WO2006075818A1 - A method for growing a game character by using arbitrary distribution of points and a system thereof - Google Patents

A method for growing a game character by using arbitrary distribution of points and a system thereof Download PDF

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Publication number
WO2006075818A1
WO2006075818A1 PCT/KR2005/000894 KR2005000894W WO2006075818A1 WO 2006075818 A1 WO2006075818 A1 WO 2006075818A1 KR 2005000894 W KR2005000894 W KR 2005000894W WO 2006075818 A1 WO2006075818 A1 WO 2006075818A1
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WO
WIPO (PCT)
Prior art keywords
game character
information
skill
point
data
Prior art date
Application number
PCT/KR2005/000894
Other languages
French (fr)
Inventor
Ji Hyun Park
Original Assignee
Nhn Corporation
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Nhn Corporation filed Critical Nhn Corporation
Priority to JP2007504891A priority Critical patent/JP2007535975A/en
Publication of WO2006075818A1 publication Critical patent/WO2006075818A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • 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
    • A63F13/822Strategy games; Role-playing games
    • 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
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • 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
    • A63F2300/807Role playing or strategy games

Definitions

  • the present invention relates to a method for making a game character grow by using random distribution of points and a system thereof. More particularly, the present invention relates to a method for making a game character grow and a system thereof, which enables the game character to have a skill corresponding to an intention of an operator who wants to improve techniques by flexibly controlling improvement of a character ability for the skill by a selection of the operator controlling the game character.
  • the main purpose of a general roll playing game is to accumulate an experience value of a character and improve physical power or a skill level of the character based on the accumulated experience value. Particularly, improving a skill of the character is a level-up based on steps. In case that a predetermined condition is satisfied (in case that an experience value is accumulated more than a predetermined value or in case that a level-up event is generated), it is limited to increase the character ability up to the established level step mechanically.
  • a route for improving the skill is determined in advance and the character ability of the skill is updated in accordance with the determined route.
  • a predetermined game manufacturer presets character ability with respect to the skills, such as level 1 skill: destructive power low, level 2 skill: destructive power middle, level 3 skill: destructive power high, etc, and updates the character ability of the skills in accordance with the skill level of the character.
  • the method of improving skills like above is only to grow the skill level simply.
  • the present invention is conceived to solve the aforementioned problems, the present invention provides a method for making a game character grow and a system thereof, which enables an operator to actively control a character ability of a skill by performing numerical adjustment with respect to particular power of the skill by a random selection of the operator.
  • the present invention also provides a method for making a game character grow and a system thereof, which can prevent a gamer from losing interests in a game due to unlimited improvement of a particular character ability of a skill by improving power of the skill through distribution of point data added to the character, only within the set range of the maximum limit value.
  • the present invention also provides a method for making a game character grow and a system thereof, which enables an operator to perform active numerical adjustment through restoration of point data and redistribution thereof with respect to the unnecessarily increased skill, by allowing decrease of the character ability with respect to the particular character ability of the increased skill in accordance with determination of the operator.
  • the present invention also provides a method for making a game character grow and a system thereof, which can satisfy desire of an operator with respect to technical improvement by changing a new skill, which can correspond to the disposition of the operator who wants to improve techniques, to be the skill that belongs to the operator.
  • a method for making a game character growing including the steps of: maintaining a character information database for recording technical data with respect to a first skill that belongs to the game character; providing an operator of the game character with a user interface for receiving a predetermined field value in a point input field associated with distribution of point data, in correspondence to generation of the point data; and performing predetermined numerical adjustment with respect to the technical data, in correspondence to the field value received from the operator in which the technical data is damage information corresponding to the first skill and includes at least one selected from the group consisting of duration (D) information, intensity (I) information, range (R) information and target (T) information, when the first skill operates.
  • D duration
  • I intensity
  • R range
  • T target
  • a system for making a game character grow including: a character information database for recording technology data with respect to a skill held by the game character; a field providing means providing an operator of the game character with a user interface for inputting a predetermined field value into a point input field associated with distribution f the point data, in correspondence to generation of predetermined point data; and a character ability adjusting means performing predetermined numerical adjustment with respect to the technical data, in correspondence to the field value inputted from the operator; wherein the technical data is damage information corresponding to a first skill and includes at least one selected from the group consisting of duration (D) information, intensity (I) information, range (R) information, and target (T) information, when the first skill operates, and the point input field includes at least one index record corresponding to the damage information.
  • D duration
  • I intensity
  • R range
  • T target
  • FIG 1 is a view illustrating schematic operations of a system for making a game character grow according to the present invention
  • FIG 2 is a configuration diagram illustrating a system for making a game character grow according to a preferred embodiment of the present invention
  • FIG 3 is a view illustrating one example of configuration of a character information database according to the present invention
  • FIG 4 is a view illustrating one example of configuration of a point input field
  • FIG 5 is a view illustrating one example of configuration of a point information database
  • FIG 6 is a flowchart illustrating a method for making a game character grow according to a preferred embodiment of the present invention
  • FIG 7 is a flowchart illustrating a method of setting point data corresponding to experience value data of a game character according to the present invention
  • FIG 8 is a flowchart illustrating a method for inputting a field value into a point input field according to the present invention and cutting off inputting of the field value in accordance with a predetermined criterion
  • FIG. 9 is a flowchart illustrating a method for changing a second skill as a skill that belongs to the game character
  • FIG 10 is an internal block diagram of a general-purpose computer which can be employed in implementing a method for making a game character grow according to the present invention.
  • Technical data described in the present specification designates numerical data with respect to power of a skill that the game character uses or maintains in a game.
  • the technical data may be damage information on the degree of damaging a monster (or a competing character) when the skill is displayed by the game character, thereby reducing predetermined life value data.
  • damage information of technical data like above, the present specification includes duration information on time that a displayed effect is maintained, intensity information on intensity of the displayed effect, range information on the range thereof, and target information on the number of monster characters becoming the target thereof.
  • the technical data is associated with power of the skill.
  • the system for making the game character grow according to the present invention enables the game character to have skills displaying respectively different effects in accordance with a numerical value of each of technical data, although the skills are the same.
  • FIG. 1 is a view illustrating schematic operations of a system for making a game character grow according to the present invention.
  • a game character growing system 100 serves to adjust a particular character ability with respect to a skill that belongs to the game character in accordance with random input of an operator 120 who controls the game character.
  • the game character growing system 100 is limited to operate in an online based game, particularly, an online roll playing game gradually improving power and technique of the game character in accordance with experience values obtained according to progress of the game. This is for convenience of description.
  • the technical spirits of the present invention may be applicable not only to the online based game, but also a personal computer based game or video consol based game or the like.
  • an online game server 110 serves to allow access of the operator 120 through a communication network 140 and to provide the accessed operator 120 with an online game service in accordance with a predetermined contract.
  • the online game server 110 may be a MUD (Multiple User Dialogue) game service server, a MUG (Multiple User Graphic) game service server ser, or the like.
  • a game service provided from the online game server 110 is performed by transmitting game data or game patch data required for game progress to the operator 120 who has installed a game related program in a predetermined terminal 130.
  • the online game server 110 makes the game progress smooth by controlling the game character of the operator 120 in accordance with a predetermined operation control signal received from the operator 120.
  • the operator 120 may be a gamer or an internet user who has the terminal 130 for maintaining a connection with the communication network 140 and is provided with a predetermined online game service from the online game server 110. At this time, the operator 120 is under a predetermined contract with the online game server 110.
  • the terminal 130 maintains a connection state with the online game server 110 through the communication network 140, such as Internet, a telephone line, and the like.
  • the terminal 130 displays the provided online game by using the game related program.
  • the terminal 130 is a general concept for terminals equipped with a predetermined computation capacity by providing a predetermined memory means and a predetermined microprocessor, such as a personal computer, a notebook computer, a handheld computer, a PDA (Personal Digital Assistant), a cellular phone, a smart phone, and the like.
  • the game character growing system 100 serves to receive a division allocating signal from the operator 120, and to adjust a numerical value of a particular technique with respect to skills of the game character in accordance with the received division allocating signal.
  • the division allocating signal is in association with improvement of the character ability of the skill that belongs to the game character. That is, in improving the character ability of the skill, the game character growing system 120 of the present invention specializes the particular character ability of the skill in accordance with random division of the operator 120 with respect to point data given to the game character and induces the skill of the game character to be improved as the operator 120 intends.
  • specific configuration of the game character growing system 200 will be described with reference to FIG. 2.
  • FIG 2 is a configuration diagram illustrating a system for making a game character grow according to a preferred embodiment of the present invention.
  • a game character growing system 200 of the present invention may include a character information database 210, a field providing means 220, a character ability adjusting means 230, a skill information database 240, a point information database 250, and a point storage means 260.
  • the character information database 210 serves to record technical data with respect to the skill that belongs to the game character and to maintain detailed information on techniques that the game character uses in a current game.
  • technical data is damage information which may be displayed by the skill.
  • the bigger numerical values of technical data i.e. accumulated data of damage information, the larger the displayed effect against the competing character (a monster character) when the game character displays the skill.
  • technical data includes at least one selected from the group consisting of duration (D) information, intensity (I) information, range (R) information and target (T) information, when a first skill (a skill that currently belongs to the game character) operates.
  • the maximum limit value is set with respect to each information, which prevents the operator 120 from losing interests in the game due to the unlimited increase of the character ability.
  • the skill is a technique that the game character obtains and uses in the game in accordance with its functional title.
  • the functional title of the game character is 'a warrior 1
  • 'a freezing swing' or the like may be provided, in which 'the freezing swing' is suitable for the functional title of 'the warrior' playing the game using a close combat with the monster character showing up in the game.
  • the character information database 210 includes predetermined level information with respect to the game character and enables the game character to have skills corresponding to the current level thereof.
  • the game character is required to have a certain level in order to obtain the skill 'freezing swing'.
  • the level required in the skill 'freezing swing' is unsatisfied, the skill 'freezing swing' becomes a potentially obtainable technique and awaits a level up of the game character.
  • numerical data inputted as duration information is associated with elapsed time to freeze the monster character affected by the displayed effect of the skill
  • numerical data inputted as intensity information is associated with the width of decrease of life value information of the monster character affected by the displayed effect of the skill
  • numerical data inputted as range information is associated with the radius that the displayed effect of the skill reaches based on the monster character
  • numerical data inputted as target information is associated with the number of target monster characters affected by the displayed effect of the skill.
  • the field providing means 220 provides the operator 120 of the game character with a user interface for inputting a predetermined field value in the point input field associated with distribution of point data.
  • the point input field is for random input of the operator 120 with respect to the generated point data and includes at least one index record corresponding to damage information recorded in the character information database 210. That is, index records of the point input field include a duration index record, intensity index record, a range index record, and a target index record.
  • the field providing means 220 enables a predetermined size of point data (a field value) generated in accordance with a division allocating signal of the operator 120 to be inputted in the index record.
  • the user interface serves to display a predetermined numerical input column, which interoperates with the index record of the point input field, on the screen of the terminal 130 and to induce the operator 120 to input the predetermined size of the point data into the provided numerical input column.
  • the point data generates at a point where accumulated values of experience values that the game character obtained in the game satisfy a predetermined criterion, and is provided to the game character. The description related thereto will be described later.
  • the character ability adjusting means 230 performs predetermined numerical adjustment with respect to technical data in correspondence to the field value inputted from the operator 120. That is, the character ability adjusting means 230 serves to change a numerical value of technical value of the game character in accordance with the size of point data inputted in the index record of the point input field. Particularly, the character ability adjusting means 230 may further receive sign information from the operator 120, together with the size of point data, and performs adding or subtracting adjustment with respect to the numerical value of the technical data in accordance with the received sign information.
  • the character information database 210 and the point input field will be fully described with reference to FIGS. 3 and 4.
  • FIG 3 is a view illustrating one example of configuration of a character information database according to the present invention.
  • the character information database 210 includes user information, such as identifier information of the operator 120 controlling the game character, a functional title (growth direction) of the game character, level information thereof, experience value information, and information on a first skill that currently belongs to the game character. Moreover, the character information database 210 records technical data with respect to the first skill, i.e. damage information. In case that technical data is associated with the width of life value information of the monster character. Life value information of the monster character decreases when the game character displays his/her skill. For example, the bigger the size of damage information, the larger the life value of the monster character affected by the displayed effect of the skill may decrease.
  • the game character controlled by the operator 'descendant of warrior' has the skill 'freezing swing I' and the character information database 210 records damage information of technical data corresponding to 'the freezing swing I'. Particularly, all sorts of information recorded in the character information database 210 are provided for the operator 120, in response to demand thereof 120. At this time, a predetermined maximum limit value is compared with the size of point data (a technical numerical value) recorded in damage information and the power of the corresponding skill is provided to the operator 120.
  • FIG. 4 is a view illustrating one example of a point input field according to the present invention.
  • the point input field is provided to the terminal 130 of the operator 120 at a point where accumulated values of experience values of the game character satisfy a predetermined level up point, i.e. at a point where the predetermined size of point data is given to the game character.
  • Inputting the field value in the point input field may be performed on the basis of the division allocating signal received from the operator 120.
  • the division allocating signal may be generated, such that the operator 120 may perform a predetermined inputting act with respect to the numerical input column of the user interface displayed on the terminal 130 (in which the numerical input column may be configured to interoperate with 'the field value' of the point input field).
  • the predetermined size of point data (a field value) is inputted into the index record based on the received division allocating signal.
  • the division allocating signal is an information signal associated with distribution of generated point data and serves to determine the size of point data divided and inputted into each of index records.
  • point data given to the game character is '15'
  • field values are divided into '+12', '-5', '+4', and '+4', respectively and each of divided field values is inputted into each of index records and the total thereof is '15'. That is, in the embodiment in FIG 4, all of the given (generated) point data is enabled to be used to input field values.
  • Sing information is inputted together with the predetermined size of point data and this is for adding or subtracting accumulated point data as technical data.
  • the numerical value of technical data may be decreased by as much as the size of the inputted point data (a field value).
  • the point input field of FIG. 4 may further include maximum limit value information as an information item.
  • the character ability adjusting means 230 computes the numerical value of technical data increasing in accordance with the inputted field value and determines whether the computed numerical value of technical data reaches the set maximum limit value. At a point where it is determined that the accumulated value of technical data reaches the maximum limit value, the character ability adjusting means 230 cuts off inputting of the field value of point data into a corresponding index record. That is, in case that the numerical value of technical data with respect to damage information is not allowed to be accumulated anymore since the maximum limit value is reached, the character ability adjusting means 230 determines the size of point data, which is not inputted, as a remaining field value. Thus, the character ability adjusting means 230 restores the remaining field value to the point storage means 260 or induces the same to be distributed to another index record.
  • the point information database 250 sets at least one data value as a level up point with respect to the experience value of the game character and stores the size of point data given to the game character by each of the set level up points. That is, the point information database 250 serves to store point data.
  • the point data is given to the game character in correspondence to each of defined data values, as the experience value of the game character increases more than a certain value. It is apparent that the size of point data to be given may be set as same or differently in accordance with each of level up points, and may be set flexibly by the system operator considering system environments.
  • the point storage means 260 computes point data added to the game character and records the computed point data. In addition, the point storage means 260 enables the recorded point data to be provided to the operator 120 through the terminal 130.
  • Point data may be numerical data which is a bonus point capable of leveling up power, function, etc, of the game character when a predetermined condition is satisfied.
  • Point data recorded in the point storage means 260 may be distributed into the aforementioned point input field by the division allocating signal from the operator 120, for example by the character ability adjusting means 230, and thereby abstracted.
  • point data storage of the point information database 250 and adding point data to the game character will be fully described with reference to FIG 5.
  • FIG. 5 is a view illustrating one example of configuration of a point information database according to the present invention.
  • '2 points' are added as point data when a level of the game character is less than '20' and the level thereof levels up by one step
  • '3points' are added as point data when the level of the game character is more than '21' and the level thereof levels up by one step.
  • the added point data are recorded in the point storage means 260. This is to make a better compensation for the level up of the game character which is further complicated, by increasing the experience value required to level up one step as the level of the game character goes up.
  • the level of the game character controlled by the operator 'descendant of warrior' is 'Lv 20' and the experience value recorded in the point storage means 260 is '25,348' (refer to FIG 3).
  • the experience value may be controlled to increase at a point where life value information of the monster character recorded in a predetermined monster storage means (not illustrated) in correspondence to action of the game character becomes 0.
  • the size of the experience value increasing in accordance with a tribe/power of the monster character whose life value information is 0 may be controlled to be different.
  • the game character growing system 200 of the present invention may add point data '3' to the game character by referring to the point information database 250. Accordingly, point data added '+3' is recorded in the point storage means 260 and the division allocating signal of the operator 120 is waited.
  • point data is added in accordance with level up of the game character in the present embodiment
  • various methods of adding point data such as a method of adding event point data while the game in progress, a method of adding bonus point data according to completion of quest, and the like.
  • the methods like above may be adopted by the system operator.
  • the point input field includes information on the maximum limit value.
  • the game character growing system 200 of the present invention determines whether the size of technical data accumulated in accordance with inputting of the field value with respect to the generated point data reaches the set maximum limit value.
  • the game character growing system 200 may determine the skill that belongs to the game character as a second skill in which damage information corresponding to the index record is specialized.
  • the game character growing system 200 may further include the skill information database 240 for storing the second skill.
  • the second skill is a skill that the predetermined character ability of the first skill (a current skill) is particularly improved, i.e.
  • the second skill may be classified into a duration (D) type, an intensity (I) type, a range (R) type, and a target (T) type. That is, the second skill particularly specializes duration time, an intensity degree, a reachable range, and a number of targets and generates difference in the types in accordance with an item of the character ability that a user wants to improve.
  • the second skill 'freezing swing II' of the duration (D) type may be abstracted from the skill information database 240 and replaced with the existing' first skill 'freezing swing I'.
  • the second skill 'freezing swing II' may be a type that the maximum limit value of duration (D) information corresponding to the existing first skill 'freezing swing I' is improved from '30' to '60', or a type that all the damage information is collectively improved.
  • adjusting the character ability with respect to the second skill and adoption with respect to changing of the skill that belongs to the game character may be flexibly changed by the system operator.
  • the present invention it is possible to faithfully implement the purpose of the present invention, flexibly controlling the character ability with respect to the predetermined skill to be improved by a random selection of the operator 120 controlling the game character and enabling the game character to have a skill corresponding to intention of the operator to improve techniques.
  • the game character growing system 200 may further include a database management module for managing the aforementioned databases 210, 240, and 250.
  • the game character growing system 200 according to the present invention may be configured for the purpose of the present invention by using Relational Database Management Systems (RDBMS) such as Oracle, Infomix, Sybase, and DB2 and Object Oriented Database Management Systems such as Gemston, Orion, 02, and the like.
  • RDBMS Relational Database Management Systems
  • FIG. 6 is a flowchart illustrating a method for making a game character grow according to a preferred embodiment of the present invention.
  • the method for making the game character grow is performed by the aforementioned game character growing system 200.
  • the game character growing system 200 maintains the character information database for recording technical data with respect to the first skill that the belongs to the game character (S610).
  • This step S610 is a procedure for recording information on a current state of the game character according to game progress. For example, identifier information, functional title information, level information, first skill information and experience value information are recorded in the character information database 210 (refer to FIG. 3).
  • information on technical data corresponding to first skill information is further included and numerical data associated with quantity of the displayed effect generating when the first skill operates is stored.
  • technical data is damage information corresponding to the first skill.
  • the technical data includes at least one selected from the group consisting of duration (D) information, intensity (I) information, range (R) information and target (T) information when the first skill operates.
  • D duration
  • I intensity
  • R range
  • T target
  • the game character growing system 200 provides the operator 120 of the game character with a user interface for inputting a predetermined field value into the point input field associated with distribution of point data, in correspondence to generation of predetermined point data (S620).
  • This step S620 is a procedure for distributing point data added to the game character through game progress in accordance with a random selection of the operator 120 and updating damage information, i.e. the numerical value of technical data.
  • Point data is generated at a point where experience value data of the game character satisfies the set level up point. At this time, the generated point data is recorded, for example, in the point storage means 260 and awaits the random selection of the operator 120.
  • adding of point data will be described with reference to FIG. 7.
  • FIG. 7 is a flowchart illustrating a method of setting point data corresponding to experience value data of a game character according to the present invention.
  • the game character growing system 200 defines at least one predetermined data value to be set as a level up point (S710).
  • This step S710 is a procedure for defining a particular experience value of a leveled up game character.
  • the experience value data defined as the level up point may be flexibly set by the system operator (refer to FIG 5).
  • the game character growing system 200 maintains the point information database 250 for storing the size of point data added in correspondence to each of defined data values (S720).
  • This step S720 is a procedure for setting the size of point data to be added to the game character when experience value data of the game character defined as the level up point and an actual experience value of the game character reaches a predetermined level up point. For example, in FIG 5, in case that the level of the game character is less than '20' and the level up point and the experience value of the game character are satisfied, '2points' are added as point data. In case that the level of the game character is more than '21' and the level up point and the experience value of the game character are satisfied, '3 points' are added as point data.
  • the game character growing system 200 stores the corresponding size of point data in the point storage means 260 (S730).
  • This step S730 is a procedure for accumulating the experience value of the game character obtained in the game and providing predetermined point data to the corresponding game character at a point where the accumulated experience value reaches the set level up point.
  • the game character controlled by the operator 'descendant of warrior' obtains the experience value '4,562' additionally through hunting of monster characters. Accordingly, the accumulated experience value of the game character becomes '30,000', which is the level up point.
  • the game character growing system 200 increases the level of the game character from Lv 20 to Lv 21 and provides the game character with point data '3' corresponding to the level Lv21 by referring to the point information database 250. Accordingly, the present invention adds point data to the game character at a point where the accumulated value of the experience value obtained in the game satisfies a predetermined criterion, and distributes the added point data in accordance with a random selection of the operator 120. Thus, there is an effect that it is possible to specialize the character ability with respect to the skill. Referring to FIG. 6 again, the game character growing system 200 performs predetermined numerical adjustment with respect to technical data in correspondence to the inputted field value from the operator 120 (S630).
  • This step S630 is a procedure for updating a detailed character ability of the first skill that belongs to the game character, i.e. damage information, corresponding to intention of the operator 120 with respect to the generated point data.
  • the predetermined size of point data inputted as the field value may be, for example, within the size of point data recorded in the point storage means 260.
  • Field values may be inputted into each of index records in accordance with the division allocating signal of the operator 120.
  • inputting of the field value according to the division allocating signal of the operator 120 will be described with reference to FIG 8.
  • FIG. 8 is a flowchart illustrating a method for inputting a field value into a point input field according to the present invention and cutting off inputting of the field value in accordance with a predetermined criterion.
  • the game character growing system 200 receives a predetermined division allocating signal from the operator 120 (S810).
  • This step S810 is a step for enabling the game character growing system 200 to recognize distribution intention of the operator 120 with respect to point data recorded in the point storage means 260.
  • the division allocating signal is generated by inputting predetermined numerical data in the user interface provided to the operator 120.
  • the total of the inputted numerical data may be limited to be within the size of point data recorded in the point data means 260.
  • the operator 120 may be induced to input the field value within the point data.
  • the game character growing system 200 inputs the predetermined size of point data corresponding to the division allocating signal in the index record as the field value (S820).
  • This step S820 is a procedure for distributing point data to each of index records in accordance with intention of the operator 120 with respect to distribution of point data.
  • the field value may be inputted in the index record, in correspondence to a numerical value that the operator 120 inputs into a predetermined input column of the user interface.
  • the point input field corresponds to damage information and includes at least one index record maintaining predetermined maximum limit value information.
  • the index record for example, as illustrated in FIG. 4, may include a duration index record, an intensity index record, a range index record, a target index record, and the like, to correspond to technical data recorded in the character information database 210.
  • step S83O is a procedure for measuring the accumulated numerical value with respect to each of damage information recorded in the point input field. In this step, it is determined whether the character ability of the skill is improved due to increase in the technical numerical value of damage information in accordance with inputting of the field value. It is also determined whether the technical numerical value of damage information approaches the maximum limit value.
  • the game character growing system 200 cuts off inputting of the field value into the point input field (S840).
  • This step S840 is a procedure for stopping inputting of the field value at a point where the accumulated technical numerical value reaches the maximum limit value.
  • the remaining field value may be restored, for example, to the point storage means 260. Accordingly, according to the present invention, there is an effect that it is possible to prevent a gamer from losing interests in a game due to unlimited improvement of a particular character ability of the skill, by improving the particular character ability of the skill within the set range of the maximum limit value.
  • the game character growing system 200 of the present invention may identify sign information from the division allocating signal and add or subtract a predetermined accumulated value of damage information in accordance with the identified sign information.
  • the sign information may be an information signal for adding the technical numerical value of damage information, and also, partially restoring point data with respect to the character ability of the skill determined to have excessively improved.
  • the previous technical numerical value as intensity (I) information is '40' and is intended to be reduced to '35' in accordance with determination of the operator 120.
  • a point of receiving sign information to reduce the character ability of the skill is not limited. However, it may be preferable that the point is same to that of receiving the division allocating signal. Or the point of receiving sing information may be flexibly set by the system operator flexibly.
  • predetermined weight may be applied to the restored point data. For example, it is possible to apply 'x(-0.5)' to the restored point data '5' and record only '2.5' in the point storage means 260, and thereby, to add an opportunity cost to the restored point data.
  • the game character growing system 200 of the present invention may replace the second skill with a holding skill. At this time, the second skill has a more improved character ability than the first skill that currently belongs to the game character.
  • FIG 9 is a flowchart illustrating a method for changing a second skill as a holding skill that belongs to the game character according to the present invention.
  • the game character growing system 200 confirms the index record of the point input field reaching the maximum limit value (S941).
  • This step S941 is a procedure for confirming damage information in which the character ability of the skill is increased to the maximum. In this step, it is confirmed which function of the skill the operator 120 wants to specialize, based on the current state of the technical numerical value of damage information.
  • the index record reaching the maximum limit value in FIG 4 is a duration record associated with duration time of the skill.
  • the game character growing system 200 can determine that intention of improving techniques of the operator 120 controlling the game character lies in increasing the technical numerical value associated with duration (D) information.
  • the game character growing system 200 abstracts the second skill corresponding to the confirmed index record and replaces the holding skill of the game character with the abstracted second skill (S942).
  • This step S942 is a procedure for considering damage information that has reached the maximum limit value and abstracting the second skill from the skill information database 240.
  • the second skill is that the damage information is more specialized. That is, the new skill corresponding to intention of the operator 120 who wants to improve techniques is changed to be the holding skill of the game character.
  • the second skill may be a skill with particularly improved damage information among at least one damage information, with respect to the first skill. For example, it is possible to define the increased maximum limit value as the second skill by largely increasing the maximum limit value of predetermined damage information of the first skill or to define a higher skill among the same types as the second skill.
  • the more specialized second skill becomes the holding skill of the game character by referring to damage information that has reached the maximum limit value.
  • there may be various methods of updating skills such as a method of allowing only inputting of the field value up to the maximum limit value for the corresponding skill only. Accordingly, according to the present invention, there is an effect that it is possible to secure active control of the operator 120 in making the game character grow by enabling the character ability with respect to the skill of the game character to be adjusted by a random selection of the operator 120.
  • the embodiments of the present invention include computer readable media including program instructions to implement various operations embodied by a computer.
  • the media may also include, alone or in combination with the program instructions, data files, data structures, tables, and the like.
  • the media and program instructions may be those specially designed and constructed for the purposes of the present invention, or they may be of the kind well known and available to those having skill in the computer software arts.
  • Examples of computer-readable media include magnetic media such as hard disks, floppy disks, and magnetic tape; optical media such as CD-ROM disks; magneto-optical media such as floptical disks; and hardware devices that are specially configured to store and perform program instructions, such as read- only memory devices (ROM) and random access memory (RAM).
  • the media may also be a transmission medium such as optical or metallic lines, wave guides, etc. including a carrier wave transmitting signals specifying the program instructions, data structures, etc.
  • Examples of program instructions include both machine code, such as produced by a compiler, and files containing higher level code that may be executed by the computer using an interpreter.
  • FIG. 10 is an internal block diagram of a general-purpose computer which can be more employed in implementing the method for making the game character grow according to the present invention.
  • the computer system 1000 includes any number of processors 1010 (also referred to as central processing units, or CPUs) that are coupled to storage devices including primary storage (typically a random access memory, or "RAM 1020 "), primary storage (typically a read only memory, or "ROM 1030").
  • primary storage typically a random access memory, or "RAM 1020 "
  • ROM 1030 acts to transfer data and instructions uni-directionally to the CPU and RAM 1020 is used typically to transfer data and instructions in a bi-directional manner. Both of these primary storage devices may include any suitable type of the computer-readable media described above.
  • a mass storage device 1040 is also coupled bi-directionally to CPU and provides additional data storage capacity and may include any of the computer-readable media described above.
  • the mass storage device 1040 may be used to store programs, data and the like and is typically a secondary storage medium such as a hard disk that is slower than primary storage.
  • a specific mass storage device such as a CD-ROM 1060 may also pass data uni-directionally to the CPU.
  • Processor 1010 is also coupled to an interface 1050 that includes one or more input/output devices such as such as video monitors, track balls, mice, keyboards, microphones, touch-sensitive displays, transducer card readers, magnetic or paper tape readers, tablets, styluses, voice or handwriting recognizers, or other well-known input devices such as, of course, other computers.
  • processor 1010 optionally may be coupled to a computer or telecommunications network using a network connection as shown generally at network interface 1070.
  • the CPU might receive information from the network, or might output information to the network in the course of performing the above-described method steps.
  • the above-described devices and materials will be familiar to those of skill in the computer hardware and software arts.
  • the hardware elements above may be configured to act as one or more software modules for implementing the operations of this invention.
  • a method for making a game character grow and a system thereof which enables an operator to actively control a character ability of a skill by performing numerical adjustment with respect to particular power of the skill by a random selection of the operator.
  • a method for making a game character grow and a system thereof which can prevent a gamer from losing interests in a game due to unlimited improvement of a particular character ability of a skill by improving power of the skill through distribution of point data added to the character, only within the set range of the maximum limit value.
  • a method for making a game character grow and a system thereof which enables an operator to perform active numerical adjustment through restoration of point data and redistribution thereof with respect to the unnecessarily increased skill by allowing decrease of the character ability in accordance with determination of the operator with respect to the particular character ability of the increased skill.
  • a method for making a game character grow and a system thereof which can satisfy desire of an operator with respect to technical improvement by changing a new skill, which can correspond to the disposition of the operator who wants to improve techniques, to be the skill that belongs to the operator.

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Abstract

Disclosed are method for making a game character grow and a system thereof, which enables the game character to have a skill corresponding to an intention of an operator who wants to improve techniques by flexibly controlling improvement of a character ability by a selection of operator controlling the game character. In order to achieve the above goals, according to an aspect of the present invention, there is provided a method for making a game character growing: including the steps of: maintaining a character information data base for recording the technical data with respect to a first skill that belongs to the game character; providing an operator of the game character with a user interface for receiving a predetermined field value in a point input field associated with distribution of point data, in correspondence to generation of the point data; and performing predetermined numerical adjustment with respect to the technical data, in correspondence to the field value received from the operator in which the technical data is damage information corresponding to the first skill and includes at least one selected from the group consisiting of duration (D) information, intensity (I) information, range (R) information and target (T) information when the first skill operates.

Description

A METHOD FOR GROWING A GAME CHARACTER BY USING ARBITRARY DISTRIBUTION OF POINTS AND A SYSTEM THEREOF
Technical Field The present invention relates to a method for making a game character grow by using random distribution of points and a system thereof. More particularly, the present invention relates to a method for making a game character grow and a system thereof, which enables the game character to have a skill corresponding to an intention of an operator who wants to improve techniques by flexibly controlling improvement of a character ability for the skill by a selection of the operator controlling the game character.
Background Art
It is already well-known that the main purpose of a general roll playing game is to accumulate an experience value of a character and improve physical power or a skill level of the character based on the accumulated experience value. Particularly, improving a skill of the character is a level-up based on steps. In case that a predetermined condition is satisfied (in case that an experience value is accumulated more than a predetermined value or in case that a level-up event is generated), it is limited to increase the character ability up to the established level step mechanically.
That is, an active intervention of a gamer is not considered in adjusting the character ability with respect to the skill. That is, a route for improving the skill is determined in advance and the character ability of the skill is updated in accordance with the determined route. For example, in case that the route for improving the skill is determined in order of level 1 skill → level 2 skill → level 3 skill, a predetermined game manufacturer presets character ability with respect to the skills, such as level 1 skill: destructive power low, level 2 skill: destructive power middle, level 3 skill: destructive power high, etc, and updates the character ability of the skills in accordance with the skill level of the character. The method of improving skills like above is only to grow the skill level simply.
Thus, it is insufficient to satisfy desire of the gamer who wants to improve skills. For example, although the gamer wants to specialize and improve power enabling the gamer to display his/her skills within short time, there is no game service for supporting this.
In order to overcome the aforementioned difficulty, there is a method of suggesting a plurality of skills with various character abilities and enabling the gamer to select one of the skills particularly when a predetermined condition is satisfied. However, in this case, there is a problem that supporting too many skills makes the gamer less understand the game and weakens his/her concentrations on the game.
Accordingly, there is required the advent of a model for making the game character grow, capable of improving the particular character ability of the skill intensively while securing gamer's liberty at a maximum in improving the skill. In addition, there is further required a model for making the game character grow, enabling the gamer to improve the skill as he/she wants by using a random selection of the gamer playing the game without determining the route for improving the skill.
Disclosure of the Invention Technical Goals
The present invention is conceived to solve the aforementioned problems, the present invention provides a method for making a game character grow and a system thereof, which enables an operator to actively control a character ability of a skill by performing numerical adjustment with respect to particular power of the skill by a random selection of the operator.
The present invention also provides a method for making a game character grow and a system thereof, which can prevent a gamer from losing interests in a game due to unlimited improvement of a particular character ability of a skill by improving power of the skill through distribution of point data added to the character, only within the set range of the maximum limit value.
The present invention also provides a method for making a game character grow and a system thereof, which enables an operator to perform active numerical adjustment through restoration of point data and redistribution thereof with respect to the unnecessarily increased skill, by allowing decrease of the character ability with respect to the particular character ability of the increased skill in accordance with determination of the operator.
The present invention also provides a method for making a game character grow and a system thereof, which can satisfy desire of an operator with respect to technical improvement by changing a new skill, which can correspond to the disposition of the operator who wants to improve techniques, to be the skill that belongs to the operator.
Technical Solutions
In order to achieve the above goals, according to an aspect of the present invention, there is provided a method for making a game character growing: including the steps of: maintaining a character information database for recording technical data with respect to a first skill that belongs to the game character; providing an operator of the game character with a user interface for receiving a predetermined field value in a point input field associated with distribution of point data, in correspondence to generation of the point data; and performing predetermined numerical adjustment with respect to the technical data, in correspondence to the field value received from the operator in which the technical data is damage information corresponding to the first skill and includes at least one selected from the group consisting of duration (D) information, intensity (I) information, range (R) information and target (T) information, when the first skill operates.
Furthermore, according to another aspect of the present invention, there is provided a system for making a game character grow: including: a character information database for recording technology data with respect to a skill held by the game character; a field providing means providing an operator of the game character with a user interface for inputting a predetermined field value into a point input field associated with distribution f the point data, in correspondence to generation of predetermined point data; and a character ability adjusting means performing predetermined numerical adjustment with respect to the technical data, in correspondence to the field value inputted from the operator; wherein the technical data is damage information corresponding to a first skill and includes at least one selected from the group consisting of duration (D) information, intensity (I) information, range (R) information, and target (T) information, when the first skill operates, and the point input field includes at least one index record corresponding to the damage information. Brief Description of Drawings
FIG 1 is a view illustrating schematic operations of a system for making a game character grow according to the present invention;
FIG 2 is a configuration diagram illustrating a system for making a game character grow according to a preferred embodiment of the present invention;
FIG 3 is a view illustrating one example of configuration of a character information database according to the present invention, FIG 4 is a view illustrating one example of configuration of a point input field; and FIG 5 is a view illustrating one example of configuration of a point information database; FIG 6 is a flowchart illustrating a method for making a game character grow according to a preferred embodiment of the present invention;
FIG 7 is a flowchart illustrating a method of setting point data corresponding to experience value data of a game character according to the present invention;
FIG 8 is a flowchart illustrating a method for inputting a field value into a point input field according to the present invention and cutting off inputting of the field value in accordance with a predetermined criterion, and FIG. 9 is a flowchart illustrating a method for changing a second skill as a skill that belongs to the game character; and
FIG 10 is an internal block diagram of a general-purpose computer which can be employed in implementing a method for making a game character grow according to the present invention.
Best Mode for Carrying Out the Invention
Hereinafter, a method for making a game character grow by using random distribution of points and a system thereof will be described with reference to the accompanying drawings.
Technical data described in the present specification designates numerical data with respect to power of a skill that the game character uses or maintains in a game. For example, the technical data may be damage information on the degree of damaging a monster (or a competing character) when the skill is displayed by the game character, thereby reducing predetermined life value data. As damage information of technical data like above, the present specification includes duration information on time that a displayed effect is maintained, intensity information on intensity of the displayed effect, range information on the range thereof, and target information on the number of monster characters becoming the target thereof. In addition, the technical data is associated with power of the skill. Thus, the system for making the game character grow according to the present invention enables the game character to have skills displaying respectively different effects in accordance with a numerical value of each of technical data, although the skills are the same.
FIG. 1 is a view illustrating schematic operations of a system for making a game character grow according to the present invention.
A game character growing system 100 serves to adjust a particular character ability with respect to a skill that belongs to the game character in accordance with random input of an operator 120 who controls the game character. In the present embodiment, the game character growing system 100 is limited to operate in an online based game, particularly, an online roll playing game gradually improving power and technique of the game character in accordance with experience values obtained according to progress of the game. This is for convenience of description. At this time, it will be apparent to those skilled in the related art that the technical spirits of the present invention may be applicable not only to the online based game, but also a personal computer based game or video consol based game or the like.
First, an online game server 110 serves to allow access of the operator 120 through a communication network 140 and to provide the accessed operator 120 with an online game service in accordance with a predetermined contract. For example, the online game server 110 may be a MUD (Multiple User Dialogue) game service server, a MUG (Multiple User Graphic) game service server ser, or the like. Generally, a game service provided from the online game server 110 is performed by transmitting game data or game patch data required for game progress to the operator 120 who has installed a game related program in a predetermined terminal 130. In addition, the online game server 110 makes the game progress smooth by controlling the game character of the operator 120 in accordance with a predetermined operation control signal received from the operator 120. The operator 120 may be a gamer or an internet user who has the terminal 130 for maintaining a connection with the communication network 140 and is provided with a predetermined online game service from the online game server 110. At this time, the operator 120 is under a predetermined contract with the online game server 110.
The terminal 130 maintains a connection state with the online game server 110 through the communication network 140, such as Internet, a telephone line, and the like. The terminal 130 displays the provided online game by using the game related program. For example, the terminal 130 is a general concept for terminals equipped with a predetermined computation capacity by providing a predetermined memory means and a predetermined microprocessor, such as a personal computer, a notebook computer, a handheld computer, a PDA (Personal Digital Assistant), a cellular phone, a smart phone, and the like. The game character growing system 100 serves to receive a division allocating signal from the operator 120, and to adjust a numerical value of a particular technique with respect to skills of the game character in accordance with the received division allocating signal. The division allocating signal is in association with improvement of the character ability of the skill that belongs to the game character. That is, in improving the character ability of the skill, the game character growing system 120 of the present invention specializes the particular character ability of the skill in accordance with random division of the operator 120 with respect to point data given to the game character and induces the skill of the game character to be improved as the operator 120 intends. Hereinafter, specific configuration of the game character growing system 200 will be described with reference to FIG. 2.
FIG 2 is a configuration diagram illustrating a system for making a game character grow according to a preferred embodiment of the present invention.
A game character growing system 200 of the present invention may include a character information database 210, a field providing means 220, a character ability adjusting means 230, a skill information database 240, a point information database 250, and a point storage means 260.
First, the character information database 210 serves to record technical data with respect to the skill that belongs to the game character and to maintain detailed information on techniques that the game character uses in a current game. At this time, technical data is damage information which may be displayed by the skill. Generally, the bigger numerical values of technical data, i.e. accumulated data of damage information, the larger the displayed effect against the competing character (a monster character) when the game character displays the skill. As aforementioned, technical data includes at least one selected from the group consisting of duration (D) information, intensity (I) information, range (R) information and target (T) information, when a first skill (a skill that currently belongs to the game character) operates. The maximum limit value is set with respect to each information, which prevents the operator 120 from losing interests in the game due to the unlimited increase of the character ability. At this time, the skill is a technique that the game character obtains and uses in the game in accordance with its functional title. For example, in case that the functional title of the game character is 'a warrior1, 'a freezing swing' or the like may be provided, in which 'the freezing swing' is suitable for the functional title of 'the warrior' playing the game using a close combat with the monster character showing up in the game. Moreover, the character information database 210 includes predetermined level information with respect to the game character and enables the game character to have skills corresponding to the current level thereof. That is, the game character is required to have a certain level in order to obtain the skill 'freezing swing'. At this time, in case that the level required in the skill 'freezing swing' is unsatisfied, the skill 'freezing swing' becomes a potentially obtainable technique and awaits a level up of the game character. In addition, in association with technical data of 'the freezing swing', for example, numerical data inputted as duration information is associated with elapsed time to freeze the monster character affected by the displayed effect of the skill, numerical data inputted as intensity information is associated with the width of decrease of life value information of the monster character affected by the displayed effect of the skill, numerical data inputted as range information is associated with the radius that the displayed effect of the skill reaches based on the monster character and numerical data inputted as target information is associated with the number of target monster characters affected by the displayed effect of the skill.
In correspondence to generation of predetermined point data, the field providing means 220 provides the operator 120 of the game character with a user interface for inputting a predetermined field value in the point input field associated with distribution of point data. At this time, the point input field is for random input of the operator 120 with respect to the generated point data and includes at least one index record corresponding to damage information recorded in the character information database 210. That is, index records of the point input field include a duration index record, intensity index record, a range index record, and a target index record. The field providing means 220 enables a predetermined size of point data (a field value) generated in accordance with a division allocating signal of the operator 120 to be inputted in the index record. The user interface serves to display a predetermined numerical input column, which interoperates with the index record of the point input field, on the screen of the terminal 130 and to induce the operator 120 to input the predetermined size of the point data into the provided numerical input column. The point data generates at a point where accumulated values of experience values that the game character obtained in the game satisfy a predetermined criterion, and is provided to the game character. The description related thereto will be described later.
The character ability adjusting means 230 performs predetermined numerical adjustment with respect to technical data in correspondence to the field value inputted from the operator 120. That is, the character ability adjusting means 230 serves to change a numerical value of technical value of the game character in accordance with the size of point data inputted in the index record of the point input field. Particularly, the character ability adjusting means 230 may further receive sign information from the operator 120, together with the size of point data, and performs adding or subtracting adjustment with respect to the numerical value of the technical data in accordance with the received sign information. Hereinafter, the character information database 210 and the point input field will be fully described with reference to FIGS. 3 and 4.
FIG 3 is a view illustrating one example of configuration of a character information database according to the present invention.
As illustrated in FIG. 3, the character information database 210 includes user information, such as identifier information of the operator 120 controlling the game character, a functional title (growth direction) of the game character, level information thereof, experience value information, and information on a first skill that currently belongs to the game character. Moreover, the character information database 210 records technical data with respect to the first skill, i.e. damage information. In case that technical data is associated with the width of life value information of the monster character. Life value information of the monster character decreases when the game character displays his/her skill. For example, the bigger the size of damage information, the larger the life value of the monster character affected by the displayed effect of the skill may decrease. In FIG 3, the game character controlled by the operator 'descendant of warrior' has the skill 'freezing swing I' and the character information database 210 records damage information of technical data corresponding to 'the freezing swing I'. Particularly, all sorts of information recorded in the character information database 210 are provided for the operator 120, in response to demand thereof 120. At this time, a predetermined maximum limit value is compared with the size of point data (a technical numerical value) recorded in damage information and the power of the corresponding skill is provided to the operator 120. FIG. 4 is a view illustrating one example of a point input field according to the present invention.
The point input field is provided to the terminal 130 of the operator 120 at a point where accumulated values of experience values of the game character satisfy a predetermined level up point, i.e. at a point where the predetermined size of point data is given to the game character. Inputting the field value in the point input field may be performed on the basis of the division allocating signal received from the operator 120. For example, the division allocating signal may be generated, such that the operator 120 may perform a predetermined inputting act with respect to the numerical input column of the user interface displayed on the terminal 130 (in which the numerical input column may be configured to interoperate with 'the field value' of the point input field).
In FIG 4, as an example, the predetermined size of point data (a field value) is inputted into the index record based on the received division allocating signal. That is, the division allocating signal is an information signal associated with distribution of generated point data and serves to determine the size of point data divided and inputted into each of index records. For example, in case that point data given to the game character is '15', field values are divided into '+12', '-5', '+4', and '+4', respectively and each of divided field values is inputted into each of index records and the total thereof is '15'. That is, in the embodiment in FIG 4, all of the given (generated) point data is enabled to be used to input field values. Sing information is inputted together with the predetermined size of point data and this is for adding or subtracting accumulated point data as technical data. For example, in case that the sign information corresponds to subtraction (a negative number), the numerical value of technical data may be decreased by as much as the size of the inputted point data (a field value).
In addition, the point input field of FIG. 4 may further include maximum limit value information as an information item. For example, the character ability adjusting means 230 computes the numerical value of technical data increasing in accordance with the inputted field value and determines whether the computed numerical value of technical data reaches the set maximum limit value. At a point where it is determined that the accumulated value of technical data reaches the maximum limit value, the character ability adjusting means 230 cuts off inputting of the field value of point data into a corresponding index record. That is, in case that the numerical value of technical data with respect to damage information is not allowed to be accumulated anymore since the maximum limit value is reached, the character ability adjusting means 230 determines the size of point data, which is not inputted, as a remaining field value. Thus, the character ability adjusting means 230 restores the remaining field value to the point storage means 260 or induces the same to be distributed to another index record.
The point information database 250 sets at least one data value as a level up point with respect to the experience value of the game character and stores the size of point data given to the game character by each of the set level up points. That is, the point information database 250 serves to store point data. The point data is given to the game character in correspondence to each of defined data values, as the experience value of the game character increases more than a certain value. It is apparent that the size of point data to be given may be set as same or differently in accordance with each of level up points, and may be set flexibly by the system operator considering system environments. The point storage means 260 computes point data added to the game character and records the computed point data. In addition, the point storage means 260 enables the recorded point data to be provided to the operator 120 through the terminal 130. Point data may be numerical data which is a bonus point capable of leveling up power, function, etc, of the game character when a predetermined condition is satisfied. Point data recorded in the point storage means 260 may be distributed into the aforementioned point input field by the division allocating signal from the operator 120, for example by the character ability adjusting means 230, and thereby abstracted. Hereinafter, point data storage of the point information database 250 and adding point data to the game character will be fully described with reference to FIG 5.
FIG. 5 is a view illustrating one example of configuration of a point information database according to the present invention. In FIG. 5, as an example, '2 points' are added as point data when a level of the game character is less than '20' and the level thereof levels up by one step and '3points' are added as point data when the level of the game character is more than '21' and the level thereof levels up by one step. The added point data are recorded in the point storage means 260. This is to make a better compensation for the level up of the game character which is further complicated, by increasing the experience value required to level up one step as the level of the game character goes up.
It is assumed that the level of the game character controlled by the operator 'descendant of warrior' is 'Lv 20' and the experience value recorded in the point storage means 260 is '25,348' (refer to FIG 3). The experience value may be controlled to increase at a point where life value information of the monster character recorded in a predetermined monster storage means (not illustrated) in correspondence to action of the game character becomes 0. The size of the experience value increasing in accordance with a tribe/power of the monster character whose life value information is 0 may be controlled to be different. For example, in case that the accumulated value of the experience value obtained through continuous hunting (action to make life value information of the monster character 0) of the game character with respect to monster characters reaches '30,000', the game character growing system 200 of the present invention may add point data '3' to the game character by referring to the point information database 250. Accordingly, point data added '+3' is recorded in the point storage means 260 and the division allocating signal of the operator 120 is waited.
Although a predetermined value of point data is added in accordance with level up of the game character in the present embodiment, there may be various methods of adding point data such as a method of adding event point data while the game in progress, a method of adding bonus point data according to completion of quest, and the like. The methods like above may be adopted by the system operator.
Hereinafter, as for another embodiment of the present invention, updating the skill that belongs to the game character in accordance with inputting of the field value with respect to point data will be described.
As aforementioned, the point input field includes information on the maximum limit value. The game character growing system 200 of the present invention determines whether the size of technical data accumulated in accordance with inputting of the field value with respect to the generated point data reaches the set maximum limit value. At this time, in case that the numerical value of the technical data reaches the maximum limit value in the predetermined index record, the game character growing system 200 may determine the skill that belongs to the game character as a second skill in which damage information corresponding to the index record is specialized. For this, the game character growing system 200 may further include the skill information database 240 for storing the second skill. At this time, the second skill is a skill that the predetermined character ability of the first skill (a current skill) is particularly improved, i.e. a type that the character ability of the first skill is improved. According to the type of the improved character ability, the second skill may be classified into a duration (D) type, an intensity (I) type, a range (R) type, and a target (T) type. That is, the second skill particularly specializes duration time, an intensity degree, a reachable range, and a number of targets and generates difference in the types in accordance with an item of the character ability that a user wants to improve. For example, as illustrated in FIG 4, in case that the numerical value of technical data reaches the maximum limit value in the duration (D) index record, the second skill 'freezing swing II' of the duration (D) type may be abstracted from the skill information database 240 and replaced with the existing' first skill 'freezing swing I'. At this time, the second skill 'freezing swing II' may be a type that the maximum limit value of duration (D) information corresponding to the existing first skill 'freezing swing I' is improved from '30' to '60', or a type that all the damage information is collectively improved. Like above, it will be apparent that adjusting the character ability with respect to the second skill and adoption with respect to changing of the skill that belongs to the game character may be flexibly changed by the system operator.
Accordingly, according to the present invention, it is possible to faithfully implement the purpose of the present invention, flexibly controlling the character ability with respect to the predetermined skill to be improved by a random selection of the operator 120 controlling the game character and enabling the game character to have a skill corresponding to intention of the operator to improve techniques.
Although it is not illustrated in FIG. 2, the game character growing system 200 according to an preferred embodiment of the present invention may further include a database management module for managing the aforementioned databases 210, 240, and 250. The game character growing system 200 according to the present invention may be configured for the purpose of the present invention by using Relational Database Management Systems (RDBMS) such as Oracle, Infomix, Sybase, and DB2 and Object Oriented Database Management Systems such as Gemston, Orion, 02, and the like.
Operations of the game character growing system 200 according to the present invention such configured will be in detail described.
FIG. 6 is a flowchart illustrating a method for making a game character grow according to a preferred embodiment of the present invention.
The method for making the game character grow is performed by the aforementioned game character growing system 200. The game character growing system 200 maintains the character information database for recording technical data with respect to the first skill that the belongs to the game character (S610). This step S610 is a procedure for recording information on a current state of the game character according to game progress. For example, identifier information, functional title information, level information, first skill information and experience value information are recorded in the character information database 210 (refer to FIG. 3). Particularly, in this step S610, information on technical data corresponding to first skill information is further included and numerical data associated with quantity of the displayed effect generating when the first skill operates is stored. As aforementioned, technical data is damage information corresponding to the first skill. The technical data includes at least one selected from the group consisting of duration (D) information, intensity (I) information, range (R) information and target (T) information when the first skill operates. Thus, it is possible to guess the degree of the character ability of the first skill due to the technical data.
Moreover, the game character growing system 200 provides the operator 120 of the game character with a user interface for inputting a predetermined field value into the point input field associated with distribution of point data, in correspondence to generation of predetermined point data (S620). This step S620 is a procedure for distributing point data added to the game character through game progress in accordance with a random selection of the operator 120 and updating damage information, i.e. the numerical value of technical data. Point data is generated at a point where experience value data of the game character satisfies the set level up point. At this time, the generated point data is recorded, for example, in the point storage means 260 and awaits the random selection of the operator 120. Hereinafter, adding of point data will be described with reference to FIG. 7.
FIG. 7 is a flowchart illustrating a method of setting point data corresponding to experience value data of a game character according to the present invention. The game character growing system 200 defines at least one predetermined data value to be set as a level up point (S710). This step S710 is a procedure for defining a particular experience value of a leveled up game character. The experience value data defined as the level up point may be flexibly set by the system operator (refer to FIG 5).
In the next, the game character growing system 200 maintains the point information database 250 for storing the size of point data added in correspondence to each of defined data values (S720). This step S720 is a procedure for setting the size of point data to be added to the game character when experience value data of the game character defined as the level up point and an actual experience value of the game character reaches a predetermined level up point. For example, in FIG 5, in case that the level of the game character is less than '20' and the level up point and the experience value of the game character are satisfied, '2points' are added as point data. In case that the level of the game character is more than '21' and the level up point and the experience value of the game character are satisfied, '3 points' are added as point data.
In addition, in case that experience value data reaches the defined data value, the game character growing system 200 stores the corresponding size of point data in the point storage means 260 (S730). This step S730 is a procedure for accumulating the experience value of the game character obtained in the game and providing predetermined point data to the corresponding game character at a point where the accumulated experience value reaches the set level up point. For example, in FIGS. 3 and 5, it is assumed that the game character controlled by the operator 'descendant of warrior' obtains the experience value '4,562' additionally through hunting of monster characters. Accordingly, the accumulated experience value of the game character becomes '30,000', which is the level up point. The game character growing system 200 increases the level of the game character from Lv 20 to Lv 21 and provides the game character with point data '3' corresponding to the level Lv21 by referring to the point information database 250. Accordingly, the present invention adds point data to the game character at a point where the accumulated value of the experience value obtained in the game satisfies a predetermined criterion, and distributes the added point data in accordance with a random selection of the operator 120. Thus, there is an effect that it is possible to specialize the character ability with respect to the skill. Referring to FIG. 6 again, the game character growing system 200 performs predetermined numerical adjustment with respect to technical data in correspondence to the inputted field value from the operator 120 (S630). This step S630 is a procedure for updating a detailed character ability of the first skill that belongs to the game character, i.e. damage information, corresponding to intention of the operator 120 with respect to the generated point data. The predetermined size of point data inputted as the field value may be, for example, within the size of point data recorded in the point storage means 260. Field values may be inputted into each of index records in accordance with the division allocating signal of the operator 120. Hereinafter, inputting of the field value according to the division allocating signal of the operator 120 will be described with reference to FIG 8.
FIG. 8 is a flowchart illustrating a method for inputting a field value into a point input field according to the present invention and cutting off inputting of the field value in accordance with a predetermined criterion.
First, the game character growing system 200 receives a predetermined division allocating signal from the operator 120 (S810). This step S810 is a step for enabling the game character growing system 200 to recognize distribution intention of the operator 120 with respect to point data recorded in the point storage means 260. For example, the division allocating signal is generated by inputting predetermined numerical data in the user interface provided to the operator 120. At this time, the total of the inputted numerical data may be limited to be within the size of point data recorded in the point data means 260. The operator 120 may be induced to input the field value within the point data. Moreover, the game character growing system 200 inputs the predetermined size of point data corresponding to the division allocating signal in the index record as the field value (S820). This step S820 is a procedure for distributing point data to each of index records in accordance with intention of the operator 120 with respect to distribution of point data. For example, the field value may be inputted in the index record, in correspondence to a numerical value that the operator 120 inputs into a predetermined input column of the user interface. At this time, the point input field corresponds to damage information and includes at least one index record maintaining predetermined maximum limit value information. The index record, for example, as illustrated in FIG. 4, may include a duration index record, an intensity index record, a range index record, a target index record, and the like, to correspond to technical data recorded in the character information database 210. That is, inputting of the field value may be performed in such a manner that the size of point data corresponding to the division allocating signal is inputted into each of index records. In the next, the game character growing system 200 computes a technical numerical value of damage information in accordance with inputting of the field value. This step S83O is a procedure for measuring the accumulated numerical value with respect to each of damage information recorded in the point input field. In this step, it is determined whether the character ability of the skill is improved due to increase in the technical numerical value of damage information in accordance with inputting of the field value. It is also determined whether the technical numerical value of damage information approaches the maximum limit value.
In case that it is computed that the technical numerical value of damage information reaches the maximum limit value in the step S830, the game character growing system 200 cuts off inputting of the field value into the point input field (S840). This step S840 is a procedure for stopping inputting of the field value at a point where the accumulated technical numerical value reaches the maximum limit value. In case that the actually inputted field value is smaller than the first set field value, the remaining field value may be restored, for example, to the point storage means 260. Accordingly, according to the present invention, there is an effect that it is possible to prevent a gamer from losing interests in a game due to unlimited improvement of a particular character ability of the skill, by improving the particular character ability of the skill within the set range of the maximum limit value.
In addition, in the step S840, the game character growing system 200 of the present invention may identify sign information from the division allocating signal and add or subtract a predetermined accumulated value of damage information in accordance with the identified sign information. At this time, in distributing and inputting point data, the sign information may be an information signal for adding the technical numerical value of damage information, and also, partially restoring point data with respect to the character ability of the skill determined to have excessively improved. For example, in FIGS. 3 and 4, the previous technical numerical value as intensity (I) information is '40' and is intended to be reduced to '35' in accordance with determination of the operator 120. At this time, '-' corresponding to subtraction is inputted as sign information and the technical numerical value of damage information is reduced from '40' to '35' in correspondence to the inputted field value '-5'. The restored point data '5' is re-recorded in the point storage means 260 and awaits inputting of a new field value of the operator. In the present embodiment, a point of receiving sign information to reduce the character ability of the skill is not limited. However, it may be preferable that the point is same to that of receiving the division allocating signal. Or the point of receiving sing information may be flexibly set by the system operator flexibly. In addition, predetermined weight may be applied to the restored point data. For example, it is possible to apply 'x(-0.5)' to the restored point data '5' and record only '2.5' in the point storage means 260, and thereby, to add an opportunity cost to the restored point data.
Accordingly, according to the present invention, there is an effect that it is possible to enable active control of the operator 120 with respect to the character ability of the skill by controlling adding of point or subtracting thereof by inputting of the field value to be performed in accordance with determination of the operator 120.
In addition, in case that a predetermined criterion is satisfied in the step S840, the game character growing system 200 of the present invention may replace the second skill with a holding skill. At this time, the second skill has a more improved character ability than the first skill that currently belongs to the game character.
FIG 9 is a flowchart illustrating a method for changing a second skill as a holding skill that belongs to the game character according to the present invention.
The game character growing system 200 confirms the index record of the point input field reaching the maximum limit value (S941). This step S941 is a procedure for confirming damage information in which the character ability of the skill is increased to the maximum. In this step, it is confirmed which function of the skill the operator 120 wants to specialize, based on the current state of the technical numerical value of damage information. For example, the index record reaching the maximum limit value in FIG 4 is a duration record associated with duration time of the skill. Thus, the game character growing system 200 can determine that intention of improving techniques of the operator 120 controlling the game character lies in increasing the technical numerical value associated with duration (D) information.
In addition, the game character growing system 200 abstracts the second skill corresponding to the confirmed index record and replaces the holding skill of the game character with the abstracted second skill (S942). This step S942 is a procedure for considering damage information that has reached the maximum limit value and abstracting the second skill from the skill information database 240. At this time, the second skill is that the damage information is more specialized. That is, the new skill corresponding to intention of the operator 120 who wants to improve techniques is changed to be the holding skill of the game character. Thus, there is an effect that it is possible to satisfy desire of the operator 120 sufficiently with respect to technical improvement. At this time, the second skill may be a skill with particularly improved damage information among at least one damage information, with respect to the first skill. For example, it is possible to define the increased maximum limit value as the second skill by largely increasing the maximum limit value of predetermined damage information of the first skill or to define a higher skill among the same types as the second skill.
In the present embodiment, as an example, the more specialized second skill becomes the holding skill of the game character by referring to damage information that has reached the maximum limit value. However, it is only one embodiment of the present invention and it will be apparent that there may be various methods of updating skills, such as a method of allowing only inputting of the field value up to the maximum limit value for the corresponding skill only. Accordingly, according to the present invention, there is an effect that it is possible to secure active control of the operator 120 in making the game character grow by enabling the character ability with respect to the skill of the game character to be adjusted by a random selection of the operator 120. The embodiments of the present invention include computer readable media including program instructions to implement various operations embodied by a computer. The media may also include, alone or in combination with the program instructions, data files, data structures, tables, and the like. The media and program instructions may be those specially designed and constructed for the purposes of the present invention, or they may be of the kind well known and available to those having skill in the computer software arts. Examples of computer-readable media include magnetic media such as hard disks, floppy disks, and magnetic tape; optical media such as CD-ROM disks; magneto-optical media such as floptical disks; and hardware devices that are specially configured to store and perform program instructions, such as read- only memory devices (ROM) and random access memory (RAM). The media may also be a transmission medium such as optical or metallic lines, wave guides, etc. including a carrier wave transmitting signals specifying the program instructions, data structures, etc. Examples of program instructions include both machine code, such as produced by a compiler, and files containing higher level code that may be executed by the computer using an interpreter.
FIG. 10 is an internal block diagram of a general-purpose computer which can be more employed in implementing the method for making the game character grow according to the present invention.
The computer system 1000 includes any number of processors 1010 (also referred to as central processing units, or CPUs) that are coupled to storage devices including primary storage (typically a random access memory, or "RAM 1020 "), primary storage (typically a read only memory, or "ROM 1030"). As is well known in the art, ROM 1030 acts to transfer data and instructions uni-directionally to the CPU and RAM 1020 is used typically to transfer data and instructions in a bi-directional manner. Both of these primary storage devices may include any suitable type of the computer-readable media described above. A mass storage device 1040 is also coupled bi-directionally to CPU and provides additional data storage capacity and may include any of the computer-readable media described above. The mass storage device 1040 may be used to store programs, data and the like and is typically a secondary storage medium such as a hard disk that is slower than primary storage. A specific mass storage device such as a CD-ROM 1060 may also pass data uni-directionally to the CPU. Processor 1010 is also coupled to an interface 1050 that includes one or more input/output devices such as such as video monitors, track balls, mice, keyboards, microphones, touch-sensitive displays, transducer card readers, magnetic or paper tape readers, tablets, styluses, voice or handwriting recognizers, or other well-known input devices such as, of course, other computers. Finally, processor 1010 optionally may be coupled to a computer or telecommunications network using a network connection as shown generally at network interface 1070. With such a network connection, it is contemplated that the CPU might receive information from the network, or might output information to the network in the course of performing the above-described method steps. The above-described devices and materials will be familiar to those of skill in the computer hardware and software arts.
The hardware elements above may be configured to act as one or more software modules for implementing the operations of this invention.
The foregoing descriptions of specific embodiments of the present invention have been presented for purposes of illustration and description. They are not intended to be exhaustive or to limit the invention to the precise forms disclosed, and obviously many modifications and variations are possible in light of the above teaching.
Therefore, it is intended that the scope of the invention be defined by the claims appended thereto and their equivalents.
Although the present invention has been described in connection with the embodiment of the present invention illustrated in the accompanying drawings, it is not limited thereto since it will be apparent to those skilled in the art that various substitutions, modifications and changes may be made thereto without departing from the scope and spirit of the invention.
Industrial Applicability
As aforementioned, according to the present invention, there are provided a method for making a game character grow and a system thereof, which enables an operator to actively control a character ability of a skill by performing numerical adjustment with respect to particular power of the skill by a random selection of the operator.
Also, according to the present invention, there are provided a method for making a game character grow and a system thereof, which can prevent a gamer from losing interests in a game due to unlimited improvement of a particular character ability of a skill by improving power of the skill through distribution of point data added to the character, only within the set range of the maximum limit value.
Also, according to the present invention, there are provided a method for making a game character grow and a system thereof, which enables an operator to perform active numerical adjustment through restoration of point data and redistribution thereof with respect to the unnecessarily increased skill by allowing decrease of the character ability in accordance with determination of the operator with respect to the particular character ability of the increased skill. Also, according to the present invention, there are provided a method for making a game character grow and a system thereof, which can satisfy desire of an operator with respect to technical improvement by changing a new skill, which can correspond to the disposition of the operator who wants to improve techniques, to be the skill that belongs to the operator.

Claims

1. A method of making a game character grow in an online game, the method comprising the steps of: maintaining a character information database for recording technical data with respect to damage information of a first skill that belongs to a game character in a game character growing system, wherein the damage information includes at least one selected from the group consisting of duration (D) information, intensity (I) information, range (R) information and target (T) information, when the first skill operates; in correspondence to generation of predetermined point data in the game character growing system, providing an operator of the game character with a user interface for inputting a predetermined field value in a point input field associated with distribution of the point data, wherein the point input field includes at least one index record corresponding to the damage information; and in correspondence to the field value of the index record inputted from the operator in the game character growing system, performing predetermined numerical adjustment with respect to the damage information of the corresponding technical data; wherein the step of performing predetermined numerical adjustment with respect to the damage information of the technical data, comprising the step of in the game character growing system, confirming sign information of the inputted field value, adjusting the damage information to be added in case that the confirmed sign information corresponds to a positive number, and adjusting the damage information to be subtracted in case that the confirmed sign information corresponds to a negative number.
2. The method of claim 1, wherein: the index record maintains predetermined maximum limit value information; and the step of performing predetermined numerical adjustment with respect to damage information of the technical data includes the steps of: receiving a predetermined division allocating signal from the operator in the game character growing system; inputting a predetermined size of the point data corresponding to the division allocating signal in the index record as the field value in the game character growing system; computing a technical numerical value of the damage information in accordance with inputting of the field value in the game character growing system; and in case that it is computed that the technical numerical value of the damage information reaches the maximum limit value, cutting off inputting of the field value into the point input field.
3. The method of claim 2, further comprising the step of: maintaining a skill information database maintaining a second skill associated with damage information which is particularly improved among the at least one piece of damage information with respect to the first skill, in the game character growing system; wherein the step of cutting off inputting of the field value into the point input field includes the steps of: confirming an index record of the point input field reaching the maximum limit value in the game character growing system; and abstracting the second skill corresponding to the confirmed index record and replacing technology maintained by the game character with the abstracted second skill.
4. The method of claim 2, wherein the step of cutting off inputting of the field value into the point input field further includes the step of restoring the field value to a predetermined point storage means, in the game character growing system and the field value is a value remained by the cutting-off among field values determined to be inputted into the point input field by the division allocating signal.
5. The method of claim 1, wherein: the point data is generated at a point where experience value data of the game character satisfies a set level-up point; and the step of providing an operator of the game character with a user interface for inputting the field value includes the steps of: defining at least one predetermined data value that is to be set as the level-up point in the game character growing system; maintaining a point information database for storing the size of the point data which is given in correspondence to each of the defined data values in the game character growing system; and in case that the experience value data reaches the defined data value, enabling the game character growing system to store the size of corresponding point data in a predetermined point storage means.
6. The method of claim 5, wherein the game character growing system increases the experience value data at a point where life value information of a predetermined monster character recorded in a predetermined monster storage means is 0, in correspondence to an action of the game character.
7. A method of making a game character grow, the method comprising the steps of: maintaining a character information database for recording at least one piece of information selected from the group consisting of duration (D) information, intensity (I) information, range (R) information, target (T) information, as damage information with respect to a skill that belongs to the game character in the game character growing system; as the step of generating a point input field associated with adjustment of the damage information in the game character growing system, including at least one portion of a duration index record, an intensity index record, a range index record, and a target index record in the point input field; in response to generation of predetermined point data in the game character growing system, providing an operator of the game character with a user interface for inputting a predetermined field value in a point input field associated with distribution of the point data; and in correspondence to field value input of the operator with respect to the index record in the game character growing system, performing predetermined numerical adjustment with respect to the damage information.
8. A computer readable record media recording a program for implementing the method according to any one of claims 1 to 7.
9. A system for making a game character grow, the system comprising: a character information database for recording technology data with respect to a skill held by the game character; a field providing means providing an operator of the game character with a user interface for inputting a predetermined field value into a point input field associated with distribution f the point data, in correspondence to generation of predetermined point data; and a character ability adjusting means performing predetermined numerical adjustment with respect to the technical data, in correspondence to the field value inputted from the operator; wherein the technical data is damage information corresponding to a first skill and includes at least one selected from the group consisting of duration (D) information, intensity (I) information, range (R) information, and target (T) information, when the first skill operates, and the point input field includes at least one index record corresponding to the damage information.
PCT/KR2005/000894 2004-03-26 2005-03-25 A method for growing a game character by using arbitrary distribution of points and a system thereof WO2006075818A1 (en)

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