WO2018225981A1 - Method for providing screen fishing and system therefor - Google Patents
Method for providing screen fishing and system therefor Download PDFInfo
- Publication number
- WO2018225981A1 WO2018225981A1 PCT/KR2018/006235 KR2018006235W WO2018225981A1 WO 2018225981 A1 WO2018225981 A1 WO 2018225981A1 KR 2018006235 W KR2018006235 W KR 2018006235W WO 2018225981 A1 WO2018225981 A1 WO 2018225981A1
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- WIPO (PCT)
- Prior art keywords
- fishing
- fighting
- game object
- fish species
- screen
- Prior art date
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/818—Fishing
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/30—Capturing games for grabbing or trapping objects, e.g. fishing games
Definitions
- Embodiments disclosed herein are for a software process of a screen fishing system for catching fish and proceeds to a fighting mode upon successful hooking according to the quality of the fish species determined by fish selection and casting, to obtain the fish species in the fighting operation.
- the present invention relates to a method and a system for providing screen fishing that provides a fighting gauge and provides a process of catching fish species when the fighting is performed according to the fighting gauge.
- Screen fishing is a method of catching a fish by casting a bait into the sea visible on the screen, and then casting the fish into the cast.
- the fish are drawn through reels controlling the reels, and a fighting event occurs according to a predetermined condition, and an advantage or a penalty is granted depending on the success of the fighting event.
- Such a fishing system has a problem that the user can cast, but the user does not provide gameability after casting and casting as the fish moves to the fighting stage by biting the fish regardless of the user's action after casting.
- Korean Patent Laid-Open Publication No. 10-2013-0043867 discloses a fishing experience system, but it does not solve the above-mentioned problems, and therefore, a technique for solving the above-mentioned problems is required.
- the background art described above is technical information that the inventors possess for the derivation of the present invention or acquired in the derivation process of the present invention, and is not necessarily a publicly known technique disclosed to the general public before the application of the present invention. .
- Embodiments disclosed herein are directed to a method and system for providing screen fishing that allows the same experience as real fishing through a screen.
- Embodiments disclosed herein are aimed at presenting a method and system for providing screen fishing in which a user can predict a fish species that can emerge.
- One embodiment of the present invention is to provide a method and system for providing a screen fishing for giving a user a choice to increase the probability of appearance of fish species desired to catch.
- Embodiments disclosed herein are aimed at presenting a method and system for providing screen fishing that results in high grade fish based on a user's catch.
- the fish species determined according to a predetermined probability among at least one fish that can appear
- a controller for providing a fighting mode which is a process of catching the game object when a game object belonging to the game object appears and the game object appears to be hooked
- a memory for storing the at least one fish species.
- the screen fishing system may include: presenting a game object belonging to a fish species determined according to a predetermined probability among at least one fish that may appear; and hooking of the game object that appears. And providing a fighting mode, which is a process of catching the game object based on whether or not the game object is caught.
- a computer-readable recording medium having recorded thereon a program for providing a screen fishing method, the method comprising: presenting a game object belonging to a fish species determined according to a predetermined probability among at least one fish that can appear; And providing a fighting mode that is a process of catching the game object based on whether a game object is hooked.
- a computer program executed by a screen fishing system and stored in a recording medium for performing a screen fishing providing method, wherein a game object belonging to a fish species determined according to a predetermined probability among at least one fish that can appear appears.
- Providing a fighting mode which is a process of catching the game object based on the step of hooking and whether or not the game object appears.
- FIG. 1 and 2 is a block diagram showing a screen fishing system to which the present invention is applied.
- FIG. 3 is a block diagram illustrating a game server included in a screen fishing system according to an embodiment.
- FIG. 4 is a flowchart illustrating a screen fishing providing method according to an embodiment.
- 5 to 10 is an exemplary view for explaining a screen fishing providing method according to an embodiment.
- the screen fishing system F implemented indoors as shown in FIGS. 1 and 2 provides a fishing game that simulates mouthing, hooking, fighting with fish, and catching in an actual fishing situation.
- the screen fishing system (F) is implemented by providing an image of the actual fishing place and the image suitable for the fishing situation through the projector (1a) to the screen (1) installed on one side of the indoor space by the simulation, the screen (1) A plurality of pedestals 2 are partitioned in front of the) and a plurality of fishing poles 7 are provided on each of the pedestals 2 to provide a fishing space for the user.
- the fishing rod 7 In connection with the fishing rod 7 is provided with a reel encoder (not shown) connected to the reel (7b) to detect the rotational direction or the number of revolutions of the reel (7b) to provide to the game server (5) or control server (6) Can be. That is, the fishing rod 7 can provide the reel rotation direction and the rotation speed of the reel 7b as reeling information. In addition, the fishing rod 7 can detect the movement of the fishing rod (operation direction, tilt, etc.), casting status, the tension of the fishing line, etc. and provide the detected information to the game server 5 or the control server 6 as action information. Can be.
- a fishing line driving device 10 connected to the fishing line 7a of the fishing rod 7 is installed for each fishing rod at the rear of the screen 1 corresponding to each pedestal 2 so as to provide the action information or reel of the fishing rod 7.
- the fishing situation is simulated by pulling or unwinding the fishing line 7a according to the reeling information of 7b) or the simulation information of the game server 5. Therefore, for example, the fishing rod 7 detects that the fishing line is unrolled five times, and provides the detected information to the game server 5 and the control server 6 as the reeling information, and obtains the reeling information.
- the server 5 may generate and provide a simulation image that seems to loosen the fishing line in the opposite direction to the fishing rod, and the control server 6 that obtains the reeling information may have the fishing line driving device 10 to be described later in the opposite direction of the fishing rod.
- the fishing line can be rolled up so that it
- Each fishing line driving device 10 or each pedestal 2 is provided with a lighting device 3 that simulates and provides changes in weather conditions and time through changes in illuminance, and provides events such as fishing success to the user. When generated, the lighting device 3 provides a flashing effect and the like.
- the lighting device 3 corresponding to the fishing line driving device 10 or the pedestal 2 may emit light based on an image provided through the screen 1, for example, the screen 1. It can illuminate the same or similar color as the fishing environment. In addition, the lighting device 3 may illuminate based on an event occurring in response to the fishing line driving device 10 or the pedestal 2, for example, an event such as a user's login, logout, and fishing success. Depending on the color can be illuminated with a different color than the existing light.
- the lighting device 3 is controlled by the game server 5 or the control server 6 to be described later, and illuminates the lights corresponding to the simulation information or the simulation image.
- the screen 1 is provided with a speaker 4 to provide a sound or background music corresponding to the simulated image of the screen (1).
- the speaker 4 is controlled by the game server 5 or the control server 6, which will be described later, and may output sound corresponding to simulation information or a simulation image.
- the game server 5 and the control server 6 may be installed together with the screen 1.
- the game server 5 and the control server 6 may communicate with each other while being located outside, or may be implemented as an integrated device.
- the game server 5 may be included in the control server 6 or may be implemented such that the control server 6 is included in the game server 5.
- the control server 6 is connected to a fishing line of a fishing rod 7, a fishing rod 7, and a fishing line driving device 10 for pulling the fishing line toward the screen 1 or unwinding in the direction of the fishing rod 7, and a game server ( 5) information regarding the operating state of the fishing line driving device 10 (operation state information), information about the action state of the fishing rod 7 (action information) and the reeling state of the reel 7b while communicating with at least one of At least one of the information (reeling information) and simulation information of the game server 5 may be obtained.
- operation state information information regarding the operating state of the fishing line driving device 10
- action information information about the action state of the fishing rod 7
- reeling state of the reel 7b while communicating with at least one of At least one of the information (reeling information) and simulation information of the game server 5 may be obtained.
- the control server 6 can simulate the fishing situation by controlling the fishing line driving device 10, for example, the movement of the game object (whether the movement or shaking of the game object, the direction of movement, the movement) Speed, etc.), the fishing line driving device 10 can be controlled to operate.
- control server 6 may control the driving device 10 to reel the fishing line connected to the fishing rod 7 by acquiring the reeling information from which the reel of the fishing rod is released from the fishing rod 7.
- control server 6 may control the driving device 10 by obtaining simulation information according to fish movement from the game server 5.
- control server 6 obtains the action information including the tension value (that is, the tension of the fishing line) measured by the fishing rod (7), if a predetermined or more tension is applied to the fishing line of the fishing rod, the fishing line is loosened as if the fishing line was broken.
- the driving device 10 can be controlled.
- control server 6 communicates with the fishing line driving device 10, the fishing rod 7 and the game server 5, respectively, the operation state information, the action information and the obtained from the fishing line driving device 10 and the fishing rod 7 Reeling information can be provided to the game server (5).
- control server 6 may determine the movement of the fishing rod and the tension of the fishing line by obtaining at least one of the action information and the reeling information, and may provide the determined movement and tension to the game server 5.
- the game server 5 performs a software process for implementing screen fishing.
- the game server 5 outputs a preset simulation image to the screen 1 through the projector 1a, or outputs a predetermined simulation image to the screen 1 through the projector 1a when predetermined conditions are satisfied.
- a predetermined simulation image may be output at a predetermined time, or a randomly determined simulation image may be output.
- the game server 5 receives the setting information such as the type of fishing, the place, the weather, the species of the candidate group, and the like from the input console installed on the user's fishing rod 7 or the base 2, and simulates the input setting information. To generate the simulation information and output the generated simulation image on the screen 1 through the projector 1a.
- the game server 5 communicates with at least one of the fishing line driving device 10, the fishing rod 7 and the control server 6, the operation state information of the fishing line driving device 10, the action information of the fishing rod 7 and At least one of the reel information of the reel 7b is acquired and simulated, and a simulation image generated based on the generated simulation information is output to the screen 1.
- the game server 5 outputs a simulation image in which a fish caught in a fishing line moves according to the movement of the fishing rod by acquiring action information having information about the movement of the fishing rod, or the reel of which the reel of the fishing rod is wound. By acquiring the information, it is possible to output a simulation image in which the fish caught in the fishing line moves toward the user.
- the game server 5 may determine whether the bobber is located at the seating point by acquiring action information having information about the casting movement of the fishing rod, thereby generating simulation information corresponding thereto and providing a simulation image. In addition, the game server 5 may generate simulation information for determining whether the user has performed the fighting by obtaining the action information of the fishing rod corresponding to the fighting and provide a simulation image.
- the game server 5 may manage a user account for playing screen fishing, and may process the user's login or logout from an input console installed on the user's fishing rod 7 or the base 2.
- the game server 5 may include a controller 110, a communication unit 120, and a memory 130.
- the controller 110 controls the overall operation of the game server 5 and may include a processor such as a CPU.
- the controller 110 may control other components included in the game server 5 to perform an operation corresponding to the action of the user obtained through the fishing rod 7.
- the controller 110 may execute a program stored in the memory 130, read a file stored in the memory 130, or store a new file in the memory 130.
- the controller 110 may present a game object belonging to any one fish species according to a predetermined probability among at least one fish species that may appear in the fishing, based on whether or not the bobber of a fishing rod cast by the user is seated.
- the controller 110 may detect seating of the user with respect to the pedestal 2 and provide the screen 1 with fish species belonging to the candidate group corresponding to the detected pedestal 2. Alternatively, for example, the controller 110 may detect whether the user logs in to the specific seat 2 and may provide a candidate group to the bed 2 where the login is performed.
- the controller 110 may set at least one fish group grouping fish species that can be caught by the user according to the value of the fish species based on the fish species DB, which is information about the fish species stored in the memory 130. .
- the controller 110 may set a basic group grouping fish species having a fish species value less than or equal to a preset value among fish species appearing in a specific region, and grouping fish species of a boss grade having a high fish species value appearing in a specific region. Boss group can be set.
- the controller 110 may set a cooperative group grouping catchable fish species when a plurality of users among predetermined fish species appearing in a specific region satisfy a predetermined condition. May be included.
- the controller 110 may generate a target group, which is a fish group that the user may designate and catch as a target.
- the target group may be divided into at least one class according to the appearance probability or the fish value of each species, and fish having a similar fish value or appearance probability may be grouped for each class, and may include fish species having a higher fish species value than the basic group. .
- the fish species value is a value representing the rareness of the fish species obtained through fishing, for example, may be set based on the size, catch conditions or appearance conditions.
- controller 110 may select the fish group according to a predetermined condition, and select the fish species to be provided according to the granularity probability of each fish species included in the selected fish group.
- the controller 110 can determine whether each fish group is a condition that can appear in the order of the boss group, the target group, and the basic group, starting with the cooperative group, and can determine the fish species that will appear in the group where the condition is satisfied. If the condition is not satisfied, the fish species in the next group can be determined.
- the controller 110 may determine whether the corresponding group may appear according to the existence of the available group, and if there is one of the one or more boss groups, the probability of quality of the fish in the boss group may be checked. If a fish species in the boss group fails to enter, it can be determined that no fish species can appear in the boss group, and it can be determined whether a target group, which is the next group, can appear.
- the controller 110 may provide a user with a candidate group including a fish species that the user can select as a target among fish species included in the target group.
- the controller 110 may group the fish species included in the target group according to the fish species value to form a candidate group.
- the controller 110 may select a fish species based on a selection ratio included in a preset probability table when selecting a preset number of fish species in the target group according to the value of the fish species.
- the controller 110 may maintain a table relating to a plurality of candidate groups, and for example, may maintain a candidate table composed of two rows as two candidate groups.
- the controller 110 may provide the user with the fish species of the candidate group included in the first row of the candidate table.
- the controller 110 may provide information about a fish species to replace the selected fish species after catching the selected fish species by selecting any one of the fish species in the candidate group while providing the candidate group. It may be a species of a candidate group included in the second row of the candidate table.
- the controller 110 may select four species having the same species value according to the species value in the target group when the screen fishing is first executed.
- the fish species of low species value can be selected and placed, and the fish species arranged in the first row of the candidate group can be displayed on the screen (1). Can provide.
- the controller 110 replaces' Bibbolak' when the user catches' Bibbolak 'and' bass is used as a fish species of the candidate group. 'Can be displayed together on the screen 1.
- Such a candidate group may be maintained until all species are caught after it has been constructed, or each time the fish is caught, periodically or at random times, the placed species may change or the number or arrangement of slots may change. Can be reconstructed.
- the candidate table composed of candidate groups in the example of Table 1 is composed of 4X2 slots, but the number of rows and columns constituting the candidate group table is not limited to the above-described example, and the number of rows and columns may be the same. The number of columns may be greater than the number of rows, and the number of rows may be greater than the number of columns.
- the controller 110 may configure a candidate group for each of the seats 2 differently.
- the controller 110 may receive one of the fish species included in the candidate group from the user, and provide at least one casting point, which is a target point for inducing settlement of the bob, based on the selected fish species.
- the controller 110 randomly determines three casting points at which the quality probability of the grainfish rock is increased, the predetermined casting point is determined based on the determined casting point.
- An indicator having an area containing a range can be displayed.
- the controller 110 may determine the casting point so that at least one of the distance and the direction does not overlap.
- the controller 110 may determine the location of the casting point for each distance by dividing the castable distance section into a short distance of 10m or more and less than 18m, a medium distance of more than 18m and less than 26m, and a far distance of more than 27m.
- the control unit 110 has three user angle ranges By dividing into intervals, it is possible to determine that casting points are generated in different intervals.
- the controller 110 may determine the angle range by correcting the angle range in front of the casting minimum distance of 10m in order to increase the angle range that can be cast based on the user's field of view.
- the controller 110 may detect whether the user performs casting by using the fishing rod 7 by acquiring the action information of the fishing rod 7, and calculates the point at which the bobber is seated by calculating the casting angle and the flying distance of the user. Can be.
- the controller 110 may process to fly horizontally while maintaining the maximum allowable angle.
- the controller 110 may calculate the swing speed of the fishing rod 7 measured from the sensor attached to the fishing rod 7 to a value of 0 to 50 m, and if the value exceeds 30 m, the flying distance is 30 m. The remaining excess distance may be corrected to a value between 0 and 5 m and calculated as a correction distance.
- the controller 110 may change the granularity probability, which is a probability that the game object belonging to the fish species selected by the user is caught by the bobber.
- the controller 110 may increase the quality probability of the fish selected by the user, and output a “NICE” effect and sound effect. Can be.
- the control unit 110 is the mouth of the fish selected by the user The probability can be increased.
- the control unit 110 reels the reel 7b and the fishing rod. It is possible to adjust the granularity probability while acquiring at least one of the action information of (7) and outputting the simulation image in which the position of the bobber moves to the screen 1, and the control server 6 further controls the reel information of the reel 7b.
- the control unit 10 By acquiring the control unit 10, the user unwinds the reel and causes the drive unit 10 to wind the fishing line 7a. When the user winds up the reel, the drive unit 10 causes the fishing line 7a. Can be solved.
- the controller 110 may determine the property of the game object and provide the game object according to the granularity probability determined based on the determined property of the game object, wherein the property of the game object is provided to the user as a catch target.
- Information for classifying game objects to be used may include, for example, fish species, size, weight, etc. of the game object.
- the controller 110 may randomly determine a property of a game object, and when the size of the determined game object is '1m', a game having a size of '1m' according to the granularity probability determined based on a preset probability table. Can provide an object
- the controller 110 may determine whether the game object is hooked based on the user's action on the game object located in the predetermined area from the seated bobber.
- the controller 110 may determine the shape of the game object through probability calculation.
- the shape of the mouth can be controlled by reflecting the effects of weather, wave height, etc. affecting the quality of the mouth of the game object and the probability change according to the use of the item.
- the controller 110 may determine a catch probability according to a user's action according to hooking and fighting, which is a process of acquiring a corresponding game object.
- control unit 110 may detect whether the user has taken a hooking action by moving the fishing rod 7 to a unique hooking timing for each type of mouth type in the hooking step of determining the catch probability, and at the timing of the hooking action. You can decide whether to switch to fighting mode.
- the controller 110 may provide a fighting gauge that displays at least one of the movement of the fishing rod 7 and the tension of the fishing line of the fishing rod 7 to catch the hooked game object.
- the fighting gauge may be configured as an indicator for indicating the movement of the user's fishing rod 7 together with the fighting guide indicating the direction in which the user should pull the fishing rod 7.
- the controller 110 may rotate the fighting guide to a position symmetrical with the game object, but vary the rotation angle according to the distance that the game object moves.
- the controller 110 may rotate the fighting guide located at the center of the game screen 22.5 degrees clockwise, and 2m to the right from the point at which the game object is hooked.
- the controller 101 can rotate the fighting guide clockwise to an angle of 45 degrees.
- the controller 110 may rotate the fighting guide clockwise by 90 degrees.
- the controller 110 may rotate the fighting guide up to 90 degrees.
- controller 110 may display an indicator for checking the left and right angles of the fishing rod 7 in accordance with the movement of the fishing rod 7 by overlapping the fighting guide.
- the controller 110 may control the size of the fighting guide or control the size of the fighting area, which is an area where the indicator should be located in the fighting guide.
- the controller 110 may reduce the size of the fighting guide or reduce the size of the fighting area when the game object having high catching difficulty is caught, thereby making it difficult for the indicator to be located in the fighting area of the fighting guide.
- controller 110 may display the tension applied to the fishing line of the fishing rod 7 through the color, thickness, or transparency of the fighting gauge. For example, the controller 110 may change the color of the fighting gauge from blue to red as the fishing line of the fishing rod 7 becomes stronger.
- the controller 110 may control the physical force of the game object based on the position of the indicator indicating the operation direction of the fishing rod 7 on the fighting gauge.
- the controller 110 lowers the stamina of the game object based on the reeling. Can be.
- the controller 110 may decrease the stamina of the fish by one rotation of the reel 1 while the indicator is located in the fighting region of the fighting guide regardless of the fish species value.
- the controller 110 may increase the stamina of the game object, for example, increase the stamina of the game object by 0.5 per second.
- the controller 110 may provide an action guide for instructing a user of a certain action by replacing the fighting gauge.
- the controller 110 may provide an action guide for removing a fighting gauge and instructing a user of a specific action, and the user may perform a specific action according to the action guide.
- you do this you can reduce the health of the game object by 10.
- the controller 110 may replace the action guide and provide the fighting gauge.
- the controller 110 may control the distance from the user to the game object based on the physical strength of the game object.
- the controller 110 controls the game object to move left and right without changing the distance until the remaining health of the game object is 60%, but if the health is less than 60%
- the distance to the user may be reduced in proportion to the reduced stamina.
- the control server 6 may also implement the fishing line tremor according to the left and right movement of the game object, or control the operation of the driving device 10 to unwind the fishing line according to the distance change.
- the controller 110 may control the distance to be reduced in proportion to the stamina which is reduced when the remaining stamina of the game object is 60% or less.
- the controller 110 may change the representation of the game object at the surface or the water depth according to the distance from the game object.
- control unit 110 can produce the movement of the game object underwater. If the distance to the game object is less than 20m, the controller 110 may expose the game object to the water surface to produce an enhanced motion of moving some images of the game object on the water surface.
- control unit 110 may produce an enhanced surface output and a movement of the game object by the wave as the distance increases. For example, as the distance from the game object gets closer, the controller 110 may perform sleep output such as the game object jumping.
- the controller 110 may produce a game object floating still on the surface of the water. For example, when the distance to the game object is within 3m, the controller 110 may produce a state in which the game object is still floating sideways on the surface of the water.
- the controller 110 may provide a reward to the user.
- the controller 110 may provide a user with a point corresponding to the captured game object simultaneously with the catch of the game object, and may be stored in the user account.
- the controller 110 may pay 50% of the provided points as temporary points.
- the temporary point is a point stored temporarily until the user logs out.
- controller 110 may provide the captured game object to the user and update the fish species belonging to the candidate group.
- the controller 110 may use the catched species among the fish species included in the candidate group to be the same as the grade to which the catched fish species belongs. It may be replaced by a fish belonging to the following classes.
- the controller 110 when the user catches a 'tibolak' included in the candidate group in row 1 of Table 1, the controller 110 includes a fish species belonging to a group having a higher grade value than 'tibolak'. Substituting 'perch' can form a candidate group as shown in row 1 of Table 2.
- the controller 110 may select a fish species from the grade.
- the number of attempts may be set for each type of fish belonging to the candidate group. If the game object of the fish species selected by the user cannot be caught within the number of attempts, the controller 110 converts the fish in the candidate group to another fish type. Can be replaced.
- the controller 110 is included in the candidate group of the user. It may be replaced by a fish of a lower grade than the class in which the perch belongs.
- the communication unit 120 may perform wired or wireless communication with another device or a network.
- the communication unit 120 may include a communication module supporting at least one of various wired and wireless communication methods.
- the communication module may be implemented in the form of a chipset.
- Wireless communication supported by the communication unit 120 may be, for example, Wi-Fi (Wireless Fidelity), Wi-Fi Direct, Bluetooth, UWB (Ultra Wide Band), or NFC (Near Field Communication).
- the wired communication supported by the communication unit 120 may be, for example, USB or High Definition Multimedia Interface (HDMI).
- HDMI High Definition Multimedia Interface
- the controller 110 may access and use data stored in the memory 130 or store new data in the memory 130.
- the controller 110 may execute a program installed in the memory 130.
- a screen fishing program for performing screen fishing may be installed in the memory 130.
- the memory 130 may store information on fish species that may appear in screen fishing.
- controller 110 the communication unit 120, and the memory 130 are described as being implemented in the game server 5, but at least some of the above components are also implemented on the control server 6. Can be.
- FIG. 4 is a flowchart illustrating a screen fishing providing method according to an embodiment.
- the screen fishing providing method according to the embodiment shown in FIG. 4 includes steps that are processed in time series in the game server 5 included in the screen fishing system F shown in FIG. 3. Therefore, even if omitted below, the above description of the game server 5 shown in FIG. 3 may be applied to the screen fishing providing method according to the embodiment shown in FIG. 4.
- FIG. 5 to 10 will be described below with reference to FIG. 5 to 10 are exemplary views for explaining the screen fishing providing method according to an embodiment, and shows an example of a screen displayed through the screen 1 in which the screen fishing system F is implemented.
- the screen fishing system (F) is divided into at least one grade according to the fish species value of each species, and includes a predetermined number of fish species among the species included in the target group grouped fish having similar fish species value for each grade.
- the candidate group may be configured (S3001).
- the screen fishing system F may generate a target group in which grades are divided according to the fish species value by grouping fish species having similar species values based on the species value of each species from the fish species DB.
- a candidate group may be formed by selecting a predetermined number of fish species within the same class.
- the screen fishing system F may configure at least one fish species among fish species in the target group based on a selection ratio included in the stored probability table to form a candidate group.
- the screen fishing system F may generate different candidate groups for each pedestal 2 used by the user.
- the candidate group when the user using the base 2 logs out or stops using the screen fishing, the candidate group may be changed into another candidate group.
- the candidate group may be maintained for each base 2 so that the candidate group corresponding to the base 2 may be maintained even if the user logs out or the user using the base 2 is changed to another user. .
- the screen fishing system F may provide the candidate group to the user through the screen 1, and may select one fish species from the user (S3002).
- the screen fishing system F may display, on the screen 1, a fish species included in the candidate group selected in step S3001, 'sensibility dong, bushley, and noraemi', and the fish species that the user wants to select is 'bushiri'.
- the user can know that the 'perch' 402 having a higher fish species value can be displayed together with the 'bushiri' 401, and after the 'bushiri' is caught, the perch can be caught. .
- the screen fishing system F may determine at least one casting point based on the selected type of fish and provide an indicator (S3003).
- the screen fishing system F may be determined by dispersing at least one casting point according to the distance and direction of the castable area.
- the screen fishing system F may divide the castable distance at regular intervals, and may divide the direction section in which the user can cast, based on the angle.
- the screen fishing system (F) can determine the casting direction by correcting the center angle for the casting.
- FIG. 6 is an exemplary view showing a casting region at each point.
- the users U1 and U2 may be larger than the first area 501 that may be cast based on the projector 1a.
- the second area 502 castable at the position of U3 is wider than the first area 501 by the third area 503, so that the screen fishing system F is configured to include the first and third users U1, The casting direction of U3) can be corrected.
- the screen fishing system F may determine the casting point so that the distance or direction does not overlap.
- FIG. 7 is an exemplary view showing the casting point at a location where the casting point is displayed.
- the screen fishing system F may include three casting points 601, 602, and 603 in the first section 604 and the second. One of each of the sections 605 and the third section 606 may be determined, but another casting point may not be positioned on a straight line connecting the user and the casting point.
- the screen fishing system F may display an indicator having a predetermined radius based on the casting point through the screen 1.
- the screen fishing system F may change the granularity probability of the game object belonging to the selected fish species (S3004).
- the screen fishing system (F) can set the probability of quality of the fish species as the default grain probability, but if the user moves the bobber in the indicator by moving the fishing rod (7) the screen fishing system (F) Can increase the quality of fish.
- the screen fishing system F may determine a property of a game object to be provided to the user, and may determine a preset default granularity probability based on the determined property of the game object.
- the screen fishing system F determines the property of a game object as a game object of '2m' size, the screen fishing system F determines a granularity probability of a game object having a size of '2m'. You can decide on the basis.
- the screen fishing system F may determine whether the game object is hooked based on the action of the user on the game object located in the predetermined area from the seated bob (S3005).
- the screen fishing system (F) can determine the hooking success by detecting whether the user takes the hooking action by moving the fishing rod (7) to the unique hooking timing for each type of fish type, and if the hooking is successful, the screen fishing system (F) may provide a fighting mode, which is a process of catching a game object, to the user (S3006).
- the screen fishing system (F) may provide a fighting gauge that displays at least one of the movement of the fishing rod and the tension of the fishing line to catch the hooked game object, and constitutes a fighting gauge based on the difficulty of catching the game object. At least one of the size of the fighting guide and the size of the fighting area on the fighting guide can be controlled.
- the fighting gauge 701 is a fighting guide 702 indicating the direction in which the fishing rod 7 should be moved in accordance with the direction of the game object and the user. It may be composed of an indicator 703 indicating the movement of the fishing rod (7), the fighting guide 702 is composed of a fighting area 704 and a game object departure point (705, 706) to reduce the stamina of the game object Can be.
- the game object escape point (705, 706) is a limit point that the indicator 703 can move in the fighting guide 702, when the indicator 703 is out of the game object escape point (705, 706) hooked game object Deviates from the bobber;
- At least one of the size of the fighting guide constituting the fighting gauge and the size of the fighting area on the fighting guide may be controlled based on the difficulty of catching the game object.
- the catching difficulty can be increased by narrowing or reducing the fighting area 704, and the catching difficulty can be raised by increasing the straight line distance between the game object escape points 705 and 706 or by expanding the fighting area 704.
- the screen fishing system F may rotate the fighting guide left and right along the movement path of the preset fighting guide based on the moving direction of the game object.
- the screen fishing system (F) can rotate the fighting guide clockwise 22.5 degrees, and if the game object moves to the right 2m from the hooked point, , The screen fishing system (F) can rotate the fighting guide clockwise to an angle of 45 degrees. And if the game object moves to the right 3m from the hooked point, the screen fishing system (F) can rotate the fighting guide clockwise by 90 degrees.
- the screen fishing system F may rotate the fighting guide up to 90 degrees according to the moving distance of the game object.
- the screen fishing system F may control the rotation speed of the fighting guide according to the moving speed of the game object.
- the screen fishing system F may rotate the position of the fighting guide to the right at a speed of 1.5 ms.
- the screen fishing system F may move the fighting guide 802 to the left.
- the indicator 805 may be moved into the fighting area 804 of the fighting guide 802.
- the screen fishing system F may control the stamina of the game object based on the position of the indicator indicating the movement of the fishing rod on the fighting guide.
- the screen fishing system F may play a game. You can increase the health of the object. If the user moves the fishing rod 804 to the left and the indicator 805 is located within the fighting area 804 of the fighting guide 802, the screen fishing system F plays the game according to the number of times the user winds the fishing line. You can reduce the health of an object.
- the screen fishing system F may display a change in the tension of the fishing line due to the fighting between the game object and the user through the fighting gauge during the fighting mode.
- FIG 10 is an exemplary view showing a state in which the transparency of the fighting gauge is changed according to the tension of the fishing line.
- the screen fishing system F
- the fighting gauge 901 transparent. If the fishing line has a strong tension and the reels need to be released, the fighting gauge 902 may be opaque.
- the screen fishing system (F) can provide an action guide for instructing the user a certain action by replacing the fighting gauge, based on the user's action according to the action guide To control the health of the game object.
- the screen fishing system (F) may provide an action guide to remove the fighting gauge and pull the rod to the front, and the user may pull the rod to the front to guide the action. If you do, it can reduce the stamina of the game object.
- the screen fishing system F may replace the action guide and provide the fighting gauge.
- the screen fishing system F may provide a reward for the acquired game object (S4007).
- the screen fishing system F may determine that the user has caught the game object based on the distance between the user and the game object.
- the screen fishing system (F) can accumulate a predetermined point in the user's account according to the grade of the game object that the user caught, and the user logs out a portion of the accumulated points as a temporary point Until it is displayed on the screen 1.
- the catch group may update the candidate group by substituting the fish caught in the candidate group with a fish belonging to a grade higher than the catch fish species (S4008). ).
- the screen fishing system (F) if the user catches the 'jeolbolak' included in the candidate group, it can be replaced with 'salmon' fish species belonging to the group higher than the "jeolbolak" species value.
- the screen fishing system F may initialize the candidate group of the pedestal 2.
- ' ⁇ ' refers to software or a hardware component such as a field programmable gate array (FPGA) or an ASIC, and ' ⁇ ' serves a part.
- ' ⁇ ' is not meant to be limited to software or hardware.
- ' ⁇ Portion' may be configured to be in an addressable storage medium or may be configured to play one or more processors.
- ' ⁇ ' means components such as software components, object-oriented software components, class components, and task components, and processes, functions, properties, procedures, and the like. Subroutines, segments of program patent code, drivers, firmware, microcode, circuits, data, databases, data structures, tables, arrays, and variables.
- the functionality provided within the components and 'parts' may be combined into a smaller number of components and 'parts' or separated from additional components and 'parts'.
- components and ' ⁇ ' may be implemented to play one or more CPUs in the device or secure multimedia card.
- the screen fishing providing method may also be implemented in the form of a computer readable medium for storing instructions and data executable by a computer.
- the command and data may be stored in the form of program code, and when executed by the processor, a predetermined program module may be generated to perform a predetermined operation.
- computer readable media can be any available media that can be accessed by a computer and includes both volatile and nonvolatile media, removable and non-removable media.
- the computer readable medium may be a computer recording medium, which is volatile and non-implemented in any method or technology for storage of information such as computer readable instructions, data structures, program modules or other data. Both volatile, removable and non-removable media may be included.
- computer recording media may be provided via magnetic storage media such as HDDs and SSDs, optical recording media such as CDs, DVDs and Blu-ray discs, or may be accessible via a network. It may be a memory included in the server.
- the screen fishing providing method according to the embodiment described with reference to FIG. 4 may be implemented as a computer program (or computer program product) including instructions executable by a computer.
- the computer program includes programmable machine instructions processed by the processor and may be implemented in a high-level programming language, an object-oriented programming language, an assembly language, or a machine language. .
- the computer program may also be recorded on tangible computer readable media (eg, memory, hard disks, magnetic / optical media or solid-state drives, etc.).
- the screen fishing providing method may be implemented by executing the computer program as described above by the computing device.
- the computing device may include at least a portion of a processor, a memory, a storage device, a high speed interface connected to the memory and a high speed expansion port, and a low speed interface connected to the low speed bus and the storage device.
- a processor may include at least a portion of a processor, a memory, a storage device, a high speed interface connected to the memory and a high speed expansion port, and a low speed interface connected to the low speed bus and the storage device.
- Each of these components are connected to each other using a variety of buses and may be mounted on a common motherboard or otherwise mounted in a suitable manner.
- the processor may process instructions within the computing device, such as to display graphical information for providing a graphical user interface (GUI) on an external input, output device, such as a display connected to a high speed interface. Instructions stored in memory or storage. In other embodiments, multiple processors and / or multiple buses may be used with appropriately multiple memories and memory types.
- the processor may also be implemented as a chipset consisting of chips comprising a plurality of independent analog and / or digital processors.
- the memory also stores information within the computing device.
- the memory may consist of a volatile memory unit or a collection thereof.
- the memory may consist of a nonvolatile memory unit or a collection thereof.
- the memory may also be other forms of computer readable media, such as, for example, magnetic or optical disks.
- the storage device can provide a large amount of storage space to the computing device.
- the storage device may be a computer readable medium or a configuration including such a medium, and may include, for example, devices or other configurations within a storage area network (SAN), and may include a floppy disk device, a hard disk device, an optical disk device, Or a tape device, flash memory, or similar other semiconductor memory device or device array.
- SAN storage area network
- the present invention relates to a method for providing screen fishing and a system therefor.
- the present invention is directed to a fighting mode upon successful hooking according to the quality of a fish species determined by selecting and casting a fish, and thus providing a fighting gauge for obtaining the fish species in a fighting operation.
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Abstract
A method for providing screen fishing and a system therefor are provided. The system for providing screen fishing to provide fishing simulation images on a screen may comprise: a control unit for causing a game object belonging to a fish species determined according to a predetermined probability among at least one possible fish species to appear, and for providing a fighting mode, which is a process of catching the game object when the appeared game object is hooked; and a memory for storing the at least one possible fish species to appear.
Description
본 명세서에서 개시되는 실시예들은 물고기를 잡기 위한 스크린 낚시 시스템의 소프트웨어 프로세스에 대한 것으로 어종 선택 및 캐스팅하여 결정된 어종의 입질에 따라 후킹 성공시 파이팅모드로 진행되어, 파이팅 동작에서 해당 어종을 획득하기 위한 파이팅게이지를 제공하여 파이팅게이지에 따라 파이팅이 수행되면 어종을 어획하는 과정을 제공하는 스크린 낚시 제공 방법 및 시스템에 관한 것이다.Embodiments disclosed herein are for a software process of a screen fishing system for catching fish and proceeds to a fighting mode upon successful hooking according to the quality of the fish species determined by fish selection and casting, to obtain the fish species in the fighting operation. The present invention relates to a method and a system for providing screen fishing that provides a fighting gauge and provides a process of catching fish species when the fighting is performed according to the fighting gauge.
스크린 낚시는 화면상에 보이는 바다에 미끼(찌)를 캐스팅하고, 캐스팅 후 물고기가 캐스팅된 찌에 입질을 하면, 유저가 액션을 취하여 물고기를 잡는 방식이다. Screen fishing is a method of catching a fish by casting a bait into the sea visible on the screen, and then casting the fish into the cast.
즉, 종래 낚시 시스템은 유저가 자유롭게 찌를 캐스팅한 후 물고기가 찌를 물면 파이팅 단계로 넘어간다.That is, in the conventional fishing system, if the user freely casts the bobber, the fish goes to the fighting stage when the fish bites the bobber.
그리고 파이팅 단계에서는 릴을 컨트롤하는 릴링을 통해 물고기를 끌어오게 되며 기 설정된 조건에 따라 파이팅 이벤트가 발생하고, 파이팅 이벤트의 성공 여부에 따라 어드밴티지 또는 패널티가 부여된다. 그리고 파이팅 이벤트를 진행하여 물고기를 끝까지 끌어왔을 때 낚시가 종료된다.In the fighting phase, the fish are drawn through reels controlling the reels, and a fighting event occurs according to a predetermined condition, and an advantage or a penalty is granted depending on the success of the fighting event. The fishing ends when the fighting event is pulled to the end.
이러한 낚시 시스템은 유저가 캐스팅을 할 수 있지만 유저가 캐스팅 이후에 유저의 액션과 무관하게 물고기가 찌를 물면서 파이팅 단계로 넘어감에 따라 캐스팅과 캐스팅 이후에 게임성을 제공하지 못한다는 문제점이 있다.Such a fishing system has a problem that the user can cast, but the user does not provide gameability after casting and casting as the fish moves to the fighting stage by biting the fish regardless of the user's action after casting.
또한, 파이팅의 단계에서 유저는 단순하게 릴링만을 수행하는 점에서 플레이 방식의 단조로움으로 인해 유저의 흥미를 저해하는 문제점이 있다. In addition, in the stage of fighting, the user merely performs the reeling, and thus there is a problem of inhibiting the user's interest due to the monotony of the play method.
관련하여 선행기술 문헌인 한국공개특허 제10-2013-0043867호에는 낚시 체험 시스템이 개시되어 있으나, 상술된 문제점을 해소하고 있지 못하며 따라서 상술된 문제점을 해결하기 위한 기술이 필요하게 되었다.In the related art, Korean Patent Laid-Open Publication No. 10-2013-0043867 discloses a fishing experience system, but it does not solve the above-mentioned problems, and therefore, a technique for solving the above-mentioned problems is required.
한편, 전술한 배경기술은 발명자가 본 발명의 도출을 위해 보유하고 있었거나, 본 발명의 도출 과정에서 습득한 기술 정보로서, 반드시 본 발명의 출원 전에 일반 공중에게 공개된 공지기술이라 할 수는 없다.On the other hand, the background art described above is technical information that the inventors possess for the derivation of the present invention or acquired in the derivation process of the present invention, and is not necessarily a publicly known technique disclosed to the general public before the application of the present invention. .
본 명세서에서 개시되는 실시예들은, 스크린을 통해 실제 낚시와 같은 동일한 체험을 할 수 있도록 하는 스크린 낚시를 제공하는 방법 및 시스템을 제시하는데 목적이 있다. Embodiments disclosed herein are directed to a method and system for providing screen fishing that allows the same experience as real fishing through a screen.
본 명세서에서 개시되는 실시예들은, 유저가 출현가능한 어종을 예측할 수 있는 스크린 낚시를 제공하는 방법 및 시스템을 제시하는데 목적이 있다.Embodiments disclosed herein are aimed at presenting a method and system for providing screen fishing in which a user can predict a fish species that can emerge.
본 발명의 일실시예는 어획을 원하는 어종의 출현확률을 높일 수 있도록 유저에게 선택권을 부여하는 스크린 낚시를 제공하는 방법 및 시스템을 제시하는데 목적이 있다.One embodiment of the present invention is to provide a method and system for providing a screen fishing for giving a user a choice to increase the probability of appearance of fish species desired to catch.
본 명세서에서 개시되는 실시예들은, 유저의 어획에 기초하여 등급이 높은 어종을 출현시키는 스크린 낚시를 제공하는 방법 및 시스템을 제시하는데 목적이 있다. Embodiments disclosed herein are aimed at presenting a method and system for providing screen fishing that results in high grade fish based on a user's catch.
상술한 기술적 과제를 달성하기 위한 기술적 수단으로서, 일 실시예에 따르면, 스크린으로 낚시 시뮬레이션 영상을 제공하는 스크린 낚시를 제공하기 위한 시스템에 있어서, 출현가능한 적어도 하나의 어종 중 기 설정된 확률에 따라 결정된 어종에 속하는 게임객체를 출현시키고, 출현된 게임객체가 후킹(hooking)되면 상기 게임객체를 어획하는 과정인 파이팅모드를 제공하는 제어부 및 상기 출현가능한 적어도 하나의 어종을 저장하는 메모리를 포함할 수 있다.As a technical means for achieving the above-described technical problem, according to an embodiment, in the system for providing a screen fishing for providing a fishing simulation image on the screen, the fish species determined according to a predetermined probability among at least one fish that can appear And a controller for providing a fighting mode which is a process of catching the game object when a game object belonging to the game object appears and the game object appears to be hooked, and a memory for storing the at least one fish species.
다른 실시예에 따르면, 스크린낚시시스템이 스크린 낚시를 제공하는 방법에 있어서, 출현가능한 적어도 하나의 어종 중 기 설정된 확률에 따라 결정된 어종에 속하는 게임객체를 출현시키는 단계 및 출현된 게임객체의 후킹(hooking)여부에 기초하여 상기 게임객체를 어획하는 과정인 파이팅모드를 제공하는 단계를 포함할 수 있다.According to another embodiment, in a method for providing a screen fishing system, the screen fishing system may include: presenting a game object belonging to a fish species determined according to a predetermined probability among at least one fish that may appear; and hooking of the game object that appears. And providing a fighting mode, which is a process of catching the game object based on whether or not the game object is caught.
다른 실시예에 따르면, 스크린낚시제공방법을 수행하는 프로그램이 기록된 컴퓨터 판독이 가능한 기록매체로서, 출현가능한 적어도 하나의 어종 중 기 설정된 확률에 따라 결정된 어종에 속하는 게임객체를 출현시키는 단계 및 출현된 게임객체의 후킹(hooking)여부에 기초하여 상기 게임객체를 어획하는 과정인 파이팅모드를 제공하는 단계를 포함할 수 있다. According to another embodiment, a computer-readable recording medium having recorded thereon a program for providing a screen fishing method, the method comprising: presenting a game object belonging to a fish species determined according to a predetermined probability among at least one fish that can appear; And providing a fighting mode that is a process of catching the game object based on whether a game object is hooked.
다른 실시예에 따르면, 스크린낚시시스템에 의해 수행되며, 스크린낚시제공방법을 수행하기 위해 기록매체에 저장된 컴퓨터프로그램으로서, 출현가능한 적어도 하나의 어종 중 기 설정된 확률에 따라 결정된 어종에 속하는 게임객체를 출현시키는 단계 및 출현된 게임객체의 후킹(hooking)여부에 기초하여 상기 게임객체를 어획하는 과정인 파이팅모드를 제공하는 단계를 포함할 수 있다. According to another embodiment, a computer program executed by a screen fishing system and stored in a recording medium for performing a screen fishing providing method, wherein a game object belonging to a fish species determined according to a predetermined probability among at least one fish that can appear appears. Providing a fighting mode, which is a process of catching the game object based on the step of hooking and whether or not the game object appears.
전술한 과제 해결 수단 중 어느 하나에 의하면, 실제 낚시와 같이 낚싯대를 이용하여 컨트롤을 함으로써 실제 낚시와 동일한 체험을 할 수 있도록 하는 스크린 낚시를 제공하는 방법 및 시스템을 제시할 수 있다. According to any one of the above-described problem solving means, it is possible to provide a method and system for providing screen fishing, which enables the same experience as the actual fishing by performing control using a fishing rod as in actual fishing.
전술한 과제 해결 수단 중 어느 하나에 의하면, 유저가 출현가능한 어종을 예측할 수 있도록 함으로써 스크린 낚시에 대한 흥미를 높일 수 있는 스크린 낚시를 제공하는 방법 및 시스템을 제시할 수 있다. According to any one of the above-described problem solving means, it is possible to provide a method and system for providing screen fishing that can increase interest in screen fishing by allowing a user to predict a fish species that can appear.
전술한 과제 해결 수단 중 어느 하나에 의하면, 유저가 어획을 원하는 어종을 선택하여 출현확률을 높임으로써 스크린 낚시에 대한 흥미를 높일 수 있는 스크린 낚시를 제공하는 방법 및 시스템을 제시할 수 있다. According to any one of the above-described problem solving means, it is possible to provide a method and system for providing screen fishing that can increase interest in screen fishing by increasing the probability of appearance by selecting a species that the user wants to catch.
전술한 과제 해결 수단 중 어느 하나에 의하면, 유저의 어획에 기초하여 등급이 높은 어종의 출현확률을 높여 유저의 실력에 맞는 스크린 낚시를 제공할 수 있는 스크린 낚시를 제공하는 방법 및 시스템을 제시할 수 있다. According to any one of the above-described problem solving means, it is possible to provide a method and system for providing screen fishing that can provide screen fishing that matches the user's ability by increasing the probability of occurrence of high-grade fish species based on the catch of the user. have.
개시되는 실시예들에서 얻을 수 있는 효과는 이상에서 언급한 효과들로 제한되지 않으며, 언급하지 않은 또 다른 효과들은 아래의 기재로부터 개시되는 실시예들이 속하는 기술분야에서 통상의 지식을 가진 자에게 명확하게 이해될 수 있을 것이다.The effects obtainable in the disclosed embodiments are not limited to the effects mentioned above, and other effects not mentioned above are apparent to those skilled in the art to which the embodiments disclosed from the following description belong. Can be understood.
도 1 및 2 는 본 발명이 적용되는 스크린낚시시스템을 나타내는 구성도이다.1 and 2 is a block diagram showing a screen fishing system to which the present invention is applied.
도 3 은 일 실시예에 따른 스크린낚시시스템에 포함되는 게임서버를 설명하기 위한 블록도이다. 3 is a block diagram illustrating a game server included in a screen fishing system according to an embodiment.
도 4 는 일 실시예에 따른 스크린낚시제공방법을 설명하기 위한 순서도이다. 4 is a flowchart illustrating a screen fishing providing method according to an embodiment.
도 5 내지 도 10 은 일 실시예에 따른 스크린낚시제공방법을 설명하기 위한 예시도이다.5 to 10 is an exemplary view for explaining a screen fishing providing method according to an embodiment.
아래에서는 첨부한 도면을 참조하여 다양한 실시예들을 상세히 설명한다. 아래에서 설명되는 실시예들은 여러 가지 상이한 형태로 변형되어 실시될 수도 있다. 실시예들의 특징을 보다 명확히 설명하기 위하여, 이하의 실시예들이 속하는 기술분야에서 통상의 지식을 가진 자에게 널리 알려져 있는 사항들에 관해서 자세한 설명은 생략하였다. 그리고, 도면에서 실시예들의 설명과 관계없는 부분은 생략하였으며, 명세서 전체를 통하여 유사한 부분에 대해서는 유사한 도면 부호를 붙였다.Hereinafter, various embodiments will be described in detail with reference to the accompanying drawings. The embodiments described below may be embodied in various different forms. In order to more clearly describe the features of the embodiments, detailed descriptions of the matters well known to those skilled in the art to which the following embodiments belong are omitted. In the drawings, parts irrelevant to the description of the embodiments are omitted, and like reference numerals designate like parts throughout the specification.
명세서 전체에서, 어떤 구성이 다른 구성과 "연결"되어 있다고 할 때, 이는 ‘직접적으로 연결’되어 있는 경우뿐 아니라, ‘그 중간에 다른 구성을 사이에 두고 연결’되어 있는 경우도 포함한다. 또한, 어떤 구성이 어떤 구성을 "포함"한다고 할 때, 이는 특별히 반대되는 기재가 없는 한, 그 외 다른 구성을 제외하는 것이 아니라 다른 구성들을 더 포함할 수도 있음을 의미한다.Throughout the specification, when a configuration is "connected" to another configuration, this includes not only 'directly connected' but also 'connected' between different configurations. In addition, when a configuration "includes" a certain configuration, this means that, unless specifically stated otherwise, it may further include other configurations other than the other configuration.
이하 첨부된 도면을 참고하여 실시예들을 상세히 설명하기로 한다.Hereinafter, exemplary embodiments will be described in detail with reference to the accompanying drawings.
본 도 1 및 도 2에 도시된 바와 같이 실내에 구현되는 스크린 낚시 시스템(F)은 실제 낚시 상황에서의 입질이나 후킹(hooking), 물고기와의 파이팅, 포획 등을 모사한 낚시 게임을 제공한다.The screen fishing system F implemented indoors as shown in FIGS. 1 and 2 provides a fishing game that simulates mouthing, hooking, fighting with fish, and catching in an actual fishing situation.
구체적으로, 스크린 낚시 시스템(F)은 실내공간의 일면에 설치되는 스크린(1)에 프로젝터(1a)를 통해 실제 낚시 장소의 영상과 낚시상황에 맞는 영상을 시뮬레이션으로 구현하여 제공하며, 스크린(1)의 전방에 복수의 좌대(2)가 구획되고 좌대(2) 각각에 복수의 낚싯대(7)가 구비되어 유저의 낚시공간을 제공한다.Specifically, the screen fishing system (F) is implemented by providing an image of the actual fishing place and the image suitable for the fishing situation through the projector (1a) to the screen (1) installed on one side of the indoor space by the simulation, the screen (1) A plurality of pedestals 2 are partitioned in front of the) and a plurality of fishing poles 7 are provided on each of the pedestals 2 to provide a fishing space for the user.
관련하여 낚싯대(7)는 릴(7b)에 연결되는 릴엔코더(미도시)를 구비하여 릴(7b)의 회전 방향이나 회전수를 감지하여 게임서버(5) 또는 컨트롤서버(6)에 제공할 수 있다. 즉, 낚싯대(7)는 릴(7b)의 릴 회전 방향 및 회전수를 릴링정보로서 제공할 수 있다. 또한 낚싯대(7)는 낚싯대의 움직임(조작 방향, 기울기 등), 캐스팅 여부, 낚싯줄의 장력 등을 감지할 수 있으며 감지된 정보를 액션정보로서 게임서버(5) 또는 컨트롤서버(6)에 제공할 수 있다.In connection with the fishing rod 7 is provided with a reel encoder (not shown) connected to the reel (7b) to detect the rotational direction or the number of revolutions of the reel (7b) to provide to the game server (5) or control server (6) Can be. That is, the fishing rod 7 can provide the reel rotation direction and the rotation speed of the reel 7b as reeling information. In addition, the fishing rod 7 can detect the movement of the fishing rod (operation direction, tilt, etc.), casting status, the tension of the fishing line, etc. and provide the detected information to the game server 5 or the control server 6 as action information. Can be.
그리고, 각 좌대(2)에 대응하는 스크린(1)의 후방에는 낚싯대(7)의 낚싯줄(7a)에 연결되는 낚싯줄 구동장치(10)가 낚싯대 별로 설치되어 낚싯대(7)의 액션정보나 릴(7b)의 릴링정보 또는 게임서버(5)의 시뮬레이션 정보에 따라 낚싯줄(7a)을 견인하거나 풀면서 낚시상황을 모사한다. 따라서 예를 들어 낚싯대(7)는 낚싯줄이 5번 회전하여 권출됨을 감지하여 감지된 정보를 릴링정보로서 게임서버(5) 및 컨트롤서버(6)에 제공할 수 있고, 상기 릴링정보를 획득한 게임서버(5)는 낚싯대 반대 방향으로 낚시줄이 풀리는 듯한 시뮬레이션 영상을 생성하여 제공할 수 있으며, 상기 릴링정보를 획득한 컨트롤서버(6)는 후술될 낚싯줄 구동장치(10)가 낚싯줄이 낚싯대 반대 방향으로 끌려가도록 낚싯줄을 권취할 수 있다.In addition, a fishing line driving device 10 connected to the fishing line 7a of the fishing rod 7 is installed for each fishing rod at the rear of the screen 1 corresponding to each pedestal 2 so as to provide the action information or reel of the fishing rod 7. The fishing situation is simulated by pulling or unwinding the fishing line 7a according to the reeling information of 7b) or the simulation information of the game server 5. Therefore, for example, the fishing rod 7 detects that the fishing line is unrolled five times, and provides the detected information to the game server 5 and the control server 6 as the reeling information, and obtains the reeling information. The server 5 may generate and provide a simulation image that seems to loosen the fishing line in the opposite direction to the fishing rod, and the control server 6 that obtains the reeling information may have the fishing line driving device 10 to be described later in the opposite direction of the fishing rod. The fishing line can be rolled up so that it
그리고, 각 낚시줄 구동장치(10) 또는 각 좌대(2)에는, 조명장치(3)가 설치되어 조도변화를 통해 날씨 상황이나 시간의 변화를 모사하여 제공하고, 유저에게 어획 성공과 같은 이벤트가 발생했을 때 조명장치(3)가 점멸효과 등을 제공한다.Each fishing line driving device 10 or each pedestal 2 is provided with a lighting device 3 that simulates and provides changes in weather conditions and time through changes in illuminance, and provides events such as fishing success to the user. When generated, the lighting device 3 provides a flashing effect and the like.
즉, 낚시줄 구동장치(10) 또는 좌대(2)에 대응되는 조명장치(3)는, 스크린(1)을 통해 제공되는 영상에 기초하여 조명을 비출 수 있으며, 예를 들어, 스크린(1)을 통해 나타나는 낚시환경과 동일하거나 유사한 색의 조명을 비출 수 있다. 또한 조명장치(3)는 낚시줄 구동장치(10) 또는 좌대(2)에 대응하여 발생하는 이벤트에 기초하여 조명을 비출 수 있으며, 예를 들어, 유저의 로그인, 로그아웃, 어획 성공과 같은 이벤트에 따라 기존에 비추던 색과 상이한 색의 조명을 비출 수 있다.That is, the lighting device 3 corresponding to the fishing line driving device 10 or the pedestal 2 may emit light based on an image provided through the screen 1, for example, the screen 1. It can illuminate the same or similar color as the fishing environment. In addition, the lighting device 3 may illuminate based on an event occurring in response to the fishing line driving device 10 or the pedestal 2, for example, an event such as a user's login, logout, and fishing success. Depending on the color can be illuminated with a different color than the existing light.
이러한 조명장치(3)는 후술될 게임서버(5) 또는 컨트롤서버(6)에 의해 제어되며, 시뮬레이션 정보 또는 시뮬레이션 영상에 대응하는 조명을 비춘다. The lighting device 3 is controlled by the game server 5 or the control server 6 to be described later, and illuminates the lights corresponding to the simulation information or the simulation image.
또한, 스크린(1)에는 스피커(4)가 설치되어 스크린(1)의 시뮬레이션 영상에 대응하는 음향이나 배경음악 등을 제공한다.In addition, the screen 1 is provided with a speaker 4 to provide a sound or background music corresponding to the simulated image of the screen (1).
스피커(4)는 후술될 게임서버(5) 또는 컨트롤서버(6)에 의해 제어되며, 시뮬레이션 정보 또는 시뮬레이션 영상에 대응하는 음향을 출력할 수 있다.The speaker 4 is controlled by the game server 5 or the control server 6, which will be described later, and may output sound corresponding to simulation information or a simulation image.
한편, 스크린(1)과 함께 게임서버(5)와 컨트롤서버(6)가 설치될 수 있다. 이때, 도 1에서 도시된 바와 같이 게임서버(5)와 컨트롤서버(6)는 서로 외부에 위치하면서 통신할 수 있으며, 또는, 일체의 장치로서 구현될 수 있다. 또한, 게임서버(5)는 컨트롤서버(6)에 포함되거나 게임서버(5)에 컨트롤서버(6)가 포함되도록 구현될 수 있다. Meanwhile, the game server 5 and the control server 6 may be installed together with the screen 1. In this case, as shown in FIG. 1, the game server 5 and the control server 6 may communicate with each other while being located outside, or may be implemented as an integrated device. In addition, the game server 5 may be included in the control server 6 or may be implemented such that the control server 6 is included in the game server 5.
컨트롤서버(6)는, 낚싯대(7), 낚싯대(7)의 낚싯줄에 연결되어 상기 낚싯줄을 스크린(1) 방향으로 당기거나 낚싯대(7) 방향으로 푸는 낚싯줄 구동장치(10), 및 게임서버(5) 중 적어도 하나와 통신하면서 낚싯줄 구동장치(10)의 작동상태에 관한 정보(작동상태 정보), 낚싯대(7)의 액션상태에 관한 정보(액션정보) 및 릴(7b)의 릴링상태에 관한 정보(릴링정보) 및 게임서버(5)의 시뮬레이션 정보 중 적어도 하나를 획득할 수 있다. 획득한 정보를 기반으로 컨트롤서버(6)는 낚싯줄 구동장치(10)를 제어하여 낚시상황을 모사할 수 있으며, 예를 들어, 게임객체의 움직임(게임객체의 이동 또는 떨림 여부, 이동방향, 이동속도 등)에 대응하여 낚싯줄 구동장치(10)가 동작하도록 제어할 수 있다.The control server 6 is connected to a fishing line of a fishing rod 7, a fishing rod 7, and a fishing line driving device 10 for pulling the fishing line toward the screen 1 or unwinding in the direction of the fishing rod 7, and a game server ( 5) information regarding the operating state of the fishing line driving device 10 (operation state information), information about the action state of the fishing rod 7 (action information) and the reeling state of the reel 7b while communicating with at least one of At least one of the information (reeling information) and simulation information of the game server 5 may be obtained. On the basis of the obtained information, the control server 6 can simulate the fishing situation by controlling the fishing line driving device 10, for example, the movement of the game object (whether the movement or shaking of the game object, the direction of movement, the movement) Speed, etc.), the fishing line driving device 10 can be controlled to operate.
예를 들어, 컨트롤서버(6)는 낚싯대(7)로부터 낚싯대의 릴이 풀리는 릴링정보를 획득함으로써, 낚싯대(7)에 연결된 낚싯줄을 감아 당기도록 구동장치(10)를 제어할 수 있다. 또한, 컨트롤서버(6)는 게임서버(5)로부터 물고기 이동에 따른 시뮬레이션 정보를 획득함으로써 구동장치(10)를 제어할 수 있다. 또한 컨트롤서버(6)는 낚싯대(7)에서 측정된 장력값(즉, 낚시줄의 장력)을 포함하는 액션정보를 획득함으로써 소정 이상의 텐션이 낚싯대의 낚싯줄에 가해지면 낚싯줄이 끊어진 것과 같이 낚싯줄을 풀도록 구동장치(10)를 제어할 수 있다.For example, the control server 6 may control the driving device 10 to reel the fishing line connected to the fishing rod 7 by acquiring the reeling information from which the reel of the fishing rod is released from the fishing rod 7. In addition, the control server 6 may control the driving device 10 by obtaining simulation information according to fish movement from the game server 5. In addition, the control server 6 obtains the action information including the tension value (that is, the tension of the fishing line) measured by the fishing rod (7), if a predetermined or more tension is applied to the fishing line of the fishing rod, the fishing line is loosened as if the fishing line was broken. The driving device 10 can be controlled.
또한 컨트롤서버(6)는 낚싯줄 구동장치(10), 낚싯대(7) 및 게임서버(5) 각각과 통신하면서, 낚싯줄 구동장치(10) 및 낚싯대(7)로부터 획득한 작동상태 정보, 액션정보 및 릴링정보를 게임서버(5)로 제공할 수 있다. 또한 컨트롤서버(6)는 액션정보 및 릴링정보 중 적어도 하나를 획득함으로써 낚싯대의 움직임 및 낚싯줄의 장력을 결정하고, 결정된 움직임 및 장력을 게임서버(5)로 제공할 수 있다.In addition, the control server 6 communicates with the fishing line driving device 10, the fishing rod 7 and the game server 5, respectively, the operation state information, the action information and the obtained from the fishing line driving device 10 and the fishing rod 7 Reeling information can be provided to the game server (5). In addition, the control server 6 may determine the movement of the fishing rod and the tension of the fishing line by obtaining at least one of the action information and the reeling information, and may provide the determined movement and tension to the game server 5.
한편, 게임서버(5)는 스크린 낚시를 구현하기 위한 소프트웨어 처리를 수행한다. On the other hand, the game server 5 performs a software process for implementing screen fishing.
즉, 게임서버(5)는 기 설정된 시뮬레이션 영상을 프로젝터(1a)를 통해 스크린(1)에 출력하거나, 기 설정된 조건이 만족되면 소정의 시뮬레이션 영상을 프로젝터(1a)를 통해 스크린(1)에 출력할 수 있으며, 예를 들어, 소정의 시간에 정해진 시뮬레이션 영상을 출력하거나, 랜덤하게 결정된 시뮬레이션 영상을 출력할 수 있다.That is, the game server 5 outputs a preset simulation image to the screen 1 through the projector 1a, or outputs a predetermined simulation image to the screen 1 through the projector 1a when predetermined conditions are satisfied. For example, a predetermined simulation image may be output at a predetermined time, or a randomly determined simulation image may be output.
또한 게임서버(5)는 유저의 낚싯대(7)나 좌대(2)에 설치되는 입력콘솔로부터 낚시의 종류, 장소, 날씨, 후보그룹의 어종 등의 설정정보를 입력받고, 입력된 설정정보를 시뮬레이션하여 시뮬레이션 정보를 생성하고 시뮬레이션 정보에 기초하여 생성한 시뮬레이션 영상을 프로젝터(1a)를 통해 스크린(1)에 출력한다.In addition, the game server 5 receives the setting information such as the type of fishing, the place, the weather, the species of the candidate group, and the like from the input console installed on the user's fishing rod 7 or the base 2, and simulates the input setting information. To generate the simulation information and output the generated simulation image on the screen 1 through the projector 1a.
또한, 게임서버(5)는 낚싯줄 구동장치(10), 낚싯대(7) 및 컨트롤서버(6) 중 적어도 하나와 통신하면서 낚싯줄 구동장치(10)의 작동상태 정보, 낚싯대(7)의 액션정보 및 릴(7b)의 릴링정보 중 적어도 하나를 획득하여 시뮬레이션하고 생성된 시뮬레이션 정보에 기초하여 생성한 시뮬레이션 영상을 스크린(1)에 출력한다.In addition, the game server 5 communicates with at least one of the fishing line driving device 10, the fishing rod 7 and the control server 6, the operation state information of the fishing line driving device 10, the action information of the fishing rod 7 and At least one of the reel information of the reel 7b is acquired and simulated, and a simulation image generated based on the generated simulation information is output to the screen 1.
예를 들어, 게임서버(5)는, 낚싯대의 움직임에 관한 정보를 갖는 액션정보를 획득함으로써 상기 낚싯대의 움직임에 따라 낚싯줄에 걸린 물고기가 이동하는 시뮬레이션 영상을 출력하거나, 낚싯대의 릴이 감기는 릴링정보를 획득함으로써 낚싯줄에 걸린 물고기가 유저를 향해 이동하는 시뮬레이션 영상을 출력할 수 있다.For example, the game server 5 outputs a simulation image in which a fish caught in a fishing line moves according to the movement of the fishing rod by acquiring action information having information about the movement of the fishing rod, or the reel of which the reel of the fishing rod is wound. By acquiring the information, it is possible to output a simulation image in which the fish caught in the fishing line moves toward the user.
또한 예를 들어 게임서버(5)는 낚싯대의 캐스팅 움직임에 관한 정보를 갖는 액션정보를 획득함으로써 안착지점에 찌가 위치하는지 판단하여 그에 대응되는 시뮬레이션 정보를 생성하고 시뮬레이션 영상을 제공할 수 있다. 또한 게임서버(5)는 파이팅에 대응되는 낚싯대의 액션정보를 획득함으로써 유저가 파이팅을 수행하였는지를 판단하는 시뮬레이션 정보를 생성하고 시뮬레이션 영상을 제공할 수 있다.In addition, for example, the game server 5 may determine whether the bobber is located at the seating point by acquiring action information having information about the casting movement of the fishing rod, thereby generating simulation information corresponding thereto and providing a simulation image. In addition, the game server 5 may generate simulation information for determining whether the user has performed the fighting by obtaining the action information of the fishing rod corresponding to the fighting and provide a simulation image.
또한 게임서버(5)는 스크린 낚시를 플레이하는 유저 계정을 관리할 수 있으며, 유저의 낚싯대(7)나 좌대(2)에 설치되는 입력콘솔로부터 유저의 로그인 또는 로그아웃을 처리할 수 있다.In addition, the game server 5 may manage a user account for playing screen fishing, and may process the user's login or logout from an input console installed on the user's fishing rod 7 or the base 2.
도 3은 일 실시예에 따른 스크린낚시시스템(F)에 포함된 게임서버(5)의 구성을 도시한 블록도이다. 도 3을 참조하면, 일 실시예에 따른 게임서버(5)는, 제어부(110), 통신부(120) 및 메모리(130)를 포함할 수 있다.3 is a block diagram illustrating a configuration of a game server 5 included in the screen fishing system F according to an embodiment. Referring to FIG. 3, the game server 5 according to an embodiment may include a controller 110, a communication unit 120, and a memory 130.
제어부(110)는 게임서버(5)의 전체적인 동작을 제어하며, CPU 등과 같은 프로세서를 포함할 수 있다. 제어부(110)는 낚싯대(7)를 통해 획득되는 유저의 액션에 대응되는 동작을 수행하도록 게임서버(5)에 포함된 다른 구성들을 제어할 수 있다.The controller 110 controls the overall operation of the game server 5 and may include a processor such as a CPU. The controller 110 may control other components included in the game server 5 to perform an operation corresponding to the action of the user obtained through the fishing rod 7.
예를 들어, 제어부(110)는 메모리(130)에 저장된 프로그램을 실행시키거나, 메모리(130)에 저장된 파일을 읽어오거나, 새로운 파일을 메모리(130)에 저장할 수도 있다.For example, the controller 110 may execute a program stored in the memory 130, read a file stored in the memory 130, or store a new file in the memory 130.
이러한 제어부(110)는 유저가 캐스팅한 낚싯대의 찌의 안착여부에 기초하여 상기 낚시에 출현가능한 적어도 하나의 어종 중 기 설정된 확률에 따라 어느 하나의 어종에 속하는 게임객체를 출현시킬 수 있다. The controller 110 may present a game object belonging to any one fish species according to a predetermined probability among at least one fish species that may appear in the fishing, based on whether or not the bobber of a fishing rod cast by the user is seated.
즉, 예를 들어 제어부(110)는 좌대(2)에 대해 유저의 착석을 감지할 수 있고, 감지된 좌대(2)에 대응되는 후보그룹에 속하는 어종을 스크린(1)에 제공할 수 있다. 또는 예를 들어, 제어부(110)는 특정 좌대(2)에 대해 유저가 로그인을 수행하는지 여부를 감지할 수 있고, 로그인이 수행된 좌대(2)에 대해 후보그룹을 제공할 수 있다. That is, for example, the controller 110 may detect seating of the user with respect to the pedestal 2 and provide the screen 1 with fish species belonging to the candidate group corresponding to the detected pedestal 2. Alternatively, for example, the controller 110 may detect whether the user logs in to the specific seat 2 and may provide a candidate group to the bed 2 where the login is performed.
이를 위해, 제어부(110)는 메모리(130)에 저장되어 있는 어종에 대한 정보인 어종DB를 기초로 유저가 어획할 수 있는 어종을 어종의 가치에 따라 그룹핑한 적어도 하나의 어종그룹을 설정할 수 있다. To this end, the controller 110 may set at least one fish group grouping fish species that can be caught by the user according to the value of the fish species based on the fish species DB, which is information about the fish species stored in the memory 130. .
예를 들어, 제어부(110)는 특정 지역에 출현 가능한 어종 중 어종 가치가 기 설정된 값 이하인 어종을 그룹핑한 기본그룹을 설정할 수 있고, 특정 지역에 출현 가능한 어종 가치가 높은 보스 등급의 어종을 그룹핑한 보스그룹을 설정할 수 있다. For example, the controller 110 may set a basic group grouping fish species having a fish species value less than or equal to a preset value among fish species appearing in a specific region, and grouping fish species of a boss grade having a high fish species value appearing in a specific region. Boss group can be set.
또한 예를 들어, 제어부(110)는 특정 지역에 출현 가능한 어종 중 복수의 유저가 기 설정된 조건을 만족한 경우 어획 가능한 어종을 그룹핑한 협동그룹을 설정할 수 있으며, 기본 그룹보다 어종가치가 높은 어종이 포함될 수 있다. Also, for example, the controller 110 may set a cooperative group grouping catchable fish species when a plurality of users among predetermined fish species appearing in a specific region satisfy a predetermined condition. May be included.
그리고 예를 들어, 제어부(110)는 유저가 목표로 지정하고 어획할 수 있는 어종 그룹인 타겟그룹을 생성할 수 있다. 이때, 타겟그룹은 어종 별 출현확률 또는 어종가치에 따라 적어도 하나의 등급으로 나뉘어 각 등급마다 유사한 어종가치 또는 출현확률을 갖는 어종이 그룹핑될 수 있으며, 기본 그룹보다 어종가치가 높은 어종이 포함될 수 있다.For example, the controller 110 may generate a target group, which is a fish group that the user may designate and catch as a target. In this case, the target group may be divided into at least one class according to the appearance probability or the fish value of each species, and fish having a similar fish value or appearance probability may be grouped for each class, and may include fish species having a higher fish species value than the basic group. .
이때, 어종가치는 낚시를 통해 획득되는 어종에 대한 희귀성을 나타내는 값으로 예를 들어, 크기, 어획조건 또는 출현조건 등을 기준으로 설정될 수 있다. At this time, the fish species value is a value representing the rareness of the fish species obtained through fishing, for example, may be set based on the size, catch conditions or appearance conditions.
예를 들어, 출현이 적은 어종이거나 또는 같은 어종이어도 크기가 큰 게임객체일수록 어종가치가 높으며, 어획하기 위한 난이도가 높을수록 어종가치가 높을 수 있다. For example, even if the species is the same or rarely the same species, the larger the size of the game object, the higher the fish species value, the higher the difficulty of catching the higher the fish species value may be.
그리고 제어부(110)는 이러한 어종그룹을 기 설정된 조건에 따라 선택할 수 있고, 선택된 어종그룹에 포함된 어종 별 입질확률에 따라 제공할 어종을 선택할 수 있다. In addition, the controller 110 may select the fish group according to a predetermined condition, and select the fish species to be provided according to the granularity probability of each fish species included in the selected fish group.
즉, 제어부(110)는 협동그룹을 시작으로 보스그룹, 타겟그룹, 그리고 기본그룹 순서로 각 어종그룹이 출현 가능한 조건인지를 판별할 수 있는데, 조건이 만족된 그룹 내에서 출현할 어종을 결정할 수 있으며, 조건이 만족되지 않으면 다음 순서의 어종그룹에서 출현할 어종을 결정할 수 있다. That is, the controller 110 can determine whether each fish group is a condition that can appear in the order of the boss group, the target group, and the basic group, starting with the cooperative group, and can determine the fish species that will appear in the group where the condition is satisfied. If the condition is not satisfied, the fish species in the next group can be determined.
예를 들어, 제어부(110)는 입질 가능한 그룹의 존부에 따라 해당 그룹이 출현가능한지 여부를 판별할 수 있으며, 하나 이상의 보스그룹 중 입질 가능한 보스그룹이 있다면 해당 보스그룹 내의 어종의 입질확률을 체크하며, 해당 보스그룹 내에서의 어종이 입질하지 못한다면 보스그룹에서 어종이 출현될 수 없다고 결정하고 다음 그룹인 타겟그룹이 출현가능한지를 판별할 수 있다.For example, the controller 110 may determine whether the corresponding group may appear according to the existence of the available group, and if there is one of the one or more boss groups, the probability of quality of the fish in the boss group may be checked. If a fish species in the boss group fails to enter, it can be determined that no fish species can appear in the boss group, and it can be determined whether a target group, which is the next group, can appear.
실시예에 따라 타겟그룹이 출현가능한 경우, 제어부(110)는 타겟그룹에 포함된 어종 중 유저가 목표로 선택할 수 있는 어종을 포함하는 후보그룹을 유저에게 제공할 수 있다.According to an exemplary embodiment, when the target group may appear, the controller 110 may provide a user with a candidate group including a fish species that the user can select as a target among fish species included in the target group.
실시예에 따라, 제어부(110)는 타겟그룹에 포함된 어종을 어종가치에 따라 그룹핑하여 후보그룹으로 구성할 수 있다. 이때 실시예에 따라, 제어부(110)는 어종의 가치에 따라 타겟그룹에서 기 설정된 수의 어종을 선택할 때 기 설정된 확률테이블에 포함된 선택비율에 기초하여 어종을 선택할 수 있다. According to an embodiment, the controller 110 may group the fish species included in the target group according to the fish species value to form a candidate group. In this case, according to an exemplary embodiment, the controller 110 may select a fish species based on a selection ratio included in a preset probability table when selecting a preset number of fish species in the target group according to the value of the fish species.
또한 제어부(110)는 복수 개의 후보그룹에 관한 테이블을 유지할 수 있으며, 예를 들어 2개의 후보그룹으로서 2행으로 구성된 후보테이블을 유지할 수 있다. 그리고 제어부(110)는 후보테이블의 첫번째 행에 포함된 후보그룹의 어종을 유저에게 제공할 수 있다. 또한 제어부(110)는, 후보그룹을 제공하면서, 후보그룹 내의 어종 중 어느 하나를 선택하면, 선택된 어종을 어획하고 난 이후 상기 선택된 어종을 대체할 어종에 관한 정보를 제공할 수 있고, 상기 정보는 후보테이블의 두번째 행에 포함된 후보그룹의 어종일 수 있다. In addition, the controller 110 may maintain a table relating to a plurality of candidate groups, and for example, may maintain a candidate table composed of two rows as two candidate groups. The controller 110 may provide the user with the fish species of the candidate group included in the first row of the candidate table. In addition, the controller 110 may provide information about a fish species to replace the selected fish species after catching the selected fish species by selecting any one of the fish species in the candidate group while providing the candidate group. It may be a species of a candidate group included in the second row of the candidate table.
1행1 row | 조피볼락Zoppybolak | 띠볼락Zodiac |
감성돔Black sea | 옥돔Jade Dome | |
2행2 row | 갈치Hairtail fish | 농어bass | 오징어squid | 뱅어whitebait |
상기 표 1을 참조하면, 후보그룹이 4 X 2 슬롯의 배열을 갖는 경우, 제어부(110)는 스크린 낚시를 최초 실행 시 타겟그룹에서 어종가치에 따라 동일한 어종가치를 갖는4가지 어종을 선정할 수 있고, 어종가치가 낮은 ‘조피볼락’, ‘띠볼락’, ‘감성돔’, ‘옥돔’을 선택하여 배치할 수 있고, 후보그룹의 제 1 행에 배치된 어종을 스크린(1)에 표시하여 유저에게 제공할 수 있다. Referring to Table 1, when the candidate group has an arrangement of 4 X 2 slots, the controller 110 may select four species having the same species value according to the species value in the target group when the screen fishing is first executed. The fish species of low species value can be selected and placed, and the fish species arranged in the first row of the candidate group can be displayed on the screen (1). Can provide.
그리고 유저가 스크린(1) 상에 표시된 어종 중 ‘띠볼락’을 선택시, 제어부(110)는 유저가 ‘띠볼락’을 어획하면 ‘띠볼락’을 대체하여 후보그룹의 어종으로 제공될 ‘농어’를 스크린(1)에 함께 표시할 수 있다.In addition, when the user selects' Bibbolak 'among the fish species displayed on the screen 1, the controller 110 replaces' Bibbolak' when the user catches' Bibbolak 'and' bass is used as a fish species of the candidate group. 'Can be displayed together on the screen 1.
이러한 후보그룹은 구성된 이후 모든 어종이 어획될 때까지 유지될 수 있으며, 또는 유저가 어획할 때마다, 주기적으로, 또는 랜덤한 시기에 따라, 배치된 어종이 변경되거나 슬롯의 개수 또는 배열이 변경되어 재구성될 수 있다. 또한 위의 표 1의 예시에서의 후보그룹으로 구성된 후보테이블은 4X2 슬롯으로 구성되나, 후보그룹테이블을 구성하는 행과 열의 개수는 상술된 예에 제한되지 않으며, 행과 열의 개수가 동일할 수 있고, 열의 개수가 행의 개수보다 많을 수 있으며, 행의 개수가 열의 개수보다 많을 수 있다.Such a candidate group may be maintained until all species are caught after it has been constructed, or each time the fish is caught, periodically or at random times, the placed species may change or the number or arrangement of slots may change. Can be reconstructed. In addition, the candidate table composed of candidate groups in the example of Table 1 is composed of 4X2 slots, but the number of rows and columns constituting the candidate group table is not limited to the above-described example, and the number of rows and columns may be the same. The number of columns may be greater than the number of rows, and the number of rows may be greater than the number of columns.
이때, 실시예에 따라 제어부(110)는 좌대(2)별로 후보그룹을 달리 구성할 수 있다. In this case, according to an embodiment, the controller 110 may configure a candidate group for each of the seats 2 differently.
이후, 제어부(110)는 유저로부터 후보그룹에 포함된 어종 중 어느 하나를 선택받을 수 있고, 선택된 어종에 기초하여 찌의 안착을 유도하는 목표지점인 적어도 하나의 캐스팅 포인트를 제공할 수 있다. Subsequently, the controller 110 may receive one of the fish species included in the candidate group from the user, and provide at least one casting point, which is a target point for inducing settlement of the bob, based on the selected fish species.
예를 들어, 유저에게 후보그룹에 포함된 어종인 ‘조피볼락’을 선택받으면, 제어부(110)는 ‘조피볼락’의 입질확률이 높아지는 3곳의 캐스팅 포인트를 랜덤하게 결정하여 결정된 캐스팅 포인트를 기준으로 소정의 범위를 포함하는 영역을 갖는 인디케이터를 표시할 수 있다. For example, when the user is selected the fish species rockfish included in the candidate group, the controller 110 randomly determines three casting points at which the quality probability of the grainfish rock is increased, the predetermined casting point is determined based on the determined casting point. An indicator having an area containing a range can be displayed.
이때, 제어부(110)는 캐스팅 포인트를 거리 및 방향 중 적어도 하나가 겹치지 않도록 달리 결정할 수 있다. In this case, the controller 110 may determine the casting point so that at least one of the distance and the direction does not overlap.
예를 들어, 제어부(110)는 캐스팅 가능한 거리 구간을 10m 이상 18m 미만인 근거리, 18m 이상 26m 미만인 중거리, 27m 이상인 원거리로 나누어 각 거리 별로 캐스팅 포인트의 위치를 결정할 수 있다.For example, the controller 110 may determine the location of the casting point for each distance by dividing the castable distance section into a short distance of 10m or more and less than 18m, a medium distance of more than 18m and less than 26m, and a far distance of more than 27m.
예를 들어, 원형인 스크린에서 분할된 섹터상의 캐스팅이 가능한 방향 각도 범위가 72도이고, 좌대(2)에서 유저가 캐스팅이 가능한 방향이 36도인 경우, 제어부(110)는 유저 각도 범위를 3 개 구간으로 나누어서 캐스팅 포인트가 서로 다른 구간에 생성되도록 결정할 수 있다. 이때, 제어부(110)는 유저의 시야 기준상으로 캐스팅할 수 있는 각도 범위를 늘리기 위해 캐스팅 최소 거리인 10m 앞에서의 각도 범위로 보정하여 각도 범위를 결정할 수 있다. For example, when the casting angle on the sector divided in the circular screen is 72 degrees in the direction that can be cast, the user can cast on the base 2, 36 degrees, the control unit 110 has three user angle ranges By dividing into intervals, it is possible to determine that casting points are generated in different intervals. In this case, the controller 110 may determine the angle range by correcting the angle range in front of the casting minimum distance of 10m in order to increase the angle range that can be cast based on the user's field of view.
그리고 제어부(110)는 낚싯대(7)의 액션정보를 획득하여 유저가 낚싯대(7)를 이용하여 캐스팅을 수행하는지 감지할 수 있고, 유저의 캐스팅 각도와 비거리를 계산하여 찌가 안착할 지점을 계산할 수 있다.In addition, the controller 110 may detect whether the user performs casting by using the fishing rod 7 by acquiring the action information of the fishing rod 7, and calculates the point at which the bobber is seated by calculating the casting angle and the flying distance of the user. Can be.
예를 들어, 맵 전체를 5분할하는 경우, 하나의 섹터 영역 범위가 72도이기 때문에 화면상에서 카메라 정 중앙을 기준으로 오른쪽으로 36도부터 왼쪽으로 36도가 캐스팅 가능 영역이 될 수 있으며, 캐스팅 시 좌/우 위치의 유저의 찌 날아가는 각도가 허용 각도를 초과할 경우, 제어부(110)는 최대 허용 각도를 유지한 상태로 수평하게 날아가도록 처리할 수 있다.For example, if the whole map is divided into five, one sector area range is 72 degrees, so the castable area can be 36 degrees to 36 degrees to the left from the center of the camera on the screen. When the flying angle of the user in the right position exceeds the allowable angle, the controller 110 may process to fly horizontally while maintaining the maximum allowable angle.
또는 예를 들어, 제어부(110)는 낚싯대(7)에 부착된 센서로부터 측정된 낚싯대(7)의 스윙 스피드를 0~50m 의 값으로 계산할 수 있고, 값이 30m를 초과할 경우 비거리를 30m로 결정하고, 나머지 초과거리에 대해서는 0~5m 사이의 값으로 보정하여 보정거리로써 계산할 수 있다.Alternatively, for example, the controller 110 may calculate the swing speed of the fishing rod 7 measured from the sensor attached to the fishing rod 7 to a value of 0 to 50 m, and if the value exceeds 30 m, the flying distance is 30 m. The remaining excess distance may be corrected to a value between 0 and 5 m and calculated as a correction distance.
그리고 제어부(110)는 스크린(1)에 표시된 인디게이터 내에 찌가 안착되면, 유저가 선택한 어종에 속하는 게임객체가 찌에 낚이는 확률인 입질확률을 변경할 수 있다. When the bobber is settled in the indicator displayed on the screen 1, the controller 110 may change the granularity probability, which is a probability that the game object belonging to the fish species selected by the user is caught by the bobber.
예를 들어, 제어부(110)는 스크린(10)에 표시된 적어도 하나의 인디케이터로부터 기 설정된 거리 내에 찌가 안착되면, 유저가 선택한 어종의 입질확률을 높일 수 있으며, “NICE” 이펙트와 효과음을 출력할 수 있다. For example, when the bobber is settled within a predetermined distance from the at least one indicator displayed on the screen 10, the controller 110 may increase the quality probability of the fish selected by the user, and output a “NICE” effect and sound effect. Can be.
그리고 실시예에 따라, 인디케이터로부터 기 설정된 거리 밖에 찌가 안착되어도 유저가 낚싯대(7)를 조정하여 찌의 위치를 캐스팅 포인트로부터 기 설정된 거리 내로 이동시키면, 제어부(110)는 유저가 선택한 어종의 입질확률이 높아지도록 할 수 있다. And according to the embodiment, even if the bobber is settled outside the predetermined distance from the indicator, if the user adjusts the fishing rod 7 to move the position of the bobber within the predetermined distance from the casting point, the control unit 110 is the mouth of the fish selected by the user The probability can be increased.
예를 들어, 인디케이터 밖에 찌가 안착됨에 따라 유저가 찌의 위치를 조정하기 위해 낚싯대(7)의 릴을 조정하거나 낚싯대(7)를 움직이면, 제어부(110)는 릴(7b)의 릴링정보 및 낚싯대(7)의 액션정보 중 적어도 하나를 획득하여 찌의 위치가 이동하는 시뮬레이션 영상을 스크린(1)에 출력하면서 입질확률을 조정할 수 있고, 또한, 컨트롤서버(6)는 릴(7b)의 릴링정보를 획득하여 구동장치(10)를 제어함에 따라, 사용자가 릴을 풀면 구동장치(10)로 하여금 낚싯줄(7a)을 감도록 하고 사용자가 릴을 감으면 구동장치(10)로 하여금 낚싯줄(7a)을 풀도록 할 수 있다.For example, when the user adjusts the reel of the fishing rod 7 or moves the fishing rod 7 to adjust the position of the bobber as the bobber rests outside the indicator, the control unit 110 reels the reel 7b and the fishing rod. It is possible to adjust the granularity probability while acquiring at least one of the action information of (7) and outputting the simulation image in which the position of the bobber moves to the screen 1, and the control server 6 further controls the reel information of the reel 7b. By acquiring the control unit 10, the user unwinds the reel and causes the drive unit 10 to wind the fishing line 7a. When the user winds up the reel, the drive unit 10 causes the fishing line 7a. Can be solved.
한편, 제어부(110)는 게임객체의 속성을 결정할 수 있고, 결정된 게임객체의 속성을 기초로 결정된 입질확률에 따라 게임객체를 제공할 수 있으며, 이때, 게임객체의 속성은 유저에게 어획대상으로써 제공되는 게임객체를 분류하기 위한 정보로 예를 들어, 게임객체의 어종, 크기, 무게 등이 포함될 수 있다. Meanwhile, the controller 110 may determine the property of the game object and provide the game object according to the granularity probability determined based on the determined property of the game object, wherein the property of the game object is provided to the user as a catch target. Information for classifying game objects to be used may include, for example, fish species, size, weight, etc. of the game object.
예를 들어, 제어부(110)는 게임객체의 속성을 랜덤하게 결정할 수 있고, 결정된 게임객체의 크기가 ‘1m’ 인 경우, 기 설정된 확률 테이블에 기초하여 결정된 입질확률에 따라 ‘1m’ 크기의 게임객체를 제공할 수 있다. For example, the controller 110 may randomly determine a property of a game object, and when the size of the determined game object is '1m', a game having a size of '1m' according to the granularity probability determined based on a preset probability table. Can provide an object
이후, 제어부(110)는 안착된 찌로부터 기 설정된 영역 내에 위치한 상기 게임객체에 대한 유저의 액션에 기초하여, 게임객체에 대한 후킹여부를 결정할 수 있다. Thereafter, the controller 110 may determine whether the game object is hooked based on the user's action on the game object located in the predetermined area from the seated bobber.
예를 들어, 제어부(110)는 게임객체의 입질하는 형태를 확률계산을 통해 결정할 수 있다. 이때 게임객체의 입질형태에 영향을 주는 날씨, 파고 등의 효과와 아이템의 사용유무에 따른 확률변화를 반영하여 입질형태를 제어할 수 있다.For example, the controller 110 may determine the shape of the game object through probability calculation. At this time, the shape of the mouth can be controlled by reflecting the effects of weather, wave height, etc. affecting the quality of the mouth of the game object and the probability change according to the use of the item.
그리고 입질 형태가 결정되어 입질이 시작되면, 제어부(110)는 해당 게임객체를 획득하는 과정인 후킹과 파이팅에 따른 유저의 액션에 따라 어획확률을 결정할 수 있다. When the quality of the mouth is determined and the quality of the mouth begins, the controller 110 may determine a catch probability according to a user's action according to hooking and fighting, which is a process of acquiring a corresponding game object.
예를 들어, 제어부(110)는 어획확률을 결정하는 후킹단계에서 어종의 입질형태마다 고유의 후킹타이밍에 유저가 낚싯대(7)를 움직여 후킹액션을 취했는지 감지할 수 있고, 후킹액션의 타이밍에 따라 파이팅모드로의 전환여부를 결정할 수 있다.For example, the control unit 110 may detect whether the user has taken a hooking action by moving the fishing rod 7 to a unique hooking timing for each type of mouth type in the hooking step of determining the catch probability, and at the timing of the hooking action. You can decide whether to switch to fighting mode.
그리고 후킹되면, 제어부(110)는 후킹된 게임객체를 어획하기 위한 낚싯대(7)의 움직임 및 낚싯대(7)의 낚싯줄의 장력 중 적어도 하나를 표시하는 파이팅게이지를 제공할 수 있다. When hooked, the controller 110 may provide a fighting gauge that displays at least one of the movement of the fishing rod 7 and the tension of the fishing line of the fishing rod 7 to catch the hooked game object.
이러한 파이팅게이지는 유저가 낚싯대(7)를 당겨야 하는 방향을 나타내는 파이팅가이드와 함께 유저의 낚싯대(7)의 움직임을 표시하는 지시자로 구성될 수 있다. The fighting gauge may be configured as an indicator for indicating the movement of the user's fishing rod 7 together with the fighting guide indicating the direction in which the user should pull the fishing rod 7.
즉, 제어부(110)는 게임객체와 대칭되는 위치로 파이팅가이드를 회전시키되 게임객체가 이동하는 거리에 따라 회전각도를 달리할 수 있다.That is, the controller 110 may rotate the fighting guide to a position symmetrical with the game object, but vary the rotation angle according to the distance that the game object moves.
예를 들어, 게임객체가 후킹된 지점에서 오른쪽으로 1m 이동하면 제어부(110)는 게임화면의 정중앙에 위치한 파이팅가이드를 시계방향으로 22.5도 회전시킬 수 있고, 게임객체가 후킹된 지점에서 오른쪽으로 2m 지점까지 이동하면, 제어부(101)는 파이팅가이드를 시계방향으로 45도 각도까지 회전시킬 수 있다. 그리고 게임객체가 후킹된 지점에서 오른쪽으로 3m 지점까지 이동하면, 제어부(110)는 파이팅가이드를 시계방향으로 90도 각도까지 회전시킬 수 있다.For example, if the game object is moved 1m to the right from the hooked point, the controller 110 may rotate the fighting guide located at the center of the game screen 22.5 degrees clockwise, and 2m to the right from the point at which the game object is hooked. When moving to the point, the controller 101 can rotate the fighting guide clockwise to an angle of 45 degrees. In addition, when the game object moves from the hooked point to the right 3m point, the controller 110 may rotate the fighting guide clockwise by 90 degrees.
이때, 제어부(110)는 파이팅가이드를 최대 90도까지 회전되도록 할 수 있다.In this case, the controller 110 may rotate the fighting guide up to 90 degrees.
그리고 제어부(110)는 낚시대(7)의 움직임에 따라 낚시대(7)의 좌, 우 각도를 체크할 수 있는 지시자를 파이팅가이드에 겹쳐서 표시할 수 있다. In addition, the controller 110 may display an indicator for checking the left and right angles of the fishing rod 7 in accordance with the movement of the fishing rod 7 by overlapping the fighting guide.
한편, 실시예예 따라 제어부(110)는 후킹된 게임객체의 어획난이도에 따라 파이팅가이드의 크기를 제어하거나 또는 파이팅가이드에서 지시자가 위치해야 하는 영역인 파이팅영역의 크기를 제어할 수 있다. Meanwhile, according to an exemplary embodiment, the controller 110 may control the size of the fighting guide or control the size of the fighting area, which is an area where the indicator should be located in the fighting guide.
예를 들어, 제어부(110)는 어획난이도가 높은 게임객체가 어획되면, 파이팅가이드의 크기를 줄이거나 또는 파이팅영역의 크기를 줄임으로써 지시자가 파이팅가이드의 파이팅영역 내에 위치하는 것이 어렵도록 할 수 있다. For example, the controller 110 may reduce the size of the fighting guide or reduce the size of the fighting area when the game object having high catching difficulty is caught, thereby making it difficult for the indicator to be located in the fighting area of the fighting guide. .
그리고 제어부(110)는 파이팅게이지의 색, 두께 또는 투명도 등을 통해 낚싯대(7)의 낚싯줄에 걸리는 장력을 표시할 수 있다. 예를 들어, 제어부(110)는 낚싯대(7)의 낚싯줄의 장력이 강해질수록 파이팅게이지의 색이 파랑색에서 빨강색으로 변경할 수 있다.In addition, the controller 110 may display the tension applied to the fishing line of the fishing rod 7 through the color, thickness, or transparency of the fighting gauge. For example, the controller 110 may change the color of the fighting gauge from blue to red as the fishing line of the fishing rod 7 becomes stronger.
이후, 제어부(110)는 파이팅게이지 상에서 낚싯대(7)의 조작방향을 나타내는 지시자의 위치에 기초하여 게임객체의 체력을 제어할 수 있다. Thereafter, the controller 110 may control the physical force of the game object based on the position of the indicator indicating the operation direction of the fishing rod 7 on the fighting gauge.
예를 들어, 유저가 제어하는 낚싯대(7)의 방향에 따라 지시자가 파이팅가이드에 설정된 파이팅영역에 위치한 상태에서 유저가 릴링을 수행하면, 제어부(110)는 릴링에 기초하여 게임객체의 체력을 낮출 수 있다. For example, if the user performs reeling while the indicator is located in the fighting area set in the fighting guide according to the direction of the fishing rod 7 controlled by the user, the controller 110 lowers the stamina of the game object based on the reeling. Can be.
예를 들어, 제어부(110)는 어종의 어종가치와 상관 없이 지시자가 파이팅가이드의 파이팅영역에 위치한 상태에서 릴을 1회전 하면, 물고기의 체력을 1 감소시킬 수 있다.For example, the controller 110 may decrease the stamina of the fish by one rotation of the reel 1 while the indicator is located in the fighting region of the fighting guide regardless of the fish species value.
이와 달리, 지시자가 파이팅영역 외의 위치에 위치하면, 제어부(110)는 게임객체의 체력을 증가시킬 수 있으며 예를 들어, 1초에 0.5씩 게임객체의 체력을 증가시킬 수 있다. In contrast, when the indicator is located outside the fighting area, the controller 110 may increase the stamina of the game object, for example, increase the stamina of the game object by 0.5 per second.
한편, 파이팅게이지가 제공되는 과정에서, 게임객체의 점프 등과 같은 액션에 기초한 이벤트가 발생된 경우, 제어부(110)는 파이팅게이지를 대체하여 유저에게 일정한 액션을 지시하는 액션가이드를 제공할 수 있다. Meanwhile, when an event based on an action such as a jump of a game object is generated in the process of providing a fighting gauge, the controller 110 may provide an action guide for instructing a user of a certain action by replacing the fighting gauge.
예를 들어, 게임객체와 파이팅 중 게임객체가 점프한 경우, 제어부(110)는 파이팅게이지를 제거하고 유저에게 특정 액션을 지시하는 액션가이드를 제공할 수 있고, 유저가 액션가이드에 따라 특정 액션을 수행하면, 게임객체의 체력을 10만큼 감소시킬 수 있다. For example, when a game object and a game object jump while fighting, the controller 110 may provide an action guide for removing a fighting gauge and instructing a user of a specific action, and the user may perform a specific action according to the action guide. When you do this, you can reduce the health of the game object by 10.
그리고 이벤트가 종료되면 제어부(110)는 액션가이드를 대체하여 파이팅게이지로 제공할 수 있다. When the event is terminated, the controller 110 may replace the action guide and provide the fighting gauge.
한편, 제어부(110)는 게임객체의 체력에 기초하여 유저로부터 게임객체까지의 거리를 제어할 수 있다. On the other hand, the controller 110 may control the distance from the user to the game object based on the physical strength of the game object.
예를 들어, 15m를 초과한 거리에서 파이팅이 시작되면, 제어부(110)는 게임객체의 남은 체력이 60%가 되기 전까지 거리변화 없이 게임객체가 좌우로 움직이도록 제어하되 체력이 60%이하가 되면 감소되는 체력에 비례하여 유저와의 거리가 줄어들도록 제어할 수 있다. 이때 컨트롤서버(6) 또한 게임객체의 좌우 움직임에 따른 낚시줄 떨림을 구현하거나, 거리 변화에 따라 낚싯줄이 권출되도록 구동장치(10)의 동작을 제어할 수 있다.For example, if the fighting starts at a distance exceeding 15m, the controller 110 controls the game object to move left and right without changing the distance until the remaining health of the game object is 60%, but if the health is less than 60% The distance to the user may be reduced in proportion to the reduced stamina. In this case, the control server 6 may also implement the fishing line tremor according to the left and right movement of the game object, or control the operation of the driving device 10 to unwind the fishing line according to the distance change.
또는 예를 들어 15m 이내에 거리에서 파이팅이 시작되면, 제어부(110)는 게임객체의 남은 체력이 60% 이하 시 감소되는 체력에 비례하여 거리가 줄어들도록 제어할 수 있다. Alternatively, when the fighting starts at a distance within 15m, the controller 110 may control the distance to be reduced in proportion to the stamina which is reduced when the remaining stamina of the game object is 60% or less.
이때, 제어부(110)는 게임객체와의 거리에 따라 수면 또는 수심에서의 게임객체의 표현을 달리 할 수 있다. In this case, the controller 110 may change the representation of the game object at the surface or the water depth according to the distance from the game object.
예를 들어, 게임객체와의 거리가 20m를 초과하면, 제어부(110)는 게임객체가 수중에서 움직이는 동작을 연출할 수 있다. 그리고 게임객체와의 거리가 20m 이내이면, 제어부(110)는 게임객체를 수면에 노출시켜 게임객체의 일부 이미지가 수면 위에서 움직이는 강화된 동작을 연출할 수 있다.For example, if the distance to the game object exceeds 20m, the control unit 110 can produce the movement of the game object underwater. If the distance to the game object is less than 20m, the controller 110 may expose the game object to the water surface to produce an enhanced motion of moving some images of the game object on the water surface.
그리고 제어부(110)는 거리가 가까워질수록 물결이 일렁이는 강화된 수면연출과 게임객체의 움직임을 강화시켜 연출할 수 있다. 예를 들어, 게임객체와의 거리가 가까워질수록 제어부(110)는 게임객체가 점프하는 등의 수면연출을 할 수 있다. In addition, the control unit 110 may produce an enhanced surface output and a movement of the game object by the wave as the distance increases. For example, as the distance from the game object gets closer, the controller 110 may perform sleep output such as the game object jumping.
이후, 게임객체와의 거리가 기 설정된 거리 이내이면, 제어부(110)는 수면 위에 가만히 떠 있는 게임객체 모습을 연출할 수 있다. 예를 들어 게임객체와의 거리가 3m 이내인 경우 제어부(110)는 게임객체가 수면 위에 가만히 옆으로 떠있는 모습을 연출할 수 있다.Subsequently, if the distance to the game object is within a predetermined distance, the controller 110 may produce a game object floating still on the surface of the water. For example, when the distance to the game object is within 3m, the controller 110 may produce a state in which the game object is still floating sideways on the surface of the water.
이와 같이 파이팅모드를 통해 게임객체가 어획되면, 제어부(110)는 유저에게 보상을 제공할 수 있다. As such, when the game object is caught through the fighting mode, the controller 110 may provide a reward to the user.
예를 들어, 제어부(110)는 유저에게 게임객체의 어획과 동시에 어획된 게임객체에 대응하는 포인트를 제공할 수 있으며, 유저계정에 저장할 수 있다. 또한 제어부(110)는 제공된 포인트의 50%를 임시포인트로 지급할 수 있다. 이때, 임시포인트는 유저가 로그아웃하기 전까지 임시로 저장되는 포인트이다. For example, the controller 110 may provide a user with a point corresponding to the captured game object simultaneously with the catch of the game object, and may be stored in the user account. In addition, the controller 110 may pay 50% of the provided points as temporary points. In this case, the temporary point is a point stored temporarily until the user logs out.
이후, 제어부(110)는 어획된 게임객체를 유저에게 제공할 수 있으며, 후보그룹에 속한 어종을 갱신할 수 있다. Thereafter, the controller 110 may provide the captured game object to the user and update the fish species belonging to the candidate group.
즉, 유저가 후보그룹에 포함된 어종 중 어느 하나의 어종에 포함되는 게임객체를 어획하면, 제어부(110)는 후보그룹에 포함된 어종 중 어획된 어종을 상기 어획된 어종이 속한 등급과 동일하거나 다음 등급에 속한 어종으로 대체할 수 있다.That is, when a user catches a game object included in any one of the fish species included in the candidate group, the controller 110 may use the catched species among the fish species included in the candidate group to be the same as the grade to which the catched fish species belongs. It may be replaced by a fish belonging to the following classes.
1행1 row | 조피볼락Zoppybolak | 농어bass | 감성돔Black sea bream | 옥돔Jade Dome |
표 1 및 2 를 참조하면, 제어부(110)는 표 1 의 1 행의 후보그룹에 포함된 '띠볼락'을 유저가 어획하면, '띠볼락'보다 어종가치가 1등급 높은 그룹에 속한 어종인 '농어'로 대체하여 표 2 의 1 행과 같이 후보그룹을 구성할 수 있다. Referring to Tables 1 and 2, when the user catches a 'tibolak' included in the candidate group in row 1 of Table 1, the controller 110 includes a fish species belonging to a group having a higher grade value than 'tibolak'. Substituting 'perch' can form a candidate group as shown in row 1 of Table 2.
이때, 어종가치가 더 높은 등급이 없는 경우, 제어부(110)는 해당 등급에서 어종을 선택할 수 있다. In this case, when there is no higher fish species value, the controller 110 may select a fish species from the grade.
그리고 실시예에 따라, 후보그룹에 속한 각 어종에는 시도횟수가 설정되어 있을 수 있으며, 유저가 선택한 어종의 게임객체를 시도횟수 내에 어획하지 못하면, 제어부(110)는 후보그룹 내의 어종을 다른 어종으로 대체할 수 있다. According to an exemplary embodiment, the number of attempts may be set for each type of fish belonging to the candidate group. If the game object of the fish species selected by the user cannot be caught within the number of attempts, the controller 110 converts the fish in the candidate group to another fish type. Can be replaced.
예를 들어, 후보그룹에 속한 '농어'에 3회의 시도횟수가 설정되어 있으며, 유저가 선택한 '농어'에 대해 3회 시도 내에 어획하지 못한 경우, 제어부(110)는 유저의 후보그룹에 포함된 '농어'가 속한 등급보다 낮은 등급의 어종으로 대체할 수 있다.For example, if the number of attempts is set three times in 'perch' belonging to the candidate group, and the catch is not caught within three attempts for the 'perch' selected by the user, the controller 110 is included in the candidate group of the user. It may be replaced by a fish of a lower grade than the class in which the perch belongs.
한편, 통신부(120)는 다른 디바이스 또는 네트워크와 유무선 통신을 수행할 수 있다. 이를 위해, 통신부(120)는 다양한 유무선 통신 방법 중 적어도 하나를 지원하는 통신 모듈을 포함할 수 있다. 예를 들어, 통신 모듈은 칩셋(chipset)의 형태로 구현될 수 있다.Meanwhile, the communication unit 120 may perform wired or wireless communication with another device or a network. To this end, the communication unit 120 may include a communication module supporting at least one of various wired and wireless communication methods. For example, the communication module may be implemented in the form of a chipset.
통신부(120)가 지원하는 무선 통신은, 예를 들어 Wi-Fi(Wireless Fidelity), Wi-Fi Direct, 블루투스(Bluetooth), UWB(Ultra Wide Band) 또는 NFC(Near Field Communication) 등일 수 있다. 또한, 통신부(120)가 지원하는 유선 통신은, 예를 들어 USB 또는 HDMI(High Definition Multimedia Interface) 등일 수 있다.Wireless communication supported by the communication unit 120 may be, for example, Wi-Fi (Wireless Fidelity), Wi-Fi Direct, Bluetooth, UWB (Ultra Wide Band), or NFC (Near Field Communication). In addition, the wired communication supported by the communication unit 120 may be, for example, USB or High Definition Multimedia Interface (HDMI).
메모리(130)에는 파일, 어플리케이션 및 프로그램 등과 같은 다양한 종류의 데이터가 설치 및 저장될 수 있다. 제어부(110)는 메모리(130)에 저장된 데이터에 접근하여 이를 이용하거나, 또는 새로운 데이터를 메모리(130)에 저장할 수도 있다. 또한, 제어부(110)는 메모리(130)에 설치된 프로그램을 실행할 수도 있다. 예를 들어, 메모리(130)에는 스크린낚시를 수행하기 위한 스크린낚시프로그램이 설치될 수 있다.Various types of data such as files, applications, and programs may be installed and stored in the memory 130. The controller 110 may access and use data stored in the memory 130 or store new data in the memory 130. In addition, the controller 110 may execute a program installed in the memory 130. For example, a screen fishing program for performing screen fishing may be installed in the memory 130.
그리고 메모리(130)에는 스크린 낚시에서 출현할 수 있는 어종에 대한 정보를 저장할 수 있다. The memory 130 may store information on fish species that may appear in screen fishing.
상술된 실시예에서는 제어부(110), 통신부(120) 및 메모리(130)가 게임서버(5)에 구현되어 있음을 기재하고 있으나, 상술된 구성요소 중 적어도 일부는 컨트롤서버(6) 상에도 구현될 수 있다.In the above-described embodiment, the controller 110, the communication unit 120, and the memory 130 are described as being implemented in the game server 5, but at least some of the above components are also implemented on the control server 6. Can be.
도 4는 일 실시예에 따른 스크린낚시제공방법을 설명하기 위한 순서도이다. 4 is a flowchart illustrating a screen fishing providing method according to an embodiment.
도 4에 도시된 실시예에 따른 스크린낚시제공방법은 도 3에 도시된 스크린낚시시스템(F)에 포함된 게임서버(5)에서 시계열적으로 처리되는 단계들을 포함한다. 따라서, 이하에서 생략된 내용이라고 하더라도 도 3에 도시된 게임서버(5)에 관하여 이상에서 기술한 내용은 도 4에 도시된 실시예에 따른 스크린낚시제공방법에도 적용될 수 있다.The screen fishing providing method according to the embodiment shown in FIG. 4 includes steps that are processed in time series in the game server 5 included in the screen fishing system F shown in FIG. 3. Therefore, even if omitted below, the above description of the game server 5 shown in FIG. 3 may be applied to the screen fishing providing method according to the embodiment shown in FIG. 4.
도 5 내지 도 10은 도 4를 참조하여 이하에서 후술된다. 도 5 내지 도 10은 일 실시예에 따른 스크린낚시제공방법을 설명하기 위한 예시도로서, 스크린낚시시스템(F)이 구현되는 스크린(1)을 통해 나타나는 화면의 일례를 도시한 것이다.5 to 10 will be described below with reference to FIG. 5 to 10 are exemplary views for explaining the screen fishing providing method according to an embodiment, and shows an example of a screen displayed through the screen 1 in which the screen fishing system F is implemented.
우선, 스크린낚시시스템(F)은 상기 어종 별 어종가치에 따라 적어도 하나의 등급으로 나뉘어 각 등급마다 유사한 어종가치를 갖는 어종이 그룹핑된 타겟그룹 내에 포함된 어종 중 기 설정된 수만큼의 어종을 포함하는 후보그룹을 구성할 수 있다(S3001).First, the screen fishing system (F) is divided into at least one grade according to the fish species value of each species, and includes a predetermined number of fish species among the species included in the target group grouped fish having similar fish species value for each grade. The candidate group may be configured (S3001).
예를 들어, 스크린낚시시스템(F)은 어종 DB로부터 어종별 어종가치에 기초하여 유사한 어종가치를 갖는 어종을 그룹핑하여 어종가치에 따른 등급이 나누어진 타겟그룹을 생성할 수 있고, 생성된 타겟그룹의 동일한 등급 내에서 기 설정된 수의 어종을 선택하여 후보그룹을 구성할 수 있다. For example, the screen fishing system F may generate a target group in which grades are divided according to the fish species value by grouping fish species having similar species values based on the species value of each species from the fish species DB. A candidate group may be formed by selecting a predetermined number of fish species within the same class.
이때, 스크린낚시시스템(F)은 기 저장된 확률테이블에 포함된 선택비율에 기초하여 타겟그룹 내의 어종 중 적어도 하나의 어종을 선택하여 후보그룹을 구성할 수 있다. In this case, the screen fishing system F may configure at least one fish species among fish species in the target group based on a selection ratio included in the stored probability table to form a candidate group.
그리고 실시예에 따라, 스크린낚시시스템(F)은 유저가 이용하는 좌대(2)별로 서로 다른 후보그룹을 생성할 수 있다. 그리고 일 실시예에 따르면, 좌대(2)를 이용하는 유저가 로그아웃하거나 스크린 낚시의 이용을 중단하면, 후보그룹을 다른 후보그룹으로 변경될 수 있다. 또 다른 실시예에 따르면, 좌대(2)마다 후보그룹을 유지할 수 있어 유저가 로그아웃하거나 또는 좌대(2)를 이용하는 자가 다른 유저로 변경되더라도 좌대(2)에 대응되는 후보그룹은 유지될 수 있다.According to an embodiment, the screen fishing system F may generate different candidate groups for each pedestal 2 used by the user. According to an embodiment of the present disclosure, when the user using the base 2 logs out or stops using the screen fishing, the candidate group may be changed into another candidate group. According to another embodiment, the candidate group may be maintained for each base 2 so that the candidate group corresponding to the base 2 may be maintained even if the user logs out or the user using the base 2 is changed to another user. .
이후, 스크린낚시시스템(F)은 후보그룹을 스크린(1)을 통해 유저에게 제공할 수 있고, 유저로부터 어느 하나의 어종을 선택받을 수 있다(S3002). Thereafter, the screen fishing system F may provide the candidate group to the user through the screen 1, and may select one fish species from the user (S3002).
도 5를 참조하면, 스크린낚시시스템(F)은 S3001단계에서 선택된 후보그룹에 포함된 어종인 '감성동, 부시리, 놀래미'를 스크린(1)에 표시할 수 있으며, 유저가 선택하려는 어종인 '부시리'(401) 보다 높은 어종가치를 갖는 '농어'(402)를 '부시리'(401)와 함께 표시할 수 있으며, '부시리'를 어획하고 난 이후, 농어를 어획할 수 있음을 유저가 알 수 있다. Referring to FIG. 5, the screen fishing system F may display, on the screen 1, a fish species included in the candidate group selected in step S3001, 'sensibility dong, bushley, and noraemi', and the fish species that the user wants to select is 'bushiri'. The user can know that the 'perch' 402 having a higher fish species value can be displayed together with the 'bushiri' 401, and after the 'bushiri' is caught, the perch can be caught. .
이후, 유저로부터 어느 하나의 어종을 선택받으면, 스크린낚시시스템(F)는 선택된 어종에 기초하여 적어도 하나의 캐스팅 포인트를 결정하여 인디케이터를 제공할 수 있다(S3003).Subsequently, when one type of fish is selected by the user, the screen fishing system F may determine at least one casting point based on the selected type of fish and provide an indicator (S3003).
이를 위해, 스크린낚시시스템(F)는 캐스팅할 수 있는 영역의 거리와 방향에 따라 적어도 하나의 캐스팅 포인트를 분산시켜 결정할 수 있다. To this end, the screen fishing system F may be determined by dispersing at least one casting point according to the distance and direction of the castable area.
예를 들어, 스크린낚시시스템(F)는 캐스팅 가능한 거리를 일정한 간격으로 구분할 수 있으며, 또한 유저가 캐스팅이 가능한 방향구간을, 각도를 기준으로 나눌 수 있다. For example, the screen fishing system F may divide the castable distance at regular intervals, and may divide the direction section in which the user can cast, based on the angle.
이때, 스크린낚시시스템(F)은 캐스팅을 위한 중심각을 보정하여 캐스팅 가능한 방향구간을 결정할 수 있다. At this time, the screen fishing system (F) can determine the casting direction by correcting the center angle for the casting.
도 6은 캐스팅 영역을 각 지점에서 나타낸 예시도이다. 이를 참조하면, 프로젝터(1a)과 제 1 내지 제 3 유저(U1, U2, U3)의 위치가 상이함에 따라 프로젝터(1a)를 기준으로 캐스팅이 가능한 제 1 영역(501)보다 유저(U1, U2, U3)의 위치에서 캐스팅이 가능한 제 2 영역(502)이 제 1 영역(501)에 비해 제 3 영역(503)만큼 더 넓게 되므로 스크린낚시시스템(F)은 제 1 및 제 3 유저(U1, U3)의 캐스팅 방향을 보정할 수 있다. 6 is an exemplary view showing a casting region at each point. Referring to this, as the positions of the projector 1a and the first to third users U1, U2, and U3 are different, the users U1 and U2 may be larger than the first area 501 that may be cast based on the projector 1a. , The second area 502 castable at the position of U3 is wider than the first area 501 by the third area 503, so that the screen fishing system F is configured to include the first and third users U1, The casting direction of U3) can be corrected.
그리고 스크린낚시시스템(F)은 거리 또는 방향이 중복되지 않도록 캐스팅 포인트를 결정할 수 있다. The screen fishing system F may determine the casting point so that the distance or direction does not overlap.
도 7은 캐스팅 포인트가 표시된 위치를 상공에서 본 모습을 도시한 예시도로 이를 참조하면, 스크린낚시시스템(F)은 3개의 캐스팅 포인트(601, 602, 603)를 제 1 구간(604), 제 2 구간(605), 제 3 구간(606) 각각에 1개씩 결정하되, 유저와 캐스팅 포인트를 연결하는 직선상에 다른 캐스팅 포인트가 위치하지 않도록 할 수 있다.FIG. 7 is an exemplary view showing the casting point at a location where the casting point is displayed. Referring to this, the screen fishing system F may include three casting points 601, 602, and 603 in the first section 604 and the second. One of each of the sections 605 and the third section 606 may be determined, but another casting point may not be positioned on a straight line connecting the user and the casting point.
그리고 스크린낚시시스템(F)는 캐스팅 포인트를 기준으로 일정한 반경을 가지는 인디케이터를 스크린(1)을 통해 표시할 수 있다. In addition, the screen fishing system F may display an indicator having a predetermined radius based on the casting point through the screen 1.
이후, 스크린낚시시스템(F)는 적어도 하나의 인디케이터 내에 찌가 안착되면, 선택된 어종에 속하는 게임객체의 입질확률을 변경할 수 있다(S3004). Subsequently, when the bobber is seated in the at least one indicator, the screen fishing system F may change the granularity probability of the game object belonging to the selected fish species (S3004).
이와 달리 찌가 인디케이터 내에 안착하지 않은 경우, 스크린낚시시스템(F)은 어종의 입질확률을 기본 입질확률로 설정할 수 있으나, 유저가 낚싯대(7)를 움직여 찌를 인디케이터 내로 이동시키면 스크린낚시시스템(F)은 어종의 입질확률을 높일 수 있다. On the other hand, if the bobber is not settled in the indicator, the screen fishing system (F) can set the probability of quality of the fish species as the default grain probability, but if the user moves the bobber in the indicator by moving the fishing rod (7) the screen fishing system (F) Can increase the quality of fish.
이때 스크린낚시시스템(F)은 유저에게 제공할 게임객체의 속성을 결정할 수 있고, 결정된 게임객체의 속성에 기초하여 기 설정된 기본 입질확률을 결정할 수 있다. In this case, the screen fishing system F may determine a property of a game object to be provided to the user, and may determine a preset default granularity probability based on the determined property of the game object.
예를 들어, 스크린낚시시스템(F)가 게임객체의 속성을 '2m'크기의 게임객체로 결정하면, 스크린낚시시스템(F)는 '2m'크기의 게임객체의 입질확률을 기 설정된 확률테이블을 기초로 결정할 수 있다. For example, if the screen fishing system F determines the property of a game object as a game object of '2m' size, the screen fishing system F determines a granularity probability of a game object having a size of '2m'. You can decide on the basis.
그리고 스크린낚시시스템(F)은 안착된 찌로부터 기 설정된 영역 내에 위치한 게임객체에 대한 유저의 액션에 기초하여, 상기 게임객체에 대한 후킹여부를 결정할 수 있다(S3005).The screen fishing system F may determine whether the game object is hooked based on the action of the user on the game object located in the predetermined area from the seated bob (S3005).
즉, 스크린낚시시스템(F)은 어종의 입질형태마다 고유의 후킹타이밍에 유저가 낚싯대(7)를 움직여 후킹액션을 취하는지 감지하여 후킹성공여부를 결정할 수 있고, 후킹이 성공되면, 스크린낚시시스템(F)은 게임객체를 어획하는 과정인 파이팅모드를 유저에게 제공할 수 있다(S3006). That is, the screen fishing system (F) can determine the hooking success by detecting whether the user takes the hooking action by moving the fishing rod (7) to the unique hooking timing for each type of fish type, and if the hooking is successful, the screen fishing system (F) may provide a fighting mode, which is a process of catching a game object, to the user (S3006).
이때, 스크린낚시시스템(F)은 후킹된 게임객체를 어획하기 위해 낚싯대의 움직임 및 낚싯줄의 장력 중 적어도 하나를 표시하는 파이팅게이지를 제공할 수 있으며, 게임객체의 어획난이도에 기초하여 파이팅게이지를 구성하는 파이팅가이드의 크기 및 파이팅가이드 상의 파이팅영역의 크기 중 적어도 하나를 제어할 수 있다.In this case, the screen fishing system (F) may provide a fighting gauge that displays at least one of the movement of the fishing rod and the tension of the fishing line to catch the hooked game object, and constitutes a fighting gauge based on the difficulty of catching the game object. At least one of the size of the fighting guide and the size of the fighting area on the fighting guide can be controlled.
도 8은 파이팅 모드에서 파이팅게이지가 스크린(1)에 표시된 예시도로 이를 참조하면, 파이팅게이지(701)는 게임객체의 방향에 따라 낚싯대(7)를 움직여야 하는 방향을 나타내는 파이팅가이드(702)와 유저의 낚싯대(7)의 움직임을 나타내는 지시자(703)로 구성될 수 있으며, 파이팅가이드(702)는 게임객체의 체력을 감소시키는 파이팅영역(704)과 게임객체이탈지점(705, 706)으로 구성될 수 있다.8 is an exemplary diagram in which the fighting gauge is displayed on the screen 1 in the fighting mode, the fighting gauge 701 is a fighting guide 702 indicating the direction in which the fishing rod 7 should be moved in accordance with the direction of the game object and the user. It may be composed of an indicator 703 indicating the movement of the fishing rod (7), the fighting guide 702 is composed of a fighting area 704 and a game object departure point (705, 706) to reduce the stamina of the game object Can be.
이때, 게임객체이탈지점(705, 706)은 파이팅가이드(702)에서 지시자(703)가 이동할 수 있는 한계지점으로 지시자(703)가 게임객체이탈지점(705, 706)을 벗어나면 후킹된 게임객체가 찌에서 이탈된다. At this time, the game object escape point (705, 706) is a limit point that the indicator 703 can move in the fighting guide 702, when the indicator 703 is out of the game object escape point (705, 706) hooked game object Deviates from the bobber;
관련하여, 게임객체의 어획난이도에 기초하여 파이팅게이지를 구성하는 파이팅가이드의 크기 및 파이팅가이드 상의 파이팅영역의 크기 중 적어도 하나를 제어할 수 있는데, 게임객체이탈지점(705, 706) 간의 직선거리를 좁히거나 파이팅영역(704)을 축소함으로써 어획난이도를 올릴 수 있고, 게임객체이탈지점(705, 706) 간의 직선거리를 넓히거나 파이팅영역(704)을 확대시킴으로써 어획난이도를 올릴 수 있다.In relation to this, at least one of the size of the fighting guide constituting the fighting gauge and the size of the fighting area on the fighting guide may be controlled based on the difficulty of catching the game object. The catching difficulty can be increased by narrowing or reducing the fighting area 704, and the catching difficulty can be raised by increasing the straight line distance between the game object escape points 705 and 706 or by expanding the fighting area 704.
그리고 스크린낚시시스템(F)은 게임객체의 이동방향에 기초하여 기 설정된 파이팅가이드의 이동경로를 따라 파이팅가이드를 좌우로 회전시킬 수 있다.In addition, the screen fishing system F may rotate the fighting guide left and right along the movement path of the preset fighting guide based on the moving direction of the game object.
예를 들어, 게임객체가 후킹된 지점에서 오른쪽으로 1m 이동하면 스크린낚시시스템(F)은 파이팅가이드를 시계방향으로 22.5도 회전시킬 수 있고, 게임객체가 후킹된 지점에서 오른쪽으로 2m 지점까지 이동하면, 스크린낚시시스템(F)은 파이팅가이드를 시계방향으로 45도 각도까지 회전시킬 수 있다. 그리고 게임객체가 후킹된 지점에서 오른쪽으로 3m 지점까지 이동하면, 스크린낚시시스템(F)은 파이팅가이드를 시계방향으로 90도 각도까지 회전시킬 수 있다.For example, if the game object moves 1m to the right from the hooked point, the screen fishing system (F) can rotate the fighting guide clockwise 22.5 degrees, and if the game object moves to the right 2m from the hooked point, , The screen fishing system (F) can rotate the fighting guide clockwise to an angle of 45 degrees. And if the game object moves to the right 3m from the hooked point, the screen fishing system (F) can rotate the fighting guide clockwise by 90 degrees.
이때, 스크린낚시시스템(F)는 게임객체의 이동거리에 따라 파이팅가이드를 최대 90도 회전시킬 수 있다.In this case, the screen fishing system F may rotate the fighting guide up to 90 degrees according to the moving distance of the game object.
그리고 스크린낚시시스템(F)는 게임객체의 이동속도에 따라 파이팅가이드의 회전속도를 제어할 수 있다. The screen fishing system F may control the rotation speed of the fighting guide according to the moving speed of the game object.
예를 들어, 게임객체가 좌측으로 3ms속도로 이동하는 경우 스크린낚시시스템(F)은 파이팅가이드의 위치를 우측으로 1.5ms속도로 회전시킬 수 있다.For example, when the game object moves to the left at a speed of 3 ms, the screen fishing system F may rotate the position of the fighting guide to the right at a speed of 1.5 ms.
도 9를 참조하면, 게임객체(801)가 우측으로 이동하면, 스크린낚시시스템(F)은 파이팅가이드(802)를 좌측으로 이동시킬 수 있다. 유저가 낚싯대를 파이팅가이드(802)에 따라 좌측으로 이동시키면, 도 9의 좌측에 도시된 바와 같이 파이팅영역(804) 바깥에 위치하던 지시자(803)는, 도 9의 우측에 도시된 바와 같이, 파이팅가이드(802)의 파이팅영역(804) 내로 이동된 지시자(805)가 될 수 있다. Referring to FIG. 9, when the game object 801 moves to the right, the screen fishing system F may move the fighting guide 802 to the left. When the user moves the fishing rod to the left along the fighting guide 802, the indicator 803 located outside the fighting area 804, as shown on the left side of FIG. 9, as shown on the right side of FIG. The indicator 805 may be moved into the fighting area 804 of the fighting guide 802.
그리고 스크린낚시시스템(F)는 파이팅가이드 상에서 낚싯대의 움직임을 나타내는 지시자의 위치에 기초하여 게임객체의 체력을 제어할 수 있다.The screen fishing system F may control the stamina of the game object based on the position of the indicator indicating the movement of the fishing rod on the fighting guide.
도 9를 참조하면, 파이팅가이드(802)가 게임객체의 이동에 따라 왼쪽으로 이동하여 지시자(803)가 파이팅가이드(802)의 파이팅영역(804)에서 벗어나면, 스크린낚시시스템(F)은 게임객체의 체력을 상승시킬 수 있다. 그리고 유저가 낚싯대(804)를 왼쪽으로 이동시켜 지시자(805)가 파이팅가이드(802)의 파이팅영역(804) 내에 위치하면, 스크린낚시시스템(F)은 유저가 낚싯대의 낚싯줄을 감는 수에 따라 게임객체의 체력을 감소시킬 수 있다. Referring to FIG. 9, when the fighting guide 802 moves to the left according to the movement of the game object, and the indicator 803 deviates from the fighting area 804 of the fighting guide 802, the screen fishing system F may play a game. You can increase the health of the object. If the user moves the fishing rod 804 to the left and the indicator 805 is located within the fighting area 804 of the fighting guide 802, the screen fishing system F plays the game according to the number of times the user winds the fishing line. You can reduce the health of an object.
이때, 스크린낚시시스템(F)은 파이팅모드 동안 게임객체와 유저간의 파이팅에 의한 낚싯줄의 장력 변화를 파이팅게이지를 통해 표시할 수 있다. In this case, the screen fishing system F may display a change in the tension of the fishing line due to the fighting between the game object and the user through the fighting gauge during the fighting mode.
도 10은 낚싯줄의 장력에 따라 파이팅게이지의 투명도가 변화되는 모습을 도시한 예시도로 이를 참조하면, 낚싯줄의 장력이 약하여 릴을 감아야 하는 경우 스크린낚시시스템(F)은 파이팅게이지(901)를 투명하게 할 수 있고, 낚싯줄의 장력이 강하여 릴을 풀어야 하는 경우 파이팅게이지(902)를 불투명하게 할 수 있다. 10 is an exemplary view showing a state in which the transparency of the fighting gauge is changed according to the tension of the fishing line. Referring to this, when the tension of the fishing line is weak and the reel is to be wound, the screen fishing system (F) makes the fighting gauge 901 transparent. If the fishing line has a strong tension and the reels need to be released, the fighting gauge 902 may be opaque.
한편, 게임객체의 액션에 기초하여 이벤트가 발생되면, 스크린낚시시스템(F)은 파이팅게이지를 대체하여 유저에게 일정한 액션을 지시하는 액션가이드를 제공할 수 있으며, 액션가이드에 따른 유저의 액션에 기초하여 게임객체의 체력을 제어할 수 있다.On the other hand, if an event is generated based on the action of the game object, the screen fishing system (F) can provide an action guide for instructing the user a certain action by replacing the fighting gauge, based on the user's action according to the action guide To control the health of the game object.
예를 들어, 게임객체가 점프를 하는 경우, 스크린낚시시스템(F)은 파이팅게이지를 제거하고 '낚싯대를 정면으로 당겨라'는 액션가이드를 제공할 수 있고, 유저가 낚싯대를 정면으로 당겨 액션가이드를 수행하면, 게임객체의 체력을 감소시킬 수 있다. For example, if the game object is jumping, the screen fishing system (F) may provide an action guide to remove the fighting gauge and pull the rod to the front, and the user may pull the rod to the front to guide the action. If you do, it can reduce the stamina of the game object.
그리고 이벤트가 종료되면 스크린낚시시스템(F)은 액션가이드를 대체하여 파이팅게이지로 제공할 수 있다.When the event ends, the screen fishing system F may replace the action guide and provide the fighting gauge.
이후, 스크린낚시시스템(F)은 유저가 게임객체를 획득하면, 획득한 게임객체에 대한 보상을 제공할 수 있다(S4007).Thereafter, when the user acquires a game object, the screen fishing system F may provide a reward for the acquired game object (S4007).
예를 들어, 스크린낚시시스템(F)은 유저와 게임객체간의 거리에 기초하여 유저가 게임객체를 어획한 것으로 판단할 수 있다.For example, the screen fishing system F may determine that the user has caught the game object based on the distance between the user and the game object.
또한, 예를 들어, 스크린낚시시스템(F)은 유저가 어획한 게임객체의 등급에 따라 기 설정된 포인트를 유저의 계정에 적립할 수 있고, 적립된 포인트의 일부를 임시포인트로서 유저가 로그아웃 하기 전까지 스크린(1)에 표시할 수 있다. In addition, for example, the screen fishing system (F) can accumulate a predetermined point in the user's account according to the grade of the game object that the user caught, and the user logs out a portion of the accumulated points as a temporary point Until it is displayed on the screen 1.
그리고 스크린낚시시스템(F)은 유저가 선택한 어종의 게임객체를 어획하면, 후보그룹에서 어획된 어종을 상기 어획된 어종의 등급보다 높은 등급에 속한 어종으로 대체하여 후보그룹을 갱신할 수 있다(S4008). If the screen fishing system F catches a game object of a fish species selected by the user, the catch group may update the candidate group by substituting the fish caught in the candidate group with a fish belonging to a grade higher than the catch fish species (S4008). ).
예를 들어, 스크린낚시시스템(F)은 후보그룹에 포함된 '조피볼락'을 유저가 어획하면, '조피볼락'보다 어종가치가 1등급 높은 그룹에 속한 어종인 '연어'로 대체할 수 있다. For example, the screen fishing system (F), if the user catches the 'jeolbolak' included in the candidate group, it can be replaced with 'salmon' fish species belonging to the group higher than the "jeolbolak" species value.
그리고 유저가 변경되거나 유저가 로그아웃하면, 스크린낚시시스템(F)은 해당 좌대(2)의 후보그룹을 초기화할 수 있다. When the user changes or the user logs out, the screen fishing system F may initialize the candidate group of the pedestal 2.
이상의 실시예들에서 사용되는 '~부'라는 용어는 소프트웨어 또는 FPGA(field programmable gate array) 또는 ASIC 와 같은 하드웨어 구성요소를 의미하며, '~부'는 어떤 역할들을 수행한다. 그렇지만 '~부'는 소프트웨어 또는 하드웨어에 한정되는 의미는 아니다. '~부'는 어드레싱할 수 있는 저장 매체에 있도록 구성될 수도 있고 하나 또는 그 이상의 프로세서들을 재생시키도록 구성될 수도 있다. 따라서, 일 예로서 '~부'는 소프트웨어 구성요소들, 객체지향 소프트웨어 구성요소들, 클래스 구성요소들 및 태스크 구성요소들과 같은 구성요소들과, 프로세스들, 함수들, 속성들, 프로시저들, 서브루틴들, 프로그램특허 코드의 세그먼트들, 드라이버들, 펌웨어, 마이크로코드, 회로, 데이터, 데이터베이스, 데이터 구조들, 테이블들, 어레이들, 및 변수들을 포함한다.The term '~' used in the above embodiments refers to software or a hardware component such as a field programmable gate array (FPGA) or an ASIC, and '~' serves a part. However, '~' is not meant to be limited to software or hardware. '~ Portion' may be configured to be in an addressable storage medium or may be configured to play one or more processors. Thus, as an example, '~' means components such as software components, object-oriented software components, class components, and task components, and processes, functions, properties, procedures, and the like. Subroutines, segments of program patent code, drivers, firmware, microcode, circuits, data, databases, data structures, tables, arrays, and variables.
구성요소들과 '~부'들 안에서 제공되는 기능은 더 작은 수의 구성요소들 및 '~부'들로 결합되거나 추가적인 구성요소들과 '~부'들로부터 분리될 수 있다.The functionality provided within the components and 'parts' may be combined into a smaller number of components and 'parts' or separated from additional components and 'parts'.
뿐만 아니라, 구성요소들 및 '~부'들은 디바이스 또는 보안 멀티미디어카드 내의 하나 또는 그 이상의 CPU 들을 재생시키도록 구현될 수도 있다.In addition, the components and '~' may be implemented to play one or more CPUs in the device or secure multimedia card.
도 4를 통해 설명된 실시예에 따른 스크린낚시제공방법은 컴퓨터에 의해 실행 가능한 명령어 및 데이터를 저장하는, 컴퓨터로 판독 가능한 매체의 형태로도 구현될 수 있다. 이때, 명령어 및 데이터는 프로그램 코드의 형태로 저장될 수 있으며, 프로세서에 의해 실행되었을 때, 소정의 프로그램 모듈을 생성하여 소정의 동작을 수행할 수 있다. 또한, 컴퓨터로 판독 가능한 매체는 컴퓨터에 의해 액세스될 수 있는 임의의 가용 매체일 수 있고, 휘발성 및 비휘발성 매체, 분리형 및 비분리형 매체를 모두 포함한다. 또한, 컴퓨터로 판독 가능한 매체는 컴퓨터 기록 매체일 수 있는데, 컴퓨터 기록 매체는 컴퓨터 판독 가능 명령어, 데이터 구조, 프로그램 모듈 또는 기타 데이터와 같은 정보의 저장을 위한 임의의 방법 또는 기술로 구현된 휘발성 및 비휘발성, 분리형 및 비분리형 매체를 모두 포함할 수 있다.예를 들어, 컴퓨터 기록 매체는 HDD 및 SSD 등과 같은 마그네틱 저장 매체, CD, DVD 및 블루레이 디스크 등과 같은 광학적 기록 매체, 또는 네트워크를 통해 접근 가능한 서버에 포함되는 메모리일 수 있다. The screen fishing providing method according to the embodiment described with reference to FIG. 4 may also be implemented in the form of a computer readable medium for storing instructions and data executable by a computer. In this case, the command and data may be stored in the form of program code, and when executed by the processor, a predetermined program module may be generated to perform a predetermined operation. In addition, computer readable media can be any available media that can be accessed by a computer and includes both volatile and nonvolatile media, removable and non-removable media. In addition, the computer readable medium may be a computer recording medium, which is volatile and non-implemented in any method or technology for storage of information such as computer readable instructions, data structures, program modules or other data. Both volatile, removable and non-removable media may be included. For example, computer recording media may be provided via magnetic storage media such as HDDs and SSDs, optical recording media such as CDs, DVDs and Blu-ray discs, or may be accessible via a network. It may be a memory included in the server.
또한 도 4를 통해 설명된 실시예에 따른 스크린낚시제공방법은 컴퓨터에 의해 실행 가능한 명령어를 포함하는 컴퓨터 프로그램(또는 컴퓨터 프로그램 제품)으로 구현될 수도 있다. 컴퓨터 프로그램은 프로세서에 의해 처리되는 프로그래밍 가능한 기계 명령어를 포함하고, 고레벨 프로그래밍 언어(High-level Programming Language), 객체 지향 프로그래밍 언어(Object-oriented Programming Language), 어셈블리 언어 또는 기계 언어 등으로 구현될 수 있다. 또한 컴퓨터 프로그램은 유형의 컴퓨터 판독가능 기록매체(예를 들어, 메모리, 하드디스크, 자기/광학 매체 또는 SSD(Solid-State Drive) 등)에 기록될 수 있다. In addition, the screen fishing providing method according to the embodiment described with reference to FIG. 4 may be implemented as a computer program (or computer program product) including instructions executable by a computer. The computer program includes programmable machine instructions processed by the processor and may be implemented in a high-level programming language, an object-oriented programming language, an assembly language, or a machine language. . The computer program may also be recorded on tangible computer readable media (eg, memory, hard disks, magnetic / optical media or solid-state drives, etc.).
따라서 도 4를 통해 설명된 실시예에 따른 스크린낚시제공방법은 상술한 바와 같은 컴퓨터 프로그램이 컴퓨팅 장치에 의해 실행됨으로써 구현될 수 있다. 컴퓨팅 장치는 프로세서와, 메모리와, 저장 장치와, 메모리 및 고속 확장포트에 접속하고 있는 고속 인터페이스와, 저속 버스와 저장 장치에 접속하고 있는 저속 인터페이스 중 적어도 일부를 포함할 수 있다. 이러한 성분들 각각은 다양한 버스를 이용하여 서로 접속되어 있으며, 공통 머더보드에 탑재되거나 다른 적절한 방식으로 장착될 수 있다. Accordingly, the screen fishing providing method according to the embodiment described with reference to FIG. 4 may be implemented by executing the computer program as described above by the computing device. The computing device may include at least a portion of a processor, a memory, a storage device, a high speed interface connected to the memory and a high speed expansion port, and a low speed interface connected to the low speed bus and the storage device. Each of these components are connected to each other using a variety of buses and may be mounted on a common motherboard or otherwise mounted in a suitable manner.
여기서 프로세서는 컴퓨팅 장치 내에서 명령어를 처리할 수 있는데, 이런 명령어로는, 예컨대 고속 인터페이스에 접속된 디스플레이처럼 외부 입력, 출력 장치상에 GUI(Graphic User Interface)를 제공하기 위한 그래픽 정보를 표시하기 위해 메모리나 저장 장치에 저장된 명령어를 들 수 있다. 다른 실시예로서, 다수의 프로세서 및(또는) 다수의 버스가 적절히 다수의 메모리 및 메모리 형태와 함께 이용될 수 있다. 또한 프로세서는 독립적인 다수의 아날로그 및(또는) 디지털 프로세서를 포함하는 칩들이 이루는 칩셋으로 구현될 수 있다. Here, the processor may process instructions within the computing device, such as to display graphical information for providing a graphical user interface (GUI) on an external input, output device, such as a display connected to a high speed interface. Instructions stored in memory or storage. In other embodiments, multiple processors and / or multiple buses may be used with appropriately multiple memories and memory types. The processor may also be implemented as a chipset consisting of chips comprising a plurality of independent analog and / or digital processors.
또한 메모리는 컴퓨팅 장치 내에서 정보를 저장한다. 일례로, 메모리는 휘발성 메모리 유닛 또는 그들의 집합으로 구성될 수 있다. 다른 예로, 메모리는 비휘발성 메모리 유닛 또는 그들의 집합으로 구성될 수 있다. 또한 메모리는 예컨대, 자기 혹은 광 디스크와 같이 다른 형태의 컴퓨터 판독 가능한 매체일 수도 있다. The memory also stores information within the computing device. In one example, the memory may consist of a volatile memory unit or a collection thereof. As another example, the memory may consist of a nonvolatile memory unit or a collection thereof. The memory may also be other forms of computer readable media, such as, for example, magnetic or optical disks.
그리고 저장장치는 컴퓨팅 장치에게 대용량의 저장공간을 제공할 수 있다. 저장 장치는 컴퓨터 판독 가능한 매체이거나 이런 매체를 포함하는 구성일 수 있으며, 예를 들어 SAN(Storage Area Network) 내의 장치들이나 다른 구성도 포함할 수 있고, 플로피 디스크 장치, 하드 디스크 장치, 광 디스크 장치, 혹은 테이프 장치, 플래시 메모리, 그와 유사한 다른 반도체 메모리 장치 혹은 장치 어레이일 수 있다. In addition, the storage device can provide a large amount of storage space to the computing device. The storage device may be a computer readable medium or a configuration including such a medium, and may include, for example, devices or other configurations within a storage area network (SAN), and may include a floppy disk device, a hard disk device, an optical disk device, Or a tape device, flash memory, or similar other semiconductor memory device or device array.
상술된 실시예들은 예시를 위한 것이며, 상술된 실시예들이 속하는 기술분야의 통상의 지식을 가진 자는 상술된 실시예들이 갖는 기술적 사상이나 필수적인 특징을 변경하지 않고서 다른 구체적인 형태로 쉽게 변형이 가능하다는 것을 이해할 수 있을 것이다. 그러므로 상술된 실시예들은 모든 면에서 예시적인 것이며 한정적이 아닌 것으로 이해해야만 한다. 예를 들어, 단일형으로 설명되어 있는 각 구성 요소는 분산되어 실시될 수도 있으며, 마찬가지로 분산된 것으로 설명되어 있는 구성 요소들도 결합된 형태로 실시될 수 있다.The above-described embodiments are for illustrative purposes, and those of ordinary skill in the art to which the above-described embodiments belong may easily change to other specific forms without changing the technical spirit or essential features of the above-described embodiments. I can understand. Therefore, it is to be understood that the above-described embodiments are illustrative in all respects and not restrictive. For example, each component described as a single type may be implemented in a distributed manner, and similarly, components described as distributed may be implemented in a combined form.
본 명세서를 통해 보호 받고자 하는 범위는 상기 상세한 설명보다는 후술하는 특허청구범위에 의하여 나타내어지며, 특허청구범위의 의미 및 범위 그리고 그 균등 개념으로부터 도출되는 모든 변경 또는 변형된 형태를 포함하는 것으로 해석되어야 한다.The scope to be protected by the present specification is represented by the following claims rather than the above description, and should be construed to include all changes or modifications derived from the meaning and scope of the claims and their equivalents. .
본 발명은 스크린 낚시 제공 방법 및 이를 위한 시스템에 관한 것으로, 어종 선택 및 캐스팅하여 결정된 어종의 입질에 따라 후킹 성공시 파이팅모드로 진행되어, 파이팅 동작에서 해당 어종을 획득하기 위한 파이팅게이지를 제공하여 파이팅게이지에 따라 파이팅이 수행되면 어종을 어획하는 과정을 수행하는 가상의 낚시 환경을 스크린을 통해 제공하는 방법 및 장치에 대해 산업상 이용가능성이 있다.The present invention relates to a method for providing screen fishing and a system therefor. The present invention is directed to a fighting mode upon successful hooking according to the quality of a fish species determined by selecting and casting a fish, and thus providing a fighting gauge for obtaining the fish species in a fighting operation. There is industrial applicability for a method and apparatus for providing a virtual fishing environment through a screen that performs the process of catching fish when fighting is performed according to gauge.
Claims (20)
- 스크린으로 낚시 시뮬레이션 영상을 제공하는 스크린 낚시를 제공하기 위한 시스템에 있어서,In the system for providing a screen fishing for providing a fishing simulation image on the screen,출현가능한 적어도 하나의 어종 중 기 설정된 확률에 따라 결정된 어종에 속하는 게임객체를 출현시키고, 출현된 게임객체가 후킹(hooking)되면 상기 게임객체를 어획하는 과정인 파이팅모드를 제공하는 제어부; 및A controller for presenting a game object belonging to a fish species determined according to a predetermined probability among at least one fish that can appear, and providing a fighting mode which is a process of catching the game object when the appeared game object is hooked; And상기 출현가능한 적어도 하나의 어종을 저장하는 메모리를 포함하는, 스크린낚시시스템. And a memory for storing said at least one fish species.
- 제 1 항에 있어서,The method of claim 1,상기 제어부는,The control unit,어종의 어종가치에 기초하여 설정된 적어도 하나의 어종그룹 중 어느 하나의 어종그룹을 선택하고, 선택된 어종그룹에 포함된 어느 하나의 어종을 선택하는, 스크린낚시시스템. And selecting one fish group among at least one fish group set based on the fish species value of the fish species, and selecting any fish species included in the selected fish group.
- 제 2 항에 있어서,The method of claim 2,상기 제어부는,The control unit,유저가 목표로 지정하여 어획할 수 있는 어종그룹인 타겟그룹을 선택하면, 상기 타겟그룹에 포함된 어종 중 적어도 하나를 포함하는 후보그룹을 제공하는, 스크린낚시시스템.When the user selects a target group which is a species group that can be caught by catching a target, the screen fishing system for providing a candidate group including at least one of the species included in the target group.
- 제 3 항에 있어서,The method of claim 3, wherein상기 제어부는,The control unit,상기 후보그룹에 포함된 어종 중 어느 하나를 어획하고 난 이후 어획가능한 어종에 관한 정보를 상기 후보그룹과 함께 제공하는, 스크린낚시시스템.And after catching any one of the species included in the candidate group, providing information on the catchable fish species with the candidate group.
- 제 3 항에 있어서,The method of claim 3, wherein상기 제어부는,The control unit,상기 후보그룹에 포함된 어종 중 어느 하나를 상기 유저로부터 선택받고, 선택된 어종에 대해 결정된 적어도 하나의 캐스팅 포인트를 기준으로 소정의 범위를 포함하는 영역을 인디케이터로서 적어도 하나 제공하는, 스크린낚시시스템.Any one of the fish species included in the candidate group is selected by the user, and at least one region including a predetermined range based on at least one casting point determined for the selected fish species as an indicator, the screen fishing system.
- 제 5 항에 있어서,The method of claim 5, wherein상기 제어부는,The control unit,상기 적어도 하나의 인디케이터 내에 상기 유저가 캐스팅한 낚싯대의 찌가 안착되면, 상기 선택된 어종의 입질확률을 변경하는, 스크린낚시시스템.And when the bobber of the fishing cast cast by the user is seated in the at least one indicator, changing the quality of the selected fish species.
- 제 5 항에 있어서,The method of claim 5, wherein상기 제어부는, The control unit,상기 선택된 어종에 속하는 게임객체의 속성을 결정하고, 결정된 게임객체의 속성 별 기 설정된 입질확률에 따라 상기 게임객체를 제공하는, 스크린낚시시스템.And determining a property of a game object belonging to the selected fish species and providing the game object according to a predetermined granularity probability for each property of the determined game object.
- 제 5 항에 있어서,The method of claim 5, wherein상기 제어부는,The control unit,상기 유저가 선택한 어종의 게임객체를 어획하면, 상기 후보그룹에 포함된 어종 중 어획된 어종을, 상기 어획된 어종과는 상이한 또 다른 어종으로 대체하는, 스크린낚시시스템. And catching a game object of a fish species selected by the user, replacing the fish caught among the fish species included in the candidate group with another fish species different from the caught fish species.
- 제 1 항에 있어서,The method of claim 1,상기 제어부는,The control unit,유저가 캐스팅하여 안착된 낚싯대의 찌로부터 기 설정된 영역 내에 위치한 상기 게임객체에 대한 상기 유저의 액션에 기초하여, 상기 게임객체에 대한 후킹여부를 결정하는, 스크린낚시시스템.And determining whether or not to hook the game object based on the user's action with respect to the game object located within a predetermined area from a bobber of a fishing rod cast by the user.
- 제 1 항에 있어서,The method of claim 1,상기 제어부는,The control unit,낚싯대의 움직임 및 낚싯줄의 장력 중 적어도 하나를 표시하는 파이팅게이지를 제공함으로써 상기 파이팅모드를 제공하는, 스크린낚시시스템. And provide the fighting mode by providing a fighting gauge displaying at least one of the movement of the fishing rod and the tension of the fishing line.
- 제 10 항에 있어서,The method of claim 10,상기 제어부는,The control unit,상기 게임객체의 어획난이도에 기초하여 상기 파이팅게이지를 구성하는 파이팅가이드의 크기 및 파이팅가이드 상의 파이팅영역의 크기 중 적어도 하나를 제어하는, 스크린낚시시스템. And controlling at least one of a size of a fighting guide constituting the fighting gauge and a size of a fighting area on the fighting guide based on a difficulty level of the game object.
- 제 11 항에 있어서,The method of claim 11,상기 스크린낚시시스템은,The screen fishing system,낚싯대의 액션정보 및 릴링정보 중 적어도 하나를 획득함으로써 낚싯대의 움직임 및 낚싯줄의 장력을 획득하는 컨트롤서버를 더 포함하는, 스크린낚시시스템. And a control server for acquiring at least one of fishing rod action information and reeling information to acquire the movement of the fishing rod and the tension of the fishing line.
- 제 12 항에 있어서,The method of claim 12,상기 제어부는, The control unit,상기 낚싯대의 움직임을 나타내는 지시자를 상기 파이팅가이드 상에 표시하고, 상기 파이팅가이드 상의 지시자의 위치에 따라 상기 게임객체의 체력을 제어하는, 스크린낚시시스템.And an indicator indicating the movement of the fishing rod on the fighting guide, and controlling the stamina of the game object according to the position of the indicator on the fighting guide.
- 제 1 항에 있어서,The method of claim 1,낚싯대의 낚싯줄에 연결되어 상기 낚싯줄을 상기 스크린 방향으로 당기거나 상기 낚싯대 방향으로 푸는 낚싯줄 구동장치를 더 포함하고, A fishing line driving device connected to a fishing line of a fishing rod and pulling the fishing line in the direction of the screen or unwinding in the direction of the fishing rod;상기 게임객체의 움직임에 대응하여 상기 낚싯줄 구동장치가 동작하도록 제어하는 컨트롤서버를 더 포함하는, 스크린낚시시스템. And a control server for controlling the fishing line driving device to operate in response to the movement of the game object.
- 스크린낚시시스템이 스크린 낚시를 제공하는 방법에 있어서,In the screen fishing system provides screen fishing,출현가능한 적어도 하나의 어종 중 기 설정된 확률에 따라 결정된 어종에 속하는 게임객체를 출현시키는 단계; 및Presenting a game object belonging to a fish species determined according to a predetermined probability among at least one fish species that can appear; And출현된 게임객체의 후킹(hooking)여부에 기초하여 상기 게임객체를 어획하는 과정인 파이팅모드를 제공하는 단계를 포함하는, 스크린낚시제공방법.And providing a fighting mode that is a process of catching the game object based on whether the game object appears to be hooked.
- 제 15 항에 있어서,The method of claim 15,상기 스크린낚시제공방법은,The screen fishing providing method,후보그룹에 포함된 어종 중 유저에 의해 선택된 어종의 게임객체를 어획하면, 상기 후보그룹에 포함된 어종 중 어획된 어종을, 상기 어획된 어종과는 상이한 또 다른 어종으로 대체하는 단계를 더 포함하는, 스크린낚시제공방법.Catching a game object of a fish species selected by the user from among the fish species included in the candidate group, replacing the catched fish species among the fish species included in the candidate group with another fish species different from the catched fish species; , How to provide screen fishing.
- 제 15 항에 있어서,The method of claim 15,상기 파이팅모드를 제공하는 단계는,Providing the fighting mode,낚싯대의 움직임 및 낚싯줄의 장력 중 적어도 하나를 표시하는 파이팅게이지를 제공하는 단계를 포함하는, 스크린낚시제공방법. And providing a fighting gauge that displays at least one of the movement of the fishing rod and the tension of the fishing line.
- 제 17 항에 있어서,The method of claim 17,상기 파이팅모드를 제공하는 단계는,Providing the fighting mode,상기 게임객체의 어획난이도에 기초하여 상기 파이팅게이지를 구성하는 파이팅가이드의 크기 및 파이팅가이드 상의 파이팅영역의 크기 중 적어도 하나를 제어하는 단계를 더 포함하는, 스크린낚시제공방법.And controlling at least one of a size of a fighting guide constituting the fighting gauge and a size of a fighting area on the fighting guide based on the difficulty of catching the game object.
- 제 18 항에 있어서,The method of claim 18,상기 파이팅모드를 제공하는 단계는,Providing the fighting mode,상기 낚싯대의 움직임을 나타내는 지시자를 상기 파이팅가이드 상에 표시하고, 상기 파이팅가이드 상의 지시자의 위치에 따라 상기 게임객체의 체력을 제어하는 단계를 더 포함하는, 스크린낚시제공방법. And displaying an indicator indicating the movement of the fishing rod on the fighting guide, and controlling the stamina of the game object according to the position of the indicator on the fighting guide.
- 제 15 항에 기재된 방법을 수행하는 프로그램이 기록된 컴퓨터 판독 가능한 기록 매체.A computer-readable recording medium having recorded thereon a program for performing the method of claim 15.
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