U.S. patent application number 17/529971 was filed with the patent office on 2022-05-26 for method for providing game of conquering building by using global positioning system based on real map and server using the same.
The applicant listed for this patent is Astorm Inc.. Invention is credited to Ho Jun Lee.
Application Number | 20220161129 17/529971 |
Document ID | / |
Family ID | 1000006037716 |
Filed Date | 2022-05-26 |
United States Patent
Application |
20220161129 |
Kind Code |
A1 |
Lee; Ho Jun |
May 26, 2022 |
METHOD FOR PROVIDING GAME OF CONQUERING BUILDING BY USING GLOBAL
POSITIONING SYSTEM BASED ON REAL MAP AND SERVER USING THE SAME
Abstract
A method for providing a game for conquering virtual buildings
on virtual maps corresponding to actual buildings on actual maps
includes steps of: a game server (a) determining location
information of a first player from a GPS signal, displaying the
virtual maps with the virtual buildings and displaying building
metadata and combat power data corresponding to a specific virtual
building, (b) requesting the first player who requested a siege
battle to pay siege battle fees or select siege battle requesting
contents, and (c) displaying total combat powers of participating
characters selected by the first player and a second player
corresponding to a current owner of the specific virtual building,
wherein profit distribution algorithms provide at least part of a
portion of game profits generated from the siege battle fees and
the siege battle requesting contents belonging to the specific
virtual building or a specific virtual region to the current
owner.
Inventors: |
Lee; Ho Jun; (Yongin-si,
KR) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Astorm Inc. |
Seoul |
|
KR |
|
|
Family ID: |
1000006037716 |
Appl. No.: |
17/529971 |
Filed: |
November 18, 2021 |
Current U.S.
Class: |
1/1 |
Current CPC
Class: |
A63F 13/67 20140902;
A63F 2300/8082 20130101; A63F 2300/205 20130101; A63F 13/822
20140902; A63F 13/216 20140902; A63F 13/58 20140902; A63F 13/79
20140902; A63F 13/44 20140902; A63F 13/65 20140902 |
International
Class: |
A63F 13/216 20060101
A63F013/216; A63F 13/65 20060101 A63F013/65; A63F 13/67 20060101
A63F013/67; A63F 13/58 20060101 A63F013/58; A63F 13/44 20060101
A63F013/44; A63F 13/79 20060101 A63F013/79; A63F 13/822 20060101
A63F013/822 |
Foreign Application Data
Date |
Code |
Application Number |
Nov 24, 2020 |
KR |
10-2020-0159364 |
Claims
1. A method for providing a game of conquer of buildings by using a
global positioning system (GPS) based on a real map, wherein the
game of conquer is a game in which a plurality of game players,
including at least one first player and at least one second player,
compete for conquering one or more virtual buildings located in one
or more virtual regions on one or more virtual maps corresponding
to one or more actual buildings located in one or more actual
regions on one or more actual maps, wherein a first state of the
game of conquer represents a state in which the game players who
have logged into the game of conquer are in an action of searching
for a specific virtual building to visit and wherein a second state
of the game of conquer represents a state in which a siege battle
is in progress against the specific virtual building, comprising
steps of: (a) a game server, during the first state, performing or
supporting another device to perform processes of (i) determining
location information of the first player in a virtual space by
referring to a search request signal or a GPS signal corresponding
to a first terminal of the first player, (ii) displaying one or
more virtual buildings, available for conquering through the siege
battle by the first player, on the virtual maps corresponding to
the virtual space by referring to the location information of the
first player, and (iii) in response to the specific virtual
building on the virtual maps being selected, displaying at least
part of combat power data of a defense unit deployed by a current
owner of the specific virtual building and building metadata
including at least part of building level data, building
characteristics data, game cash acquisition rate data, item
production rate data, and character buff-rate data corresponding to
the specific virtual building; (b) during the first state, in
response to the first player moving to a specific actual region
where a specific actual building corresponding to the specific
virtual building is located and transmitting a siege battle request
signal for initiating the siege battle against the specific virtual
building, the game server performing or supporting another device
to perform a process of requesting at least part of payment action
or selection action from the first player, wherein the payment
action of the first player is performed by allowing siege battle
fees for entering the second state to be paid and wherein the
selection action of the first player is performed by allowing one
or more siege battle requesting contents to be selected; and (c) in
response to the first player entering the second state, the game
server performing or supporting another device to perform processes
of (i) displaying at least one character among a (1_1)-st character
to a (1_n)-th character owned by the first player and at least one
character among a (2_1)-st character to a (2_m)-th character owned
by the second player corresponding to the current owner of the
specific virtual building, (ii) displaying a first total combat
power computed by referring to at least part of level combat power,
machine combat power, skill combat power of each of a (1_1)-st
participating character to a (1_i)-th participating character
selected by the first player to participate in the siege battle,
wherein "i" is an integer selected from integers of 1 to n, and
(iii) displaying a second total combat power computed by referring
to building defense power corresponding to a specific building
level of the specific virtual building owned by the second player
and by referring to at least part of level combat power, machine
combat power, skill combat power of each of a (2_1)-st
participating character to a (2_j)-th participating character
selected by the second player to participate in the siege battle,
wherein "j" is an integer selected from integers of 1 to m, to
thereby support the siege battle between the first player and the
second player to proceed.
2. The method of claim 1, wherein, after the step of (c), in
response to detecting that an outcome on a victory or a defeat of
the first player and the second player has been determined
according to the first total combat power and the second total
combat power, (i) in case the first player is determined as a
winner of the siege battle, the game server performs or supports
another device to perform processes of: (i-1) determining whether
to perform a first adjustment on the specific building level of the
specific virtual building; (i-2) transferring ownership data of the
specific virtual building from the second player to the first
player; (i-3) providing at least part of building reinforcement
items and level upgrades for at least one of the (1_1)-st character
to the (1_n)-th character owned by the first player, as siege
success rewards to the first player; and (i-4) applying level
downgrades to at least one of the (2_1)-st character to the
(2_m)-th character owned by the second player, as defense failure
penalties to the second player, and (ii) in case the second player
is determined as the winner of the siege battle, the game server
performs or supports another device to perform processes of: (ii-1)
determining whether to perform a second adjustment on the specific
building level of the specific virtual building; (ii-2) maintaining
the ownership data of the specific virtual building as the second
player; (ii-3) applying the level downgrades to at least one of the
(1_1)-st character to the (1_n)-th character owned by the first
player, as siege failure penalties to the first player; and (ii-4)
providing at least part of the building reinforcement items and the
level upgrades for at least one of the (2_1)-st character to the
(2_m)-th character owned by the second player, as defense success
rewards to the second player.
3. The method of claim 1, wherein, by referring to the building
metadata, the game server performs or supports another device to
perform processes of: (i) increasing combat power of at least one
character owned by the current owner of the specific virtual
building at a certain rate according to the character buff-rate
data corresponding to the specific virtual building; (ii) providing
a certain amount of building reinforcement items every certain time
interval according to the item production rate data corresponding
to the specific virtual building, wherein the building
reinforcement items are allowed to be used by the current owner of
the specific virtual building to improve the specific building
level of the specific virtual building; and (iii) providing a
certain portion of game profits generated from the siege battle
fees or from the siege battle requesting contents to the current
owner of the specific virtual building as game cash according to
the game cash acquisition rate data corresponding to the specific
virtual building.
4. The method of claim 3, wherein the game server performs or
supports another device to perform processes of increasing the game
cash acquisition rate data by referring to a duration for which the
current owner has been occupying the specific virtual building, to
thereby acquire an increased game cash acquisition rate data, and
providing the certain portion of the game profits generated form
the siege battle fees or from the siege battle requesting contents
as the game cash according to the increased game cash acquisition
rate data.
5. The method of claim 3, wherein the game server performs or
supports another device to perform a process of selecting one
profit distribution algorithm from a first profit distribution
algorithm and a second profit distribution algorithm to thereby
perform profit distribution to the current owner of the specific
virtual building, wherein the first profit distribution algorithm
provides a first portion of building profits, which is at least
part of the game profits generated from the siege battle fees or
from the siege battle requesting contents belonging to the specific
virtual building, to the current owner of the specific virtual
building as the game cash, according to a first game cash
acquisition rate data corresponding to the current owner of the
specific virtual building, and wherein the second profit algorithm
provides a second portion of regional profits, which is at least
part of the game profits generated from the siege battle fees or
from the siege battle requesting contents belonging to a specific
virtual region having a plurality of the virtual buildings
including the specific virtual building, to the current owner of
the specific virtual building, as the game cash according to a
second game cash acquisition rate data corresponding to the current
owner of the specific virtual building.
6. The method of claim 1, wherein the game server performs or
supports another device to perform a process of forming the siege
battle requesting contents by referring to at least part of data
from: (i) specific building data including at least part of
information on a location of the specific actual building, store
brands in the specific actual building, owners of the specific
actual building, surrounding commercial districts, and users who
visit the specific actual building corresponding to the specific
virtual building; (ii) specific regional data including at least
part of information on a location of the specific actual region,
region visitors who visit the specific actual region, tourist sites
near the specific actual region, surrounding commercial districts
of the specific actual region in which the specific actual building
is located; and (iii) specific correlation data representing
correlation between the specific building data and the specific
regional data.
7. The method of claim 1, wherein, before the step of (a), the game
server performs or supports another device to perform processes of:
(i) classifying the virtual buildings into landmarks and general
buildings by referring to building metadata of the virtual
buildings located in the virtual regions on the virtual maps
corresponding to the actual buildings located in the actual regions
on the actual maps, wherein the building metadata includes at least
part of the building level data, the building characteristics data,
the game cash acquisition rate data, the item production rate data,
and the character buff-rate data corresponding to the virtual
buildings; and (ii) assigning higher numerical values to at least
part of first character buff-rate data, first item production rate
data and first game cash acquisition rate data of the landmarks as
compared to at least part of second character buff-rate data,
second item production rate data and second game cash acquisition
rate data of the general buildings.
8. The method of claim 1, wherein the game server performs or
supports another device to perform processes of: (i) providing a
user interface that allows the current owner occupying the specific
virtual building to display message contents on a signboard placed
on the specific virtual building; and (ii) in response to a
specific message content being entered through the user interface,
supporting a display of the specific message content on the
signboard placed on the specific virtual building through a screen
of a terminal of another user approaching the specific virtual
building at the first state.
9. The method of claim 1, wherein, on condition that the building
characteristics data and character properties data have been
classified into a first type to a z type and on condition that
incompatible type pairs and superiorities between the first type to
the z type have been set, the game server performs or supports
another device to perform processes of: (i) comparing (1_1)-st
character properties data to (1_i)-th character properties data
with at least part of specific building characteristics data and
(2_1)-st character properties data to (2_j)-th character properties
data, wherein the (1_1)-st character properties data to the
(1_i)-th character properties data correspond to the (1_1)-st
participating character to the (1-i)-th participating character of
the first player, wherein the specific building characteristics
data correspond to the specific virtual building and wherein the
(2_1)-st character properties data to the (2_j)-th character
properties data correspond to the (2_1)-st participating character
to the (2-j)-th participating character of the second player; and
thus (ii) allowing attack power advantages to at least part of the
(1_1)-st participating character to the (1-i)-th participating
character in case at least part of the (1_1)-st character
properties data to the (1-i)-th character properties data are
determined as having superiorities to at least part of the specific
building characteristics data and the (2_1)-st character properties
data to the (2_j)-th character properties data; and (iii) allowing
defense power advantages to at least part of the specific building
and the (2_1)-st participating character to the (2_j)-th
participating character in case at least part of the specific
building characteristics data and the (2_1)-st character properties
data to the (2_j)-th character properties data are determined as
having superiorities to at least part of the (1_1)-st character
properties data to the (1-i)-th character properties data.
10. The method of claim 1, wherein, in response to detecting that
(i) the current owner occupying the specific virtual building has
collected game cash for performing building reinforcements, (ii)
the current owner has collected one or more building reinforcement
items for performing the building reinforcements, and (iii)
building reinforcement waiting time corresponding to a specific
building level of the specific virtual building has been passed,
the game server performs or supports another device to perform
processes of allowing the current owner to perform the building
reinforcements on the specific virtual building and thus allowing
the building defense power to be increased through the building
reinforcements.
11. The method of claim 10, wherein the game server performs or
supports another device to perform a process of allowing the
current owner to shorten the building reinforcement waiting time by
using one or more waiting time shortening contents, wherein the
waiting time shortening contents are selected by referring to at
least part of specific building data of the specific actual
building corresponding to the specific virtual building, specific
regional data of the specific actual region in which the specific
actual building is located, and specific correlation data
representing correlation between the specific building data and the
specific regional data.
12. The method of claim 1, wherein, at the step of (a), if the
location information of the first player is determined as not
included in location information history of the first player, the
game server performs or supports another device to perform
processes of displaying one or more new region visiting contents
corresponding to the location information of the first player on
the first terminal of the first player, and providing one or more
predetermined rewards corresponding to the new region visiting
contents to the first player in a form of game cash.
13. The method of claim 1, wherein, at the step of (c), the game
server performs or supports another device to perform processes of
allowing the second player to select the (2_1)-st participating
character to the (2_j)-th participating character from the (2_1)-st
character to the (2_m)-th character as a regular defense unit that
is allowed to participate in the siege battle regardless of whether
the second player is logged in or not, and allowing the second
player to increase a size of the regular defense unit by paying
predetermined amounts of building reinforcement items having
predetermined types.
14. A game server for providing a game of conquer of buildings by
using a global positioning system (GPS) based on a real map,
wherein the game of conquer is a game in which a plurality of game
players, including at least one first player and at least one
second player, compete for conquering one or more virtual buildings
located in one or more virtual regions on one or more virtual maps
corresponding to one or more actual buildings located in one or
more actual regions on one or more actual maps, wherein a first
state of the game of conquer represents a state in which the game
players who have logged into the game of conquer are in an action
of searching for a specific virtual building to visit and wherein a
second state of the game of conquer represents a state in which a
siege battle is in progress against the specific virtual building,
comprising: at least one memory that stores instructions; and at
least one processor configured to execute the instructions to
perform or support another device to perform: (I) during the first
state, processes of (i) determining location information of the
first player in a virtual space by referring to a search request
signal or a GPS signal corresponding to a first terminal of the
first player, (ii) displaying one or more virtual buildings,
available for conquering through the siege battle by the first
player, on the virtual maps corresponding to the virtual space by
referring to the location information of the first player, and
(iii) in response to the specific virtual building on the virtual
maps being selected, displaying at least part of combat power data
of a defense unit deployed by a current owner of the specific
virtual building and building metadata including at least part of
building level data, building characteristics data, game cash
acquisition rate data, item production rate data, and character
buff-rate data corresponding to the specific virtual building; (II)
during the first state, in response to the first player moving to a
specific actual region where a specific actual building
corresponding to the specific virtual building is located and
transmitting a siege battle request signal for initiating the siege
battle against the specific virtual building, a process of
requesting at least part of payment action or selection action from
the first player, wherein the payment action of the first player is
performed by allowing siege battle fees for entering the second
state to be paid and wherein the selection action of the first
player is performed by allowing one or more siege battle requesting
contents to be selected; and (III) in response to the first player
entering the second state, processes of (i) displaying at least one
character among a (1_1)-st character to a (1_n)-th character owned
by the first player and at least one character among a (2_1)-st
character to a (2_m)-th character owned by the second player
corresponding to the current owner of the specific virtual
building, (ii) displaying a first total combat power computed by
referring to at least part of level combat power, machine combat
power, skill combat power of each of a (1_1)-st participating
character to a (1_i)-th participating character selected by the
first player to participate in the siege battle, wherein "i" is an
integer selected from integers of 1 to n, and (iii) displaying a
second total combat power computed by referring to building defense
power corresponding to a specific building level of the specific
virtual building owned by the second player and by referring to at
least part of level combat power, machine combat power, skill
combat power of each of a (2_1)-st participating character to a
(2_j)-th participating character selected by the second player to
participate in the siege battle, wherein "j" is an integer selected
from integers of 1 to m, to thereby support the siege battle
between the first player and the second player to proceed.
15. The game server of claim 14, wherein, after the process of
(III), in response to detecting that an outcome on a victory or a
defeat of the first player and the second player has been
determined according to the first total combat power and the second
total combat power, (i) in case the first player is determined as a
winner of the siege battle, the processor performs or supports
another device to perform processes of (i-1) determining whether to
perform a first adjustment on the specific building level of the
specific virtual building, (i-2) transferring ownership data of the
specific virtual building from the second player to the first
player, (i-3) providing at least part of building reinforcement
items and level upgrades for at least one of the (1_1)-st character
to the (1_n)-th character owned by the first player, as siege
success rewards to the first player, and (i-4) applying level
downgrades to at least one of the (2_1)-st character to the
(2_m)-th character owned by the second player, as defense failure
penalties to the second player; and (ii) in case the second player
is determined as the winner of the siege battle, the processor
performs or supports another device to perform processes of (ii-1)
determining whether to perform a second adjustment on the specific
building level of the specific virtual building, (ii-2) maintaining
the ownership data of the specific virtual building as the second
player, (ii-3) applying the level downgrades to at least one of the
(1_1)-st character to the (1_n)-th character owned by the first
player, as siege failure penalties to the first player, and (ii-4)
providing at least part of the building reinforcement items and the
level upgrades for at least one of the (2_1)-st character to the
(2_m)-th character owned by the second player, as defense success
rewards to the second player.
16. The game server of claim 14, wherein, by referring to the
building metadata, the processor performs or supports another
device to perform processes of: (i) increasing combat power of at
least one character owned by the current owner of the specific
virtual building at a certain rate according to the character
buff-rate data corresponding to the specific virtual building; (ii)
providing a certain amount of building reinforcement items every
certain time interval according to the item production rate data
corresponding to the specific virtual building, wherein the
building reinforcement items are allowed to be used by the current
owner of the specific virtual building to improve the specific
building level of the specific virtual building; and (iii)
providing a certain portion of game profits generated from the
siege battle fees or from the siege battle requesting contents to
the current owner of the specific virtual building as game cash
according to the game cash acquisition rate data corresponding to
the specific virtual building.
17. The game server of claim 16, wherein the processor performs or
supports another device to perform processes of increasing the game
cash acquisition rate data by referring to a duration for which the
current owner has been occupying the specific virtual building, to
thereby acquire an increased game cash acquisition rate data, and
providing the certain portion of the game profits generated form
the siege battle fees or from the siege battle requesting contents
as the game cash according to the increased game cash acquisition
rate data.
18. The game server of claim 16, wherein the processor performs or
supports another device to perform a process of selecting one
profit distribution algorithm from a first profit distribution
algorithm and a second profit distribution algorithm to thereby
perform profit distribution to the current owner of the specific
virtual building, wherein the first profit distribution algorithm
provides a first portion of building profits, which is at least
part of the game profits generated from the siege battle fees or
from the siege battle requesting contents belonging to the specific
virtual building, to the current owner of the specific virtual
building as the game cash, according to a first game cash
acquisition rate data corresponding to the current owner of the
specific virtual building, and wherein the second profit algorithm
provides a second portion of regional profits, which is at least
part of the game profits generated from the siege battle fees or
from the siege battle requesting contents belonging to a specific
virtual region having a plurality of the virtual buildings
including the specific virtual building, to the current owner of
the specific virtual building, as the game cash according to a
second game cash acquisition rate data corresponding to the current
owner of the specific virtual building.
19. The game server of claim 14, wherein the processor performs or
supports another device to perform a process of forming the siege
battle requesting contents by referring to at least part of data
from (i) specific building data including at least part of
information on a location of the specific actual building, store
brands in the specific actual building, owners of the specific
actual building, surrounding commercial districts, and users who
visit the specific actual building corresponding to the specific
virtual building, (ii) specific regional data including at least
part of information on a location of the specific actual region,
region visitors who visit the specific actual region, tourist sites
near the specific actual region, surrounding commercial districts
of the specific actual region in which the specific actual building
is located, and (iii) specific correlation data representing
correlation between the specific building data and the specific
regional data.
20. The game server of claim 14, wherein, before the process of
(I), the processor performs or supports another device to perform
processes of: (i) classifying the virtual buildings into landmarks
and general buildings by referring to building metadata of the
virtual buildings located in the virtual regions on the virtual
maps corresponding to the actual buildings located in the actual
regions on the actual maps, wherein the building metadata includes
at least part of the building level data, the building
characteristics data, the game cash acquisition rate data, the item
production rate data, and the character buff-rate data
corresponding to the virtual buildings; and (ii) assigning higher
numerical values to at least part of first character buff-rate
data, first item production rate data and first game cash
acquisition rate data of the landmarks as compared to at least part
of second character buff-rate data, second item production rate
data and second game cash acquisition rate data of the general
buildings.
21. The game server of claim 14, wherein the processor performs or
supports another device to perform processes of: (i) providing a
user interface that allows the current owner occupying the specific
virtual building to display message contents on a signboard placed
on the specific virtual building; and (ii) in response to a
specific message content being entered through the user interface,
supporting a display of the specific message content on the
signboard placed on the specific virtual building through a screen
of a terminal of another user approaching the specific virtual
building at the first state.
22. The game server of claim 14, wherein, on condition that the
building characteristics data and character properties data have
been classified into a first type to a z type and on condition that
incompatible type pairs and superiorities between the first type to
the z type have been set, the processor performs or supports
another device to perform processes of: (i) comparing (1_1)-st
character properties data to (1_i)-th character properties data
with at least part of specific building characteristics data and
(2_1)-st character properties data to (2_j)-th character properties
data, wherein the (1_1)-st character properties data to the
(1_i)-th character properties data correspond to the (1_1)-st
participating character to the (1-i)-th participating character of
the first player, wherein the specific building characteristics
data correspond to the specific virtual building and wherein the
(2_1)-st character properties data to the (2_j)-th character
properties data correspond to the (2_1)-st participating character
to the (2-j)-th participating character of the second player; and
thus (ii) allowing attack power advantages to at least part of the
(1_1)-st participating character to the (1-i)-th participating
character in case at least part of the (1_1)-st character
properties data to the (1-i)-th character properties data are
determined as having superiorities to at least part of the specific
building characteristics data and the (2_1)-st character properties
data to the (2_j)-th character properties data; and (iii) allowing
defense power advantages to at least part of the specific building
and the (2_1)-st participating character to the (2_j)-th
participating character in case at least part of the specific
building characteristics data and the (2_1)-st character properties
data to the (2_j)-th character properties data are determined as
having superiorities to at least part of the (1_1)-st character
properties data to the (1-i)-th character properties data.
23. The game server of claim 14, wherein, in response to detecting
that (i) the current owner occupying the specific virtual building
has collected game cash for performing building reinforcements,
(ii) the current owner has collected one or more building
reinforcement items for performing the building reinforcements, and
(iii) building reinforcement waiting time corresponding to a
specific building level of the specific virtual building has been
passed, the processor performs or supports another device to
perform processes of allowing the current owner to perform the
building reinforcements on the specific virtual building and thus
allowing the building defense power to be increased through the
building reinforcements.
24. The game server of claim 23, wherein the processor performs or
supports another device to perform a process of allowing the
current owner to shorten the building reinforcement waiting time by
using one or more waiting time shortening contents, wherein the
waiting time shortening contents are selected by referring to at
least part of specific building data of the specific actual
building corresponding to the specific virtual building, specific
regional data of the specific actual region in which the specific
actual building is located, and specific correlation data
representing correlation between the specific building data and the
specific regional data.
25. The game server of claim 14, wherein, at the process of (I), if
the location information of the first player is determined as not
included in location information history of the first player, the
processor performs or supports another device to perform processes
of displaying one or more new region visiting contents
corresponding to the location information of the first player on
the first terminal of the first player, and providing one or more
predetermined rewards corresponding to the new region visiting
contents to the first player in a form of game cash.
26. The game server of claim 14, wherein, at the process of (III),
the processor performs or supports another device to perform
processes of allowing the second player to select the (2_1)-st
participating character to the (2_j)-th participating character
from the (2_1)-st character to the (2_m)-th character as a regular
defense unit that is allowed to participate in the siege battle
regardless of whether the second player is logged in or not, and
allowing the second player to increase a size of the regular
defense unit by paying predetermined amounts of building
reinforcement items having predetermined types.
Description
CROSS-REFERENCE TO RELATED APPLICATION(S)
[0001] This application claims priority to Korean Patent
Application Serial No. KR 10-2020-0159364, filed Nov. 24, 2020, the
entire disclosure of which is hereby incorporated by reference.
TECHNICAL FIELD
[0002] The present disclosure relates to a method for providing a
game of conquering buildings by using a GPS (global positioning
system) based on real maps and a server using the same.
BACKGROUND
[0003] As advancements of mobile technologies are gradually
reducing spatial and temporal constraints in game constructions and
giving rise to increased interactions among game players, various
attempts are being made to fuse real-world elements into game
worlds.
[0004] One dashing example of such attempts is the "Pokemon Go"
game, first released in 2016, which has adopted Pokemon characters
familiar to everyone in an augmented reality game. Despite
relatively simple game rules and game manipulation, not only has it
revived a boom in the consumption of Pokemon characters by
successfully securing a wide consumer base, but has also shown new
potentials for augmented reality games.
[0005] Yet, in terms of adding the real-world elements to the game
worlds, a number of practical constraints still exist.
[0006] To give an example, when providing real-world spaces for
playing the augmented reality games, these games should have
appropriate game rules and systems to solve problems related to
safety and invasions of the real-world spaces corresponding to
places on the game-world spaces. Due to failures to install such
secure measures, inflictions of damages to third parties not
involved in the games are often reported.
[0007] Also, in order to solve the above-mentioned problems, an
adequate framework that provides practical compensations to local
communities for offering places to play the augmented reality games
while not taking away the fun of playing the games should be
devised. In reality, however, the realization of co-existence
between game communities and the local communities is falling
behind in comparison to the pace of the game developments.
[0008] Therefore, an enhanced method for solving the aforementioned
problems is required.
SUMMARY
[0009] It is an object of the present disclosure to solve all the
aforementioned problems.
[0010] It is another object of the present disclosure to provide a
building conquering game, using a GPS (Global Positioning System)
based on real maps, i.e., actual maps, which motivates game players
to visit various places as well as provides a variety of game
manipulation elements and strategic components such as character
reinforcements and building reinforcements to the game players.
[0011] It is still another object of the present disclosure to
provide the games players with a diversity of contents related to
actual buildings and actual regions corresponding to virtual
buildings and virtual regions existing in the building conquering
game such that local communities are promoted to the game players
visiting actual places.
[0012] In accordance with one aspect of the present disclosure,
there is provided a method for providing a game of conquer of
buildings by using a global positioning system (GPS) based on a
real map, wherein the game of conquer is a game in which a
plurality of game players, including at least one first player and
at least one second player, compete for conquering one or more
virtual buildings located in one or more virtual regions on one or
more virtual maps corresponding to one or more actual buildings
located in one or more actual regions on one or more actual maps,
wherein a first state of the game of conquer represents a state in
which the game players who have logged into the game of conquer are
in an action of searching for a specific virtual building to visit
and wherein a second state of the game of conquer represents a
state in which a siege battle is in progress against the specific
virtual building, including steps of: (a) a game server, during the
first state, performing or supporting another device to perform
processes of (i) determining location information of the first
player in a virtual space by referring to a search request signal
or a GPS signal corresponding to a first terminal of the first
player, (ii) displaying one or more virtual buildings, available
for conquering through the siege battle by the first player, on the
virtual maps corresponding to the virtual space by referring to the
location information of the first player, and (iii) in response to
the specific virtual building on the virtual maps being selected,
displaying at least part of combat power data of a defense unit
deployed by a current owner of the specific virtual building and
building metadata including at least part of building level data,
building characteristics data, game cash acquisition rate data,
item production rate data, and character buff-rate data
corresponding to the specific virtual building; (b) during the
first state, in response to the first player moving to a specific
actual region where a specific actual building corresponding to the
specific virtual building is located and transmitting a siege
battle request signal for initiating the siege battle against the
specific virtual building, the game server performing or supporting
another device to perform a process of requesting at least part of
payment action or selection action from the first player, wherein
the payment action of the first player is performed by allowing
siege battle fees for entering the second state to be paid and
wherein the selection action of the first player is performed by
allowing one or more siege battle requesting contents to be
selected; and (c) in response to the first player entering the
second state, the game server performing or supporting another
device to perform processes of (i) displaying at least one
character among a (1_1)-st character to a (1_n)-th character owned
by the first player and at least one character among a (2_1)-st
character to a (2_m)-th character owned by the second player
corresponding to the current owner of the specific virtual
building, (ii) displaying a first total combat power computed by
referring to at least part of level combat power, machine combat
power, skill combat power of each of a (1_1)-st participating
character to a (1_i)-th participating character selected by the
first player to participate in the siege battle, wherein "i" is an
integer selected from integers of 1 to n, and (iii) displaying a
second total combat power computed by referring to building defense
power corresponding to a specific building level of the specific
virtual building owned by the second player and by referring to at
least part of level combat power, machine combat power, skill
combat power of each of a (2_1)-st participating character to a
(2_j)-th participating character selected by the second player to
participate in the siege battle, wherein "j" is an integer selected
from integers of 1 to m, to thereby support the siege battle
between the first player and the second player to proceed.
[0013] As one example, after the step of (c), in response to
detecting that an outcome on a victory or a defeat of the first
player and the second player has been determined according to the
first total combat power and the second total combat power, (i) in
case the first player is determined as a winner of the siege
battle, the game server performs or supports another device to
perform processes of (i-1) determining whether to perform a first
adjustment on the specific building level of the specific virtual
building, (i-2) transferring ownership data of the specific virtual
building from the second player to the first player, (i-3)
providing at least part of building reinforcement items and level
upgrades for at least one of the (1_1)-st character to the (1_n)-th
character owned by the first player, as siege success rewards to
the first player, and (i-4) applying level downgrades to at least
one of the (2_1)-st character to the (2_m)-th character owned by
the second player, as defense failure penalties to the second
player, and (ii) in case the second player is determined as the
winner of the siege battle, the game server performs or supports
another device to perform processes of (ii-1) determining whether
to perform a second adjustment on the specific building level of
the specific virtual building, (ii-2) maintaining the ownership
data of the specific virtual building as the second player, (ii-3)
applying the level downgrades to at least one of the (1_1)-st
character to the (1_n)-th character owned by the first player, as
siege failure penalties to the first player, and (ii-4) providing
at least part of the building reinforcement items and the level
upgrades for at least one of the (2_1)-st character to the (2_m)-th
character owned by the second player, as defense success rewards to
the second player.
[0014] As another example, by referring to the building metadata,
the game server performs or supports another device to perform
processes of (i) increasing combat power of at least one character
owned by the current owner of the specific virtual building at a
certain rate according to the character buff-rate data
corresponding to the specific virtual building, (ii) providing a
certain amount of building reinforcement items every certain time
interval according to the item production rate data corresponding
to the specific virtual building, wherein the building
reinforcement items are allowed to be used by the current owner of
the specific virtual building to improve the specific building
level of the specific virtual building, and (iii) providing a
certain portion of game profits generated from the siege battle
fees or from the siege battle requesting contents to the current
owner of the specific virtual building as game cash according to
the game cash acquisition rate data corresponding to the specific
virtual building.
[0015] As another example, the game server performs or supports
another device to perform processes of increasing the game cash
acquisition rate data by referring to a duration for which the
current owner has been occupying the specific virtual building, to
thereby acquire an increased game cash acquisition rate data, and
providing the certain portion of the game profits generated form
the siege battle fees or from the siege battle requesting contents
as the game cash according to the increased game cash acquisition
rate data.
[0016] As another example, the game server performs or supports
another device to perform a process of selecting one profit
distribution algorithm from a first profit distribution algorithm
and a second profit distribution algorithm to thereby perform
profit distribution to the current owner of the specific virtual
building, wherein the first profit distribution algorithm provides
a first portion of building profits, which is at least part of the
game profits generated from the siege battle fees or from the siege
battle requesting contents belonging to the specific virtual
building, to the current owner of the specific virtual building as
the game cash, according to a first game cash acquisition rate data
corresponding to the current owner of the specific virtual
building, and wherein the second profit algorithm provides a second
portion of regional profits, which is at least part of the game
profits generated from the siege battle fees or from the siege
battle requesting contents belonging to a specific virtual region
having a plurality of the virtual buildings including the specific
virtual building, to the current owner of the specific virtual
building, as the game cash according to a second game cash
acquisition rate data corresponding to the current owner of the
specific virtual building.
[0017] As another example, the game server performs or supports
another device to perform a process of forming the siege battle
requesting contents by referring to at least part of data from (i)
specific building data including at least part of information on a
location of the specific actual building, store brands in the
specific actual building, owners of the specific actual building,
surrounding commercial districts, and users who visit the specific
actual building corresponding to the specific virtual building,
(ii) specific regional data including at least part of information
on a location of the specific actual region, region visitors who
visit the specific actual region, tourist sites near the specific
actual region, surrounding commercial districts of the specific
actual region in which the specific actual building is located, and
(iii) specific correlation data representing correlation between
the specific building data and the specific regional data.
[0018] As another example, before the step of (a), the game server
performs or supports another device to perform processes of (i)
classifying the virtual buildings into landmarks and general
buildings by referring to building metadata of the virtual
buildings located in the virtual regions on the virtual maps
corresponding to the actual buildings located in the actual regions
on the actual maps, wherein the building metadata includes at least
part of the building level data, the building characteristics data,
the game cash acquisition rate data, the item production rate data,
and the character buff-rate data corresponding to the virtual
buildings, and (ii) assigning higher numerical values to at least
part of first character buff-rate data, first item production rate
data and first game cash acquisition rate data of the landmarks as
compared to at least part of second character buff-rate data,
second item production rate data and second game cash acquisition
rate data of the general buildings.
[0019] As another example, the game server performs or supports
another device to perform processes of (i) providing a user
interface that allows the current owner occupying the specific
virtual building to display message contents on a signboard placed
on the specific virtual building, and (ii) in response to a
specific message content being entered through the user interface,
supporting a display of the specific message content on the
signboard placed on the specific virtual building through a screen
of a terminal of another user approaching the specific virtual
building at the first state.
[0020] As another example, on condition that the building
characteristics data and character properties data have been
classified into a first type to a z type and on condition that
incompatible type pairs and superiorities between the first type to
the z type have been set, the game server performs or supports
another device to perform processes of (i) comparing (1_1)-st
character properties data to (1_i)-th character properties data
with at least part of specific building characteristics data and
(2_1)-st character properties data to (2_j)-th character properties
data, wherein the (1_1)-st character properties data to the
(1_i)-th character properties data correspond to the (1_1)-st
participating character to the (1-i)-th participating character of
the first player, wherein the specific building characteristics
data correspond to the specific virtual building and wherein the
(2_1)-st character properties data to the (2_j)-th character
properties data correspond to the (2_1)-st participating character
to the (2-j)-th participating character of the second player and
thus (ii) allowing attack power advantages to at least part of the
(1_1)-st participating character to the (1-i)-th participating
character in case at least part of the (1_1)-st character
properties data to the (1-i)-th character properties data are
determined as having superiorities to at least part of the specific
building characteristics data and the (2_1)-st character properties
data to the (2_j)-th character properties data, and (iii) allowing
defense power advantages to at least part of the specific building
and the (2_1)-st participating character to the (2_j)-th
participating character in case at least part of the specific
building characteristics data and the (2_1)-st character properties
data to the (2_j)-th character properties data are determined as
having superiorities to at least part of the (1_1)-st character
properties data to the (1-i)-th character properties data.
[0021] As another example, in response to detecting that (i) the
current owner occupying the specific virtual building has collected
game cash for performing building reinforcements, (ii) the current
owner has collected one or more building reinforcement items for
performing the building reinforcements, and (iii) building
reinforcement waiting time corresponding to a specific building
level of the specific virtual building has been passed, the game
server performs or supports another device to perform processes of
allowing the current owner to perform the building reinforcements
on the specific virtual building and thus allowing the building
defense power to be increased through the building
reinforcements.
[0022] As another example, the game server performs or supports
another device to perform a process of allowing the current owner
to shorten the building reinforcement waiting time by using one or
more waiting time shortening contents, wherein the waiting time
shortening contents are selected by referring to at least part of
specific building data of the specific actual building
corresponding to the specific virtual building, specific regional
data of the specific actual region in which the specific actual
building is located, and specific correlation data representing
correlation between the specific building data and the specific
regional data.
[0023] As another example, at the step of (a), if the location
information of the first player is determined as not included in
location information history of the first player, the game server
performs or supports another device to perform processes of
displaying one or more new region visiting contents corresponding
to the location information of the first player on the first
terminal of the first player, and providing one or more
predetermined rewards corresponding to the new region visiting
contents to the first player in a form of game cash.
[0024] As another example, at the step of (c), the game server
performs or supports another device to perform processes of
allowing the second player to select the (2_1)-st participating
character to the (2_j)-th participating character from the (2_1)-st
character to the (2_m)-th character as a regular defense unit that
is allowed to participate in the siege battle regardless of whether
the second player is logged in or not, and allowing the second
player to increase a size of the regular defense unit by paying
predetermined amounts of building reinforcement items having
predetermined types.
[0025] In accordance with another aspect of the present disclosure,
there is provided a game server for providing a game of conquer of
buildings by using a global positioning system (GPS) based on a
real map, wherein the game of conquer is a game in which a
plurality of game players, including at least one first player and
at least one second player, compete for conquering one or more
virtual buildings located in one or more virtual regions on one or
more virtual maps corresponding to one or more actual buildings
located in one or more actual regions on one or more actual maps,
wherein a first state of the game of conquer represents a state in
which the game players who have logged into the game of conquer are
in an action of searching for a specific virtual building to visit
and wherein a second state of the game of conquer represents a
state in which a siege battle is in progress against the specific
virtual building, including: at least one memory that stores
instructions; and at least one processor configured to execute the
instructions to perform or support another device to perform: (I)
during the first state, processes of (i) determining location
information of the first player in a virtual space by referring to
a search request signal or a GPS signal corresponding to a first
terminal of the first player, (ii) displaying one or more virtual
buildings, available for conquering through the siege battle by the
first player, on the virtual maps corresponding to the virtual
space by referring to the location information of the first player,
and (iii) in response to the specific virtual building on the
virtual maps being selected, displaying at least part of combat
power data of a defense unit deployed by a current owner of the
specific virtual building and building metadata including at least
part of building level data, building characteristics data, game
cash acquisition rate data, item production rate data, and
character buff-rate data corresponding to the specific virtual
building, (II) during the first state, in response to the first
player moving to a specific actual region where a specific actual
building corresponding to the specific virtual building is located
and transmitting a siege battle request signal for initiating the
siege battle against the specific virtual building, a process of
requesting at least part of payment action or selection action from
the first player, wherein the payment action of the first player is
performed by allowing siege battle fees for entering the second
state to be paid and wherein the selection action of the first
player is performed by allowing one or more siege battle requesting
contents to be selected, and (III) in response to the first player
entering the second state, processes of (i) displaying at least one
character among a (1_1)-st character to a (1_n)-th character owned
by the first player and at least one character among a (2_1)-st
character to a (2_m)-th character owned by the second player
corresponding to the current owner of the specific virtual
building, (ii) displaying a first total combat power computed by
referring to at least part of level combat power, machine combat
power, skill combat power of each of a (1_1)-st participating
character to a (1_i)-th participating character selected by the
first player to participate in the siege battle, wherein "i" is an
integer selected from integers of 1 to n, and (iii) displaying a
second total combat power computed by referring to building defense
power corresponding to a specific building level of the specific
virtual building owned by the second player and by referring to at
least part of level combat power, machine combat power, skill
combat power of each of a (2_1)-st participating character to a
(2_j)-th participating character selected by the second player to
participate in the siege battle, wherein "j" is an integer selected
from integers of 1 to m, to thereby support the siege battle
between the first player and the second player to proceed.
[0026] As one example, after the process of (III), in response to
detecting that an outcome on a victory or a defeat of the first
player and the second player has been determined according to the
first total combat power and the second total combat power, (i) in
case the first player is determined as a winner of the siege
battle, the processor performs or supports another device to
perform processes of (i-1) determining whether to perform a first
adjustment on the specific building level of the specific virtual
building, (i-2) transferring ownership data of the specific virtual
building from the second player to the first player, (i-3)
providing at least part of building reinforcement items and level
upgrades for at least one of the (1_1)-st character to the (1_n)-th
character owned by the first player, as siege success rewards to
the first player, and (i-4) applying level downgrades to at least
one of the (2_1)-st character to the (2_m)-th character owned by
the second player, as defense failure penalties to the second
player, and (ii) in case the second player is determined as the
winner of the siege battle, the processor performs or supports
another device to perform processes of (ii-1) determining whether
to perform a second adjustment on the specific building level of
the specific virtual building, (ii-2) maintaining the ownership
data of the specific virtual building as the second player, (ii-3)
applying the level downgrades to at least one of the (1_1)-st
character to the (1_n)-th character owned by the first player, as
siege failure penalties to the first player, and (ii-4) providing
at least part of the building reinforcement items and the level
upgrades for at least one of the (2_1)-st character to the (2_m)-th
character owned by the second player, as defense success rewards to
the second player.
[0027] As another example, by referring to the building metadata,
the processor performs or supports another device to perform
processes of (i) increasing combat power of at least one character
owned by the current owner of the specific virtual building at a
certain rate according to the character buff-rate data
corresponding to the specific virtual building, (ii) providing a
certain amount of building reinforcement items every certain time
interval according to the item production rate data corresponding
to the specific virtual building, wherein the building
reinforcement items are allowed to be used by the current owner of
the specific virtual building to improve the specific building
level of the specific virtual building, and (iii) providing a
certain portion of game profits generated from the siege battle
fees or from the siege battle requesting contents to the current
owner of the specific virtual building as game cash according to
the game cash acquisition rate data corresponding to the specific
virtual building.
[0028] As another example, the processor performs or supports
another device to perform processes of increasing the game cash
acquisition rate data by referring to a duration for which the
current owner has been occupying the specific virtual building, to
thereby acquire an increased game cash acquisition rate data, and
providing the certain portion of the game profits generated form
the siege battle fees or from the siege battle requesting contents
as the game cash according to the increased game cash acquisition
rate data.
[0029] As another example, the processor performs or supports
another device to perform a process of selecting one profit
distribution algorithm from a first profit distribution algorithm
and a second profit distribution algorithm to thereby perform
profit distribution to the current owner of the specific virtual
building, wherein the first profit distribution algorithm provides
a first portion of building profits, which is at least part of the
game profits generated from the siege battle fees or from the siege
battle requesting contents belonging to the specific virtual
building, to the current owner of the specific virtual building as
the game cash, according to a first game cash acquisition rate data
corresponding to the current owner of the specific virtual
building, and wherein the second profit algorithm provides a second
portion of regional profits, which is at least part of the game
profits generated from the siege battle fees or from the siege
battle requesting contents belonging to a specific virtual region
having a plurality of the virtual buildings including the specific
virtual building, to the current owner of the specific virtual
building, as the game cash according to a second game cash
acquisition rate data corresponding to the current owner of the
specific virtual building.
[0030] As another example, the processor performs or supports
another device to perform a process of forming the siege battle
requesting contents by referring to at least part of data from (i)
specific building data including at least part of information on a
location of the specific actual building, store brands in the
specific actual building, owners of the specific actual building,
surrounding commercial districts, and users who visit the specific
actual building corresponding to the specific virtual building,
(ii) specific regional data including at least part of information
on a location of the specific actual region, region visitors who
visit the specific actual region, tourist sites near the specific
actual region, surrounding commercial districts of the specific
actual region in which the specific actual building is located, and
(iii) specific correlation data representing correlation between
the specific building data and the specific regional data.
[0031] As another example, before the process of (I), the processor
performs or supports another device to perform processes of (i)
classifying the virtual buildings into landmarks and general
buildings by referring to building metadata of the virtual
buildings located in the virtual regions on the virtual maps
corresponding to the actual buildings located in the actual regions
on the actual maps, wherein the building metadata includes at least
part of the building level data, the building characteristics data,
the game cash acquisition rate data, the item production rate data,
and the character buff-rate data corresponding to the virtual
buildings, and (ii) assigning higher numerical values to at least
part of first character buff-rate data, first item production rate
data and first game cash acquisition rate data of the landmarks as
compared to at least part of second character buff-rate data,
second item production rate data and second game cash acquisition
rate data of the general buildings.
[0032] As another example, the processor performs or supports
another device to perform processes of (i) providing a user
interface that allows the current owner occupying the specific
virtual building to display message contents on a signboard placed
on the specific virtual building, and (ii) in response to a
specific message content being entered through the user interface,
supporting a display of the specific message content on the
signboard placed on the specific virtual building through a screen
of a terminal of another user approaching the specific virtual
building at the first state.
[0033] As another example, on condition that the building
characteristics data and character properties data have been
classified into a first type to a z type and on condition that
incompatible type pairs and superiorities between the first type to
the z type have been set, the processor performs or supports
another device to perform processes of (i) comparing (1_1)-st
character properties data to (1_i)-th character properties data
with at least part of specific building characteristics data and
(2_1)-st character properties data to (2_j)-th character properties
data, wherein the (1_1)-st character properties data to the
(1_i)-th character properties data correspond to the (1_1)-st
participating character to the (1-i)-th participating character of
the first player, wherein the specific building characteristics
data correspond to the specific virtual building and wherein the
(2_1)-st character properties data to the (2_j)-th character
properties data correspond to the (2_1)-st participating character
to the (2-j)-th participating character of the second player and
thus (ii) allowing attack power advantages to at least part of the
(1_1)-st participating character to the (1-i)-th participating
character in case at least part of the (1_1)-st character
properties data to the (1-i)-th character properties data are
determined as having superiorities to at least part of the specific
building characteristics data and the (2_1)-st character properties
data to the (2_j)-th character properties data, and (iii) allowing
defense power advantages to at least part of the specific building
and the (2_1)-st participating character to the (2_j)-th
participating character in case at least part of the specific
building characteristics data and the (2_1)-st character properties
data to the (2_j)-th character properties data are determined as
having superiorities to at least part of the (1_1)-st character
properties data to the (1-i)-th character properties data.
[0034] As another example, in response to detecting that (i) the
current owner occupying the specific virtual building has collected
game cash for performing building reinforcements, (ii) the current
owner has collected one or more building reinforcement items for
performing the building reinforcements, and (iii) building
reinforcement waiting time corresponding to a specific building
level of the specific virtual building has been passed, the
processor performs or supports another device to perform processes
of allowing the current owner to perform the building
reinforcements on the specific virtual building and thus allowing
the building defense power to be increased through the building
reinforcements.
[0035] As another example, the processor performs or supports
another device to perform a process of allowing the current owner
to shorten the building reinforcement waiting time by using one or
more waiting time shortening contents, wherein the waiting time
shortening contents are selected by referring to at least part of
specific building data of the specific actual building
corresponding to the specific virtual building, specific regional
data of the specific actual region in which the specific actual
building is located, and specific correlation data representing
correlation between the specific building data and the specific
regional data.
[0036] As another example, at the process of (I), if the location
information of the first player is determined as not included in
location information history of the first player, the processor
performs or supports another device to perform processes of
displaying one or more new region visiting contents corresponding
to the location information of the first player on the first
terminal of the first player, and providing one or more
predetermined rewards corresponding to the new region visiting
contents to the first player in a form of game cash.
[0037] As another example, at the process of (III), the processor
performs or supports another device to perform processes of
allowing the second player to select the (2_1)-st participating
character to the (2_j)-th participating character from the (2_1)-st
character to the (2_m)-th character as a regular defense unit that
is allowed to participate in the siege battle regardless of whether
the second player is logged in or not, and allowing the second
player to increase a size of the regular defense unit by paying
predetermined amounts of building reinforcement items having
predetermined types.
[0038] In addition, recordable media that are readable by a
computer for storing a computer program to execute the method of
the present disclosure is further provided.
BRIEF DESCRIPTION OF THE DRAWINGS
[0039] The above and other objects and features of the present
disclosure will become apparent from the following description of
preferred embodiments given in conjunction with the accompanying
drawings. The accompanying drawings used to explain example
embodiments of the present disclosure are only part of example
embodiments of the present disclosure and other drawings can be
obtained based on the drawings by those skilled in the art of the
present disclosure without inventive work.
[0040] FIG. 1 is a drawing schematically illustrating a game server
for providing a game of conquer of buildings by using a GPS (Global
Positioning System) based on real maps, i.e., actual maps, in
accordance with one example embodiment of the present
disclosure.
[0041] FIG. 2 is a drawing schematically illustrating a process of
providing the game of conquer of buildings by using the GPS (Global
Positioning System) based on an actual map in accordance with one
example embodiment of the present disclosure.
[0042] FIG. 3 is a drawing schematically illustrating a game screen
displaying conquerable virtual buildings, locations of a plurality
of players and player information, etc., on a virtual map
constructed based on the actual maps in accordance with one example
embodiment of the present disclosure.
[0043] FIG. 4 is a drawing schematically illustrating a game screen
displaying a user interface provided to current owners of virtual
buildings to allow the current owners to add message contents to
signboards placed on the virtual buildings in accordance with one
example embodiment of the present disclosure.
[0044] FIG. 5 is a drawing schematically illustrating a game screen
displaying combat powers of the players participating in a siege
battle, building defense powers and siege battle fees, etc., for a
virtual building whose siege battle request signal is received in
accordance with one example embodiment of the present
disclosure.
[0045] FIG. 6 is a drawing schematically illustrating a game screen
displayed upon a completion of the siege battle to display a winner
of the siege battle and a message content window, etc., in
accordance with one example embodiment of the present
disclosure.
[0046] FIG. 7 is a drawing schematically illustrating a game screen
displaying information on the virtual buildings owned by the
current owners to aid the current owners to reinforce the virtual
buildings in accordance with one example embodiment of the present
disclosure.
DETAILED DESCRIPTION
[0047] In the following detailed description, reference is made to
the accompanying drawings that show, by way of illustration,
specific embodiments in which the invention may be practiced. These
embodiments are described in sufficient detail to enable those
skilled in the art to practice the invention. It is to be
understood that the various embodiments of the present disclosure,
although different, are not necessarily mutually exclusive. For
example, a particular feature, structure, or characteristic
described herein in connection with one embodiment may be
implemented within other embodiments without departing from the
spirit and scope of the present disclosure.
[0048] In addition, it is to be understood that the position or
arrangement of individual elements within each disclosed embodiment
may be modified without departing from the spirit and scope of the
present disclosure. The following detailed description is,
therefore, not to be taken in a limiting sense, and the scope of
the present disclosure is defined only by the appended claims,
appropriately interpreted, along with the full range of equivalents
to which the claims are entitled. In the drawings, like numerals
refer to the same or similar functionality throughout the several
views.
[0049] Besides, in the detailed description and claims of the
present disclosure, a term "include" and its variations are not
intended to exclude other technical features, additions, components
or steps. Other objects, benefits and features of the present
disclosure will be revealed to one skilled in the art, partially
from the specification and partially from the implementation of the
present disclosure. The following examples and drawings will be
provided as examples, but they are not intended to limit the
present disclosure.
[0050] The headings and abstract of the present disclosure provided
herein are for convenience only and do not limit or interpret the
scope or meaning of the embodiments.
[0051] As used in this specification and the appended claims, the
singular forms "a," "an," and "the" may include plural referents
unless the content and context clearly dictates otherwise.
[0052] To allow those skilled in the art to carry out the present
disclosure easily, the example embodiments of the present
disclosure will be explained by referring to attached diagrams in
detail as shown below.
[0053] FIG. 1 is a drawing schematically illustrating a game server
100 for providing a game of conquer of buildings by using a GPS
(Global Positioning System) based on real maps, i.e. actual maps,
in accordance with one example embodiment of the present
disclosure.
[0054] By referring to FIG. 1, the game server 100 for providing
the game of conquer of buildings by using the GPS based on the
actual maps may include a memory 110 and a processor 120. Herein,
the memory 110 may store instructions for the processor, and in
detail, the instructions may be code generated to allow the game
server 100 to function in a specific way and may be stored in the
memory usable or readable by a computer. The instructions may
execute the processes described in the present disclosure.
[0055] And the processor 120 may include hardware configuration of
MPU (Micro Processing Unit) or CPU (Central Processing Unit), cache
memory, data bus, etc. Additionally, any OS (operating system) and
software configuration of applications that achieve specific
purposes may further be included.
[0056] Also, the game server 100 may be connected with multiple
player terminals 200 to provide players with the game of conquer by
transmitting and receiving game data. Herein, the player terminals
200 may be digital devices capable of connecting and communicating
with the game server 100. And the player terminals 200 may include
any digital devices with processors capable of computation and
having memories, such as a desktop computer, a notebook computer, a
workstation, a PDA, a web pad, a mobile phone, etc.
[0057] Meanwhile, the game of conquer of buildings using the GPS
based on the actual maps is a game in which a plurality of game
players compete for conquering one or more virtual buildings
located in one or more virtual regions on one or more virtual maps
corresponding to one or more actual buildings located in one or
more actual regions on one or more actual maps. To this end, the
game server 100 may obtain and manage actual map data and may
construct and manage virtual map data mapped from the actual map
data. Herein, the actual map data and the virtual map data may be
mapped at 1:1 ratio and managed, but the present disclosure is not
limited thereto. For example, a separate process of determining a
candidate group of buildings to be selected among the actual map
data to become targets of conquering on the virtual map data may
exist, and in this case, the virtual map data may be managed by
only mapping those buildings selected into the candidate group.
This process of determining the candidate group may select at least
some buildings meeting certain criteria by referring to the actual
map data or related building data, wherein the buildings meeting
the certain criteria may include buildings with building prices
above a preset building price, buildings with building site areas
above a preset site area, buildings with heights above a preset
height, and buildings requested to be registered in the virtual map
data. However, the present disclosure may not be limited
thereto.
[0058] In the present disclosure, a state at which the game players
logged into the game of conquer are in an action of searching for a
specific virtual building to visit for a siege battle is referred
to as a first state, and a state at which the siege battle is in
progress against the specific virtual building is referred to as a
second state. In other words, the first state may be a state in
which the game players are logged into the game by entering their
IDs and passwords but are yet to start the siege battle, while the
second state may be a state in which the game players are engaged
in the siege battle by using their plurality of characters.
[0059] FIG. 2 is a drawing schematically illustrating a process of
providing the game of conquer of buildings by using the GPS based
on the actual maps in accordance with one example embodiment of the
present disclosure. That is, FIG. 2 schematically describes a
series of processes whereby the first player searches for the
specific virtual building for which the first player wishes to
carry out the siege battle and visits the specific virtual building
to request for the siege battle and whereby the siege battle
between the first player requested for the siege battle and the
second player currently occupying the specific virtual building is
subsequently carried out.
[0060] By referring to FIG. 2, in response to detecting that the
first player has logged into the game of conquer through accessing
the game server 100 and entered into the first state of searching
for the specific virtual building to visit at a step of S201, the
game server 100 in accordance with one example embodiment of the
present disclosure may perform a process of determining location
information of the first player in a virtual space by referring to
a search request signal or a GPS signal corresponding to a first
terminal of the first player at a step of S202. Herein, the GPS
signal may include actual location information of the first
terminal, and the search request signal may include location
information on a place where the first player wishes to play the
game of conquer.
[0061] Herein, if the location information of the first player is
determined as not included in location information history of the
first player, the game server 100 may perform or support another
device to perform processes of displaying one or more new region
visiting contents corresponding to the location information of the
first player on the first terminal of the first player, and
providing one or more predetermined rewards corresponding to the
new region visiting contents to the first player in a form of game
cash. Herein, the new region visiting contents may include, but is
not limited to, information on new regions where the first player
wishes to play the game of conquer, contents on buildings,
restaurants and specialties of the new regions, and various types
of advertisements and surveys targeting visitors, etc.
[0062] Subsequently, once the location information of the first
player is determined, the game server 100 may perform a process of
displaying one or more virtual buildings, available for conquering
through the siege battle by the first player, on the virtual map
corresponding to the virtual space by referring to the location
information of the first player at a step of S203.
[0063] Herein, by referring to FIG. 3 which is schematically
illustrating a game screen displaying a virtual map constructed
based on an actual map in accordance with one example embodiment of
the present disclosure, information such as the location
information of the first player 301, location information of a
plurality of players 302-1, 302-2, etc. playing nearby the location
information of the first player, a plurality of virtual buildings
310, 320-1, 320-2, etc. available for conquering, a signboard 311
of the virtual buildings, first player information 330 and the like
may be displayed on the virtual map. Herein, depending on
implementation conditions of the present disclosure, forms, types
and locations of the various information displayed on the virtual
map may vary as the case may be.
[0064] Also, by referring to FIG. 4, the game server 100 may
perform or support another device to perform processes of (i)
providing a user interface 401 that allows a current owner
occupying the specific virtual building to display message contents
on a signboard placed on the specific virtual building, and (ii) in
response to a specific message content being entered through the
user interface 401, supporting a display of the specific message
content on the signboard placed on the specific virtual building
through a screen of a terminal of another user approaching the
specific virtual building at the first state.
[0065] In addition, given that the virtual map has been displayed
as demonstrated above, in order to provide information helpful for
the first player to determine whether to carry out the siege battle
against the specific virtual building, at least part of building
metadata including at least part of building level data, building
characteristics data, game cash acquisition rate data, item
production rate data, and character buff-rate data corresponding to
the specific virtual building and combat power data of a defense
unit deployed by the current owner of the specific virtual building
may be displayed when the specific virtual building on the virtual
map is selected by the first player.
[0066] Additionally, by referring to the building metadata, the
game server 100 may perform or support another device to perform
processes of (i) increasing combat power of at least one character
owned by the current owner of the specific virtual building at a
certain rate according to the character buff-rate data
corresponding to the specific virtual building, (ii) providing a
certain amount of building reinforcement items every certain time
interval according to the item production rate data corresponding
to the specific virtual building, and (iii) providing a certain
portion of game profits generated from the siege battle fees or
from the siege battle requesting contents to the current owner of
the specific virtual building as the game cash according to the
game cash acquisition rate data corresponding to the specific
virtual building. Herein, the building reinforcement items are
allowed to be used by the current owner of the specific virtual
building to improve the specific building level of the specific
virtual building.
[0067] Furthermore, the game server 100 may perform or support
another device to perform processes of (i) classifying the virtual
buildings into landmarks 310, etc. and general buildings 320-1,
320-2, etc. by referring to building metadata of the virtual
buildings located in the virtual regions on the virtual maps
corresponding to the actual buildings located in the actual regions
on the actual maps, wherein the building metadata includes at least
part of the building level data, the building characteristics data,
the game cash acquisition rate data, the item production rate data,
and the character buff-rate data corresponding to the virtual
buildings, and (ii) assigning higher numerical values to at least
part of first character buff-rate data, first item production rate
data and first game cash acquisition rate data of the landmarks 310
etc., as compared to at least part of second character buff-rate
data, second item production rate data and second game cash
acquisition rate data of the general buildings 320-1, 320-2, etc.
Accordingly, first difficulty levels of siege and defense of the
landmarks 310, etc. may be higher than second difficulty levels of
siege and defense of the general buildings 320-1, 320-2, etc. and
competitions for sieging buildings of higher difficulty levels may
be encouraged among the game players by giving differences to
graphical appearances of the landmarks 310, etc. compared with
graphical appearances of the general buildings 320-1, 320-2, etc.,
but the present disclosure is not limited thereto.
[0068] By referring to FIG. 2 again, during the first state, in
response to the first player moving to a specific actual region
where a specific actual building corresponding to the specific
virtual building is located and transmitting a siege battle request
signal for initiating the siege battle against the specific virtual
building, the game server 100 may perform a process of requesting
at least part of payment action or selection action from the first
player at a step of S204, wherein the payment action of the first
player is performed by allowing siege battle fees for entering the
second state to be paid and wherein the selection action of the
first player is performed by allowing one or more siege battle
requesting contents to be selected. Herein, the siege battle
requesting contents may include, but is not limited to, contents on
the specific actual building whose siege battle of its
corresponding specific virtual building is requested, contents on
the specific actual region where the specific actual building is
located, and various types of advertisements and surveys targeting
the first player, etc.
[0069] In detail, the game server 100 may perform or support
another device to perform processes of forming the siege battle
requesting contents by referring to at least part of data from (i)
specific building data including at least part of information on a
location of the specific actual building, store brands in the
specific actual building, owners of the specific actual building,
surrounding commercial districts, and users who visit the specific
actual building corresponding to the specific virtual building,
(ii) specific regional data including at least part of information
on a location of the specific actual region, region visitors who
visit the specific actual region, tourist sites near the specific
actual region, surrounding commercial districts of the specific
actual region in which the specific actual building is located, and
(iii) specific correlation data representing correlation between
the specific building data and the specific regional data.
[0070] Also, the game server 100 may perform or support another
device to perform processes of selecting one profit distribution
algorithm from a first profit distribution algorithm and a second
profit distribution algorithm to thereby perform profit
distribution to the current owner of the specific virtual building,
wherein the first profit distribution algorithm provides a first
portion of building profits, which is at least part of the game
profits generated from the siege battle fees or from the siege
battle requesting contents belonging to the specific virtual
building, to the current owner of the specific virtual building as
the game cash, according to a first game cash acquisition rate data
corresponding to the current owner of the specific virtual
building, and wherein the second profit algorithm provides a second
portion of regional profits, which is at least part of the game
profits generated from the siege battle fees or from the siege
battle requesting contents belonging to a specific virtual region
having a plurality of the virtual buildings including the specific
virtual building, to the current owner of the specific virtual
building, as the game cash according to a second game cash
acquisition rate data corresponding to the current owner of the
specific virtual building.
[0071] In addition, the game server 100 may perform or support
another device to perform processes of increasing the game cash
acquisition rate data by referring to a duration for which the
current owner has been occupying the specific virtual building
(continuous occupancy duration or accumulated occupancy duration),
to thereby acquire an increased game cash acquisition rate data,
and providing a some portion of the game profits generated form the
siege battle fees or from the siege battle requesting contents as
the game cash according to the increased game cash acquisition rate
data. In other words, since a game cash acquisition rate of the
specific virtual building owned by the current owner increases over
time, this may encourage those game players defending their
buildings to carry out building reinforcements or defense unit
reinforcements that may help to increase their period of occupancy
of their buildings.
[0072] By referring to FIG. 2 again, in response to detecting that
the first player has entered the second state by paying the siege
battle fees or selecting the siege battle requesting contents, the
game server 100 may perform or support another device to perform
processes of (i) displaying at least one character among a (1_1)-st
character to a (1_n)-th character owned by the first player and at
least one character among a (2_1)-st character to a (2_m)-th
character owned by the second player corresponding to the current
owner of the specific virtual building, (ii) displaying a first
total combat power computed by referring to at least part of level
combat power, machine combat power, skill combat power of each of a
(1_1)-st participating character to a (1_i)-th participating
character selected by the first player to participate in the siege
battle, wherein "i" is an integer selected from integers of 1 to n,
and (iii) displaying a second total combat power computed by
referring to building defense power corresponding to a specific
building level of the specific virtual building owned by the second
player and by referring to at least part of level combat power,
machine combat power, skill combat power of each of a (2_1)-st
participating character to a (2_j)-th participating character
selected by the second player to participate in the siege battle,
wherein "j" is an integer selected from integers of 1 to m, to
thereby support the siege battle between the first player and the
second player to proceed at a step of S205.
[0073] By referring to FIG. 5 which is schematically illustrating a
game screen displaying combat powers of the players participating
in the siege battle, building defense powers and the siege battle
fees, etc., in accordance with one example embodiment of the
present disclosure, the game server 100 may provide the first
player 510 who requested the siege battle with an option to select
a siege battle fees tab 501-1 or a siege battle requesting contents
tab 501-2 to enter the second state. Further, the game server 100
may provide the first player 510 with an attack unit listing
function 511 to select the (1_1)-st participating character to the
(1_i)-th participating character from the (1_1)-st character to the
(1_n)-th character to participate in the siege battle, and may
display the first total combat power 512 computed by referring to
at least part of the level combat power, the machine combat power,
the skill combat power of each of the (1_1)-st participating
character to the (1_i)-th participating character.
[0074] Also, by referring to FIG. 5, the game server 100 may
display the (2_1)-st participating character to the (2_j)-th
participating character, selected by the second player 520 from the
(2_1)-st character to the (2_m)-th character, by using a defense
unit listing function 521, and may display the second total combat
power 522 computed by referring to the building defense power
corresponding to the specific building level of the specific
virtual building owned by the second player and by referring to at
least part of the level combat power, the machine combat power, the
skill combat power of each of the (2_1)-st participating character
to the (2_j)-th participating character. The screen graphic display
of FIG. 5 is provided as an example of the present disclosure for
reference, and depending on implementation conditions of the
present disclosure, forms, types and locations of the various
information displayed on the screen may vary as the case may
be.
[0075] Herein, the game server 100 may perform or support another
device to perform processes of allowing the second player to select
the (2_1)-st participating character to the (2_j)-th participating
character from the (2_1)-st character to the (2_m)-th character as
a regular defense unit, and allowing the second player to increase
a size of the regular defense unit by paying predetermined amounts
of the building reinforcement items having predetermined types.
Herein, the regular defense unit may be allowed to participate in
the siege battle regardless of whether the second player is logged
in or not.
[0076] Also, when computing the first total combat power and the
second total combat power, the game server may additionally refer
to elements such as the building characteristics data and character
properties data, etc. For example, on condition that the building
characteristics data and the character properties data have been
classified into a first type to a z type and on condition that
incompatible type pairs and superiorities between the first type to
the z type have been set, the game server 100 may perform or
support another device to perform processes of (i) comparing
(1_1)-st character properties data to (1_i)-th character properties
data with at least part of specific building characteristics data
and (2_1)-st character properties data to (2_j)-th character
properties data, wherein the (1_1)-st character properties data to
the (1_i)-th character properties data correspond to the (1_1)-st
participating character to the (1-i)-th participating character of
the first player, wherein the specific building characteristics
data correspond to the specific virtual building and wherein the
(2_1)-st character properties data to the (2_j)-th character
properties data correspond to the (2_1)-st participating character
to the (2-j)-th participating character of the second player and
thus (ii) allowing attack power advantages to at least part of the
(1_1)-st participating character to the (1-i)-th participating
character in case at least part of the (1_1)-st character
properties data to the (1-i)-th character properties data are
determined as having superiorities to at least part of the specific
building characteristics data and the (2_1)-st character properties
data to the (2_j)-th character properties data, and (iii) allowing
defense power advantages to at least part of the specific building
and the (2_1)-st participating character to the (2_j)-th
participating character in case at least part of the specific
building characteristics data and the (2_1)-st character properties
data to the (2_j)-th character properties data are determined as
having superiorities to at least part of the (1_1)-st character
properties data to the (1-i)-th character properties data.
[0077] Next, in response to detecting that an outcome on a victory
or a defeat of the first player and the second player has been
determined according to the first total combat power and the second
total combat power, the game server 100 may provide different
rewards and penalties to the first player and the second player
according to the outcome.
[0078] For example, in case the first player is determined as a
winner of the siege battle, the game server 100 may perform or
support another device to perform processes of (i) determining
whether to perform a first adjustment on the specific building
level of the specific virtual building, (ii) transferring ownership
data of the specific virtual building from the second player to the
first player, (iii) providing at least part of the building
reinforcement items and level upgrades for at least one of the
(1_1)-st character to the (1_n)-th character owned by the first
player, as siege success rewards to the first player, and (iv)
applying level downgrades to at least one of the (2_1)-st character
to the (2_m)-th character owned by the second player, as defense
failure penalties to the second player.
[0079] As another example, in case the second player is determined
as the winner of the siege battle, the game server 100 may perform
or support another device to perform processes of (i) determining
whether to perform a second adjustment on the specific building
level of the specific virtual building, (ii) maintaining the
ownership data of the specific virtual building as the second
player, (iii) applying the level downgrades to at least one of the
(1_1)-st character to the (1_n)-th character owned by the first
player, as siege failure penalties to the first player, and (iv)
providing at least part of the building reinforcement items and the
level upgrades for at least one of the (2_1)-st character to the
(2_m)-th character owned by the second player, as defense success
rewards to the second player. Herein, the first adjustment and the
second adjustment on the specific building level may be applied by
deducting, increasing or retaining the specific building level, but
the present disclosure is not limited thereto.
[0080] FIG. 6 is schematically illustrating a game screen displayed
upon a completion of the siege battle to display the winner of the
siege battle and a message content window, etc., in accordance with
one example embodiment of the present disclosure. By referring to
FIG. 6, the game server 100 may display the winner of the siege
battle, an announcement on winning or losing of the game players
and an announcement on shift or retention of ownership of the
specific virtual building, along with an option tab 601 to send a
message to a lost player of the siege battle. The screen graphic
display of FIG. 6 on the outcome of the siege battle is provided as
an example of the present disclosure for reference, and depending
on implementation conditions of the present disclosure, forms,
types and locations of the various information displayed on the
screen may vary as the case may be.
[0081] Meanwhile, by referring to FIG. 7 which is schematically
illustrating a game screen displaying information on the specific
virtual building owned by the current owner to aid the current
owner to reinforce the specific virtual building in accordance with
one example embodiment of the present disclosure, the game server
100 may provide a level-up option 711 for reinforcing building
levels, a unit build-up option 712 for increasing the number of
participating characters for the regular defense unit, etc., as
possible options for the building reinforcements to the current
owner of the specific virtual building 710.
[0082] Herein, in response to detecting that (i) the current owner
occupying the specific virtual building has collected game cash for
performing the building reinforcements, (ii) the current owner has
collected one or more building reinforcement items for performing
the building reinforcements, and (iii) building reinforcement
waiting time corresponding to a specific building level of the
specific virtual building has been passed, the game server 100 may
perform or support another device to perform processes of allowing
the current owner to perform the building reinforcements on the
specific virtual building and thus allowing the building defense
power to be increased through the building reinforcements.
[0083] Also, the game server 100 may perform or support another
device to perform processes of allowing the current owner to
shorten the building reinforcement waiting time by using one or
more waiting time shortening contents, wherein the waiting time
shortening contents may be selected by referring to at least part
of the specific building data of the specific actual building
corresponding to the specific virtual building, the specific
regional data of the specific actual region in which the specific
actual building is located, and the specific correlation data
representing correlation between the specific building data and the
specific regional data. Herein, the waiting time shortening
contents may include, but is not limited to, contents on the
specific actual building corresponding to the specific virtual
building owned by the current owner, contents on the specific
actual region where the specific actual building is located, and
various types of advertisements and surveys targeting the current
owner, etc.
[0084] In addition, by providing the game screen as described in
FIG. 7, the game server 100 may provide additional information,
such as the building characteristics data 713 or building state
data 714 representing sturdiness of the specific virtual building,
to the current owner of the specific virtual building such that
this additional information may be taken into consideration when
establishing a defense strategy. At the same time, the game server
100 may provide functions such as a signboard setting option 715
for changing the message contents shown on the signboard to allow
the current owner to manage the specific virtual building. However,
the screen graphic display of FIG. 7 is provided as an example of
the present disclosure for reference, and depending on
implementation conditions of the present disclosure, forms, types
and locations of the various information displayed on the screen
may vary as the case may be.
[0085] The present disclosure has an effect of providing the game
of conquering buildings, using the GPS (Global Positioning System)
based on the actual maps, which motivates the game players to visit
various places as well as provides a variety of game manipulation
elements and strategic components such as character reinforcements
and building reinforcements to the game players.
[0086] The present disclosure has another effect of providing the
games players with a diversity of contents related to actual
buildings and actual regions corresponding to the virtual buildings
and the virtual regions existing in the game of conquering
buildings such that local communities are promoted to the game
players visiting actual places.
[0087] Besides, the embodiments of the present disclosure as
explained above can be implemented in a form of executable program
command through a variety of computer means recordable to computer
readable media. The computer readable media may store solely or in
combination, program commands, data files, and data structures. The
program commands recorded in the media may be components specially
designed for the present disclosure or may be usable for a skilled
human in a field of computer software. The computer readable media
include, but are not limited to, magnetic media such as hard
drives, floppy diskettes, magnetic tapes, memory cards, solid-state
drives, USB flash drives, optical media such as CD-ROM and DVD,
magneto-optical media such as floptical diskettes and hardware
devices such as a read-only memory (ROM), a random access memory
(RAM), and a flash memory specially designed to store and carry out
program commands. Program commands may include not only a machine
language code made by a compiler but also a high level code that
can be used by an interpreter etc., which is executed by a
computer. The aforementioned hardware device may work as more than
a software module to perform the action of the present disclosure
and they may do the same in the opposite case. The hardware device
may include a processor such as a CPU or a GPU, combined with a
memory device such as ROM or RAM to store the program commands,
configured to execute the commands stored in the memory, and a
communication part which can exchange signals with external
devices. In addition, the hardware device may include a keyboard, a
mouse, and any other external input device to receive commands
prepared by developers.
[0088] As seen above, the present disclosure has been explained by
specific matters such as detailed components, limited embodiments,
and drawings. While the invention has been shown and described with
respect to the preferred embodiments, it, however, will be
understood by those skilled in the art that various changes and
modification may be made without departing from the spirit and
scope of the invention as defined in the following claims.
[0089] Accordingly, the thought of the present disclosure must not
be confined to the explained embodiments, and the following patent
claims as well as everything including variations equal or
equivalent to the patent claims pertain to the category of the
thought of the present disclosure.
* * * * *