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 PDF

Info

Publication number
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
Authority
KR
South Korea
Prior art keywords
player character
party
user
client
game
Prior art date
Application number
KR1020150068640A
Other languages
Korean (ko)
Inventor
김시진
Original Assignee
주식회사 엔씨소프트
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 주식회사 엔씨소프트 filed Critical 주식회사 엔씨소프트
Priority to KR1020150068640A priority Critical patent/KR101674567B1/en
Application granted granted Critical
Publication of KR101674567B1 publication Critical patent/KR101674567B1/en

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

Disclosed are a method and a system for matching online players with offline players in an online game. A matching method according to the present invention comprises the steps of: creating a party room according to a request from a first client; providing a character list of a player, who has an account registered for an online game, to the first client; assigning a player character, which is selected by the first client, as a member of a party and deactivating the player character; determining whether the account of the selected player character is online or offline; retrieving, when the account of the selected player character is offline, offline message receiving means information of a second user who possesses the corresponding player character; sending an invitation message to an offline message receiving means of the second user outside the online game; and moving the player character to the party room according to an agreement from the second user who possesses the selected player character, and activating the corresponding player character. According to the present invention, online and offline players can be matched with each other.

Description

TECHNICAL FIELD [0001] The present invention relates to an on-line player matching method and system for online games,

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.

Document 1: Korean Patent Laid-Open Publication No. 10-2012-0081368 " Method of inviting a game through chatting on a mobile platform " Document 2: Korean Patent No. 10-1229728 " Method and server for inviting a friend in an online game " Korean Patent Registration No. 10-1237820 entitled " System and Method for Inviting Friends to Online Games "

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 step 110 in which a server opens a party room upon 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,

A step 130 in which a player character selected from the first client is configured as a party member,

A step 140 of determining whether the account of the selected player character is online or not

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 operation 140, if the account of the selected player character is offline, step 151 of fetching offline message receiving means information of a second user holding the player character before steps S140 and S160,

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 step 110 of opening a party room upon 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,

A step 130 in which a player character selected from the first client is configured as a party member,

A step 140 of determining whether the 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

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 server 100 is connected to a plurality of clients through a network and provides online game services to a plurality of concurrently connected clients.

Although FIG. 1 illustrates that the server 100 is a single hardware resource, in general, a plurality of server groups such as a server for an account authentication and an online game server are required for a single online game service. ) Can thus be understood to include a series of servers for the services of an online game.

The first user 1, the second user 2 and the third user 3 are any one of a plurality of gamers and will be referred to as a user who plays the following role for convenience of explanation.

First, the first user 1 accesses the server 100 using the first client 10 as its client, creates a party room in the online game provided by the server 100, It indicates the user who selects the player characters of the other player.

The second user 1 receives the invitation message from the server 100 in accordance with the invitation from the first user 1 - strictly, as the first user selects the player character of the second user, The second client 20 is connected to the server 100 and moves to the party room to play the online game or to receive the invitation message received using the second offline message receiving means 21 Points to the responding user.

The third user 3 receives an invitation from the first user 1 - strictly, despite receiving the invitation message from the server 100 as the first user selects the player character of the third user, The user can not play the game together due to various reasons such as a difficulty in accessing the game or the like.

The present invention may be embodied in the form of a server 100 for processing such a process, a method executed in the server 100, or a computer program executed in the server 100.

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 player matching system 100 in an online game according to the present invention includes a party room processing unit 110, an in-game message processing unit 120, an information storage unit 130, And an off-line message processing means 140.

The party room processing means 110 processes the creation of a party room in the online game at the request of the first client 10.

Meanwhile, the in-game message processing unit 120 processes the transmission / reception of messages between clients in the game, and the offline message processing unit 140 processes transmission / reception of messages with the offline message receiving unit from outside the online 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 first client 10.

At this time, the player character selected by the first client 10 is configured as a party member but deactivated. Then, the player character of the second user (2) is moved to the party room according to the agreement of the second user (2) holding the selected player character, and activates the player character.

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 second user 2 receives the offline message receiving means information of the second user 2 when the offline user is offline, And sends an invitation message to the user.

If the second client 20 is not immediately accessible, the second user 20 may wait for the second client 20 to access the second client 20 and automatically move the second client 20 to the party room, The player character of the second user 2 is activated.

On the other hand, when the second user 2 is immediately available for connection, more active processing is possible.

For example, when the second client 20 is a smart phone and the game client software is a game app, the determination is made that the second user 2 is offline while the second user 2 is not executing the game app. However, if the game app is already installed in the smartphone of the second user 2, it can be determined that the game app is immediately accessible.

In this case, as illustrated in FIG. 7, when the second user 2 who has received the invitation message on the smartphone or tablet touches the "accept" button, the game application is immediately executed.

Accordingly, when the second client 20 is connected to the server 100, the second client 20 is automatically moved to the party room, and the player character of the second user 2 is activated.

On the other hand, in the online state, the game invitation message is displayed on the screen of the second client 20 of the second user 2 through the in-game message processing means 120.

If there is a reply indicating that the invitation from the second client 20 is accepted, it is determined whether or not the type of the reply is a message immediately accessible.

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 third user 3 is in the off-line state and the message reception-enabled state among the offline message receiving means exists in the player character of the deactivated third user 3 Otherwise,

Or if there is a reply that the third client 30 is online in the account of the third user 3 and rejects the game invitation from the third client 30 or there is no reply within a certain time, 3) from the party room of the party room.

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 server 100 first accesses through the network, and the first user 1 who logs into his / her account selects the party room opening function using the first client 10, (S110).

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 server 100 may first provide the player character list in which the account is registered in the online game with the first client 10 as illustrated in FIG. 6 (S120).

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 first client 10, the first user 1 can select player characters to be included as a party member among them.

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 first client 10 receives the information of the player characters selected by the first user 1, the server 100 configures the selected player character as a party party of the party room. Then, the player characters are deactivated (S130).

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 server 100 determines whether the account of the corresponding player character is online with respect to each of the disabled player characters (S140).

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 second user 2 holding the corresponding player character is fetched (S151).

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 server 100 that fetches the information of the offline message receiving means 21 of the second user 2 sends an invitation message from the outside of the online game to the offline message receiving means 21 of the second user 2 S152).

If the offline message receiving means information is a phone number of a smart phone, the server 100 may send a message in the form of SMS or MMS to the offline message receiving means of the user.

If the offline message receiving means information is a social network service (SNS) ID or a messenger application identification number of the smartphone, the server 100 can send a real-time message using the SNS app or a messenger app.

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 server 100, the server 100 sends a real-time message to the smartphone of the user through the dedicated application .

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 second user 2.

In this way, when there are a plurality of offline message receiving means of the second user 2, the first offline message receiving means separately discriminates among the first offline message receiving means.

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 server 100 transmits the message to the offline message receiving means having the highest priority among the messages.

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 server 100, preferably directly connected to the server 100, It can be regarded as high priority because it can implement various functions such as direct driving of locally installed online game client software.

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 server 100 can not wait until the game play. Therefore, when the party room is opened, the server 100 automatically determines the expected game start time or receives the input from the first user 1 .

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 server 100 displays the player character of the second user 2 on the party room waiting screen on the screen of the first client 10 (S154).

That is, the player character of the second user 2 displayed in the slot is in a deactivated state, and it can be separately displayed that the connection is scheduled.

On the other hand, if there is an account login of the second client 20 within a predetermined time after being displayed as a connection wait state, the process proceeds to the next step to activate the corresponding player character. If a predetermined time has elapsed without login of the account, (S155).

At this time, it is determined whether or not the second user 2 is immediately available for connection. If the second user 2 is not immediately available, the second user 2 who replies to participate in the party room, And executes the game client software to wait for access to the server 100. [

Thereafter, when the second client 20 is connected, the server 100 automatically moves the second client 20 to the party room, and activates the player character of the second user 2 (S160 ).

On the other hand, when the second user 2 is immediately accessible, for example, the second client 20 is always connected to a data communication network or a mobile communication network, such as a smart phone or a tablet computer, At the same time, if the game app is installed, which is the online game client software, it can be processed differently.

That is, when the second user 2 presses "accept" on the invitation screen as illustrated in FIG. 7, the second client 20 automatically executes the corresponding installed game application and connects to the server 100.

Accordingly, in step S160, the server 100 automatically moves the second client 20 to the party room, and activates the player character of the second user 2.

As described above, the second user 2 receives the party room invitation message from the friend using the smartphone, and then presses the "join" button and then executes the online game client software to access the online game, Using the game app installed on the smartphone, the user can immediately move to a friend's party room waiting for him / her.

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 server 100 may store the automatic acceptance or automatic reject setting information for each user. The automatic consent setting information may include a list of users who accept the invitation message and automatically accept the consent without any additional operation by the user. It is possible to set the automatic acceptance only when the connection is immediately possible.

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 second user 2 in step S153 and then included in the list of the users that the first user 1 processes as automatic acceptance, Without waiting for it.

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 second user 2 is immediately refused without waiting for the reply.

Returning to FIG. 4, if the account of any one of the disabled player characters is online, the server 100 holds the corresponding player character, and on the screen of the second client 20 logged into the account, An invitation message is displayed (S156).

8 is a diagram illustrating a state in which an in-game message is sent to another gamer who is online.

If the second client 20 is connected to the server 100 on the web and logged in and has not yet set up an online game session for game play, the invitation message can be displayed on the web.

Alternatively, if the second client 20 is in the process of establishing an online game session and is already playing a game in another party room, a chat window or a message window in the game may be displayed small on the screen to indicate that the friend has been invited .

The second user 2 can reply to the invitation in response to the invitation while the server 200 is connected to the server 100 or refuse the invitation.

When there is a reply from the second client 20 that the invitation is accepted, the server 100 determines whether the type of the reply is a message in the connectable state (S157).

That is, it is determined whether or not the second client 20 is ready to move to the current party room immediately. For example, if the user has selected a party room to participate on the idle screen after game play is completed, or if the user does not play a game screen such as a setting screen, the second client 20 can determine that the party is immediately available for moving to the party room .

When the second client 20 is immediately movable, the server 100 automatically moves the player character to the party room and activates the player character of the second user 2 (S160).

In this way, when there is agreement of the second user 2 holding the selected player character and the online game session is established or the player can move immediately, the server 100 moves the player character to the party room, (S160).

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 server 100 removes the player character meeting the predetermined condition among the deactivated player characters from the party room of the party room (S170).

For example, when the third user 3 is offline and there is no message reception state among the offline message receiving means of the third user 3, the server 100 determines that the third user 3 is offline, The player character is removed from the party room of the party room.

Alternatively, if there is a response from the third user 3 indicating that there is no reply within a predetermined time or that the third user 3 explicitly rejects the invitation message to the offline message receiving means of the third user 3, the third user 3 Can be removed from the party room of the party room.

Alternatively, even if the third client 30 is online in the account of the third user 3 and there is a reply from the third client 30 to reject the game invitation, or there is no reply within a predetermined time, The player character of the user 3 can be removed from the party room of the party room.

As described above, when any one of the disabled player characters is removed from the party member, the server 100 receives the player's account registered in the online game with the first client 10 as the player character of the third user 3 The list of player characters other than the character can be provided again (S181).

Then, the player character selected again from the first client 10 is included in the slot occupied by the player character of the third user 3 as a party member, but is inactivated, and the process branches to step S140, The invitation message is sent according to whether the user is offline or not (S182).

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)

The server,
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.
The method according to claim 1,
After step 130,
And determining whether an account of the selected player character is in an online state.
3. The method of claim 2,
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.
The method of claim 3,
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,
5. The method of claim 4,
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 >
6. The method of claim 5,
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.
delete delete The method of claim 3,
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.
3. The method of claim 2,
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.
The method according to claim 1,
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.
12. The method of claim 11,
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.
12. The method of claim 11,
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.
12. The method of claim 11,
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 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,
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.
16. The method of claim 15,
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.
A party room processing unit for processing the creation of a party room in an online game in response to a request from a first client;
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.
18. The method of claim 17,
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.
18. The method of claim 17,
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.
18. The method of claim 17,
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.
KR1020150068640A 2015-05-18 2015-05-18 Method of matching online and offline players in online game, and system thereof KR101674567B1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
KR1020150068640A KR101674567B1 (en) 2015-05-18 2015-05-18 Method of matching online and offline players in online game, and system thereof

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
KR1020150068640A KR101674567B1 (en) 2015-05-18 2015-05-18 Method of matching online and offline players in online game, and system thereof

Publications (1)

Publication Number Publication Date
KR101674567B1 true KR101674567B1 (en) 2016-11-22

Family

ID=57540035

Family Applications (1)

Application Number Title Priority Date Filing Date
KR1020150068640A KR101674567B1 (en) 2015-05-18 2015-05-18 Method of matching online and offline players in online game, and system thereof

Country Status (1)

Country Link
KR (1) KR101674567B1 (en)

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR101963858B1 (en) * 2018-07-18 2019-04-01 넷마블 주식회사 Method and server for operating game service
CN110248207A (en) * 2018-03-08 2019-09-17 株式会社理光 Image presence shows server, methods of exhibiting and recording medium and display systems
KR102009977B1 (en) * 2018-04-25 2019-10-21 (주)에이치엠솔루션 Multimedia indoor sports game system
CN110368687A (en) * 2019-08-07 2019-10-25 上海欧皇网络科技有限公司 Network hand swims the processing method and processing device that goes offline

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20120081368A (en) 2011-01-11 2012-07-19 주식회사 엔씨소프트 Method of game invitation with chatting window in mobile platform
KR101237820B1 (en) 2012-08-20 2013-02-28 (주)파티스튜디오 System and method for inviting friends to play online
KR101229728B1 (en) 2011-12-08 2013-03-15 (주)네오위즈게임즈 Method and server for inviting companion in online game
KR20130057770A (en) * 2011-11-24 2013-06-03 (주)네오위즈게임즈 Game server, method, terminal, and recording medium for providing function to create a party in game
KR20140129104A (en) * 2012-02-06 2014-11-06 가부시키가이샤 코나미 데지타루 엔타테인멘토 Management server and control method thereof, and computer-readable non-transitory storage medium on which said program is recorded

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20120081368A (en) 2011-01-11 2012-07-19 주식회사 엔씨소프트 Method of game invitation with chatting window in mobile platform
KR20130057770A (en) * 2011-11-24 2013-06-03 (주)네오위즈게임즈 Game server, method, terminal, and recording medium for providing function to create a party in game
KR101229728B1 (en) 2011-12-08 2013-03-15 (주)네오위즈게임즈 Method and server for inviting companion in online game
KR20140129104A (en) * 2012-02-06 2014-11-06 가부시키가이샤 코나미 데지타루 엔타테인멘토 Management server and control method thereof, and computer-readable non-transitory storage medium on which said program is recorded
KR101237820B1 (en) 2012-08-20 2013-02-28 (주)파티스튜디오 System and method for inviting friends to play online

Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN110248207A (en) * 2018-03-08 2019-09-17 株式会社理光 Image presence shows server, methods of exhibiting and recording medium and display systems
CN110248207B (en) * 2018-03-08 2021-03-16 株式会社理光 Image reality display server, image reality display method, recording medium and image reality display system
KR102009977B1 (en) * 2018-04-25 2019-10-21 (주)에이치엠솔루션 Multimedia indoor sports game system
WO2019208917A1 (en) * 2018-04-25 2019-10-31 주식회사 에이치엠솔루션 Multimedia indoor sports game system
KR101963858B1 (en) * 2018-07-18 2019-04-01 넷마블 주식회사 Method and server for operating game service
CN110368687A (en) * 2019-08-07 2019-10-25 上海欧皇网络科技有限公司 Network hand swims the processing method and processing device that goes offline

Similar Documents

Publication Publication Date Title
US11794116B2 (en) System and method for enhancing participation in online multiplayer sessions
EP1206954B1 (en) Game machine, server system, information service method and recording medium
RU2439836C2 (en) Server and method for realising computer communications for automatic performance and control of comparison
JP4411125B2 (en) How to provide games to users
US20140038721A1 (en) Method and system for facilitating online social interactions via cooperative gameplay
CN103297446B (en) The method of game resource distribution and server
KR101674567B1 (en) Method of matching online and offline players in online game, and system thereof
US20170100671A1 (en) System and method for operating competition game
TWI809534B (en) Matching system, program, information communication terminal, and server
US10471350B2 (en) Persistent game sessions with multiplayer support
KR20220047724A (en) Game Brokerage Infrastructure for Building Multiplayer Game Sessions
KR101578950B1 (en) Representations of communications sessions in virtual environments
US20140011594A1 (en) Electronic Social Trivia Game and Computer Application and Related Methods
CN105577641A (en) System and method for inviting users to participate in activities based on interactive recordings
US11904240B2 (en) Providing content based on presentation control device
JP2022078750A (en) Matching system, program, and server
JP2019048115A (en) Information processor, communication server, and game system
JP2016019829A (en) Game program, game processing method, and information processing device
US10771514B2 (en) Systems and methods for facilitating the sharing of user-generated content of a virtual space
JP5563171B1 (en) Terminal device, system, and program
JP6775060B2 (en) Game system and game program
JP5483508B1 (en) Server apparatus and method
KR101902214B1 (en) Apparatus and method for automatically changing location of online-game player characters based on schedule sharing
WO2020153232A1 (en) Information processing device, control method for information processing device, and program
CN117205575A (en) Team invitation method and device, storage medium and electronic equipment

Legal Events

Date Code Title Description
E701 Decision to grant or registration of patent right
GRNT Written decision to grant