U.S. patent application number 13/403284 was filed with the patent office on 2012-08-23 for massively mutliplayer online first person shooting game service system and method.
This patent application is currently assigned to DOOBIC Co., Ltd.. Invention is credited to Jun Hyok Im.
Application Number | 20120214562 13/403284 |
Document ID | / |
Family ID | 46653183 |
Filed Date | 2012-08-23 |
United States Patent
Application |
20120214562 |
Kind Code |
A1 |
Im; Jun Hyok |
August 23, 2012 |
MASSIVELY MUTLIPLAYER ONLINE FIRST PERSON SHOOTING GAME SERVICE
SYSTEM AND METHOD
Abstract
Provided are a massively multiplayer online first person
shooting (MMOFPS) game service system and method, more
particularly, an MMOFPS game service system and method providing
various online game modes and capable of promoting teamwork,
bonding, and solidarity with peers. The MMOFPS game service method
includes preparing for an MMOFPS game service, checking whether
teams accessing the game service are three or more, starting the
game when the accessing teams are three or more, regarding all
users except for allies as enemies, checking whether a user is in a
normal state, checking whether an adjacent user is an ally when the
user is in the normal state, coming close to the adjacent user to
help the user recover when the adjacent user is an ally, and
defeating the adjacent user by an execution including melee attack
and execution actions such as curb stomp when the adjacent user is
a knocked-down enemy.
Inventors: |
Im; Jun Hyok; (Gyeonggi-do,
KR) |
Assignee: |
DOOBIC Co., Ltd.
Seoul
KR
|
Family ID: |
46653183 |
Appl. No.: |
13/403284 |
Filed: |
February 23, 2012 |
Current U.S.
Class: |
463/2 |
Current CPC
Class: |
A63F 13/837 20140902;
A63F 13/537 20140902; A63F 2300/636 20130101; A63F 13/48 20140902;
A63F 2300/807 20130101; A63F 2300/65 20130101; A63F 13/58 20140902;
A63F 13/46 20140902 |
Class at
Publication: |
463/2 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Feb 23, 2011 |
KR |
10-2011-0016082 |
Claims
1. A massively multiplayer online first person shooting (MMOFPS)
game service method, comprising: checking whether teams accessing
the game service are three or more; starting the game when the
accessing teams are three or more; regarding all users except for
allies as enemies, and checking whether a user is in a normal
state; checking whether an adjacent user is an ally when the user
is in the normal state; and when the adjacent user is an ally in a
state in which an attack ability and mobility are notably reduced,
coming close to the adjacent user and restoring the adjacent user
to the normal state by a recovery action, and when the adjacent
user is an enemy in which the attack ability and mobility are
notably reduced, coming close to the adjacent user and defeating
the adjacent user by an execution including melee attack and
execution actions such as curb stomp to obtain winning points.
2. The MMOFPS game service method of claim 1, further comprising,
after checking whether a user is in a normal state: if the user is
in a knockdown state, causing the user to rejoin the game at a
respawn point when an enemy comes close to the user and defeats the
user by an execution including melee attack and execution actions
such as curb stomp; if the user is in the knockdown state,
restoring the user to the normal state at a knockdown spot when an
ally comes close to the user and restores the user by recovery aid;
and if the user is in the knockdown state, causing the user to
rejoin the game at the respawn point when the user does not receive
recovery aid within a predetermined time, wherein, when the user is
defeated by an execution including melee attack and execution
actions such as curb stomp of an enemy or does not receive recovery
aid rejoins the game at the respawn point, winning points are given
to the enemy who has put the user in the state in which the attack
ability and mobility are notably reduced or defeats the user by the
execution and a team of the enemy, and when the user is restored to
the normal state at the knockdown spot, no winning points are given
to the enemy.
3. The MMOFPS game service method of claim 2, further comprising,
after each step: checking whether a predetermined score has been
achieved to finish the game.
4. A massively multiplayer online first person shooting (MMOFPS)
game service method, comprising: preparing for an MMOFPS game
service; checking whether teams accessing the game service are
three or more; counting game progression time; processing a damage
to store changed health points (HP) of a user in a game database
and display the changed HP on a screen; when the HP of the user
becomes a predetermined point, putting the user in a state in which
an attack ability and mobility are notably reduced and counting
down a predetermined time; and processing the user to be dead when
the predetermined time elapses, or to be defeated by an execution
including melee attack and execution actions such as curb stomp of
an enemy or restored to a normal state by recovery aid of an ally
within the predetermined time.
5. The MMOFPS game service method of claim 4, wherein counting the
game progression time includes initializing HP and additional
points (AP) of users, scores of the respective teams, a target
score, and play time with predetermined values as database elements
required by a corresponding game, displaying the initialized data
as initialization information on head up display (HUD) screens of
users participating in the game, and then counting playable time
limited according to a predetermined play time.
6. The MMOFPS game service method of claim 4, wherein processing
the damage includes storing the HP and additional points (AP) of
the user reduced by an attack of an enemy in the database, and
displaying the updated information on a head up display (HUD)
screen of the user.
7. The MMOFPS game service method of claim 4, wherein putting the
user in the state in which the attack ability and mobility are
notably reduced includes, when the HP of the user becomes the
predetermined point, schematizing and displaying the changed state
of the user whose attack ability and mobility are notably reduced
on a head up display (HUD) screen of the user and counting and
displaying the predetermined time in which the user whose attack
ability and mobility are notably reduced can be restored to the
normal state by an ally or defeated by an enemy on HUDs of allies,
and when the user whose attack ability and mobility are notably
reduced inputs a specific key during the time, outputting a help
request sign or sound of the user whose attack ability and mobility
are notably reduced to the HUDs of the allies.
8. The MMOFPS game service method of claim 4, wherein processing
the user to be dead when the predetermined time elapses, or to be
defeated by the enemy or restored to the normal state by the ally
includes, when no close action is made by an enemy or ally during
the predetermined time and the user is dead, giving winning points
to an enemy who has put the user in the state in which the attack
ability and mobility are notably reduced and a team including the
enemy, storing the winning points in the database, and updating and
displaying a score of the team on head up displays (HUDs) of all
users.
9. The MMOFPS game service method of claim 4, wherein processing
the user to be dead when the predetermined time elapses, or to be
defeated by the enemy or restored to the normal state by the ally
includes, when no close action is made by an enemy or ally during
the predetermined time and the user is dead, giving winning points
to an enemy who has put the user in the state in which the attack
ability and mobility are notably reduced and a team including the
enemy, storing the winning points in the database, and updating and
displaying a score of the team on head up displays (HUDs) of all
users, when the user is defeated by the enemy, giving winning
points to the defeating enemy and a team including the enemy,
storing the winning points in the database, and updating and
displaying a score of the team on the HUDs of all the users, and
when the user is restored to the normal state by recovery aid of
the ally, schematizing and displaying a normalized state of the
user on a HUD of the user, storing a maximum or a predetermined
value as HP of the restored user in the database, and displaying
the updated HP on the HUD of the user, wherein, when the game is
finished by achieving a target score, a team achieving the target
score is processed as a winner, the other teams are processed as
losers, scores of the respective teams are stored in the game
database, and victory and defeat information is directed in the HUD
of the user.
10. The MMOFPS game service method of claim 4, further comprising,
when the game is finished due to expiration of time, processing a
team having a highest score as a winner and the other teams as
losers, storing scores of the respective teams in the game
database, and directing victory and defeat information in a head up
display (HUD) of the user.
11. A massively multiplayer online first person shooting (MMOFPS)
game service system for providing a game service through a personal
terminal connected with equipment serving as a game server via a
network, the MMOFPS game service system comprising: the equipment
serving as a game server including a membership module managing a
number of accessing teams, and a game control module controlling
check of normal states of an ally and enemy, restoration by a close
action, and obtainment of winning points; a game database
configured to store health points (HP) and additional points (AP)
of users, and the winning points; and the personal terminal
connected with the equipment serving as a game server via the
network and configured to access an MMOFPS game service.
12. The MMOFPS game service system of claim 11, wherein the
membership module controls a game to be started only when the
number of the accessing teams is a predetermined value or more.
13. The MMOFPS game service system of claims 11, wherein the game
control module manages a respawn point to enable rejoining,
controls damages and states of users to be managed, processed and
displayed, and directs updated information or an animation in a
head up display (HUD).
Description
CROSS-REFERENCE TO RELATED APPLICATION
[0001] This application claims priority to and the benefit of
Korean Patent Application No. 2011-0016082, filed on Feb. 23, 2011,
the disclosure of which is incorporated herein by reference in its
entirety.
BACKGROUND
[0002] 1. Field of the Invention
[0003] The present invention relates to a massively multiplayer
online first person shooting (MMOFPS) game service system and
method and, more particularly, to an MMOFPS game service system and
method providing various online game modes and capable of promoting
teamwork, bonding, and solidarity with peers.
[0004] 2. Discussion of Related Art
[0005] In general, an MMOFPS game is a first person shooting game
that a large number of users simultaneously play via the
Internet.
[0006] MMOFPS is one genre of massively multiplayer online games
(MMOGs), and features a continuous world as a background, unlike
common first person shooting games.
[0007] However, requests of most users result in the necessity for
a game service system and method for grouping game users accessing
the system via the Internet into a plurality of teams and putting
the teams into competition with each other rather than the
above-mentioned simple online first person shooting game.
[0008] Also, it has become necessary to develop a new type of
online game for promoting teamwork, bonding and solidarity with
peers.
[0009] Thus, for users fed up with simple online games, a system is
required, in which a user attacks an enemy to put the enemy in an
immobilized state or knockdown state wherein the enemy is notably
reduced in mobility and cannot make a normal attack, kills the
enemy and obtains winning points by coming close to the enemy and
taking an additional action, restores an ally in the knockdown
state by coming close to the ally and taking the same additional
action as recovery aid so that active movement and control of the
user can be induced and teamwork, bonding q solidarity can be
promoted.
SUMMARY OF THE INVENTION
[0010] The present invention is directed to a massively multiplayer
online first person shooting (MMOFPS) game service system and
method employing a scheme in which users grouped into a plurality
of teams revive knocked-down allies to the normal state or kill
knocked-down enemies to win.
[0011] According to an aspect of the present invention, there is
provided an MMOFPS game service method, including: preparing for an
MMOFPS game service; checking whether teams accessing a game or
game mode employing the game service method are three or more;
starting the game when the accessing teams are three or more;
regarding all users except for allies as enemies, and checking
whether a user is in a normal state; checking whether a
knocked-down adjacent user is an ally when the user is in the
normal state; and when the adjacent user is a knocked-down ally,
coming close to the adjacent user and reviving the user to the
normal state by a recovery action, and when the adjacent user is a
knocked-down enemy, coming close to the adjacent user, killing the
adjacent user by an execution which includes melee attack and
execution actions such as curb stomp, and obtaining winning
points.
[0012] The MMOFPS game service method may further include, after it
is checked that the user is in a knockdown state: when an enemy
comes close to the user and kills the user by an execution, causing
the user to rejoin the game at a respawning area; when an ally
comes close to the user and revives the user by recovery aid,
reviving the user to the normal state at a knockdown spot; and when
the user does not receive recovery aid within a predetermined time,
causing the user to rejoin the game at the respawning area. Here,
when the user is killed by an execution of an enemy or does not
receive recovery aid and rejoins the game at the respawning area,
winning points may be given to the enemy who has knocked, down the
user or kills the user by the execution and a team of the enemy,
and when the user is revived to the normal state at the knockdown
spot, no winning points may be given to the enemy.
[0013] The MMOFPS game service method may further include, after
above-mentioned each step: checking whether a predetermined score
has been achieved and finishing the game.
[0014] According to another aspect of the present invention, there
is provided an MMOFPS game service method, including: preparing for
an MMOFPS game service; checking whether teams accessing the game
service are three or more; counting game progression time;
processing a damage to store changed health points (HP) of a user
in a game database and display the changed HP on a screen; when the
HP of the user becomes a predetermined point, putting the user in a
knockdown state and counting down a predetermined time; and
processing the user to be dead when the predetermined time elapses,
or to be killed by an execution of an enemy or revived by recovery
aid of an ally within the predetermined time.
[0015] Counting the game progression time may include initializing
HP of users, additional points (AP) of protective gear, etc. for
supplementing the HP of the users, scores of the respective teams,
a target score, and play time with predetermined values as database
elements required by the corresponding game, displaying the
initialized data as initialization information on head up display
(HUD) screens of the users participating in the game, and then
counting playable time limited according to a predetermined play
time.
[0016] Processing the damage may include storing the HP of the user
and AP of the user reduced by an attack of an enemy in the
database, and displaying the updated information on a HUD screen of
the user.
[0017] Putting the user in the knockdown state may include, when
the HP of the user becomes a predetermined point, schematizing and
displaying the changed state of the knocked-down user on a HUD
screen of the user and counting and displaying the predetermined
time in which the knocked-down user can be revived by an ally or
killed by an enemy on HUDs of allies, and when the knocked-down
user inputs a specific key during the time, outputting a help
request sign or sound of the knocked-down user to the HUDs of the
allies.
[0018] Processing the user to be dead when the predetermined
knockdown state time elapses, or to be killed by the enemy or
revived by the ally may include: when no close action is made by an
enemy or ally during the predetermined time and the user is dead,
giving winning points to an enemy who has knocked down the user and
a team including the enemy, storing the winning points in the
database, and updating and displaying a score of the team on HUDs
of all users; when the user is killed by the enemy, giving winning
points to the killing enemy and a team including the enemy, storing
the winning points in the database, and updating and displaying a
score of the team on the HUDs of all the users; and when the user
is revived to the normal state by recovery aid of the ally,
schematizing and displaying the normalized state of the user on a
HUD of the user, storing the maximum or a predetermined value as HP
of the restored user in the database, and displaying the updated HP
on the HUD of the user.
[0019] Here, when the game is finished by achieving a target score,
a team achieving the target score may be processed as a winner, the
other teams may be processed as losers, scores of the respective
teams may be stored in the game database, victory and defeat
information may be directed in the HUD of the user.
[0020] The MMOFPS game service method may further include, when the
game is finished due to expiration of time, processing a team
having the highest score as a winner and the other teams as losers,
storing scores of the respective teams in the game database, and
directing victory and defeat information in a HUD of the user.
[0021] According to still another aspect of the present invention,
there is provided a system for providing a game service through a
personal terminal connected with equipment serving as a game server
via a network, the system including: the equipment serving as a
game server including a membership module managing the number of
accessing teams, and a game control module controlling check of
normal states of an ally and enemy, revival by a close action, and
obtainment of winning points by an execution; a game database
configured to store HP and AP of users and the winning points; and
the personal terminal connected with the equipment serving as a
game server via the network and configured to access an MMOFPS game
service.
[0022] The membership module may control a game to be started only
when the number of the accessing teams is a predetermined value or
more.
[0023] The game control module may manage a respawning area to
enable rejoining, control damages and states of users to be
managed, processed and displayed, and direct updated information or
an animation in a HUD.
BRIEF DESCRIPTION OF THE DRAWINGS
[0024] The above and other objects, features and advantages of the
present invention will become more apparent to those of ordinary
skill in the art by describing in detail exemplary embodiments
thereof with reference to the accompanying drawings, in which:
[0025] FIG. 1 schematically illustrates a massively multiplayer
online first person shooting (MMOFPS) game service system according
to an exemplary embodiment of the present invention;
[0026] FIG. 2 is a flowchart illustrating an MMOFPS game service
method according to an exemplary embodiment of the present
invention;
[0027] FIG. 3 is a flowchart following A of FIG. 2;
[0028] FIG. 4 is a flowchart following B of FIG. 2;
[0029] FIG. 5 is a flowchart illustrating an MMOFPS game service
method according to another exemplary embodiment of the present
invention;
[0030] FIG. 6 is a flowchart of FIG. 5 seen from the viewpoint of a
game database;
[0031] FIG. 7 is a flowchart of FIG. 5 seen from the viewpoint of
user direction; and
[0032] FIG. 8 is a flowchart illustrating a game finishing process
of FIG. 5.
DETAILED DESCRIPTION OF EXEMPLARY EMBODIMENTS
[0033] Exemplary embodiments of the present invention will be
described in detail below with reference to the accompanying
drawings. While the present invention is shown and described in
connection with exemplary embodiments thereof, it will be apparent
to those skilled in the art that various modifications can be made
without departing from the spirit and scope of the invention.
[0034] In a massively multiplayer online first person shooting
(MMOFPS) game service system according to an exemplary embodiment
of the present invention, a user sets a means for attack, selects
one of two or more teams, hits another user with the holding means
for attack to put the hit user in a state in which an attack
ability and mobility are notably reduced, and comes close to the
user in the state in which the attack ability and mobility are
notably reduced to defeat the user and obtain points, and the user
in state in which the attack ability and mobility are notably
reduced rejoins the game at a spot where the user in the state in
which the attack ability and mobility are notably reduced receives
help from a user of the same team when the user in the state in
which the attack ability and mobility are notably reduced receives
the help and recovers, and rejoins the game with an initialized
state at a predetermined spot when the user in the state in which
the attack ability and mobility are notably reduced does not
receive help within a predetermined time, so that points obtained
by the user are summed as a score of the team, and a team achieving
a predetermined score wins the game.
[0035] The MMOFPS game service system according to an exemplary
embodiment of the present invention provides a game service through
personal terminals connected with equipment serving as a game
server via a network.
[0036] As shown in FIG. 1, the MMOFPS game service system according
to an exemplary embodiment of the present invention generally
includes equipment 10 serving as a game server including a
membership module 11 that manages the number of accessing teams and
a game control module 12 that controls check of normal states of an
ally and enemy, restoration by a close action, and obtainment of
winning points, a game database 13 that stores health points (HP)
of users, additional points (AP) of protective gear, etc. for
supplementing the HP of the users and the winning points, and
personal terminals 21, 22 and 23 that are connected with the
equipment 10 serving as a game server via a network and access an
MMOFPS game service.
[0037] The membership module 11 controls a game to be started only
when the number of the accessing teams is a predetermined value or
more.
[0038] The game control module 12 manages a respawning area to
enable rejoining, controls damages and states of users to be
managed, processed and displayed, and directs updated information
or an animation in a head up display (HUD).
[0039] To be specific, when three or more teams are organized, a
game can be started according to a game rule. All teams except for
a team including a user oneself are enemies, and can attack enemies
to obtain winning points. When the user attacks an enemy, the enemy
is knocked down and put in a state defined as a knockdown state in
which it is impossible to make a normal attack and mobility is
notably reduced. When a user gets close to a knocked-down user of
another team and takes an execution including melee attack and
execution actions such as curb stomp, the knocked-down user is
killed, and the killing user and a team including the killing user
obtain winning points. As the execution including melee attack and
execution actions, the user may come close to the knocked-down user
and input a specific key or make an attack using a melee weapon,
throw or shoot a throwing weapon to attack the knocked-down user
with explosion or the same capability of the throwing weapon, throw
or shoot a throwing weapon to directly hit the knocked-down user,
or jump or take the same action to trample the knocked-down user. A
knocked-down user can normally join the game by recovery aid of an
ally of the same team at a spot where the user has been knocked
down, and in this case, winning points are not given. On the other
hand, when a user does not receive recovery aid of an ally of the
same team in the knockdown state within a predetermined time, the
user dies. To give a knocked-down ally recovery aid, a user should
come close to the knocked-down ally and input a specific key.
[0040] A condition for victory is to defeat users of teams other
than a team including a user oneself and obtain a predetermined
score or a higher score than other teams within a predetermined
time.
[0041] An MMOFPS game service method according to an exemplary
embodiment of the present invention will be described in detail
below with reference to drawings.
[0042] As illustrated in FIGS. 2 to 4, first, an MMOFPS game
service is prepared.
[0043] Then, a membership module checks whether teams accessing the
game service are three or more, and the game is started when the
accessing teams are three or more.
[0044] Subsequently, under the control of a game control module,
all users except for allies are regarded as enemies, it is checked
whether a user is in the normal state, it is checked whether an
adjacent user is an ally when the user is in the normal state, and
the user comes close to the adjacent user and restores him/her when
the adjacent user is an ally, and defeats the adjacent user by an
execution when the adjacent user is an enemy.
[0045] To be specific, when an enemy gets close to the user in the
knockdown state and kills the user by an execution, the user
rejoins the game at a respawn point. When an ally gets close to the
user in the knockdown state and revives the user by recovery aid,
the user is revived to the normal state at a knockdown spot. When
the user in the knockdown state does not receive recovery aid
within a predetermined time, the user rejoins the game at the
respawn point. When the user in the knockdown state is killed by an
execution of an enemy or does not receive recovery aid to rejoin
the game at the respawn point, winning points are given to an enemy
who has knocked down the user or kills the user by an execution and
a team including the enemy. When the user in the knockdown state is
revived to the normal state at the knockdown spot, no winning
points are given to the enemy.
[0046] After each step, it is checked by the game control module
whether a predetermined score has been achieved, and the game is
finished.
[0047] As illustrated in FIGS. 5 to 8, in the MMOFPS game service
method according to an exemplary embodiment of the present
invention, a membership module first prepares for an MMOFPS game
service and checks whether teams accessing the game service are
three or more.
[0048] A game control module counts down game progression time,
processes damages to store changed HP and AP of users in a game
database, and displays the changed HP and AP on a screen.
[0049] The game control module processes a user having HP of a
predetermined point to be knocked down, counts down a predetermined
time, and changes a user state to the knockdown state at a point in
time when the countdown begins.
[0050] When the predetermined time elapses, the game control module
processes the user to be dead and to rejoin the game at a respawn
point.
[0051] When the game control module counts down game progression
time, HP, AP, scores of respective teams, a target score, and play
time stored in the game database are initialized and displayed as
user initialization information.
[0052] After the step of processing damages, a step is added in
which the game control module stores the changed user HP and AP in
the game database and displays the updated information on time
information HUDs of users.
[0053] Also, a step may be added in which the game control module
directs a state changed from the knockdown state using an animation
and outputs a help request sign or sound when a specific key is
input.
[0054] A step in which the knocked-down user recovers under the
control of the game control module in a restoration step when an
ally within a predetermined distance inputs a specific key and a
state change is directed in a HUD when the knocked-down user
recovers, and a step in which a user state stored in the game
database is changed to the normal state in the restoration step are
added.
[0055] When the game is finished by achieving the target score, a
team having achieved the target score wins, and the game control
module stores information about a defeat of other teams and scores
of the other teams in the game database and directs victory and
defeat information in HUDs of users.
[0056] When the game is finished due to expiration of time, the
game control module stores information that a team having the
highest score has won and the score in the game database and
directs victory and defeat information in HUDs of users.
[0057] An MMOFPS game service according to exemplary embodiments of
the present invention provides a variety of online game modes in
which users grouped into a plurality of teams restore knocked-down
users of the same team to life or defeat knocked-down users of
other teams to win the game.
[0058] In exemplary embodiments of the present invention, a
plurality of small teams are organized for teamwork and
bonding.
[0059] In exemplary embodiments of the present invention, when
attacked by an enemy, a user is put in a knockdown state in which
mobility is notably reduced, and winning points can be obtained by
making a melee attack on a knocked-down enemy. Since a melee attack
should be made for winning points, it is possible to encourage
vigorous movement and combat of users. Also, since winning points
are not given when a knocked-down user is restored to life by help
of an ally, bonding with peers can be obtained.
[0060] It will be apparent to those skilled in the art that various
modifications can be made to the above-described exemplary
embodiments of the present invention without departing from the
spirit or scope of the invention. Thus, it is intended that the
present invention covers all such modifications provided they come
within the scope of the appended claims and their equivalents.
* * * * *