U.S. patent application number 13/852054 was filed with the patent office on 2014-10-02 for game control method and recording medium.
This patent application is currently assigned to Crafts & Meister Co., Ltd.. The applicant listed for this patent is CRAFTS & MEISTER CO., LTD.. Invention is credited to Noritaka Funamizu, Takashi SHONO.
Application Number | 20140295958 13/852054 |
Document ID | / |
Family ID | 51621371 |
Filed Date | 2014-10-02 |
United States Patent
Application |
20140295958 |
Kind Code |
A1 |
SHONO; Takashi ; et
al. |
October 2, 2014 |
GAME CONTROL METHOD AND RECORDING MEDIUM
Abstract
A method of controlling a fighting game is provided by a
controller of a game terminal including the controller and a touch
screen panel. The controller receives a selection of any one from
among a plurality of avatars through the touch screen panel,
receives, from a game management server, information on an avatar
technique set including a plurality of technique that is set by
other player corresponding to the selected avatar, and starts a
match-up between a character corresponding to a player of the game
terminal and the selected avatar. The controller repeatedly
performs a process including selecting any one technique from among
the plurality of techniques included in the avatar technique set
and actuating the selected technique on the character.
Inventors: |
SHONO; Takashi; (Osaka,
JP) ; Funamizu; Noritaka; (Osaka, JP) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
CRAFTS & MEISTER CO., LTD. |
Osaka |
|
JP |
|
|
Assignee: |
Crafts & Meister Co.,
Ltd.
Osaka
JP
|
Family ID: |
51621371 |
Appl. No.: |
13/852054 |
Filed: |
March 28, 2013 |
Current U.S.
Class: |
463/31 |
Current CPC
Class: |
A63F 13/23 20140902;
A63F 13/00 20130101; A63F 13/833 20140902; A63F 13/2145 20140902;
A63F 13/35 20140902; A63F 13/533 20140902 |
Class at
Publication: |
463/31 |
International
Class: |
A63F 13/00 20060101
A63F013/00 |
Claims
1. A method of controlling a fighting game by a controller of a
game terminal including the controller and a touch screen panel,
the method comprising: receiving a selection of any one from among
a plurality of avatars through the touch screen panel, the
plurality of avatars corresponding to a plurality of other players;
receiving, from a game management server, information on an avatar
technique set including a plurality of technique that is set by
other player corresponding to the selected avatar; starting a
match-up between a character corresponding to a player of the game
terminal and the selected avatar; repeatedly performing a process
comprising selecting any one technique from among the plurality of
techniques included in the avatar technique set, and actuating the
selected technique on the character.
2. The method of claim 1, wherein selecting any one technique
including randomly selecting any one technique based on selection
probabilities that are assigned to the plurality of techniques
respectively.
3. The method of claim 1, wherein the process further comprising:
determining whether the actuated technique succeeds; and reducing
stamina of the character corresponding to the player when the
actuated technique succeeds.
4. The method of claim 3, wherein each of the plurality of
techniques has a power for determining a reducing amount of the
stamina, wherein selecting any one technique includes randomly
selecting any one technique based on selection probabilities
corresponding to the plurality of techniques, and wherein a
selection probability of a first technique having a first power is
higher than a selection probability of a second technique having a
second power higher than the first power when a remaining amount of
the stamina is less than a predetermined amount, and wherein a
selection probability of the first technique is lower than a
selection probability of the second technique when the remaining
amount of the stamina is greater than the predetermined amount.
5. The method of claim 3, wherein each of the plurality of
techniques has a hit distance and an action initiate time, and
wherein the process further comprises determining that the actuated
technique succeeds if a distance between the character and the
avatar is within the hit distance when the action initiate time is
lapsed from a time when the selected technique is actuated.
6. The method of claim 3, further comprising: reducing stamina with
lapse of time; and ending the match-up when the stamina reaches
zero, wherein the plurality of techniques correspond to a plurality
of remaining amounts of the stamina, and selecting any one
technique including selecting a technique corresponding to a
remaining amount of the stamina from among the plurality of
techniques.
7. The method claim 1, further comprising providing a result of the
match-up to the game management server.
8. The method claim 1, further comprising: receiving information on
a technique set including a plurality of techniques through the
touch screen panel; starting a match-up between the character and a
second character; and repeatedly performing a second process
comprising receiving a touch on a predetermined area of the touch
screen panel, selecting any one technique from among the plurality
of techniques included in the technique set in response to the
touch, and actuating the selected technique on the second
character.
9. The method of claim 8, wherein the plurality of techniques are
arranged in sequence in the technique set, and the plurality of
techniques included in the technique set are selected in sequence
when any one technique is selected from among the plurality of
techniques in the technique set.
10. The method of claim 8, further comprising: receiving a
selection of a mission to be accomplished in the match-up between
the character and the second character; and providing the player
with a profit when the selected mission is accomplished.
11. The method of claim 8, wherein the selected mission includes a
predetermined number of combos, and wherein the second process
further comprises: determining whether the actuated technique
succeeds; determining whether the actuated technique is continuous
to a previous successful technique when the actuated technique
succeeds; and incrementing a number of combos by one when the
actuated technique is continuous to the previous successful
technique, wherein the method further comprises: determining that
the selected mission is accomplished when the number of combos is
equal to or greater than the predetermined number when the match-up
between the character and the second character ends.
12. A method of controlling a fighting game by a game management
server, the method comprising: receiving, from each of a plurality
of other players, information on an avatar corresponding to each of
a plurality of other players; receiving a selection of any one from
among a plurality of avatars corresponding to the plurality of
other players from a game terminal; and transmitting, to the game
terminal, information to an avatar technique set including a
plurality of technique that is set by other player corresponding to
the selected avatar, wherein, when a match-up between a character
corresponding to a player of the game terminal and the selected
avatar is started, an operation in which any one technique selected
from among the plurality of techniques included in the avatar
technique set and is actuated on the character is repeated.
13. The method of claim 12, wherein any one technique is randomly
selected based on selection probabilities that are assigned to the
plurality of techniques respectively.
14. The method of claim 12, wherein stamina of the character
corresponding to the player is reduced when the actuated technique
succeeds.
15. The method of claim 14, wherein each of the plurality of
techniques has a power for determining a reducing amount of the
stamina, wherein any one technique is randomly selected based on
selection probabilities corresponding to the plurality of
techniques, and wherein a selection probability of a first
technique having a first power is higher than a selection
probability of a second technique having a second power higher than
the first power when a remaining amount of the stamina is less than
a predetermined amount, and wherein a selection probability of the
first technique is lower than a selection probability of the second
technique when the remaining amount of the stamina is greater than
the predetermined amount.
16. The method of claim 14, wherein each of the plurality of
techniques has a hit distance and an action initiate time, and
wherein the actuated technique succeeds if a distance between the
character and the avatar is within the hit distance when the action
initiate time is lapsed from a time when the selected technique is
actuated.
17. The method of claim 14, wherein stamina is reduced with lapse
of time and the match-up ends when the stamina reaches zero, and
wherein the plurality of techniques correspond to a plurality of
remaining amounts of the stamina, and any one technique
corresponding to a remaining amount of the stamina is selected from
among the plurality of techniques.
18. The method of claim 12, further comprising providing the
selected avatar with an experience according to a result of the
match-up.
19. A computer readable recording medium having recorded thereon a
program executable by a computer for performing the method of claim
1.
20. A computer readable recording medium having recorded thereon a
program executable by a computer for performing the method of claim
12.
Description
BACKGROUND
[0001] (a) Field
[0002] The present invention generally relates to a game control
method and a recording medium.
[0003] (b) Description of the Related Art
[0004] Recently, game applications for terminals that use a touch
screen panel as an input device are provided. Smart phones or
tablets are examples of these terminals. The terminals access an
application store, and download the game application from the
application store. The terminals install the game application and
execute the game application to perform a game of the game
application.
[0005] A fighting game is a video game where the player controls an
on-screen character and engages in close fight with an opponent
character. A player of the fighting game can use techniques such as
attacking, blocking, counter-attacking, and chaining together
sequences of attacks. A conventional fighting game allows the
player to execute various techniques by performing specific button
combinations. However, it is difficult for the player to use the
specific button combinations in the terminal using the touch screen
panel.
SUMMARY
[0006] An aspect of the present invention provides a game control
method and a recording medium for operating a fighting game in a
game terminal having a touch screen panel.
[0007] According to an aspect of the present invention, a method of
controlling a fighting game is provided by a controller of a game
terminal including the controller and a touch screen panel. The
method includes receiving a selection of any one from among a
plurality of avatars through the touch screen panel, the plurality
of avatars corresponding to a plurality of other players,
receiving, from a game management server, information on an avatar
technique set including a plurality of technique that is set by
other player corresponding to the selected avatar, and starting a
match-up between a character corresponding to a player of the game
terminal and the selected avatar. The method further includes
repeatedly performing a process including selecting any one
technique from among the plurality of techniques included in the
avatar technique set and actuating the selected technique on the
character.
[0008] When selecting any one technique, the controller may
randomly select any one technique based on selection probabilities
that are assigned to the plurality of techniques respectively.
[0009] The process may further include determining whether the
actuated technique succeeds, and reducing stamina of the character
corresponding to the player when the actuated technique
succeeds.
[0010] Each of the plurality of techniques may have a power for
determining a reducing amount of the stamina. In this case, when
selecting any one technique, the controller may randomly select any
one technique based on selection probabilities corresponding to the
plurality of techniques. Further, a selection probability of a
first technique having a first power may be higher than a selection
probability of a second technique having a second power higher than
the first power when a remaining amount of the stamina is less than
a predetermined amount, and a selection probability of the first
technique may be lower than a selection probability of the second
technique when the remaining amount of the stamina is greater than
the predetermined amount.
[0011] Each of the plurality of techniques may have a hit distance
and an action initiate time. The process may further include
determining that the actuated technique succeeds if a distance
between the character and the avatar is within the hit distance
when the action initiate time is lapsed from a time when the
selected technique is actuated.
[0012] The method may further include reducing stamina with lapse
of time, and ending the match-up when the stamina reaches zero. The
plurality of techniques may correspond to a plurality of remaining
amounts of the stamina. When selecting any one technique, the
controller may select a technique corresponding to a remaining
amount of the stamina from among the plurality of techniques.
[0013] The method may further include providing a result of the
match-up to the game management server.
[0014] The method may further include receiving information on a
technique set including a plurality of techniques through the touch
screen panel, and starting a match-up between the character and a
second character. The method may further include repeatedly
performing a second process including receiving a touch on a
predetermined area of the touch screen panel, selecting any one
technique from among the plurality of techniques included in the
technique set in response to the touch, and actuating the selected
technique on the second character.
[0015] The plurality of techniques may be arranged in sequence in
the technique set, and the plurality of techniques included in the
technique set may be selected in sequence when any one technique is
selected from among the plurality of techniques in the technique
set.
[0016] The method may further include receiving a selection of a
mission to be accomplished in the match-up between the character
and the second character, and providing the player with a profit
when the selected mission is accomplished.
[0017] The method selected mission may include a predetermined
number of combos. The second process may further include
determining whether the actuated technique succeeds, determining
whether the actuated technique is continuous to a previous
successful technique when the actuated technique succeeds, and
incrementing a number of combos by one when the actuated technique
is continuous to the previous successful technique. The method may
further include determining that the selected mission is
accomplished when the number of combos is equal to or greater than
the predetermined number when the match-up between the character
and the second character ends.
[0018] According to yet another aspect of the present invention, a
method of controlling a fighting game is provided by a game
management server. The method includes receiving, from each of a
plurality of other players, information on an avatar corresponding
to each of a plurality of other players, receiving a selection of
any one from among a plurality of avatars corresponding to the
plurality of other players from a game terminal, and transmitting,
to the game terminal, information to an avatar technique set
including a plurality of technique that is set by other player
corresponding to the selected avatar. When a match-up between a
character corresponding to a player of the game terminal and the
selected avatar is started, an operation in which any one technique
selected from among the plurality of techniques included in the
avatar technique set and is actuated on the character is
repeated.
[0019] Any one technique may be randomly selected based on
selection probabilities that are assigned to the plurality of
techniques respectively.
[0020] Stamina of the character corresponding to the player may be
reduced when the actuated technique succeeds.
[0021] Each of the plurality of techniques may have a power for
determining a reducing amount of the stamina. Any one technique may
be randomly selected based on selection probabilities corresponding
to the plurality of techniques. Further, a selection probability of
a first technique having a first power may be higher than a
selection probability of a second technique having a second power
higher than the first power when a remaining amount of the stamina
is less than a predetermined amount, and a selection probability of
the first technique may be lower than a selection probability of
the second technique when the remaining amount of the stamina is
greater than the predetermined amount.
[0022] Each of the plurality of techniques may have a hit distance
and an action initiate time. The actuated technique may succeed if
a distance between the character and the avatar is within the hit
distance when the action initiate time is lapsed from a time when
the selected technique is actuated.
[0023] Stamina may be reduced with lapse of time and the match-up
ends when the stamina reaches zero. The plurality of techniques may
correspond to a plurality of remaining amounts of the stamina, and
any one technique corresponding to a remaining amount of the
stamina may be selected from among the plurality of techniques.
[0024] The method may further include providing the selected avatar
with an experience according to a result of the match-up.
[0025] According to yet another aspect of the present invention, a
computer readable recording medium having recorded thereon a
program executable by a computer for performing the above-described
may be provided.
BRIEF DESCRIPTION OF THE DRAWINGS
[0026] FIG. 1 is a flowchart of a game control method according to
an embodiment of the present invention.
[0027] FIG. 2 is a flowchart of a game control method according to
another embodiment of the present invention
[0028] FIG. 3 is a schematic diagram showing a game system
according to an embodiment of the present invention.
[0029] FIG. 4 is a schematic diagram showing a game management
server and a game terminal according to an embodiment of the
present invention.
[0030] FIG. 5 is a flowchart of an access process according to an
embodiment of the present invention.
[0031] FIG. 6 is a flowchart of a gaming process according to an
embodiment of the present invention.
[0032] FIG. 7 shows an example of a main menu displayed when a
gaming process shown in FIG. 6 is executed.
[0033] FIG. 8 is a flowchart of a technique setting process of a
gaming process according to an embodiment of the present
invention.
[0034] FIG. 9 shows an example of a technique setting screen
displayed when a technique setting process shown in FIG. 8 is
executed.
[0035] FIG. 10 shows an example of a technique setting operation in
a technique setting screen of FIG. 9.
[0036] FIG. 11 is a flowchart of a match-up process of a gaming
process according to an embodiment of the present invention.
[0037] FIG. 12 shows an example of a submenu displayed when a
match-up process shown in FIG. 11 is executed.
[0038] FIG. 13 shows an example of a sub-item in a submenu shown in
FIG. 12.
[0039] FIG. 14 shows an example of a mission used in a game control
method according to an embodiment of the present invention.
[0040] FIG. 15 shows an example of a match-up screen.
[0041] FIG. 16 shows an example of a player operation in a match-up
screen shown in FIG. 15.
[0042] FIG. 17 is a flowchart of a gaming process according to
another embodiment of the present invention.
[0043] FIG. 18 is a flowchart of an avatar setting process of a
gaming process according to another embodiment of the present
invention.
[0044] FIG. 19 shows an example of an avatar setting screen
displayed when an avatar setting process shown in FIG. 18 is
executed.
[0045] FIG. 20 shows an example of an avatar setting operation in
an avatar setting screen shown in FIG. 19.
[0046] FIG. 21 is a flowchart of an avatar setting process of a
gaming process according to yet another embodiment of the present
invention.
[0047] FIG. 22 shows an example of an avatar setting screen
displayed when an avatar setting process shown in FIG. 21 is
executed.
[0048] FIG. 23 shows a flowchart of a player-to-player match-up
process of a gaming process according to another embodiment of the
present invention.
[0049] FIG. 24 shows an example of a submenu displayed when a
player-to-player match-up process shown in FIG. 23 is executed.
[0050] FIG. 25 shows an example of a player-to-player match-up
screen.
[0051] FIG. 26 is a flowchart of an avatar setting process of a
gaming process according to yet another embodiment of the present
invention.
[0052] FIG. 27 shows an example of an avatar setting screen
displayed when an avatar setting process shown in FIG. 26 is
executed.
[0053] FIG. 28 shows an example of a player-to-player match-up
screen according to yet another embodiment of the present
invention.
[0054] FIG. 29 shows a flowchart of a player-to-player match-up
process of a gaming process according to yet another embodiment of
the present invention.
[0055] FIG. 30 is a flowchart of a technique select process
according to an embodiment of the present invention.
[0056] FIG. 31 shows an example of a technique selection table.
[0057] FIG. 32 shows an attribute of a technique used in a game
control method according to an embodiment of the present
invention.
[0058] FIG. 33 is a flowchart an effective technique determination
process according to an embodiment of the present invention.
[0059] FIG. 34A, FIG. 34B and FIG. 34C show examples of
techniques.
DETAILED DESCRIPTION
[0060] In the following detailed description, only certain
embodiments of the present invention have been shown and described,
simply by way of illustration. As those skilled in the art would
realize, the described embodiments may be modified in various
different ways, all without departing from the spirit or scope of
the present invention. Accordingly, the drawings and description
are to be regarded as illustrative in nature and not restrictive.
Like reference numerals designate like elements throughout the
specification.
[0061] A game control method and a recording medium according to
embodiments of the present invention are described in detail with
reference to the accompanying drawings.
[0062] Overall Game Control Method
[0063] A game control method according to embodiments of the
present invention is described with reference to FIG. 1 and FIG.
2.
[0064] FIG. 1 and FIG. 2 are flowcharts of a game control method
according to embodiments of the present invention.
[0065] Avatar Operation
[0066] A player-to-player match-up process in which a character
corresponding to a player of a game terminal fights an avatar
corresponding to other player is executed in the game terminal.
FIG. 1 describes an avatar operation of the player-to-player
match-up process.
[0067] Referring to FIG. 1, the game terminal receives a selection
of any one from among a plurality of avatars through a touch screen
panel of the game terminal (S110). In this case, the plurality of
avatars correspond to a plurality of other players, respectively.
Next, the game terminal receives, from a game management server, an
avatar technique set including a plurality of technique that is set
by other player corresponding to the selected avatar (S120).
Subsequently, the game terminal starts a player-to-player match-up
between the character corresponding to the player of the game
terminal and the selected avatar (S130).
[0068] When starting the player-to-player match-up, the game
terminal selects any one technique from among the plurality of
techniques included in the avatar technique set (S140), and
actuates the selected technique on the character corresponding to
the player (S150). Further, the game terminal repeatedly performs a
process including selecting selects any one technique from among
the plurality of techniques and actuating the selected technique
(S140, S150), until the player-to-player match-up ends (S160).
Accordingly, the avatar corresponding to the other player can fight
the character corresponding to the player if the other player set
the avatar technique set including the plurality of technique to be
used in the player-to-player match-up even though the other player
does not control the avatar.
[0069] In some embodiments, when selecting any one technique from
among the plurality of techniques included in the avatar technique
set, the game terminal may randomly select any one technique based
on selection probabilities that are assigned to the plurality of
techniques respectively. Further, stamina of the character
corresponding to the player may be reduced when the actuated
technique of the avatar succeeds.
[0070] In some embodiments, the plurality of techniques may
correspond to a plurality of remaining amounts of stamina. In this
case, selecting any one technique including selecting any one
technique corresponding to a remaining amount of the stamina from
among the plurality of techniques. Further, stamina may be reduced
with the lapse of time.
[0071] In some embodiments, the game management server may select
any one technique from among the plurality of techniques included
in the avatar technique set. In this case, the game management
server may provide information on the selected technique to the
game terminal.
[0072] Player Operation
[0073] A match-up process in which a character corresponding to a
player of a game terminal fights an opponent character controlled
by a controller of the game terminal FIG. 2 describes a player
operation of the match-up process or the player-to-player match-up
process.
[0074] Referring to FIG. 2, the game terminal receives a technique
set including a plurality of techniques through a touch screen
panel of the game terminal (S210). Next, the game terminal starts a
match-up between the character corresponding to the player of the
game terminal and an opponent character (S220). The opponent
character may be a character controlled by a controller of the game
terminal or an avatar of other player.
[0075] When starting the player-to-player match-up, the game
terminal receives a touch on a predetermined area of the touch
screen panel (S230). The game terminal selects any one technique
from among the plurality of techniques included in the technique
set in response to the touch (S240), and actuates the selected
technique on the opponent character (S250). Further, the game
terminal repeatedly performs a process including receiving a touch
on the predetermined area of the touch screen panel, selecting any
one technique from among the plurality of techniques in response to
the touch, and actuating the selected technique (S230, S240, S250),
until the match-up ends (S260). Accordingly, the player can fight
the opponent character by using various techniques only by touching
the predetermined area, for example an action button, of the touch
screen panel.
[0076] In some embodiments, the plurality of techniques may be
arranged in sequence in the technique set. The plurality of
techniques may be selected in sequence when any one technique is
selected from among the plurality of techniques.
[0077] Overall Configuration of Game System
[0078] A game system according to embodiments of the present
invention is described in detail with reference to FIG. 3 and FIG.
4.
[0079] FIG. 3 is a schematic diagram showing a game system
according to an embodiment of the present invention, and FIG. 4 is
a schematic diagram showing a game management server and a game
terminal according to an embodiment of the present invention.
[0080] Referring to FIG. 3, a game system includes a game
management server 10 and a plurality of game terminals 20 connected
to the game management server 10 via a network 30.
[0081] The game management server 10 manages games which are
executed on the plurality of game terminals 20 and information on
players of the game terminals 20.
[0082] The game terminal 20 executes a game, for example a fighting
game, and may be a terminal having a touch panel, for example a
smart phone or a tablet. The game terminal 20 can download and
install a game application, and execute the game application to
operate a game. The game application may be provided through an
application store that is a type of digital distribution platform
for application software.
[0083] Referring to FIG. 4, a game terminal 20 includes a
controller 21, an internal memory 22, a storage device 23, a
display unit 24, a touch screen panel 25, and a communication
module 26. The internal memory 22 may include a read only memory
(ROM) and a random access memory (RAM).
[0084] The controller 21 may be a central processing unit (CPU).
The controller 21 loads applications including a game application
stored in the storage device 23 into the internal memory 22,
particularly the RAM, and executes the loaded applications.
Further, the controller 21 controls the display unit 24 to display
images from the loaded application, and controls the communication
module 26 to communicate a game management server 10. The internal
memory 22, particularly the ROM, stores a program to be executed by
the controller 21 such as BIOS, along with another data to be
maintained permanently. The internal memory 22, particularly the
RAM stores data and programs or applications which are used during
the operation of the controller 21, and further stores data such as
tables used for operating the game application. The communication
module 26 facilitates data communication of the controller 21 with
an external controller of, for example, the game management server
10 through a communication channel.
[0085] The display unit 24 displays images that output from the
executed applications. The touch screen panel 25 operates an input
device, and detects a position touched by a player to provide the
controller 21 with a position sense signal corresponding to the
detected position. The controller 21 receives the position sense
signal to detect an input. The display unit 24 and the touch screen
panel 25 may be provided as a display device.
[0086] The game management server 10 includes a controller 11, an
internal memory 12, a storage device 13, a display unit 14, and a
communication module 15. The internal memory 12 may include a ROM
and a RAM.
[0087] The controller 11 may be a CPU. The controller 11 loads
programs including a game management program stored in the storage
device 13 into the internal memory 12, particularly the RAM, and
executes the loaded game management program. Further, the
controller 11 controls the display unit 14 to display images from
the loaded program, and controls the communication module 15 to
communicate a plurality of game terminals 20. The internal memory
12, particularly the ROM, stores a program to be executed by the
controller 11 such as BIOS, along with another data to be
maintained permanently. The internal memory 12, particularly the
RAM stores data and programs which are used during the operation of
the controller 11, and further stores data used for operating the
game management program and data used for authenticating the game
terminal 20. The communication module 15 facilitates data
communication of the controller 11 with the controller 21 of each
of the plurality of game terminals 10 through a communication
channel.
[0088] The storage unit 13 stores the game management program and
other programs for authenticating and managing the games of the
game terminals 20. Further, the storage unit 13 stores information
on each of the game terminals 20, information on each of players
using the game terminals 20, and information related to the game
executed in each of the game terminals 20. The storage unit 13 may
operate as a database. The display unit 14 displays images that
output from the executed programs.
[0089] Gaming Operations
[0090] Hereinafter, gaming operations according to embodiments of
the present invention are described in detail with reference to
FIG. 5 to FIG. 34C.
[0091] Example of Access Process
[0092] FIG. 5 is a flowchart of an access process according to an
embodiment of the present invention.
[0093] Referring to FIG. 5, a game terminal executes a game
application and accesses a game management server (S510). In this
case, the game terminal may receive identification information of a
player through an input device, and transmit the identification
information to the game management server to request an access. The
input device may include a touch screen, and the player may input
the identification information on the touch screen. The game
management server, upon receiving the access request from the game
terminal, authenticates the player (S520). When succeeding in
authenticating the player (S530: Yes), the game terminal and the
game management server performs a gaming process (S540).
[0094] When the game terminal receives a game termination input
from the player through the input device (S550: Yes), the game
terminal transmits a game termination signal to the game management
server (S555). Then, the game terminal and the game management
server terminates the gaming process (S560). The input device may
include a touch screen, and the player may touch an area for
indicating a game termination, a logout, or a logoff on the touch
screen. The game terminal and the game management server disconnect
the connection between the game terminal and the game management
server (S570), and store a game history of the player (S580).
[0095] Example of Gaming Process for Match-up
[0096] FIG. 6 is a flowchart of a gaming process according to an
embodiment of the present invention, and FIG. 7 shows an example of
a main menu displayed when a gaming process of FIG. 6 is
executed.
[0097] Referring to FIG. 6, when the gaming process is executed, a
controller of the game terminal displays a main menu on a display
device of the game terminal (S610). As shown in FIG. 7, the main
menu includes a plurality of items to be selected by the player.
The plurality of items includes a match-up item 710 for fighting a
character controlled by the controller, a training item 720 for
training character of the player, and a technique setting item 730
for setting a sequence of techniques. The training item 720
provides a screen for training the character of the player, and the
player can increase his or her experience through training.
[0098] The plurality of items may further a technique development
item 740, a costume item 750, a shopping item 760, and a team item
770. The technique development item 740 may provide a screen for
allowing the player to develop a technique, and the costume item
750 may provide a screen for allowing the player to change a
costume. The shopping item 760 may provide a screen for allowing
the player to buy credits or techniques, and the team item 770 may
provide a screen for allowing the player to interact with members
of the same team.
[0099] When the player selects the technique setting item 730 using
an input device (S620), the controller executes a technique setting
process (S630). The input device may include a touch screen, and
the player may touch a desired item on the touch screen to select
the time.
[0100] Example of Technique Setting Process
[0101] FIG. 8 is a flowchart of a technique setting process of a
gaming process according to an embodiment of the present invention,
FIG. 9 shows an example of a technique setting screen displayed
when a technique setting process of FIG. 8 is executed, and FIG. 10
shows a an example of a technique setting operation in a technique
setting screen of FIG. 9.
[0102] Referring to FIG. 8, in the technique setting process, the
controller displays a technique setting screen on the display
device (S810). Referring to FIG. 9, the technique setting screen
includes an available technique area 910 and a technique set area
920. The available technique area 910 includes a plurality of
technique icons corresponding to a plurality of techniques that can
be used by the player. The technique set area 910 includes a
sequence of technique icons that are selected from the available
technique area 910 by the player. For example, the plurality of
techniques may include attacking techniques, a blocking technique
and/or a throwing technique. The attacking techniques may include
various first attacks, elbow attacks, body attacks, shoulder
attacks, grappling attacks, leg attacks, and/or head attacks.
[0103] Next, the controller receives a selection of a technique
icon to be set and a sequence position of the selected technique
icon in the technique set area 920 by the input device (S820). As
shown in FIG. 10, the player may touch and drag the technique icon
930 to be selected from the available technique area 910, and drop
the selected technique icon 930 on the sequence position 940 to be
selected in the technique set area 920. The sequence position may
be the beginning of the technique sequence, the end of the
technique sequence, or a position between two adjacent techniques
in the technique sequence. Next, the controller determines whether
the setting of the technique sequence is completed (S830). When the
setting of the technique sequence is not completed (S830: No), the
controller receives other technique icon and a sequence position of
the other technique icon by the input device (S820). When the
setting of the technique sequence is completed (S830: Yes), the
controller stores the technique sequence that has been set (S840).
The setting of technique sequence may be completed by touch of a
return button on the technique set screen. Further, the controller
may transmit information on the technique sequence to the game
management server (S850). The game management server may store
information on the technique sequence for the player. As a result,
the technique sequence includes a plurality of techniques that are
sequentially arranged.
[0104] In a certain embodiment, plural types of technique sequences
may be set. The player may select any one of the plural types of
technique sequences when performing a match-up.
[0105] Example of Match-up Process
[0106] FIG. 11 is a flowchart of a match-up process of a gaming
process according to an embodiment of the present invention, FIG.
12 shows an example of a submenu displayed when a match-up process
shown in FIG. 11 is executed, FIG. 13 shows an example of a
sub-item in a submenu shown in FIG. 12, FIG. 14 shows an example of
a mission, FIG. 15 shows an example of a match-up screen, and FIG.
16 shows an example of a player operation in a match-up screen
shown in FIG. 15.
[0107] Referring to FIG. 6 again, when the match-up item 710 is
selected by the input device (S640), the controller executes a
match-up process (S650). Referring to FIG. 11, in the match-up
process, the controller displays a submenu for selecting an
opponent character on the display device (S1110). As shown in FIG.
12, the submenu may list a plurality of sub-items that correspond
to a plurality of countries or cities, respectively. As shown in
FIG. 13, the sub-item may include at least one mission item. The
mission item may include a credit value required to perform a
mission provided in the mission item and a profit provided when the
mission is cleared. The profit may include a credit value provided
in the mission, an increase of a player experience, and/or a
technique provided in the mission. When a certain mission item is
selected, the player fights an opponent character provided in the
mission item.
[0108] When the mission item is selected by the input device
(S1115), the controller displays a mission of the mission item on
the display device as shown in FIG. 14 and reduces the credits of
the user by the credit value required in the mission item (S1120).
In this case, the controller may transmit the reduced credits to
the game management server, and the game management server may
update the credits of the user according to the reduced credits.
The mission may include the number of attack combinations
(hereinafter referred to as "combos") that should be accomplished.
The combos are a term that designates a set of actions performed in
sequence, with timing limitations, that yield a decrease of stamina
of the opponent character. Next, the controller displays a match-up
screen on the display device as shown in FIG. 15 and starts the
match-up (S1130). The match-up screen includes an action button
1510 and a stamina meter 1520. The stamina meter 1520 indicates a
remaining amount of stamina. The match-up screen may further
include a plurality of technique buttons 1530 corresponding to a
plurality of techniques. The match-up screen may further include
the number of combos to be accomplished (1540). Further, the
match-up screen displays the character 1550 corresponding to the
player and the opponent character 1560 controlled by the
controller.
[0109] Next, the controller receives an action from the player by
using the input device (S1140). The player may input the action by
touching the action button 1510 on the display device as shown in
FIG. 16. Each time the action button 1510 is touched, the plurality
of techniques are sequentially performed in the order of the
sequence of techniques set in the technique set area 920. For
example, it is assumed that the technique sequence is a sequence of
a straight, a body jab, an uppercut, a left middle kick, and an
elbow. The first touch of the action button 1510 allows a character
of the user to use the right high kick on the opponent character,
the second touch of the action button 1510 allows the character to
use the body jab on the opponent character, the third touch of the
action button 1510 allows the character to use the uppercut on the
opponent character, the fourth touch of the action button 1510
allows the character to use the left middle kick on the opponent
character, and the fifth touch of the action button 1510 allows the
character to use the elbow on the opponent character. If all of the
techniques of the sequences, the technique is performed again from
the beginning of the sequence. That is, the sixth touch of the
action button 1510 allows the character to use the right high kick.
Instead of touching the action button 1510, the use may directly
touch the technique button 1530 corresponding to a desired
technique.
[0110] Next, the controller determines whether the attack according
to the technique used by the player succeeds (S1150). In this case,
an action of the opponent character is performed by the controller
according to a predetermined rule. That is, the opponent character
may block the attack from the user, may counter-attack the user on
the attack from the user, or may attack the user. When the attack
from the user succeeds (S1150: Yes), the controller determines
whether the successful attack is continuous to a previous
successful attack (S1152). When the successful attack is continuous
(S1152: Yes), the controller increments the number of combos by one
(S1154). The controller displays on the display device a combo
meter 1540 representing the number of combos that are succeeded
(S1156). When the continuous attack fails (S1152: No), the
controller does not increment the number of combos.
[0111] Next, the controller determines whether the remaining amount
of the stamina meter 520 reaches zero (S1160). The stamina of the
stamina meter 1520 may decrease with the lapse of time.
Alternatively, the stamina may decrease each time the attack from
the player succeeds. When the stamina of the stamina meter 1520
remains (S1160: No), the controller receives the action from the
player again (S1140). When the stamina of the stamina meter 1520
reaches zero (S1160: Yes), the controller determines whether the
mission is accomplished (S1170). That is, the controller determines
whether the number of combos that are succeeded is equal to or
greater than the number of combos required in the mission (S1170).
When the mission is accomplished, that is, the number of combos
that are succeeded is equal to or greater than the number of combos
required in the mission (S1170: Yes), the controller provides the
player with the profit of the mission (S1175). According to the
profit, the controller updates information of the player (S1180),
and ends the match-up. The information may include the player
experience, the credits of the player, and/or the available
technique of the player. That is, according to the profit, the
player experience and/or the credits of the player may be
increased, and/or the player may obtain a new technique provided in
the mission. In this case, the controller may transmit the updated
information to the game management server (S1180), and the game
management server may update the information of the player
according to the updated information. When the mission is not
accomplished (S1170: No), the controller ends the match-up without
providing the profit and update the information of the player. Even
though the mission is not accomplished, the player experience may
be increased. When the player experience increases to a
predetermined value, a level of the player may be incremented by
one.
[0112] Example of Gaming Process for Player-to-Player Match-up
[0113] FIG. 17 is a flowchart of a gaming process according to
another embodiment of the present invention.
[0114] Referring to FIG. 17, when the gaming process is executed, a
controller of the game terminal displays a main menu on a display
device of the game terminal (S1710). The main menu includes a
plurality of items to be selected by the user. The plurality of
items include a player-to-player match-up item for fighting a
character of the other player as well as a technique setting item
and a match-up item. That is, a game application in an embodiment
shown in FIG. 17 supports an option for fighting the other player.
Further, the game application provides an avatar corresponding to
the player for the user match-up. Accordingly, the plurality of
items further include an avatar setting item. The plurality of
items may further include a training item for training character of
the user. Operations when the technique setting item and the
match-up item are selected may be substantially the same as the
operations (S620, S630, S640, and S650) described with reference
FIG. 6 to FIG. 16.
[0115] When the player selects the avatar setting item using an
input device (S1760), the controller executes an avatar setting
process (S1770). An avatar corresponds to the player, and the
avatar can be identified by an identifier (ID) of the player.
[0116] Example of Avatar Setting Process
[0117] FIG. 18 is a flowchart of an avatar setting process of a
gaming process according to another embodiment of the present
invention, FIG. 19 shows an example of an avatar setting screen
displayed when a avatar setting process shown in FIG. 18 is
executed, and FIG. 20 shows an example of an avatar setting
operation in an avatar setting screen shown in FIG. 19.
[0118] Referring to FIG. 18, in the avatar setting process, the
controller displays an avatar set screen on the display device
(S1810). Referring to FIG. 19, the avatar setting screen includes
an available technique area 1910 and a technique set area 1920. The
available technique area 1910 includes a plurality of technique
icons corresponding to a plurality of techniques that can be used
by the player. The technique set area 1920 includes a stamina bar
1922 indicating a gauge of stamina.
[0119] Next, the controller receives a technique icon selected by
the player and a position of the selected technique icon at the
stamina bar 1922 by the input device (S1820). As shown in FIG. 19
and FIG. 20, the user may touch and drag the technique icon from
the available technique area 1910, and drop the dragged technique
icon on a certain position of the stamina bar 1922. In this case,
when the stamina of the opponent player is reduced to reach a
certain position of the stamina bar, a technique corresponding to
the technique icon dropped on the certain position is actuated.
That is, a technique corresponding to remaining amount of the
stamina is actuated according to the remaining amount of the
stamina.
[0120] Next, the controller determines whether setting techniques
of an avatar is completed (S1830). When setting the techniques of
the avatar is not completed (S1830: No), the controller receives
other technique icon and a position of the other technique icon by
the input device (S1820). When setting of the avatar technique set
is completed (S1830: Yes), the controller stores the avatar
technique set that has been set (S1840). Setting of the avatar
technique set may be completed by touch of a return button on the
avatar set screen. Further, the controller may transmit information
on the avatar technique set to the game management server (S1850).
The game management server may store information on the avatar
technique set for the player. As a result, the avatar technique set
includes a plurality of techniques that are located at selected
positions at the stamina bar, respectively. Accordingly, the avatar
can actuate the predetermined technique in accordance with
remaining amount of the stamina of the opponent player, thereby
fighting a character of the opponent player.
[0121] On the other hand, the opponent player can fight the avatar
of the player during a plurality of stages. In a certain
embodiment, the player may set the techniques of the avatar for
each of a plurality of stages or some of the plurality of stages.
This embodiment is described with reference to FIG. 21 and FIG.
22.
[0122] FIG. 21 is a flowchart of an avatar setting process of a
gaming process according to yet another embodiment of the present
invention, and FIG. 22 shows an example of an avatar setting screen
displayed when a avatar setting process shown in FIG. 21 is
executed.
[0123] Referring to FIG. 21, in the avatar setting process, the
controller displays an avatar set screen on the display device
(S2110). Referring to FIG. 22, the avatar set screen includes a
stage set area 2230 as well as an available technique area 2210 and
a technique set area 2220. The stage set area 2230 includes a
plurality of stage items corresponding to a plurality of
stages.
[0124] Next, the controller receives a selection of a stage to be
set from among the plurality of stages by the input device (S2113).
The player may touch a stage item corresponding to the stage to be
set from among the plurality of stage items. Then, the controller
displays a technique set area 2220 corresponding to the selected
stage on the display device (S2116). Next, the controller sets the
avatar technique set for the selected stage (S2120 to S2140) as
described in the steps S1820 to S1840. When setting of the avatar
technique set for the selected stage is completed (S2145: Yes), the
controller determines whether the other stage is selected by the
input device (S2145). When the other stage is selected (S2140:
Yes), the controller displays a technique set area 2220
corresponding to the other stage on the display device (S2116) and
sets the avatar technique set for the other stage (S2120 to S2140).
When the other stage is not selected by the input device (S2145:
No), the controller terminates the avatar set screen and returns to
the main menu. Further, the controller may transmit information on
the avatar technique sets for all of the selected stages to the
game management server (S2150). The game management server may
store information on the avatar technique sets for the player. As a
result, the techniques of the avatar can be set for each of the
plurality of stages.
[0125] Example of Player-to-Player Match-up Process
[0126] FIG. 23 shows a flowchart of a player-to-player match-up
process of a gaming process according to another embodiment of the
present invention, FIG. 24 shows an example of a submenu displayed
when a player-to-player match-up process shown in FIG. 23 is
executed, and FIG. 25 shows an example of a player-to-player
match-up screen.
[0127] Referring to FIG. 17 again, when the player-to-player
match-up item is selected by the input device (S1780), the
controller executes a player-to-player match-up process (S1790).
Referring to FIG. 23, in the player-to-player match-up process, the
controller displays a submenu for selecting an avatar on the
display device (S2310). As shown in FIG. 24, the submenu includes a
plurality of avatar item corresponding to a plurality of avatars.
Each avatar item may include identification information of a player
corresponding to the avatar, and the identification information may
include at least one of an ID and a name of the player
corresponding to the avatar. Each avatar item may display a level
of the player corresponding to the avatar together with the
identification information such that the player can select the
avatar having the similar level to the player. In addition, each
avatar item may further include a mission, a credit value required
to perform the mission, and a profit provided when the mission is
completed. The mission may include acquiring a predetermined number
of combos or winning a fight with the opponent player.
[0128] When the avatar is selected by the input device (S2315), the
controller displays a mission on the display device and reduces the
credits of the player by the credit value required in the mission
(S2320). In this case, the controller may transmit the reduced
credits to the game management server, and the game management
server may update the credits of the player according to the
reduced credits. Further, the controller receives information on
the avatar from the game management server (S2325). The information
on the avatar includes the avatar technique set of the player
corresponding to the avatar. Next, the controller displays a
match-up screen on the display device as shown in FIG. 25 and
starts the player-to-player match-up (S2330). The match-up screen
includes an action button 2510 and a stamina meter 2520. The
match-up screen may further include a plurality of technique
buttons 2530 corresponding to a plurality of techniques. The
match-up screen may further include the number of combos to be
accomplished (2540). Further, the match-up screen displays the
character 2550 corresponding to the player and the avatar 2560 of
the other player.
[0129] Next, the controller receives an action from the player by
using the input device (S2340). The player may input the action by
touching the action button 2510 on the display device. Each time
the action button 2510 is touched, the plurality of techniques are
sequentially performed in the order of the sequence of techniques
set in the technique set area 720. Instead of touching the action
button 2510, the player may directly touch the technique button
2330 corresponding to a desired technique.
[0130] Next, the controller determines whether the attack according
to the technique used by the user succeeds (S2350). When the attack
from the user succeeds (S2350: Yes), the controller determines
whether the successful attack is continuous to a previous
successful attack (S2354). When the successful attack is continuous
(S2354: Yes), the controller increments the number of combos by one
(S2356). The controller displays on the display device a combo
meter representing the number of combos that are succeeded (S2358).
When the continuous attack fails (S2354: No), the controller does
not increment the number of combos.
[0131] Next, the controller determines whether the remaining amount
of the stamina meter 2520 reaches zero (S2360). The stamina of the
stamina meter 2520 may decrease with the lapse of time. When the
stamina of the stamina meter 2520 remains (S2360: No), the
controller receives the action from the player again (S2340). When
the stamina of the stamina meter 2520 reaches zero (S2360: Yes),
the controller determines whether the mission is accomplished
(S2370). That is, the controller may determine whether the number
of combos that are succeeded is equal to or greater than the number
of combos required in the mission (S2370). When the mission is
accomplished, that is, the number of combos that are succeeded is
equal to or greater than the number of combos required in the
mission (S2370: Yes), the controller provides the player with the
profit of the mission (S2375). According to the profit, the
controller updates information of the player (S2380), and ends the
match-up. Further, the controller may transmit the updated
information to the game management server (S2380), and the game
management server may update the information of the player
according to the updated information. When the mission is not
accomplished (S2370: No), the controller ends the match-up without
providing the profit and update the information of the player.
[0132] On the other hand, the controller controls the avatar of the
opponent player according to the avatar setting when the player
uses techniques. That is, the controller determines whether the
remaining amount of the stamina of the player corresponds to any
one of positions where techniques are set in the avatar technique
set (S2390). When the remaining amount of the stamina corresponds
to a certain position of the position (S2390: Yes), the controller
controls the avatar to actuate the technique that is set in the
certain position (S2391). Next, the controller determines whether
the attack according to the technique actuated by the avatar
succeeds (S2392). When the attack from the avatar succeeds (S2392:
Yes), the controller determines whether the successful attack is
continuous to a previous successful attack (S2393). When the
successful attack is continuous (S2393: Yes), the controller
increments the number of combos of the avatar by one (S2394). The
controller displays on the display device a combo meter
representing the number of combos that are succeeded (S2395). When
the continuous attack fails (S2393: No), the controller does not
increment the number of combos.
[0133] When the remaining amount of the stamina does not correspond
to any of the position (S2390: No), the avatar actuates no
technique. Further, when the match-up ends, that is, the remaining
amount of the stamina reaches zero (S2396: Yes), the game
management server provides the avatar with the experience according
to the result of the match-up (S2397). That is, the controller
transmits a result of the match-up to the game management server,
and the game management server provides the avatar with the
experience. For example, when the avatar defeats the player,
succeeds to prevent the player from accomplishing the mission in
the match-up, or acquire a predetermined number of combos, the
avatar may acquire a high experience. When the avatar loses or
fails to prevent the player from accomplishing the mission in the
match-up, the avatar may acquire a low experience. Next, the game
management server updates information on the avatar (S2398). That
is, the game management server increases the experience of the
avatar, and may increment a level of the avatar by one when the
experience of the avatar increases to a predetermined value. As
such, a player can set his or her own avatar to allow the avatar to
fight other players. As a result, the avatar can acquire the
experience such that the level of the avatar can increase.
[0134] Another Example of Avatar Setting Process
[0135] FIG. 26 is a flowchart of an avatar setting process of a
gaming process according to yet another embodiment of the present
invention, and FIG. 27 shows an example of an avatar setting screen
displayed when a avatar setting process shown in FIG. 26 is
executed.
[0136] Referring to FIG. 26, in an avatar setting process according
to another embodiment, the controller displays an avatar set screen
on the display device (S2610). Referring to FIG. 27, the avatar set
screen includes an available technique area 2710 and a technique
set area 2720. The available technique area 2710 includes a
plurality of technique icons corresponding to a plurality of
techniques that can be used by the player.
[0137] Next, the controller receives a technique icon selected by
the player by the input device (S2620). As shown in FIG. 27, the
user may touch and drag the technique icon from the available
technique area 2710, and drop the dragged technique icon on the
technique set area 2720.
[0138] Next, the controller determines whether setting techniques
of an avatar is completed (S2630). When setting the techniques of
the avatar is not completed (S2630: No), the controller receives
other technique icon by the input device (S2620). When setting of
the avatar technique set is completed (S2630: Yes), the controller
stores the avatar technique set that has been set (S2640). Setting
of the avatar technique set may be completed by touch of a return
button on the avatar set screen. Further, the controller may
transmit information on the avatar technique set to the game
management server (S2650). The game management server may store
information on the avatar technique set for the player. In this
case, the avatar technique set includes a plurality of techniques,
and the plurality of techniques may be randomly selected when the
match-up is performed.
[0139] On the other hand, the player may set the techniques of the
avatar for each of a plurality of stages or some of the plurality
of stages as described with reference to FIG. 20 and FIG. 21.
[0140] Another Example of Player-to-Player Match-up Process
[0141] FIG. 28 shows an example of a player-to-player match-up
screen according to yet another embodiment of the present
invention, and FIG. 29 shows a flowchart of a player-to-player
match-up process of a gaming process according to yet another
embodiment of the present invention.
[0142] As shown in FIG. 28, a match-up screen for a
player-to-player match-up may include an action button 2810, a
stamina meter 2820 of a player, and a stamina meter 2830 of an
avatar corresponding to an opponent player. In this case, the
stamina of the stamina meter 2820 may be reduced according to
damage by an attack of the opponent character, and the stamina of
the stamina meter 2830 may be reduced according to damage by an
attack of the player. The match-up screen may further include a
plurality of technique buttons 2840 corresponding to a plurality of
techniques. The match-up screen may further include the number of
combos to be accomplished (2850). Further, the match-up screen
displays the character 2860 corresponding to the player and the
avatar 2870 of the other player.
[0143] Referring to FIG. 29, as described in steps S2310, S2315,
S2320, S2325, and S2330, the controller displays a match-up screen
on the display device and starts the player-to-player match-up with
a selected avatar (S2910, S2915, S2920, S2925, and S2930).
[0144] Next, the controller receives an action from the player by
using the input device (S2940), and determines whether the attack
according to the technique used by the user succeeds (S2950). When
the attack from the user succeeds (S2950: Yes), the controller
reduces the stamina of the stamina bar of the avatar by damage
corresponding to the successful attack (S2952). Next, the
controller determines whether the successful attack is continuous
to a previous successful attack (S2954). When the successful attack
is continuous (S2954: Yes), the controller increments the number of
combos by one (S2956). The controller displays on the display
device a combo meter representing the number of combos that are
succeeded (S2958). When the continuous attack fails (S2954: No),
the controller does not increment the number of combos.
[0145] Next, the controller determines whether the remaining amount
of the stamina meter of the player 2820 or the stamina meter of the
avatar 2830 reaches zero (S2960). When the stamina of the stamina
meter 2820 or 2830 remains (S2960: No), the controller receives the
action from the player again (S2940). When the stamina of the
stamina meter 2820 or 2830 reaches zero (S2960: Yes), the
controller determines whether the mission is accomplished (S2970).
When the mission is accomplished (S2970: Yes), the controller
provides the player with the profit of the mission (S2975).
According to the profit, the controller updates information of the
player (S2980), and ends the match-up. Further, the controller may
transmit the updated information to the game management server
(S2980), and the game management server may update the information
of the player according to the updated information. When the
mission is not accomplished (S2970: No), the controller ends the
match-up without providing the profit and update the information of
the player.
[0146] On the other hand, the controller or the game management
server controls the avatar of the opponent player according to the
avatar technique set when the player uses techniques. In this case,
the controller or the game management server performs a technique
select process (S2990). That is, the controller or the game
management server randomly selects any one technique from among the
plurality of techniques included in the avatar technique set. The
controller or the game management server may randomly select any
one technique based on the remaining amount of the stamina meter
2620 of the player. Next, the controller controls the avatar to
actuate the selected technique (S2991). The controller determines
whether the attack according to the technique actuated by the
avatar succeeds (S2992). When the attack from the avatar succeeds
(S2992: Yes), the controller determines whether the successful
attack is continuous to a previous successful attack (S2993). When
the successful attack is continuous (S2993: Yes), the controller
increments the number of combos of the avatar by one (S2994). The
controller displays on the display device a combo meter
representing the number of combos that are succeeded (S2995). When
the continuous attack fails (S2993: No), the controller does not
increment the number of combos.
[0147] Further, when the match-up ends, that is, the remaining
amount of the stamina meter 2820 or 2830 reaches zero (S2996: Yes),
the controller or the game management server provides the avatar
with the experience according to the result of the match-up
(S2997). Next, the game management server updates information on
the avatar (S2998).
[0148] Technique Select Process
[0149] FIG. 30 is a flowchart of a technique select process
according to an embodiment of the present invention, and FIG. 31
shows an example of a technique selection table.
[0150] Referring to FIG. 30, when the game management server
receives information on an avatar technique set for a certain
player (S26650 of FIG. 26), the game management server assigns a
plurality of selection probabilities to a plurality of techniques
included in the avatar technique set (S3010). As shown in FIG. 31,
the game management server may assign higher selection probability
to a technique having lower power (Case 1), or may assign higher
selection probability to a technique having higher power (Case 2).
It is assumed in FIG. 31 that the plurality of techniques include
technique 1, technique 2, technique 3, technique 4, and technique 5
in descending order of power. The selection probability may be
mapped to a range of random numbers. The game management server
stores mappings between the selection probabilities and the
techniques to a memory as a technique selection table (S3020). The
technique selection table may be included in the information on the
avatar when the information on the avatar is provided in the game
terminal (S2925 of FIG. 29).
[0151] When the technique select process is performed (S2990 of
FIG. 29), the controller or the game management server determines
whether to select or not a technique of the avatar from among the
plurality of techniques included in the avatar technique set at a
current time (S3030). The controller or the game management server
may select the technique of the avatar each time a predetermined
time is lapsed. When determining to select the technique of the
avatar (S3030: Yes), the controller or the game management server
determines whether the remaining amount of the stamina meter 2820
is greater than a predetermined amount (S3040). When the remaining
amount of the stamina meter 2820 is not greater than the
predetermined amount (S3040: No), the controller or the game
management server randomly selects any one technique from among the
plurality of techniques based on the case 1 of the technique
selection table (S3050). When the remaining amount of the stamina
meter 2820 is greater than the predetermined amount (S3040: Yes),
the controller or the game management server randomly selects any
one technique from among the plurality of techniques based on the
case 2 of the technique selection table (S3060). On the other hand,
when determining to not select the technique of the avatar (S3030:
No), the controller or the game management server determines waits
until the predetermined time is lapsed.
[0152] As such, even though the player does not control his or her
own avatar, the avatar can actuate a selected technique to fight an
opponent character each time the technique is selected.
Accordingly, the player can allow the avatar to fight the opponent
character by selecting a plurality of techniques from among a
plurality of available techniques. Further, because a technique
having a relatively high power is selected with a high probability
when the stamina of the opponent character is consumed enough, it
can be easy to turn a match-up around.
[0153] Effective Technique
[0154] Next, an effective technique determination process for
determining whether an actuated technique is effect or not is
described with reference to FIG. 32, FIG. 33, FIG. 34A, FIG. 34B,
and FIG. 34C.
[0155] FIG. 32 shows an attribute of a technique used in a game
control method according to an embodiment of the present invention,
FIG. 33 is a flowchart an effective technique determination process
according to an embodiment of the present invention, and FIG. 34A,
FIG. 34B and FIG. 34C show examples of techniques.
[0156] The controller determines whether the technique actuated by
a player or an avatar succeeds or not in step S1150, S2350, S2392,
S2950, or S2992 of FIG. 10, FIG. 22, or FIG. 29. In this case, as
shown in FIG. 32, a technique has a hit distance, a reaction width,
an action initiate time, and a power according to its type.
Further, when a character actuates the technique, the technique is
initiated after the action initiate time is lapsed from a time when
the technique is actuated. If the technique of the character is
initiated when a distance between the character and an opponent
character is within the hit distance, the technique succeeds.
Further, when the character actuates the technique, the technique
is initiated after the action initiate time is lapsed from a time
when the technique is actuated. When the actuated technique
succeeds, the opponent character reacts by the reaction width and
is damaged by the power of actuated technique.
[0157] Referring to FIG. 33, when a technique of a character is
actuated by an input device (S3310), a controller determines
whether an action initiate time of the technique is lapsed (S3320).
When the action initiate time of the technique is lapsed (S3320:
Yes), the controller determines whether a distance between the
character and an opponent character is within a hit distance of the
technique (S3330). When the distance between the character and the
opponent character is within the hit distance of the technique
(S3330: Yes), the controller determines that the technique succeeds
(S3340). Further, the controller displays an image that the
opponent character steps back by a reaction width of the technique
(S3350). The controller reduces stamina of the opponent character
by a damage corresponding to a power of the technique (S3360). If
the stamina is reduced with the lapse of time, the step S3360 may
be omitted.
[0158] Referring to FIG. 34A, FIG. 34B, and FIG. 34C, a technique
icon corresponding to each technique may include an image for
indicating a type of the technique and an indicator (time) for
indicating an action initiate time of the technique.
[0159] When the type of the technique is an attack technique, the
technique icon may further include an indicator (power) for
indicating a power of the technique as shown in FIG. 34A. Further,
the technique icon may be an icon for indicating any one of a first
for a first attack or an elbow attack, a body for a body attack, a
shoulder attack, or a grappling attack, a leg for a leg attack,
and/or a head for a head attack. FIG. 34B shows that the type of
the technique is a guard technique for blocking the attack from the
opponent character, and FIG. 34C shows that the type of the
technique is a backstep technique for avoiding the attack from the
opponent character. In this case, the power of the technique may be
increased according to a level of the player.
[0160] In some embodiments, a game application may provide a social
network service for allowing a player to join a team.
[0161] Embodiments of the present invention can also be embodied as
a computer readable program on a computer-readable recording
medium. The computer readable recording medium is any data storage
device that can store data that can be read thereafter by a
computer. Examples of the computer readable recording medium
include ROMs, RAMs, CD-ROMs, magnetic tapes, floppy disks, and
optical data storage devices. The computer readable recording
medium can also be distributed over a network coupled computer
system so that the computer readable code is stored and executed in
a distributed fashion.
[0162] While this invention has been described in connection with
what is presently considered to be practical embodiments, it is to
be understood that the invention is not limited to the disclosed
embodiments, but, on the contrary, is intended to cover various
modifications and equivalent arrangements included within the
spirit and scope of the appended claims.
* * * * *