System and method for production of multiuser network game
First Claim
1. A system to develop a game to be performed between a game server and a plurality of game clients via a network, the system comprising:
- a storage device;
one or more modules executable by a processor, the modules, stored in the storage device, comprising;
a game production module configured to develop the game and to provide an interface to test and to change configuration of the developed game associated with debugging of the developed game; and
an emulation module comprising a network emulator and a virtual machine container, the network emulator configured to emulate an execution of the developed game by providing a virtual communication network, the emulation module configured to provide one or more network identifiers (IDs) used as virtual addresses to support connections, and the virtual machine container configured to create and to control the connections among a plurality of virtual clients and a plurality of virtual game servers using the network IDs, wherein the virtual communication network is configured to permit communication between one or more of the virtual clients and the virtual servers for executing and debugging the developed game without using an actual network address, wherein the virtual communication network comprises at least one server virtual machine and at least one client virtual machine, and wherein one of the one or more network IDs corresponds to a network ID of the at least one server virtual machine, and a message is transferred from the at least one client virtual machine to the at least one server virtual machine using the network ID of the at least one server machine.
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Accused Products
Abstract
Provided is a system and method for production of a multi-user network game that may produce and debug a multi-user network game and simply construct a multi-user network game environment using a single game production tool to thereby reduce a game production time. A system for production of a multi-user network game being performed between a game server and a plurality of game clients via a network, may include: a game production module configured to produce and debug the multi-user network game and a multi-user network execution environment; and an emulation module configured to emulate an execution of the multi-user network game by constructing a virtual network execution environment that comprises at least one server virtual machine and at least one client virtual machine configured to execute the produced or debugged multi-user network game.
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Citations
19 Claims
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1. A system to develop a game to be performed between a game server and a plurality of game clients via a network, the system comprising:
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a storage device; one or more modules executable by a processor, the modules, stored in the storage device, comprising; a game production module configured to develop the game and to provide an interface to test and to change configuration of the developed game associated with debugging of the developed game; and an emulation module comprising a network emulator and a virtual machine container, the network emulator configured to emulate an execution of the developed game by providing a virtual communication network, the emulation module configured to provide one or more network identifiers (IDs) used as virtual addresses to support connections, and the virtual machine container configured to create and to control the connections among a plurality of virtual clients and a plurality of virtual game servers using the network IDs, wherein the virtual communication network is configured to permit communication between one or more of the virtual clients and the virtual servers for executing and debugging the developed game without using an actual network address, wherein the virtual communication network comprises at least one server virtual machine and at least one client virtual machine, and wherein one of the one or more network IDs corresponds to a network ID of the at least one server virtual machine, and a message is transferred from the at least one client virtual machine to the at least one server virtual machine using the network ID of the at least one server machine. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11)
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12. A method for developing a multi-user network game to be performed between a game server and a plurality of game clients via a network, the method comprising:
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providing a game production module to develop the game by producing a game script for the game based on a script language using the game production module, wherein an interface is configured to test and to debug the game script; and constructing a virtual network without using an actual network address by integrating at the least one server virtual machine and the at least one client virtual machine by providing one or more network identifiers (IDs) as virtual addresses to support connections, the at least one of the server virtual machines and the at least one of the client virtual machines being configured to execute the game script and to emulate an execution of the game script in the virtual network configured between the server virtual machines and the client virtual machines using the network IDs, wherein the virtual network comprises at least one server virtual machine and at least one client virtual machine, and wherein one of the one or more network IDs corresponds to a network ID of the at least one server virtual machine, and a message is transferred from the at least one client virtual machine to the at least one server virtual machine using the network ID of the at least one server machine. - View Dependent Claims (13, 14, 15, 16, 17)
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18. The method of clam 17, wherein the extrinsic information comprises a script file generated using a script language.
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19. A non-transitory computer-readable storage medium comprising an executable program stored thereon, which when executed by a microprocessor to perform the following method:
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providing a game production module to develop the game by producing a game script for the game based on a script language using the game production module, wherein an interface is configured to test and to debug the game script; and constructing a virtual network without using an actual network address by integrating at least one server virtual machine and at least one client virtual machine by providing one or more network identifiers (IDs) as virtual addresses to support connections, the at least one of the server virtual machines and the at least one of the client virtual machines being configured to execute the game script and to emulate an execution of the game script in the virtual network configured between the server virtual machines and the client virtual machines using the network IDs, wherein the virtual network comprises the at least one server virtual machine and the at least one client virtual machine, and wherein one of the one or more network IDs corresponds to a network ID of the at least one server virtual machine, and a message is transferred from the at least one client virtual machine to the at least one server virtual machine using the network ID of the at least one server machine.
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Specification