KR20130035584A - Game device and controlling method for the same - Google Patents

Game device and controlling method for the same Download PDF

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Publication number
KR20130035584A
KR20130035584A KR1020110099974A KR20110099974A KR20130035584A KR 20130035584 A KR20130035584 A KR 20130035584A KR 1020110099974 A KR1020110099974 A KR 1020110099974A KR 20110099974 A KR20110099974 A KR 20110099974A KR 20130035584 A KR20130035584 A KR 20130035584A
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game
item
proficiency
module
value
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KR1020110099974A
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Korean (ko)
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김희철
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주식회사 드래곤플라이
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Publication of KR20130035584A publication Critical patent/KR20130035584A/en

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    • 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
    • A63F13/45Controlling the progress of the video game
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Tourism & Hospitality (AREA)
  • General Health & Medical Sciences (AREA)
  • Human Resources & Organizations (AREA)
  • Marketing (AREA)
  • Primary Health Care (AREA)
  • Strategic Management (AREA)
  • Physics & Mathematics (AREA)
  • General Business, Economics & Management (AREA)
  • General Physics & Mathematics (AREA)
  • Economics (AREA)
  • Theoretical Computer Science (AREA)
  • Health & Medical Sciences (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

PURPOSE: A game device and a control method thereof are provided to efficiently and fairly accumulate a skill level by calculating an increasing skill level value of a corresponding item based on the number of the death and the kill of the item. CONSTITUTION: If the number of the accumulated kill is not zero, a skill level calculating unit calculates an increasing skill level value of an installed item as the number of the kill and the death(S214,S216). If the number of the accumulated kill is zero, the calculating module sets the increasing skill level value as zero(S215). If the increasing skill level value is lower than the maximum value, the calculating module calculates an accumulated skill level about the item(S217,S220). [Reference numerals] (AA) Start; (BB,EE,GG) No; (CC,DD,FF) Yes; (HH) End; (S210) Loading a game; (S211) Installing an item; (S212) Conducting the game; (S213) Calculating the number of kills by the installed item and the number of death of a player; (S214) Kill number = 0 ?; (S215) Increasing skill value = 0; (S216) Calculating an increasing skill value for the installed item from the kill number and the death number; (S217) Increasing skill value < Maximum value ?; (S218) Increasing skill value = Maximum value; (S219) Calculating an accumulated skill for the installed item; (S220) Maximum accumulated skill for the installed item?; (S221) Informing that the accumulated skill for the installed item is the maximum value?;

Description

Game device and controlling method for the same}

The present invention relates to a game device and a control method thereof, and more particularly, to a game device and a control method for accumulating the proficiency for items used in the game progress.

Games generally mean activities for recreation or entertainment, and recently, games using electronic devices such as personal computers, mobile devices, and console game consoles. Games using such electronic devices have various genres, and recently, online games, in which a large number of players are connected to a network and play games, are being activated.

Among such games, in a roll play game, it is common to accumulate experience points in objects in a game, and rewards according to the experience points are generally given. However, in a first-person shooting game, it is not common to accumulate such experience points.

It is required to compensate by accumulating fair skill points in items used in such first-person shooting games.

The problem to be solved by the present invention is to provide a game device and a control method for efficiently accumulating the proficiency for items used in the game progress.

The problems of the present invention are not limited to the above-mentioned problems, and other problems not mentioned can be clearly understood by those skilled in the art from the following description.

In order to achieve the above object, the game device control method according to an embodiment of the present invention, the process of the game; Calculating the number of kills and the number of deaths of the player for the mounted item in the game; And calculating a maturity increase value for the mounted item using the kill number and the death number after the game progresses.

In order to achieve the above object, the game device according to an embodiment of the present invention, the game module for playing a game; A kill number calculating module that calculates a kill number for an item mounted in the game that is played in the game module; A death count calculating module for calculating a death count of a player in the game played by the game module; And a proficiency calculation module configured to calculate a proficiency increase value for the mounted item by the number of kills calculated by the kill number calculating module and the number of deaths calculated by the death number calculating module after the game progresses in the game module.

Specific details of other embodiments are included in the detailed description and the drawings.

According to the game device and the control method of the present invention, there are one or more of the following effects.

First, the skill level of the item is calculated based on the number of kills and the number of deaths of the player.

Second, if the number of kills by the mounted item is 0, the skill of the corresponding item is not increased, thereby preventing the player's cheat.

Third, when the proficiency increase value calculated by determining the maximum value of the proficiency increase value is greater than or equal to the maximum value, there is an advantage of minimizing the deviation between players by accumulating the proficiency by the maximum value.

The effects of the present invention are not limited to the effects mentioned above, and other effects not mentioned can be clearly understood by those skilled in the art from the description of the claims.

1 is a block diagram of a game system according to an embodiment of the present invention.
2 is a hardware configuration diagram of a game terminal according to an embodiment of the present invention.
3 is a block diagram of a game system according to an embodiment of the present invention.
4 is a flowchart illustrating a game system control method according to an embodiment of the present invention.
5 to 12 are game screens for the game system according to an embodiment of the present invention.

Advantages and features of the present invention and methods for achieving them will be apparent with reference to the embodiments described below in detail with the accompanying drawings. The present invention may, however, be embodied in many different forms and should not be construed as limited to the embodiments set forth herein. Rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the scope of the invention to those skilled in the art. To fully disclose the scope of the invention to those skilled in the art, and the invention is only defined by the scope of the claims. Like reference numerals refer to like elements throughout.

Hereinafter, the present invention will be described with reference to the drawings for describing a game device and a method of controlling the same according to embodiments of the present invention.

The suffix "module" for components used in the following description is given or mixed in consideration of ease of specification, and does not have a meaning or role distinguished from each other by itself.

At this point, it will be understood that each block of the flowchart illustrations and combinations of flowchart illustrations may be performed by computer program instructions. Since these computer program instructions may be mounted on a processor of a general purpose computer, special purpose computer, or other programmable data processing equipment, those instructions executed through the processor of the computer or other programmable data processing equipment may be described in flow chart block (s). It creates a means to perform the functions. These computer program instructions may be stored in a computer usable or computer readable memory that can be directed to a computer or other programmable data processing equipment to implement functionality in a particular manner, and thus the computer usable or computer readable memory. It is also possible for the instructions stored in to produce an article of manufacture containing instruction means for performing the functions described in the flowchart block (s). Computer program instructions may also be mounted on a computer or other programmable data processing equipment, such that a series of operating steps may be performed on the computer or other programmable data processing equipment to create a computer-implemented process to create a computer or other programmable data. Instructions for performing the processing equipment may also provide steps for performing the functions described in the flowchart block (s).

In addition, each block may represent a portion of a module, segment, or code that includes one or more executable instructions for executing a specified logical function (s). It should also be noted that in some alternative implementations, the functions noted in the blocks may occur out of order. For example, the two blocks shown in succession may in fact be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending on the corresponding function.

1 is a block diagram of a game system according to an embodiment of the present invention.

The game system according to an embodiment of the present invention includes a plurality of game terminals 10 and a game server 20.

The game terminal 10 is a device in which a player plays a game. The game terminal 10 may be a variety of devices including a personal computer, a console game machine, a PDA, a mobile phone, and an operation device for operating a game and a screen for displaying a game. The game terminal 10 may be provided in plural so that a plurality of players may play the same game. The game terminal 10 transmits and receives game data from the game server 20.

The game server 20 is a computing device that receives game data from the game terminal 10, processes it, and transmits the game data to the game terminal 10. The game server 20 may include various servers such as a web server, a database server, and a streaming server, in addition to a server for playing a game. The game server 20 receives game data from the plurality of game terminals 10, collects and processes the game data, and transmits the game data to each of the plurality of game terminals 10.

The game terminal 10 and the game server 20 transmit and receive game data to each other to proceed with the game. The game terminal 10 receives game data required for game progress from the game server 20, generates game data according to a player's input, and transmits the game data to the game server 20. The game server 20 receives game data from the game terminal 10, processes the game data, and then transmits the game data.

Depending on the system configuration, a plurality of game terminals 10 may be distributed without a game server 20 to serve as a server, or may be connected to each other to serve as a server. In addition, a game may be played in one game terminal 10 without a network connection.

2 is a hardware configuration diagram of a game terminal according to an embodiment of the present invention.

The central processing unit 11 is a device in which software instructions are executed, and receives external information, stores information, interprets and interprets the instructions of the program, and outputs them to the outside. The central processing unit 11 is a complex instruction set computer (CISC) that provides various instruction formats through micro programming, such as an X86 compatible processor, a performance optimization with enhanced RISC performance computing (PowerPC), and an advanced RISC machine (ARM). It is divided into reduced instruction set computer (RISC) which simplifies control logic.

The main memory device 16 is a device for moving a program or other data from the auxiliary memory device 17 when the program is executed and temporarily storing the program or other data to exchange data directly with the central processing unit 11. The main memory 16 includes RAM, ROM, and the like.

The auxiliary memory device 17 is a device for storing a program or other data. The auxiliary memory device 17 is installed with an operating system (OS) such as Windows, iOS, Unix, Linux, and Android for driving the system, and stores various data such as game programs and other player information. The secondary memory device 17 may be a hard disk drive (HDD), a solid state drive (SSD), a CD-ROM, a flash memory, or the like.

The image processing apparatus 12 is an apparatus which processes image data output to the monitor 13 and outputs it. The image processing apparatus 12 may be integrally formed with the central processing unit 11, a separate chipset, or separately formed in the form of a graphic card.

The monitor 13 is a device connected to the auxiliary memory device 17 to display an image. The monitor 13 uses a CRT or LCD panel that displays light and color, and recently a new panel such as AMOLED is also used.

The sound processor 14 is a device for processing voice data output to the speaker 15 and outputting the same. The sound processor 14 may be configured as a separate chipset, or may be separately configured in the form of a sound card. The speaker 15 is connected to the sound processor 14 and outputs a voice.

The communication device 18 is a device for transmitting and receiving network data and processing it. The communication device 18 may be configured as a separate chipset or may be separately configured in the form of a network card. The communication device 18 may transmit and receive data by a communication method according to various standards such as Ethernet, wireless LAN, and cellular phone communication.

The input device 19 is a device for inputting a command by a player, such as a camera for inputting images such as a mouse, a keyboard, a game pad, a joystick, a touch pad, and a microphone for receiving an audio. When the input device 19 is a touch pad, the touch screen may be integrally formed with the monitor 13.

The hardware configuration of the game terminal 10 described above may also be applied to the hardware configuration of the game server 20. The game server 20 may include a central processing unit 11, a main memory device 16, a secondary memory device 17, a communication device 18, and the like.

3 is a block diagram of a game system according to an embodiment of the present invention.

The game system according to an embodiment of the present invention, the game module 110 to play the game, the kill number calculation module 140 for calculating the number of kills of the mounted item, and the number of deaths for calculating the number of deaths of the player The calculation module 150 includes a proficiency calculation module 160 that calculates a proficiency increase value from the number of kills and the number of deaths.

The game module 110 is a module that proceeds with the game as a whole. A part of the game module 110 may be provided in the game terminal 10 and a part of the game server 20. In this case, the data processed by the network may be transmitted and received through the communication device 18.

The game module 110 is stored in the auxiliary memory device 17 as a main program that proceeds the game, and is loaded into the main memory device 16 when the game is executed and processed by the central processing unit 11. The game module 110 processes data in accordance with data input from the input device 19 and / or the communication device 18, so that the sound processing device 14, the image processing device 12, and the auxiliary storage device 17 are processed. Alternatively, data is output to the communication device 18. The game module 110 handles game preparation as well as game preparation and game termination.

In the present embodiment, the game played by the game module 110 is a first-person shooter multiplayer game in which a plurality of players kill opponents using weapons such as guns and grenades.

The game module 110 may store various game information used during game play. The game module 110 stores game information in the auxiliary memory device 17 of the game terminal 10 and / or the game server 20.

The game information stored by the game module 110 may include player information such as a player's ID, password, level, owned item list, record, etc., item information such as item type, damage, accuracy, cumulative proficiency, maximum proficiency, etc. Map data used in the game.

The kill number calculating module 140 calculates the number of kills by the item mounted in the game by the game module 110. Kill count is the number of times a player killed another player during the game. A plurality of items may be worn as the game progresses, and the kill number calculating module 140 calculates the kill number for each of the plurality of items. The kill count calculating module 140 calculates the kill count for each item used when the player kills another player while playing the game. The kill number calculating module 140 outputs the kill number for each item to the game module 110 when the game ends.

The death count calculating module 150 calculates the death count of the player during game play by the game module 110. Death Surrender is the number of times a player was killed by another player during the game. Death number calculation module 150 calculates the number of times the player was killed during the game. Death count calculation module 150 outputs the death count to the game module 110 when the game is over.

The proficiency calculation module 160 calculates the proficiency increase value for the mounted item from the number of kills calculated by the kill number calculating module 140 and the number of deaths calculated by the death number calculating module 150. The proficiency calculation module 160 calculates the proficiency increase value from the number of kills and the number of deaths, and preferably calculates the proficiency increase value by adding the value of the kill number multiplied by the weight and the death number multiplied by the weight.

Preferably it is as follows.

(Skill Increase) = (Kill) * a + (Death) * b

(Where a and b are preset constants)

The proficiency calculation module 160 sets the proficiency increase value to zero when the number of kills is zero. If the number of kills is 0, it is unreasonable to increase the skill even if the player dies.

The proficiency calculation module 160 sets the proficiency increase value as the maximum value when the calculated proficiency increase value is larger than the preset maximum value. For example, when the maximum value of the skill increase is set to c, the skill increase is c when the skill increase is greater than c.

Preferably it is as follows.

(Skill Increase) = min {(Kill) * a + (Death) * b, c}

(Where a, b and c are preset constants)

The proficiency calculation module 160 calculates the final accumulated proficiency by adding up the calculated proficiency increase value and the conventional cumulative proficiency and outputs the final accumulated proficiency to the game module 110.

Each module described above may be distributed to the game terminal 10 and the game server 20 or a part of the modules may be distributed. Each distributed module or part of the module processes data by transmitting and receiving data to and from the communication device 18.

4 is a flowchart illustrating a game system control method according to an embodiment of the present invention. 5 to 12 are game screens for the game system according to an embodiment of the present invention.

When the player runs the game, the game is loaded (S210). When the player operates the game terminal 10 to load the game through the authentication process, the game module 110 stored in the auxiliary memory device 17 is loaded into the main memory device 16 and processed by the central processing unit 11. At this time, game information stored in the auxiliary memory device 17 is loaded. The game information includes item information, and the item information includes cumulative proficiency for each item.

When the game is loaded, the game module 110 displays the server selection screen W310 for selecting a software game server to play the game on the monitor 13 through the image processing apparatus 12 as shown in FIG. 5. When the player selects a game server through the input device 19 on the server selection screen W310, the game module 110 displays a game lobby screen W320 for selecting a room to play a game as shown in FIG. (12) is displayed on the monitor (13). When the player selects a room through the input device 19 on the game lobby screen W320, the game module 110 displays the game standby screen W330 on the monitor 13 through the image processing device 12 as shown in FIG. Display.

Items used in the game progress is mounted (S211). When the player presses the warehouse button W321 through the input device 19 on the game lobby screen W320 or the game standby screen W330, the game module 110 displays the item warehouse screen on which the items to be held are displayed as shown in FIG. W340) is displayed. The item warehouse screen W340 displays an item list W341 for items owned by the player. When the player selects an item from the item list W311 through the input device 19, the game module 110 displays the performance, such as damage, accuracy, rate of fire, weight, and the number of shots, and durability of the item. The item information W343 including the durability and skill level to be displayed is displayed.

The player selects and double-clicks an item in the item list W311 through the input device 19, or drags and drops an item in the item list W311 to the item mounting list W345 in which the mounted item is displayed. The item is equipped. In the item mounting list W345, a plurality of slots for mounting items are displayed, and a plurality of items may be mounted.

In the above-described item mounting, the item mounted at the time of the previous game may be basically mounted, or the basic item may be mounted by the basic setting, and thus the game module 110 may proceed automatically without the player's manipulation.

The game is in progress (S212). When the player presses the game start button W323 through the input device 19 on the game standby screen W330, the game module 110 loads a game to start a game. When the game starts, the game module 110 displays the game screen W350 as shown in FIG. 9 on the monitor 13 through the image processing apparatus 12. The player advances the game by killing another player using the item mounted through the operation of the input device 19. A player may be killed by another player during the game. Even if the player is killed, the player may be revived again and the target set in the game may be completed or the game may be progressed for the set time.

The number of deaths of the number of kill players due to the mounted item is calculated (S213). The kill count calculating module 140 calculates the kill count for each item used when the player kills another player while playing the game. The kill number calculating module 140 outputs the kill number for each item to the game module 110 when the game ends.

Death number calculation module 150 calculates the number of times the player was killed during the game. Death count calculation module 150 outputs the death count to the game module 110 when the game is over.

When the game is finished, the game module 110 displays the game result window W360 indicating the result of the game on the monitor 13 through the image processing apparatus 12 as shown in FIG. 10. At this time, the game result window W360 displays the number of kills and the number of deaths for all items. The game module 110 displays the game result window W360 for a predetermined time and then displays the game standby screen W330 on the monitor 13 through the image processing apparatus 12.

It is determined whether the number of kills accumulated after the game is 0 (S214). The proficiency calculation module 160 determines whether the number of kills is zero when the game proceeds, and when the number of kills is 0, the increase in proficiency is 0 (S215).

If the number of kills is not zero, the skill increase value for the item equipped with the number of kills and the number of deaths is calculated (S216). The proficiency calculation module 160 calculates the proficiency increase value for the mounted item from the number of kills calculated by the kill number calculating module 140 and the number of deaths calculated by the death number calculating module 150. The proficiency calculation module 160 calculates the proficiency increase value from the number of kills and the number of deaths, and preferably calculates the proficiency increase value by adding the value of the kill number multiplied by the weight and the death number multiplied by the weight.

Preferably it is as follows.

(Skill Increase) = (Kill) * a + (Death) * b

It is determined whether the increase in proficiency is smaller than the maximum value (S217). The proficiency calculation module 160 sets the proficiency increase value as a predetermined maximum value when the calculated proficiency increase value is larger than the preset maximum value (S218). For example, when the maximum value of the skill increase is set to c, the skill increase is c when the skill increase is greater than c.

The cumulative proficiency for the mounted item is calculated (S220). The proficiency calculation module 160 adds the calculated proficiency increase value and the conventional cumulative proficiency to calculate the final cumulative proficiency for the mounted item. The proficiency calculation module 160 outputs the cumulative proficiency for each item to the game module 110, and the game module 110 stores the updated cumulative proficiency in the auxiliary memory device 17 or transmits it through the communication device 18. do. The player may check the updated cumulative proficiency in the item information W343 of the item warehouse screen W340 as shown in FIG. 8.

It is determined whether the cumulative skill level for the mounted item is maximum (S220). The game module 110 determines whether the final cumulative skill level for the item is the maximum. The maximum proficiency value, which is the maximum value of the accumulated proficiency, may be different for each item, and the maximum proficiency level is preset and stored in the auxiliary memory device 17. The game module 110 determines whether the updated cumulative proficiency and the maximum proficiency stored in the auxiliary memory device 17 are the same.

If the cumulative proficiency for the mounted item is the maximum, this is notified (S221). The game module 110 displays the external cumulative proficiency maximum value through an image or an audio so that the player can know it.

In the present embodiment, if the cumulative proficiency of the item is the maximum, the item may be modified, and if the cumulative proficiency is the maximum, the player is displayed.

When the game is finished, the game module 110 displays the game result window W360 for a predetermined time, and when the cumulative proficiency is the maximum, the image processing window W370 as shown in FIG. 11 is processed on the game standby screen W330. Display on monitor 13 via device 12. According to an exemplary embodiment, the game module 110 may output the maximum number of cumulative proficiency to the speaker 15 through the sound processing apparatus 14 to modify the item.

As used herein, the term 'module' refers to software or a hardware component such as an FPGA or an ASIC, and a module plays a role. However, a module is not limited to software or hardware. A module may be configured to reside on an addressable storage medium and configured to play back one or more processors. Thus, by way of example, a module may include components such as software components, object-oriented software components, class components and task components, and processes, functions, attributes, procedures, Microcode, circuitry, data, databases, data structures, tables, arrays, and variables, as will be appreciated by those skilled in the art. The functionality provided within the components and modules may be combined into a smaller number of components and modules or further separated into additional components and modules. In addition, the components and modules may be implemented to play back one or more CPUs in a device or a secure multimedia card.

Although the above has been illustrated and described with respect to preferred embodiments of the present invention, the present invention is not limited to the specific embodiments described above, but in the art to which the invention pertains without departing from the spirit of the invention as claimed in the claims. Various modifications can be made by those skilled in the art, and these modifications should not be individually understood from the technical spirit or the prospect of the present invention.

110: game module 140: kill number calculation module
150: death number calculation module 160: proficiency calculation module
W310: Server Selection Screen W320: Game Lobby Screen
W330: Game Standby Screen W340: Item Warehouse Screen
W350: Game Screen W360: Game Results Window
W370: Item modifiable alert

Claims (11)

Proceeding with the game;
Calculating the number of kills and the number of deaths of the player for the mounted item in the game; And
And calculating a proficiency increase value for the mounted item using the kill number and the death number after the game proceeds.
The method of claim 1,
The game device control method further comprising the step of mounting the item before the game progress.
The method of claim 1,
And calculating the final cumulative skill value by adding the calculated skill increase value to the cumulative skill value.
The method of claim 1,
And notifying to the outside when the accumulated proficiency of the mounted item is a maximum value.
The method of claim 1,
The item is mounted in plurality,
And the skill increase is calculated for each of the plurality of mounted items.
The method of claim 1,
And the skill increase value is 0 when the number of kills is zero.
The method of claim 1,
And the skill increase is a maximum value when the kill number is not 0 and the calculated skill increase is greater than a predetermined maximum value.
A game module for playing a game;
A kill number calculating module that calculates a kill number for an item mounted in the game that is played in the game module;
A death count calculating module for calculating a death count of a player in the game played by the game module; And
And a proficiency calculation module configured to calculate a proficiency increase value for the mounted item using the number of kills calculated by the kill number calculation module and the number of deaths calculated by the death number calculation module after the game progresses in the game module.
The method of claim 8,
The game module notifies the outside when the proficiency of the mounted item is the maximum.
The method of claim 8,
The proficiency calculation module sets the proficiency increase value to zero when the number of kills is zero.
The method of claim 8,
And the proficiency calculation module sets the proficiency increase value as the maximum value when the kill number is not 0 and the calculated proficiency increase value is larger than a preset maximum value.
KR1020110099974A 2011-09-30 2011-09-30 Game device and controlling method for the same KR20130035584A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20190117995A (en) 2018-04-09 2019-10-17 주식회사 엔씨소프트 Apparatus and method for controlling game

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20190117995A (en) 2018-04-09 2019-10-17 주식회사 엔씨소프트 Apparatus and method for controlling game

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