Beruflich Dokumente
Kultur Dokumente
JP3968758B2
JP Grant
Other languagesJapaneseInventor健司
蛭田Original Assignee株式会社光
栄Priority date2005-09-08
The present invention provides a network game 1. By a plurality of client devices connected
system in which a plurality of characters appear, to the server apparatus via the network
to a method of dispersing the processing relating user to operate, a plurality of player
to a character appearing in the game to a plurality characters that operates according to
of devices.In particular, to a method in which a the input information, a plurality of non-
plurality of characters in order to achieve the player characters that operates
population combat smoothly in a network game automatically, the It appeared plurality
system for fighting each other to form a of characters including a plurality of
population of friend or foe, distributed and characters consisting of a non-player
process treatment and management of each character to escort the plurality of player
character appearing. characters and the plurality of player
characters managed by the plurality of
In recent years, the broadband penetration,
client devices to each other to form a
remarkable advances in communication
population of friend or foe a network
technology and the expansion of the population
that uses the Internet, a plurality of players game system that provides a combat
through the network along with this there is a game,
growing popular participation possible network It said each client device,
game at the same time.As such a network game, A storage unit that registers and stores
for example, distributing a plurality of game the character information including the
players who participated via a network to a position information of the plurality of
plurality of teams, a system for game competition characters, a non-player characters own
in real time have been proposed through the client device managed among the non-
network by a plurality of teams (e.g., Patent player character as an administrative
Document 1 see.). character,
Using the character information stored
JP 2001-353375 JP
in the storage unit, the calculating for
In this network game system, all of the characters each of the managed character as the
in the game to centrally managed on the server character information after changing the
adopted.That is, in this network system, a variation of the change and operation of
dedicated server as the center of the host the position of each management
machine, the actual game program main character according to the development
executable and all game data, and the virtual of the game a calculation unit,
space to centrally manage each client device is And a communication unit for
shared, each client device and the game the transmitting the character information
game progresses by the transmission and for each managed character after the
In order to solve the above problems, according determined to be managed by the other
of client devices connected to a server device via management change packet containing
character, the operating automatically is provided. change packet, and transmits the
received character management change
In this network game system, each client device packet to the other client device,
stores the character information including the The other client device,
position information of the plurality of characters, Network game system and registers the
and registers the non-player characters own client character identified by the received
device managed among the non-player character character information together with the
as an administrative character a storage unit, by received the transmitted character
using the character information stored in the management change packet, stores the
storage unit, the management character as the received character information as the
character information after changing the degree management character.
of change in the degree and the operation of the
change in position of the respective management 2. By a plurality of client devices connected
character according to the development of the to the network user operates, a plurality
game It comprises a calculator for calculating, a of player characters that operates
communication unit for transmitting the character according to the input information,
information for each managed character after the automatically operating a plurality of
change, which is the calculated as the character non-player characters, a plurality of
information packet to the server device, the each. characters including providing a game
but appeared, a plurality of characters
Further, the server apparatus receives the consisting of a non-player character to
character information packets the transmission, escort a plurality of player characters
transmits the received character information and the plurality of player characters
packet to other client devices participating in the that are managed by the plurality of
game.In contrast, the other client device receives client devices to battle each other to
the character information packets the form a group of friend or foe a client
transmission, stores the character information device to participate in the network
game,
after the change based on the received character The client device,
information. A storage unit that registers and stores
the character information including the
According to this, the client device calculates the
position information of the plurality of
degree of change and the change in operation of
characters, a non-player characters own
the position of each management character
client device managed among the non-
according to the development of the game.Thus,
player character as an administrative
the load on the server device were concentrated,
character,
as well as being able to share a plurality of client
Using the character information stored
devices participating the main processing for
in the storage unit, the calculating for
advancing the game in the game, the amount of
each of the managed character as the
communication between the server device and
character information after changing the
the client device it is possible to reduce as much
amount of change representing the
as possible.As a result, it is possible to operate
variation of the change and operation of
immediately plurality of characters on the screen
the position of each management
in accordance with the operation of the
character according to the development
player.Therefore, the player with other players
of the game a calculation unit,
that are connected via a network, can be
A communication unit for transmitting
immersed in realistic overflowing game by
the character information for each
goodness of operability.
managed character after the computed
Each client device is further based on the degree change as the character information
of change in the position of each management packet to the server apparatus,
character which is the arithmetic, position and Based on a change amount of the
other client player character position and its client position of each management character
device after the operation of the respective that is the calculation, the position of the
management character manages obtains a player character position and other client
relative relationship between the position of the devices of the player character in which
player character which device is managed, it may the position and the self client device
include a determination unit which determines after the operation of the management
determined position.At this time, the storage unit section for determining whether or not
of each client device, and deletes the registration to manage each management character
of the determined management characters not based on the distance relationship of the
managed by the determination unit, a positions obtained,
communication unit of each client device, by the The determination unit,
determination unit the management character of Based on the distance relationship of the
the other If it is determined to be managed by positions where the obtained, whether
the client device may transmit a character each management character manages
management change packet containing character each management character to be
Further, the determination unit, a player character The other client device,
which the other client device is managed, a Receiving the character information
enemy player character which the respective packets the transmitted, stores
management character and its client device character information after the change
managed, the player character which the other based on the received character
device may be determined to manage the that is the calculation, the position of the
switching all the characters are performed by the wherein the managing character to be
server device, and the result is sent at once to the managed in preference to the client
client device.Thus, if the server device of the device to manage the player character
distance and the client device to full client device of the enemy in the management
performance or other communication character and it determines whether to
environment is and communication failure in the manage,
case of the same does not occur, the delay A result of the determination, the
management switching process occurring in each process of deleting the registration of
client device, theoretically, It is considered almost the management character is
of all characters for performing on the server side, management character is determined to
it is possible to maintain the integrity of the data be managed by the other client device, a
accurately and easily.In this case, the delay time character management change packet,
for switching the character management is only in order to transmit to the other client
the communication time from the server device to device via the server device, the
the client device.Therefore, the communication management character character
management switching process of the character management program for the process of
compared with the case where at the client device change packet containing character
processing for each registered in the storage unit device managed among the non-player
information stored in the storage unit of each Using the character information stored
client device, the position of each management in the storage unit of each client device,
character according to the development of the after changing the amount of change
game for each client device the extent of the the representing the change and the
degree of change and the operation changes as change in operation of the position of
the character information of the changed each management character according
character management program characterized by to the development of the game for
executing a process of calculating for each of the each client device a process of
processing for each registered in the storage unit device to the computer.
In order to solve the above problems, according Receiving the character information
to another aspect of the present invention, one or packets the transmitted, stores
more client devices connected to a server device character information after the change
via a network, the user operates, the input based on the received character
information one or a plurality of player characters information,
that operates in response, a network game The server device further,
system in which a plurality of characters appear A storage unit that registers and stores
including a plurality of the non-player character, the character information including the
(First Embodiment)
(Overall configuration of a network game
system)
First, the overview of the game executed in the
entire structure and system of the network game
system according to a first embodiment of the
present invention will be described with reference
to FIG.
Bus 225, ROM 205, hard disk 210, CPU 215, RAM
220, an image generation circuit 227, an audio
reproducing circuit 229, an internal interface 230
is a path for exchanging information between
devices external interface 235 and the reader
240.
(Game Start)
The power of the game machine 200 is "ON",
when the start of the game is requested by the
player, the processing from step 800 of FIG. 8 is
started, initialization is performed in step
805.Specifically, the storage unit 255 pre-
registered character information of the player
character (self PC) and each character selected by
the player in the RAM 220.The communication
unit 280 user authentication, then transmit and
receive character information of each character
between the game server 100.Thus, all of the
game machine 200 of the RAM that are playing
the game server 100 and game character
information of each character shown in FIG. 7 is
registered in advance.Further, the game server
100 identifies each of all the characters in the
game machine 200 to manage each character, the
game server 100 and the gaming device 200 of
RAM (specifically, the management source PC
numbers shown in FIG. 7 is stored in the
item).Note that the game server 100, it is not
always necessary to store the character
information for each character.
(Second Embodiment)
It will now be described network game system 10
according to the second embodiment.Network
game system 10 according to the second
embodiment in that it executes the character
change decision by the game server 100, different
from the first embodiment to perform a character
change decision by the game machine 200 side
operational.Accordingly, described network game
system according to the present embodiment
mainly on this difference.
(Third Embodiment)
It will now be described network game system 10
according to the third embodiment.In the network
game system 10 according to the third
embodiment, as described in the first
embodiment, in principle, self-PC and NPC belong
to the own platoon is managed in its own game
machine 200, other platoon ally PC ally PC and
NPC belong to is managed in the gaming machine
200 to operate the ally PC, the enemy PC and
NPC belong to another platoon enemy PC, first
embodiment in that is managed in the gaming
machine 200 to operate the enemy PC is the
same as the form.
(Game Start)
The power of the game machine 200 is "ON",
when the start of the game is requested from a
certain player, the game server 100 starts the
server-side management processing from step
2600 of FIG. 26, the initial setting in step 805 .
Next, at step 810, determination unit 175, the
interrupt determines whether the (vertical
blanking interruption (Vsync)) has
occurred.Determination unit 175, an interrupt
occurs in one period to 1/60 seconds that
matches the vertical blanking period of the
monitor 415, in response thereto, determines as
"YES" in step 810, the routine proceeds to step
815 character management processing (the
details of the character management processing
will be described later) executes.
DESCRIPTION OF SYMBOLS