Method and apparatus for providing online shooting game
Abstract
The present disclosure relates to providing an online shooting game by a game server communicatively connected to a player terminal. The player terminal may display a virtual online shooting game environment based on information received from the game server. Providing an online shooting game may include: selecting a basic identification range within a virtual online shooting game environment displayed on the player terminal; detecting one or more enemy characters that are within the basic identification range; determining one of the detected one or more enemy characters as an automatic tracking object; and allowing an aiming point to automatically track movement of the automatic tracking object within the basic identification range.
Claims
exact text as granted — not AI-modified1 . A control method, performed by a game server communicatively connected to a player terminal, comprising:
setting a basic identification range within a screen of the player terminal; receiving an input for movement from the player terminal; moving the basic identification range within a game environment displayed on the player terminal in response to the received input for movement; allowing an aiming point to track an enemy character when the enemy character enters the basic identification range; receiving an input for shooting from the player terminal; determining a damage inflicted on the enemy character based on the received input for shooting; and reflecting the determined damage in a game.
2 . The control method of claim 1 , wherein the setting the basic identification range includes setting the basic identification range by selecting one of a plurality of basic identification ranges having different areas, respectively, according to a setting on the player terminal or a setting from the player terminal.
3 . The control method of claim 1 , wherein the allowing the aiming point to track the enemy character includes allowing the aiming point to track the enemy character according to movement of the enemy character within the basic identification range.
4 . The control method of claim 3 , wherein the allowing the aiming point to track the enemy character includes allowing the aiming point to track the enemy character when the enemy character is invisible due to an obstacle in the basic identification range as the enemy character moves within the basic identification range.
5 . The control method of claim 1 , further comprising displaying a movement trajectory of the aiming point within the screen of the player terminal.
6 . The control method of claim 1 , wherein the allowing the aiming point to track the enemy character includes changing display of the aiming point based on a location relationship between the aiming point and the enemy character.
7 . The control method of claim 1 , wherein the allowing the aiming point to track the enemy character includes stopping allowing the aiming point to track the enemy character when the enemy character is not within the basic identification range.
8 . The control method of claim 1 , wherein the determining the damage inflicted on the enemy character includes:
calculating loss of firepower corresponding to the input for shooting based on a size of the basic identification range; and determining the damage based on the calculated loss of firepower.
9 . A system including a game server communicatively connected to a player terminal, the game server comprising:
a processor configured to: set a basic identification range within a screen of the player terminal; receive an input for movement from the player terminal; move the basic identification range within a game environment displayed on the player terminal in response to the received input for movement; allow an aiming point to track an enemy character when the enemy character enters the basic identification range; receive an input for shooting from the player terminal; determine a damage inflicted on the enemy character based on the received input for shooting; and reflect the determined damage in a game.
10 . A non-transitory computer-readable recording medium storing a control program that, when executed by a system including a game server communicatively connected to a player terminal, causes the game server to execute a process comprising:
setting a basic identification range within a screen of the player terminal; receiving an input for movement from the player terminal; moving the basic identification range within a game environment displayed on the player terminal in response to the received input for movement; allowing an aiming point to track an enemy character when the enemy character enters the basic identification range; receiving an input for shooting from the player terminal; determining a damage inflicted on the enemy character based on the received input for shooting; and reflecting the determined damage in a game.Join the waitlist — get patent alerts
Track US2023347254A1 — get alerts on status changes and closely related new filings.
We store only your email — no account needed. See our privacy policy.