KR101674567B1 - Method of matching online and offline players in online game, and system thereof - Google Patents
Method of matching online and offline players in online game, and system thereof Download PDFInfo
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- KR101674567B1 KR101674567B1 KR1020150068640A KR20150068640A KR101674567B1 KR 101674567 B1 KR101674567 B1 KR 101674567B1 KR 1020150068640 A KR1020150068640 A KR 1020150068640A KR 20150068640 A KR20150068640 A KR 20150068640A KR 101674567 B1 KR101674567 B1 KR 101674567B1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
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Abstract
Description
The present invention relates to a method for matching gamers who play together in an online game. More specifically, the present invention relates to a method of inviting a gamer to match a party room in a predetermined manner according to whether the gamer is in an online state or an offline state.
In the past, the standalone game was a mainstream game, but after the spread of the Internet infrastructure, the game gradually became online and had various genres and spectrums.
These online games are advantageous in that they enjoy playing games together rather than enjoying themselves, and the way of matching gamers who play games together has been variously researched and developed.
There are several ways to enjoy this game, such as one-on-one matches or cooperative play with a team of gamers, and you can choose to match gamers at random or match them Creating a room with restrictions and waiting for gamers to enter.
However, recently, it is becoming common for gamers who do not know each other to randomly play games by registering as friends with each other in online games, building networks of people in a virtual space, and collaborating in a game.
Particularly in the case of massively multiplayer online-games (MMOs), levels, races and occupations are becoming very important factors in collaborative play, making gamers very sensitive to who they party with.
Accordingly, a number of techniques for matching gamers have been developed.
For example, the present applicant has developed and disclosed a technique for inviting a game through a mobile messenger through a method of inviting a game through a chat on a mobile platform, Korean Patent Publication No. 10-2012-0081368,
Korean Patent No. 10-1229728 " Method and server for inviting a friend in an online game " discloses a technique of creating a game room and then inviting registered friends to the room.
Korean Patent No. 10-1237820, entitled " system and method for inviting a friend to an online game, " discloses a technique of displaying a list of friend phone numbers in a game and sending a game invitation message when a friend is selected.
However, these known technologies only disclose a level of technology that simply combines the technology of sending a message and the technique of inviting a game using a platform outside the game such as a messenger or a smartphone inside the game.
According to this known technology, a user can invite other users to the game by confirming that the user is online, and send a message in the game to the users who are online. Alternatively, users who are not online may be able to send messages outside the game by typing messages in the game, instead of typing messages directly into their smartphones.
However, it is extremely troublesome to invite people who are online and offline to distinguish them from each other in order to play the game every time, such as sending a text or sending a message in a game, There is a problem that it is difficult.
The present invention has been developed in order to overcome the problems of the related art, and it is an object of the present invention to provide a user who opens a party room simply by selecting a part of the party room, And a method of allowing player characters of the acquaintances to be included in the party room and play together.
Particularly, the user does not have to know whether the acquaintances are online or offline, and the party room invitation and the party room can be set in different ways depending on whether the selected acquaintances in the background are online, whether offline messages can be received, And a method for processing a series of functions ranging from automatic movement to automatic movement.
More specifically, when a user who opens a party room arbitrarily selects other gamers on the list, the player characters of the users are forced to participate in the party room, and the gamers holding the player characters access the game, And to provide a matching method that enables the player to play the game together when the game is established or automatically moved to the party room.
In order to achieve the above object, an on-off line player matching method in an online game according to an embodiment of the present invention includes a
A
A
A
And moving the player character to the party room according to a consent of a second user having the selected player character, and activating the player character.
In
A step 152 of sending an invitation message to an offline message reception means of the second user outside the online game,
A step 154 of displaying, on the first client screen, a connection to the player character of the second user, if there is a reply from the offline message receiving means of the second user;
If the second client has an account login within a predetermined time after the connection is displayed as standby, step 160 is performed. In step 160, the client is removed from the party when a predetermined time has elapsed without login.
In this case, if the second client is immediately accessible in step 155, the second client may automatically set the online game session without waiting for the login of the second user, and may proceed to step 160. [
For example, if the second client can receive the push message and the game app for connecting to the server is installed, it can be determined that the second client can be immediately connected.
In operation 156, if the account of the selected player character is on-line, a step 156 of displaying a game invitation message on the second client screen having the player character connected to the account is performed;
And in the case where there is a reply to the invitation from the second client, whether the type of the reply is a message in the connectable state immediately.
Whether the connection is immediately available can be judged in other ways depending on whether it is online or offline.
At this time, if the message is returned in the immediately accessible state in step 160, the second client is automatically moved to the party room, and the player character of the second user is activated.
In operation 170, the player character of the third user who has been deactivated after step 160 is removed from the party room of the party room,
A step 181 of providing a list of player characters other than the player character of the third user as a player character whose account is registered in the online game by the first client,
The method may further include a step 182 of configuring a player character selected from the first client as a party source instead of the player character of the third user but deactivating the party character.
In order to achieve the above object, a computer program recorded on a medium according to an embodiment of the present invention includes a
A
A
A
Step 151, when the account of the selected player character is offline, fetching the offline message receiving means information of the second user holding the player character,
152) sending an invitation message to an offline message receiving means of the second user outside the online game; and
A step 160 of moving the player character to the party room according to a consent of a second user holding the selected player character and activating the corresponding player character on the computer.
A step 156 of displaying a game invitation message on a second client screen having a player character connected to the account when the account of the selected player character is online,
And a step of, in the case where there is a reply to the invitation from the second client, determining whether the type of the reply is a message in an immediately accessible state.
In this case, if the message is returned in the immediately accessible state in step 160, the second client is automatically moved to the party room, and then the player character of the second user is activated.
According to an aspect of the present invention, there is provided an on-line player matching system for online games, comprising: a party room processing unit for processing a creation of a party room in an online game in response to a request from a first client;
An in-game message processing means for processing a message transmission / reception between clients in the game,
Information storing means for storing offline message receiving means information for sending and receiving messages outside the online game for one or more accounts and
And offline message processing means for processing a message transmission / reception with the offline message receiving means from outside the online game.
At this time, the party room processing means opens a party room by a request from the first client, disposes the player character selected by the first client as a party member, but deactivates the party character by selecting a consent of the second user having the selected player character , Moves the player character to the party room, and activates the player character.
The party room processing means determines whether the account of the second user is on-line. If the account is off-line, the party room processing means fetches the offline message receiving means information of the second user, Sends an invitation message to the offline message receiving means of the second user,
The second client automatically moves to the party room as the second user connects using the second client, and activates the player character of the second user.
If the account of the second user is online, the party room processing means transmits a game invitation message on the second client screen of the second user via the in-game message processing means,
The second client is automatically moved to the party room when the reply is answered in response to the invitation from the second client and the type of reply is a message in the immediately accessible state, Activate the character.
At this time, the party room processing means may notify the player character of the third user who has been deactivated that the third user is in the off-line state and there is no message reception state among the offline message receiving means,
Or if the third client is online in the account of the third user and there is a reply indicating that the third client rejects the game invitation or there is no response within a predetermined time, the player character of the third user is removed from the party room of the party room do.
According to the present invention, users can simply complete a party room, and all activities for recruiting party members can be completed simply by selecting player characters of other people who want to play their own acquaintances or other random players together.
That is, the user does not need to know whether the person to be invited as a party member is currently online or offline, and there is no need to perform any other operation or processing to invite them.
The selected player character is forcibly filled in the slot of the party room but is once deactivated and the party is invited to the party room in different ways depending on whether the selected persons in the background are online, whether offline messages can be received, And automatic movement to a party room.
In this case, gamers can be matched without selecting online and offline simply by selecting the player characters of the other players to participate in the party member simply as a party member on the list.
1 is a view for explaining a connection relationship between a client and a server,
FIG. 2 is a functional block diagram illustrating a structure of an on-off-line player matching system in an online game according to the present invention,
FIG. 3 is a flowchart illustrating an on-off line player matching method in an online game according to the present invention,
FIG. 4 is a flow chart for explaining the player matching process according to whether the game is on-off line or not in the present invention shown in FIG. 3,
Fig. 5 is a view illustrating a state in which a party room is opened,
FIG. 6 is a view illustrating an example of selecting party members to participate in a party room,
7 is a diagram illustrating a state in which an in-game message is sent to another offline player,
8 is a diagram illustrating a state in which an in-game message is sent to another gamer who is online.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT Hereinafter, the present invention will be described in detail with reference to preferred embodiments of the present invention and the accompanying drawings, wherein like reference numerals refer to like elements.
It is to be understood that when an element is referred to as being "comprising" another element in the description of the invention or in the claims, it is not to be construed as being limited to only that element, And the like.
Also, in the description of the invention or the claims, the components named as "means", "parts", "modules", "blocks" refer to units that process at least one function or operation, Each of which may be implemented by software or hardware, or a combination thereof.
Hereinafter, the term "game " means software that one or more gamers can enjoy using an input device mounted on or connected to a gaming device. In general, the player character is manipulated directly, or the motion of an object in the game is manipulated, and the genre is divided into role playing, adventure, and arcade.
Hereinafter, the term "online game" means a game which must be passed through the network for playing the game. Usually refers to a game in which two or more gaming devices at a remote place are connected to each other via a network or synchronized through a server. If the above definition is satisfied, there is no limitation on the form of the gaming device that executes the game. In addition to games executed in a personal computer or a game console, a game executed on a mobile device such as a smart phone, or a game in which a plurality of different gaming devices (including different types of gaming devices) If it satisfies the definition, it is interpreted as belonging to online game.
Hereinafter, a party room means a waiting space in which a plurality of party members gather together to play together. In general, there is a garden for a party room, and gamers can participate in game play as a party member by finding a party room with a garden in it. Generally, when all the gardens of the party room are filled, game play is started and the game screen is switched from the idle screen for recruiting party members.
Hereinafter, the player character means an object directly manipulated by the user in the online game. It does not have to be a humanoid object.
Hereinafter, the online status refers to a state in which an online game session is established in a negotiation, and broadly refers to a state in which a user is logged in to an account connected to the server.
Generally, in an online game, a server is not composed of a single hardware resource. Even if it is the same game, it is divided into a plurality of game servers and a server for account connection processing. And selects a specific game server to establish an online game session and play the game.
In other words, it may treat the state of logging in to the account as being online, and further, may select a specific game server to treat the established state of the online game session with the server as online.
On the other hand, the offline state means other states.
Hereinafter, the term " client " refers to hardware resources in which online game client software is installed and executed. For example, it may be in the form of a personal computer or laptop.
Hereinafter, the offline message receiving means means a hardware resource capable of exchanging messages with a server outside the online game. For example, it may be in the form of a smartphone or tablet.
Such a division may be handled as a client and an offline message receiving means at the same time, depending on whether the online game client software is being executed as a function type.
For example, if the online game client software is executed using the tablet and is connected to the server, the online game client software is treated as a client. If the online game client software is terminated, the form of SMS, MMS, If a message is exchanged with the server through the app, the same hardware resource is treated as an offline message receiving means.
1 is a diagram for explaining a connection relationship between a client and a server.
The
Although FIG. 1 illustrates that the
The first user 1, the
First, the first user 1 accesses the
The second user 1 receives the invitation message from the
The
The present invention may be embodied in the form of a
2 is a functional block diagram illustrating a structure of an on-off line player matching system in an online game according to the present invention.
2, the on-off-line
The party room processing means 110 processes the creation of a party room in the online game at the request of the
Meanwhile, the in-game
The information storage means 130 stores offline message receiving means information for sending and receiving messages outside the on-line game to one or more accounts.
At this time, the party room processing means 110 opens a party room by a request from the
At this time, the player character selected by the
On the other hand, the party room processing means 110 determines whether or not the account of the second user is online in the background, and the processing method in the case of off-line and the case of on-line is different.
The offline message receiving means 21 of the
If the
On the other hand, when the
For example, when the
In this case, as illustrated in FIG. 7, when the
Accordingly, when the
On the other hand, in the online state, the game invitation message is displayed on the screen of the
If there is a reply indicating that the invitation from the
If the message is in the immediately accessible state, the second client (2) is automatically moved to the party room, and then the player character of the second user (2) is activated.
On the other hand, the party room processing means 110 determines whether or not the
Or if there is a reply that the
Hereinafter, an on-off line player matching method in an online game according to an embodiment of the present invention will be described with reference to FIG. 3 to FIG.
FIG. 3 is a flowchart illustrating an on-off line player matching method in an online game according to the present invention, and FIG. 4 is a flowchart illustrating a player matching process according to on-off line in the present invention shown in FIG.
Referring to FIG. 3, the
Fig. 5 illustrates a state in which a party room is opened by the operation of the first user 1. Fig.
Meanwhile, as the party room is opened, the first user 1 may wait for participation of party members as in the known technology, but may arbitrarily select player characters of other persons and include them as party members.
For this, the
At this time, the list of provided player characters may be randomly selected, but it may be a list of player characters possessed by gamers registered as friends in the online game account of the first user 1. [
Or may be a list of player characters possessed by users who have collaboratively played with the first user 1 in the past.
As illustrated in FIG. 6, when a list of a plurality of player characters is displayed on the screen of the
The party room has a garden and has an empty slot corresponding to the number of gardens on the idle screen waiting for party members. Then, when the party member enters, the player character occupies each slot.
In the example shown in Fig. 6, the first user 1 selects an arbitrary number within the capacity of the party room, and then selects the player character of the selected number.
The selected player character is forced to occupy the slot of the party room, and if there is still a room remaining, the slot is empty and waiting for other gamers to participate as well as the known technology.
On the other hand, when the
Inactivation means that the corresponding player character is included as a party member by the first user 1 and occupies a slot in the party room standby screen, but the player character does not participate in game play at the time of the game play at the present time.
In order to visually display this, the disabled player character may be displayed in black and white.
The first user 1 selects a player character of another player as a party member and deactivates the player character because it is not clear whether gamers holding the player characters can participate in the game and actually play the game.
On the other hand, the
The processing methods for online and offline are different and are as follows.
Referring to FIG. 4, if the account of any one of the disabled player characters is offline, the offline message receiving means information of the
Offline message receiving means information is collected and stored for each user in advance.
At this time, the user may have one or more offline message receiving means information. For example, a phone number of a smart phone, a social network service (SNS) ID or a messenger app identification number of a smart phone, and an identification number of an online game dedicated application of a smart phone are the same.
The
If the offline message receiving means information is a phone number of a smart phone, the
If the offline message receiving means information is a social network service (SNS) ID or a messenger application identification number of the smartphone, the
If the offline message receiving means information is an identification number of the corresponding smartphone of the online game dedicated application implemented for exchanging data with the
7 is a diagram illustrating a state in which an in-game message is sent to another offline player.
As illustrated in FIG. 7, it can be seen that the invitation message is displayed in a pop-up form in the offline message receiving means 21 of the
In this way, when there are a plurality of offline message receiving means of the
SMS, MMS, and messenger apps using mobile networks are always available, but some are not.
For example, a message may be received only in a login state.
On the other hand, when there are a plurality of messages that can be received in the message, the
SMS or MMS can be treated as the lowest priority because it costs money and it is difficult to process your reply. In the case of a messenger application for a smartphone or a game app that can establish an online game session by accessing a dedicated application specifically designed for communication with the
At this time, the invitation message may include a request to participate in a party room that has already been generated and waiting for game play, and more preferably includes an expected game start time of the party room.
After opening the party room, the
Then, a reply from the offline message receiving means 21 of the second user can be waited until a predetermined time (for example, 3:20 am today) from the expected game start time (for example, 3:30 am today) (S153).
If there is a response from the offline message receiving means 21 of the second user to participate in the party room, the
That is, the player character of the
On the other hand, if there is an account login of the
At this time, it is determined whether or not the
Thereafter, when the
On the other hand, when the
That is, when the
Accordingly, in step S160, the
As described above, the
In the above description, it is assumed that the second user explicitly accepts or rejects the invitation message. However, each user may be allowed to approve or reject the invitation from the specific user in advance.
For this, the
On the other hand, the automatic reject setting information may include a list of users who are automatically rejected when the invitation message is received without any user's operation.
In the above example, if the automatic acceptance setting information is retrieved from the account of the
On the other hand, if the first user 1 is included in the list of the users who process the automatic acceptance rejection after fetching the automatic acceptance rejection information, the
Returning to FIG. 4, if the account of any one of the disabled player characters is online, the
8 is a diagram illustrating a state in which an in-game message is sent to another gamer who is online.
If the
Alternatively, if the
The
When there is a reply from the
That is, it is determined whether or not the
When the
In this way, when there is agreement of the
Then, when the game play starts, the activated player characters can participate in the game play.
However, all player characters that have been deactivated are not activated through the above process.
The
For example, when the
Alternatively, if there is a response from the
Alternatively, even if the
As described above, when any one of the disabled player characters is removed from the party member, the
Then, the player character selected again from the
If the remaining time from the expected game start time is less than the threshold, this process may be skipped and the slot may be left blank waiting for other gamers to join.
The on-off line player matching method in the on-line game according to the embodiment of the present invention can be implemented in the form of a program command which can be executed through various computer means and recorded in a computer-readable medium.
The computer readable medium may include program instructions, data files, data structures, and the like, alone or in combination. The program instructions recorded on the medium may be those specially designed and constructed for the present invention or may be available to those skilled in the art of computer software. Examples of computer-readable media include magnetic media such as hard disks, floppy disks and magnetic tape; optical media such as CD-ROMs and DVDs; magnetic media such as floppy disks; Magneto-optical media, and hardware devices specifically configured to store and execute program instructions such as ROM, RAM, flash memory, and the like. Examples of program instructions include machine language code such as those produced by a compiler, as well as high-level language code that can be executed by a computer using an interpreter or the like.
While the present invention has been particularly shown and described with reference to exemplary embodiments thereof, it is to be understood that the invention is not limited to the disclosed exemplary embodiments, It belongs to the scope of right.
The present invention can be applied to the field of on-line game technology.
1: First user
10: First client
2: second user
20: second client
21: Second offline message receiving means
3: Third user
30: Third client
100: Server
110: Party room processing means
120: game message processing means
130: Information storage means
140: Offline message processing means
Claims (20)
A step 110 of opening a party room by a request from a first client;
A step 120 of providing a player character list in which an account is registered in an online game as a first client;
130. The method of claim 1, further comprising the step of: configuring a player character selected from the first client as a party member, And
And a step 160 of moving the player character to the party room according to a consent of a second user holding the selected player character and activating the player character,
Wherein the player character is inactivated for the player character selected until the setting of the online game session of the party member for the party party to which the game priority is forcibly given by the first client,
If the party member is determined to be in a connectable state, the online game session of the party member is automatically set, and the process proceeds to step 160. In step 160,
Wherein the immediately connectable state is determined according to whether or not a push message can be received and whether a game app is installed.
After step 130,
And determining whether an account of the selected player character is in an online state.
Step 151, when the account of the selected player character is offline, fetching the offline message receiving means information of the second user holding the player character; And
And sending the invitation message to an offline message receiving means of the second user outside the online game,
In step 160, the second client is automatically moved to the party room according to the connection using the second client, and then the on-game in the online game for activating the player character of the second user Offline player matching method.
In step 152, the invitation message includes expected game start time of the party room,
And waiting for a response from the offline message receiving means of the second user from the expected game start time to the predetermined time after the operation 152 in operation 153. The method of claim 15,
And if the reply from the offline message receiving means of the second user exists in the step 153, displaying on the first client screen a connection to the player character of the second user as a connection waiting step ≪ / RTI >
After step 154, it is determined whether the second user is immediately available for connection,
If the account login of the second client is found within a predetermined time after the display of the connection waiting state, in operation 160, but in the event that a certain period of time has elapsed without login of the account, How to match players.
In step 152, among the offline message receiving means of the second user,
A method for on-line player matching in an online game in which a message is transmitted to an offline message receiving means having a highest priority among messages capable of receiving a message.
A step 156 of displaying a game invitation message on the second client screen having the player character connected to the account when the account of the selected player character is online;
And if it is determined that the reply is to be accepted in response to the invitation from the second client,
The on-line player in the on-line game in which the second client is automatically moved to the party room and the player character of the second user is activated in response to the message in the immediately accessible state, Matching method.
And removing the player character that satisfies a predetermined condition from the party room of the party room as the player character of the third user who has been deactivated.
A step 181 of providing a list of player characters other than the player character of the third user as a player character whose account is registered in the online game by the first client; And
The method of claim 18, further comprising the step of: configuring the player character selected from the first client as a party member instead of the player character of the third user, but deactivating the party character.
In operation 170,
Wherein the player character of the third user is removed from the party room of the party room when the third user is in the off-line state and the offline message receiving means does not exist in the message reception enabled state.
In operation 170,
If the third client is online in the account of the third user and there is a reply indicating that the third client rejects the game invitation or there is no reply within a predetermined time, the player character of the third user is removed from the party room of the party room On - line player matching method in online games.
A step 120 of providing a player character list in which an account is registered in an online game as a first client;
130. The method of claim 1, further comprising the step of: configuring a player character selected from the first client as a party member,
140) determining whether an account of the selected player character is online;
Step 151, when the account of the selected player character is offline, fetching the offline message receiving means information of the second user holding the player character;
(152) sending an invitation message to an offline message receiving means of the second user outside the online game; And
And a step 160 of moving the player character to the party room according to a consent of a second user holding the selected player character and activating the player character,
Wherein the player character is inactivated for the player character selected until the setting of the online game session of the party member for the party party to which the game priority is forcibly given by the first client,
If the party member is determined to be in a connectable state, the online game session of the party member is automatically set, and the process proceeds to step 160. In step 160,
Wherein the immediately connectable state is a computer program containing instructions for executing an on-off line player matching method in an on-line game, the on-line game method being determined according to whether or not a push message can be received and whether a game app is installed.
The computer program comprising:
A step 156 of displaying a game invitation message on the second client screen having the player character connected to the account when the account of the selected player character is online;
And if it is determined that the reply is to be accepted in response to the invitation from the second client,
Further comprising a command for automatically moving the second client to the party room and then activating the player character of the second user in response to the message in the immediately accessible state in step 160, A computer program contained in.
An in-game message processing unit for processing a message transmission / reception between clients in the game;
An information storage unit for storing information of an offline message receiving unit for sending and receiving messages to and from at least one account outside the online game; And
And an offline message processing unit for processing a message transmission / reception with an offline message receiving unit from outside the online game,
Wherein the party room processing unit opens a party room at a request from a first client, and configures the player character selected by the first client as a party member but deactivates the party character, Moves the player character to the party room, activates the player character,
Wherein the player character is inactivated for the player character selected until the setting of the online game session of the party member for the party party to which the game priority is forcibly given by the first client,
Determining whether the party party is immediately available to the party room and automatically activating the corresponding player character by automatically setting an online game session of the party party when it is determined that the party party is immediately available for connection,
Wherein the instantly connectable state is determined according to whether a push message can be received and whether a game application is installed or not.
Wherein the party room processing unit determines whether the account of the second user is on-line, fetches the information of the offline message receiver of the second user when the offline user is offline, The invitation message is sent to the offline message receiving unit of the mobile terminal,
Wherein the second client is automatically moved to the party room when the second user connects using the second client, and then the player character of the second user is activated.
Wherein the party room processing unit determines whether the account of the second user is on-line and transmits the game invitation message on the second client screen of the second user via the in-game message processing unit when the on-
The second client is automatically moved to the party room when the reply is answered in response to the invitation from the second client and the type of reply is a message in the immediately accessible state, On-line player matching system for online games that activate characters.
Wherein the party room processing unit, for the player character of the third user who has been deactivated,
If the third user is in the off-line state and there is no message reception state among the offline message reception units,
Or if the third client is online in the account of the third user and there is a reply indicating that the third client rejects the game invitation or there is no response within a predetermined time, the player character of the third user is removed from the party room of the party room On-line player matching system in online games.
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