user character is jumping, activates a jump attack motion input object, wherein the condition for the jump motion includes that the user character is in the air.

[0008] A third aspect of the present disclosure can provide a computer-readable recording medium having recorded thereon a program for executing the method according to the first aspect on a computer.

[0009] According to one embodiment of the present disclosure, by reconfiguring the area where battles take place in various ways, a new experience can be provided to users playing the game, and play satisfaction can be increased.

[0010] Additionally, by introducing new types of movement, we can prevent accidental game crashes or create new and unique types of in-game combat.

[0011] FIG. 1 is a diagram illustrating an example of a system including a user terminal and a game server.

[0012] FIG. 2 is a diagram illustrating a process for determining an approximate location at which a user character starts a game according to one embodiment of the present disclosure.

[0013] FIG. 3 is a diagram illustrating a process for determining a detailed location at which a user character starts a game according to one embodiment of the present disclosure.

[0014] FIG. 4 is a diagram for explaining a process in which a safe area tile is converted into a non-safe area tile according to one embodiment of the present disclosure.

[0015] FIG. 5 is a diagram illustrating a process in which safe area tiles are destroyed as game time elapses according to one embodiment of the present disclosure.

[0016] FIG. 6 is a diagram for explaining a process in which a safe area tile is destroyed based on the density of a game object according to one embodiment of the present disclosure.

[0017] FIG. 7 is a flowchart illustrating a process for controlling a movement associated with a jump of a user character according to one embodiment of the present disclosure.

[0018] FIG. 8 is a flowchart illustrating a process for controlling a continuous attack motion of a user character according to one embodiment of the present disclosure.

[0019] FIG. 9 is a drawing for explaining an interface provided to a user according to one embodiment of the present disclosure.

[0020] FIG. 10 is a drawing for explaining a display effect corresponding to attribute information of an in-game object according to one embodiment of the present disclosure.

[0021] FIG. 11 is a drawing for explaining a predetermined point in time according to one embodiment of the present disclosure.

[0022] FIG. 12 is a diagram illustrating a first interface when a user character and a character other than an ally are located inside a hidden object according to one embodiment of the present disclosure.

[0023] FIG. 13 is a diagram illustrating a second interface that displays character icons corresponding to user characters and characters other than friendly characters according to one embodiment of the present disclosure.

[0024] FIG. 14 is a diagram illustrating a process of applying an item to a user character according to one embodiment of the present disclosure.

[0025] FIG. 15 is a diagram illustrating a process of connecting a user to a voice chat channel according to one embodiment of the present disclosure.

[0026] FIG. 16 is a drawing for explaining a user setting interface for receiving user setting input according to one embodiment of the present disclosure.

[0027] FIG. 17 is an example of a method for controlling the movement of a user character according to one embodiment of the present disclosure.

[0028] FIG. 18 is a block diagram of a device for controlling the movement of a user character according to one embodiment of the present disclosure.

[0029] A method according to one embodiment of the present disclosure may include: determining whether a condition for a jump motion of a user character is satisfied; activating a jump motion input object and determining whether the user character is jumping if the condition for the jump motion of the user character is determined to be satisfied; and activating a jump attack motion input object if the user character is determined to be jumping. In this case, the condition for the jump motion may include that the user character is in the air.

[0030] The advantages and features of the present disclosure, and methods for achieving them, will become clearer with reference to the embodiments described in detail with the accompanying drawings. However, the present disclosure is not limited to the embodiments presented below, but can be implemented in various different forms, and should be understood to encompass all transformations, equivalents, and alternatives falling within the spirit and technical scope of the present disclosure.

[0031] The terminology used in this application is only used to describe specific embodiments and is not intended to limit the present disclosure. The singular expression includes the plural expression unless the context clearly indicates otherwise. In this application, it should be understood that the terms "comprise" or "have" indicate the presence of a feature, number, step, operation, component, part, or combination thereof described in the specification, but do not preclude the possibility of the presence or addition of one or more other features, numbers, steps, operations, components, parts, or combinations thereof.

[0032] Some embodiments of the present disclosure may be represented by functional block configurations and various processing steps. Some or all of these functional blocks may be implemented by various hardware and / or software configurations that perform specific functions. For example, the functional blocks of the present disclosure may be implemented by one or more microprocessors or by circuit configurations for a given function. Furthermore, for example, the functional blocks of the present disclosure may be implemented in various programming or scripting languages. The functional blocks may be implemented by algorithms that execute on one or more processors. Furthermore, the present disclosure may employ conventional techniques for electronic configuration, signal processing, and / or data processing. Terms such as "mechanism," "element," "means," and "configuration" may be used broadly and are not limited to mechanical and physical configurations.

[0033] Additionally, the connecting lines or connecting members between components depicted in the drawings are merely exemplary representations of functional connections and / or physical or circuit connections. In an actual device, connections between components may be represented by various functional connections, physical connections, or circuit connections that may be replaced or added.

[0034] Hereinafter, the actions performed by the user may refer to actions performed by the user through the user terminal. As an example, a command corresponding to the action performed by the user may be input into the user terminal through an input device (e.g., a keyboard, a mouse, etc.) embedded in or additionally connected to the user terminal. As another example, a command corresponding to the action performed by the user may be input into the user terminal through the touch screen of the user terminal. In this case, the actions performed by the user may include a predetermined gesture. For example, gestures may include tap, touch and hold, double tap, drag, pan, flick, drag and drop, etc.

[0035] The present disclosure will be described in detail with reference to the attached drawings below.

[0036] FIG. 1 is a diagram illustrating an example of a system including a user terminal and a game server.

[0037] A system according to one embodiment may include a plurality of user terminals (1000) and a game server (2000).

[0038] User terminals (1000) can communicate with each other or with other nodes through a network.

[0039] The user terminal (1000) may be a smartphone, tablet PC, PC, smart TV, mobile phone, laptop, or other mobile or non-mobile computing device. Furthermore, the user terminal (1000) may be a wearable device, such as glasses or a hair band, equipped with communication and data processing capabilities. The user terminal (1000) may include any type of device capable of communicating with other devices via a network.

[0040] For example, the user terminal (1000) may include a touch screen and a touch input means. A touch screen refers to a screen on which certain information can be input through a user's gesture, and the user's gestures may include tap, double tap, press (touch&hold), long press, drag, panning, flick, drag&drop, release, etc.

[0041] The game server (2000) may be implemented as a computer device or multiple computer devices that communicate over a network to provide commands, codes, files, content, services, etc.

[0042] A user terminal (1000) and a game server (2000) can communicate using a network. The game server (2000) can exchange game data with the user terminal (1000) via the network and provide a system that allows a user to play a game via the user terminal (1000).

[0043] The user terminal (1000) can access the game server (2000) through a game application and game execution program installed on the user terminal (1000). In addition, the user terminal (1000) can access the game server (2000) through a web-based game streaming platform. However, the method of accessing the game server (2000) is not limited thereto.

[0044] Game data may include information about a user character. Information about a user character may include, for example, image information about the user character, location information about the user character, level information about the user character, skill information about the user character, item information about the user character, and status information about the user character, such as health, mana, and stamina (energy).

[0045] Game data may include map information. For example, map information may include information about safe and unsafe areas, as described below. Map information may include, for example, information about the terrain of the tiles that make up the map, information about the tile designs, and more.

[0046] The network includes a local area network (LAN), a wide area network (WAN), a value-added network (VAN), a mobile radio communication network, a satellite communication network, and a combination thereof, and is a comprehensive data communication network that enables each network component illustrated in Fig. 1 to communicate smoothly with each other, and may include wired Internet, wireless Internet, and mobile radio communication networks. In addition, wireless communication may include, but is not limited to, wireless LAN (Wi-Fi), Bluetooth, Bluetooth low energy, Zigbee, WFD (Wi-Fi Direct), UWB (ultra wideband), infrared communication (IrDA, infrared Data Association), NFC (Near Field Communication), etc., for example.

[0047] Hereinafter, with reference to FIGS. 2 and 3, a process for determining a starting point at the beginning stage of a game according to various embodiments of the present disclosure will be described.

[0048] In this disclosure, the "starting point" may refer to the location where a user character begins the game. In this disclosure, a user can determine the location where their character begins the game. Therefore, each of the multiple users playing the game together can freely determine the location where their character begins the game.

[0049] In one embodiment, the starting point may be determined by user input. In the present disclosure, the starting point designation may include a primary designation that determines the approximate location where the user character begins the game, and a secondary designation that determines the detailed location where the user character begins the game. The primary and secondary designations may be performed by user input.

[0050] FIG. 2 is a diagram illustrating a process for determining an approximate location at which a user character starts a game according to one embodiment of the present disclosure.

[0051] As mentioned above, the user can determine the approximate location where the user character will start the game through the first designation.

[0052] Referring to FIG. 2, in one embodiment, a world map may be displayed to the user for primary designation. The world map may refer to a map representing the entire space in which the game takes place.

[0053] In Fig. 2, the world map is illustrated as being composed of a plurality of unit areas having a hexagonal shape. These unit areas have the meaning of dividing and identifying each area of ​​the world map, and may not be identical to the 'tiles' described below. These unit areas can preferably mean areas significantly larger than 'tiles', and can be understood as including a large number of 'tiles'.

[0054] In one embodiment, the world map may include map elements to help the user determine a starting point. For example, the map element may include objects representing at least a portion of the overall space in which the game takes place. For example, the map element may include objects that describe key buildings, key terrain features, or key item boxes.

[0055] Referring to FIG. 2, a world map is illustrated, and the world map may include various map elements composed of objects. For example, through the world map of FIG. 2, a user can recognize that a tree terrain exists at a specific location. For example, through the world map of FIG. 2, a user can recognize that a house exists at a specific location. For example, through the world map of FIG. 2, a user can recognize that a chest containing a high-quality item exists at a specific location.

[0056] In one embodiment, a user can designate a random location within the world map (i.e., a primary designation). By designating a random location within the world map, the user can determine the approximate location where the user's character will begin the game. For example, the user can perform a primary designation by selecting a random location within the world map (e.g., by pressing a specific key, clicking, or touching).

[0057] Referring to the first drawing of FIG. 2, it is illustrated that a user performs a first designation by selecting and inputting a specific location within a world map (e.g., by entering a specific key, clicking, or touching). Referring to the second drawing of FIG. 2, it is illustrated that, in response to the first designation, a first object (200), which is an object corresponding to the location designated by the user, is displayed.

[0058] In one embodiment, a preset time limit may be imposed on the first designation. For example, the world map of FIG. 2 may be displayed, and the user may be required to complete the first designation within a preset time. If the user does not complete the first designation within the preset time, the approximate location where the user's character begins the game may be randomly determined.

[0059] In one embodiment, even if a user performs a primary designation, it may be possible to modify the primary designation within a preset time period. The primary designation may only be completed after the preset time period has elapsed.

[0060] In one embodiment, upon completion of the first assignment, the results of the first assignment may be displayed on the world map. In one embodiment, the results of the first assignment may be displayed as objects corresponding to the locations of each user's first assignments. The results of the first assignment may be relevant to all users participating in the game. Based on the world map displaying the results of the first assignment, users may devise game strategies or perform second assignments.

[0061] In one embodiment, objects corresponding to a primary designated location may be displayed in different ways so that a user can distinguish between the locations he or she has designated and the locations designated by other users.

[0062] Referring to the third drawing in FIG. 2, a world map is illustrated after the first designation is completed. Referring to the third drawing in FIG. 2, the world map can include all objects corresponding to locations designated by all users. Meanwhile, referring to the third drawing in FIG. 2, a user can, through the world map after the first designation is completed, check the first object (200), which is an object corresponding to the location designated by the user, and objects corresponding to locations designated by other users that are displayed differently from the first object (200).

[0063] Meanwhile, in one embodiment, objects corresponding to the locations of the primary designations may include appearances specific to the character type selected by each user. Users can devise strategies based on the types of other user characters close to their user character.

[0064] Meanwhile, in one embodiment, objects corresponding to the first designated location may be displayed based on the team to which each user belongs. For example, objects corresponding to locations designated by other users belonging to the same team as the user's character may be displayed in blue, while objects corresponding to locations designated by other users belonging to a different team may be displayed in red, thereby distinguishing objects based on their relationship to the user's character. Users can devise strategies based on the teams to which other user characters close to the user's character belong.

[0065] FIG. 3 is a diagram illustrating a process for determining a detailed location at which a user character starts a game according to one embodiment of the present disclosure.

[0066] As mentioned above, the user can determine the detailed location where the user character starts the game through secondary designation.

[0067] Referring to FIG. 3, in one embodiment, an enlarged world map may be displayed to the user for secondary designation. The enlarged world map may refer to a map in which the area corresponding to the primary designation is enlarged and displayed. The enlarged world map allows the user to determine the detailed location where the user character begins the game.

[0068] In one embodiment, the enlarged world map may include map elements not displayed in the world map. That is, the enlarged world map may provide more detailed information about a specific area than the world map. Referring to FIG. 3, objects not displayed in FIG. 2 are shown displayed in the enlarged world map along with the first object (200).

[0069] In one embodiment, a user can designate an arbitrary location within an expanded world map (i.e., a secondary designation). When a user designates an arbitrary location within an expanded world map, a detailed location where the user's character begins the game can be determined. For example, a user can perform a secondary designation by selecting an arbitrary location within the expanded world map (e.g., by pressing a specific key, clicking, or touching).

[0070] Referring to the left drawing of FIG. 3, it is illustrated that a user performs a secondary designation by selecting and inputting (by entering a specific key, clicking, or touching, etc.) a specific location on an enlarged world map.

[0071] Referring to the right drawing of FIG. 3, the location of the first object (200) is shown to have changed according to the user's secondary designation. That is, in the left drawing of FIG. 3, the user can select and input (e.g., by pressing a specific key, clicking, or touching) the area around the object representing the factory to change the location where the user character starts the game so that it is closer to the object representing the factory. In response, the location of the first object (200) can be changed.

[0072] For example, a user may have made a secondary designation to a location close to a factory, indicated by a certain object, to find better items than other users or to gain a strategic advantage over other users.

[0073] Referring to the right drawing of Figure 3, it is shown that the positions of objects corresponding to positions specified by other users have also changed according to the secondary designations of other users.

[0074] In one embodiment, a preset time limit may be imposed on the secondary designation. For example, the enlarged world map of FIG. 3 may be displayed, and the user may be required to complete the secondary designation within a preset time.

[0075] Meanwhile, in one embodiment, the secondary designation may have restrictions on the location specified, unlike the primary designation. These restrictions may be imposed based on the location of the primary designation. In other words, the secondary designation may be understood as a change to the primary designation, and changes to the primary designation may only be possible within the restrictions established based on the primary designation.

[0076] For example, in the left drawing of Fig. 3, when a user designates an arbitrary location within an enlarged world map, the first object (200) may not be moved immediately to the designated location, but may gradually move toward the designated location at a constant speed. For example, the constant speed may correspond to the movement speed of the user's character. The right drawing of Fig. 3 may illustrate objects corresponding to the locations designated by the user gradually moving.

[0077] As described above, in one embodiment, a preset time limit may be given to the secondary designation, and when the preset time given to the secondary designation elapses while the first object (200) corresponding to the user character is gradually moving toward the designated location, the location of the first object (200) at the time the preset time given to the secondary designation elapses may be determined as the location of the secondary designation.

[0078] Below, various game components associated with the actions of a user character according to various embodiments of the present disclosure will be described. The various embodiments described below may be performed by a device controlling the actions of a user character, and more specifically, may be executed by a processor included in the device controlling the actions of the user character.

[0079] In the present disclosure, the actions of the user character can be controlled based on whether the character is in a safe area or a non-safe area.

[0080] In the present disclosure, a safe area and an unsafe area may be composed of one or more tiles, and a safe area may refer to an area including tiles on which a user character can stand without any operation, and an unsafe area may refer to an area including tiles on which a user character cannot stand without any operation. As described below, tiles included in a safe area may be converted into an unsafe area by being destroyed. Meanwhile, a tile on which a user character cannot stand without any operation may refer to, for example, an area on which a user character position changes when there is no operation by the user, or an area that is at a height higher than a preset height in the direction of a height axis (e.g., a z-axis) of a game map from the ground surface.

[0081] Meanwhile, in one embodiment, a safe zone may include an incomplete safe zone. An incomplete safe zone may refer to an area where the user character's stamina is continuously consumed when the user character is located there. For example, an incomplete safe zone may include a water surface. That is, an incomplete safe zone may be composed of one or more tiles made of water. A water surface refers to terrain in the game that consists of water. If the user character is on the water surface, the user character will not immediately fall or be eliminated from the game, but the user character's stamina will continuously be consumed. If the user character's stamina is completely consumed and the user character is still on the water surface, the user character may be eliminated from the game.

[0082] In the present disclosure, the game map may include safe areas and unsafe areas. In one embodiment, an initial safe area and an initial unsafe area may be created when the map is first created. The first safe area created may be set as a safe area, and the first unsafe area created may be set as an unsafe area. The safe area may gradually transition to an unsafe area according to various embodiments of the present disclosure. That is, as the game progresses, the safe area may gradually shrink, and the unsafe area may gradually expand.

[0083] In this disclosure, the term "tile" may refer to a unit that constitutes a map where battles between user characters take place in a game. A tile may be a basic unit that designers can use to design a game map, or it may serve as an element that enhances the fun and excitement of players. Furthermore, it may be a unit for tile destruction, which is a method of limiting a battle area according to various embodiments described below.

[0084] In the specifications or drawings below, the tiles are depicted as being flat, but may include structures having height on the tiles (e.g., trees, statues, etc.) or designs that can impart a sense of life (e.g., a dirt ground surface, a grass ground surface). Also, in the specifications or drawings below, the tiles are depicted as having a hexagonal or hexagonal prism shape, but the tiles may have other shapes (e.g., a square or rectangular prism shape).

[0085] FIG. 4 is a diagram for explaining a process in which a safe area tile is converted into a non-safe area tile according to one embodiment of the present disclosure.

[0086] For convenience of explanation, Fig. 4 is illustrated as a two-dimensional plane, but depending on the implementation method, the game map may be configured as a three-dimensional space. If the game map is configured as a three-dimensional space, the tiles illustrated in Fig. 4 may be considered to be included in a plane parallel to the ground in the game (e.g., the xy plane).

[0087] In the present disclosure, a safe area tile may refer to a tile constituting a safe area, and a non-safe area tile may refer to a tile constituting a non-safe area.

[0088] In one embodiment, the user character can stand on a safe area tile without any operation. That is, the safe area tile may include a 'ground surface'. On the other hand, in one embodiment, the user character cannot stand on a non-safe area tile without any operation. That is, the non-safe area tile may not include a 'ground surface'. When the game map is configured as a three-dimensional space, the game map may be designed so that the user character is eliminated from the game if the height of the user character in the direction of the height axis (e.g., the z-axis) is below a threshold value. The safe area tile may include a 'ground surface' that prevents the user character from falling, whereas the non-safe area tile may be implemented so that the user character cannot be prevented from falling.

[0089] Meanwhile, as previously mentioned, a safe area may include an incomplete safe area, and a safe area tile may include an incomplete safe area tile. An incomplete safe area tile may include 'Sleep'.

[0090] In this disclosure, a safe area tile can be converted into a non-safe area tile.

[0091] Referring to FIG. 4, examples of safe area tiles included in a safe area and non-safe area tiles included in a non-safe area are illustrated. The left drawing of FIG. 4 corresponds to a first tile (410) before it is converted into a non-safe area tile, and the right drawing of FIG. 4 corresponds to a first tile (410) after it is converted into a non-safe area tile.

[0092] In the present disclosure, at least some of the safe area tiles among the plurality of safe area tiles included in the safe area can be converted into non-safe area tiles. FIG. 4 illustrates an example in which a first tile (410) among the plurality of safe area tiles is converted into a non-safe area tile. In one embodiment, the first tile (410) can be converted into a non-safe area tile by being destroyed, and various destruction methods can be applied as described below. Hereinafter, the destruction of a safe area tile can be synonymous with the conversion of a safe area tile into a non-safe area tile.

[0093] Figure 4 is provided as an example, and the number of tiles converted to non-safe area tiles, the shape of the tiles, etc. can be designed in any suitable manner.

[0094] FIG. 5 is a diagram illustrating a process in which safe area tiles are destroyed as game time elapses according to one embodiment of the present disclosure.

[0095] For convenience of explanation, Fig. 5 is depicted as a two-dimensional plane, but depending on the implementation method, the game map may be configured as a three-dimensional space. If the game map is configured as a three-dimensional space, the safe area, tiles, etc. depicted in Fig. 5 may be considered to be included in a plane parallel to the ground in the game (e.g., the xy plane).

[0096] In this disclosure, safe zone tiles can be destroyed as game time elapses.

[0097] Hereinafter, for convenience of explanation, the destruction of safe zone tiles over time is referred to as time-based tile destruction.

[0098] In the present disclosure, time-based tile destruction can be used to limit the area in which a user's character can operate in a battle royale genre game. That is, as game time elapses, the battle area shrinks, creating an environment where the user cannot avoid combat. The time-based tile destruction of the present disclosure can provide a more intense experience and intuitive visual effects compared to existing battle royale genre games.

[0099] Referring to the first drawing of FIG. 5, safe area tiles and non-safe area tiles are illustrated before time-based tile destruction begins. Referring to the first drawing of FIG. 5, tiles included in the safe area indicated by the bold dotted line may correspond to safe area tiles, and tiles that are not safe area tiles may correspond to non-safe area tiles. In one embodiment, tiles that are not completely included in the safe area may be considered non-safe area tiles. However, as will be described below, according to one embodiment, non-safe area tiles may also be included within the safe area. That is, the safe area may also include the non-safe area.

[0100] In one embodiment, any one of the multiple safe area tiles included in the safe area may be determined as a shrinking center tile. The determination of the shrinking center tile may be performed by any suitable method. For example, the shrinking center tile may be determined randomly. The shrinking center tile may serve as a reference for time-based tile destruction.

[0101] Referring to the second drawing of FIG. 5, it is illustrated that the second tile (510) is determined as a reduced center tile. The second tile (510) can be a reference for time-based tile destruction in the illustrated example.

[0102] In one embodiment, a predetermined safe zone may be established based on a reduced center tile. In one embodiment, the predetermined safe zone may have a circular shape centered on the reduced center tile and having a radius of a predetermined length. In one embodiment, the length of the radius may be appropriately set based on the elapsed game time. Preferably, the predetermined safe zone may be established to be included within the safe zone.

[0103] Referring to the second drawing of FIG. 5, a circular safety zone is shown centered on the second tile (510), which is a reduced center tile.

[0104] In one embodiment, the safe area may be reduced to a predetermined safe area. In one embodiment, the safe area may be gradually reduced to the predetermined safe area over a predetermined period of time. As the safe area is reduced, tiles that fall outside the safe area may be destroyed. In one embodiment, if the game map is configured as a three-dimensional space, the destruction of tiles that fall outside the safe area may be implemented as tiles falling from the safe area. That is, in this embodiment, as the safe area is gradually reduced to the predetermined safe area, tiles that fall outside the safe area may gradually fall starting from tiles farther away from the safe area.

[0105] Referring to the third drawing of Figure 5, a newly formed safe area is depicted by reducing the safe area to the intended safe area. Referring to the third drawing of Figure 5, after the safe area is reduced, tiles not included in the safe area may be considered non-safe area tiles.

[0106] Although the safety zone and intended safety zone illustrated in FIG. 5 are depicted as being formed in a circular shape, this is merely an example and can be designed to be formed or established using any suitable shape and criteria. For example, the safety zone or intended safety zone can be oval-shaped. For example, the safety zone can be designed to be reduced by destroying some of the safety zone tiles among the multiple safety zone tiles, such as the outermost tile or tiles with four or fewer adjacent tiles, without establishing a separate intended safety zone.

[0107] As another example, a planned safe zone can be established without determining the center tile of the reduced area. Even in this case, it would be desirable for the planned safe zone to be set to be included in the safe zone.

[0108] In one embodiment, time-based tile destruction may be performed repeatedly according to a preset time schedule. For example, there may be a predetermined maximum game time, and the predetermined maximum game time may be divided into multiple time periods in any suitable manner. The multiple time periods may include one or more safe area reduction time periods and one or more waiting time periods. The safe area reduction time periods may be time periods during which the safe area gradually reduces according to various embodiments, and the waiting time periods may be time periods during which the safe area remains unchanged. The length of each of the one or more safe area reduction time periods may be different, or the length of each of the one or more waiting time periods may be different. The area of ​​the safe area reduced by each of the one or more safe area reduction time periods may be different.

[0109] As an example, the maximum game time may be designed to be 30 minutes, the first waiting period to be 5 minutes, the first safe zone reduction period to be 8 minutes, the second waiting period to be 3 minutes, the second safe zone reduction period to be 6 minutes, the third waiting period to be 2 minutes, the third safe zone reduction period to be 4 minutes, and the fourth waiting period to be 2 minutes.

[0110] FIG. 6 is a diagram for explaining a process in which a safe area tile is destroyed based on the density of a game object according to one embodiment of the present disclosure.

[0111] Hereinafter, for convenience of explanation, the destruction of safe area tiles based on the density of game objects is referred to as density-based tile destruction.

[0112] In the present disclosure, density-based tile destruction, in addition to time-based tile destruction, can function as an element that enables a unique experience different from existing battle royale genre games and provides new variables to battles between characters.

[0113] In one embodiment, a tile that has reached a threshold density among safe zone tiles may be detected. For example, a specific tile containing a number of game objects greater than a threshold value among multiple safe zone tiles may be detected. In another embodiment, a specific tile may be designed so that, after reaching a threshold density, the threshold density must be maintained for a threshold period of time before it is detected as having reached the threshold density. For example, the threshold period may be 3 seconds.

[0114] Referring to the first drawing of FIG. 6, it can be determined that a third tile (610) among a plurality of safe area tiles contains three combat game objects (e.g., user characters), and that the third tile (610) is a tile that has reached a critical density.

[0115] In one embodiment, one or more tiles among a plurality of safe zone tiles to be destroyed may be determined based on a tile that has reached a critical density. For example, the tile to be destroyed may include a tile that has reached a critical density and a predetermined number of tiles adjacent to the tile that has reached the critical density. The number of adjacent tiles included in the tile to be destroyed may be set to any suitable number, and any suitable method may be applied to determine which tiles adjacent to the tile that has reached the critical density are included in the tile to be destroyed. For example, two, three, or all tiles adjacent to the tile that has reached the critical density may be randomly included in the tile to be destroyed. As another example, the tile to be destroyed may include only the tile that has reached the critical density, but not any tiles adjacent to the tile that has reached the critical density.

[0116] Referring to the first drawing of FIG. 6, among the plurality of safe area tiles, the third tile (610) and the fourth tile (620) and fifth tile (630) adjacent to the third tile (610) may be determined as tiles to be destroyed. That is, in the illustrated example, the tiles to be destroyed include the fourth tile (620) and the fifth tile (630), which are two tiles adjacent to the third tile (610) that has reached the critical density.

[0117] In one embodiment, one or more destructible tiles may be destroyed after a predetermined amount of time has elapsed. For example, the predetermined amount of time may be set to any suitable amount of time, such as 3 seconds, 5 seconds, etc.

[0118] Meanwhile, in one embodiment, a graphic effect that distinguishes a tile to be destroyed from a tile not to be destroyed may be applied for a predetermined period of time. For example, after a tile to be destroyed is determined, the tile to be destroyed may be displayed in red for a predetermined period of time before being destroyed.

[0119] Referring to the second drawing of FIG. 6, the third tile (610), the fourth tile (620), and the fifth tile (630) included in the tiles to be destroyed are destroyed.

[0120] In one embodiment, when a tile to be destroyed is destroyed, the safe area tile corresponding to the tile to be destroyed may be converted to a non-safe area tile.

[0121] Referring to the third drawing of FIG. 6, the third tile (610), the fourth tile (620), and the fifth tile (630) are converted into unsafe area tiles after being destroyed.

[0122] In one embodiment, the density-based tile destruction described with reference to FIG. 6, unlike the time-based tile destruction described with reference to FIG. 5, involves the destruction of safe area tiles, which may result in a knock-back effect on game objects within a predetermined distance from the destroyed tile. The knock-back effect may include an effect that inflicts damage on game objects. That is, when a tile is destroyed by density-based tile destruction, an effect may be generated that inflicts damage to game objects close to the destroyed tile and pushes game objects close to the destroyed tile. In one embodiment, the distance by which a user character is knocked back may vary depending on the user character's remaining health. For example, the distance by which a user character is knocked back may be longer when the user character has less remaining health.

[0123] Referring to the second drawing of FIG. 6, as the third tile (610), fourth tile (620), and fifth tile (630) are destroyed, three game objects are knocked back to the surroundings.

[0124] In one embodiment, density-based tile destruction can be designed to be performed independently of the passage of time in the game, unlike time-based tile destruction.

[0125] Below, a process for controlling a jump motion among the user character's movements according to various embodiments of the present disclosure will be described. The various embodiments described below can be performed by a device that controls the user character's movements, and more specifically, can be executed by a processor included in the device that controls the user character's movements.

[0126] FIG. 7 is a flowchart illustrating a process for controlling a movement associated with a jump of a user character according to one embodiment of the present disclosure.

[0127] In one embodiment, a device controlling the movement of a user character can determine (701) whether a condition of a jump movement of the user character is satisfied.

[0128] In the present disclosure, the jump action may be initiated only when a preset condition is met. Restricting the jump action to only be enabled when the preset condition is met may be intended to facilitate smooth game progression and encourage active combat between users.

[0129] In one embodiment, the preset condition may include the user character being in the air. The user character being in the air may mean that the user character is not standing on the ground.

[0130] In one embodiment, the preset condition may include a case where the height value (e.g., z-coordinate) of the user character's position is within a preset range or is different from the height value (e.g., z-coordinate) of the ground surface.

[0131] In one embodiment, a case where the user character is in the air may include a case where the user character is jumping. A case where the user character is in a jumping motion may include a case where the user character jumps due to user input, or a case where the user character jumps due to a jump interaction object.

[0132] In one embodiment, the jump interaction object may include a jump interaction object placed on the ground surface and a jump interaction object placed on the water surface.

[0133] In one embodiment, a jump interaction object placed on the ground surface may refer to an object that is placed on the ground surface and causes the user character to jump in a preset direction for each jump interaction object placed on the ground when the user moves the user character toward the jump interaction object placed on the ground surface. In one embodiment, a jump interaction object placed on the ground surface may be always operational, unlike a jump interaction object placed on water. That is, the user character may be controlled to jump the moment the user character moves toward the jump interaction object placed on the ground surface.

[0134] In one embodiment, a jump interaction object placed on the water surface may refer to an object that is placed on the water surface and causes the user character to jump in the direction the user character is moving or facing when the user moves the user character to the jump interaction object placed on the water surface. In one embodiment, a jump interaction object placed on the water surface may be operated periodically, unlike a jump interaction object placed on the ground surface. That is, the user character may be controlled to jump only if the user character is present at the jump interaction object placed on the water surface at the moment the jump interaction object placed on the water surface is operated. For example, a jump interaction object placed on the water surface may be represented as a water column that periodically explodes and rises. For example, the period may be 5 seconds, 10 seconds, etc.

[0135] In one embodiment, a case where the user character is in the air may include a case where the user character is being knocked back. Cases where the user character is being knocked back may include a case where the user character is being knocked back by a tile being destroyed, a case where the user character is being knocked back by an attack from another user, etc.

[0136] In one embodiment, a case where a user character is in the air may include a case where the user character is in an unsafe area. For example, if the user character's coordinates on a plane of the game map (e.g., an xy plane) are in an unsafe area, the user character may be considered to be in the air.

[0137] In one embodiment, the preset condition may include the user character being in an incomplete safety zone, such as on the water. In one embodiment, if the user character is on the water, the user character may escape the water by jumping. In one embodiment, if the user character is on the water, stamina may be consumed over time.

[0138] In one embodiment, the preset condition may include the user character having sufficient stamina to jump. If the user character does not have sufficient stamina to jump, the device controlling the user character's movements may determine that the condition for the user character's jump movement is not met.

[0139] In the present disclosure, the stamina of the user character may be consumed to perform a jump. Stamina may be included in the status information of the user character as an element for imposing a limit on the repetitive performance of a specific action among various actions of the user character. In one embodiment, a device controlling the jump action of the user character may calculate the stamina required for the jump, and if the stamina required for the jump is greater than the stamina of the user character, it may determine that the stamina of the user character is insufficient to perform the jump. When the jump of the user character is triggered, a preset amount of stamina may be deducted from the current stamina of the user character.

[0140] In one embodiment, a user character's stamina may gradually recharge over time if not used. For example, a user character's stamina may increase based on the amount of time the user character remains within a safe zone or stands on a safe zone tile.

[0141] In one embodiment, the preset condition may be that the user character is located on terrain that is elevated above the ground. For example, the user character may be located on terrain that is elevated above the ground, such as when the user character lands on a hill or on top of a building.

[0142] The aforementioned preset conditions can be suitably combined. For example, the preset condition may be that the user character has sufficient stamina to jump, but is in the air or in an incomplete safety zone.

[0143] In one embodiment, a device controlling the movement of a user character may control (702) the user character to fall when it is determined that a condition of the user character's jump movement is not met.

[0144] Here, "falling" a character can mean that the character decreases in height along the game map's height axis (e.g., the z-axis). When a character falls, depending on the character's plane coordinates (in the xy plane), the character may land on the "ground surface," the "water surface," or an unsafe area tile.

[0145] In one embodiment, a device controlling the motion of a user character may activate (703) a jump motion input object when it determines that a condition for a jump motion of the user character is satisfied.

[0146] In the present disclosure, a jump motion input object may refer to an object with which a user can interact to input a jump motion. For example, a user can input a jump motion of a user character by selecting and inputting a jump motion input object (e.g., by pressing a specific key, clicking, or touching).

[0147] In one embodiment, a jump gesture input object may be activated by replacing another gesture input object. That is, the other gesture input object may be deactivated simultaneously with the jump gesture input object being activated. For example, the other gesture input object may be a fast movement gesture input object.

[0148] According to this embodiment, the user can input a jump action only when the conditions for the jump action of the user character are met.

[0149] In one embodiment, a device controlling the motion of a user character may determine (704) whether the user character is jumping.

[0150] In this embodiment, determining whether the user character is jumping (704) may have the same meaning as determining whether the conditions for a jump attack, which will be described later, are met. In one embodiment, if the user character is in the air, the user character may be able to jump, and if the user character is in the air, this may include the user character performing a jump operation. If the user character is in the jump operation, the user character may perform a jump attack.

[0151] In one embodiment, a device controlling the motion of a user character may determine that the user character is not jumping and, if a jump motion input is received (705), control (706) the user character to jump.

[0152] In one embodiment, a device controlling the motion of a user character can control the user character to jump based on receiving a user input for a jump motion input object.

[0153] This embodiment can be distinguished from one in which, as will be described later, a character is controlled to perform multiple jumps when a jump motion input is received while the character is jumping.

[0154] In one embodiment, the jump direction of the user character may be controlled based on the user's character direction input.

[0155] In one embodiment, a device controlling the motion of a user character may activate (707) a jump attack motion input object when it determines that the user character is jumping.

[0156] In the present disclosure, a jump attack motion input object may refer to an object with which a user can interact to input a jump attack motion. For example, a user can input a jump attack motion of the user character by selecting and inputting (e.g., pressing a specific key, clicking, or touching) a jump attack motion input object.

[0157] According to this embodiment, the user can input a jump action only when the condition of the user character's jump attack action, i.e., the user character is jumping, is satisfied.

[0158] In one embodiment, a device controlling the motion of a user character can control (709) the user character to perform multiple jumps when a jump attack motion input object is activated (707) and a jump motion input is received (708).

[0159] In this disclosure, a multi-jump refers to a continuous jumping motion, and through a multi-jump, the user character can jump additional times before landing on the ground after jumping. To perform a multi-jump, the user character's stamina may be consumed, as with a normal jumping motion.

[0160] In one embodiment, the stamina required for multiple jumps may be greater than the stamina required for jumping.

[0161] In one embodiment, the stamina required for a multi-jump may vary depending on the number of multi-jumps. In one embodiment, as the number of multi-jumps increases, the stamina required for a multi-jump may also increase. For example, the stamina required for a multi-jump may be greater if a player has previously performed N consecutive multi-jumps, i.e., N times without landing on the ground (e.g., a safe area tile), and is attempting to perform the N+1st multi-jump in succession, than if a player has previously performed N consecutive multi-jumps, i.e., N times without landing on the ground (e.g., a safe area tile), and is attempting to perform the N+2nd multi-jump.

[0162] In one embodiment, the height of a jump may vary depending on the number of multiple jumps. For example, as the number of multiple jumps increases, the height of the jump may gradually decrease. Here, the jump height may refer to the difference between the height at the moment the jump is initiated and the height of the highest point in the jump section.

[0163] In one embodiment, a device controlling the motion of a user character can control (711) the user character to perform a jump attack when a jump attack motion input object is activated (707) and a jump attack motion input is received (710).

[0164] In the present disclosure, a jump attack may be a special attack that can only be used when the user character is jumping. In one embodiment, a jump attack may have different in-game effects depending on the type of user character. In one embodiment, a jump attack may involve automatic targeting, similar to the general attack described below.

[0165] In one embodiment, a user character may fall while performing a jump attack. That is, after performing a jump attack, the user character may fall into a "ground surface" tile, a "water surface" tile, or a non-safe area tile, depending on the user character's plane (xy plane) coordinates. In one embodiment, if the jump attack involves automatic targeting, the user character may fall to the location of the attack target.

[0166] In one embodiment, a jump attack may not be performed if a preset condition is not met, even if the user character is jumping. That is, even if the user character is jumping, the jump attack motion input object may be disabled if the preset condition is not met.

[0167] For example, a preset condition could be that the character's height is above a threshold. For example, even if the user's character is jumping, the jump attack motion input object may be disabled if the character's height is not sufficiently high. The threshold for a character's height for a jump attack can be set to any suitable value.

[0168] Meanwhile, when the user character is in the air, an object that visually guides the location corresponding to the user character's plane (xy plane) coordinates may be displayed. The object that visually guides the location corresponding to the character's plane coordinates may have a suitable form that allows the user to effectively identify the location of the user character, and may be configured as a grid, for example. In addition, for example, the object that visually guides the location corresponding to the character's plane coordinates may be displayed at a location corresponding to a z-coordinate that is different from the z-coordinate at which the user character is located.

[0169] In one embodiment, an object visually guiding a location corresponding to a user character's plane coordinates may be displayed only when the user character's plane coordinates fall within a preset tile. For example, the preset tile may be an incomplete safe area tile, such as a tile containing water, or an unsafe area tile.

[0170] Meanwhile, the sequence illustrated in FIG. 7 is provided as an example and may be changed to any suitable sequence, and some actions may be omitted. For example, a device controlling the user character's actions may first determine whether the user character is jumping, and then activate a jump action input object based on whether the conditions for the jump action are met.

[0171] Below, a process for controlling the combat actions of a user character according to various embodiments of the present disclosure will be described. The various embodiments described below may be performed by a device that controls the actions of a user character, and more specifically, may be executed by a processor included in the device that controls the actions of a user character.

[0172] In the present disclosure, user characters can be controlled to perform various combat actions. Depending on the character type, the combat actions of the user characters may have different in-game effects. For example, some types of characters may perform basic attacks through close-range attacks, while others may perform basic attacks through ranged attacks.

[0173] In one embodiment, a user character may be controlled to perform a basic attack. In the present disclosure, a basic attack may refer to the most basic attack motion among the user character's combat motions. The user may input an attack motion by interacting with an attack motion input object. A device controlling the user character's movements may control the user character to perform a basic attack in response to receiving the attack motion input.

[0174] In one embodiment, a user character may be controlled to perform a continuous attack. In the present disclosure, a continuous attack may refer to a motion that allows the user character to continuously strike another user character during a combat action. The user may input a continuous attack motion by interacting with a continuous attack motion input object. A device controlling the motion of the user character may control the user character to perform a continuous attack in response to receiving the continuous attack motion input. In one embodiment, the continuous attack motion input object may be activated after the user character performs a basic attack. A detailed description of continuous attacks will be provided below.

[0175] In one embodiment, a user character may be controlled to evade. In the present disclosure, evasion may refer to an action of the user character to evade an attack from another user character during a combat action. The user may input an evasion action by interacting with an evasion action input object. A device controlling the actions of the user character may control the user character to evade an attack in response to receiving the evasion action input. In one embodiment, the user character may perform an evasion attack if the user character performs an attack action within a threshold time after the evasion action. After the user character performs the evasion action, the evasion attack action input object may be activated for a threshold time, and if the user interacts with the activated evasion attack action input object, the evasion attack action may be performed.

[0176] In one embodiment, a user character may be controlled to perform rapid movement. In the present disclosure, rapid movement may refer to an action that allows the user character to move faster than normal movement. The user may input a rapid movement action by interacting with a rapid movement input object. A device controlling the movement of the user character may control the user character to perform rapid movement in response to receiving the rapid movement action input. In one embodiment, the user character's stamina may be consumed to perform the rapid movement action.

[0177] In one embodiment, a user character may be controlled to perform a jump attack. In the present disclosure, a jump attack may refer to a motion that allows the user character to hit another user character while jumping during a combat motion of the user character. The user may input a jump attack motion by interacting with a jump attack motion input object. A device controlling the motion of the user character may control the user character to perform a jump attack in response to receiving the jump attack motion input. In one embodiment, the jump attack motion input object may be activated only when the user character is jumping. Meanwhile, activating the jump attack motion input object may include deactivating the attack motion input object. Alternatively, the attack motion input object may be converted into a jump attack motion input object. For example, the jump attack motion input object may have the same position on the interface as the attack motion input object, but may have a different shape.

[0178] In one embodiment, a user character may be controlled to use an ultimate skill. In the present disclosure, an ultimate skill may refer to the most powerful attacking skill among the user character's combat skills. The user may input an ultimate skill skill by interacting with an ultimate skill skill input object. A device controlling the user character's movements may control the user character to use the ultimate skill in response to receiving the ultimate skill skill input. In one embodiment, the ultimate skill skill input object may be activated only when the ultimate skill gauge exceeds a predetermined value. For example, the ultimate skill gauge may be gradually charged when the user character inflicts damage on another user character, receives damage from another user character, or over time. In one embodiment, when a user inputs an ultimate skill skill through the ultimate skill skill input object, the ultimate skill may not be immediately used to inflict damage on another user character, but rather a preparatory skill may be performed before using the ultimate skill. In the present disclosure, the preparatory skill skill before using the ultimate skill may be an element that can create tension or focus the attention of users within the game. While the user character is performing the preparatory action before using the ultimate skill, the user character may be in a so-called 'invincible' state, a state in which it cannot take damage from other user characters.

[0179] In one embodiment, various combat actions may involve automatic targeting. In the present disclosure, automatic targeting may mean that a suitable target or direction is automatically set around the user character to perform a specific action, even if the user does not specify the target or direction of the user character's action. For example, if automatic targeting is involved, if the user interacts with an attack action input object while the user character is not directly facing the first user character, the attack may be directed toward the first user character, rather than in the direction the user character is facing. In one embodiment, the first user character may be the nearest enemy. Any suitable method may be applied for automatic targeting. In one embodiment, a jump attack may also involve automatic targeting. For example, if the user character is a melee combat character, when the user character performs a jump attack, the user character may quickly move to another automatically targeted user character and inflict damage.

[0180] FIG. 8 is a flowchart illustrating a process for controlling a continuous attack motion of a user character according to one embodiment of the present disclosure.

[0181] As mentioned above, a continuous attack may refer to an action that can continuously hit another user character during the user character's combat action.

[0182] In one embodiment, a device controlling the motion of a user character may receive (801) a first attack motion input.

[0183] In one embodiment, a user may input a first attack action by interacting with an attack action input object.

[0184] In one embodiment, a device controlling the motion of a user character may control (802) the user character to perform a basic attack when receiving (801) a first attack motion input.

[0185] In one embodiment, a device controlling the motion of a user character may receive (803) a second attack motion input.

[0186] In one embodiment, a user may input a second attack motion input by interacting with an attack motion input object or a continuous attack motion input object.

[0187] In one embodiment, a device controlling the motion of a user character may determine (804) whether the time between a first attack motion input and a second attack motion input exceeds a threshold value.

[0188] In one embodiment, a device controlling the motion of a user character may control (802) the user character to perform a basic attack when the time between a first attack motion input and a second attack motion input exceeds a threshold value.

[0189] Conversely, in one embodiment, the device controlling the motion of the user character may control (805) the user character to perform a continuous attack if the time between the first attack motion input and the second attack motion input does not exceed a threshold value. That is, the device controlling the motion of the user character may determine, based on the time between the first attack motion input and the second attack motion input, whether to view the second attack motion input as a basic attack motion input or a continuous attack motion input.

[0190] In one embodiment, the maximum number of consecutive attacks may vary depending on the character type. For example, if the user character is a first-type character, a total of three consecutive attacks are possible. However, if the user character is a second-type character, a total of four consecutive attacks may be possible. For example, if the user character is capable of three consecutive attacks, the example illustrated in FIG. 8 may be applied analogically between the second and third attack motion inputs.

[0191] In one embodiment, if the last of a user character's consecutive attacks hits another user, that other user character may be knocked back. For example, if a user character can perform three consecutive attacks, the third consecutive attack may knock the other user character back.

[0192] In one embodiment, when the last hit of a consecutive attack knocks the user character back, the distance the character is knocked back may vary depending on the user character's remaining health. For example, the lower the user character's remaining health, the longer the distance the character is knocked back.

[0193] Meanwhile, the process of controlling the continuous attack motion of Fig. 8 may also be implemented through a change or variation of the motion input object.

[0194] For example, in FIG. 8, controlling the user character to perform a basic attack (802) may include activating a continuous attack motion input object. That is, when a device controlling the motion of the user character receives a first attack motion input (801), it may activate the continuous attack motion input object.

[0195] In one embodiment, activating the continuous attack motion input object may include deactivating the attack motion input object. That is, the attack motion input object may be deactivated and the continuous attack motion input object may be activated.

[0196] In another embodiment, an attack motion input object may be converted into a continuous attack motion input object. For example, a continuous attack motion input object may have the same location on the interface as an attack motion input object, but a different shape.

[0197] When the time corresponding to the threshold value in Fig. 8 has elapsed, the continuous attack motion input object may be deactivated. That is, when the time corresponding to the threshold value has elapsed, the user may be unable to input the continuous attack motion.

[0198] In one embodiment, when a time corresponding to a threshold has elapsed, disabling the continuous attack motion input object may include activating the attack motion input object.

[0199] In another embodiment, after a time period corresponding to a threshold value has elapsed, the continuous attack motion input object may be converted back to an attack motion input object.

[0200] Below, we will explain what happens when a user's character drops out of the game and the user can no longer participate in the game.

[0201] In one embodiment, if the user character's height along the height axis (e.g., the z-axis) of the game map falls below a threshold value, the user character may be eliminated from the game. For example, if the tile onto which the user character lands does not include the ground surface, the user character may be eliminated from the game.

[0202] In one embodiment, if the user character's stamina is completely depleted and the user character is located in an incomplete safe zone, the user character may be eliminated from the game. For example, if the user character continues to sleep, the user character may be eliminated from the game.

[0203] In one embodiment, if a user character is attacked or knocked back more than a preset number of times while in a groggy state, the user character may be eliminated from the game. In the present disclosure, the groggy state may be a state that is triggered when the user character's stamina is completely consumed by an attack from another user character. While in the groggy state, the user character may be unable to perform any actions. The groggy state may be maintained for a preset period of time, and after the preset period of time has elapsed, the user character may recover a small amount of stamina and then perform actions according to the user's input again.

[0204] FIG. 9 is a drawing for explaining an interface provided to a user according to one embodiment of the present disclosure.

[0205] Referring to FIG. 9, a device for controlling the movement of a user character may provide a first interface (910) that displays a user character (911), a game map, and at least one in-game object at a predetermined point in time.

[0206] A game map according to one embodiment may be implemented based on map information included in game data, and may be composed of one or more tiles for implementing safe areas and unsafe areas.

[0207] In the present disclosure, the game map may be generated in correspondence with the world map or the enlarged world map described above, but may be composed of map elements implemented with a different resolution and / or specificity than those implemented in the world map and the enlarged world map.

[0208] In this disclosure, an in-game object refers to an object implemented through an image on a game map. As an example, an in-game object may include an independently identifiable object on the game map. For example, an in-game object may include map elements, structures, buildings, and / or terrain features.

[0209] As an example, as illustrated in FIG. 9, in-game objects may include water (912), houses (913), bushes (914), and / or trees (915) visually represented on the game map. As another example, although not illustrated in FIG. 9, in-game objects may include items, item boxes, statues, pillars, and / or jump interaction objects.

[0210] A device for controlling the movement of a user character can provide a game experience in various visual environments and provide various plays using in-game objects by providing a first interface that displays various types of in-game objects.

[0211] Meanwhile, in the present disclosure, a device for controlling the movement of a user character may further provide a mini-map corresponding to a game map and a second interface (920) that displays a first character icon (921) corresponding to the user character (911) on the mini-map.

[0212] A mini-map according to one embodiment may include a map that displays a simplified version of the game map. For example, the mini-map may include a map implemented at a relatively low resolution and / or with a high level of detail compared to the game map.

[0213] According to one embodiment, the second interface (920) may not display in-game objects. According to another embodiment, the second interface (920) may only display objects among in-game objects that have a level of importance higher than a preset level of importance in terms of playability.

[0214] For example, a device controlling the movement of a user character may provide a second interface (920) that displays items among in-game objects on a mini-map. As another example, a device controlling the movement of a user character may provide a second interface (920) that displays only items with a grade attribute higher than a predetermined grade among items on the mini-map.

[0215] Meanwhile, a first character icon (921) corresponding to the user character (911) may be displayed on the second interface (920).

[0216] In one embodiment, a character icon including a first character icon (921) may display information such as character information, user information, and / or team information in a simple and intuitive manner. For example, character information may be expressed as a portrait of the corresponding character, user information may be expressed as a nickname of the user playing the corresponding character, and team information may be expressed as a border color of the icon, etc.

[0217] In one embodiment, suitable visual effects related to the various embodiments described above with reference to FIGS. 1 through 8 may be presented on the first interface (910) or the second interface (920).

[0218] For example, a device controlling the actions of a user character may provide a first interface (910) and / or a second interface (920) that expresses visual effects representing actions of the user character (911), such as movement, attack, and jump.

[0219] For example, a device controlling the actions of a user character may provide a first interface (910) and / or a second interface (920) that displays a visual effect indicating that destruction is imminent, in connection with time-based tile destruction or density-based tile destruction.

[0220] As another example, a device controlling the actions of a user character may provide a first interface (910) and / or a second interface (920) that displays a visual effect indicating a planned safe area or a safe area in connection with time-based tile destruction.

[0221] As another example, a device controlling the actions of a user character may provide a first interface (910) and / or a second interface (920) that displays a visual effect of a falling ground surface in connection with time-based tile destruction.

[0222] As another example, a device controlling the motion of a user character may provide a first interface (910) and / or a second interface (920) that displays a visual effect of tile destruction in relation to density-based tile destruction.

[0223] As another example, a device controlling the motion of a user character may provide a first interface (910) and / or a second interface (920) that displays a visual effect indicating that damage is inflicted when a game object is knocked back by density-based tile destruction.

[0224] In addition, suitable visual effects may be expressed in the first interface (910) or the second interface (920) to provide interest in the game.

[0225] FIG. 10 is a diagram for explaining display effects corresponding to attribute information of an in-game object according to one embodiment of the present disclosure. Meanwhile, the scenes (1010, 1020, 1030, 1040) illustrated in FIG. 10 may be understood as examples of the first interface (910) illustrated in FIG. 9, and the user character (1001) illustrated in FIG. 10 may be understood as an example of the user character (911) illustrated in FIG. 9.

[0226] Referring to FIG. 10, a device controlling the motion of a user character can set attribute information for each in-game object. At this time, the device controlling the motion of the user character can provide a first interface (910) that displays the user character (1001) using a display effect corresponding to the attribute information when the user character (1001) is obscured by an in-game object.

[0227] In one embodiment, a device controlling the actions of a user character can set attribute information for each in-game object based on input game data. For example, the input game data can be implemented in the form of a mapping table in which any one of the first to third attributes is mapped to each in-game object. The device controlling the actions of a user character can set attribute information for each in-game object based on the mapping table.

[0228] In another embodiment, a device controlling the motion of a user character may set attribute information based on the image characteristics of an in-game object. For example, if the size of an object, such as a tree (1011), is greater than a predetermined size and the pattern change per area of ​​the object is greater than a predetermined threshold, the attribute information may be set as a first attribute. For another example, if the size of an object, such as a statue (1021), is less than a predetermined size and the pattern change per area of ​​the object is greater than a predetermined threshold, the attribute information may be set as a second attribute. For yet another example, if the pattern change per area of ​​an object, such as a pillar (1041), is less than a predetermined threshold, the attribute information may be set as a third attribute.

[0229] In the present disclosure, the amount of pattern change per area is an indicator representing the visual complexity of an object, and according to one embodiment, the amount of pattern change per area can be calculated based on an image gradient for an interface on which an object is displayed.

[0230] According to one embodiment, whether the amount of pattern change per area of ​​an object is greater than or equal to a predetermined threshold may be determined based on the amount of change in saturation, brightness, and luminance within the object per total area of ​​the object. For example, the greater the amount of change in saturation, brightness, or luminance per area of ​​the object, the greater the amount of pattern change per area, and the smaller the amount of change in saturation, brightness, or luminance per area of ​​the object, the smaller the amount of pattern change per area.

[0231] In the first scene (1010), a case is described where the user character (1001) is obscured by a tree (1011), which is an in-game object.

[0232] A device for controlling the movement of a user character may provide a first interface (910) that displays a user character (1001) using an effect that does not display a part of an in-game object as a first display effect corresponding to an in-game object having a first property.

[0233] For example, when a user character (1001) is obscured by an object whose size is greater than a predetermined size and whose pattern is greater than a predetermined threshold, for example, a tree (1011), a device controlling the movement of the user character may determine a display limit range (1012) of in-game objects around the user character (1001) and provide a first interface (910) that displays the user character (1001) by displaying only images outside the display limit range (1012) of the in-game objects.

[0234] Meanwhile, for a natural visual effect, in-game objects around the display limit range (1012) may be expressed in a state in which they are not displayed and are gradually displayed in a direction outside the display limit range (1012).

[0235] In the second scene (1020) and the third scene (1030), a case in which the user character (1001) is obscured by a statue (1021), which is an in-game object, will be described. The second scene (1020) is a scene before the user character (1001) is obscured by the statue (1021), and the third scene (1030) is a scene after the user character (1001) is obscured by the statue (1021).

[0236] A device for controlling the movement of a user character may provide a first interface (910) that displays a user character (1001) using an effect that does not display all of the in-game object as a second display effect corresponding to an in-game object having a second property.

[0237] For example, when a user character (1001) is obscured by an object whose size is smaller than a predetermined size and whose pattern is larger than a predetermined threshold, such as a statue (1021), a device controlling the movement of the user character may provide a first interface (910) that displays the user character (1001) by not displaying the entire in-game object.

[0238] In the fourth scene (1040), a case is described where the user character (1001) is obscured by a pillar (1041), which is an in-game object.

[0239] A device controlling the movement of a user character may provide a first interface (910) that displays a user character (1001) using an effect that displays a monochrome character silhouette for an overlapping range of an in-game object and a user character (1001) as a third display effect corresponding to an in-game object having a third property.

[0240] For example, when a user character (1001) is obscured by an object whose pattern is below a predetermined threshold, for example, a pillar (1041), a device controlling the movement of the user character may provide a first interface (910) that determines an area where the user character (1001) and the in-game object overlap, and displays the overlapping area as a monochrome character silhouette, thereby displaying the user character (1001).

[0241] A device controlling the user character's movements can resolve the character occlusion phenomenon that occurs in interfaces based on 3D images by displaying characters obscured by in-game objects with a predetermined display effect based on the attribute information of the in-game objects. Furthermore, by providing appropriate display effects for each object, the device can minimize the disruption to the game's immersion while still displaying the character.

[0242] FIG. 11 is a diagram illustrating a predetermined point in time according to one embodiment of the present disclosure. Meanwhile, the scenes (1110, 1120, 1130) illustrated in FIG. 11 may correspond to the first interface (910) illustrated in FIG. 9, and the user character (1101) illustrated in FIG. 11 may correspond to the user character (911) illustrated in FIG. 9.

[0243] In the present disclosure, a given view may include a third-person perspective. In one embodiment, the given view may include any one of a top-down view looking down vertically, a quarter-down view looking down from a non-vertical angle, a shoulder view looking at the character from behind, or a side view looking at the character's side. Battle royale games involving multiple users may preferably be based on a top-down or quarter-down view, and in particular, quarter-down views can more effectively provide three-dimensional representations of various objects and visual effects.

[0244] Referring to FIG. 11, a given point of view according to one embodiment may include a third-person point of view in which the user character (1101) is positioned at the center of the first interface (910) when the user character (1101) is not moving, and in which the user character (1101) moves in one direction at a predetermined time interval from the movement of the user character (1101).

[0245] The first scene (1110), the second scene (1120), and the third scene (1130) illustrated in FIG. 11 represent the first still state scene, the scene in which the user character (1101) is moving in one direction, and the final still state scene, respectively.

[0246] A given viewpoint according to one embodiment may include a third-person viewpoint with a fixed orientation and a flexible capture range. The capture range may be determined by zooming in, zooming out, and translating the viewpoint.

[0247] In one embodiment, a given point in time may be a point in time when the user character (1101) moves in one direction, with a predetermined time interval between the movement of the user character (1101). That is, in the second scene (1120), the point in time (or center point) of the first interface (910) may be the same as the point in time (or center point) of the first interface (910) in the first scene (1110) for a predetermined time period, despite the movement of the user character (1101). Accordingly, the second scene (1120) may be understood as a scene in which the center point of the first interface (910) follows the user character (1101) due to a predetermined time interval.

[0248] In one embodiment, in the first scene (1110) and the third scene (1130) where the user character (1101) is not moving, the user character (1101) is displayed to be positioned at the center of the first interface (910), and when the user character (1101) is moving in one direction, the user character (1101) may be displayed to be positioned offset from the center of the first interface (910) in the direction in which the user character (1101) is moving.

[0249] The device controlling the user character's movements can maximize the dynamism and immersion of the scene by providing a first interface (910) in a third-person perspective that follows the user character (1101) at predetermined time intervals. However, since directionality confusion may occur depending on the predetermined time interval, the predetermined time interval may be set to several milliseconds (ms) to several hundred milliseconds. However, the present invention is not limited thereto.

[0250] FIG. 12 is a diagram illustrating a first interface according to one embodiment of the present disclosure when a user character and a character other than an ally are located within a hidden object. Meanwhile, the user character (1201) illustrated in FIG. 12 may correspond to the user character (911) illustrated in FIG. 9.

[0251] Referring to FIG. 12 , an in-game object according to one embodiment may include a character hiding object (1210). In a battle royale game, hiding one's own character and identifying the locations of other characters are important elements of the game. In the present disclosure, the hiding object (1210) may include an in-game object capable of hiding the location of a character. For example, the hiding object may include, but is not limited to, a bush (914) illustrated in FIG. 9 .

[0252] In one embodiment, a device controlling the movement of a user character may further display another character (1202) based on the location and a predetermined point in time of the other character (1202) in relation to the user character (1201) and a non-allying character (1202). In one embodiment, the allying state may be applied to another user who is on the same team as the user character within the game. In other words, the non-allying character (1202) may mean an enemy in the game and may mean a character on a different team from the user.

[0253] A given point in time according to one embodiment may have a capture range as described above with reference to FIG. 11, and when another character (1202) is located within the capture range, a device controlling the motion of the user character may provide a first interface (910) that further displays the other character (1202).

[0254] Meanwhile, in one embodiment, when a user character (1201) is located outside a hidden object (1210) (or in an area that does not overlap with the hidden object) and another character (1202) is located inside the hidden object (1210) (or in an area that overlaps with the hidden object), a device controlling the movement of the user character may provide a first interface (910) that does not display the other character (1202). That is, even when another character (1202) is located within the capture range at a given point in time, when the user character (1201) is located outside the hidden object and the other character (1202) is located inside the hidden object (1210), the other character (1202) is not displayed on the first interface (910).

[0255] Accordingly, users can hide their character locations using hidden objects (1210), requiring strategic game progression through hidden objects (1210).

[0256] In another embodiment, when both the user character (1201) and the other character (1202) are located inside a hidden object (1210), the device controlling the movement of the user character may provide a first interface (910) that displays the other character (1202) based on the distance between the user character (1201) and the other character (1202).

[0257] For example, if both the user character (1201) and the other character (1202) are located inside a hidden object (1210), and the distance between the user character (1201) and the other character (1202) is less than a predetermined distance, a device controlling the movement of the user character may provide a first interface (910) that displays the other character (1202). On the other hand, even if both the user character (1201) and the other character (1202) are located inside a hidden object (1210), if the distance between the user character (1201) and the other character (1202) is greater than a predetermined distance, the other character (1202) may not be displayed on the first interface (910).

[0258] In one embodiment, even if both the user character (1201) and the other character (1202) are located inside a hidden object (1210), if the first hidden object in which the user character (1201) is located and the second hidden object in which the other character (1202) is located are not connected, the other character (1202) may not be displayed on the first interface (910) even if the distance between the user character (1201) and the other character (1202) is less than a predetermined distance.

[0259] Through this, the device controlling the user character's movements can enhance the interest of the game play by requiring strategic play using hidden objects (1210), and can also provide an interface that enhances realism and immersion by using realistic terrain features.

[0260] FIG. 13 is a diagram for explaining a second interface that displays character icons corresponding to a user character and other characters that are not in an ally status according to one embodiment of the present disclosure. Meanwhile, the user character (1301) illustrated in FIG. 13 may correspond to the user character (911) illustrated in FIG. 9, and the first character icon (1321) illustrated in FIG. 13 may correspond to the first character icon (921) illustrated in FIG. 9. In addition, the user character and other characters (1302, 1303) that are not in an ally status illustrated in FIG. 13 may correspond to the other character (1202) illustrated in FIG. 12.

[0261] As described above with reference to FIG. 9, a device for controlling the movement of a user character may provide a mini-map corresponding to a game map and a second interface (920) that displays a first character icon (1321) corresponding to the user character (1301) on the mini-map.

[0262] Hereinafter, the second interface will be described with reference to FIG. 13, and for convenience, the user character (1301) will be referred to as the first character, another character (1302) to the right of the user character will be referred to as the second character, and another character (1303) to the upper left of the user character will be referred to as the third character.

[0263] In one embodiment, a device for controlling the movement of a user character may provide a second interface (920) that displays a second character icon (1302) corresponding to the second character (1302) based on the distance between the first character (1301) and the second character (1302) and the direction (1310) that the first character (1301) is looking at, for a second character (1302) that is not an ally.

[0264] That is, only character icons for other characters that satisfy certain conditions according to the direction (1310) that the first character (1301) is looking at and the distance from the first character (1301) can be displayed on the second interface (920).

[0265] As a specific example, the predetermined condition may include a condition in which the first character (1301) is included in a predetermined viewing angle range (1311) according to a direction (1310) in which the first character (1301) is looking, and the distance from the first character (1301) is less than a predetermined distance.

[0266] In one embodiment, the distance between the first character (1301) and the second character (1302) and the distance between the first character (1301) and the third character (1303) may be the same. At this time, if the second character (1302) is included in a predetermined field of view range (1311) according to a direction (1310) in which the first character (1301) looks, a second character icon (1322) corresponding to the second character (1302) may be displayed on the second interface (920). On the other hand, if the third character (1303) is not included in a predetermined field of view range (1311) according to a direction (1310) in which the first character (1301) looks, a character icon corresponding to the third character (1303) may not be displayed on the second interface (920).

[0267] According to one embodiment, even if another character is displayed on the first interface (910), there may be a case where the character icon of that other character is not displayed on the second interface (920), and even if the character icon of that other character is displayed on the second interface (920), there may be a case where the other character is not displayed on the first interface (910).

[0268] Through this, the device controlling the user character's movements can provide a more tense play experience by requiring strategic direction changes of the user character (1301) and comprehensive monitoring of the first interface and the second interface.

[0269] FIG. 14 is a diagram illustrating a process of applying an item to a user character according to one embodiment of the present disclosure.

[0270] The items of the present disclosure may include consumable items and wearable items. Consumable items refer to items that can be used during gameplay upon acquisition, and a specified number of items may be acquired and possessed for each type. The effects of consumable items according to one embodiment may include, but are not limited to, any one of: health recovery, shield creation, stamina recovery, application of stealth status, attack special effects, stealth detection, teleportation, jump interaction object summoning, transformation into an in-game object, and transformation into another character.

[0271] Referring to FIG. 14, a wearable item refers to an item that can be worn singly in each slot (1410), and may include items that are mandatory to be worn upon acquisition and cannot be acquired without being worn. According to one embodiment, a slot (1410) may have slot properties that are distinguished by the wearable part, and the slot properties may be expressed as weapons, helmets, armor, boots, gloves, and accessories, but are not limited thereto.

[0272] According to one embodiment, a wearable item may have an effect applied when worn. The effect may include an effect on a character's stats, such as maximum health or maximum stamina. For example, a specific helmet item may have a unique effect that increases the maximum health of the character wearing it by 15%. If each character has different maximum health, the amount of increased health may vary.

[0273] Meanwhile, a wearable item according to one embodiment may have a grade attribute, and the grade may be expressed as grade 1 to grade 5 or as common, rare, heroic, legendary, mythical, etc.

[0274] In one embodiment, the in-game objects may include items and item boxes, where the item boxes may include generic item boxes that do not provide separate visual effects, and special item boxes that provide visual effects based on the number of obtainable items, slot properties, and / or grade properties.

[0275] A device controlling the actions of a user character may cause the item box to drop items in the vicinity when the user character approaches the item box and remains within a predetermined range for a predetermined period of time, receives interaction input for the item box, or when the user character performs an attack on the item box.

[0276] Meanwhile, the device controlling the user character's movements can provide a notification to all users playing the game before an item with a specific grade attribute is about to drop. For example, if a Mythic grade item is about to drop, the device controlling the user character's movements can provide a notification to all users playing the game using the first interface, the second interface, or visual and auditory means.

[0277] Meanwhile, the game played in this disclosure may be comprised of multiple unit games. For example, if a single game is matched, the matched user group may play the unit game a preset number of times, and ultimately win or lose based on the results of the unit game.

[0278] For example, in a matched 2-player team battle game, the team that has all of its team members eliminated first in each unit game may not be able to participate in the next unit game, and the team that has not been eliminated in the final unit game may ultimately win.

[0279] For example, if a one-on-one battle game is matched, the user who wins a preset number of wins can be declared the final winner.

[0280] In the present disclosure, a device controlling the motion of a user character may apply a first item to the user character based on the distance between the user character and the item within a first unit game. Furthermore, the device controlling the motion of the user character may apply a second item to the user character based on the results of the first unit game and the user's item selection input. In this case, the second item may be applied to the second unit game.

[0281] According to one embodiment, a first item may include a first wearable item, and a device for controlling the movement of a user character may check a slot (1410) of the user character corresponding to a slot attribute of the first wearable item when a distance between a location of the user character on a game map and a location of the first wearable item on the game map becomes smaller than a predetermined distance.

[0282] That is, when a first wearable item exists on the game map and a user character of a user who wishes to obtain the first wearable item approaches the first wearable item at a distance less than a predetermined distance, a device controlling the movement of the user character can check a slot (1410) corresponding to the first wearable item.

[0283] As a result of the verification, if there is no item applied to the slot (1410), the device controlling the user character's actions can automatically apply the first wearable item to the user character. For example, if the first wearable item is the first helmet, the slot attribute of the first helmet is helmet, and the device controlling the user character's actions can apply the first helmet to the user character based on the fact that there is no item applied to the helmet of the user character.

[0284] In addition, if, as a result of the verification, a second wearable item with a lower grade attribute than the first wearable item is applied to the slot (1410), the device controlling the motion of the user character can automatically cancel the application of the second wearable item to the user character and apply the first wearable item. For example, if the first wearable item is a first helmet of mythic grade, the slot attribute of the first helmet is helmet and the grade attribute of the first helmet is mythic, and the device controlling the motion of the user character can automatically cancel the application of the second helmet and apply the first helmet based on the second helmet of a normal grade being applied to the helmet of the user character.

[0285] In addition, as a result of the verification, if a third wearable item having a higher or equal grade attribute than the first wearable item is applied to the slot (1410), the device controlling the motion of the user character may, based on the user input, de-apply the third wearable item to the user character and apply the first wearable item. For example, if the first wearable item is a first helmet of a common grade, the slot attribute of the first helmet may be helmet, the grade attribute of the first helmet may be common, and a third helmet of a myth grade may be applied to the helmet of the user character. In this case, the device controlling the motion of the user character may display an interaction image object indicating that interaction between the user character and the first helmet is possible.

[0286] At this time, the user can input a user input for applying the first pitch, and the device controlling the movement of the user character can release the application of the third pitch and apply the first pitch based on receiving the user input for applying the first pitch.

[0287] The device that controls the user character's movements can facilitate user play by automatically equipping items according to grade, while requiring strategic choices by considering the effects of each equipped item when accessing items of the same or lower grade.

[0288] Meanwhile, if, as a result of the verification, an item identical to the first wearable item is applied to the slot (1410), the device controlling the motion of the user character may additionally apply the first wearable item to the user character to increase the wearing effect of the first wearable item applied to the user character. For example, if the first wearable item is the first helmet, the device controlling the motion of the user character may automatically increase the wearing effect of the first helmet based on the fact that the same first helmet as the first helmet is applied to the helmet of the user character. In this case, the wearing effect of the first wearable item for the user character may increase, and the device controlling the motion of the user character may indicate that the wearing effect has increased by displaying an object including a number such as +1 or +2 on an interface displaying the helmet portion of the slot (1410).

[0289] Meanwhile, in one embodiment, a device controlling the movement of a user character may automatically not apply the first wearable item even if the slot (1410) is empty or a low-grade wearable item is applied based on the input user settings.

[0290] According to one embodiment, a device controlling the actions of a user character may determine an item selection order for multiple users, including a user corresponding to the user character, based on the results of a first unit game. For example, if the first unit game is a one-on-one combat game, the device controlling the actions of the user character may determine an item selection order by prioritizing the player who lost the first unit game as first priority and the player who won the first unit game as second priority.

[0291] In one embodiment, a device controlling the movement of a user character may receive an item selection input from multiple users based on an item selection order through an item selection interface (1400) that allows selection of at least one of a plurality of items (1420). In this case, the item selection interface (1400) commonly displays the plurality of items (1420) to the multiple users, and the multiple users may select the items one by one in sequence.

[0292] For example, if the first unit game is a one-on-one combat game and the multiple items (1420) are three items, the first-ranking user can select a second weapon of grade A, and the second-ranking user can select a second weapon of grade C.

[0293] In one embodiment, a device controlling the actions of a user character may distribute multiple items (1420) to multiple users based on an item selection input. For example, a first-priority user may be distributed a second weapon selected by the first-priority user and a B-grade first armor set, which is the remaining item after excluding the items selected by the first-priority user and the second-priority user among three items, and a second-priority user may be distributed a first weapon selected by the second-priority user.

[0294] In one embodiment, a device controlling the actions of a user character can apply a second item distributed to a user corresponding to the user character to the user character by applying the effect of the distributed item to the character corresponding to each of the plurality of users within the second unit game. That is, the plurality of users sequentially select items based on the results of the previous unit game, and the device controlling the actions of the user character can apply the item selected to each character in the next unit game.

[0295] As a specific example, in the case of a one-on-one combat game, an item selection interface (1400) may be provided that provides three items upon the conclusion of the first unit game. In this case, according to one embodiment, a user who loses the first unit game can obtain the first item selected by the user and the item that was ultimately not selected by anyone as a second item. Thus, a device controlling the actions of the user character can provide a user who is judged to be at a disadvantage in the first unit game with the option to select items and multiple items, thereby providing the possibility for an unpredictable and dynamic game development and highlighting the importance of strategic item selection. However, the order of item selection is not limited thereto.

[0296] Additionally, in one embodiment, the types of the plurality of items (1420) that are the targets of selection in the item selection interface (1400) may be randomly determined. Meanwhile, in another embodiment, the types of the plurality of items (1420) may be determined based on the stats of the character participating in the game, the currently worn item, and / or the results of the first unit game.

[0297] For example, the plurality of items (1420) may include wearable items that can supplement the stat of a character participating in the game that has the greatest difference from the stats of other characters. As a specific example, if the stat of a character that has the greatest difference from the stats of other characters is stamina, the plurality of items (1420) may include wearable items that have the effect of increasing maximum stamina.

[0298] For another example, the plurality of items (1420) may include items having a slot attribute indicating a common empty slot for characters participating in the game. As a specific example, if the characters participating in the game have a common empty helmet slot, the plurality of items (1420) may include items having a helmet slot attribute.

[0299] For another example, if the score difference between users in the first unit game, as judged by a predetermined standard, exceeds a predetermined range, the plurality of items (1420) may be configured differently for each user. As a specific example, if the first user is eliminated by a one-sided attack on the second user in an extremely short period of time, the plurality of items (1420) provided to the first user may be configured to be items of one grade higher than the plurality of items (1420) provided to the second user.

[0300] Meanwhile, in the item selection interface (1400), multiple items (1420) are displayed in multiple locations corresponding to each item, and according to the example shown in FIG. 14, when three items are displayed, the locations where the items are displayed can be understood as the first location, the second location, and the third location from the left.

[0301] Here, according to an example in which the plurality of items (1420) provided to the first user are each composed of items that are one grade higher than the plurality of items (1420) provided to the second user, the first user may be provided with an A-grade helmet at a first location, and the second user may be provided with a B-grade helmet at a first location, so that the first user obtains an A-grade helmet when selecting the first-location item, and the second user obtains an B-grade helmet when selecting the first-location item. In addition, the first user may be provided with B-grade armor at a second location, and the second user may be provided with C-grade armor at a second location, so that the first user obtains B-grade armor when selecting the second-location item, and the second user obtains C-grade armor when selecting the second-location item. In addition, the first user may be provided with a C-grade weapon at a third location, and the second user may be provided with a D-grade weapon at a third location, so that the first user obtains a C-grade weapon when selecting the third-location item, and the second user obtains a D-grade weapon when selecting the third-location item.

[0302] In other words, based on the result of the first unit game, an item selection interface (1400) may be provided to the first user, in which an A-grade helmet is displayed at the first position, a B-grade armor at the second position, and a C-grade weapon at the third position, and an item selection interface (1400) may be provided to the second user playing with the first user, in which a B-grade helmet is displayed at the first position, a C-grade armor at the second position, and a D-grade weapon at the third position.

[0303] FIG. 15 is a diagram illustrating a process of connecting a user to a voice chat channel according to one embodiment of the present disclosure.

[0304] In the present disclosure, a device controlling the actions of a user character can connect a voice chat channel to a user terminal. Referring again to FIG. 1, multiple user terminals (1000) can be interconnected via a network, and the device controlling the actions of the user character can implement a voice chat channel by interconnecting user terminals capable of real-time two-way communication based on a configured party or team.

[0305] Referring to FIG. 15, a device for controlling the movement of a user character can provide a voice chat setting interface (1500) for each user.

[0306] The user can set whether to use or not to use voice chat, and if the user sets the use of voice chat, the user can select a first channel (1520) for voice chat with party members or a second channel (1510) for voice chat with team members, and if the user sets the use of voice chat, the user can select whether to always activate audio input or selectively activate it.

[0307] In one embodiment, the device controlling the user character's movements may receive a user's channel selection input for selecting either a first channel (1520) or a second channel (1510) when voice chat is enabled for the first user. As described above, the device controlling the user character's movements may receive the channel selection input via the voice chat setting interface (1500).

[0308] Meanwhile, the device controlling the user character's movements may not connect the first user to the first channel (1520) or the second channel (1510) if voice chat disuse is set for the first user.

[0309] In one embodiment, when the channel selection input is an input for selecting a first channel (1520), the device controlling the movement of the user character can identify a second user forming a party with the first user and connect the first user to a first channel (1510) that supports voice chat between the first user and the second user.

[0310] In this disclosure, a party may include a pre-formed team, or may be formed by selection or invitation from within a pre-existing group of friends.

[0311] For example, if a terminal corresponding to a first user is a first user terminal, and terminals corresponding to party members forming a party with the first user are a party first member terminal and a party second member terminal, a device controlling the movement of the user character can connect the first user terminal to a first channel (1520) that enables voice chat with the party first member terminal and the party second member terminal.

[0312] Additionally, in one embodiment, when the channel selection input is an input for selecting a second channel (1510), the device controlling the movement of the user character can identify the first user and a third user forming an in-game team, and connect the first user to a second channel (1510) that supports voice chat between the first user and the third user.

[0313] For example, if the terminal corresponding to the first user is the first user terminal, and the terminals corresponding to the team members forming the in-game team with the first user are all user terminals forming Team A, such as the party first member terminal, the party second member terminal, the in-game team first member terminal, and the in-game team second member terminal, then the device controlling the movement of the user character can connect the first user terminal to a second channel (1510) that enables voice chat with all user terminals forming Team A.

[0314] At this time, party members who generally form a party play as the same in-game team, so the terminal group connected to the second channel (1510) may include the terminal group connected to the first channel (1520), but is not limited thereto.

[0315] Additionally, in one embodiment, the device controlling the user character's movements may activate the audio input of the first user connected to the first channel (1510) or the second channel (1510) only when a predetermined activation condition is satisfied.

[0316] In one embodiment, if always-on activation is selected, the first user's audio input may be activated without any separate conditions.

[0317] Conversely, in one embodiment, when selective activation is selected, the audio input of the first user may be activated only when a predetermined activation condition is satisfied. In this case, the predetermined activation condition may be such that the audio input is activated only when audio activation is performed through a separate input, such as pressing a specific key on a keyboard or selecting an audio activation object displayed on a touch screen.

[0318] FIG. 16 is a drawing for explaining a user setting interface for receiving user setting input according to one embodiment of the present disclosure.

[0319] In the present disclosure, a device for controlling the movement of a user character may provide a user-defined input interface (1600). The user-defined input interface (1600) according to one embodiment may be provided to enhance the convenience and interest of users playing the game.

[0320] In one embodiment, a device controlling the actions of a user character may obtain a user input from a first user via a user input interface (1600) to select at least one of a game type, a member of a party, a member of an in-game team, and a spectator member.

[0321] For example, the first user may be the master of a custom game and can select the game type, such as one-on-one battles or team battles. The first user may also select team members, and users waiting to be selected for team formation may be added to the waiting list.

[0322] Meanwhile, users added to the spectator list at the start of the game will be able to observe other users' gameplay. While users on the spectator list won't participate directly in the game, they can observe the game and learn or enjoy other users' strategies and playstyles.

[0323] In one embodiment, a device controlling the actions of a user character may apply user-defined input to a user-defined game comprising at least one unit game.

[0324] For example, in a unit game that starts at the start of the game, a selected type of game, such as a one-on-one battle or a team battle, is played according to user setting input from the first user, and the team composition and spectator list composition in the unit game can be determined according to user setting input entered through a user setting input interface (1600).

[0325] In one embodiment, if a first user uses voice chat and selects a second channel (1510), the first user can conduct a voice chat with team members according to user-defined input.

[0326] FIG. 17 is an example of a method for controlling the movement of a user character according to one embodiment of the present disclosure.

[0327] Referring to FIG. 17, in operation 1710, a device controlling the motion of a user character may determine whether a condition for a jump motion of the user character is satisfied. At this time, the condition for the jump motion may include the user character being in the air.

[0328] In one embodiment, the user character being in the air may include the user character jumping, the user character being knocked back, and the user character being in an unsafe area.

[0329] In operation 1720, a device controlling the motion of the user character can activate a jump motion input object and determine whether the user character is jumping when it determines that a condition of the user character's jump motion is satisfied.

[0330] At action 1730, the device controlling the user character's motion may activate a jump attack motion input object if it determines that the user character is jumping.

[0331] In one embodiment, a device controlling the movement of a user character can receive a jump motion input via a jump motion input object.

[0332] At this time, the device controlling the user character's movement can control the user character to jump if the user character is not jumping, and can control the user character to perform multiple jumps if the user character is jumping.

[0333] In one embodiment, a device controlling the motion of a user character can convert an attack motion input object into a jump attack motion input object.

[0334] In one embodiment, a device controlling the user character's movements may receive a jump attack motion input via a jump attack motion input object and control the user character to perform a jump attack. At this time, the device controlling the user character's movements may set the target of the jump attack to the enemy closest to the user character.

[0335] A device for controlling the actions of a user character may provide a first interface that displays the user character, a game map, and at least one in-game object at a given point in time.

[0336] In one embodiment, a device controlling the actions of a user character may set attribute information for each in-game object. In this case, the device controlling the actions of the user character may provide a first interface that displays the user character using a display effect corresponding to the attribute information when the user character is obscured by an in-game object.

[0337] A given point of view according to one embodiment may include a third-person point of view in which the user character is positioned at the center of the first interface when the user character is not moving, and in which the user character moves in one direction at a given time interval from the movement of the user character.

[0338] An in-game object according to one embodiment may include a character hiding object, wherein a device for controlling the actions of a user character may provide a first interface that displays another character based on a location and a predetermined point in time for a character other than the user character and an ally, but does not display the other character when the user character is located outside the hiding object and the other character is located inside the hiding object.

[0339] In another embodiment, a device controlling the motion of a user character may provide a first interface that displays another character based on a distance between the user character and the other character when both the user character and the other character are located inside a hidden object.

[0340] In one embodiment, a device for controlling the actions of a user character may provide a mini-map corresponding to a game map and a second interface for displaying a first character icon corresponding to the user character on the mini-map.

[0341] At this time, the device controlling the movement of the user character may provide a second interface that displays a second character icon corresponding to another character based on the distance between the user character and the other character and the direction in which the user character is looking, for a character other than the user character and an ally.

[0342] In the present disclosure, a device controlling the motion of a user character may apply a first item to the user character based on the distance between the user character and the item within a first unit game. Furthermore, the device controlling the motion of the user character may apply a second item to the user character based on the result of the first unit game and an item selection input by the user.

[0343] According to one embodiment, a first item may include a first wearable item, and a device for controlling the movement of a user character may check a slot of the user character corresponding to a slot attribute of the first wearable item when a distance between a location of the user character on a game map and a location of the first wearable item on the game map becomes smaller than a predetermined distance.

[0344] As a result of the verification, if there is no item applied to the slot, the device controlling the user character's actions can automatically apply the first wearable item to the user character.

[0345] Additionally, if, as a result of the verification, a second wearable item with a lower grade attribute than the first wearable item is applied to the slot, the device controlling the user character's actions can automatically unapply the second wearable item to the user character and apply the first wearable item.

[0346] Additionally, if, as a result of the verification, a third wearable item with a higher or equal grade attribute than the first wearable item is applied to the slot, the device controlling the user character's actions can, based on user input, de-apply the third wearable item to the user character and apply the first wearable item.

[0347] Meanwhile, in one embodiment, a device controlling the actions of a user character may determine an item selection order for a plurality of users, including a user corresponding to the user character, based on the results of a first unit game. Furthermore, the device controlling the actions of a user character may receive item selection inputs from a plurality of users based on the item selection order through an item selection interface that allows selection of at least one of the plurality of items.

[0348] A device controlling the actions of a user character can distribute multiple items to multiple users based on an item selection input. At this time, the device controlling the actions of the user character can apply the effects of the distributed items to the characters corresponding to each of the multiple users within a second unit game, thereby applying the second item distributed to the user corresponding to the user character to the user character.

[0349] In the present disclosure, a device for controlling the movement of a user character can receive a channel selection input from a user for selecting one of a first channel and a second channel when voice chat use is set for a first user.

[0350] Meanwhile, the device controlling the user character's movements may not connect the first user to the first channel or the second channel if voice chat disuse is set for the first user.

[0351] In one embodiment, when the channel selection input is an input for selecting a first channel, a device controlling the movement of the user character can identify a second user forming a party with the first user and connect the first user to a first channel that supports voice chat between the first user and the second user.

[0352] Additionally, in one embodiment, when the channel selection input is an input for selecting a second channel, the device controlling the user character's actions can identify the first user and a third user forming an in-game team, and connect the first user to a second channel that supports voice chat between the first user and the third user.

[0353] In one embodiment, a device controlling the movement of a user character may activate audio input of a first user connected to a first channel or a second channel only when a predetermined activation condition is satisfied.

[0354] In one embodiment, a device controlling the user character's actions may obtain a user-defined input from a first user that selects at least one of a game type, party members, in-game team members, and spectator members. In this case, the device controlling the user character's actions may apply the user-defined input to a user-defined game comprising at least one unit game.

[0355] FIG. 18 is a block diagram of a device for controlling the movement of a user character according to one embodiment of the present disclosure.

[0356] Referring to FIG. 18, a device (1800, hereinafter referred to as "device") for controlling a user character's jump motion may include a communication unit (1810), a processor (1820), and a memory (1830). Only components related to the embodiment are illustrated in the device (1800) of FIG. 18. Therefore, those skilled in the art will understand that other general components may be included in addition to the components illustrated in FIG. 18.

[0357] The communication unit (1810) may include one or more components that enable wired / wireless communication with other nodes. For example, the communication unit (1810) may include at least one of a short-range communication unit (not shown), a mobile communication unit (not shown), and a broadcast reception unit (not shown).

[0358] The memory (1830) is hardware that stores various data processed within the device (1800), and can store programs for processing and controlling the processor (1820). The memory (1830) can store user information, character information, and / or map information.

[0359] The memory (1830) may include random access memory (RAM) such as dynamic random access memory (DRAM), static random access memory (SRAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), CD-ROM, Blu-ray or other optical disk storage, hard disk drive (HDD), solid state drive (SSD), or flash memory.

[0360] The processor (1820) controls the overall operation of the device (1800). For example, the processor (1820) may control the input unit (not shown), the display (not shown), the communication unit (1810), the memory (1830), etc., by executing programs stored in the memory (1830). The processor (1820) may control at least a portion of the operation of the device for controlling the operation of the user character described above in FIGS. 1 to 17 by executing programs stored in the memory (1830).

[0361] The processor (1820) may be implemented using at least one of application specific integrated circuits (ASICs), digital signal processors (DSPs), digital signal processing devices (DSPDs), programmable logic devices (PLDs), field programmable gate arrays (FPGAs), controllers, micro-controllers, microprocessors, and other electrical units for performing functions.

[0362] In one embodiment, the device (1800) may be a mobile electronic device. For example, the device (1800) may be implemented as a smartphone, tablet PC, PC, smart TV, personal digital assistant (PDA), laptop, media player, navigation device, camera-equipped device, or other mobile electronic device. Furthermore, the device (1800) may be implemented as a wearable device, such as a watch, glasses, hair band, or ring, equipped with communication and data processing capabilities.

[0363] Embodiments according to the present disclosure may be implemented in the form of a computer program that can be executed through various components on a computer, and such a computer program may be recorded on a computer-readable medium. In this case, the medium may 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 floptical disks, and hardware devices specifically configured to store and execute program instructions, such as ROMs, RAMs, and flash memories.

[0364] Meanwhile, the computer program may be specifically designed and configured for the present disclosure, or may be known and available to those skilled in the computer software field. Examples of computer programs may include not only machine language code, such as that generated by a compiler, but also high-level language code that can be executed by a computer using an interpreter or the like.

[0365] According to one embodiment, the method according to various embodiments of the present disclosure may be provided as included in a computer program product. The computer program product may be traded as a product between a seller and a buyer. The computer program product may be distributed in the form of a machine-readable storage medium (e.g., compact disc read-only memory (CD-ROM)), or may be distributed online (e.g., downloaded or uploaded) through an application store (e.g., Play Store™) or directly between two user devices. In the case of online distribution, at least a portion of the computer program product may be temporarily stored or temporarily generated in a machine-readable storage medium, such as the memory of a manufacturer's server, an application store's server, or a relay server.

Claims

1. A method for controlling the movement of a user character, An action that determines whether the conditions for the jump action of the above user character are met; When it is determined that the condition of the jump action of the user character is satisfied, an action of activating a jump action input object and determining whether the user character is jumping; and An action that activates a jump attack action input object when the user character is determined to be jumping; Including, but not limited to, The conditions for the above jump action are A method comprising: wherein the user character is in the air.

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