WO2009051284A2 - The processing method of dynamic event and the application system thereof in on line game environment - Google Patents
The processing method of dynamic event and the application system thereof in on line game environment Download PDFInfo
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- WO2009051284A2 WO2009051284A2 PCT/KR2007/005032 KR2007005032W WO2009051284A2 WO 2009051284 A2 WO2009051284 A2 WO 2009051284A2 KR 2007005032 W KR2007005032 W KR 2007005032W WO 2009051284 A2 WO2009051284 A2 WO 2009051284A2
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- event
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- A63F13/10—
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
- G06Q50/10—Services
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
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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
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/61—Score computation
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/807—Role playing or strategy games
Definitions
- the present invention relates to a processing method of a dynamic event applied to an on-line game having simulation or the like and an application system using the same in on-line game environment, and more particularly to an processing method of a dynamic event that changes attributes of an object composed of a character and items and induces interest and level changes according to weight of each level, and an application system using the same in on-line game environment.
- a conventional on-line game market is mainly composed of MUD (Multi User Dungeon Game) in which rooms where events happen in a text format are arranged such that players cope with the events to raise their levels, and MUG (Multi User Graphical game) in which events are exhibited more visually.
- MUD Multi User Dungeon Game
- MUG Multi User Graphical game
- the on-line game may be classified based on genre into arcade game, MMORPG, strategic simulation, adventure game and so on.
- the genre such as adventure game mostly allows a user to enjoy solely, so its position is gradually decreased in the on-line game market, currently substantially not existing except for the package game market.
- MMORPG Massively Multiplayer Online Role Playing Game
- developed from the role playing game is a massive on-line game based on a plurality of clients and servers, which employs a message code system to minimize packet traffics with a main server and a user server.
- MMORPG is considered as the main stream in aspect of increased consumers and profits.
- an on-line game is classified into a status-based on-line game, a ski 11-based on-line game and a mixed on-line game, depending on a pint distribution pattern according to level up.
- the status-based on-line game allows increase of status points such as strength, health, mental force and luck, and possibilities of increasing the abilities are different dependent on a character type. For example, an aggressive character increases strength, a defensive character increases health, a magician character increases a mental force, and an exploring character increases luck.
- the skill-based on-line game gives differential skills to a weapon used in the game such that the skill is mastered at suitable level and condition. Such skills may be learned when type, level and condition of a character are suitable.
- Such an on-lie game gives an action event by manipulating an input device or utilizing a special key, and a representative action event is a combo event .
- Such an action event gives a splendor to a stylish action and also induces interest to a gamer by asking a strategic idea to the gamer.
- This action event initiates an action with successive motions under a certain condition, beyond a pattern of one action satisfying one input condition.
- combo events are included in on-line games, but such combo events are implemented just in a monotonous action that is repeated over and over.
- the present invention provides a new dynamic event with a different pattern from combo events currently suggested.
- a processing method of a dynamic event in an on-line game environment is a processing method of a block event in an on-line game, which occurs when a character moves a block, wherein a block is moved by the character, and wherein, in case the block stops, it is checked whether the stopped block has the same attribute as an adjacent block adjacent thereto, and then a process for occurring a block event according to the checking result is executed.
- a processing method of a dynamic event in an on-line game environment is a processing method of a block event in an on-line game, which occurs when a character moves a block to cause explosion between adjacent blocks, wherein an attribute is endowed to the character who moves the block to induce explosion between blocks, and wherein, in case the character whose attribute is maintained collides with another character, a process of determining superiority and inferiority of attributes of the characters and then giving a damage to an inferior character is executed.
- a processing method of a dynamic event in an on-line game environment is a processing method of a block event in an on-line game, which occurs when a character moves a block to cause explosion between adjacent blocks, wherein the explosion between adjacent blocks generates an explosion object with a predetermined attribute and a predetermined life time, and wherein, in case a character collides with an explosion area formed around the explosion object, a process for determining superiority ad inferiority of attributes of the explosion object and the character and then giving a damage to an inferior character is executed.
- a processing method of a dynamic event in an on-line game environment is a processing method of a combo event in an on-line game, which conducts successive movement of a block using a single event, wherein, in case a combo event signal for successive movement of a block is input and the successive movement is available as a result of checking availability of the successive movement of the block according to the input signal, a process for finding a block for the movement to set a combo value thereto according to the input signal and then moving the block according to the combo value is executed.
- an on-line game system for processing a dynamic event is a system in which a server and at least one client are connected through a communication network, wherein any one of the processing methods of a dynamic event explained above is executed in the server.
- a processing method of a dynamic event in an on-line game environment is a processing method of a combo event in an on-line game, which conducts successive movement of a block using a single event, the processing method comprising: a start signal inputting step for inputting a combo event start signal for the purpose of successive movement of a block; a combo input availability checking step for checking whether the input of a combo event signal for successive movement of the block is available; a combo inputting step for inputting the combo event signal; and a validity checking step for checking whether the block is capable of moving according to the input combo event signa1.
- an on-line game system for processing a dynamic event is a system in which a server and at least one client are connected through a communication network, wherein any one of the processing methods of a dynamic event, explained above, is executed in the client .
- any one of the processing methods of a dynamic event explained above, is executed in the client .
- a user may generate a character, enter a game and play the game on a board zone with a theme to acquire ability and experience, and in this way, the user may grow the character and change attributes of character and parts wearable on the character.
- the present invention induces competition among the same level users included in the same level by configuring level-based channels, and also may arouse motives for competition by providing user ranking and various rankings of characters.
- the present invention may give service such as user revitalization in the same region.
- FIG. 1 is a flowchart illustrating a block event that is a dynamic event according to the present invention.
- FIG. 2 is a flowchart illustrating event processing between characters according to endowed attributes.
- FIG. 3 is a flowchart illustrating event processing between characters according to block attributes.
- FIG. 4 is a flowchart illustrating a combo event that is a dynamic event according to the present invention.
- FIG. 5 is a flowchart illustrating a combination checking process according to the present invention.
- FIG. 6 is a flowchart illustrating a character attribute superiority determining process according to the present invention.
- FIG. 7 is a flowchart illustrating a block attribute superiority determining process according to the present invention.
- FIG. 8 is an online game image shot to which the dynamic event of the present invention is applied.
- FIG. 9 is an online game image shot to which the dynamic event of the present invention is applied.
- FIG. 10 is an online game image shot to which the dynamic event of the present invention is applied.
- FIG. 11 is an online game image shot to which the dynamic event of the present invention is applied.
- FIG. 12 is an online game image shot to which the dynamic event of the present invention is applied.
- FIG. 13 is an online game image shot to which the dynamic event of the present invention is applied.
- FIG. 14 is an online game image shot to which the dynamic event of the present invention is applied.
- FIG. 15 is an online game image shot to which the dynamic event of the present invention is applied.
- FIG. 16 is an online game image shot to which the dynamic event of the present invention is applied. [Best Mode]
- FIG. 1 is a flowchart illustrating a block event that is a dynamic event.
- the present invention may be applied to a game using blocks as follows, as one embodiment.
- AO start step in which a character provided from a server is selected and generated by means of selection of a subscriber user and enters the game is conducted such that the subscriber user accesses a game environment, parts wearable to the character and change of attribute values are set in consideration of point and level of the subscriber, and then a game is progressed on a board zone that gives various themes.
- a block moving step (Al) is conducted on the program according to recognition of keyboard input value information.
- a block stop checking step (A2) For the block moved through the moving step (Al), it is determined in a block stop checking step (A2) whether the movement of the block is stopped due to any obstacle or a set value. In case a stop condition is not satisfied, the process returns to the block moving step (Al) such that the block moving step (Al) is progressed again. If the stop condition set in the system is satisfied to stop the block, an attribute combination checking process executing step (AP) is executed, and then the event is ended (A3).
- the attribute combination checking process conducts a process as shown in FIG. 5. That is to say, in case a block stopping its movement has same attribute as at least one block that contacts with the stopped block in an east, west, south or north direction, explosion is made.
- the attribute explosion may be conducted in a chain within a predetermined area such that any block contacted with an exploding block and having the same attribute as the exploding block is also exploded in a chain.
- the attributes may adopt paper, stone and scissors whose superiority and inferiority are already regularly promised, as an example.
- attributes are endowed with water, fire and ice (water > fire > ice > water). Each block is set to have any one of the above attributes in advance.
- the start step (AO) of the attribute combination checking process is executed.
- the step API for checking an attribute of a block stopping its movement in the block event is executed to check an attribute of the corresponding stopped block.
- an attribute sameness checking step (AP2) for checking whether at least one of blocks adjacent to the stopped block in east, west, south and north directions (namely, in four directions) has the same attribute as the stopped block is executed.
- an exploded block attribute sameness checking step for checking whether the exploded adjacent block has the same attribute as another adjacent block (namely, adjacent blocks in remaining three directions except for the exploded stopped block) is executed. If there is an adjacent block with the same attribute, the step AP5 for exploding the corresponding adjacent block in a chain is executed.
- the process returns to the exploded block attribute sameness checking step (AP4) for checking whether the finally exploded block has the same attribute as adjacent blocks in remaining three directions, thereby checking whether or not to conduct the chain explosion again.
- This chain explosion may be conducted within a predetermined area, and in this case, a step of determining an explosion area may be executed before the exploded block attribute sameness checking step.
- step AP6 for endowing subsequent or complex character attributes to the character who moves the block is applied according to history of a chain of the exploded blocks, and then the corresponding process is ended (AP7).
- the attribute endowing step (AP6) gives a value of exploded attribute (for example, water, fire or ice) to the character during a limited time as a weight endowed to the character who induces the explosion.
- a value of exploded attribute for example, water, fire or ice
- the attribute values may be endowed subsequently in order to the explosions for a predetermined time, respectively.
- different attributes may be endowed to the character.
- Such endowment of attribute may be used for giving a damage to the character or decrease level/point (level/point is endowed by the system as a compensation for victory, and it generally means any tool used for upgrading the character or purchasing separate parts wearable by the character) according to superiority or inferiority of attributes when the character comes in contact with another character during the game.
- FIG. 2 is a flowchart illustrating event processing between characters according to endowed attributes. It is a processing flow for determining win or lose between a character who is endowed with an attribute in the character attribute endowing step (AP6) as shown in FIG. 5 and a character with no attribute or between characters endowed with different attributes, by means of the attribute combination checking process executing step (AP) according to block movement in FIG. 1. That is to say, the process is progressed when characters of different users moving in the game space contact with each other.
- a start step (BO) is progressed to a step (Bl) for endowing an attribute to a character for n seconds.
- an attribute retaining time expiration checking step (B2) is repeatedly conducted until a condition is satisfied. If the attribute retaining time expires (a state value: F), the process goes to an attribute canceling step (B6) to end the corresponding flow (B7). If an attribute retaining time remains (a stats value: T), a collision checking step (B3) is executed to determine whether collision between characters occurs.
- the collision checking step (B3) if there is no collision (a state value: N), the process returns to the attribute retaining time expiration checking step (B2) again to execute the attribute retaining time expiration checking step (B2) and the collision checking step (B3) repeatedly. In case there occurs collision (or, contact) between characters (a state value'• Y), an attribute superiority determining process executing step (BP) is performed.
- a damage calculating step (B4) and a damage applying step (B5) are conducted, and then the corresponding flow ends (B7) after the attribute canceling step (B6) is executed.
- a damage is calculated in a time- based manner that counts a time from the point that the attribute is endowed to the character for n seconds in the attribute endowing step (Bl) and then sets the damage to be weakened as the counted time is passing, or in a set value-based calculating manner that calculates intensity of a damage according to a kind of endowed attribute (complex attribute) using a set value previously given.
- the damage applying step (B5) applies a damage of a victim character, which decreases a shield value (on occasions, decrease point or level together) and applies animation and effect on a client display to visually show the damage.
- a set value for survival for example, HP
- the attribute canceling step (B6) for canceling all attributes applied to the collided character is executed.
- the attribute superiority determining process (BP) conducts the process as shown in FIG. 6, which determines superiority and inferiority between characters for damage calculation conducted later.
- a remaining attribute checking step (BPl) is executed to check whether any attribute is endowed to a character. In case characters with no attribute collide with each other, it is impossible to conduct a separate damage calculation, so the process is ended (BP6).
- BP2 a step for inputting (and storing) attributes of characters with the remaining attribute to the server (or, an attribute superiority determining unit) is executed.
- a superior attribute checking step is conducted such that, if an attribute of a character input earlier is superior to an attribute of a character input later (a state value: T), an increase flag is endowed to the earlier input character to input (and store) the increase flag (BP4), but if the attribute of the character input earlier is inferior to the attribute of the character input later (a state value: F), an increase flag is endowed to the later input character or a decrease flag is endowed to the earlier input character to input (and store) the flag (BP5). Then, the corresponding process is ended (BP6).
- the increase or decrease flag is utilized as an operation data for damage calculation of FIG. 2, after the process is ended.
- the increase or decrease flag preferably includes information of the corresponding character and numerical information of increased or decreased value.
- FIG. 3 is a flowchart illustrating event processing between characters according to block attributes. If blocks with the same attribute are exploded by executing the block movement and attribute combination checking process (AP) of FIG. 1, the explosion is maintained for a predetermined time, which shows the following flows.
- AP block movement and attribute combination checking process
- a collision checking step (C3) for checking collision between the explosion area and an approaching (or, entering) character around the explosion area is executed.
- an object life time checking step (C2) for checking whether the predetermined time of n seconds expires and a collision checking step (C3) for checking collision between the explosion area and a character are repeatedly executed.
- a damage is calculated in a time- based manner that counts a time from the explosion object generating step (Cl) for generating an explosion object with a life time of n seconds and then sets the damage to be weakened as the counted time is passing, or in a set value-based calculating manner that calculates intensity of a damage according to a kind of endowed attribute (complex attribute) using a set value previously given.
- the attribute superiority determining process (CP) executes a process as shown in FIG. 7, which determines superiority and inferiority between an explosion object and a character for damage calculation conducted later.
- a remaining attribute checking step (CPl) is executed to check whether an attribute is endowed to a block. If the block is not an explosion object, a separate damage calculation is impossible, so the process is set to go to a step (CP6) for ending the process.
- an attribute (or, a remaining attribute) endowed to the block is an explosion object (a state value: Yes)
- an inputting (and storing) step (CP2) for inputting attributes of characters adjacent thereto to the server (or, an attribute superiority determining unit) and a superior attribute checking step (CP3) are executed.
- an increase flag inputting (and storing) step (CP4) for endowing a decrease flag to the character input later or endowing an increase flag to the explosion object and then inputting flag information of the character adjacent to the explosion object is executed.
- a state value: F a state value of the character input later
- a decrease flag inputting (and storing) step (CP5) is conducted by endowing an increase flag to the superior character input later or endowing a decrease flag to the explosion object input earlier, and then the corresponding process is ended (CP6).
- the increase or decrease flag is utilized as an operation data for damage calculation of FIG. 2, so the flag preferably includes information of the corresponding explosion object and the character and numerical information of increased or decreased value.
- attributes may be classified into water, fire and ice, whose superiority relations are defined as water > fire > ice > water.
- FIG. 4 is a flowchart illustrating a processing method of a combo event that is a dynamic event according to the present invention.
- a block used in the combo event is a term with an inclusive concept of a moving object, not limited to a hexahedral box, and the box is just an example.
- the combo event initiated by a user may be applied to the aforementioned block event that causes a chain explosion among adjacent blocks by transmitting a keyboard input value for movement of a block by a character and thus executing the block moving and attribute combination checking process executing step (AP).
- a combo data for direction change by a user is input in the client, and the server receives the combo data to conduct the combo event .
- a start step (SO) is executed in which a user prepares for combo input in the client.
- the start step (SO) may be conducted in a way that the user presses a specific key (for example, a spacebar key) promised for starting the combo input.
- a specific key for example, a spacebar key
- the process goes to a combo input availability checking step (Sl), and the combo input availability checking step (Sl) checks whether a stopped block exists within a predetermined distance in a direction faced by the character in a stop state.
- the combo input availability checking step (Sl) in case there is no block within a predetermined distance (a state value: No), the process goes to an ending step (or, a standby step) (S12) without giving any influence on the combo event.
- the client executes a combo input collecting (and storing) step (S2) for collecting (and storing) n combo inputs composed of a combination of input values with respect to four directions, namely in east, west, south and north directions.
- a validity checking step (S3) for checking possibility of movement and whether there is a space for an object to move according to an input direction key is executed.
- the combo input process at the client side may be implemented in a way that a user presses different direction keys predetermined times (generally, less than 5 times) successively while a specific key (for example, a spacebar key) of a keyboard is being pressed.
- the server executes a combo input receiving step (S4) for receiving the combo input signal and then executes a secondary validity checking step (S5).
- a specific object ID (ObjectID) having a 32 bit integer value for a target block and information about a combo list related to moving direction are input and received from the client (or, the user) to the server.
- the secondary validity checking by the server may include ⁇ checking whether a block exists in a direction faced by the character, (2) checking whether a distance from the character is suitable for combo input, and CD checking whether the block is available for moving.
- the process goes to a block stopping step (SIl) to end the combo event (S12) without giving any influence on the corresponding block.
- the client sets a velocity of the block into 0 and removes moving sound or effects.
- a block moving step (S7) is executed, and then a block stop condition checking step (S8) is performed.
- the block stop condition checking step (S8) it is checked whether the block should be stopped. In case the stop condition is not satisfied (a state value: F), the process goes to the block moving step (S7) again to repeat the block moving process. If the block stop condition is satisfied (a state value: T), a combo queue value consumption checking step (S9) is executed.
- the block stop condition may include ⁇ a case that a block reaches an outer area of NPC (Non Player Character: not accessible by a user character but accessible only by a system character), (2) a case that a block collides (or, contacts) with another block, and ® a case that a block collides (or, contacts) with other obstacles.
- the combo queue value stores information about the number of combos input in the combo value setting step (S6) in a queue format, which has a FIFO (First-In First-Out) structure. Thus, storage information of a queue corresponding to one direction value is subsequently terminated by block movement.
- a combo direction changing step (SlO) is executed to change the moving direction of the block into a secondly input direction, and then the block moving step (S7) is executed.
- the block stop condition checking step (S8) is executed to check whether the block should be stopped. If the stop condition is not satisfied (a state value: F), the process goes to the block moving step (S7) again to repeat the block moving process. In case the block stop condition is satisfied (a state value: T), the combo queue value consumption checking step (S9) is performed.
- FIGs. 8 to 16 are on-line game image shots obtained by applying a dynamic event to an on-line game system, under an on-line game environment according to the present invention. Now, one embodiment of an on-line game implemented by the present invention will be explained with reference to FIGs. 8 to 16.
- a player controls his/her character to push a block in the game, which gives damage to an opponent or combines and explodes at least two blocks with the same attribute to give damage to an opponent around the explosion.
- three attributes of fire, water and ice are given such that blocks with the same attribute are exploded when being combined.
- a character that explodes blocks obtains the corresponding attribute for a predetermined time such that the character gives damage to an opponent character when being contacted with the character according to correlation among the attributes (fire > ice > water > fire). In this way, the character struggles for making the opponent character extinct by such damage in the end.
- FIG. 8 is an image shot showing that a character positioned at a right upper end is driven to an NPC area, which is an outermost region that a character may reach, by attacking of another character using blocks, and thus the character comes to a crisis of leaving out of the game.
- FIG. 9 is an image shot showing that a fire attribute (left upper portion) and a water attribute (left lower portion) are endowed to characters that move bocks and thus cause explosion.
- FIG. 10 shows that three characters (lower center) are confined in a corner by blocks and topography by an opponent with the use of blocks.
- a user may play the game by combining or disturbing attribute explosion among blocks and also giving more damage to an opponent using superior attribute.
- FIG. 11 shows a simple pulling action by a character
- FIG. 12 shows a 5-stage combo event that successively makes movement and direction change of a block.
- the combo event of the present invention may allow a user to input a combo instruction using a direction key while pressing a spacebar as shown in FIG. 16.
- FIG. 13 is an image shot showing that some of various forms of characters and parts used for each character are assembled.
- FIGs. 14 and The combo event of the present invention may allow a user to input a combo instruction using a direction key while pressing a spacebar as shown in FIG. 16. ⁇ 107>
- FIG. 13 is an image shot showing that some of various forms of characters and parts used for each character are assembled.
- FIGs. 14 and 15 are image shots showing a map that may be designed directly by a player, a moving tile that may make an instant movement, and blocks generated at random every time, which allows a user to play an on-line game with fresh feeling every time. [Industrial Applicability]
- the present invention may be applied for using a combo event or an action event in an on-line game, and also may be applied to a desktop game or a mobile equipment game in addition to the on-line game.
Abstract
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PCT/KR2007/005032 WO2009051284A2 (en) | 2007-10-15 | 2007-10-15 | The processing method of dynamic event and the application system thereof in on line game environment |
KR1020097015743A KR20090101473A (en) | 2007-10-15 | 2007-10-15 | The processing method of dynamic event and the application system thereof in on line game |
KR1020097015744A KR20100056995A (en) | 2007-10-15 | 2007-10-15 | The processing method of dynamic event and the application system thereof in on line game |
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WO2014018313A1 (en) * | 2012-07-25 | 2014-01-30 | Lumos Labs, Inc. | Systems and methods for enhancing cognition |
US9116509B2 (en) | 2013-06-03 | 2015-08-25 | Lumos Labs, Inc. | Rhythm brain fitness processes and systems |
JP2016158988A (en) * | 2015-03-04 | 2016-09-05 | 株式会社セガゲームス | Game program and information processor |
US10380910B2 (en) | 2013-07-01 | 2019-08-13 | Lumos Labs, Inc. | Physically intuitive response inhibition task for enhancing cognition |
USD857707S1 (en) | 2013-07-24 | 2019-08-27 | Lumos Labs, Inc. | Display screen of a computer with a graphical user interface with object tracking game |
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US9116509B2 (en) | 2013-06-03 | 2015-08-25 | Lumos Labs, Inc. | Rhythm brain fitness processes and systems |
US10380910B2 (en) | 2013-07-01 | 2019-08-13 | Lumos Labs, Inc. | Physically intuitive response inhibition task for enhancing cognition |
USD857707S1 (en) | 2013-07-24 | 2019-08-27 | Lumos Labs, Inc. | Display screen of a computer with a graphical user interface with object tracking game |
USD916833S1 (en) | 2013-07-24 | 2021-04-20 | Lumos Labs, Inc. | Display screen of a computer with a graphical user interface with object tracking game |
USD928827S1 (en) | 2013-07-24 | 2021-08-24 | Lumos Labs, Inc. | Display screen of a computer with a graphical user interface with object tracking game |
JP2016158988A (en) * | 2015-03-04 | 2016-09-05 | 株式会社セガゲームス | Game program and information processor |
WO2016139993A1 (en) * | 2015-03-04 | 2016-09-09 | 株式会社セガゲームス | Game program and information processing device |
US10471352B2 (en) | 2015-03-04 | 2019-11-12 | Kabushiki Kaisha Sega Games | Game processing method and information processing device |
US11040280B2 (en) | 2015-03-04 | 2021-06-22 | Sega Corporation | Game processing method and information processing device |
Also Published As
Publication number | Publication date |
---|---|
KR20100056995A (en) | 2010-05-28 |
KR20090101473A (en) | 2009-09-28 |
WO2009051284A3 (en) | 2009-09-24 |
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