TWI245660B - Method and apparatus for providing on-line game - Google Patents
Method and apparatus for providing on-line game Download PDFInfo
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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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/352—Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
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- A63F13/12—
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- 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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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/75—Enforcing rules, e.g. detecting foul play or generating lists of cheating players
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/51—Server architecture
- A63F2300/513—Server architecture server hierarchy, e.g. local, regional, national or dedicated for different tasks, e.g. authenticating, billing
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/55—Details of game data or player data management
- A63F2300/5526—Game data structure
- A63F2300/5533—Game data structure using program state or machine event data, e.g. server keeps track of the state of multiple players on in a multiple player game
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5566—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/558—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/65—Methods for processing data by generating or executing the game program for computing the condition of a game character
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features 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
- A63F2300/8029—Fighting without shooting
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Abstract
Description
1245660 玖、發明說明: 【發明所屬之技術領域】 本發明係、有關-種線上遊戲裝置,尤係有關—種線上角 色扮演遊戲之裝置及方法,其中多個使用者可個別地摔縱 其角色(後文中稱為”使用者肖色,,,而與線上虛擬世界(後文 中稱為”虛擬世界Ί中之每—其他角色互動,而玩遊戲。 【先前技術】 在傳統的角色扮演遊戲中,個別的使用者玩遊戲時,係 個別地操縱其角色,並以與其他的使用者及使用者角色無 關之方式,只與遊戲伺服器提供的虛擬世界中提供之非扮 演角色(Non-Playing Character;後文中簡稱Npc)互動。Npc 包括諸如”怪物",而使用者角色應與怪物打鬥,以便繼續 進入-人卩白&。在某些現有的角色扮演遊戲中,一使用 者可產生其自己的多個角色,並發展每一使用者角色的角 色能力,以便在虛擬世界中玩遊戲。該能力包括一使用者 角色所屬的社會階級(例如平民、騎士、王族等)以及財產( 例如虛擬貨幣、武器、及其他項目)等的能力。一使用者角 色的能力決定了該使用者角色在一虛擬世界的活動。 諸如Blizard,Inc·所供應的,,星海爭霸”(,,Starcraft,,)等的 網路戰鬥遊戲與線上遊戲類似之處在於多個使用者在虛擬 世界遭遇,並可經由連線而同時進行遊戲,但不同之處在 於該等遊戲比較像是一次比赛的遊戲且並未接續先前的遊 戲。線上遊戲與網路戰鬥遊戲不同,係自一遊戲持續到後 O:\89\89445.DOC 2 1245660 續的迦戲。因此,在線上遊戲中’一使用者角色在一虛擬 界的此力通㊉係由該使用者玩到前一遊戲為止時的遊戲 結果所決定,且該能力係繼續存在於次一遊戲。 然而,先前技術有某些電玩業界—般所認為的缺點。在 傳統的線上遊戲中,可玩遊戲的使用者數目受到词服器容 量的限制。當使用者的數目超過硬體的容量時,熟習此項 技術者將選擇複數個飼服器來分擔使用者,以便提供線上 遊戲服矛力然而’—伺服器所提供的—虛擬世界完全不同 於其他飼服器所提供的那些虛擬世.界,且與其他飼服器所 提供的那些虛擬世界無關。複數個飼服器所提供的各虛擬 世界形成了 平行虛擬世界"’其中m所提供的一 虛擬世界不同於一不同的伺服器所提供的另-虛擬世界。 因此,在傳統的線上遊戲中,使用不同的飼服器之使用者 無法遭遇-虛擬世界中之另一使用者且_起玩遊戲’縱然 他們正在玩同一種遊戲也是如此。然而,當使用者增加時 ,使用者會想要測試其在虛擬世界的能力,以便知道盆 二T且進一步這些使用者想要其在其他飼服器提供的 〃錢世界中之能力。但是很不幸,傳統的線上遊戲系 統到目丽為止仍無法滿足此種要求。 然而,並不是像連接各飼服器以解決該問題這麼容易。 ^為母-词服器所提供的每一虛擬世界都是一個隔離的世 V該世界在政治上、經濟上、及社會上都已取得平衡 去因而如果在沒有適當的安排下容許不同健器令之使用 者進行互動,則將會摧毁該世界的秩序。 0 \89\89445. DOC 2 1245660 傳統的線上遊戲還有另-個缺點。某些傳統的線上遊戲 採用遊戲者對遊戲者(Player vs Player;簡稱ρνρ)系統,其 中各使用者角色係相互比賽。縱然ΡνΡ系統在因使用者積極 參與所產生的高真實性上優於其他的遊戲,但是也已產生 了一些嚴重的問題。某些使用者盜竊其他使用者角色的財 產項目’在ΡνΡ系統中作弊,並干擾虛擬世界中之秩序。此 外,某些使用者並不發展其在一虛擬世界中之本身角色, 而是代之以在真實的世界中購買其他使用者角色的財產項 目。因此’目前正有人建議必須對ΡνΡ系統作某種程序的限 制。然而’限制ΡνΡ系統時,將會導致剝奪了使用者角色的 自由’損害了㈣網路遊戲中各使用者角色可藉由互動而 進行遊戲的精神。 網際網路線上遊戲已在嘗試共享同—虛擬世界的前提下 發展了數年’但是跨越各虛擬世界的線上遊戲仍然尚未具 有可行性。 【發明内容】 有鑑於前文所述,本發明的一主要目的在於提供一種 於線上遊戲的高級系統及方法’該系統及方法可提供屬 不同伺服器所提供料同虛擬世界的各使用者間之互動 本發明可保留ΡνΡ系統的優點,1同時去除Ρνρ系統的不 效應’以便解決前文所述的問題。 本發明之另一目的在於提供一種遊戲裝置,該遊戲裝 可提供不同伺服器中的使用者間之互動,而不會影燮到 一使用者角色在該使用者角色所屬的虛擬世界中之能力 0 \89\89445.DOC 2 1245660 /此外本發明之一目的在於提供一種線上遊戲系統,該 系”已可將使用者角色的能力分成複數種等級,並讓在同一 寻級上的各使用者互動。 •為了達到上述的各項目的’本發明的—實施例中揭示了 破連接到複數個伺服器的一線上角色扮演遊戲裝置,苴中 每-词服n可提供—獨立的虛擬世界,該線上角色扮演遊 戲裝置包含:1245660 发明 Description of the invention: [Technical field to which the invention belongs] The present invention relates to an online game device, and more particularly to an online role-playing device and method, in which multiple users can individually indulge their roles (Hereinafter referred to as "user shaw,", and interact with the online virtual world (hereafter referred to as "virtual world" each-other characters, and play games. [Previous technology] In traditional role-playing games When an individual user plays a game, he or she manipulates his or her character individually, and in a manner unrelated to other users and user roles, only with non-playing characters (Non-Playing) provided in the virtual world provided by the game server. Character; hereinafter referred to as Npc) interaction. Npc includes such things as "monsters", and user characters should fight against monsters in order to continue to enter-person 卩 white & In some existing role-playing games, a user can Create its own multiple characters, and develop the character abilities of each user character to play games in the virtual world. This ability includes a user character Belonging to the social class (such as civilians, knights, royal families, etc.) and property (such as virtual currency, weapons, and other items), etc. A user role's ability determines the user role's activities in a virtual world. Blizard, Inc.'s online battle games (", Starcraft,", etc.) are similar to online games in that multiple users encounter in the virtual world and can play simultaneously through the connection , But the difference is that these games are more like a game of a game and do not continue from the previous game. Online games are different from online battle games, since a game lasts after O: \ 89 \ 89445.DOC 2 1245660 Therefore, in the online game, the power of a user character in a virtual world is determined by the game result of the user until the previous game, and the ability continues to exist in The next game. However, the prior art has some of the disadvantages commonly considered in the video game industry. In traditional online games, the number of users who can play a game is affected by the word server. Limitation of capacity. When the number of users exceeds the capacity of the hardware, those skilled in this technology will choose multiple feeders to share users in order to provide the power of online game services. However, '—provided by the server — virtual The world is completely different from those virtual worlds provided by other feeders, and has nothing to do with those virtual worlds provided by other feeders. Each virtual world provided by a plurality of feeders forms a parallel virtual world " ' One virtual world provided by m is different from another virtual world provided by a different server. Therefore, in traditional online games, users using different feeders cannot encounter-another one in the virtual world. Users also play games even if they are playing the same game. However, as the number of users increases, users will want to test their ability in the virtual world in order to know the pots of T and further these users want their ability in the money-saving world provided by other feeders. Unfortunately, traditional online gaming systems have not been able to meet such requirements until Miri. However, it is not as easy as connecting the feeders to solve the problem. ^ Each virtual world provided for the mother-word server is an isolated world. The world has been balanced politically, economically, and socially. Therefore, if different health devices are allowed without proper arrangements, The interaction of its users will destroy the order of the world. 0 \ 89 \ 89445. DOC 2 1245660 There is another disadvantage of traditional online games. Some traditional online games use a player-to-player (PvR) system, in which user roles are played against each other. Although the PvP system is superior to other games in terms of high realism generated by the active participation of users, it has also created some serious problems. Some users steal property items from other user roles' to cheat in the PvP system and interfere with the order in the virtual world. In addition, some users do not develop their own roles in a virtual world, but instead purchase property items of other user roles in the real world. So ‘someone is currently suggesting that some sort of procedural restriction must be imposed on the PvP system. However, 'restricting the PvP system will lead to the deprivation of the freedom of the user's character', which damages the spirit of each user's character in the online game that can be played by interaction. Internet online games have been developed for several years under the premise of trying to share the same virtual world. But online games that span virtual worlds are not yet feasible. [Summary of the Invention] In view of the foregoing, a main object of the present invention is to provide an advanced system and method for online games. The system and method can provide users in different virtual worlds provided by different servers. Interaction The present invention can retain the advantages of the PvP system, and at the same time remove the inefficiency of the Pvp system in order to solve the problems described above. Another object of the present invention is to provide a game device that can provide interaction between users in different servers without affecting the ability of a user character in the virtual world to which the user character belongs. 0 \ 89 \ 89445.DOC 2 1245660 / In addition, an object of the present invention is to provide an online game system. The system "has been able to divide the capabilities of user characters into multiple levels, and let each user on the same level Interactions • In order to achieve the above-mentioned items, the embodiments of the present invention disclose an online role-playing game device connected to a plurality of servers, each of which can provide-independent virtual world, The online role-playing game device includes:
(a)谷許來自一使用者的存取之構件; ⑻接收構件’用以自錯存了與被容許存取的使用者的使 用者角色有關的資訊之—舰器接收與該使用者的使用者 角色有關之資訊; ⑷針對複數個使用者而重複該構件⑷及⑻的功能之構 件;以及 ⑷在該等複數個使用者的使用者角色之間提供線上遊 戲之構件。 為了進-步達到上述目的,本發明的一線上角色扮演遊 戲裝置提供了—種藉由耗合複數個伺服器而提供線上遊戲 之方法中每-伺服器提供了-獨立的虛擬空間,該方 法包含下列步驟·· (a)容許來自一使用者的存取; ⑻自儲存了與被容許存取的使用者的使用者角色有關 的資訊之-伺服器接收與該使用者的使用者角色有關之資 訊; ' ⑷針對複數個使用者而重複該步驟⑷及該步驟(b);以及 0 \89\89445 IXK' 2 1245660 (d)在δ亥等複數個使用者的使用者角色之間提供線上遊 戲。 為了進一步達到上述目的,本發明的一線上角色扮演遊 戲裝置提供了-種電腦可讀取的媒體,該電腦可讀取的媒 體儲存了電腦可執行的指令,用以藉由耦合複數個伺服器 而提供線上遊戲,#中每—伺服器提供了—獨立的虛擬空 間,該等指令執行下列步驟: (a) 容許來自一使用者的存取; (b) 自儲存了與被容許存取的使用者的使用者角色有關 的資汛之伺服為接收與該使用者的使用者角色有關之資 訊; ' ⑷針對複數個使用者而重複該步驟⑷及該步驟⑻,·以及 (d)在該等複數個使用者的使用者角色之間提供線上遊 戲。 【實施方式】 將易於了解:可以多種不同的組態來配置並設計在圖式 及伴隨的文字所大致示出及說明的本發明之組件及步驟, 且係仍然採用本發明的觀念。因此,在下文中,如圖1至7 以及伴隨的文字所代表的對本發明的系統及方法的較佳實 例之更σ羊細㈣5兒明之用意、並非限制如申請專利範圍所聲 明的本發明之範圍,而只是代表了本發明之較佳實施例。 本發明可由若干伺服器提供基本的線上遊戲,其中每一 祠服器提供-獨立的虛擬世界,且每一飼服器上的使用者 可同時經由各結合的伺服器而在各使用者之間進行線上遊 O:\89\89445 DOC 2 1245660 戲。屬於各獨立的伺服器的各使用者間之—基本形式的線 上遊戲是團隊競賽’且每一團隊亦可與Npc比賽。為了平 衡各團隊的戰鬥力,隸據使用者角色的能力而提供複數 個遊戲頻道’且有時也施加處罰。因此,根據本發明,屬 於各獨立的㈣器之使用者可—起玩線上遊戲,並確認其 本身在各虛擬世界的位階。因為根據本發明的遊戲之結果 並^會影響到使用者角色在該使用者所屬的每—祠服器中 之能力’所以使用者可享有PvP遊戲的優點,但不會有失掉 其在每-飼服器環境中到模前所發展出來的能力及財產項 目之風險,因而解決了PvP在每—獨立的虛擬空間所引發之 問題。因此,可將藉由耦合各獨立飼服器而提供新型線上 迦戲的本發明之技術組態應用於諸*Nc s〇ft he.所供應 的天堂("Lineage”)及熟習此項技術者所習知的其他類型 之線上遊戲。 、 下文t將參照圖丨至7而詳細說明根據本發明而管理線上 遊戲之方法及哀置。若茶照各圖&,將可更易於了解本發 明的較佳實施例’而在所有該等圖式中,係、以相同的代號 標示類似的元件或步驟。 圖1不出根據本發明的一較佳實施例而提供線上遊戲的 一系統組態之一概觀。系統(100)包含使用者用來連線使用 線上遊戲的複數個用戶端(la-ln)、以及在該線上遊戲中用 ; 矛力的線上遊戲伺服器部分(5)。係經由網路而連 接X等複數個用戶端(la_ln)及該線上遊戲伺服器(5),而該 網路可支援諸如網際網路、區域網路(LAN)、無線網路、電 O:\89\89445.DOC2 -10- 1245660 話網路、及其他網路連線等的各遊戲通訊協定。 母一用戶端對應於諸如安裝在一PC上的-遊戲用戶端。 -使用者經由其中—個用戶端(u_in)而連線到線上遊戲饲 服"⑺’並傳送用來操縱—使用者角色之命令。用戶端 (W、、:由網路(3)而連線到遊戲伺服器部分(5)。該遊戲 飼服器包含若干—般伺服器⑽a_5Qin)及若干連線飼服器 (503a-5〇3n)e —般伺服器(5〇ia_5()⑻提供線上遊戲,且每(a) Guxu access component from a user; ⑻Receiving component 'is used to misstore information related to the user role of the user who is allowed access—the ship receives Information about user roles; ⑷ components that repeat the functions of the components ⑷ and ⑷ for multiple users; and ⑷ components that provide online games between the user roles of the multiple users. In order to further achieve the above-mentioned objective, the online role-playing game device of the present invention provides a method for providing an online game by consuming multiple servers. Each method provides an independent virtual space. Contains the following steps ... (a) Allow access from a user; ⑻ Stores information related to the user role of the user who is allowed access-the server receives information about the user role of the user Information; '重复 repeat this step for multiple users and step (b); and 0 \ 89 \ 89445 IXK' 2 1245660 (d) provided between the user roles of multiple users, such as delta Online games. In order to further achieve the above object, the online role-playing game device of the present invention provides a computer-readable medium that stores computer-executable instructions for coupling a plurality of servers In order to provide online games, each of the # servers—separate virtual space, these instructions perform the following steps: (a) allow access from a user; (b) self-stored and allowed access The information server related to the user role of the user receives information related to the user role of the user; '' Repeat this step for a plurality of users ⑷ and this step ⑻, and (d) in the Wait for multiple users to offer online games between user characters. [Embodiment] It will be easy to understand that the components and steps of the present invention generally shown and described in the drawings and accompanying text can be configured and designed in a variety of different configurations, and still use the concept of the present invention. Therefore, in the following, as shown in Figures 1 to 7 and accompanying text, the intention of the preferred embodiment of the system and method of the present invention is more detailed, and it is not intended to limit the scope of the invention as claimed in the scope of the patent application. , But only represents the preferred embodiment of the present invention. The invention can provide basic online games by several servers, wherein each temple server provides an independent virtual world, and the users on each feeder can simultaneously pass between the users through the combined servers. Perform the line upstream O: \ 89 \ 89445 DOC 2 1245660 play. Among the users belonging to each independent server-the basic form of online game is a team competition 'and each team can also compete with Npc. In order to balance the combat effectiveness of each team, a number of game channels are provided according to the capabilities of the user characters, and penalties are sometimes imposed. Therefore, according to the present invention, a user who belongs to each independent device can play online games and confirm his own rank in each virtual world. Because the result of the game according to the present invention does not affect the ability of the user character in each ancestral server to which the user belongs, the user can enjoy the advantages of the PvP game, but there will be no loss in every- The capability and property risks developed in the feeder environment before the mold, thus solving the problems caused by PvP in each and every independent virtual space. Therefore, the technical configuration of the present invention, which provides a new type of online game by coupling the independent feeders, can be applied to " Lineage "provided by * Nc s〇ft he. And familiar with this technology Other types of online games known to the user. The method and management of online games according to the present invention will be described in detail below with reference to Figures 7 to 7. If the tea photos & A preferred embodiment of the invention 'and in all of these drawings, similar elements or steps are labeled with the same code. Figure 1 shows a system group for providing online games according to a preferred embodiment of the present invention. An overview of the state. The system (100) includes a plurality of clients (la-ln) used by the user to connect and use the online game, and the online game server part (5) used in the online game. It is connected to a plurality of clients (la_ln) such as X and the online game server (5) via a network, and the network can support such as the Internet, a local area network (LAN), a wireless network, and an O: \ 89 \ 89445.DOC2 -10- 1245660 words network, and other Each game communication protocol such as network connection. The parent-client corresponds to, for example, a game client installed on a PC.-The user connects to the online game server via one of the clients (u_in). ; ⑺ 'and send commands for manipulation—user roles. The client (W ,,: connected to the game server (5) by the network (3). The game feeder includes several general servers Device (a_5Qin) and several connected feeders (503a-5〇3n) e-general server (50a_5 ()) provides online games, and each
飼服。。可s理_獨立的虛擬世界。每—遊戲飼服器可提 i來自數千使用者的多個存取,且將相同的虛擬世界提供 、口每使用者。使用者只能經歷到其所屬的伺服器提供之 虛擬世界,但無法經歷到其他伺服器所提供的虛擬世界。 連線飼服器(5〇3a-503n)提供該等一般飼服器(5〇la_5〇in) 間之互動,而每一一般伺服器(5〇la_5〇ln)將一獨立的虛擬 世界提供給連線到一般伺服器(5〇la_5〇ln)的使用者。各使 用者可經由連線伺服器(503a_5〇3n)而與經由一不同的一般 伺服器連線到連線伺服 對戰。 器(503a-503η)之其他使 用者互動或Feeding. .可 理 _ Independent virtual world. Each game feeder can provide multiple accesses from thousands of users, and provide the same virtual world for each user. Users can only experience the virtual world provided by the server to which they belong, but they cannot experience the virtual world provided by other servers. The connected feeders (503a-503n) provide interaction between these general feeders (50la_50in), and each general server (50la_50in) will provide an independent virtual world For users connected to general servers (50la_50ln). Each user can play against the connection server via a connection server (503a_503), and connect to the connection server via a different general server. (503a-503η) other user interactions or
下文中將參知、圖2至4而詳細說明用戶端(1 a-1 η)及伺服器 部分(5)之組態。 現在請參閱示出用戶端(1 a-1 η)的一組態之圖2,可諸如在 pc上安裝線上遊戲程式而產生用戶端(la-ln)。如圖2所示, 用戶^(la-ln)包含一用來處理來自使用者及词服器(5)的 命令之遊戲用戶端(2 10)、用來更新使用者的遊戲程式之一 更新用戶端(220)、以及用來經由網路(3)而與伺服器部分 0 \89\89445.DOC 2 -11 - 1245660 進行貝料通訊之一通訊模組(230)。 遊戲用戶端(2 10)執行應被使用者端電腦執行以供遊戲 "貝進仃的功此’该等功能包括:根據自一伺服器接收的 資訊而重新配置一使用者螢幕;以及將自-使用者接收的 輸入傳送到一伺服器。 更新用戶端(220)自伺服器⑺接收更新資訊,並更新遊戲 用戶端(210)。例如,使用者可增加其購買該遊戲時尚未存· 在的新的虛擬世界、角色、及財產項目。如果更新用戶端· (220)接收用來顯示此種虛擬世界及角色的資訊,則更新用| 鈿(〇)更新遊戲用戶端(2 1 〇),使該遊戲用戶端能夠轉譯 新的資訊。 圖3不出以一更新伺服器(310)(圖1的伺服器部分中並 未不出)及更新用戶端(220)更新遊戲程式的一程序。一旦一 使用者^始一遊戲之後,更新用戶端(220)在遊戲用戶端 (〇)之&先啟動且存取伺服器(5)。更新用戶端(220)將自伺 艮器(5)接收的袁新播案之時戳(time stamp)傳送到更新 伺服為(3 1 〇) °更新飼服器(3 1 〇)使用該時戳來決定要將哪些 槽案傳送到該用戶端1後傳送該等槽案。換言之,將I ’ 次更新過使用者端程式之後被更新的槽案自該伺服器傳送’ 到β用戶端。更新用戶端(22())接收所有必須的槽案,並將 這些槽案安裝到使用者電腦中,而使遊戲用戶端(21〇)能夠 識別新的“案。在更新程序結束之後,遊戲用戶端(2工〇)可 轉#來自伺服器(”的與新的虛擬世界及角色有關之命令, 並採取適當的行動。 O:\89\89445.DOC 2 •12- 1245660 通讯杈組(230)經由諸如網際網路而進行通訊。係經由通 訊杈組(230)而執行與各伺服器間之所有通訊。換言之,係 經由通汛杈組(230)而傳送自使用者至伺服器的輪入、及自 伺服器至遊戲用戶端的資訊。在本發明的一較佳實施例中 ,該通訊模組可支援傳輸控制協定/網際網路通訊協定 (Transmission Control protocol/Internet Pr〇t〇c〇1 ;簡稱 TCP/IP)規格。 圖4是一般伺服器(5〇la_5〇ln)及連線伺服器(5〇3a_5〇h) 的組悲之一方塊圖。一般伺服器(5〇la_5〇ln)及連線伺服器 (5 03a-5 03n)包含都包含一遊戲管理主模組(42〇)、一 模 組(430)、一 NPC DB(43 5)、一遊戲管理 DB(445)、一 身分鑑 定模組(460)、及一使用者〇Β(455)。然而,在一般伺服器 (501)及連線伺服器(5〇3)中,每一DB中儲存的資訊以及每 一模組的功能是完全不同的。下文中將先說明一般伺服器 (501a-501n)的組件,然後將說明連線伺服器(5〇3a_5〇3n)的 組件。 一 NPC模組(430)負責根據某些規則而產生若干Npc。 NPC DB(435)儲存與NPC有關各種資訊,該等資訊包括諸如 母一 NPC的角色、可能攻擊模式、相關項目、及形狀等與 NPC有關之一般資訊、以及與被啟動的npc的數目、種類、 及位置有關之資訊。可將一暫時性檔案或一資料庫槽案中 之資訊儲存在諸如隨機存取記憶體(Randorn Access Memory ;簡稱RAM)、硬碟、及快閃記憶體等的儲存裝置 中。然而’本發明的一較佳實施例被配置成將與被啟動的 O:\89\89445.DOC 2 -13- 1245660 各NPC有關之資訊儲存在一伺服器記憶體中,而非儲存在 檔案中DB中,以便加速遊戲處理。 遊滅管理D B (4 4 5)儲存諸如遊戲壞境、使用者角色、使 用者角色的目前位置、每一角色的點數(能力值)、及財產項 目的資訊與遊戲進行有關之各種資料。當一遊戲結束時, 一般伺服器(50 la-50 In)中之每一遊戲管理DB(445)儲存與 因遊戲的結果而改變的虛擬世界有關之資訊,而讓使用者 能夠繼續在虛擬世界中進行遊戲。 使用者DB(455)儲存各存取一般伺服器(50 la-5 01 η)的使 用者之各種資訊。當使用者存取該伺服器時,身分鑑定模 組(460)接收使用者所輸入的一識別碼及一密碼,並證實該 使用者是否已合法登錄。因為每一個一般伺服器 (501a-501n)都供一獨立的虛擬世界,所以每一個一般伺服 器只將其管理的使用者之私人資訊儲存在使用者DB(455)。 被耦合到一對應的用戶端(1)之遊戲管理主模組(42〇)管 理整個遊戲。因為每一個一般伺服器(5〇la_5〇i㈠是獨立的 所以每遊戲官理主模組(420)只管理其所在伺服器中之 遊戲。 仍/,、、: #參閱圖4,現在將說明連線伺服器(5〇3a_5〇3n)的一 組態。因為連線伺服器(503)提供了連線到不同伺服器的使 用者角色可遭遇且可一起玩遊戲的一虛擬世界,所以連線 伺服器(503a-5〇3n)在DB中所儲存的資訊及遊戲管理主模 組的作業等方面是不同於一般伺服器(MW,)。然而, NPC核、’且(43 0)及NPC DB(43 5)執行與一般伺服器(5〇1)中所 O:\89\89445.DOC 2 -14- 1245660 執行的幾乎相同之功能。雖然連線伺服器(5〇3)所提供的各 NPC可旎與一般伺服器(5〇 1)所提供的那些NpC完全不同, 但是可使連線伺服器(503)與一般伺服器(5〇1)的各Npc模 組及NPC DB同步,以便使用一般伺服器(5〇1)的該等Npc。 通訊模組(410)經由網路而提供用戶端(丨^丨”與一般伺 服為' (501a-501n)間之通訊。 連線伺服器(503a-503n)中之遊戲管理DB(445)儲存遊戲 期間所得到的各種資訊、及一遊戲的結果。當一遊戲在進 行中時,遊戲管理DB(445)以與在一般伺服器中幾乎相同之 方式作業。然而,因為連線伺服器(5〇3 a-5 03η)的一主要目 的並不是提供具有延續性的虛擬世界,而是提供來自一般 祠服為(50 la-501 η)的使用者可以其本身的能力相互競爭之 遭遇場所,所以在一遊戲結束時可刪除遊戲管理db(445) 中儲存的資訊,且只持續地儲存並管理諸如每一使用者的 赢輸結果等的必須資訊。 因為連線伺服器(503a-503n)中之使用者DB(455)及身分 鑑定模組(460)應可容許來自登錄到一般伺服器 (5 01 a-5 01 η)的所有的使用者之存取,並提供遊戲給各使用 者,所以必須使使用者DB(455)及身分鑑定模組(46〇)管理 與所有使用者有關的資訊。雖然連線伺服器(5〇3^5〇311)可 將登錄到一般伺服器(501a-501n)的所有使用者之資訊儲存 在其本身的使用者DB(455),並管理該等資訊,但是可使 連線伺服器(503a-503n)與一般伺服器(5〇la-501n)中之每一 使用者DB同步,以便管理使用者資訊。雖然在連線伺服器 O:\89\89445.DOC2 -15 - 1245660 (503a-503η)自一使用者接收到一識別碼及一密碼時,可利 用連線伺服器(503a-503n)的使用者DB(455)中儲存的資訊 來證實使用者的身分,但是連線伺服器(5〇3a_5〇3n)可將使 用者資訊傳送到一般伺服器(5〇la-5〇ln),以便經由一般伺 服器(501a-50in)中之身分鑑定模組(46〇)而進行使用者身 分鑑定。 連線伺服器(503a-503n)中之遊戲管理主模組(42〇)管理 連線伺服器(503a-503n)中之整個遊戲。然而,連線伺服器 (503a-503n)中之遊戲管理主模組(42〇)與一般伺服器 (501a-501n)中之那些遊戲管理主模組(42〇)不同,不只是與 用戶端(la-In)同步,而且也經由網路而與一般伺服器 (501a-501n)同步,這是因為連線伺服器(5〇3a-5〇3n)中之遊 戲管理主模組(420)應提供各一般伺服器(5〇la-5〇ln)間之 連線。一旦經由其中一個連線伺服器(5〇3a-5〇3n)而開始一 遊戲之後,使連線伺服器(5〇3a-503n)中之遊戲管理主模組 (420)與一般伺服器(501a_501n)中之遊戲管理主模組(42〇) 同步,並向一般伺服器(5〇la-501n)要求諸如誰參加該遊戲 及其他可能產生的資訊等的資訊。一般伺服器(5〇la_5〇ln) 中之遊戲管理主模組(420)回應該要求,而擷取其本身的遊 戲管理DB,並將對應的使用者角色資訊傳送到連線伺服器 (503a-503n)中之遊戲管理主模組(42〇)。連線伺服器 (503a-503n)中之遊戲管理主模組(42〇)將該使用者角色資 吼儲存在其遊戲管理DB(445)。如將於下文中更詳細說明的 ,該遊戲管理主模組亦執行決定每一使用者可參與的遊戲 O:\89\89445.DOC 2 -16- 1245660 1在請參間圖5 例t 一遊戲程序。 一流程圖示出 根據丰發明的一較佳實 施 、例如,如果一使用者在步驟(Sl〇)執行其pc上的一遊戲程 式,則一用戶端運綠到連踝伺服器(5〇3a-5()3n)。一旦該用 戶端與連線伺服器(503^50311)連接之後,用戶端(u)中之更 y用戶M220)可在步驟(Si5)巾存取更新伺服器(3 1Q),並接 收更新的程式元件。當更新結束時,遊戲用戶端(21〇)被連 接到連線伺服器(503a-503n),而連線伺服器(5〇3a-5〇3n)又 在y WS2G)中要求使用者身分定。當該使用者回應該使 用者身分鑑定要求而輸入一識別碼及一密碼時,身分鑑定 模組(460)擷取使用者DB(455)中之資訊,以便證實該使用 者是否已合法登錄。當該使用者被授權時,即容許該使用 者連線使用該遊戲。現在連接到連線伺服器(5〇3a_5〇3㈡的 該使用者選擇其用來存取連線伺服器(5〇3a_5〇3n)的一般伺 服器(5 0 la-50 In)、以及其將使用的角色。在該選擇之後, 使連線伺服器(503a-503n)中之遊戲管理主模組(42〇)與一 般伺服器(50 la-501n)的一所選擇一般伺服器中之遊戲管理 主模組同步,以便接收對應的使用者資訊。所接收的角色 資訊被儲存在連線伺服器(5〇3a-5〇3n)中之遊戲管理 DB(445)。遊戲管理主模組(42〇)評估所接收的使用者角色能 力,並儲存該資訊以及所接收的角色資訊。當使用者選擇一 頻道時,係將該使用者角色能力用來調整遊戲的平衡。 在選擇一使用者角色之後,該使用者可在步驟(S3〇)中選 O:\89\89445.DOC 2 -17- 1245660 擇5亥虛擬世界中其將進入的頻道。圖6更詳細地示出選擇一 頻道之程序。因為係根據使用者角色的能力而將頻道分類 ,所以使用者可在適合其角色能力的虛擬世界中玩遊:。、 因為,線飼服器(503a_503n)提供了已在各獨立的虛擬:界 中成長的各使用者可相互碰面的碰面場所,所以彼此都知 道連線到該等連線飼服器的使用者之能力。這些使用:的 能力是不平衡的,且是完全不同的。然而,藉由提供適合 其角色能力的頻道,各使用者即可在適合其角色能力的虛 Μ世界中旱受遊戲。如果一使用者選擇了高於其能力的— 級別之-頻道,則該使用者报有可能與能力優於該使用者 的角色能力之使用者角色玩遊戲。相反地,如果-使用者 選擇了低於其能力的-級別之一頻道,則該使用者很有可 能與能力劣於該使用者的角色能力之使用者角色玩遊戲。 在後-種情形中,可對該❹者施加某—處罰(例如,降低 使用者角色的速度)。The configuration of the client (1 a-1 η) and the server (5) will be described in detail below with reference to FIGS. 2 to 4. Now referring to FIG. 2 showing a configuration of the client (1 a-1 η), the client (la-ln) can be generated, such as by installing an online game program on a pc. As shown in FIG. 2, the user ^ (la-ln) includes a game client (2 10) for processing commands from the user and the server (5), and one of the game programs for updating the user. The client (220) and a communication module (230) for communicating with the server part 0 \ 89 \ 89445.DOC 2 -11-1245660 via the network (3). The game client (2 10) executes the functions that should be performed by the client computer for the game " Beijing's functions. These functions include: reconfiguring a user screen based on information received from a server; and Input received from the user is transmitted to a server. The update client (220) receives the update information from the server and updates the game client (210). For example, the user may add new virtual worlds, characters, and property items that did not already exist when the game was purchased. If the update client (220) receives the information used to display such a virtual world and character, the update client updates the game client (2 1 0) with || (〇) so that the game client can translate the new information. Figure 3 shows a procedure for updating the game program with an update server (310) (not shown in the server part of Figure 1) and the update client (220). Once a user ^ starts a game, the update client (220) starts & accesses the server (5) in the & of the game client (0). The update client (220) transmits the time stamp of the Yuan Xin broadcast case received from the server (5) to the update server as (3 1 0) ° The update feeder (3 1 0) uses the time stamp to Decide which slots to send to the client 1 and send those slots. In other words, the slots updated after the client program has been updated I 'times are sent from the server' to the beta client. The update client (22 ()) receives all necessary slots and installs them into the user's computer, so that the game client (21) can recognize the new "case." After the update process is completed, the game The client (2 工 〇) can transfer # the commands related to the new virtual world and role from the server (”and take appropriate action. O: \ 89 \ 89445.DOC 2 • 12-1245660 Communication Group ( 230) Communication via, for example, the Internet. All communication with each server is performed via the communication branch group (230). In other words, communication from the user to the server is performed through the flood branch group (230). Rotation and information from the server to the game client. In a preferred embodiment of the present invention, the communication module can support the Transmission Control Protocol / Internet Protocol (Internet Protocol). 〇1; abbreviated TCP / IP) specification. Figure 4 is a block diagram of the general server (50la_50) and the connection server (503a_50h). General server (50a_5 〇ln) and the connection server (5 03a-5 03n) both include a game Management main module (42), a module (430), an NPC DB (43 5), a game management DB (445), an identification module (460), and a user 〇 (455) However, in the general server (501) and the connection server (503), the information stored in each DB and the function of each module are completely different. The general server ( 501a-501n), and then will explain the components of the connection server (503a_503n). An NPC module (430) is responsible for generating a number of Npc according to certain rules. NPC DB (435) storage is related to NPC Various types of information, including general NPC-related information such as the role of the parent-NPC, possible attack modes, related items, and shapes, and information related to the number, type, and location of the NPCs that are activated. Information in a temporary file or a database slot is stored in a storage device such as a random access memory (Randorn Access Memory; RAM), a hard disk, and a flash memory. However, 'a The preferred embodiment is configured to start with O: \ 89 \ 89445.DOC 2 -1 3- 1245660 Information related to each NPC is stored in a server memory, rather than in a file DB to speed up game processing. The kill management DB (4 4 5) stores information such as game environment, user roles, The user's character's current position, each character's points (capacity value), and various items of information about the property and the progress of the game. When a game is over, each game management DB (445) in a general server (50 la-50 In) stores information related to the virtual world changed as a result of the game, so that users can continue to play in the virtual world. Playing games. The user DB (455) stores various information of each user accessing the general server (50 la-5 01 η). When the user accesses the server, the identity authentication module (460) receives an identification code and a password input by the user, and confirms whether the user is legally logged in. Because each general server (501a-501n) provides an independent virtual world, each general server only stores the private information of the users it manages in the user DB (455). The main game management module (42), which is coupled to a corresponding client (1), manages the entire game. Because each general server (50la_50i㈠) is independent, each game management main module (420) only manages the games in its server. Still / ,,,: #See Figure 4, which will now be explained A configuration of the connection server (503a_503n). Because the connection server (503) provides a virtual world where user characters connected to different servers can encounter and can play games together, the connection The line server (503a-5〇3n) is different from the general server (MW,) in terms of the information stored in the DB and the operation of the main module of the game management. However, the NPC core, and (43 0) and NPC DB (43 5) performs almost the same function as that performed by O: \ 89 \ 89445.DOC 2 -14-1245660 in the general server (501). Although the connection server (5.03) provides Each NPC can be completely different from those NpC provided by the general server (501), but it can synchronize the connection server (503) with each Npc module and NPC DB of the general server (501) In order to use these Npcs of a general server (501), the communication module (410) provides a client (丨 ^ 丨 ”and general (501a-501n). The game management DB (445) in the connection server (503a-503n) stores various information obtained during the game and the result of a game. When a game is in progress At this time, the game management DB (445) operates in almost the same way as in a general server. However, because a main purpose of the connection server (503a-5 03η) is not to provide a continual virtual world Instead, it provides a meeting place from which the users of the common shrine suit (50 la-501 η) can compete with each other by their own capabilities, so the information stored in the game management db (445) can be deleted at the end of a game, and Only the necessary information such as the winning or losing results of each user is continuously stored and managed. Because the user DB (455) and identity module (460) in the connection server (503a-503n) should allow All users registered to the general server (5 01 a-5 01 η) access and provide games to each user, so the user DB (455) and identity authentication module (46〇) must be managed Information for all users. Although connected to the server (5〇3 ^ 5〇311) The information of all users registered to the general server (501a-501n) can be stored in its own user DB (455), and the information can be managed, but it can be connected The server (503a-503n) is synchronized with each user DB in the general server (50la-501n) in order to manage user information. Although the connection server O: \ 89 \ 89445.DOC2 -15- 1245660 (503a-503η) When receiving an identification code and a password from a user, the user's identity can be verified using the information stored in the user DB (455) of the connection server (503a-503n), but The connection server (503a_503n) can transmit the user information to the general server (50la-5〇ln), so as to pass the identification module (46a) in the general server (501a-50in). ) For user identification. The main game management module (42) in the connection server (503a-503n) manages the entire game in the connection server (503a-503n). However, the main game management module (42o) in the connection server (503a-503n) is different from those of the game management main module (42o) in the general server (501a-501n), not just the client (La-In) synchronization, and also synchronizes with the general server (501a-501n) via the network, this is because the game management main module (420) in the connection server (503a-5〇3n) Connections between general servers (50a-5oln) should be provided. Once a game is started via one of the connection servers (503a-503n), the game management main module (420) in the connection server (5033-503n) and the general server (420) The main game management module (42〇) in 501a_501n) is synchronized and requests information from general servers (50la-501n) such as who participated in the game and other information that may be generated. The game management main module (420) in the general server (50la_50in) responds to the request, retrieves its own game management DB, and sends the corresponding user character information to the connection server (503a -503n) in the main game management module (42). The game management main module (42) in the connection server (503a-503n) stores the user character information in its game management DB (445). As will be explained in more detail below, the main module of the game management also executes the game that each user can participate in: O: \ 89 \ 89445.DOC 2 -16-1245660 1 Please refer to Figure 5 for example t t Game program. A flowchart shows a preferred implementation according to the Feng invention. For example, if a user executes a game program on his pc in step (S10), a client sends green to an ankle server (503a). -5 () 3n). Once the client is connected to the connection server (503 ^ 50311), the user (220) in the client (u) can access the update server (3 1Q) in step (Si5) and receive the updated server. Program components. When the update is over, the game client (21〇) is connected to the connection server (503a-503n), and the connection server (503 ~ 5〇3n) asks the user for identity in WS2G) . When the user inputs an identification code and a password in response to the user's identification request, the identification module (460) retrieves the information in the user DB (455) in order to verify whether the user has registered legally. When the user is authorized, the user is allowed to connect to the game. The user who is currently connected to the connection server (503a_503㈡) selects the general server (50 la-50 In) which he uses to access the connection server (503a_503n), and he will The character to be used. After this selection, the game management main module (42) in the connection server (503a-503n) and the game in the selected general server are selected from the general server (50a-501n). The main management module is synchronized to receive the corresponding user information. The received character information is stored in the game management DB (445) in the connection server (503a-5〇3n). The main game management module ( 42〇) Evaluate the received user character capabilities, and store the information and the received character information. When the user selects a channel, the user character capabilities are used to adjust the balance of the game. When selecting a user After the role, the user can select O: \ 89 \ 89445.DOC 2 -17-1245660 in step (S30), and select the channel he will enter in the virtual world. Figure 6 shows selecting a channel in more detail. Because the channels are classified according to the capabilities of the user ’s role, Users can play in a virtual world suitable for their role abilities:. Because the line feeder (503a_503n) provides a meeting place where users who have grown up in each independent virtual world can meet each other, so The capabilities of users connected to such connected feeders are known to each other. The ability to use these is unbalanced and completely different. However, by providing channels appropriate to their role capabilities, each user That is, the game can be played in a virtual world suitable for the character's ability. If a user selects a channel of a level higher than his ability, the user may report that the ability is better than the user's character ability The user role to play the game. Conversely, if the -user selects one of the -level channels below his ability, the user is likely to play the game with a user role that is inferior to the user's role ability In the latter case, a certain punishment can be imposed on the person (for example, reducing the speed of the user character).
在選擇了一頻道之後,使用者現在進入一等候室,以便 選擇-遊戲模式。圖7是等候室中之作業之一流程圖。現在 請參閱圖5及圖7,在該等候室中,—使用者可開啟一房間 ,而該使用者可在該房間中與連接到該連線飼服哭 (5〇3a_5G3n)的其他使用者交談,或者該使用者可加入一間 已經開啟的房間。在步驟(S45)中開始遊戲之前,使用者可 經由交談或交換訊息或其他任何可行的方法而進行的通气 ’而決定團隊及遊戲模式’以便在步驟(S4〇)中繼續進入次 -步驟’亦即進入-遊戲階段。其中情形將於下文中更詳 O:\89\89445 DOC 2 ' 18 - 1245660 細說明的,本發明提供了各種形式的遊戲模式。 、;^戲呀,遊戲用戶端(2 1 0)接收使用者輸入,並經由 通訊模組(230)而將該使用者輸入傳送到飼服器⑺。伺服器 帽譯❹者輸人,並將命令傳送到與㈣服器連接的所 有用戶端(la-ln),以便可回應使用者輸人而採取適當的行 動。用戶端(la-ln)回應該等命令而更新遊戲螢幕。例如, 如果使用者以滑鼠點選另一使用者角色或一紙怪物, 則㈣用戶端⑽)轉譯該資訊,並將轉譯後的資訊傳送到 伺服為(5)。然後,词服器⑺中之遊戲管理主模組⑽)備測 到錢用者已點選了係為一敵人的另一使用者角色、或一 NPC U物,亚將命令傳送到遊戲用戶端(21 〇),以便該使用 者角色取攻擊行動。遊戲用戶端⑺響譯來自飼服器 ⑺中之遊戲管理主模組(42())的該等命令,以便在該用戶端 2電腦螢幕上顯示該使用者角色正在攻擊係、為—敵人的另 使用者角色、或一怪物。伺服器(5)中之遊戲管理主模組 (420)同時將一敵人的使用者角色或一怪物正在被攻擊的資 Λ通知所有的用戶端(1 a-1 n),以便顯示相同的影像。^ NPC模組⑷0)及Npc DB(435)負責顯示各Npc。则模組 (430)根據來自遊戲管理主模組(42〇)的指令或某些規則而 產生這些NPC,並根據贈模組(43〇)中指定的行動而控制 k些NPC ’例如作出踢腿動作、拳擊動作、或其他動作, 並且在使用者消滅了各NPC時,讓使用者角色得到點數或 財產項目。fNPC模組(430)將與-特定NPC的一動作有關 之資訊通知遊戲管理主模組(420)時,主模組(420)將該資訊 0 \89\89445.DOC 2 -19- 1245660 傳送到有使用者角色在該NPC的視距内之所有遊戲用戶端 ⑽)’且遊戲用戶端(21Q)轉譯來自伺服器⑺的指令,以便 顯不3NPC的動作。為了完成上述步驟,主模組⑷〇)管理 與錢用者角色及NPq否位於該虛擬世界有關之資訊。 前文所述的例子解說了玩具有用戶端(la-ln)與伺服器 ⑺間之同步能力的遊戲之程序。然而,該遊戲程序可根據 用戶端(la-ln)與伺服器(5)間之功能分配 · 技術者所習知的各種形式。 此員 在前文所述的例子巾,伺㈣(5)幾乎作ώ與遊戲進行有· 關的所有决定,而用戶端(la_ln)只是根據來自伺服器⑺的 指令而更新使用者螢幕。在該組態巾,用戶端(1^叫將各 種圖形資料及用來顯示遊戲螢幕的程式儲存在一使用者電 腦中,並利用該等資料及程式而根據來自祠服器(5)的指令 顯示遊戲螢幕。因此,只經由連接於用戶端(la_in)與伺服 器(5)間之網路傳輸用來界定使用者角色的位置及動作之指After selecting a channel, the user now enters a waiting room to select-game mode. Fig. 7 is a flowchart of one operation in the waiting room. Please refer to FIG. 5 and FIG. 7. In the waiting room, the user can open a room, and the user can cry in the room with other users connected to the connection feed (503a_5G3n). Chat, or the user can join an already open room. Before starting the game in step (S45), the user can determine the team and game mode through the ventilation 'talk or exchange messages or any other feasible method' in order to continue to the sub-step 'in step (S40). That is, enter the game stage. The situation will be described in more detail below. O: \ 89 \ 89445 DOC 2 '18-1245660 The invention provides various forms of game modes. The game client (2 1 0) receives user input, and transmits the user input to the feeder through the communication module (230). The server interprets the input and sends the command to all clients (la-ln) connected to the server so that appropriate actions can be taken in response to the user input. The client (la-ln) updates the game screen in response to these commands. For example, if the user clicks another user character or a paper monster with a mouse, ㈣client ⑽) translates the information and sends the translated information to the servo as (5). Then, the main module of game management in the word server ⑽) It is detected that the money user has selected another user character that is an enemy, or an NPC U object, and Asia sends the command to the game client (21 〇) so that the user character can take offensive actions. The game client ⑺ interprets these commands from the game management main module (42 ()) in the feeder to display on the computer screen of the client 2 that the user character is attacking the system and acting as an enemy. Another user character, or a monster. The main game management module (420) in the server (5) simultaneously informs all clients (1 a-1 n) of an enemy user character or a monster being attacked, so as to display the same image. . ^ NPC module (0) and Npc DB (435) are responsible for displaying each Npc. Then the module (430) generates these NPCs according to instructions from the game management main module (42) or certain rules, and controls some NPCs according to the actions specified in the gift module (43), for example, to make kicks Leg movements, boxing movements, or other movements, and when the user destroys each NPC, the user character gets points or property items. When the fNPC module (430) notifies the game management main module (420) of information related to an action of a specific NPC, the main module (420) transmits the information 0 \ 89 \ 89445.DOC 2 -19- 1245660 To all game client terminals ⑽) 'with the user character within the line of sight of the NPC' and the game client terminal (21Q) translates the instructions from the server ⑺ in order to show the actions of the 3NPC. In order to complete the above steps, the main module ⑷) manages information related to the role of the money user and whether NPq is located in the virtual world. The example described above illustrates the procedure of a game where the toy has a synchronization capability between the client (la-ln) and the server. However, the game program may be in various forms known to the skilled person according to the function allocation between the client (la-ln) and the server (5). In this example, the staff member (5) made almost all decisions related to the game, and the client (la_ln) just updated the user's screen according to the instructions from the server. In this configuration towel, the client (1 ^ is called to store various graphic data and programs used to display the game screen in a user's computer, and use these data and programs according to the instructions from the temple server (5) The game screen is displayed. Therefore, only the network transmission between the client (la_in) and the server (5) is used to define the position and action of the user character.
令。 V 例如,如果包含森林、橋樑、及洞穴的一虛擬世界、以 及與該環境有關之圖形資訊被儲存在使用者的電腦中,則 用戶端(la-ln)轉譯來自伺服器(5)的指令,以便取得並顯示 與使用者角色的位置及動作有關之圖形資訊,而繼續進行 忒遊戲。實際上,在一螢幕上顯示各角色是在數個組件中 發生的一系列事件之結果。在輸入一使用者指令(例如藉由 以滑鼠點選使用者角色)之後,可經由遊戲用戶端(21〇)將該 指令傳輸到伺服器(5)。在伺服器(5)中傳輸該指令,然後該 O:\89\89445.DOC 2 -20- 1245660 指令被傳輸回到遊戲用戶端(210),以便在螢幕上顯示修改 後的角色。縱使採用數個步驟而在螢幕上顯示一修改後的 $色’使用者也不會注意到在操縱其使用者角色時的任何 時間延遲或停滞,這是因為係經由網路⑺而在—段極短的 時間内發生指令、傳輪、轉譯、及傳輪回的程序。 。。對於用戶端(u]n)與健器(5)間之功能分配而言,祠服 :(5)及用戶& (la_ln)應共用與同—虛擬世界環境有關的 貝訊。係根據用戶端(la_ln)輸人的輸人資訊而在用戶端 ❿七)及飼服器(5)中更新所有使用者角色的位置。此外, 服為有與使用者角色以及怪物的位置及外觀有關之 =個-貝訊’所㈣服器應決定要在每—使用者的使用者勞 ^亦即使用者的視距)上顯示什麼資訊,並將該資訊通知每 一使用者的遊戲用戶端。因為词服器⑺根據各使用者所輸 =^戲輸入以及與遊戲管理有關的所有資訊而將指令傳 二 (Μη)上的顯不螢幕’所以連接到伺服器(5)的make. V For example, if a virtual world containing forests, bridges, and caves, and graphic information related to the environment are stored in the user's computer, the client (la-ln) translates the instructions from the server (5) , In order to obtain and display the graphic information related to the position and actions of the user character, and continue the game. In fact, it is shown on a screen that each character is the result of a series of events that occur in several components. After inputting a user command (for example, by clicking a user character with a mouse), the command can be transmitted to the server (5) via the game client (21). The command is transmitted in the server (5), and then the O: \ 89 \ 89445.DOC 2 -20-1245660 command is transmitted back to the game client (210) to display the modified character on the screen. Even if several steps are taken to display a modified $ color on the screen, the user will not notice any time delay or stagnation when manipulating his user role. This is because it is in the network segment. The process of instruction, transfer, translation, and reincarnation takes place in a very short time. . . For the function allocation between the client (u) n and the fitness device (5), the temple service: (5) and the user & (la_ln) should share the Bessin related to the same-virtual world environment. The positions of all user roles are updated in the user terminal (7) and the feeder (5) according to the input information of the user (la_ln). In addition, the server is related to the position and appearance of the user's character and the monster. The server should decide to display it on every user ’s user ’s work (that is, the user ’s line of sight). What information to notify each user ’s game client. Because the word server sends commands to the display screen on the second (Μη) according to the input of each user and all information related to the game management ’, it is connected to the server (5).
所有使用者可在相同的虛擬世界中玩遊戲。 在步驟(S50)中,當一遊戲έ士走拄 Α 戲、’,°束日守’根據該遊戲的結果而 =各角色的點數及排名。遊戲管理模組( 存在遊戲管理DB(445),M維持遊戲的延續性下進行= ,以便各使用者可自其上次結束時的狀況開始次。 在=(S50)中’當一遊戲結束時,各使用者可移j 、:且各使用者可重新配置團隊,講買財產項目而準備次! 迦戲,加入另一遊戲,或者可在不 遊戲。 K幻閒形下退出該 O:\89\89445.DOC 2 -21 - 1245660 雖…、使用者角色可能死亡或喪失該使用者在一遊戲中 艱古毛I出來的財產項目,但是在虛擬世界連線伺服器 (03a 503η)中之遊戲結果並不會影響到該使用者角色原來 所屬的一各別的伺服器(5〇la_5〇ln)之使用者角色能力。 在本發明的一較佳實施例巾,一使用I可在圖辦示之等 候室階段(步驟(S35))中於諸如生死決鬥⑷仙職仙)、榮耀 之戰(honor match)、或任務對決(叫⑶⑷等的各種遊戲 模式中作一選擇。 ⑴生死決鬥是各團隊戰到消滅對方團隊為止的—種遊戲 权式,這是最常見的遊戲模式。在一生死決鬥中,基本上 會有兩個團隊。當遊戲開始時,標示各角色,以便區分我 軍與敵軍。當' —& A XL -X- qi » 守,s亥使用者在遊戲結束之前, 除了觀看補進行之外,不能採取任何行動。 (ii)榮耀之戰是各團隊爭奎 奪對方團隊的諸如旗幟或隊徽 志的-種遊戲模式。在榮耀之戰中,有兩個團隊’All users can play games in the same virtual world. In step (S50), when a game player walks away Α drama, ‘, ° bundle sun guard’ according to the result of the game = the points and ranking of each character. Game management module (the game management DB (445) exists, M maintains the continuity of the game =, so that each user can start from the state when they last ended. In = (S50) 'When a game ends At this time, each user can move j, and each user can reconfigure the team, talk about buying property items and prepare for the second time! Jiaxi, join another game, or you can exit without O. K magic idle form: O: \ 89 \ 89445.DOC 2 -21-1245660 Although ..., the user character may die or lose the property item of the user in the game, but in the virtual world connection server (03a 503η) The result of the game does not affect the ability of the user character of a separate server (50a_50n) to which the user character originally belongs. In a preferred embodiment of the present invention, one can use I in In the waiting room stage (step (S35)) shown in the figure, you can choose between various game modes such as life and death duel (Chen Xianxian), honor match (Horse match), or task duel (called ⑶⑷). The duel is until each team's team is destroyed. Tactical, this is the most common game mode. In a life-and-death duel, there will basically be two teams. When the game starts, mark each character to distinguish our army from the enemy. When '— & A XL -X- qi »Shou, before the end of the game, users ca n’t take any action except to watch the make-up progress. (Ii) The battle of glory is when teams compete for the opponent ’s team, such as flags or team logos. -A game mode. In the battle for glory, there are two teams'
你“I ㈣的榮仏放飾的图隊將先赢得該遊戲 乍為攻擊及防紫目標的榮耀標諸具有某-能量,切於 =能:因對方團隊的攻擊而變為零時,該遊戲即二 角色在該遊戲中被打倒或被殺死時,該角 耀徽飾。 因“付遊戲只須毀壞或掠奪榮 :任務對決是使用者角色並不相 鬥的一種遊戲模式。扃—7 疋/、k物戰 、 壬務對決中,有兩個團隊,且每 一團隊通過配置有怪物的 A通過具有類似困難 0 \89\89445.DOC 2 '22, 1245660 度的不同路徑。先通過該路徑的團隊赢得該遊戲。 因為係將三種遊戲模式配置成係由複數個使用 IW] ^ 成各 團隊,所以縱使形成該等團隊的使用者 疋八相同的頻道 ’該等團隊的戰鬥力可能還是不平衡的。目此,為了平 :個團隊的客觀戰鬥力,可對具有優勢的1隊施加= 別。在任務對決的一例示情形中,可根據團隊的戰鬥力, 而以不同的方式建立沿著每—團隊應通過的路徑的怪物之 戰鬥力、或路徑的長度。在一榮耀之戰中,應以不同的方 式設定開始時指定給該標誌的能量。在一生死決鬥中,可 將屬於優勢團隊的使用者肖色之速度降低某—量。可以各 種方法來平衡兩個團隊的戰鬥力。 前文所述三種遊戲模式的的形式可以是一人對一人或一 人對一團隊。 / 為了增加使用者間之競爭性並強化使用者玩遊戲的樂趣 一可將玩遊戲的各使用者予以排名。當使用者連線到連線Your “I ㈣ ’s honored display team will win the game first. The glory mark for the attack and purple target has some -energy, cut == capable: When the opponent team ’s attack becomes zero, the The game is when the two characters are knocked down or killed in the game, the corner is flared. Because "paying the game only needs to destroy or plunder the glory: task duel is a game mode where the user characters do not fight.扃 -7 疋 /, 物 物 战, 务 事 决战, there are two teams, and each team has a similar difficulty through A with monsters 0 \ 89 \ 89445.DOC 2 '22, 1245660 degrees different paths . The team that goes through the path first wins the game. Because the three game modes are configured so that each team is composed of a plurality of using IW], even if the users forming these teams are the same channel, the combat effectiveness of these teams may be unbalanced. For this reason, in order to equalize the objective combat effectiveness of each team, it can be applied to the one team that has the advantage = different. In an example case of task duel, the fighting power of the monsters along the path that each team should pass, or the length of the path, can be established in different ways according to the fighting power of the team. In a battle of glory, the energy assigned to the sign at the beginning should be set in different ways. In a life-and-death duel, you can reduce the speed of users in the dominant team by a certain amount. There are various ways to balance the combat effectiveness of the two teams. The three game modes mentioned above can take the form of one-to-one or one-to-one team. / In order to increase the competition between users and enhance the fun of users to play games-You can rank each user who plays the game. When a user connects to a connection
伺服器(503)時,將系統預設的點數給予各使用者,並根據 遊戲的結果而給予該等使用者正點數或負點數。係根據使 用者的點數而將該等使用者排名。係將使用者的排名張貼 在使用者布告欄,且可由參與遊戲的所有使用者監督該排 名。 / 可按照各種形式決定該排名。’,同一級別排名”是根據角 色貧訊而進行的按照角色能力的排名。”同一伺服器排名,, 疋屬於同一伺服器的使用者之排名。,,同一頻道排名"是進 入同一頻道的使用者之排名。熟習此項技術者可發展出某 O:\89\89445.DOC2 -23- 1245660 些其他的排名方法。 可即時更新或在固定時間間隔下定期更新該排名。 雖然已參照一些較佳實施例而說明了本發明,但是在不 脫離本發明的精神下,仍可在最後的申請專利範圍之範圍 内作出各種修改及改變。更具體而言,本發明可包含下文 所述的各種實施例。 (1)雖然在本發明的較佳實施例中,經由連線伺服器 (503a-503n)而進行的遊戲並不提供延續性,但是在其他的 實施例中,可在遊戲結束時儲存與使用者角色有關的資訊 ,而提供遊戲的延續性。在此種情形中,各使用者不只是 可選擇一般伺服器(501 a-50 In)中儲存的角色,而且也可選 擇連線伺服器_a,3n)中儲存的角色。為了使用來自兩 個伺服器的角色,可將諸如各使用者角色在連線伺服器 (503a-503n)提供的遊戲中已取得的財產項目等的更新之使 用者角色資訊儲存在連線伺服器(5〇3a_5〇3n)中之遊戲管理 DB(445)中。 (2)雖然在本發明的較佳實施例中,各伺服器中之遊戲管 理模組(420)大部分地控制了該遊戲,但是在另一實施例中 ,亦可將大部分的功能移到用戶端。在此種情形中,每一 連線伺服器只負責連接網路_之使用者,而係由每一用戶 端產生遊戲的各類資訊,並將該等資訊廣播到參與該遊戲 的其他用戶端。例如,當一使用者角色,,A,,攻擊另一使用者 角色B時並非由词服器(5)而是可由使用者用戶端” a”產 生用來顯示該動作的指令,並將該等指令廣播到參與該遊 O:\89\89445.DOC 2 -24- 1245660 戲的其他用戶端。接收到該等指令的每一用戶端轉譯該等 指令,以便執行用來在螢幕上適當地顯示角色之各項功能 。在此種修改後的實施例中,連線伺服器(5〇3a_5Μη)只負 責在遊戲開始時連接各使用者並在遊戲結束時記錄遊戲的 結果。 (3) 可在單一的伺服器中實施連線伺服器(5〇3&巧们幻及 般伺服器(501a-501n)。此外,對於用戶端程式而言,可 在單一的程式中或在若干各別的程式中實施用來存取一 般伺服器(501&-50111)及連線伺服器(5〇3卜5〇311)的程式。 (4) 雖然在圖5所示之一較佳實施例中,一使用者選擇儲 存有其角色的伺服器,但是可自根據自連線伺服器 (5〇3a-503n)取得的使用者資訊而存放使用者角色的其他伺 服器取得使用者角色,而無須使用使用者本身的角色。如 果-使用者擁有在複數個伺服器中之複數個角&,則可將 使用者的所有角色存放到連線伺服器(5〇3a_5〇3n)中,且使 用者可在可自該等角色中選擇一個角色。 根據本發明’存在於各獨立的虛擬世界之使用者角色可· 經由该等連線健H所提供的虛擬世界而互動或進行遊戲 、因此’各使用者可享受與各種環境令之其他使用者進行 遊戲的樂趣。此外,因為經由該等連線词服器而進行的遊 戲之結果亚不會影響到使用者角色在個別的词服器中之能 力’所以使用者可在不會冒著喪失其已發展出的本身能力 =風險下玩遊戲。因此,使用者可享受自由地與各種角色 减鬥的樂趣’且可藉由提供戰鬥的場所而減輕在各別的词 O:\89\89445.DOC 2 -25- 1245660 服器中進行的PvP遊戲的不良後果。 已參照較佳實施例及圖式而 的用立斗 了本舍明’但是該說明 二非將本發明限制在本文所揭示的形式。我們當了 沽習此項技術者可使用與 他實施L唯有最德二 的各種修改及其 發明。 纟有取相申請專利範_用來限制本 【圖式簡單說明】 若參照前文中對較佳實施 "x人* 之月,亚配合各附圖將可 更易於了解本發明的上述各項目的及特徵。 圖1示出本發明的一線上遊戲系統; 圖2疋一用戶端的一組態之一方塊圖; 圖3是—用戶端更新遊戲程式所用的一程序之-示責圖; 圖4是一連線伺服器的一組態之一方塊圖; 圖5是用來提供線上遊戲的—方法之-流程圖;.When the server (503), the system preset points are given to each user, and these users are given positive or negative points according to the result of the game. These users are ranked based on their points. A user ’s ranking is posted on the user ’s bulletin board and can be overseen by all users participating in the game. / The ranking can be determined in various forms. ‘, The same level ranking’ is a ranking based on role abilities based on role poverty. ’Same server ranking, 疋 Ranking of users who belong to the same server. , "Same Channel Ranking" is the ranking of users who entered the same channel. Those familiar with this technology can develop some O: \ 89 \ 89445.DOC2 -23-1245660 and some other ranking methods. The ranking can be updated instantly or regularly at regular intervals. Although the present invention has been described with reference to some preferred embodiments, various modifications and changes can be made within the scope of the final patent application without departing from the spirit of the present invention. More specifically, the present invention may include various embodiments described below. (1) Although in the preferred embodiment of the present invention, the game played via the connection server (503a-503n) does not provide continuity, in other embodiments, it can be stored and used at the end of the game Information about the role of the player, while providing continuity of the game. In this case, each user can choose not only the character stored in the general server (501 a-50 In), but also the character stored in the connection server_a, 3n). In order to use characters from two servers, user character information such as updated property items obtained by each user character in a game provided by the connection server (503a-503n) can be stored in the connection server. (503a_503n) in the game management DB (445). (2) Although in the preferred embodiment of the present invention, the game management module (420) in each server controls most of the game, in another embodiment, most of the functions can also be moved To the client. In this case, each connection server is only responsible for connecting users of the network, and each client generates various types of information for the game, and broadcasts this information to other clients participating in the game . For example, when a user role, A, attacks another user role B, the verb server (5) is used instead of the verb server (5) to generate an instruction to display the action, and the Wait for the instruction to be broadcast to other clients participating in the game O: \ 89 \ 89445.DOC 2 -24-1245660. Each client that receives the instructions translates the instructions in order to perform the functions used to properly display the role on the screen. In this modified embodiment, the connection server (503a-5Mn) is only responsible for connecting users at the beginning of the game and recording the results of the game at the end of the game. (3) The connection server can be implemented in a single server (503 & Magic Magic Server (501a-501n). In addition, for the client program, it can be in a single program or in Several programs are implemented to access the general server (501 & -50111) and the connection server (5003 and 5311). (4) Although one of the programs shown in FIG. 5 is preferred In the embodiment, a user chooses a server storing his role, but can obtain the user role from other servers storing the user role according to the user information obtained from the connection server (503a-503n). Without the need to use the user ’s own role. If the user has multiple corners & in multiple servers, all user roles can be stored in the connection server (503a_5〇3n) In addition, the user can select a character from these characters. According to the present invention, the user characters existing in each independent virtual world can interact or play games through the virtual worlds provided by the connection keys. Therefore, 'every user can enjoy with various environment The fun of other users to play the game. In addition, because the results of the games played through these connected servlets will not affect the ability of the user character in the individual servlets, so users can At the risk of losing its developed ability = to play the game at risk. Therefore, users can enjoy the fun of fighting with various characters freely 'and can be mitigated in the individual words by providing a place to fight O: \ 89 \ 89445.DOC 2 -25- 1245660 Adverse consequences of PvP games played in a server. Ben Sheming has been used with reference to the preferred embodiments and drawings, but this description does not limit the invention to The form disclosed in this article. We, when we are accustomed to selling this technology, can use the various modifications and inventions that we have implemented only L and the best. 纟 There is a patent application scope to limit this [Schematic description of the diagram ] If you refer to the month of the preferred implementation " x-person * " in the previous article, the Asian cooperation with the drawings will make it easier to understand the above-mentioned objects and features of the present invention. Fig. 1 shows an online game system of the present invention; 2 a group of clients A block diagram; Figure 3 is a diagram of a procedure used by a client to update a game program; Figure 4 is a block diagram of a configuration of a connection server; Figure 5 is used to provide online games —Method-Flowchart ;.
圖6是更詳細地描述選擇頻道的程序之—流程圖;以及 圖7是圖5所示等候室中之作業之一流程圖。 【圖式代表符號說明】 100 系統 U U'ln 用戶端 5 線上遊戲伺服器部分 3 網路 般伺服器 5〇1, 501a-501n - 5 03, 503a-503η連線伺服器 210 遊戲用戶端 O:\89\89445.DOC 2 •26- 1245660FIG. 6 is a flowchart describing the process of selecting a channel in more detail; and FIG. 7 is a flowchart of one of the operations in the waiting room shown in FIG. [Schematic representation of symbols] 100 system U U'ln client 5 online game server part 3 network-like server 501, 501a-501n-5 03, 503a-503η connection server 210 game client O : \ 89 \ 89445.DOC 2 • 26- 1245660
220 更新用戶端 230, 410 通訊模組 310 更新伺服器 420 遊戲管理主模組 430 NPC模組 435 NPCDB 445 遊戲管理DB 460 身分鑑定模組 455 使用者DB O:\89\89445.DOC 2 -27-220 Update client 230, 410 Communication module 310 Update server 420 Game management main module 430 NPC module 435 NPCDB 445 Game management DB 460 Identification module 455 User DB O: \ 89 \ 89445.DOC 2 -27 -
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2002
- 2002-11-13 KR KR1020020070275A patent/KR20040042121A/en not_active Application Discontinuation
-
2003
- 2003-11-13 US US10/534,940 patent/US20060142085A1/en not_active Abandoned
- 2003-11-13 JP JP2004551275A patent/JP2006506120A/en active Pending
- 2003-11-13 AU AU2003284718A patent/AU2003284718A1/en not_active Abandoned
- 2003-11-13 WO PCT/KR2003/002440 patent/WO2004044806A1/en active Application Filing
- 2003-11-13 TW TW092131795A patent/TWI245660B/en not_active IP Right Cessation
Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
TWI482650B (en) * | 2010-07-30 | 2015-05-01 | Legend Entertainment Co Ltd X | On-line game system existing all the time with a personal virtual space and performing method thereof |
TWI757765B (en) * | 2020-06-16 | 2022-03-11 | 宏碁股份有限公司 | Mouse abnormal behavior detection system and mouse abnormal behavior detection method |
Also Published As
Publication number | Publication date |
---|---|
US20060142085A1 (en) | 2006-06-29 |
TW200417391A (en) | 2004-09-16 |
KR20040042121A (en) | 2004-05-20 |
AU2003284718A1 (en) | 2004-06-03 |
JP2006506120A (en) | 2006-02-23 |
WO2004044806A1 (en) | 2004-05-27 |
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