摘要:
Methods, systems, and computer programs are provided for executing games, processed by one or mover servers. The one or more servers are provided with access to a network for communication with one or more client computers. One method includes operations for sending an interface for a casino-type game to a client computer, and for starting an online game that is displayed with the interface for the casino-type game. The method further includes operations for detecting a bet placed in the casino-type game, and for determining an outcome of the bet in the casino-type game. A character is moved along a path of the online game, where the amount of movement of the character is based on the outcome of the bet or wager.
摘要:
Methods, systems, and computer programs are presented for enhancing social collaboration in an online casino game. One method includes an operation for receiving bets from players playing in a first gambling mode in an online gambling room. The method also includes an operation for determining contributions to a community metric based on the outcomes of the bets, where all players in the online gambling room contribute towards the community metric. After detecting that the community metric reaches a predetermined goal, the online casino game enters all players in the online gambling room into a second gambling mode to achieve a room goal, where the value of the community metric does not change while players are in the second gambling mode.
摘要:
Methods, systems, and computer programs are presented for enhancing social collaboration in an online casino game. One method includes receiving game inputs from client devices facilitating play in a first mode for an online room. Then, determining contributions to a community metric based on outcomes of the game inputs in the first mode, such that client devices facilitate play in the online room contribute toward the community metric as play progresses in the first mode. Progress of the community metric is indicated by a community progress indicator, and the community progress indicator has a characteristic that indicates increases in the community metric. The method includes moving each of said client devices connected to the online room into a second mode different from the first mode when a predetermined goal is reached for the community metric. The second mode includes a room goal and play of all said client devices contribute toward achieving the room goal based on outcomes of game inputs made in the second mode. The method further includes ending the second mode and returning each of the client devices to the first mode when the room goal is reached. A value of the community metric does not change while players are in the second mode.
摘要:
Methods, systems, and computer programs are provided for executing games, processed by one or mover servers. The one or more servers are provided with access to a network for communication with one or more client computers. One method includes operations for sending an interface for a casino-type game to a client computer, and for starting an online game that is displayed with the interface for the casino-type game. The method further includes operations for detecting a bet placed in the casino-type game, and for determining an outcome of the bet in the casino-type game. A character is moved along a path of the online game, where the amount of movement of the character is based on the outcome of the bet or wager.
摘要:
Methods, systems, and computer programs are presented for enhancing social collaboration in an online casino game. One method includes an operation for receiving bets from players playing in a first gambling mode in an online gambling room. The method also includes an operation for determining contributions to a community metric based on the outcomes of the bets, where all players in the online gambling room contribute towards the community metric. After detecting that the community metric reaches a predetermined goal, the online casino game enters all players in the online gambling room into a second gambling mode to achieve a room goal, where the value of the community metric does not change while players are in the second gambling mode.
摘要:
Methods, systems, and computer programs are presented for executing an adventure game. One method includes operations for sending an interface for a betting game, and for starting an online game that is displayed simultaneously with the interface for the betting game. The method further includes operations for detecting a bet placed in the betting game, and for determining an outcome of the bet in the betting game. An avatar is advanced along a path of the online game, where the amount of advancement of the avatar is based on the outcome of the bet.
摘要:
Methods, systems, and computer programs are presented for enhancing social collaboration in an online casino game. One method includes receiving game inputs from client devices facilitating play in a first mode for an online room. Then, determining contributions to a community metric based on outcomes of the game inputs in the first mode, such that client devices facilitate play in the online room contribute toward the community metric as play progresses in the first mode. Progress of the community metric is indicated by a community progress indicator, and the community progress indicator has a characteristic that indicates increases in the community metric. The method includes moving each of said client devices connected to the online room into a second mode different from the first mode when a predetermined goal is reached for the community metric. The second mode includes a room goal and play of all said client devices contribute toward achieving the room goal based on outcomes of game inputs made in the second mode. The method further includes ending the second mode and returning each of the client devices to the first mode when the room goal is reached. A value of the community metric does not change while players are in the second mode.
摘要:
A method and system to host a computer-implemented multiplayer game includes functionality to identify and resolve conflicts resulting from asynchronous game play. Client system game state information that changes responsive to in-game actions performed on a client system is intermittently synchronized with authoritative game state information, during which the in-game actions may be validated. Actions that fail a prerequisite check based on the authoritative game state information are analyzed in automated fashion to determine whether they are redundant actions that fail the prerequisite check owing to their having been performed with respect to outdated client system game state information. One or more remedial actions are performed for respective redundant actions, e.g., by allowing the redundant action and modifying the game state, by restoring spent resources to affected players, or by disallowing both the redundant action and an associated preempting action.
摘要:
Methods, systems, and computer programs are presented for executing an adventure game. One method includes operations for sending an interface for a betting game, and for starting an online game that is displayed simultaneously with the interface for the betting game. The method further includes operations for detecting a bet placed in the betting game, and for determining an outcome of the bet in the betting game. An avatar is advanced along a path of the online game, where the amount of advancement of the avatar is based on the outcome of the bet.
摘要:
A method and system to host a computer-implemented multiplayer game includes functionality to identify and resolve conflicts resulting from asynchronous game play. Client system game state information that changes responsive to in-game actions performed on a client system is intermittently synchronized with authoritative game state information, during which the in-game actions may be validated. Actions that fail a prerequisite check based on the authoritative game state information are analyzed in automated fashion to determine whether they are redundant actions that fail the prerequisite check owing to their having been performed with respect to outdated client system game state information. One or more remedial actions are performed for respective redundant actions, e.g., by allowing the redundant action and modifying the game state, by restoring spent resources to affected players, or by disallowing both the redundant action and an associated preempting action.