Electronic device and method for providing game service based on virtual space including item, and non-transitory computer-readable storage medium
The electronic device and method improve gameplay experience by enabling interactive animations and item rewards based on user inputs, addressing the challenge of unified user experience across different terminals and distances.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-26
- Publication Date
- 2026-04-02
AI Technical Summary
Existing game services struggle to provide a unified user experience across different user terminals and distances, lacking interactive and immersive gameplay elements that enhance user engagement.
An electronic device and method that display a virtual space with player characters, allowing interactions and animations based on user inputs, and provide items at specified distances to enhance gameplay experience.
Enhances user engagement by providing immersive interactions and rewards through virtual items, improving gameplay experience across various user terminals.
Smart Images

Figure KR2024014674_02042026_PF_FP_ABST
Abstract
Description
Electronic device, method, and non-transient computer-readable storage medium for providing game services based on a virtual space including items
[0001] The following descriptions relate to an electronic device, a method, and a non-transient computer-readable storage medium for providing a game service based on a virtual space containing items.
[0002] A service may be provided to provide a common user experience to said users, independent of the distance between users, using a network. The service may include a game service that triggers cooperative and / or hostile behaviors to say users to achieve a specific purpose. The game service may be provided to said users based on an electrical connection between user terminals owned by said users and a server including a hardware configuration and / or software application designed for said game service.
[0003] The information described above may be provided as related art for the purpose of aiding understanding of the present disclosure. No claim or determination is made as to whether any of the foregoing may be applied as prior art related to the present disclosure.
[0004] An electronic device is provided. The electronic device may include a display. The electronic device may include a memory that stores instructions and includes one or more storage media. The electronic device may include at least one processor that includes processing circuitry. When the instructions are executed individually or collectively by the at least one processor, the electronic device may cause the electronic device to display a screen representing a virtual space including a player character (PC) on the display. When the instructions are executed individually or collectively by the at least one processor, the electronic device may cause the electronic device to receive an input that causes an interaction between the PC and the character included in the virtual space when the screen is displayed. When the instructions are executed individually or collectively by the at least one processor, the electronic device may cause the electronic device to display an animation that moves the character such that the distance between the PC and the character increases based on the reception of the input. The above instructions, when executed individually or collectively by the at least one processor, may cause the electronic device to display the virtual space containing an item on the display at a location spaced apart from the PC, between the PC and the character, based on identifying that the distance increases beyond a specified distance based on the animation.
[0005] A method is provided. The method may be performed in an electronic device having a display. The method may include an action of displaying a screen on the display that represents a virtual space including a player character (PC). The method may include an action of receiving an input that causes an interaction between the PC and the character included in the virtual space when the screen is displayed. Based on receiving the input, the method may include an action of displaying an animation that moves the character so that the distance between the PC and the character increases. Based on identifying that the distance has increased beyond a specified distance based on the animation, the method may include an action of displaying the virtual space including an item on the display at a location spaced apart from the PC, between the PC and the character.
[0006] A non-transient computer-readable storage medium is provided. The non-transient computer-readable storage medium may store one or more programs. The one or more programs may include instructions that cause the electronic device to display a screen representing a virtual space including a player character (PC) on the display when executed by the electronic device having a display. The one or more programs may include instructions that cause the electronic device to receive an input that causes an interaction between the PC and the character included in the virtual space when the screen is displayed when executed by the electronic device. The one or more programs may include instructions that cause the electronic device to display an animation of moving the character such that the distance between the PC and the character increases when the input is received when executed by the electronic device. The above one or more programs may include instructions that cause the electronic device to display the virtual space containing an item on the display at a location spaced apart from the PC, between the PC and the character, based on identifying that the distance increases beyond a specified distance based on the animation when executed by the electronic device.
[0007] An electronic device is provided. The electronic device may include a display. The electronic device may include a memory that stores instructions and includes one or more storage media. The electronic device may include at least one processor that includes processing circuitry. When the instructions are executed individually or collectively by the at least one processor, the electronic device may cause the display to show a screen that includes a virtual space containing a player character (PC) and at least one slot for listing at least one virtual item assigned to the PC. When the instructions are executed individually or collectively by the at least one processor, the electronic device may cause the display on the screen an animation representing an interaction between the PC and another PC in the virtual space based on the input, based on receiving an input to control the PC. The above instructions may cause the electronic device to determine probability values corresponding to each of the categories for classifying virtual items, based on identifying the retirement of the other PC caused by the input when executed individually or collectively by the at least one processor, using the category of the at least one virtual item assigned to the PC. The above instructions may cause the electronic device to determine a virtual item to be provided to the PC as compensation for the retirement, based on identifying the retirement of the other PC caused by the input when executed individually or collectively by the at least one processor, using the determined probability values.The above instructions may cause the electronic device to display an icon representing the determined virtual item in any one of the at least one slot, based on identifying the retirement of the other PC caused by the input when executed individually or collectively by the at least one processor.
[0008] A method is provided. The method may be performed in an electronic device having a display. The method may include an action of displaying a screen on the display that includes a virtual space containing a player character (PC) and at least one slot for listing at least one virtual item assigned to the PC. The method may include an action of displaying on the screen an animation representing an interaction between the PC and another PC in the virtual space based on the input, based on receiving an input for controlling the PC. The method may include an action of determining probability values corresponding to each of the categories for classifying virtual items, based on identifying the retirement of the other PC caused by the input, using the category of the at least one virtual item assigned to the PC. The method may include an action of determining a virtual item to be provided to the PC as a reward for the retirement, based on identifying the retirement of the other PC caused by the input, using the determined probability values. The above method may include an operation of displaying an icon representing the determined virtual item in any one of the at least one slots based on identifying the retirement of the other PC caused by the above input.
[0009] A non-transient computer-readable storage medium is provided. The non-transient computer-readable storage medium may store one or more programs. The one or more programs may include instructions that cause the electronic device to display a screen on the display, which includes a virtual space containing a player character (PC) and at least one slot for listing at least one virtual item assigned to the PC, when executed by the electronic device. The one or more programs may include instructions that cause the electronic device to display an animation on the screen, which represents an interaction between the PC and another PC in the virtual space based on the input, based on receiving an input to control the PC, when executed by the electronic device. The above one or more programs may include instructions that cause the electronic device to determine, using the category of at least one virtual item assigned to the PC, probability values corresponding to each of the categories for classifying virtual items based on identifying the retirement of the other PC caused by the input when executed by the electronic device. The above one or more programs may include instructions that cause the electronic device to determine a virtual item to be provided to the PC as compensation for the retirement, using the determined probability values based on identifying the retirement of the other PC caused by the input when executed by the electronic device.The above one or more programs may include instructions that cause the electronic device to display an icon representing the determined virtual item in any one of the at least one slot, based on identifying the retirement of the other PC caused by the input when executed by the electronic device.
[0010] FIG. 1 illustrates an embodiment of interconnected servers and one or more user terminals for providing game services.
[0011] Figure 2 is a simplified block diagram of an exemplary electronic device.
[0012] FIG. 3 illustrates examples of the operations of an electronic device that displays items of a player character (PC).
[0013] Figure 4 illustrates an example of a screen displayed on the display of an electronic device based on a virtual space provided by a server.
[0014] Figure 5 illustrates an example of a screen containing items based on the terrain of a virtual space provided by a server.
[0015] FIGS. 6 and 7 illustrate examples of operations of an electronic device that provides a virtual item to a player character (PC).
[0016] FIG. 8 illustrates an example of a screen displayed by an electronic device based on the provision of a virtual item to a player character (PC) in a virtual space.
[0017] FIG. 9 illustrates an example of interconnected servers and one or more user terminals for a game service.
[0018] FIGS. 10a, FIGS. 10b, and FIGS. 10c illustrate exemplary cases of providing a game-related user experience using multiple user terminals.
[0019] FIGS. 11a, FIGS. 11b, FIGS. 11c, and FIGS. 11d illustrate exemplary functions supported by a game launcher executed by a user terminal.
[0020] Hereinafter, various embodiments of this document will be described with reference to the attached drawings.
[0021] The various embodiments of this document and the terms used therein are not intended to limit the technology described in this document to specific embodiments and should be understood to include various modifications, equivalents, and / or substitutions of such embodiments. In connection with the description of the drawings, similar reference numerals may be used for similar components. A singular expression may include a plural expression unless the context clearly indicates otherwise. In this document, expressions such as "A or B," "at least one of A and / or B," "A, B or C," or "at least one of A, B and / or C" may include all possible combinations of items listed together. Expressions such as "first," "second," "first," or "second" may modify the components, regardless of order or importance, and are used only to distinguish one component from another and do not limit the components. When it is mentioned that a certain (e.g., 1st) component is "(functionally or telecommunicationally) connected" or "connected" to another (e.g., 2nd) component, said certain component may be directly connected to said other component or connected through another component (e.g., 3rd component).
[0022] As used in this document, the term "module" includes a unit composed of hardware, software, or firmware, and may be used interchangeably with terms such as logic, logic block, component, or circuit. A module may be a component formed as a whole, or a minimum unit or part thereof that performs one or more functions. For example, a module may be composed of an application-specific integrated circuit (ASIC).
[0023] FIG. 1 illustrates an embodiment of interconnected servers (101) and one or more user terminals for providing game services. The server (101) may include a computer designed to provide the functions of the server (101), such as a workstation. The embodiment is not limited thereto, and the server (101) may include a combination of a personal computer and a software application installed on said personal computer. The server (101) may include a group (or cluster) of the illustrated workstation and / or personal computer. The server (101) may be configured to execute a software application for providing said services by a service provider for providing said services over a network such as the Internet.
[0024] In one embodiment, the service provided by the server (101) may include a game service. The game service may be provided for network-based playing of games such as RPG (role playing game), MMORPG (massive multi-user online RPG), FPS (first person shooter) and / or puzzle. Through the game service, different users (e.g., subscribers of the game service) may be connected to each other via a network, cooperate, or compete. The server (101) may support or execute functions related to the game service (e.g., matching users, providing a virtual space (120) such as a battlefield, trading of virtual items such as a market, and / or chatting between users).
[0025] In one embodiment, users registered with the game service may access the server (101) and / or the game service provided by the server (101) using the user's user terminal (or user equipment) (110). The user terminal (110) may include a smartphone (110-1), a smartpad, and / or a tablet PC. The user terminal (110) may include a personal computer such as a desktop (110-2) and a laptop. The user terminal (110) may include a portable gaming device (110-3) and / or a gaming console dedicated to the game service. The embodiment is not limited thereto, but the user terminal (110) may include smart accessories such as a smartwatch and / or a head-mounted device (HMD). An exemplary hardware configuration of the server (101) and / or user terminal (110) is described exemplarily with reference to FIG. 2.
[0026] In one embodiment, a game service provided by a server (101) and / or a user terminal (110) may provide a user experience based on a player character (PC) to the user. The server (101) may manage information for creating and / or displaying one or more PCs corresponding to the user using account information corresponding to the user. To a user terminal (110) accessed (or logged in) to the server (101) using specific account information, the server (101) may transmit information for displaying a PC associated with said account information. Upon receiving said information, the user terminal (110) may display a PC in a state controllable by user input. Using said PC, the user terminal (110) may provide the user with a user experience such as exploring a virtual space (120) in which said PC is placed.
[0027] Referring to FIG. 1, an embodiment of a server (101) providing game services based on a virtual space (120) to user terminals (e.g., smartphones (110-1, 110-4), desktops (110-2, 110-5), and portable gaming devices (110-3, 110-6)) is illustrated. The virtual space (120) may include a combination of three-dimensional graphical objects representing an environment such as buildings, terrain, water (e.g., rivers and / or seas) and / or sky. A user terminal (110) accessing the virtual space (120) may display a portion of the virtual space (120), including the location of a PC corresponding to the user terminal (110). For example, the portion of the virtual space (120) displayed by the user terminal (110) may be anchored to the location of the PC. For example, in response to a PC moving within a virtual space (120), the user terminal (110) can change a part of the virtual space displayed through the user terminal (110).
[0028] In one embodiment, a server (101) for providing a game service may assign the users to a plurality of teams to trigger cooperative and / or hostile behavior among users logged into the game service through a user terminal (110). The teams may be configured to include a specified number of users (e.g., 3 people). Referring to FIG. 1, 3 users logged into the game service through a smartphone (110-1), a desktop (110-2), and a portable gaming device (110-3) may be classified as a first team, and 3 users logged into the game service through a smartphone (110-4), a desktop (110-5), and a portable gaming device (110-6) may be classified as a second team.
[0029] In one embodiment in which a virtual space (120) is provided to user terminals of users classified into the first team and the second team, the server (101) may execute functions to trigger intra-team cooperation and inter-team competition based on team battles. The users may control PCs corresponding to each of the users by controlling user terminals (110) to neutralize (e.g., eliminate and / or capture) PCs of other teams for the victory of their team. The game play rules provided by the server (101) based on the virtual space (120) are not limited to the above-described embodiment. Various game play rules provided by the server (101) based on the virtual space (120) are described with reference to FIG. 4. An exemplary UI (user interface) of a user terminal (110) displaying at least a portion of the virtual space (120) is described with reference to FIG. 4, FIG. 5, and / or FIG. 8.
[0030] Hereinafter, with reference to FIG. 2, an exemplary hardware configuration of an electronic device including a user terminal (110) and an example of said hardware configuration are described.
[0031] FIG. 2 is a simplified block diagram of an exemplary electronic device (201). The electronic device (201) may include the user terminal (110) of FIG. 1.
[0032] Referring to FIG. 2, the electronic device (201) may include at least one processor (200), a display (210), and a memory (220).
[0033] Referring to FIG. 2, the electronic device (201) may be one of various types of mobile devices, such as a laptop, smartphones with various form factors (e.g., bar-type smartphones, foldable-type smartphones, or rollable-type smartphones), a tablet, a cellular phone, and other similar computing devices. However, it is not limited thereto. The electronic device (201) may include a stationary electronic device such as a desktop computer or a TV. For example, the electronic device (201) may be referred to as a user device, a multi-functional device, or a portable device.
[0034] At least one processor (200) may include a hardware component for processing data based on executing instructions. The hardware component for processing data may include, for example, a CPU (central processing unit) (e.g., including processing circuits). For example, the hardware component for processing data may include a GPU (graphic processing unit) (e.g., including processing circuits). For example, the hardware component for processing data may include a DPU (display processing unit) (e.g., including processing circuits). For example, the hardware component for processing data may include a NPU (neural processing unit) (e.g., including processing circuits).
[0035] At least one processor (200) may include one or more cores. For example, at least one processor (200) may have the structure of a multi-core processor such as a dual core, a quad core, or a hexa core.
[0036] The display (210) may include hardware components of an electronic device (201) used to display a screen (e.g., the screen of FIG. 4, the screen of FIG. 5, the screen of FIG. 8). For example, the display (210) may include light-emitting elements and circuits (e.g., transistors) that control the light-emitting elements to emit light. For example, each of the light-emitting elements may include an OLED (organic light emitting diode) or a micro LED. However, it is not limited thereto. For example, the display (210) may include a liquid crystal display (LCD).
[0037] A display (210) of an electronic device (201) according to one embodiment may include a sensor (e.g., a touch sensor panel (TSP)) for detecting an external object (e.g., a user's finger) on the display (210). For example, based on the TSP, the electronic device (201) may detect an external object that is in contact with the display (210) or floating on the display (210). In response to the detection of the external object, the electronic device (201) may execute a function related to a specific visual object displayed at a location on the display (210) where the external object is in contact, among the visual objects displayed on the display (210).
[0038] Memory (220) may include a hardware component for storing data and / or instructions that are input to and / or output from at least one processor (300). Memory (220) may include, for example, volatile memory such as random-access memory (RAM) and / or non-volatile memory such as read-only memory (ROM). Volatile memory may include, for example, at least one of dynamic RAM (DRAM), static RAM (SRAM), cache RAM, and pseudo SRAM (PSRAM). Non-volatile memory may include, for example, programmable ROM (PROM), erasable PROM (EPROM), electrically erasable PROM (EEPROM), flash memory, hard disk, compact disk, and embedded multimedia card (EMMC).
[0039] Referring to FIG. 2, at least one processor (200) can execute a game application (not shown) installed in an electronic device (201). By executing the game application, at least one processor (200) can output a screen and / or audio signal based on a game service.
[0040] In one embodiment, at least one processor (200) may process information received from a server (e.g., server (101) of FIG. 1) based on the execution of a game application. For example, the server may transmit information indicating the state of at least a portion of a virtual space to an electronic device (201). Based on receiving said information, at least one processor (200) may perform rendering of at least a portion of a virtual space to be displayed on a display (210) by combining graphic objects included in graphic resources included in the game application (e.g., three-dimensional graphic objects representing terrain and / or a PC in the virtual space). For example, at least one processor (200) may generate a screen to be displayed on the display (210) based on said rendering. Similarly, at least one processor (200) that has received said information may output at least one of the audio signals included in sound resources included in the game application through a speaker (not shown). Within a sound resource, multiple audio signals may be stored along with information indicating the type of each of the multiple audio signals (e.g., background music, sound effects, and / or voice). Embodiments are not limited thereto.
[0041] In one embodiment, the rendering may be performed by the server among the electronic device (201) and the server. In one embodiment where rendering of at least a portion of the virtual space is performed based on the server, the electronic device (201) may receive from the server a video representing at least a portion of the virtual space based on video streaming. The electronic device (201) may display the video received from the server in real time on the display (210).
[0042] In the following, the electronic device (201) of FIG. 2 may perform the operations of the electronic device (201) described with reference to FIG. 3 through FIG. 8. The electronic device (201) exemplified in the description of FIG. 2 may perform at least some of the operations exemplified in the description of FIG. 3 through FIG. 8. The operations of the electronic device (201) to be exemplified in the description of FIG. 3 through FIG. 8 may be performed, executed, caused, or controlled by at least one processor (200).
[0043] FIG. 3 illustrates examples of the operations of an electronic device that displays items of a player character (PC).
[0044] Referring to FIG. 3, in operation 301, at least one processor (200) can display on a display (210) a screen representing a virtual space including a player character (PC). For example, the PC may correspond to a user of the electronic device (201). The PC may be an example of the PC (413) of FIG. 4.
[0045] For example, a virtual space including a PC may be provided by a server (e.g., server (101) of FIG. 1). For example, a virtual space including a PC may represent a battlefield. For example, a virtual space including a PC may include a PC and other characters corresponding to a user of the electronic device (201). For example, the characters may include non-player characters (NPCs). For example, the characters may include other PCs corresponding to other users connected to a game service provided through the server. For example, the characters may correspond to the character (423) of FIG. 4.
[0046] For example, another PC may be in an antagonistic relationship with the PC corresponding to the user of the electronic device (201). However, it is not limited thereto. For example, another PC may be set up as an ally with the PC corresponding to the user of the electronic device (201) by the game service.
[0047] According to one embodiment, the screen may include a visual object for receiving input. For example, the visual object for receiving input may receive input for controlling a PC. For example, at least one processor (200) may control the PC based on receiving input through the visual object. For example, the visual object for receiving input may be an example of the visual objects (419) of FIG. 4.
[0048] In operation 303, at least one processor (200) may receive input that causes interaction between the PC and the character. For example, at least one processor (200) may receive input when displaying (or while displaying) the screen. For example, the input may include a tap gesture that touches a visual object displayed on the display (210) and / or pressing a button assigned to the visual object. For example, the input may be a control command received from an external electronic device (e.g., a console, a controller) connected to the electronic device (201). For example, the interaction between the PC and the character may include the PC attacking the character. For example, the PC's attack may include a close-range attack and a long-range attack.
[0049] For example, the position of the character in virtual space may be moved when the PC attacks the character. For example, the distance between the PC and the character may increase when the PC attacks the character. For example, the character's position may be moved in the opposite direction from the character to the PC while the PC is attacking the character.
[0050] For example, the above character may be included in a virtual space. According to one embodiment, the above character may include an NPC. For example, the NPC may be hit by a PC controlled by at least one processor (200). The NPC may be referred to as a sandbag.
[0051] According to one embodiment, the character may include other PCs in a virtual space. The other PCs may be controlled by an external electronic device. For example, a PC controlled by at least one processor (200) and another PC controlled by an external electronic device may attack each other in the virtual space. For example, the PC may attack the other PC by performing actions such as firing arrows and / or guns, swinging weapons such as swords, or casting magic.
[0052] In operation 305, at least one processor (200) can display an animation of moving the character so that the distance between the PC and the character increases. For example, at least one processor (200) can display an animation of moving the character based on the PC attacking the character. For example, at least one processor (200) can display the animation based on identifying that the character is hit.
[0053] For example, the animation may include an animation in which a first object is forcibly moved. For example, the animation may include an animation in which a character is knocked back. For example, the animation may include an animation in which a character flies away from the PC. An animation in which a character flies away from the PC may be referred to as a fly animation.
[0054] In operation 307, at least one processor (200) can identify whether the distance between the PC and the character has increased beyond a specified distance based on the animation. For example, the specified distance may be described as a distance that serves as a criterion for at least one processor (200) to determine whether to display an item on the display (210). For example, the item may be used to increase the PC's attributes (e.g., HP (health point), MP (mana point), stamina).
[0055] For example, at least one processor (200) may execute operation 309 based on identifying, based on animation, that the distance has increased beyond a specified distance. For example, at least one processor (200) may execute operation 311 based on identifying, based on animation, that the distance has not increased beyond a specified distance.
[0056] In operation 309, at least one processor (200) may display on the display (210) a virtual space containing an item at a location spaced apart from the PC between the PC and the character. For example, at least one processor (200) may display on the display (210) a virtual space containing an item at a location spaced apart from the PC along a path where the character has moved. For example, the item may be set to increase the attributes of the PC. For example, the item may be described as a virtual object that increases or restores the attributes of the PC upon contact with the PC.
[0057] The attributes of a PC can be represented by points (or resources) required to express the PC's actions (e.g., attack actions, defense actions, movement actions). The attributes of a PC can indicate whether to allow the PC's movement actions based on speeds exceeding a threshold speed. The attributes of a PC can be reduced based on the actions provided by the PC. For example, the more attributes a PC has, the more attack actions the PC can perform. For example, as the more attributes a PC has, the more diverse the PC's means of attack become, the user of the electronic device (201) controlling the PC can control the PC to access items. For example, the attributes of a PC may include MP (mana point) and stamina (or energy).
[0058] An item may be displayed between the character and the player character that are moved according to the animation. For example, the item may be displayed along the path where the character is moved according to the animation. For example, because the item is displayed along the path where the character is moved according to the animation, the PC may come into contact with the item while moving toward the character. For example, at least one processor (200) may increase the PC's attribute from a first attribute to a second attribute based on the PC coming into contact with the item. The second attribute may exceed the first attribute. For example, because the PC's attribute increases as the PC moves toward the item, the item may facilitate additional attacks on the PC's character.
[0059] According to one embodiment, an item may be configured to increase the stats of a player character overlapping with the item. For example, the item may be configured to increase the attack speed of the player character overlapping with the item. For example, the item may be configured to increase the movement speed of the player character overlapping with the item. For example, the item may be configured to increase the attack power of the player character overlapping with the item. For example, the item may be configured to increase the defense power of the player character overlapping with the item. However, it is not limited thereto.
[0060] In the absence of items, the user may refrain from controlling the PC to perform additional attacks on the character, as the PC's attributes are reduced as they attack. Additionally, the character may be more likely to flee from the PC. In other words, the time required for gameplay may be prolonged when items are unavailable.
[0061] The item can ensure the PC's action on the character by supplementing the points (or resources) required for the PC's action. The item can ensure the PC's movement action on the character by supplementing the PC's attribute indicating whether to allow the PC's movement based on a speed exceeding a critical speed. The item can facilitate the activity of the user of the electronic device (201) who intends to attack the character. This can enhance the user experience of the user of the electronic device (201) controlling the PC.
[0062] For example, a user of an electronic device (201) controlling a PC can control the electronic device (201) so that the PC comes into contact with an item in order to increase the attributes of the PC. For example, a user of an electronic device (201) controlling a PC can feel a sense of immersion by controlling the PC to engage in additional combat. A virtual space containing items will be described and illustrated in more detail with reference to the state (402) of FIG. 4.
[0063] In operation 311, at least one processor (200) may refrain from displaying the item. For example, at least one processor (200) may refrain from displaying the item or bypass it based on identifying that the distance between the PC and the character does not increase beyond a specified distance.
[0064] FIG. 4 illustrates an example of a screen displayed on a display of an electronic device based on a virtual space (e.g., virtual space (120) of FIG. 1) provided by a server (e.g., server (101) of FIG. 1). The electronic device (201) of FIG. 2 and / or at least one processor (200) can perform the operations described with reference to FIG. 4.
[0065] Referring to FIG. 4, states (401, 402) of an electronic device (201) running a game application are illustrated. In states (401, 402), the electronic device (201) may display a screen on a display (210) to provide a user experience related to gameplay to the user. For example, the screen displayed through the display (210) in states (401, 402) may be referred to as a gameplay screen and / or a gameplay screen. For example, the screen displayed through the display (210) in states (401, 402) may include or correspond to a screen representing a virtual space including the PC of FIG. 3.
[0066] In the state (401) of FIG. 4, the electronic device (201) may display a game play screen comprising one or more visual objects (e.g., buttons, icons, text and / or images) superimposed on at least a portion of a virtual space. The one or more visual objects may be displayed differently depending on the input interface.
[0067] Within the game play screen, the virtual space may include a PC (413). For example, the PC (413) may correspond to account information of the electronic device (201). For example, the PC (413) may correspond to a user of the electronic device (201). In a portion of the display (210) adjacent to the PC (413), at least one processor (200) may display visual objects (414) representing attributes (or states) of the PC (413). The visual objects (414) may be referred to as a status bar.
[0068] According to one embodiment, the attributes of the PC (413) may be represented by points required to express the action of the PC (413). For example, the attributes of the PC (413) may indicate whether to allow the movement of the PC (413) based on a speed exceeding a threshold speed. For example, the attributes of the PC (413) may be reduced based on the action provided by the PC (413). For example, the attributes of the PC (413) may include MP (mana point) and stamina (or energy).
[0069] According to one embodiment, the attributes of the PC (413) may include HP (health point) and energy point. At least one processor (200) may execute a function related to the removal (e.g., knock-out) of the PC (413) based on the PC (413) attributes becoming zero. For example, the removal of the PC (413) may be represented as the death of the PC (413). For example, a function related to the removal of the PC (413) may include an operation of transmitting a signal notifying a server connected to the electronic device (201) of the removal of the PC (413).
[0070] Referring to FIG. 4, at least one processor (200) may display a PC (413) anchored at a designated location on the display (210) (e.g., the center point of the display (210)). However, it is not limited thereto. For example, at least one processor (200) may display a portion of a virtual space containing the PC (413) through the display (210). For example, at least one processor (200) may display a minimap of the virtual space within a scrollable area (416). At least one processor (200) may display visual objects (417) for setting a location indicator, referred to as a ping, which is displayed superimposed on the minimap.
[0071] In state (401), the game play screen may include a button (411) corresponding to another screen for adjusting settings related to the game application. The game play screen may include slots (412) for displaying virtual items that appear to be owned (or acquired) by the PC (413) while performing game play. The one or more virtual items may include at least one virtual item assigned to the PC (413) according to the result of a previous round within a game mode (e.g., build-up mode) in which multiple rounds are provided. The one or more virtual items may be placed in a location accessible by the PC (413) within the virtual space (e.g., a location on the ground, a location below the water surface, and / or a location inside a chest). The game play screen may include a list (415) of other PCs that have been set as an ally with the PC (413) by the game service. The game play screen may include slots (420) mapped to virtual items for changing the attributes of the PC (413).
[0072] In state (401), the game play screen may include visual objects for controlling the movement and / or action of the PC (413). For example, the game play screen may display visual objects (421, 422) for setting the movement (or direction of movement) of the PC (413) within the virtual space. For example, at least one processor (200) may change the position of the visual object (422) within the visual object (421) in response to user input regarding the concentric visual objects (421, 422). At least one processor (200) may move the PC (413) within the virtual space using the position of the visual object (422) relative to the center of the visual object (421). For example, the positions of the visual objects (421, 422) may be determined by touch input on the display (210). For example, at least one processor (200) can display visual objects (421, 422) at the location where a touch input on the display (210) is received.
[0073] For example, the game play screen may include visual objects (419) for controlling actions (e.g., attack action, defense action and / or jump action) mapped to the PC (413). The visual objects (419) may include at least one of buttons (419-3, 419-4) that trigger different attack actions of the PC (413), a button (419-2) that triggers a unique action of the PC (413) (e.g., an action to retrieve a fired arrow), a button (419-5) that triggers the ultimate skill of the PC (413), and / or a button (419-1) that triggers the jump action of the PC (413).
[0074] In state (401), the game play screen may include a character (423) in a virtual space. For example, the character (423) may be an example of the character of FIG. 3. At least one processor (200) may display visual objects (424) representing attributes (or states) of the character (423) on a part of the display (210) adjacent to the character (423). The visual objects (424) may be referred to as a status bar.
[0075] In one embodiment of an electronic device (201) capable of identifying touch input on a display (210), functions and / or actions mapped to each of the visual objects (419) may be initiated by various touch gestures and / or conditions performed on the visual objects (419). For example, at least one processor (200) may play an attack action directed toward a specific direction (e.g., another PC in an adversarial relationship with the PC (413)) in response to a single tap gesture performed on any one of the buttons (419-3, 419-4). An electronic device (201) that detects a drag gesture performed on any one of the buttons (419-3, 419-4) may execute a function to control the direction. For example, the unique action of the PC (413) assigned to the button (419-2) can be executed by a long-touch gesture exceeding a specified period (e.g., a period of several seconds).
[0076] For example, the ultimate skill of the PC (413) assigned to the button (419-5) may be executed by a tap gesture after a specified period has elapsed since the start of gameplay or since the last execution of the ultimate skill. Alternatively, the ultimate skill of the PC (413) assigned to the button (419-5) may be executed by a tap gesture received after satisfying a condition based on the PC (413)'s activity history (e.g., history of attacking or healing other PCs). At least one processor (200) may change the color and / or shape of a button associated with an action having a specific condition, such as the button (419-5), to indicate whether the specific condition is satisfied. For example, at least one processor (200) may change the color and / or shape of the outline of the button (419-5) over time to indicate the expiration of the specified period. For example, at least one processor (200) can switch the transparency, saturation, and / or color of the button (419-5) based on whether the above conditions are satisfied.
[0077] The layout of the buttons displayed on the display (210) is not limited to one embodiment of FIG. 4. For example, an electronic device (201) having a form factor for receiving touch input, such as the smartphone (110-1) of FIG. 1, may display all of the buttons shown in FIG. 4. For example, an electronic device (201) capable of receiving input via a mouse and / or keyboard, such as the desktop (110-2) of FIG. 1, may display only some of the buttons shown in FIG. 4. For example, an electronic device (201) including a plurality of physical buttons, such as the portable gaming device (110-3) of FIG. 1, may display only some of the buttons shown in FIG. 4, or may additionally display text indicating the physical buttons mapped to each of the buttons along with the buttons.
[0078] In state (401), the game play screen may include a button (418) to support rapid communication of users logged into the game service. The button (418) may be referred to as an emoticon wheel. At least one processor (200) that identifies user input associated with the button (418) may perform an action to transmit a designated image, such as an emoticon, to other user terminals different from the electronic device (201) (e.g., user terminals of other users grouped into a team). User input associated with the button (418) may include an input to press a button of the electronic device (201) corresponding to the button (418). User input associated with the button (418) may include a touch gesture to press the button (418).
[0079] According to one embodiment, the character (423) may correspond to account information of an external electronic device. For example, the character (423) may correspond to a user of an external electronic device. For example, the character (423) may be controlled by an external electronic device connected to a server.
[0080] As an example not limited to, the character (423) may be represented as an NPC. For example, the character (423) may be displayed on the display (210) in a game mode for practice.
[0081] In state (401), at least one processor (200) can cause an interaction between PC (413) and character (423) based on receiving input through at least one of the visual objects (419). At least one processor (200) can control PC (413) to perform an action mapped to at least one of the visual objects (419) by receiving input through at least one of the visual objects (419). After receiving input through at least one of the visual objects (419), at least one processor (200) can switch to state (402).
[0082] Referring to FIG. 4, the state (402) may represent a virtual space including a PC (413) that has performed the mapped action. For example, at least one processor (200) may display a virtual space including a character (423) that has been hit by the action of the PC (413) on a display (210). For example, in the state (402), at least one processor (200) may display visual objects (424) representing reduced attributes of the character (423) in a part of the display (210) adjacent to the character (423). For example, due to the hit of the character (423), the attributes of the character (423) represented by the visual objects (424) in the state (402) may be less than the attributes of the character (423) represented by the visual objects (424) in the state (401).
[0083] For example, the character (423) can be moved by the action of the PC (413). For example, the character (423) can be forcibly moved (e.g., knock-back, fly) based on the action of the PC (413) (e.g., attack action). The character (423) can be moved in a direction away from the PC (413).
[0084] For example, at least one processor (200) may display an animation of a character (423) being hit by an action of a PC (413) on a display (210). Based on the animation, the position of the character (423) may be changed or moved. Changing or moving the position of the character (423) may include increasing the distance between the PC (413) and the character (423).
[0085] Referring to FIG. 4, in state (402), the electronic device (201) can display an item (450) on the display (210). For example, at least one processor (200) can display an item (450) on the display (210) by executing operation 309 of FIG. 3.
[0086] For example, the item (450) may include or correspond to the item of FIG. 3. The item (450) may increase the attributes of the PC (413). For example, the item (450) may increase the stamina of the PC (413) that comes into contact with the item (450). For example, the item (450) may be referred to as a stamina recovery orb, but is not limited thereto. The item (450) may increase the HP and / or MP of the PC (413) that comes into contact with the item (450).
[0087] According to one embodiment, the item (450) may be configured to increase the ability of the PC (413) overlapping with the item (450). For example, the item (450) may be configured to increase the attack speed of the PC (413) overlapping with the item (450). For example, the item (450) may be configured to increase the movement speed of the PC (413) overlapping with the item (450). For example, the item (450) may be configured to increase the attack power of the PC (413) overlapping with the item (450). For example, the item (450) may be configured to increase the defense power of the PC (413) overlapping with the item (450). However, it is not limited thereto.
[0088] For example, an item (450) may be displayed on the display (210) based on an animation that moves the character (423) so that the distance between the PC (413) and the character (423) increases. For example, at least one processor (200) may display the item (450) on the display (210) based on identifying that the distance between the PC (413) and the character (423) increases beyond a specified distance (440) based on the animation. For example, the specified distance (440) may be represented as a distance corresponding to 10 times the distance unit in virtual space, but is not limited thereto.
[0089] According to one embodiment, an item (450) may be displayed via a display (210) between a character (423) and a PC (413). For example, the item (450) may be displayed via the display (210) on a path (430) where the character (423) has moved. For example, the item (450) may be displayed via the display (210) at a location spaced apart from the PC (413). For example, the item (450) may be displayed on the display (210) at a location spaced apart from the PC (413) by a distance (451). The distance (451) may include a specified distance. For example, the distance (451) may be represented as a distance corresponding to five times the distance unit in virtual space. However, it is not limited thereto.
[0090] According to one embodiment, the item (450) may be configured not to be displayed through the display of an external electronic device that is distinct from the electronic device (201) corresponding to the PC (413). The item (450) may be configured to be displayed exclusively on the display (210) of the electronic device (201) to which the PC (413) is logged.
[0091] According to one embodiment, at least one processor (200) can identify whether a reference time has elapsed since the item (450) was displayed on the display (210). The reference time may be described as the period during which the item (450) is displayed on the display (210). At least one processor (200) may stop displaying the item (450) based on identifying that the reference time has elapsed. For example, the reference time may be represented as a specified time (e.g., 5 seconds). However, it is not limited thereto.
[0092] For example, the reference time may change depending on the number of rounds provided in the gameplay and the number of remaining PCs. In a gameplay mode that provides multiple rounds, the reference time may be determined or changed depending on the round at which the item (450) is displayed. In a game mode played with multiple PCs, the reference time may be determined or changed depending on the number of remaining PCs in the gameplay.
[0093] Referring to FIG. 4, in state (402), the electronic device (201) may display a visual object (460) on the display (210). The visual object (460) may correspond to a timer that is activated based on displaying an item (450) on the display (210). While the visual object (460) is displayed on the display (210), it may change in real time in response to the timer. For example, the transparency of the visual object (460), the saturation of the visual object (460), and / or the color of the visual object (460) may change according to the state of the timer (or remaining time). For example, the image representing the state of the timer within the visual object (460) may change according to the state of the timer (or remaining time). For example, the reference time related to the length of the timer may be 20 seconds, but is not limited thereto.
[0094] According to one embodiment, the visual object (460) may be represented as a debuff icon within the game service. For example, while the object (460) is displayed, an effect associated with the debuff icon may be provided to the PC (413) (or the electronic device (201) to which the PC (413) is logged). For example, at least one processor (200) may refrain from or bypass displaying items (450) and other items for increasing the attributes of the PC (413) on the display (210) while the visual object (460) is displayed on the display (210). At least one processor (200) may refrain from or bypass displaying the other items on the display (210) before the expiration of the timer.
[0095] For example, at least one processor (200) may not display the item (450) on the display (210) if the timer has not expired, even though the PC (413) identifies that the distance between the characters (423) exceeds the distance (440) based on an animation in which the character (423) is moved so that the distance between the characters (423) increases.
[0096] FIG. 5 illustrates an example of a screen containing items based on the terrain of a virtual space (e.g., virtual space (120) of FIG. 1) provided by a server (e.g., server (101) of FIG. 1). The electronic device (201) of FIG. 2 and / or at least one processor (200) can perform the operations described with reference to FIG. 5.
[0097] Referring to FIG. 5, an exemplary state (501) of a game play screen displayed by an electronic device (201) running a game application is shown. In the state (501), the electronic device (201) can display at least a portion of a virtual space through the game play screen.
[0098] The virtual space provided through the game service may include terrain elements that the PC (413) can move. The virtual space may be divided into virtual terrain (e.g., ground, river, sea), buildings and / or sky (or empty space).
[0099] In state (501), the electronic device (201) and / or server may progressively reduce the size of the ground within the virtual space. For example, at least one processor (200) of the electronic device (201) may reduce the size of the ground in response to the expiration of a timing set by the server. In state (501) after said timing, at least one processor (200) may display a visual object (511) to guide the removed ground within a minimap displayed through the area (416). The visual object (511) may have the shape of a circle and / or an arc, but is not limited thereto. The visual object (511) may correspond to the positional relationship of the boundary line between the removed ground and the retained ground.
[0100] At least one processor (200) can represent the boundaries of the ground using a visual object (513) formed on the ground. The location within the virtual space where the visual object (513) is displayed may correspond to the location within the virtual space of the visual object (511) included within the area (416). Within the virtual space, a part of the virtual space containing the removed ground may be referred to as a danger zone, and another part of the virtual space containing the maintained ground may be referred to as a safe zone.
[0101] According to one embodiment, the PC (413) and the character (423) cannot move on the removed ground. At least one processor (200) may display an animation of the character (423) falling based on the character (423) being positioned on the removed ground. While displaying the animation of the character (423) falling, at least one processor (200) may reduce the HP and / or energy of the PC (413). After the reduced HP and / or energy becomes zero, at least one processor (200) may execute a function related to the removal (e.g., ring-out) of the character (423).
[0102] According to one embodiment, in state (501), the character (423) may be located on the removed ground. The character (423) may be moved from the ground that was forcibly maintained by interaction with the PC (413) to the removed ground. For example, at least one processor (200) may display an animation of the character (423) being hit by an action of the PC (413) on the display (210). Based on the animation, the position of the character (423) may be changed or moved. Changing or moving the position of the character (423) may include increasing the distance between the PC (413) and the character (423).
[0103] In state (501), the electronic device (201) can display an item (450) on the display (210). For example, at least one processor (200) can display an item (450) on the display (210) by executing operation 309 of FIG. 3.
[0104] For example, the item (450) may include or correspond to the item of FIG. 3. For example, the item (450) may be displayed on the display (210) based on an animation that moves the character (423) so that the distance between the PC (413) and the character (423) increases. For example, the item (450) may be displayed on the display (210) based on at least one processor (200) identifying that the distance between the PC (413) and the character (423) increases beyond a specified distance (440) based on the animation.
[0105] According to one embodiment, an item (450) may be displayed via a display (210) between a character (423) and a PC (413). For example, the item (450) may be displayed via the display (210) on a path (430) where the character (423) has moved. For example, the item (450) may be displayed on the display (210) at a location spaced apart from the PC (413) by a distance (451). For example, the item (450) may be displayed via the display (210) at a location where the PC (413) can move. For example, the item (450) may be displayed via the display (210) within the terrain of a virtual space where the PC (413) can move.
[0106] For example, the distance (451) may include a specified distance, but is not limited thereto. For example, the distance (451) may be adjusted or shortened based on terrain. For example, if the location where the item (450) is to be displayed is included within removed terrain, the distance (451) may be adjusted or shortened. For example, if the location where the item (450) is to be displayed is terrain where the PC (413) cannot move, the distance (451) may be adjusted or shortened. For example, based on the shortening of the distance (451), the item (450) may be displayed in a location where the PC (413) can move. For example, at least one processor (200) can display an item (450) on the display (210) at a location where the PC (413) can move on the path (430), based on identifying that the distance between the PC (413) and the character (423) has increased beyond a specified distance (440) based on the animation.
[0107] FIG. 6 illustrates examples of operations of an electronic device that provides virtual items to a player character (PC).
[0108] The more virtual items PC (413) possesses, the stronger PC (413) can become. The higher the grade of the virtual items possessed by PC (413), the stronger PC (413) can become. For example, at least one processor (200) can assign virtual items to PC (413) based on PC (413) eliminating another PC (e.g., PC (813) of FIG. 8). For example, a user of the electronic device (201) controlling PC (413) can control PC (413) to fight another PC to acquire PC (413)'s virtual items. As the number of battles with other PCs increases, the time spent on gameplay can be reduced. For example, as the number of battles with other PCs increases, the user experience of the user playing the game can be enhanced.
[0109] Referring to FIG. 6, actions are exemplified in which a virtual item is assigned to PC (413) based on PC (413) identifying the retirement of another PC in order to enhance the user experience of the user. For example, the retirement of another PC may include the other PC being removed by PC (413).
[0110] In operation 601, at least one processor (200) may display on the display (210) a screen including a virtual space containing a PC (413) and at least one slot. For example, the virtual space containing the PC (413) may be provided by a server (e.g., server (101) of FIG. 1). For example, at least one slot may be represented as a visual object for enumerating at least one virtual item assigned to the PC (413).
[0111] According to one embodiment, the screen may include a visual object for receiving input. The visual object for receiving input may receive input for controlling the PC. For example, at least one processor (200) may control the PC based on receiving input through the visual object. For example, the visual object for receiving input may be an example of the visual objects (419) of FIG. 4.
[0112] In operation 603, at least one processor (200) may display an animation on the screen representing an interaction between PC (413) and another PC (e.g., PC (813) of FIG. 8) based on receiving input to control PC (413). For example, the input may include a tap gesture touching a visual object displayed on the display (210) and / or pressing a button assigned to the visual object. For example, the other PC may be in an adversarial relationship with PC (413).
[0113] According to one embodiment, an animation representing an interaction between a PC (413) and another PC may include an animation of attacking another PC with an action of the PC (413). For example, at least one processor (200) may display an animation of attacking another PC with an action of the PC (413). For example, the animation may include an animation of the PC (413) firing an arrow and / or gun, an animation of swinging a weapon such as a sword, or an animation of casting a spell.
[0114] In operation 605, at least one processor (200) can identify the retirement of another PC caused by an input to control PC (413). For example, based on an animation of attacking another PC with an action of PC (413), the HP of another PC may be reduced. For example, if the HP of another PC becomes 0, the other PC may be retired (or removed). For example, the retirement of another PC with an action of PC (413) may be referred to as a kill by PC (413). For example, by PC (413) performing a kill, the other PC may be knocked out or ring out.
[0115] In operation 607, at least one processor (200) may determine probability values corresponding to each of the categories for classifying virtual items based on identifying the retirement of another PC, using the category of at least one virtual item assigned to PC (413). For example, at least one processor (200) may identify the state of at least one slot (e.g., slots (412)) to identify the category of at least one virtual item assigned to PC (413). For example, identifying the state of the slots (412) may include identifying whether PC (413) possesses virtual items. For example, identifying the state of the slots (412) may include identifying whether a virtual item appearing to be assigned to PC (413) is displayed within each of the slots (412).
[0116] According to one embodiment, at least one processor (200) can identify a state in which no virtual item is displayed within each of the slots (412). The slots (412) of FIG. 4 are shown as four slots, but this is merely an example. The slots (412) may include a weapon slot, a helmet (or hat) slot, an armor slot, a shoe slot, a glove slot, and a ring slot. For example, identifying the state of the slots (412) may include identifying a category of virtual items (e.g., weapon, helmet, armor, shoe, glove, ring) that is not owned by the PC (413).
[0117] According to one embodiment, at least one processor (200) may determine a probability value corresponding to each of the categories for classifying virtual items based on the state of at least one slot (e.g., slots (412)). At least one processor (200) may determine a probability value for providing a virtual item to the PC (413) based on identifying a slot having a designated state among a plurality of slots. For example, at least one processor (200) may display an assigned virtual item on a slot having a designated state. For example, a slot having a designated state may be described as a slot among the slots (412) that does not display a virtual item that appears to be owned by the PC (413) within that slot. For example, if at least one processor (200) identifies a slot among the slots (412) having a designated state, it may determine a probability value to assign a virtual item of the category corresponding to that slot to the PC (413). For example, at least one processor (200) can determine a probability value to assign a virtual item of a category corresponding to one of the slots having a designated state to the PC (413) when there are multiple slots having a designated state among the slots (412).
[0118] In operation 609, at least one processor (200) can determine a virtual item to be provided to the PC (413) using probability values. For example, at least one processor (200) can provide or assign a virtual item to the PC (413) as a reward for the retirement using probability values. For example, a method of assigning a virtual item to the PC (413) is described and illustrated in more detail with reference to FIG. 7.
[0119] In operation 611, at least one processor (200) may display an icon representing a determined virtual item in any one of at least one slot (e.g., slots (412)). For example, at least one processor (200) may display an icon corresponding to the virtual item in at least one slot when the PC (413) acquires or is provided with the virtual item.
[0120] FIG. 7 illustrates examples of the operations of an electronic device that provides a virtual item to a player character (PC).
[0121] Referring to FIG. 7, the operations exemplified in FIG. 7 may correspond to operations 607 and 609 of FIG. 6. For example, operation 701 of FIG. 7 may be represented as an operation to determine probability values corresponding to each of the categories for classifying virtual items based on identifying the retirement of another PC caused by an input to control the PC (413). In other words, operation 701 may be executed by the PC (413) causing the retirement of another PC.
[0122] In operation 701, at least one processor (200) can identify whether a slot among a plurality of slots has a designated state in order to use at least one category of virtual items assigned to the PC (413). For example, a slot among a plurality of slots having a designated state may be described as a slot among the slots (412) that does not display a virtual item that appears to be owned by the PC (413). For example, the slot that does not display a virtual item may indicate that the PC (413) does not own a virtual item of the category corresponding to the slot that does not display a virtual item.
[0123] For example, at least one processor (200) may execute operation 703 based on failing to identify a slot having a specified state among a plurality of slots. For example, at least one processor (200) may execute operation 707 based on identifying a slot having a specified state among a plurality of slots.
[0124] In operation 703, at least one processor (200) can identify or determine the lowest grade virtual item among the virtual items assigned to the PC (413). For example, at least one processor (200) can determine the lowest grade virtual item among the virtual items owned by the PC (413) based on failing to identify a slot among the slots (412) having a specified state. For example, failing to identify a slot among the slots (412) having a specified state may indicate that the PC (413) owns virtual items of all categories.
[0125] According to one embodiment, the grades of a virtual item may include Advanced, Rare, Heroic, Legendary, and Mythical grades. For example, the Mythical grade may be represented as the highest grade among the grades. For example, the Legendary grade may be represented as the second highest grade among the grades. For example, the Heroic grade may be represented as the third highest grade among the grades. For example, the Rare grade may be represented as the fourth highest grade among the grades. For example, the Advanced grade may be represented as the lowest grade among the grades.
[0126] For example, at least one processor (200) can determine the lowest grade virtual item among the virtual items displayed within the slots (412). For example, if the PC (413) possesses a high-grade weapon, a rare-grade helmet, a rare-grade armor, a heroic-grade shoe, a heroic-grade glove, and a rare-grade ring, at least one processor (200) can determine the high-grade weapon. However, it is not limited thereto.
[0127] In operation 705, at least one processor (200) can provide a virtual item to a player character based on the grade of the identified virtual item.
[0128] According to one embodiment, if the grade of the determined virtual item is a myth grade, at least one processor (200) may refrain from, skip, or bypass providing the virtual item to the PC (413).
[0129] According to one embodiment, if the grade of the determined virtual item is a legendary grade, at least one processor (200) may provide the PC (413) with a virtual item to which an enhancement has been applied to the determined virtual item. For example, providing the virtual item to which the enhancement has been applied may include enhancing the determined virtual item. For example, enhancing the determined virtual item may be described as maintaining the grade of the determined virtual item and improving the performance (or quality) of the determined virtual item.
[0130] In a non-limiting example, if the number of enhancements of the virtual item determined above corresponds to the maximum number of enhancements, at least one processor (200) may refrain from, skip, or bypass providing the virtual item with the enhancements applied to the PC (413).
[0131] For example, at least one processor (200) may, depending on the probability, enhance the determined virtual item or provide a virtual item of a higher grade than the determined virtual item's grade when the grade of the determined virtual item is an advanced grade, a rare grade, or a hero grade. For example, the probability of enhancing the determined virtual item may be 0.65. For example, the probability of providing a virtual item of a higher grade than the determined virtual item's grade may be 0.35. However, it is not limited thereto. The probability may vary depending on the grade of the determined virtual item.
[0132] According to one embodiment, if the grade of the determined virtual item is a high grade, a rare grade, or a hero grade, at least one processor (200) may provide the PC (413) with a virtual item to which an enhancement has been applied to the determined virtual item. In an example that is not limited to cases where the number of enhancements of the determined virtual item corresponds to the maximum number of enhancements, at least one processor (200) may refrain from, skip, or bypass providing the virtual item to which the enhancement has been applied to the PC (413).
[0133] According to one embodiment, at least one processor (200) may provide the PC (413) with a virtual item having a higher grade than the grade of the determined virtual item when the grade of the determined virtual item is an advanced grade, a rare grade, or a hero grade. As an example, but not limited to, providing the PC (413) with a virtual item having a higher grade than the grade of the determined virtual item may include providing a virtual item having a grade one step higher than the grade of the determined virtual item.
[0134] In operation 707, at least one processor (200) may determine the category of virtual items to be assigned to PC (413) based on whether the retirement of another PC caused by PC (413) is the first retirement in the gameplay, a slot having a specified state, and / or a progression stage in the gameplay. For example, the retirement of another PC caused by PC (413) may be referred to as a kill by PC (413). For example, at least one processor (200) may determine the category of virtual items to be assigned to PC (413) based on whether the kill by PC (413) is the first kill in the gameplay, a slot having a specified state, and / or a weight set according to a progression stage in the gameplay. For example, at least one processor (200) may assign a virtual item of the category of the corresponding slot based on a slot having a specified state. For example, a progression stage in the gameplay may be described as a stage in which the terrain in the virtual space changes according to the playtime of the game. For example, as the playtime of the game increases, the electronic device (201) and / or server may reduce the size of the surface on which the PC (413) can move within the virtual space. For example, the progression stage within the game play may be referred to as a wave.
[0135] According to one embodiment, when a shoe mounting slot among the slots (412) has a designated state, the probability of a shoe virtual item being assigned can be represented as 1.
[0136] According to one embodiment, a weight may be set for each category of virtual items. For example, the weapon weight may be 400. For example, the helmet weight may be 100. For example, the armor weight may be 100. For example, the shoe weight may be 150. For example, the glove weight may be 100. For example, the ring weight may be 500.
[0137] For example, at least one processor (200) can determine the category of virtual items to be assigned to the PC (413) based on the probability calculated according to the weights. For example, the probability of the category of virtual items to be assigned can be represented as the weight of the corresponding virtual item for the sum of the weights of the category corresponding to each slot having a designated state.
[0138] For example, all slots (412) may have a designated state. The probability of a weapon virtual item being assigned can be expressed as 400 / (400+100+100+150+100+500)= 0.296. The probability of a helmet virtual item being assigned can be expressed as 100 / (400+100+100+150+100+500)= 0.074. The probability of an armor virtual item being assigned can be expressed as 100 / (400+100+100+150+100+500)= 0.074. The probability of a shoe virtual item being assigned can be expressed as 150 / (400+100+100+150+100+500)= 0.111. The probability of being assigned a virtual glove item can be expressed as 100 / (400+100+100+150+100+500)= 0.074. The probability of being assigned a virtual ring item can be expressed as 500 / (400+100+100+150+100+500)= 0.370.
[0139] For example, among the slots (412), the weapon slot, the armor slot, and the ring slot may have a designated state. The probability of a weapon virtual item being assigned can be expressed as 400 / (400+100+500)= 0.4. The probability of an armor virtual item being assigned can be expressed as 100 / (400+100+500)= 0.1. The probability of a ring virtual item being assigned can be expressed as 500 / (400+100+500)= 0.5. However, it is not limited thereto.
[0140] As an example not limited to, at least one processor (200) can identify whether the PC (413)'s kill is the first kill in gameplay. For example, the first kill in gameplay may be referred to as the first kill. For example, the weight of the virtual ring item when the PC (413)'s kill is the first kill may be higher than the weight of the virtual ring item when the PC (413)'s kill is not the first kill.
[0141] According to one embodiment, at least one processor (200) can change the weight of a virtual item category according to the stage in which the PC (413) kill occurs within a mode that sequentially provides a plurality of stage stages. For example, as the stage in which the PC (413) kill occurs gets later, the weapon weight and ring weight may increase.
[0142] In operation 709, at least one processor (200) can determine the grade of virtual item to be provided to PC (413) based on the number of remaining PCs in the game play and the progress stage in the game play. For example, at least one processor (200) can determine the grade of virtual item to be assigned to PC (413) according to a PC weight corresponding to the number of remaining PCs in the game play and a progress stage weight corresponding to the progress stage in the game play.
[0143] According to one embodiment, the progression stage weight can be described as the weight of the grade of a virtual item for the progression stage in which the PC (413) kill occurred. For example, the progression stage weight can be described with reference to Table 1. However, the embodiment is not limited thereto.
[0144] Progression Stage Advanced Grade Progression Stage Weight Rare Grade Progression Stage Weight Heroic Grade Progression Stage Weight Legendary Grade Progression Stage Weight Mythic Grade Progression Stage Weight 1 to 2 300 500 10000 3 to 5 100 100 200 1000 6 to 70 100 100 2000
[0145] Referring to Table 1, for example, the progression stage weight can be set so that a higher grade virtual item is assigned as the progression stage where the PC (413) kill occurs gets later.
[0146] According to one embodiment, the PC weight may be described as a weight of the virtual item grade relative to the number of remaining PCs when a kill of the PC (413) occurs. For example, the PC weight may be set differently depending on the game mode. The PC weight may be described with reference to Tables 2 and 3. However, the embodiments are not limited thereto.
[0147] Number of remaining PCs High-grade PC Weight Rare-grade PC Weight Epic-grade PC Weight Legendary-grade PC Weight Mythical-grade PC Weight 21 to 24 10010010000 18 to 21 10010010000 15 to 18 1001001001000 12 to 150 1001001000 9 to 1200100100 501 to 9000100100
[0148] Number of remaining PCs on the team High Tier PC Weight Rare Tier PC Weight Epic Tier PC Weight Legendary Tier PC Weight Mythical Tier PC Weight 8 100 100 10000 7 100 100 10000 6 100 100 100 1000 50 100 100 100 400 100 100 50 1 to 3000 100 100
[0149] Referring to Table 2, in a mode where multiple users compete without teams to determine a single winner (e.g., Battle Royale Solo), the PC weight of the virtual item grade can be shown based on the number of remaining PCs when a PC (413) is killed. Referring to Table 3, in a mode where multiple users compete without teams to determine a single winner (e.g., Battle Royale Team), the PC weight of the virtual item grade can be shown based on the number of teams of remaining PCs when a PC (413) is killed. Referring to Tables 2 and 3, the PC weight can be set so that a higher grade virtual item is assigned as the number of remaining PCs decreases when a PC (413) is killed.
[0150] According to one embodiment, at least one processor (200) can identify whether the kill of PC (413) is a first kill. For example, at least one processor (200) can determine a weight based on the activity history of other PCs that have been eliminated, based on identifying that the kill of PC (413) is a first kill. For example, the grade of a virtual item to be assigned to PC (413) can be determined according to a kill weight corresponding to the kill history of other PCs that have been eliminated (e.g., cumulative number of kills). The kill weights may be described with reference to Table 4. However, the embodiments are not limited thereto.
[0151] Kill History of Removed PC Advanced Tier Kill Weight Rare Tier Kill Weight Heroic Tier Kill Weight Legendary Tier Kill Weight Mythic Tier Kill Weight 3 Kills 00 100 500 4 Kills 00 200 1000 5 Kills or More 00 1000
[0152] Referring to Table 4, the kill weight can be set so that the higher the number of kills of other PCs eliminated by the PC (413), the higher the grade of virtual item assigned.
[0153] According to one embodiment, at least one processor (200) can determine the grade of a virtual item to be provided to a PC (413) based on a probability calculated according to the progress stage weight, the PC weight, and / or the kill weight. For example, the probability of the grade of the virtual item to be assigned can be represented as a second value for a first value. The first value can be represented as the sum of the progress stage weights, the PC weights, and the kill weights. The second value can be represented as the sum of the progress stage weight of the grade, the PC weight of the grade, and the kill weight of the grade.
[0154] For example, in the Battle Royale Solo Mode 1 stage, if PC (413) eliminates another PC with a kill history of 5 and the number of remaining PCs is 24, referring to Tables 1, 2, and 4, the probability of the grade of virtual item to be assigned can be explained as in Table 5.
[0155] Kill History of Eliminated PCs Advanced Rare Heroic Legendary Mythic Progression Stage Weight 300 500 10000 PC Weight 100 100 10000 Kill Weight 000 1000 Probability of Virtual Item Grade to be Assigned (300+100) / (300+500+100+100+100+100+100)=0.308(500+100) / (300+500+100+100+100+100+100)=0.462(100+100) / (300+500+100+100+100+100+100)=0.154(100) / (300+500+100+100+100+100+100)=0.0770
[0156] For example, in the Battle Royale Team Mode 7 stage, if a PC (413) eliminates another PC with a kill history of 0 and the number of remaining PCs' teams is 4, referring to Tables 1, 3, and 4, the probability of the grade of virtual item to be assigned can be explained as in Table 6.
[0157] Kill History of Eliminated PC Advanced Rare Heroic Legendary Mythic Progression Stage Weight 01001002000 PC Weight 0010010050 Kill Weight 00000 Probability of Virtual Item Grade to be Assigned 0100 / (100+100+200+100+100+50)=0.154(100+100) / (100+100+200+100+100+50)=0.307(200+100) / (100+100+200+100+100+50)=0.46250 / (100+100+200+100+100+50)=0.077
[0158] In operation 711, at least one processor (200) may provide the PC (413) with a virtual item having a determined category and a determined grade. For example, the determined category may be represented as the category of the virtual item determined in operation 707. For example, the determined grade may be represented as the grade of the virtual item determined in operation 709.
[0159] For example, at least one processor (200) can display the virtual item on a slot corresponding to a determined category among the slots (412) through the display (210) by assigning the virtual item having a determined category and a determined grade to the PC (413).
[0160] For example, if another virtual item is displayed on a slot corresponding to a determined category among the slots (412), at least one processor (200) may change from displaying the other virtual item to displaying the assigned virtual item based on assigning the virtual item to the PC (413). For example, by changing from displaying the other virtual item to displaying the assigned virtual item, at least one processor (200) may display another virtual item at an adjacent location of the PC (413) in the virtual space. For example, the other virtual item displayed at an adjacent location of the PC (413) in the virtual space may be acquired by another PC.
[0161] FIG. 8 illustrates an example of a screen displayed by an electronic device based on the assignment of a virtual item to a player character (PC) in a virtual space.
[0162] Referring to FIG. 8, an exemplary state (801) of a game play screen displayed by an electronic device (201) running a game application is shown. In the state (801), the electronic device (201) can display at least a portion of a virtual space through the game play screen.
[0163] In state (801), another PC (813) may be indicated as having been retired by PC (413). For example, it may be indicated that PC (413) has eliminated another PC (813). For example, another PC (813) may be indicated as having been knocked out by a kill by PC (413). For example, visual objects (814) representing the attributes (e.g., HP, MP) of another PC (813) may be displayed. For example, in state (801), since PC (813) has been eliminated by PC (413), HP in the visual objects (814) may be indicated as 0.
[0164] At least one processor (200) may display a visual object (810) based on PC (413) removing another PC (813). For example, the visual object (810) may display another PC (813) removed by PC (413). For example, the visual object (810) may display an assigned virtual item based on removing another PC (813). For example, the visual object (810) may be configured to be displayed exclusively on the display (210) of the electronic device (201) to which PC (413) is logged. For example, the visual object (810) may be configured not to be displayed through the display of another electronic device that is distinct from the electronic device (201) to which PC (413) is logged.
[0165] At least one processor (200) can display a visual object (820) based on PC (413) removing another PC (813). For example, at least one processor (200) can transmit a signal notifying a server connected to an electronic device (201) of the removal of PC (813) as PC (413) removes another PC (813).
[0166] For example, based on the reception of the signal, the server may transmit another signal to electronic devices connected to the server, causing the display of a visual object (e.g., a visual object (820)) indicating that the PC (413) has removed another PC (813). For example, at least one processor (200) may display the visual object (820) on a display (210) based on the reception of the other signal. The visual object (820) may indicate that the PC (413) has removed the PC (813).
[0167] At least one processor (200) can display an animation (850) through a display (210) by assigning a virtual item to a PC (413). For example, the animation (850) may include the creation of a bead at a location spaced apart from the PC (413) by a distance (840) based on the assignment of a virtual item to the PC (413). For example, the bead may be created in a direction (830) toward another PC (813) from the PC (413). For example, the animation (850) may show the effect of the created bead being absorbed by the PC (413). For example, the animation (850) may have a different duration depending on the distance (840). For example, the duration may be between 0.5 seconds and 1 second. For example, the color of the animation (850) may show a different color depending on the grade of the assigned virtual item.
[0168] FIG. 9 illustrates an example of interconnected servers (e.g., servers (910, 920)) and one or more user terminals (e.g., user terminals (941, 942, 943, 951, 952)) for providing game services.
[0169] A server (e.g., servers (910, 920)) may include a computer designed to provide the functions of a server, such as a workstation. Embodiments are not limited thereto, and a server may include a personal computer configured to run a software application, and / or a combination of said personal computers. A server may include a group (or cluster) of the illustrated workstations and / or personal computers.
[0170] In one embodiment, a service provider may use a server to provide or operate an automated service. The service may include a game service. The game service may be provided for network-based playing of games such as RPG (role playing game), MMORPG (massive multi-user online RPG), FPS (first person shooter), and / or puzzle. Through the game service, different users (e.g., users of the game service) may be connected to each other via a network, cooperate, or compete. The server may support or execute functions related to the game service (e.g., matching users, providing a virtual space (930) such as a battlefield, trading of virtual items such as a market, and / or chatting between users).
[0171] Referring to FIG. 9, servers (910, 920) included in a network to provide different services are illustrated. For example, the server (101) of FIG. 1 may be an example of the servers (910, 920). The server (910) may be configured to relay a connection between a user and various game services provided through the network (e.g., game services provided by the server (920)). The services provided through the server (910) may be referred to as game platform services, game launching services, game publishing services, and / or game relay services.
[0172] Referring to FIG. 9, the server (910) may cause the server (920) for providing game services to provide a user experience related to said game services to the user of the game platform service. The server (910) may store information in a user database related to the users of the game platform service indicating one or more game services to which said users have subscribed. The information may further include information for the server (910) to access another server for game services such as the server (920) (e.g., account information for logging into said game service, and / or authentication information).
[0173] Referring to FIG. 9, the server (910) may store information representing at least one game service subscribed to by users of the game platform service in a user database. The user database may include records having units of users subscribed to the game platform service. The records may include at least one game service subscribed to by the corresponding user, and / or information for accessing (or logging in to) said at least one game service.
[0174] Referring to FIG. 9, users (U1, U2) of a game platform service provided by a server (910) are illustrated. A user (U1) who owns user terminals (941, 942, 943) and a user (U2) who owns user terminals (951, 952) are illustrated, but the number of users of the server (910) and the number of user terminals owned by each of the users are not limited thereto. Users of the game platform service may be referred to as users. For example, the electronic device (201) of FIG. 2 may be an example of user terminals (941, 942, 943, 951, 952).
[0175] Referring to FIG. 9, various appearances of a user terminal (or user equipment) are illustrated. The user terminal may include a smartphone (e.g., user terminals (941, 952)), a smartpad, and / or a tablet PC. The user terminal may include a personal computer such as a desktop (e.g., user terminals (942, 951)) and a laptop. The user terminal may include a portable gaming device (e.g., user terminal (943)) dedicated to game services, and / or a gaming console. The user terminal may include smart accessories such as a smartwatch and / or a head-mounted device (HMD). Embodiments of the user terminal are not limited thereto.
[0176] Referring to FIG. 9, a user (U1) can access a game platform service provided by a server (910) using at least one of user terminals (941, 942, 943). Similarly, a user (U2) can access the game platform service using at least one of user terminals (951, 952). A software application for communicating with the server (910) may be installed on at least one of the user terminals (941, 942, 943, 951, 952). The software application may be referred to as a game platform application, a game platform program, a game launcher, and / or a client application.
[0177] Below, the connection relationships between the user terminal (941) and the server (910) and between the user terminal (941) and the server (920) are explained, using the user terminal (941), which is one of the user terminals (941, 942, 943, 951, 952), as an example.
[0178] For example, by using a user terminal (941) that has launched a game launcher, a user (U1) can access a game platform service provided by a server (910). The user terminal (941) that has launched the game launcher can establish a communication link (L1) between the user terminal (941) and the server (910). The communication link (L1) may include a logical connection (e.g., a logical connection distinguished by a session) established for data communication between the user terminal (941) and the server (910) within a network. Similarly, in response to an input from a user (U2) to launch the game launcher of the user terminal (951), the user terminal (951) can establish a communication link (L2) between the server (910) and the user terminal (951).
[0179] A server (910) that detects a user terminal (941) that has launched a game launcher using a communication link (L1) can verify the user account logged into the user terminal (941). By comparing the user database stored in the server (910) with authentication information (e.g., ID, password, PIN (personal identification number), and / or OTP (one-time password)) transmitted from the user terminal (941), the server (910) can authenticate the user (U1) who launched the game launcher on the user terminal (941). Based on the authentication, the user terminal (941) can display a screen provided by the game launcher. For example, the state of the user terminal (941) launching the game launcher may include a state before authenticating the user (U1) (e.g., a locked state, and / or a state before logging in) and a state after authenticating the user (U1). A screen displayed by a user terminal (941) based on the above authentication, and / or a function provided to a user (U1), is described with reference to FIGS. 11a to 11d.
[0180] Referring to FIG. 9, with the users (U1, U2) of user terminals (941, 951) connected to the server (910) via communication links (L1, L2) authenticated, the server (910) can support interactions between the users (U1, U2). For example, the server (910) can support the transmission (e.g., streaming) and / or reception of messages (e.g., text messages), images, videos, sounds (e.g., voice chat), and / or posts between the users (U1, U2). The server (910), configured to provide game platform services, can execute or support functions related to the online activities of the users (U1, U2) associated with the game.
[0181] When accessing a game platform service using a user terminal (941), the user (U1) can access a game service connected to the game platform service. For example, a user terminal (941) running a game launcher can receive an input for accessing a game service. In response to an input for accessing a game service detected by the game launcher, the user terminal (941) can transmit a signal related to said input to a server (910) via a communication link (L1). Upon receiving said signal, the server (910) can communicate with a server (920) providing a game service indicated by said signal. For example, using a communication link (L3) established between servers (910, 920), the server (910) can transmit information related to the user (U1) logged into the game platform service (e.g., authentication information required for the server (920) providing the game service to authenticate the user (U1). Based on the authentication of the user (U1) using the above information, a communication link (L4) between the user terminal (941) of the user (U1) and the server (920) can be established.
[0182] Similarly, from a user terminal (951) to which a user (U2) is logged in, the server (910) may receive a signal indicating the reception of an input for accessing the game service. Upon receiving the signal, the server (910) may transmit a signal to the server (920) via a communication link (L2) that causes the establishment of a communication link (L5) between the user terminal (951) and the server (920). Through the communication link (L5) established by the signal, direct communication between the user terminal (951) and the server (920) may be performed. The embodiment is not limited thereto, and indirect communication between the server (920) providing the game service and the user terminal (951) may be performed using communication links (L2, L3).
[0183] As described above, with communication links (L4, L5) established between the user terminals and the server (920) so that the game service is provided to each user terminal (e.g., user terminals (941, 951)) of the users (U1, U2), the server (920) for providing the game service can transmit information regarding at least a portion of the virtual space (930) to each user terminal. For example, the server (920) can transmit information regarding a portion of the virtual space (930) including a location (A) associated with the user (U1) to the user terminal (941) of the user (U1) (e.g., information for rendering said portion of the virtual space (930)). For example, the server (920) can transmit information regarding another portion of the virtual space (930) including a location (B) associated with the user (U2) to the user terminal (951) of the user (U2).
[0184] Although exemplary operations have been described in which a user (e.g., users (U1, U2)) accesses a game service using a server (910) that provides a game platform service, the embodiments are not limited thereto. For example, a user may directly access a server (920) for a game service without a server (910) by using a game application installed on a user terminal.
[0185] Hereinafter, with reference to FIGS. 10a and 10b, exemplary operations of a user terminal and / or server associated with a communication link connected for a game service and / or a game platform service are described. For example, exemplary operations of a server (910) based on a user (U1) and a user terminal (942) are described, but the embodiments are not limited thereto.
[0186] FIGS. 10a, 10b, and 10c illustrate an exemplary case of providing a user experience related to a game using a plurality of user terminals (e.g., user terminals (941, 942)). Referring to FIGS. 10a through 10c, an exemplary state is illustrated in which communication links (L1, L3, L4) are established between a server (910) for a game platform service, a server (920) for a game service, and a user terminal (942). The server (910) may communicate with the server (920) according to the operation described with reference to FIG. 9 to establish a communication link (L4) between the server (920) and the user terminal (942). For communication between the server (910) and the user terminal (942), a game launcher related to the game platform service may be executed on the user terminal (942).
[0187] Referring to FIGS. 10a through 10c, a user terminal (942) that has executed a game launcher can execute the game application in response to an input for executing the game application. The user terminal (942) that has executed the game application can display a screen (1010) provided by the game application. An exemplary screen (1010) including a player character (PC) (1015) controllable by an input received through the user terminal (942) is shown, but the embodiment is not limited thereto. By using a signal received from a server (920) via a communication link (L4), the user terminal (942) can display a screen (1010) including a PC (1015) included in a virtual space (930).
[0188] Referring to FIG. 10a, a user terminal (942) running a game application can output a screen (1010) to a user (U1) and receive input related to the game (e.g., input for controlling a PC (1015)) from the user (U1). Upon receiving the input, the user terminal (942) can transmit a first signal indicating the input to a server (920) via a communication link (L4). The user terminal (942) can further receive a second signal from the server (920) via the communication link (L4) indicating the state of a virtual space (930) and / or a PC (1015) that has been changed by the input. Upon receiving the second signal, the user terminal (942) can change the screen (1010) at least partially. For example, the user terminal (1015) can play an animation related to the PC (1015) within the screen (1010).
[0189] When input for executing a game application is received through a game launcher, the user terminal (942) can execute the game application in conjunction with the game launcher. By utilizing the above conjunction, the user terminal (942) can execute a function of the game launcher based on the state of the game application. The above function may include an operation of transmitting a signal to the server (910) to inform the state (e.g., streaming of a screen (1010) for live broadcasting). The above function may include a remote play function of the game application executed on the user terminal (942) using a different user terminal from the user terminal (942).
[0190] Referring to FIG. 10b, user terminals (941, 942) connected to each other for a remote play function are illustrated. The user terminals (941, 942) may be connected via a short-range wireless communication protocol such as Wi-Fi Direct and / or Bluetooth. The embodiments are not limited thereto, and the user terminals (941, 942) may be connected to each other via a cellular protocol such as LTE (long-term evolution), 5G NR (new radio), 6G, and / or above-6G. It is assumed that a game launcher is installed on all of the user terminals (941, 942) and that authentication of the user (U1) on each of the user terminals (941, 942) based on the game launcher is completed.
[0191] When a game application is executed on a user terminal (941) that has relatively limited resources, such as a smartphone, the quality of the user experience related to the game may be reduced. The quality may be evaluated by indicators such as frames-per-second (fps), response delay, and / or resolution. The quality of the user experience when the game application is executed on a desktop user terminal (942) may be better than the quality of the user experience when the game application is executed on a user terminal (941). Referring to FIG. 10b, the user terminal (942) may transmit a screen (1020) generated (or rendered) by the processing circuit (e.g., GPU (graphic processing unit)) of the user terminal (942) to the user terminal (941). The operation of transmitting the screen (1020) may include the operation of transmitting a bitstream representing the screen (1020) through a communication link (L6) (e.g., streaming).
[0192] In the exemplary state of FIG. 10b where the user terminal (942) displays the screen (1020) to the user terminal (941), the user terminal (941) can display the screen (1020) on the display based on the execution of the game launcher. For example, without the installation and / or execution of a game application for communicating with the server (920), the user terminal (941) can display the screen (1020) related to the game service provided by the server (920) on the display. The user terminal (941) can display the screen (1020) provided by the user terminal (942) based on the execution of the game launcher.
[0193] Referring to FIG. 10b, in one embodiment in which a user terminal (942) generates a screen (1020) to be displayed by a user terminal (941), the user terminal (942) may display a screen (1020) that includes a UI associated with the user terminal (941), which is a smartphone. The UI may include a virtual joystick that includes a circular visual object (1022) that can be dragged (or moved) by touch input on a circular area (1021). The UI may include a group (1023) of touchable visual objects that can control the state of a PC (1015). Comparing FIG. 10a and FIG. 10b, the screen (1010) of FIG. 10a, which is displayed through the display of a desktop user terminal (942), may not include a visual object (1022) and / or a group (1023). In the state where a screen (1020) is transmitted to a user terminal (941) which is a smartphone, the user terminal (941) that receives the screen (1020) may superimpose an area (1021) containing a visual object (1022) and a group (1023) on the screen (1020). For example, a screen (1025) displayed on the display of the user terminal (941) may further include a visual object (1022), an area (1021), and a group (1023) to guide touch input.
[0194] Referring to FIG. 10b, while displaying a screen (1025) based on a screen (1020) provided by a user terminal (942), the user terminal (941) may receive input from a user (U1) related to the screen (1025). In response to said input, the user terminal (941) may transmit a signal indicating said input to the user terminal (942). Upon receiving said signal, the user terminal (942) may communicate with a server (920) to change the state of the virtual space (930) and / or PC (1015) at least partially using said input corresponding to said signal. The user (U1) may view the screen (1020) expressing the state of the virtual space (930) and / or PC (1015) that has been changed at least partially through the user terminal (941).
[0195] As described above, an embodiment has been described in which a server (920) and a user terminal (942) for providing the game service of FIG. 10b communicate directly, and a user terminal (941) communicates indirectly with the server (920) using the user terminal (942), but the embodiment is not limited thereto. For example, a user terminal (941) that receives input from a user (U1) related to a screen (1025) may transmit a signal containing information related to said input to the server (920) via a communication link (L7). The signal may be transmitted directly to the server (920) independently of the communication links (L4, L6) established by the user terminal (942). For example, the user terminal (941) may transmit the signal via the communication link (L7) to reduce the delay in the input of the user (U1) or to improve the responsiveness of the game service provided by the server (920). A server (920) that receives the above signal may transmit a signal (or information) indicating the state of the virtual space (930) changed based on the above signal to a user terminal (942) via a communication link (L4). A user terminal (942) that receives the above signal may perform rendering of a screen (1020) to be provided to a user terminal (941) via a communication link (L6). After a signal related to the rendered screen (1020) is transmitted to the user terminal (941) via the communication link (L6), the user terminal (941) may display a screen (1025) based on the above signal (e.g., a screen in which visual objects (1022), regions (1021), and groups (1023) are superimposed on the screen (1020).
[0196] For example, if the communication link (L6) between user terminals (941, 942) is blocked, the user terminal (941) may establish at least one of a direct communication link (L7) between the server (920) for providing game services and the user terminal (941) and / or a direct communication link (L8) between the server (910) for providing game platform services and the user terminal (941).
[0197] Although the operation of transmitting a signal displaying a screen (1020) between user terminals (941, 942) that are commonly logged in by user (U1) has been described, the embodiment is not limited thereto. For example, a user terminal (942) may transmit a signal displaying a screen (1020) to user terminals of other users logged in to the server (910) via the server (910). The function of the user terminal (942) transmitting said signal to user terminals of other users logged in to the server (910) may be referred to as a broadcasting function.
[0198] Referring to FIG. 10c, a server (1030) for cloud gaming may be connected to a user terminal (942). For example, if a request to provide a cloud-based game service is identified from the user terminal (942), the server (910) may request the server (1030) to provide a cloud service based on the server (1030). The request may be transmitted to the server (1030) via a communication link (L9) between the server (910) and the server (1030). In response to the request, the server (1030) may establish a communication link (L10) between the server (920) for the game service and the server (1030), and a communication link (L11) between the server (920) and the user terminal (942). The request transmitted via the communication link (L9) may include information related to the user terminal (942) that transmitted the request and / or the game service.
[0199] In one embodiment, the server (1030) may perform rendering of a screen (1010) to be displayed on a user terminal (942). The server (1030) may transmit a signal (or bitstream) related to the screen (1010) rendered by the server (1030) to the user terminal (942) through a communication link (L11) between the user terminal (942) and the server (1030). Upon receiving the signal, the user terminal (942) may display the screen (1010) that appears due to the signal on a display.
[0200] In the exemplary state of FIG. 10c, a user terminal (942) displaying a screen (1010) may receive user input related to the screen (1010). In response to user input received from a user (U1), the user terminal (942) may transmit a signal indicating said user input to a server (1030) via a communication link (L11). Upon receiving said signal, the server (1030) may execute a function related to said user input. The server (1030) that executes said function may, for example, communicate with a server (910) via a communication link (L10) and include an operation to at least partially change the state of a virtual space (930) provided by the server (910). For example, the server (1030) that executes said function may include an operation to re-render the screen (1010) to be transmitted to the user terminal (942) based on the state of the partially changed virtual space (930). For example, the server (1030) that executed the above function may further transmit signals related to the re-rendered screen (1010) through the communication link (L11).
[0201] As described above, by using a game launcher, a user terminal (941) can display a screen (1020) of a game application running on another user terminal (in one embodiment of FIG. 10b, a user terminal (942)) and can respond to interactions of a user (U1) related to the screen (1020). The user terminal (941) can perform graphic rendering (e.g., visualization of three-dimensional graphic objects) indirectly using the resources of the user terminal (942). Even if the user terminal (941) does not have the capacity required to install the game application (e.g., available capacity of flash storage) or the user terminal (941) does not have the resources required to run the game application (e.g., specifications of a GPU and / or CPU), the user terminal (941) running the game launcher can provide a user experience related to the game application.
[0202] Below, with reference to FIGS. 11a to 11d, exemplary functions supported by a user terminal running a game launcher are described.
[0203] FIGS. 11a, 11b, 11c, and 11d illustrate exemplary functions supported by a game launcher executed by a user terminal (e.g., user terminals of FIG. 9 (941, 942, 943, 951, 952)). Referring to FIGS. 11a through 11d, exemplary states (1101, 1102, 1103, 1104) of a screen displayed by a user terminal that has executed the game launcher are illustrated. After completing authentication of the user of the user terminal using the game launcher, the user terminal may display the exemplary screens illustrated in FIGS. 11a through 11d. Referring to FIG. 11a, the user terminal displaying the screen provided by the game launcher may display visual objects (1111, 1112, 1113, 1114) corresponding to each of the options for adjusting the mode of the screen. For example, a visual object (1111) may support a function for outputting a list of multiple game applications executable by a user terminal. For example, a visual object (1112) may support a function for outputting a list of one or more game applications installed on a user terminal. For example, a visual object (1113) may support a function for executing a messenger service based on a game platform service. For example, a visual object (1114) may support a function for executing a community service for users subscribed to the game platform service.
[0204] In a state (1101) in which a first option corresponding to a visual object (1111) is selected, the user terminal may provide a screen for downloading game applications that can be executed using a game launcher. In a state (1102) in which a second option corresponding to a visual object (1112) is selected, the user terminal may provide a screen related to one or more game applications installed on the user terminal. In a state (1103) in which a third option corresponding to a visual object (1113) is selected, the user terminal may provide a screen for exchanging messages (e.g., sending and / or receiving messages) between users logged into the game platform service. In a state (1104) in which a fourth option corresponding to a visual object (1114) is selected, the user terminal may provide a screen for exchanging information (e.g., posts) between users subscribed to the game platform service.
[0205] Within the area (1115) of the screen in FIG. 11a, the user terminal may display a list of game applications. The list may be provided by a server providing game platform services (e.g., the server (910) of FIG. 9, FIG. 10a, and / or FIG. 10b). One or more icons (e.g., icon (1119)) displayed in the area (1115) may correspond to specific game applications included in the list. For example, in response to an input to select an icon (1119), the user terminal may display a UI on the screen for downloading a game application corresponding to the icon (1119).
[0206] In a state (1101) in which a list of game applications is displayed through an area (1115), the user terminal may display visual objects (1116, 1117, 1118) for filtering game applications included in the list. A visual object (1116) may correspond to an option to display all game applications included in the list in the area (1115). A visual object (1117) may correspond to an option to display a sub-list of one or more game applications executable on a personal computer among the game applications included in the list within the area (1115). A visual object (1118) may correspond to an option to display a sub-list of one or more game applications executable on a smartphone among the one or more game applications included in the list within the area (1115).
[0207] FIG. 11a is a drawing showing a screen in which a first option is executed in a game launcher of a user terminal by selecting a first visual object (1111) capable of outputting a list of game applications that can be executed on a user terminal, for example.
[0208] Referring to the exemplary screen of FIG. 11a, a user terminal may display a visual object (1120) mapped to a function for streaming the screen of a game application executed using a game launcher. For example, in response to an input for selecting the visual object (1120), the user terminal may display a list of other user terminals to which the user of the user terminal (e.g., users (U1, U2) of FIG. 9) is logged in. For example, if the input is received while streaming the screen of the game application, the user terminal may display a pop-up window indicating that the screen of the game application is being streamed. For example, if the input is received while preparing to stream the screen of the game application, the user terminal may display a pop-up window indicating that the streaming of the screen of the game application is scheduled to begin. The example pop-up window may include a button and / or a hyperlink for receiving an input to stop or restart the streaming of the screen of the game application. A user terminal that receives input for selecting another user terminal from the above list can execute a function of transmitting a signal related to a screen to the other user terminal selected by the input. FIG. 11b is a drawing showing a screen in which a second option is executed in the game launcher of a user terminal by selecting a visual object (1112) that can provide a screen related to a game application installed on the user terminal, for example.
[0209] Referring to FIG. 11b, when a second option corresponding to a visual object (1112) is selected (1102), the user terminal can display a list of game applications installed on the user terminal. The user terminal can display an area (1124) and visual objects (1121, 1122, 1123) for switching the UI displayed in the area (1124). When a visual object (1121) is selected (1102), the user terminal can display visual objects representing each of the game applications installed on the user terminal (e.g., visual objects corresponding to game application A and game application B, respectively) in the area (1124). In the state (1102) where a visual object (1121) is selected, the user terminal may further display a visual object (1129) for switching to a state (1101) for downloading a game application, along with visual objects corresponding to each of the game applications installed on the user terminal in the area (1124).
[0210] Visual objects (1122, 1123) different from the visual object (1121) may each correspond to game applications installed on the user terminal. For example, the visual object (1122) may correspond to game application A installed on the user terminal, and the visual object (1123) may correspond to game application B installed on the user terminal. For example, in response to an input to select the visual object (1122), the user terminal may display a UI related to game application A in an area (1124). The UI may include a visual object for executing game application A.
[0211] In response to an input for selecting a visual object (1113), the user terminal may display a screen displayed in the state (1103) of FIG. 11c. The screen may be displayed superimposed on a screen executed for a game launcher (e.g., a pop-up window).
[0212] FIG. 11c is a drawing showing a screen in which a third option is executed in a game launcher of a user terminal by selecting a third visual object (1113) that can provide a screen for exchanging messages between users of a game platform service, for example.
[0213] Referring to FIG. 11c, within the screen, the user terminal may display a list (1131) of game applications to which the user logged into the user terminal is subscribed. The list (1131) may include chat channels corresponding to each of the game applications and / or chat channels provided through the game service. For example, chat channels provided through the game service may include a chat channel dedicated to a guild (or party) provided through the game service, and a one-on-one chat channel (e.g., a whisper channel) that appears through the user account of the user terminal. Within an area (1132) of the exemplary screen in FIG. 11c, the user terminal may display one or more messages that have been transmitted or received through any one of the chat channels. The user terminal may display visual objects (1133, 1134, 1135) for transmitting text, emoticons, and / or images (or videos) to the chat channel corresponding to the area (1132). The user terminal can display a visual object (1136) for uploading text entered into a visual object (1133), which is a text box, to the chat channel. Through the screen of FIG. 11c, the user terminal can display a visual object (1137) mapped to a function for adding a new chat channel.
[0214] FIG. 11d is a drawing showing a screen in which a fourth option is executed in a game launcher of a user terminal by selecting a visual object (1114) that can create a post among users of a game platform service, for example.
[0215] Referring to FIG. 11d, in a state (1104) where a fourth option corresponding to a visual object (1114) is selected, the user terminal can provide a list of posts registered in the game platform service. The user terminal can provide the list through an area (1142) within the screen. For example, an element (1145) within the area (1142) may correspond to a specific post included in the list. In response to an input for selecting an element (1145), the user terminal can display a post corresponding to the element (1145) within the screen. The user terminal can display visual objects in the area (1141) to filter the posts displayed in the area (1142). The visual objects displayed in the area (1141) may correspond to hashtags (or index words) assigned to each of the posts. For example, a visual object (1144) may be displayed to provide a list of posts containing exemplary hashtags (e.g., a hashtag containing the string "11UPDATE") through area (1142). For example, a visual object (1143) may be displayed to provide a list of all posts in area (1142) by deselecting the hashtags displayed through area (1141).
[0216] An electronic device as described above may include a display. The electronic device may include a memory that stores instructions and includes one or more storage media. The electronic device may include at least one processor that includes processing circuitry. When the instructions are executed individually or collectively by the at least one processor, the electronic device may cause the display to show a screen representing a virtual space including a player character (PC) on the display. When the instructions are executed individually or collectively by the at least one processor, the electronic device may cause the display to receive an input that causes an interaction between the PC and the character included in the virtual space when the screen is displayed. When the instructions are executed individually or collectively by the at least one processor, the electronic device may cause the display to show an animation of moving the character such that the distance between the PC and the character increases based on the reception of the input. The above instructions, when executed individually or collectively by the at least one processor, may cause the electronic device to display the virtual space containing an item on the display at a location spaced apart from the PC, between the PC and the character, based on identifying that the distance increases beyond a specified distance based on the animation.
[0217] According to one embodiment, the item may be configured not to be displayed through a display of another electronic device distinct from the electronic device.
[0218] According to one embodiment, the item may be configured to be displayed exclusively on the display of the electronic device to which the PC is logged.
[0219] According to one embodiment, the instructions may cause the electronic device to display the virtual space containing the item on the display at a location spaced apart from the PC by another specified distance on the path, based on identifying that the distance increases beyond the specified distance based on the animation when executed individually or collectively by the at least one processor.
[0220] According to one embodiment, when the instructions are executed individually or collectively by the at least one processor, the electronic device may cause the virtual space containing the item to be displayed on the display at a location on the path where the PC can move, based on the fact that the location on the path, which is spaced apart from the PC by the other designated distance, is a location where the PC cannot move.
[0221] According to one embodiment, the instructions may cause the electronic device to activate a timer based on displaying the virtual space containing the item on the display when executed individually or collectively by the at least one processor. The instructions may cause the electronic device to refrain from displaying another second item on the display before the timer expires when executed individually or collectively by the at least one processor.
[0222] According to one embodiment, when the instructions are executed individually or collectively by the at least one processor, the electronic device may cause the screen, which includes a visual object indicating the activation of the timer, to be displayed on the display.
[0223] According to one embodiment, when the instructions are executed individually or collectively by the at least one processor, the electronic device may be caused to display the animation expressing the character flying by the action of the PC based on receiving the input.
[0224] According to one embodiment, the instructions may cause the electronic device to identify whether a reference time has elapsed since the virtual space containing the item was displayed on the display, when executed individually or collectively by the at least one processor. The instructions may cause the electronic device to stop displaying the item in the virtual space on the display, based on identifying that the reference time has elapsed, when executed individually or collectively by the at least one processor.
[0225] According to one embodiment, the attribute of the PC may indicate whether to allow movement of the PC based on a speed exceeding a threshold speed.
[0226] According to one embodiment, it may be set to increase the stamina of the PC that overlaps with the item.
[0227] According to one embodiment, it can be set to increase the HP (health point) of the PC that overlaps with the item.
[0228] According to one embodiment, the item may be configured to increase the attack speed of the PC that overlaps with the item.
[0229] According to one embodiment, the location may be included in the terrain within the virtual space where the PC can move.
[0230] A method performed in an electronic device having a display as described above may include an operation of displaying a screen representing a virtual space including a player character (PC) on the display. The method may include an operation of receiving an input that causes an interaction between the PC and the character included in the virtual space when displaying the screen. Based on receiving the input, the method may include an operation of displaying an animation that moves the character so that the distance between the PC and the character increases. Based on identifying that the distance has increased beyond a specified distance based on the animation, the method may include an operation of displaying the virtual space including an item on the display at a location spaced apart from the PC, between the PC and the character.
[0231] According to one embodiment, the item may be configured not to be displayed through a display of another electronic device distinct from the electronic device.
[0232] According to one embodiment, the item may be configured to be displayed exclusively on the display of the electronic device to which the PC is logged.
[0233] According to one embodiment, the method may include the operation of displaying the virtual space containing the item on the display at the location spaced apart from the PC by another specified distance on the path, based on identifying that the distance has increased beyond the specified distance based on the animation.
[0234] According to one embodiment, the method may include the operation of displaying the virtual space containing the item on the display at a location where the PC can move along the path, based on the fact that the location spaced apart from the PC by another designated distance along the path is a location where the PC cannot move.
[0235] According to one embodiment, the method may include an operation of activating a timer based on displaying the virtual space containing the item on the display. The method may include an operation of refraining from displaying another second item on the display before the timer expires.
[0236] According to one embodiment, the method may include the operation of displaying the screen, which includes a visual object indicating the activation of the timer, on the display.
[0237] According to one embodiment, the method may include an action of displaying the animation expressing the character flying by an action of the PC based on receiving the input.
[0238] According to one embodiment, the method may include an operation of identifying whether a reference time has elapsed since the virtual space containing the item was displayed on the display. Based on identifying that the reference time has elapsed, the method may include an operation of stopping the display of the item in the virtual space on the display.
[0239] According to one embodiment, the attribute of the PC may indicate whether to allow movement of the PC based on a speed exceeding a threshold speed.
[0240] According to one embodiment, it may be set to increase the stamina of the PC that overlaps with the item.
[0241] According to one embodiment, it can be set to increase the HP (health point) of the PC that overlaps with the item.
[0242] According to one embodiment, the item may be configured to increase the attack speed of the PC that overlaps with the item.
[0243] According to one embodiment, the location may be included in the terrain within the virtual space where the PC can move.
[0244] In a computer-readable storage medium in which one or more programs as described above are stored, the one or more programs may include instructions that cause the electronic device to display a screen representing a virtual space including a player character (PC) on the display when executed by the electronic device having a display. The one or more programs may include instructions that cause the electronic device to receive an input that causes an interaction between the PC and the character included in the virtual space when the screen is displayed when executed by the electronic device. The one or more programs may include instructions that cause the electronic device to display an animation of moving the character such that the distance between the PC and the character increases when the input is received when executed by the electronic device. The above one or more programs may include instructions that cause the electronic device to display the virtual space containing an item on the display at a location spaced apart from the PC, between the PC and the character, based on identifying that the distance increases beyond a specified distance based on the animation when executed by the electronic device.
[0245] According to one embodiment, the item may be configured not to be displayed through a display of another electronic device distinct from the electronic device.
[0246] According to one embodiment, the item may be configured to be displayed exclusively on the display of the electronic device to which the PC is logged.
[0247] According to one embodiment, the one or more programs may include instructions that cause the electronic device to display the virtual space containing the item on the display at the location spaced apart from the PC by another specified distance on the path, based on identifying that the distance increases beyond the specified distance based on the animation when executed by the electronic device.
[0248] According to one embodiment, the one or more programs may include instructions that cause the electronic device to display the virtual space containing the item on the display at a location where the PC can move along the path, based on the fact that, when executed by the electronic device, the location spaced apart from the PC by the other designated distance along the path is a location where the PC cannot move.
[0249] According to one embodiment, the one or more programs may include instructions that cause the electronic device to activate a timer based on displaying the virtual space containing the item on the display when executed by the electronic device. The one or more programs may include instructions that cause the electronic device to refrain from displaying another second item on the display before the timer expires when executed by the electronic device.
[0250] According to one embodiment, the one or more programs may include instructions that cause the electronic device to display on the display the screen, which includes a visual object indicating the activation of the timer, when executed by the electronic device.
[0251] According to one embodiment, the one or more programs may include instructions that cause the electronic device to display the animation expressing the character flying by an action of the PC, based on receiving the input when executed by the electronic device.
[0252] According to one embodiment, the one or more programs may include instructions that cause the electronic device to identify whether a reference time has elapsed since the virtual space containing the item was displayed on the display when executed by the electronic device. The one or more programs may include instructions that cause the electronic device to stop displaying the item in the virtual space on the display based on identifying that the reference time has elapsed when executed by the electronic device.
[0253] According to one embodiment, the attribute of the PC may indicate whether to allow movement of the PC based on a speed exceeding a threshold speed.
[0254] According to one embodiment, it may be set to increase the stamina of the PC that overlaps with the item.
[0255] According to one embodiment, it can be set to increase the HP (health point) of the PC that overlaps with the item.
[0256] According to one embodiment, the item may be configured to increase the attack speed of the PC that overlaps with the item.
[0257] According to one embodiment, the location may be included in the terrain within the virtual space where the PC can move.
[0258] An electronic device as described above may include a display. The electronic device may include a memory that stores instructions and includes one or more storage media. The electronic device may include at least one processor that includes processing circuitry. When the instructions are executed individually or collectively by the at least one processor, the electronic device may cause the display to show a screen that includes a virtual space containing a player character (PC) and at least one slot for listing at least one virtual item assigned to the PC. When the instructions are executed individually or collectively by the at least one processor, the electronic device may cause the display on the screen an animation representing an interaction between the PC and another PC in the virtual space based on the input received for controlling the PC. The above instructions may cause the electronic device to determine probability values corresponding to each of the categories for classifying virtual items, based on identifying the retirement of the other PC caused by the input when executed individually or collectively by the at least one processor, using the category of the at least one virtual item assigned to the PC. The above instructions may cause the electronic device to determine a virtual item to be provided to the PC as compensation for the retirement, based on identifying the retirement of the other PC caused by the input when executed individually or collectively by the at least one processor, using the determined probability values.The above instructions may cause the electronic device to display an icon representing the determined virtual item in any one of the at least one slot, based on identifying the retirement of the other PC caused by the input when executed individually or collectively by the at least one processor.
[0259] According to one embodiment, the instructions may cause the electronic device to determine different probability values corresponding to each of the grades that the determined virtual item may have, based on the number of remaining PCs in the virtual space and the progress stage in the game play, based on identifying the retirement of the other PC caused by the input when executed individually or collectively by the at least one processor. The instructions may cause the electronic device to determine the grade of the virtual item using the determined different probability values, based on identifying the retirement of the other PC caused by the input when executed individually or collectively by the at least one processor. The instructions may cause the electronic device to display the icon representing the virtual item of the grade in any one of the at least one slot, based on identifying the retirement of the other PC caused by the input when executed individually or collectively by the at least one processor.
[0260] According to one embodiment, the instructions may cause the electronic device to identify the lowest grade virtual item among the at least one virtual item assigned to the PC, based on identifying the retirement of the other PC caused by the input when executed individually or collectively by the at least one processor. The instructions may cause the electronic device to determine to provide the PC with a virtual item of a higher grade than the lowest grade virtual item as compensation for the retirement, based on identifying the retirement of the other PC caused by the input when executed individually or collectively by the at least one processor.
[0261] A method performed in an electronic device having a display as described above may include an operation of displaying a screen on the display that includes a virtual space including a player character (PC) and at least one slot for listing at least one virtual item assigned to the PC. The method may include an operation of displaying on the screen an animation representing an interaction between the PC and another PC in the virtual space based on said input, based on receiving an input for controlling the PC. The method may include an operation of determining probability values corresponding to each of the categories for classifying virtual items using the category of the at least one virtual item assigned to the PC, based on identifying the retirement of the other PC caused by said input. The method may include an operation of determining a virtual item to be provided to the PC as a reward for said retirement, using said determined probability values, based on identifying the retirement of the other PC caused by said input. The above method may include an operation of displaying an icon representing the determined virtual item in any one of the at least one slots based on identifying the retirement of the other PC caused by the above input.
[0262] According to one embodiment, the method may include an operation of determining different probability values corresponding to each of the grades that the determined virtual item may have, based on the number of remaining PCs in the virtual space and the progress stage in the game play, based on identifying the retirement of the other PC caused by the input. The method may include an operation of determining the grade of the virtual item using the determined different probability values, based on identifying the retirement of the other PC caused by the input. The method may include an operation of displaying the icon representing the virtual item of the grade in any one of the at least one slot, based on identifying the retirement of the other PC caused by the input.
[0263] According to one embodiment, the method may include an operation of identifying the lowest grade virtual item among the at least one virtual item assigned to the PC based on identifying the retirement of the other PC caused by the input. The method may include an operation of determining to provide the PC with a virtual item of a higher grade than the lowest grade virtual item as compensation for the retirement, based on identifying the retirement of the other PC caused by the input.
[0264] In a computer-readable storage medium in which one or more programs are stored as described above, the one or more programs may include instructions that cause the electronic device to display a screen on the display, which includes a virtual space containing a player character (PC) and at least one slot for listing at least one virtual item assigned to the PC, when executed by the electronic device. The one or more programs may include instructions that cause the electronic device to display on the screen an animation representing an interaction between the PC and another PC in the virtual space based on said input, based on receiving an input to control the PC when executed by the electronic device. The above one or more programs may include instructions that cause the electronic device to determine, using the category of at least one virtual item assigned to the PC, probability values corresponding to each of the categories for classifying virtual items based on identifying the retirement of the other PC caused by the input when executed by the electronic device. The above one or more programs may include instructions that cause the electronic device to determine a virtual item to be provided to the PC as compensation for the retirement, using the determined probability values based on identifying the retirement of the other PC caused by the input when executed by the electronic device.The above one or more programs may include instructions that cause the electronic device to display an icon representing the determined virtual item in any one of the at least one slot, based on identifying the retirement of the other PC caused by the input when executed by the electronic device.
[0265] According to one embodiment, the one or more programs may include instructions that cause the electronic device to determine different probability values corresponding to each of the grades that the determined virtual item may have, based on the number of remaining PCs in the virtual space and the progress stage in the game play, based on identifying the retirement of the other PC caused by the input when executed by the electronic device. The one or more programs may include instructions that cause the electronic device to determine the grade of the virtual item using the determined different probability values, based on identifying the retirement of the other PC caused by the input when executed by the electronic device. The one or more programs may include instructions that cause the electronic device to display the icon representing the virtual item of the grade in any one of the at least one slot, based on identifying the retirement of the other PC caused by the input when executed by the electronic device.
[0266] According to one embodiment, the one or more programs may include instructions that cause the electronic device to identify the lowest grade virtual item among the at least one virtual item assigned to the PC, based on identifying the retirement of the other PC caused by the input when executed by the electronic device. The one or more programs may include instructions that cause the electronic device to determine to provide the PC with a virtual item of a higher grade than the lowest grade virtual item as compensation for the retirement, based on identifying the retirement of the other PC caused by the input when executed by the electronic device.
[0267] The device described above may be implemented as a hardware component, a software component, and / or a combination of a hardware component and a software component. For example, the device and components described in the embodiments may be implemented using one or more general-purpose or special-purpose computers, such as a processor, a controller, an arithmetic logic unit (ALU), a digital signal processor, a microcomputer, a field programmable gate array (FPGA), a programmable logic unit (PLU), a microprocessor, or any other device capable of executing and responding to instructions. The processing unit may execute an operating system (OS) and one or more software applications executed on said operating system. Additionally, the processing unit may access, store, manipulate, process, and generate data in response to the execution of the software. For ease of understanding, the processing unit may be described as being used as a single unit, but those skilled in the art will understand that the processing unit may include multiple processing elements and / or multiple types of processing elements. For example, the processing unit may include multiple processors or one processor and one controller. In addition, other processing configurations, such as parallel processors, are also possible.
[0268] Software may include computer programs, code, instructions, or a combination of one or more of these, and may configure a processing unit to operate as desired or instruct the processing unit independently or collectively. Software and / or data may be embodied in any type of machine, component, physical device, computer storage medium, or device so as to be interpreted by the processing unit or to provide instructions or data to the processing unit. Software may be distributed over networked computer systems and may be stored or executed in a distributed manner. Software and data may be stored on one or more computer-readable recording media.
[0269] The method according to the embodiment may be implemented in the form of program instructions that can be executed through various computer means and recorded on a computer-readable medium. In this case, the medium may continuously store a computer-executable program, or temporarily store it for execution or download. Additionally, the medium may be various recording or storage means in the form of a single or several combined hardware, and may not be limited to a medium directly connected to a computer system but may exist distributed over a network. Examples of media 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 media configured to store program instructions, including ROM, RAM, and flash memory. Additionally, other examples of media may include recording or storage media managed by app stores that distribute applications or sites and servers that supply or distribute various other software.
[0270] Although the embodiments have been described above with reference to limited examples and drawings, those skilled in the art can make various modifications and variations from the description above. For example, suitable results may be achieved even if the described techniques are performed in a different order than described, and / or if the components of the described system, structure, device, circuit, etc. are combined or assembled in a form different from described, or replaced or substituted by other components or equivalents.
[0271] Therefore, other implementations, other embodiments, and equivalents to the claims also fall within the scope of the claims set forth below.
Claims
1. In an electronic device, display; Memory that stores instructions and includes one or more storage media; and It includes at least one processor comprising a processing circuit, and When the above instructions are executed individually or collectively by the at least one processor, On the above display, a screen representing a virtual space including a player character (PC) is displayed, and When displaying the above screen, receive input that causes interaction between the PC and the character included in the virtual space, and Based on receiving the above input, display an animation that moves the character so that the distance between the PC and the character increases, and Based on identifying that the distance increases beyond a specified distance based on the animation above, the virtual space containing an item at a position spaced apart from the PC, between the PC and the character, is to be displayed on the display. causing the above electronic device, Electronic device.
2. In Claim 1, The above item is configured to be displayed exclusively on the display of the electronic device to which the PC is logged in, Electronic device.
3. In Claim 1, The above item is set to increase the stamina of the PC that overlaps with the above item, Electronic device.
4. In Claim 1, The above item is set to increase the HP (health point) of the PC that overlaps with the above item, Electronic device.
5. In Claim 1, The above item is set to increase the attack speed of the above PC that overlaps with the above item, Electronic device.
6. In Claim 1, The above location is included in the terrain within the virtual space where the PC can move, Electronic device.
7. In Claim 1, When the above instructions are executed individually or collectively by the at least one processor, Based on displaying the virtual space containing the above item on the display, activating a timer, and To refrain from displaying another second item on the display before the expiration of the above timer, causing the above electronic device, Electronic device.
8. In Claim 7, When the above instructions are executed individually or collectively by the at least one processor, To display the screen including a visual object indicating the activation of the timer on the display. causing the above electronic device, Electronic device.
9. In Claim 1, When the above instructions are executed individually or collectively by the at least one processor, Identifying whether a reference time has elapsed since the virtual space containing the above item was displayed on the display, and Based on identifying that the above reference time has elapsed, to stop displaying the above item in the virtual space on the display, causing the above electronic device, Electronic device.
10. A method performed in an electronic device having a display, The operation of displaying a screen representing a virtual space including a player character (PC) on the above display, and When displaying the above screen, the operation of receiving input that causes interaction between the PC and the character included in the virtual space, and Based on receiving the above input, an operation to display an animation of moving the character so that the distance between the PC and the character increases, and Based on identifying that the distance increases beyond a specified distance based on the animation above, the operation of displaying the virtual space containing an item on the display at a position spaced apart from the PC, between the PC and the character. method.
11. In Claim 10, The above item is configured to be displayed exclusively on the display of the electronic device to which the PC is logged in, method.
12. In Claim 10, The above item is set to increase the stamina of the PC that overlaps with the above item, method.
13. In claim 10, The above item is set to increase the HP (health point) of the PC that overlaps with the above item, method.
14. In Claim 10, The above item is set to increase the attack speed of the above PC that overlaps with the above item, method.
15. In Claim 10, The above location is included in the terrain within the virtual space where the PC can move, method.
16. In Claim 10, Based on displaying the virtual space containing the above item on the display, the operation of activating a timer, and Further including the operation of refraining from displaying another second item on the display before the expiration of the above timer, method.
17. In Claim 16, The operation further includes displaying the screen containing a visual object indicating the activation of the timer on the display. method.
18. In Claim 10, An operation to identify whether a reference time has elapsed since the virtual space including the above item was displayed on the display, and Based on identifying that the above reference time has elapsed, the operation of stopping the display of the item in the virtual space on the display further includes method.
19. In a non-transient computer-readable storage medium storing one or more programs, When the above one or more programs are executed by an electronic device having a display, On the above display, a screen representing a virtual space including a player character (PC) is displayed, and When displaying the above screen, receive input that causes interaction between the PC and the character included in the virtual space, and Based on receiving the above input, display an animation that moves the character so that the distance between the PC and the character increases, and Based on identifying that the distance increases beyond a specified distance based on the animation above, the virtual space containing an item at a position spaced apart from the PC, between the PC and the character, is to be displayed on the display. Including instructions that cause the above electronic device, Non-transient computer-readable storage media.
20. In Claim 19, The above item is configured to be displayed exclusively on the display of the electronic device to which the PC is logged in, Non-transient computer-readable storage media.
Citation Information
Patent Citations
Position acquisition method, device, electronic device, storage medium, and computer program in virtual scene
JP2023541697A
program
JP7470515B2
Method for processing a drag input in online game
KR101404635B1
Method for controlling a virtual object and related device
KR102625233B1
Method and device for controlling virtual items, terminals and storage media
KR102680013B1