GAME CONTROL METHOD, SYSTEM, AND NON-TRANSITORY COMPUTER-READABLE RECORDING MEDIUM
First Claim
1. A game control method comprising:
- dividing a battle time into a plurality of time slots in a battle game between groups with a battle time managing unit stored in a memory, the battle time managing unit further comprising a timer, and members of a group being characters stored in the memory, each character controlled by a player via a client device sending requests to a server;
setting a battle condition of at least one of the time slots in the plurality of time slots with a battle condition changing unit in the memory to differ from a battle condition of a second time slot in the plurality of time slots based on data from a battle condition extraction unit in the memory and a target changing unit in the memory; and
conducting the battle game on the server by a battle rendering unit in the memory based on the battle condition whereby at least one of the time slots in the plurality of time slots is different from the second time slot in the plurality of time slots.
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Accused Products
Abstract
Players with a wide range of levels or attack strength can enjoy a time-limited group battle, and the participation rate can be expected to improve throughout the set time slot. A battle time managing unit refers to a timer and a memory resource to manage the time of a battle between groups. A battle condition extraction unit refers to the memory resource and checks whether to change a battle condition during the time of the battle. A target changing unit refers to the memory resource to set a target of change based on the battle condition. A battle condition changing unit changes the battle condition for the target of change that was selected by the target changing unit. Based on the changed battle condition, a battle rendering unit executes rendition processing for the game related to the battle.
25 Citations
18 Claims
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1. A game control method comprising:
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dividing a battle time into a plurality of time slots in a battle game between groups with a battle time managing unit stored in a memory, the battle time managing unit further comprising a timer, and members of a group being characters stored in the memory, each character controlled by a player via a client device sending requests to a server; setting a battle condition of at least one of the time slots in the plurality of time slots with a battle condition changing unit in the memory to differ from a battle condition of a second time slot in the plurality of time slots based on data from a battle condition extraction unit in the memory and a target changing unit in the memory; and conducting the battle game on the server by a battle rendering unit in the memory based on the battle condition whereby at least one of the time slots in the plurality of time slots is different from the second time slot in the plurality of time slots. - View Dependent Claims (2, 3, 4, 5, 6)
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7. A system for controlling a battle game between groups, members of a group being characters each controlled by a player via a client device, the system comprising:
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one or more servers; a memory; means for dividing a battle time for the battle game into a plurality of time slots with a time battle managing unit stored in the memory; means for setting a battle condition of at least one of the time slots to differ from a battle condition of another time slot with a battle condition changing unit stored in the memory; and means for conducting the battle game on the one or more servers by a battle rendering unit stored in the memory based on the battle condition set by the means for setting the battle condition. - View Dependent Claims (8, 9, 10, 11, 12)
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13. A non-transitory computer-readable recording medium storing instructions to be executed by a server device that controls a battle game between groups, members of a group being characters each controlled by a player via a client device, the instructions causing the server device to execute the steps of:
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dividing a battle time for the battle game into a plurality of time slots with a battle time managing unit in a memory, the battle time managing unit further comprising a timer; setting a battle condition of at least one of the time slots in the plurality of time slots with a battle condition changing unit in the memory to differ from a battle condition of another time slot in the plurality of time slots; and conducting the battle game on a server, with a battle processing unit in the memory, based on the battle condition set. - View Dependent Claims (14, 15, 16, 17, 18)
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Specification