KR20130035584A - Game device and controlling method for the same - Google Patents
Game device and controlling method for the same Download PDFInfo
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- 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
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- proficiency
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- 238000000034 method Methods 0.000 title claims abstract description 34
- 230000034994 death Effects 0.000 claims abstract description 44
- 231100000517 death Toxicity 0.000 claims abstract description 44
- 238000004364 calculation method Methods 0.000 claims description 27
- 230000001186 cumulative effect Effects 0.000 claims description 20
- 238000004891 communication Methods 0.000 description 11
- 230000006870 function Effects 0.000 description 7
- 238000010586 diagram Methods 0.000 description 6
- 238000004590 computer program Methods 0.000 description 4
- 230000000694 effects Effects 0.000 description 4
- 238000012986 modification Methods 0.000 description 2
- 230000004048 modification Effects 0.000 description 2
- 238000002360 preparation method Methods 0.000 description 2
- 238000003860 storage Methods 0.000 description 2
- 229920001621 AMOLED Polymers 0.000 description 1
- 238000003491 array Methods 0.000 description 1
- 230000001413 cellular effect Effects 0.000 description 1
- 238000004519 manufacturing process Methods 0.000 description 1
- 238000005457 optimization Methods 0.000 description 1
- 230000001151 other effect Effects 0.000 description 1
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating 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
- A63F13/69—Generating 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
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION 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
- G06Q50/00—Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
- G06Q50/10—Services
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Abstract
Description
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
The
The
The
Depending on the system configuration, a plurality of
2 is a hardware configuration diagram of a game terminal according to an embodiment of the present invention.
The
The
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
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
The
The
The hardware configuration of the
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
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
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
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
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
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
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
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
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
Items used in the game progress is mounted (S211). When the player presses the warehouse button W321 through the
The player selects and double-clicks an item in the item list W311 through the
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
The number of deaths of the number of kill players due to the mounted item is calculated (S213). The kill
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
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
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
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
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)
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 game device control method further comprising the step of mounting the item before the game progress.
And calculating the final cumulative skill value by adding the calculated skill increase value to the cumulative skill value.
And notifying to the outside when the accumulated proficiency of the mounted item is a maximum value.
The item is mounted in plurality,
And the skill increase is calculated for each of the plurality of mounted items.
And the skill increase value is 0 when the number of kills is zero.
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 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 game module notifies the outside when the proficiency of the mounted item is the maximum.
The proficiency calculation module sets the proficiency increase value to zero when the number of kills is zero.
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.
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Cited By (1)
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KR20190117995A (en) | 2018-04-09 | 2019-10-17 | 주식회사 엔씨소프트 | Apparatus and method for controlling game |
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Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
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KR20190117995A (en) | 2018-04-09 | 2019-10-17 | 주식회사 엔씨소프트 | Apparatus and method for controlling game |
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