KR20140034393A - Method for providing online shooting game and game operating server thereof - Google Patents

Method for providing online shooting game and game operating server thereof Download PDF

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KR20140034393A
KR20140034393A KR1020120100181A KR20120100181A KR20140034393A KR 20140034393 A KR20140034393 A KR 20140034393A KR 1020120100181 A KR1020120100181 A KR 1020120100181A KR 20120100181 A KR20120100181 A KR 20120100181A KR 20140034393 A KR20140034393 A KR 20140034393A
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game
character
enemy
providing
clients
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이창신
오승진
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(주)네오위즈게임즈
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Publication of KR20140034393A publication Critical patent/KR20140034393A/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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/10Geometric effects
    • G06T15/20Perspective computation
    • G06T15/205Image-based rendering
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/538Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for performing operations on behalf of the game client, e.g. rendering
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

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Abstract

The present invention relates to a game providing technology, the method for providing an online shooting game according to an embodiment of the present invention can be connected to a plurality of game clients through a network, and each of a plurality of characters according to the operation of the plurality of game clients. Are performed in a game providing server capable of controlling a virtual online shooting game. The method for providing an online shooting game includes: (a) providing an online shooting game by setting a plurality of characters each controlled by a plurality of game clients associated with one game room as at least two mutually opposing teams and placing them in a predetermined virtual space; (B) for each of the plurality of game clients, recognizing at least one other character displayed in the game screen provided by the game client and identifying them as friendly or enemy forces; and (c) the identification result; Requesting the game client to grant a separate additional enemy rendering effect for at least one enemy character identified as an enemy. According to the present invention, in the progress of the online shooting game, there is an effect that the friendly character and the enemy character can be recognized and displayed differently from each other dynamically according to the screen change of the game user.

Description

How to Offer an Online Shooting Game and its Game Serving Server {METHOD FOR PROVIDING ONLINE SHOOTING GAME AND GAME OPERATING SERVER THEREOF}

The present invention relates to a technology for providing a game, and more particularly, in the progress of an online shooting game, an online character can be displayed so that a friendly character and an enemy character can be recognized and dynamically distinguished from each other according to the screen change of the game user. It relates to a shooting game providing method and the game providing server.

With the development of computing devices and network environments, online-based games have been greatly developed. Such online-based games have started to develop rapidly in recognition of the fact that there is a correlation between the players and the offline games that perform a predetermined action for a conventional program.

In the early online games, there were many kinds of MORPG (Multiplayer Online Role Playing Game). However, various kinds of online games are gradually being provided according to the expansion of network bandwidth and the development of computing devices. Accordingly, an online shooting game that can provide a virtual war situation among a large number of players has also been provided with great popularity.

In the case of such an online shooting game, an online game may be provided by providing a combat environment in a virtual space for characters manipulated by each user. In such an online shooting game, it is very important for the game to be immersed and interesting to quickly identify and shoot the enemy.

However, in the conventional online shooting game, a characteristic element for identifying an enemy character is not disclosed, and thus it is difficult to easily identify a Pia character from a game user's point of view, resulting in low immersion of the game or tiredness when playing the game. There is an additional inconvenience that the road must go up.

Therefore, in such an online shooting game, there is a demand for an interface that can be easily recognized for a Pia character, and also in the case of providing such an interface, there is a demand for low resource demand and stable game operation.

An object of the present invention is to provide an online shooting game providing technology which can recognize and display a friendly character and an enemy character dynamically according to a screen change of a game user in an online shooting game.

In addition, the present invention is to display to identify the friendly or enemy character, the identification display for the friendly character is displayed in conjunction with the rendering data of the friendly character and the identification display for the enemy character is displayed independently of the rendering data of the enemy character It is intended to provide an online shooting game providing technology that enables the game user to more clearly identify friendly and enemy characters.

In addition, the present invention is to give a character to the PIA identification flag to identify allies or enemy characters, by using less computational resources to identify the PIA online shooting game that can provide a quick PIA identification in real time We want to provide the technology provided.

Among the embodiments, the method for providing an online shooting game may be connected to a plurality of game clients through a network, and may provide a virtual online shooting game by controlling a plurality of characters in accordance with operations of the plurality of game clients. It is performed on the game provision server. The method for providing an online shooting game includes: (a) providing an online shooting game by setting a plurality of characters each controlled by a plurality of game clients associated with one game room as at least two mutually opposing teams and placing them in a predetermined virtual space; (B) for each of the plurality of game clients, recognizing at least one other character displayed in the game screen provided by the game client and identifying them as friendly or enemy forces; and (c) the identification result; Requesting the game client to grant a separate additional enemy rendering effect for at least one enemy character identified as an enemy.

In one embodiment, the step (b) is a step of checking whether there is at least one other character in the game screen provided for each of the plurality of game clients, if present, the overall shape of the other character is a predetermined field of view The method may include checking whether all of the obstacles are covered by the obstacle, and recognizing the character as the other character if at least a part of the overall shape of the character is not covered by the visual obstacle.

In an embodiment, the step (b) may further include identifying whether the corresponding character recognized as the other character is friendly or enemy using the team information set in the step (a).

In one embodiment, the step (c) is a separate additional enemy rendering effect to be displayed as superimposed on the rendering data of the character for the at least one enemy character, but calculated as an object independent of the rendering data of the character And controlling the game client to further grant.

In one embodiment, the separate additional enemy rendering effect is a border effect that is displayed in a predetermined color and thickness along the outline of the rendering image of the character or a corresponding character having a predetermined distance from the character and displayed independently. It is unique character identification information associated with, and may be at least one of a predetermined color, font, and flicker generated by combining them.

In an embodiment, the step (c) may include controlling the game client to give a friendly rendering effect expressed as an integral part of the rendering image of the character to the at least one friendly character identified as the friendly result. It may further include.

In one embodiment, the friendly rendering effect is represented by at least one of the strap, armband, and band attached to the character and may be set to have a color that is not the same as the enemy rendering effect.

Among the embodiments, the method for providing an online shooting game may be connected to a plurality of game clients through a network, and may provide a virtual online shooting game by controlling a plurality of characters in accordance with operations of the plurality of game clients. It is performed on the game provision server. The online shooting game providing method comprises the steps of: (a) setting a plurality of characters each controlled by a plurality of game clients associated with one game room as at least two mutually opposing teams, and (b) a plurality of belonging to the at least two teams. Assigning a pia identification flag to each of the characters, and (c) placing a plurality of characters separated by the at least two teams in a predetermined virtual space to provide an online shooting game, each of the plurality of game clients Requesting a rendering effect for at least one other character based on the PIA identification flag.

In one embodiment, the step (a) is a step of creating a new game room at the request of the first game client and for at least one game client entering the created new game room, the level of the character associated with the game client. And distributing the teams to reflect the information such that the summed level values of the at least two teams become the minimum values.

In an embodiment, the step (b) may include assigning a PIA identification flag set to have different values for each team, for each of the plurality of characters set to the at least two teams.

In an embodiment, the step (b) may include assigning a PIA identification flag set to a predetermined value only for at least one enemy character set as a hostile to the corresponding character for each of the plurality of characters set as the at least two teams. It may include.

In an embodiment, the step (c) may include, for each of the plurality of game clients, if at least one enemy character having a PIA identification flag identified as an enemy in the game screen provided by the game client exists. Controlling the game client to further impart additional additional enemy rendering effects for the enemy character.

In one embodiment, the enemy rendering effect is displayed as superimposed on the rendering data of the character for the at least one enemy character, but calculated as an object independent of the rendering data of the character, along the outline of the rendering image of the character It is an outline border effect displayed in a predetermined color and thickness or unique character identification information associated with the corresponding character displayed at a predetermined distance from the corresponding character, and is independently displayed, and at least one of a predetermined color, font, and flickering or a combination thereof Can be generated.

In an embodiment, the step (c) may include, for each of the plurality of game clients, if there is at least one friendly character identified as an alliance based on the pia identification flag in the game screen provided by the corresponding game client. The method may further include controlling the game client to give a friendly rendering effect that is expressed as a whole with the rendering image of the friendly character.

In one embodiment, the friendly rendering effect is represented by at least one of the strap, armband, and band attached to the character and may be set to have a color that is not the same as the enemy rendering effect.

Among the embodiments, the method for providing an online shooting game may be connected to a plurality of game clients through a network, and may provide a virtual online shooting game by controlling a plurality of characters in accordance with operations of the plurality of game clients. It is performed on the game provision server. The online shooting game providing method comprises the steps of: (a) setting a plurality of characters each controlled by a plurality of game clients to each other in a mutually hostile state and arranging them in a predetermined virtual space to provide an online shooting game; and (b) a plurality of games. Recognizing at least one other character displayed in the game screen provided by the game client in accordance with the progress of the online game, and requesting the game client to give a separate additional enemy rendering effect to each of the game clients of the game client. Steps.

Among the embodiments, the game providing server may be connected to a plurality of game clients through a network, and may provide a virtual online shooting game by controlling a plurality of characters in accordance with operations of the plurality of game clients. The game providing server may include a game providing controller, a pia identification manager, and a pia display controller. The game providing control unit controls to provide an online shooting game by interposing a plurality of game clients in a predetermined virtual space. The PIA identification management unit recognizes at least one other character displayed in the game screen provided by the game client to each of the plurality of game clients and identifies them as friendly or enemy. The PIA display control unit, in cooperation with the corresponding client, gives an additional additional enemy rendering effect to at least one enemy character identified as an enemy by the PIA identification management unit.

In an embodiment, the game providing controller generates the team information by setting the plurality of game clients to at least two mutually opposing teams, and provides the online game, and the PIA identification manager confirms the team information to determine the recognized at least one game. You can check whether one other character is an enemy.

In an embodiment, the game providing control unit sets the plurality of game clients to at least two mutually opposing teams to provide the online game, and the pia identification management unit includes a plurality of game belonging to the at least two teams according to the set team. Pia identification flags may be assigned to each of the characters.

In one embodiment, the PIA display control unit displays the at least one enemy character in a superimposed on the rendering data of the character, but the additional enemy rendering effect calculated as an object independent of the rendering data of the character. Can be given more.

In one embodiment, the separate additional enemy rendering effect is a border effect that is displayed in a predetermined color and thickness along the outline of the rendering image of the character or a corresponding character having a predetermined distance from the character and displayed independently. Is unique character identification information associated with, and may be generated by combining at least one or a combination of a predetermined color, font and flicker.

Among the embodiments, the recording medium records a program for executing the online shooting game providing method. The program may be connected to a plurality of game clients through a network, and may be driven in a game providing server capable of providing a virtual online shooting game by controlling a plurality of characters according to operations of the plurality of game clients. A program comprising: (a) a function of providing an online shooting game by setting a plurality of characters each controlled by a plurality of game clients associated with one game room as at least two mutually opposing teams and placing them in a predetermined virtual space, (b A function of recognizing at least one other character displayed in the game screen provided by the corresponding game client as an ally or an enemy for each of the plurality of game clients; and (c) as a result of the identification, being identified as an enemy. Separate wealth for at least one enemy character Including the ability to request your game client to give the effect of rendering the enemy.

Among the embodiments, the recording medium records a program for executing the online shooting game providing method. The program may be connected to a plurality of game clients through a network, and may be driven in a game providing server capable of providing a virtual online shooting game by controlling a plurality of characters according to operations of the plurality of game clients. A program comprising: (a) a function of setting a plurality of characters each controlled by a plurality of game clients associated with one game room into at least two mutually opposing teams, and (b) each of a plurality of characters belonging to the at least two teams. And (c) arranging a plurality of characters separated by the at least two teams in a predetermined virtual space to provide an online shooting game, and identifying the pia for each of the plurality of game clients. Render at least one other character based on the flag Includes the ability to request an effect.

Among the embodiments, the recording medium records a program for executing the online shooting game providing method. The program may be connected to a plurality of game clients through a network, and may be driven in a game providing server capable of providing a virtual online shooting game by controlling a plurality of characters according to operations of the plurality of game clients. A program comprising: (a) a function of providing an online shooting game by setting a plurality of characters each controlled by a plurality of game clients in a mutually hostile state and placing them in a predetermined virtual space, and (b) a plurality of game clients. For each, it includes a function for requesting the game client to recognize the at least one other character displayed in the game screen provided by the game client in accordance with the progress of the online game to give a separate additional enemy rendering effect. .

According to the present invention, in the progress of the online shooting game, there is an effect that the friendly character and the enemy character can be recognized and displayed differently from each other dynamically according to the screen change of the game user.

In addition, according to the present invention, in displaying to identify the friendly or enemy character, the identification display for the friendly character to be displayed in conjunction with the rendering data of the friendly character and the identification display for the enemy character is independent of the rendering data of the enemy character By displaying it, it is possible to identify the friendly and enemy characters more clearly from the game user's point of view.

In addition, according to the present invention, by assigning a PIA identification flag to the character to identify friendly or enemy characters, it is possible to identify the PIA using less computational resources, so that the PIA identification can be provided quickly and in real time. have.

1 is a reference diagram for explaining a game providing server and a game client according to the present invention.
2 is a block diagram illustrating an embodiment of a game providing server according to the present invention.
3 is a block diagram for explaining another embodiment of a game providing server according to the present invention.
4 is a flowchart illustrating an embodiment of an online shooting game providing method according to the present invention.
5 is a flowchart for explaining another embodiment of the online shooting game providing method according to the present invention.
6 is a flow chart for explaining another embodiment of an online shooting game providing method according to the present invention.
7 to 8 are reference diagrams for explaining examples of the enemy rendering effect according to the present invention.
9 to 10 are reference diagrams for explaining examples of a friendly rendering effect according to the present invention.
11 is a reference diagram illustrating an example of an On-Off setting interface of a PIA identification rendering effect according to the present invention.

The description of the present invention is merely an example for structural or functional explanation, and the scope of the present invention should not be construed as being limited by the embodiments described in the text. That is, the embodiments are to be construed as being variously embodied and having various forms, so that the scope of the present invention should be understood to include equivalents capable of realizing technical ideas.

Meanwhile, the meaning of the terms described in the present invention should be understood as follows.

The terms "first "," second ", and the like are intended to distinguish one element from another, and the scope of the right should not be limited by these terms. For example, the first component may be referred to as a second component, and similarly, the second component may also be referred to as a first component.

It is to be understood that when an element is referred to as being "connected" to another element, it may be directly connected to the other element, but there may be other elements in between. On the other hand, when an element is referred to as being "directly connected" to another element, it should be understood that there are no other elements in between. On the other hand, other expressions describing the relationship between the components, such as "between" and "immediately between" or "neighboring to" and "directly neighboring to", should be interpreted as well.

It should be understood that the singular " include "or" have "are to be construed as including a stated feature, number, step, operation, component, It is to be understood that the combination is intended to specify that it does not preclude the presence or addition of one or more other features, integers, steps, operations, elements, components, or combinations thereof.

In each step, the identification code (e.g., a, b, c, etc.) is used for convenience of explanation, the identification code does not describe the order of each step, Unless otherwise stated, it may occur differently from the stated order. That is, each step may occur in the same order as described, may be performed substantially concurrently, or may be performed in reverse order.

The present invention can be embodied as computer-readable code on a computer-readable recording medium, and the computer-readable recording medium includes all kinds of recording devices for storing data that can be read by a computer system . Examples of the computer-readable recording medium include a ROM, a RAM, a CD-ROM, a magnetic tape, a floppy disk, an optical data storage device, and the like, and also implemented in the form of a carrier wave (for example, transmission over the Internet) . In addition, the computer-readable recording medium may be distributed over network-connected computer systems so that computer readable codes can be stored and executed in a distributed manner.

All terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs, unless otherwise defined. Commonly used predefined terms should be interpreted to be consistent with the meanings in the context of the related art and can not be interpreted as having ideal or overly formal meaning unless explicitly defined in the present invention.

The online shooting game according to the present invention is an online shooting game based on multiple players, and is a game capable of providing a virtual battle between individual players or a team composed of players based on multiple connections of multiple players.

The online shooting game according to the present invention includes not only First-Person Shooting (FPS) in First Person but also Shooting Game by Fixed Third-Person Shooting (TPS). That is, according to an embodiment, the position of the camera may be provided to the character's field of view (FPS) or the third person view point (TPS) fixed behind the character.

According to an embodiment, the online shooting game according to the present invention may determine the winning team based on the round system or the infinite respawn system. For example, the online shooting game according to the present invention may include at least one round of the game, and provides a winning logic combining a point system based on a time limit and a score, a round score, and the like for the final winning team. can do.

1 is a reference diagram for explaining a game providing server and a game client according to the present invention.

The game providing server 100 may provide an online shooting game to a plurality of users (game clients) at the same time through a network environment.

The game providing server 100 may perform at least some real-time data exchange with the plurality of game clients 200 to provide an online shooting game. Such a game providing server 100 will be described in more detail below with reference to FIG. 2 to FIG.

The game client 200 is a game providing means that can be driven in the user terminal. The user terminal is a terminal having a central processing unit and a memory device, such as a PC, a tablet PC, a smart phone, and the like.

The game client 200 may access or maintain communication with the game providing server 100 and provide an online shooting game to the player.

According to the embodiment, the game client 200 may load at least a part of the game engine for driving the game. For example, at least some of the predetermined operations required to provide the online shooting game may be performed in the game client 200 for fast processing. In this embodiment, the game client 200 may provide the game providing server 100 with the result calculated by the game engine provided therein.

2 is a block diagram illustrating an embodiment of a game providing server according to the present invention.

2, the game providing server 100 may include a communication unit 110, a game providing control unit 130, a pia identification managing unit 140, and a pia display control unit 150. According to an embodiment, the game providing server 100 may further include a game room manager 120.

The communication unit 110 may set or maintain a communication environment for data communication with the game client 200 under the control of the game provision control unit 150. [

The game room manager 120 may manage a game room for providing an online shooting game.

The game room manager 120 may associate a plurality of game clients as one game room unit, and the game providing controller 150 may provide an independent online shooting game for each game room unit associated with the game rooms.

In one embodiment, the game room manager 120 may generate and store team information about the team in the game room when the team is organized in the game room under the control of the game providing controller 130.

In one embodiment, the game room manager 120 may automatically organize a team using the level information of the character. For example, the game room manager 120 may generate a new game room when the game room creation request is received from the first game client. The game room manager 120 reflects the level information of the character associated with the game client with respect to the at least one game client entering the created new game room, that is, the sum of the at least two teams (that is, the character belonging to the team). The character can belong to a specific team so that the sum of the level values) becomes the minimum value.

In one embodiment, the game room manager 120 may store a game room creation history. The game room creation history may include information about game clients participating in the game room. The game room manager 120 may automatically organize a team when a specific game room is generated based on the game room creation history. That is, each time the same team is performed, a predetermined team-related point may be calculated to be organized into the same team when playing together as the same team.

The game providing controller 150 may control other components of the game providing server 100 to provide an online shooting game to the game client 200.

The game providing control unit 150 may provide a waiting procedure for starting an online shooting game, and if the team formation is confirmed by the waiting procedure, one online game including the waiting persons (that is, one identical virtual space) Can participate in providing online games. Here, the game providing control unit 150 may perform a waiting procedure or a team formation procedure through the game room management unit 120.

The game providing control unit 150 may control at least one of the pia identification management unit 140 or the pia display control unit 150 to grant a pia identification rendering effect to a friendly character or an enemy character.

In one embodiment, the game providing control unit 150 may provide an On-Off setting for the PIA identification rendering effect. Here, when the PIA identification rendering effect is provided as a predetermined item, the game providing control unit 150 may control the item not to be exhausted when the PIA identification rendering effect is set to Off.

The game providing controller 150 may perform game processing for an attack between characters generated as the online game progresses. For example, if the character A is shot by the character A, the damage can be determined, and the health of the character B is reduced according to the determined damage, and if the health of the character B is 0, the death state can be determined. As another example, the game client of the character hit by the flares can be controlled to display the effect hit by the flares for a predetermined time.

In one embodiment, the game providing control unit 150 may provide a predetermined skill for characters participating in the game. In more detail, the game providing control unit 150 gives each character a predetermined point for an event in the game (for example, damaging the opponent or making it die) for each character, If the point is above a certain value, it can be controlled to use a skill (eg, shield, attack power increase, mobility increase, etc.).

In one embodiment, the game providing control unit 150 may provide at least one of an attack skill, a defense skill, and a movement speed increase skill. When the attack skill is activated, the character increases the attack value for a predetermined time, and in the case of the defense skill, the defense value increases for a predetermined time. When the movement speed skill is activated, the character increases the movement speed for a predetermined time.

In one embodiment, the game providing control unit 150 may set the movement speed of the character differently according to the attack items worn by the characters in the game. In more detail, the ranged or short range items may be different from at least one of hit ratio, range, damage, and weight, respectively, and the game providing control unit 150 checks the weapon of the attack item equipped with the character to move the speed of the corresponding character. Can be changed.

In one embodiment, the game providing control unit 150 may adjust the moving speed of the character by checking the weight of the changed weapon when the weapon mounted on the character is changed according to the operation of the game client 200. For example, heavier weapons, knives, attack guns, shot guns, and sniper guns can be set to heavier weights, and heavier weapons can be used to slow the movement of the character.

In one embodiment, the game providing controller 150 may provide map information (eg, a map, a summary map, etc.) for the virtual space where the current round is in progress. The game providing controller 150 may display location information of at least one of the same team characters or hostile team characters in the map information.

In one embodiment, when a game request is received from a specific player while the game is being provided, the game providing control unit 150 assigns the specific player to a specific team (eg, a team having a small number of team members, or a character level added to the team). Low teams) to be part of an ongoing game.

The PIA identification manager 140 may recognize at least one other character displayed in the game screen provided by the corresponding game client and identify each of the plurality of game clients as friendly or enemy forces.

In one embodiment, the PIA identification manager 140 may recognize the presence of another character in consideration of a visual obstacle in a virtual space provided in the game. For example, the PIA identification manager 140 checks whether at least one other character exists in the game screen provided for each of the plurality of game clients, and if present, the overall shape of the other character is determined by a predetermined visual obstacle. You can check if everything is covered. If at least a part of the overall shape of the character is not covered by the visual obstacle, the PIA identification manager 140 may recognize the character as another character. That is, the pia identification management unit 140 may recognize as another character even if only at least part of the shape of the character is exposed.

The PIA identification manager 140 may perform PIA identification on the character recognized as another character.

In one embodiment, the PIA identification management unit 140 may check the team information generated by the game providing control unit 130 or the game room management unit 120 to determine whether other characters are friendly or enemy forces.

In one embodiment, the PIA identification manager 140 may assign a PIA identification flag to the character to identify the PIA. For example, when a team is set, the pia identification management unit 140 may assign a pia identification flag to each of a plurality of characters belonging to at least two teams, and distinguish the pia for each character by using the assigned pia identification flag. Can be performed.

In one embodiment, the PIA identification manager 140 may assign a PIA identification flag for each team. For example, a pia identification flag of 11 may be set for a character belonging to team A, and a pia identification flag of 00 may be set for a character belonging to team B. FIG. The PIA identification management unit 140 may check the PIA identification flag of another character recognized on the screen of the character A belonging to Team A, and identify the other character as an enemy character if it is 00. In this embodiment, since only the number of characters belonging to the game room needs the PIA identification flag, when the number of characters belonging to the game room is less than a predetermined number, there is an effect that the storage space is low and the I / O processing is small, so that the identification can be performed quickly. .

In another embodiment, the PIA identification manager 140 may assign a PIA identification flag set to a predetermined value only for at least one enemy character set as a hostile team to the character. For example, assuming that the first to third characters belong to team A and the fourth to sixth characters belong to team B, the PIA identification manager 140 may be an enemy character for each of the first to sixth characters. You can set Pia identification flags only for. That is, the PIA identification manager 140 may set PIA identification flags for other characters for each character, but may set a predetermined value only for the enemy character. For example, the PIA identification manager 140 may set the first character. In this case, 11 values may be set to the pia identification flag for the fourth to sixth characters, and no value may be set to the pia identification flag for the second to third characters. In this embodiment, since each character has a PIA identification flag as many as the number of other characters, but has a Null value for allies, when linking the PIA identification flag values for an enemy character, when the number of characters entering the game room is large. There is an effect that can determine whether the enemy character faster than one embodiment.

In another embodiment, the pia identification manager 140 may check the number of characters belonging to the game room and select one of the above-described embodiments or another embodiment to set the pia identification flag. That is, the PIA identification management unit 140 checks the resources of the current game providing server 100 to calculate the number of threshold characters applicable to the above-described embodiment, and the number of characters belonging to the current game room to determine the number of threshold characters. If so, the PIA identification flag can be set using another embodiment described above.

The PIA identification management unit 140 may provide the PIA display control unit 150 with information about the friendly character or the enemy character identified for each game client.

The PIA display controller 150 may apply an additional additional enemy rendering effect to at least one enemy character identified as an enemy.

In one embodiment, the PIA display control unit 150 displays at least one enemy character in superimposed on the rendering data of the character, but is a separate additional enemy rendering effect calculated as an object independent of the rendering data of the character. The game client can be controlled to further grant.

Here, a separate additional enemy rendering effect can be computed as an object independent of the rendering data of the enemy character. For example, the enemy rendering effect may be (i) an outline border effect displayed in a predetermined color and thickness along the outline of the rendering image of the enemy character, or (ii) having a predetermined distance from the enemy character. Unique character identification information associated with a corresponding character to be displayed independently, the unique character identification information may be set to have a characteristic effect generated by combining at least one or a combination of preset colors, fonts and flicker.

In one embodiment, the PIA display control unit 150 may provide data for such additional additional enemy rendering effects directly to the game client.

In another embodiment, data for a separate additional enemy rendering effect may be pre-distributed and stored in the game client as an object independent of rendering data for the corresponding enemy character, and the PIA display control unit 150 may store the separate additional enemy rendering effect. The game client may be controlled to further provide object information of an additional enemy rendering effect to add an enemy rendering effect to the corresponding enemy character.

In one embodiment, the PIA display control unit 150 may apply a friendly rendering effect to friendly characters. Here, the friendly rendering effect can be expressed integrally with the rendering image of the friendly character. That is, the enemy rendering effect may be classified as an object independent from the rendering data of the enemy character, while the friendly rendering effect may be expressed integrally with the rendering image of the friendly character. For example, the friendly rendering effect may be expressed as at least one of a strap, an armband, and a band attached to the friendly character, and may be set to have a color that is not the same as the enemy rendering effect. That is, the friendly rendering effect may be expressed as at least a part of the rendering data of the friendly character in a level that can be identified with the enemy rendering effect itself.

This embodiment reflects the fact that due to the characteristics of the online shooting game, allies appear relatively on the screen while enemies appear for a short time but very important attention is required. In other words, the effect is given to a friendly character with a relatively small amount of resources, but it is sufficient to express it at a level that can be clearly identified with the enemy character.

In one embodiment, the PIA display control unit 150 sets the RGB (Red, Green, Blue) value of the friendly rendering effect and the RGB (Red, Green, Blue) value of the enemy rendering effect to the same value. It is possible to mix the two rendering effects differently. For example, the color of the enemy effect may be calculated by adding and mixing RGB values, and the color of the friendly rendering effect may be calculated by subtracting and mixing the same RGB values. This is because the additive blending and the subtracting blending have the same RGB values but actually have completely visually distinct colors, so that even one RGB value can provide sufficiently different color effects.

3 is a block diagram for explaining another embodiment of a game providing server according to the present invention. The configuration or operation of another embodiment of the game providing server disclosed in FIG. 3 will be omitted with the same or corresponding description as described above with reference to FIG. 2, but those skilled in the art will fully understand the other embodiment of FIG. I can understand.

The game providing server 100 disclosed in FIG. 3 may further include an item manager 160.

The item manager 160 may store or manage information on items owned by each game client.

In one embodiment, the PIA identification rendering provided in FIG. 3 may be applied when possessing a predetermined item (PIA identification item), and in this embodiment, the item manager 160 may have the game client carry the PIA identification item. It may be checked and provided to the game providing control unit 130. The game providing control unit 130 may control the pia identification management unit 140 and the pia display control unit 150 to provide pia identification rendering only to the game client having the pia identification item.

Hereinafter, an online shooting game providing method (hereinafter, referred to as a game providing method) will be described with reference to FIGS. 4 to 6. Since the game providing method to be described later is performed in the above-described game providing server 100, the contents corresponding to each other are not overlapped, but those skilled in the art can understand an embodiment of the game providing method according to the present invention from the above description. There will be.

4 is a flowchart illustrating an embodiment of an online shooting game providing method according to the present invention.

Referring to FIG. 4, in more detail with reference to an embodiment of the online shooting game providing method, the game providing server 100 at least mutually hostile a plurality of characters each controlled by a plurality of game clients associated with one game room. It can be set as two teams and placed in a predetermined virtual space to provide an online shooting game (step S410).

The game providing server 100 may recognize at least one other character displayed in the game screen provided by the game client, and identify each of the plurality of game clients as friendly or enemy (step S420).

If the identified result is identified as an enemy (step S430, yes), the game providing server 100 may request the game client to give an additional additional enemy rendering effect to at least one enemy character (step S440).

In an embodiment of step S410, when at least two mutually opposing teams are determined, the game providing server 100 may generate team information including identification information about at least one character belonging to each team.

In one embodiment for step S420, the game providing server 100 checks whether at least one other character exists in the game screen provided for each of the plurality of game clients, and if present, the overall shape of the other character. It is possible to confirm whether or not all of these are covered by the predetermined visual obstacle. The game providing server 100 may recognize the character as another character if at least a part of the overall shape of the character is not covered by the visual obstacle.

In an embodiment of step S420, the game providing server 100 may identify whether the corresponding character recognized as another character is friendly or enemy using the team information set in step S410.

In an embodiment for step S430, the game providing server 100 displays at least one enemy character in superimposed on the rendering data of the character, but is additional additionally calculated as an object independent of the rendering data of the character. The game client can be controlled to give more enemy rendering effects.

Here, the separate additional enemy rendering effect is (i) an outline border effect displayed in a predetermined color and thickness along the outline of the rendering image of the character or (ii) independently displayed with a predetermined distance from the character. Being unique character identification information associated with the corresponding character, it may be composed of at least one of having a characteristic effect generated by combining at least one or a combination of a predetermined color, font and flicker.

In one embodiment for step S430, the game providing server 100 identifies the at least one friendly character identified as a friendly, to give the friendly rendering effect that is expressed as an integral with the rendering image of the character. Can be controlled.

In this case, the friendly rendering effect is represented by at least one of a strap, an armband, and a band attached to the character, and may be set to have a color that is not the same as the enemy rendering effect.

5 is a flowchart for explaining another embodiment of the online shooting game providing method according to the present invention. Another embodiment illustrated in FIG. 5 relates to an embodiment in which a PIA identification flag is set for a character to perform PIA identification.

Referring to FIG. 5 in more detail with respect to an embodiment of the online shooting game providing method, the game providing server 100 is a plurality of characters each controlled by a plurality of game clients associated with one game room at least mutually at least It can be set to two teams (step S510).

The game providing server 100 may assign a pia identification flag to each of a plurality of characters belonging to at least two teams (step S520).

The game providing server 100 provides an online shooting game by placing a plurality of characters divided into at least two teams in a predetermined virtual space (step S530), and at least based on the pia identification flag for each of the plurality of game clients. It is possible to give a rendering effect to one other character (step S540).

In one embodiment of step S510, the game providing server 100 creates a new game room at the request of the first game client, and the character associated with the game client for at least one game client entering the created new game room. The teams may be distributed such that the sum of the at least two teams is the minimum value by reflecting the level information of.

In one embodiment of the step S520, the game providing server 100 may assign a PIA identification flag is set to have a different value for each of the plurality of characters set to at least two teams.

In another embodiment of the step S520, the game providing server 100, for each of the plurality of characters set to at least two teams, identification of the PIA set to a predetermined value only for at least one enemy character set to the host and the corresponding character You can give a flag.

In one embodiment for steps S530 through S540, the game provision server 100 may, for each of the plurality of game clients, have at least one enemy with a pia identification flag identified as an enemy in the game screen provided by that game client. If the character is present, the game client may be controlled to give additional enemy rendering effects to the enemy character.

Here, the enemy rendering effect is displayed superimposed on the rendering data of the character for at least one enemy character, and is calculated as an object independent of the rendering data of the character, and (i) outlines the rendering image of the character. At least one of a set color, typeface, and flicker, which is an outline border effect displayed in a predetermined color and thickness, or (ii) a unique character identification information associated with the character displayed independently and at a predetermined distance from the character. There are features that can have characteristic effects produced by combining them.

In one embodiment of steps S530 to S540, the game providing server 100 includes at least one of each of the plurality of game clients identified as allies based on the PIA identification flag in the game screen provided by the corresponding game client. If there is a friendly character of, the game client can be controlled to give a friendly rendering effect that is expressed as a whole with the rendering image of the friendly character.

In this case, the friendly rendering effect is represented by at least one of a strap, an armband, and a band attached to the character, and may be set to have a color that is not the same as the enemy rendering effect.

6 is a flow chart for explaining another embodiment of an online shooting game providing method according to the present invention. Another embodiment disclosed in FIG. 6 relates to an embodiment for an individual exhibition (eg, an example in which all characters other than themselves are set as hostile characters) rather than a team transition.

An embodiment of the online shooting game providing method will be described in more detail with reference to FIG. 6. The game providing server 100 sets a plurality of characters each controlled by a plurality of game clients to each other in a hostile state. It is possible to provide an online shooting game by placing in the virtual space of (step S610).

The game providing server 100 recognizes at least one other character displayed in the game screen provided by the corresponding game client to each of the plurality of game clients and grants a separate additional enemy rendering effect. The game client may be controlled to perform the operation (step S620).

7 to 8 are reference diagrams for explaining examples of the enemy rendering effect according to the present invention.

In FIG. 7, an example of providing an outline border effect to an enemy character is illustrated. As shown, the game providing server 100 may form a line with a predetermined color and thickness along the outline of the rendering image of the enemy character to provide the appearance Tetum effect.

8 illustrates an example of an enemy rendering effect that provides unique character identification information for an enemy character. As shown, the game providing server 100 has a predetermined distance from the enemy character and can independently provide unique character identification information. Such character identification information may be represented by an ID or a character name of an enemy character, such as the identification number 820 in the illustrated example, and the character identification information may be generated by combining at least one or a combination of predetermined colors, fonts, and flickers. Can have an effect. Identification number 810 shows notification character identification information which is one of character identification information generated when an enemy character appears. The notification character identification information may also provide a visually noticeable effect by applying at least one of a predetermined color, font, and flickering.

9 to 10 are reference diagrams for explaining examples of a friendly rendering effect according to the present invention.

In FIG. 9, an example of providing a friendly effect for a friendly character is shown. As shown, the game providing server 100 may express a friendly effect using the strap 910 or the strap 920 attached to the friendly character. Here, the friendly effect has the same color as the enemy rendering effect as described above.

10 is an example of the game display screen to which the friendly effect is applied, it can be seen that the friendly through the shoulder strap shining. As noted above, such friendly effects may be implemented as at least part of the rendering data of the friendly character.

11 is a reference diagram illustrating an example of an On-Off setting interface of a PIA identification rendering effect according to the present invention.

As shown in the example, the game providing server 100 may select to provide the PIA identification rendering effect 1110 from the game setting interface. This is to allow the user to directly apply whether to use the PIA according to the performance of the user terminal in which the game client is installed since a predetermined additional operation is essential for the PIA identification rendering effect.

It will be apparent to those skilled in the art that various modifications and variations can be made in the present invention without departing from the spirit or scope of the present invention as defined by the following claims It can be understood that

100: Game providing server
110:
120: game room management
130: game providing control unit
140: PIA identification management
150: PIA display control unit
160: Item management unit
200: Game Client

Claims (24)

A method of providing an online shooting game performed by a game providing server capable of connecting to a plurality of game clients through a network and controlling a plurality of characters according to operations of the plurality of game clients to provide a virtual online shooting game. To
(a) providing an online shooting game by setting a plurality of characters each controlled by a plurality of game clients associated with one game room as at least two mutually opposing teams and placing them in a predetermined virtual space;
(b) for each of the plurality of game clients, recognizing at least one other character displayed in a game screen provided by the game client and identifying them as friendly or enemy; And
(c) requesting the game client to grant a separate additional enemy rendering effect to at least one enemy character identified as an enemy as a result of the identification;
Online shooting game providing method comprising a.
2. The method of claim 1, wherein step (b)
Checking whether at least one other character exists in a game screen provided for each of the plurality of game clients;
If present, checking whether the entire shape of the other character is covered by a predetermined visual obstacle; And
Recognizing the character as the other character if at least a part of the overall shape of the character is not covered by the visual obstacle;
Online shooting game providing method comprising a.
The method of claim 1 or 2, wherein step (b)
And using the team information set in the step (a), identifying whether the corresponding character recognized as the other character is friendly or enemy.
2. The method of claim 1, wherein step (c)
Controlling the game client to display the at least one enemy character in a superimposed manner on the rendering data of the character, and to give a separate additional enemy rendering effect calculated as an object independent of the rendering data of the character. Online shooting game providing method comprising a.
The method of claim 4, wherein the additional additional enemy rendering effect is
An outline border effect displayed in a predetermined color and thickness along an outline of the rendered image of the character; or
Characterized by the character identification information associated with the character to be displayed independently and at a predetermined distance from the character, at least one of a predetermined color, font and flicker or generated by combining them How to provide a shooting game.
2. The method of claim 1, wherein step (c)
And controlling the game client to give the at least one friendly character identified as a friendly friend to the friendly rendering effect expressed as an integral part of the rendering image of the character. How to Provide.
The method of claim 6 wherein the friendly rendering effect
A method of providing an online shooting game, characterized in that it is represented by at least one of a strap, an armband, and a belt attached to a corresponding character and is set to have a color that is not the same as the enemy rendering effect.
A method of providing an online shooting game performed by a game providing server capable of connecting to a plurality of game clients through a network and controlling a plurality of characters according to operations of the plurality of game clients to provide a virtual online shooting game. To
(a) establishing a plurality of characters each controlled by a plurality of game clients associated with one game room as at least two mutually opposing teams;
(b) assigning a PIA identification flag to each of the plurality of characters belonging to the at least two teams; And
(c) providing an online shooting game by arranging a plurality of characters separated by the at least two teams in a predetermined virtual space, and providing each of the plurality of game clients with at least one other character based on the PIA identification flag. Assigning a rendering effect to the image;
Online shooting game providing method comprising a.
The method of claim 8, wherein step (a)
Creating a new game room at the request of the first game client; And
Distributing teams to at least one game client entering the created new game room such that the summed level values of the at least two teams become minimum values by reflecting level information of a character associated with the game client;
Online shooting game providing method comprising a.
The method of claim 8, wherein step (b)
And giving a PIA identification flag set to have different values for each team for each of the plurality of characters set to the at least two teams.
The method of claim 8, wherein step (b)
And providing, to each of the plurality of characters set as the at least two teams, a PIA identification flag set to a predetermined value only for at least one enemy character set as the host and the corresponding character. Way.
The method of claim 8, wherein step (c)
For each of the plurality of game clients, if there is at least one enemy character with a PIA identification flag identified as an enemy in the game screen provided by that game client, a separate additional enemy rendering effect for that enemy character. And controlling the game client to further grant the game.
13. The enemy rendering effect of claim 12, wherein
The at least one enemy character is displayed in superimposition on the rendering data of the character, and is calculated as an object independent of the rendering data of the character,
An outline border effect that is displayed in a predetermined color and thickness along the outline of the rendering image of the character or unique character identification information associated with the character that is independently displayed with a predetermined distance from the character. And flickering at least one or a combination thereof.
The method of claim 8, wherein step (c)
For each of the plurality of game clients, if there is at least one friendly character identified as friendly based on the PIA identification flag in the game screen provided by the corresponding game client, it is expressed integrally with the rendering image of the friendly character. And controlling the game client to give a friendly rendering effect.
The method of claim 14, wherein the friendly rendering effect is
A method of providing an online shooting game, characterized in that it is represented by at least one of a strap, an armband, and a belt attached to a corresponding character and is set to have a color that is not the same as the enemy rendering effect.
A method of providing an online shooting game performed by a game providing server capable of connecting to a plurality of game clients through a network and controlling a plurality of characters according to operations of the plurality of game clients to provide a virtual online shooting game. To
(a) providing an online shooting game by setting a plurality of characters each controlled by a plurality of game clients to each other in a hostile state and placing them in a predetermined virtual space; And
(b) Recognizing at least one other character displayed in the game screen provided by the game client with respect to each of the plurality of game clients, and granting a separate additional enemy rendering effect to the game game. Controlling the client;
Online shooting game providing method comprising a.
A game providing server capable of connecting to a plurality of game clients through a network, and controlling a plurality of characters respectively according to operations of the plurality of game clients to provide a virtual online shooting game.
A game providing controller for controlling a plurality of game clients to interoperate with each other and to provide an online shooting game by arranging them in a predetermined virtual space;
A PIA identification management unit for each of the plurality of game clients, recognizing at least one other character displayed in the game screen provided by the game client and identifying them as friendly or enemy; And
A PIA display control unit for providing an additional additional enemy rendering effect to at least one enemy character identified as an enemy by the PIA identification manager in association with the client;
Game provision server including
The method of claim 17, wherein the game providing control unit
Setting the plurality of game clients into at least two mutually opposing teams to generate team information to provide the online game,
PIA identification management
Checking the team information to determine whether the recognized at least one other character is an enemy.
The method of claim 17, wherein the game providing control unit
Setting the plurality of game clients to at least two mutually opposing teams to provide the online game,
The PIA identification management unit
According to the set team, the game providing server, characterized in that to assign a pia identification flag to each of the plurality of characters belonging to the at least two teams.
18. The apparatus of claim 17, wherein the pia display control unit
A game providing, wherein the at least one enemy character is displayed in superimposition on the rendering data of the character, and a separate additional enemy rendering effect calculated as an object independent of the rendering data of the character is provided. server.
The method of claim 20, wherein the additional additional enemy rendering effect is
An outline border effect displayed in a predetermined color and thickness along an outline of the rendered image of the character; or
The game is characterized in that it is unique character identification information associated with the character that is independently displayed and has a predetermined distance from the character, and is at least one of a predetermined color, font, and flickering, or a combination thereof. Provision Server.
A recording medium having recorded thereon a program for executing an online shooting game providing method,
The program may be connected to a plurality of game clients through a network, and may be driven in a game providing server capable of providing a virtual online shooting game by controlling a plurality of characters according to operations of the plurality of game clients. As a program,
(a) providing an online shooting game by setting a plurality of characters each controlled by a plurality of game clients associated with one game room as at least two mutually opposing teams and placing them in a predetermined virtual space;
(b) for each of the plurality of game clients, a function of recognizing at least one other character displayed in a game screen provided by the corresponding game client and identifying them as friendly or enemy forces; And
(c) requesting the game client to grant a separate additional enemy rendering effect to at least one enemy character identified as an enemy as a result of the identification;
And a recording medium.
A recording medium having recorded thereon a program for executing an online shooting game providing method,
The program may be connected to a plurality of game clients through a network, and may be driven in a game providing server capable of providing a virtual online shooting game by controlling a plurality of characters according to operations of the plurality of game clients. As a program,
(a) a function of setting a plurality of characters each controlled by a plurality of game clients associated with one game room as at least two mutually opposing teams;
(b) assigning a PIA identification flag to each of a plurality of characters belonging to the at least two teams; And
(c) providing an online shooting game by arranging a plurality of characters separated by the at least two teams in a predetermined virtual space, and providing each of the plurality of game clients with at least one other character based on the PIA identification flag. Requesting to grant a rendering effect to the object;
And a recording medium.
A recording medium having recorded thereon a program for executing an online shooting game providing method,
The program may be connected to a plurality of game clients through a network, and may be driven in a game providing server capable of providing a virtual online shooting game by controlling a plurality of characters according to operations of the plurality of game clients. As a program,
(a) a function of providing an online shooting game by setting a plurality of characters each controlled by a plurality of game clients in a mutually hostile state and placing them in a predetermined virtual space;
(b) Recognizing at least one other character displayed in the game screen provided by the game client with respect to each of the plurality of game clients, and granting a separate additional enemy rendering effect to the game game. The ability to request a client;
And a recording medium.
KR1020120100181A 2012-09-10 2012-09-10 Method for providing online shooting game and game operating server thereof KR20140034393A (en)

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Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20180097910A (en) 2017-02-24 2018-09-03 주식회사 나날이 Curved shooting method and apparatus in VR game
KR20220160409A (en) * 2021-05-27 2022-12-06 주식회사 엔씨소프트 Server that applies vision effects to characters in response to user input and its operation method
KR20230139583A (en) * 2022-03-28 2023-10-05 주식회사 엔씨소프트 Electronic device, method, and computer readable storage medium for displaying nickname according to language type

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20180097910A (en) 2017-02-24 2018-09-03 주식회사 나날이 Curved shooting method and apparatus in VR game
KR20220160409A (en) * 2021-05-27 2022-12-06 주식회사 엔씨소프트 Server that applies vision effects to characters in response to user input and its operation method
KR20230139583A (en) * 2022-03-28 2023-10-05 주식회사 엔씨소프트 Electronic device, method, and computer readable storage medium for displaying nickname according to language type

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