CN111093783A - Game device, program, and game system - Google Patents

Game device, program, and game system Download PDF

Info

Publication number
CN111093783A
CN111093783A CN201880055580.0A CN201880055580A CN111093783A CN 111093783 A CN111093783 A CN 111093783A CN 201880055580 A CN201880055580 A CN 201880055580A CN 111093783 A CN111093783 A CN 111093783A
Authority
CN
China
Prior art keywords
game
character
action
information
area
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN201880055580.0A
Other languages
Chinese (zh)
Inventor
福冈丽南
武田理志
门田侑树
小林健一郎
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Bandai Co Ltd
Original Assignee
Bandai Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Bandai Co Ltd filed Critical Bandai Co Ltd
Publication of CN111093783A publication Critical patent/CN111093783A/en
Pending legal-status Critical Current

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Theoretical Computer Science (AREA)
  • User Interface Of Digital Computer (AREA)
  • Processing Or Creating Images (AREA)

Abstract

To provide a game play which makes it easy to make a strategy and is more interesting. The game device has a board surface on which a plurality of items used in a game can be placed, executes processing of the game based on game information on the plurality of items placed on the board surface, and presents information on whether or not a game element can act during the game for a plurality of game elements obtained by placing an item on the board surface. In this presentation, information on whether or not each of the plurality of game elements is capable of acting is presented based on a position of a mark indicating each of the plurality of game elements and being movable to a target position along a predetermined path.

Description

Game device, program, and game system
Technical Field
The present invention relates to a game device, a program, and a game system, and more particularly to an electronic game that performs progress control based on information acquired from an article.
Background
In order to make the action control of characters in a game interesting, there is a game device that determines a time required for each character to wait until the character starts to act, and that allows the character to act after the time elapses (patent document 1).
Documents of the prior art
Patent document
Patent document 1: japanese patent laid-open publication No. 2014-121487
Disclosure of Invention
Problems to be solved by the invention
In the game device of patent document 1, since the player displays a measure bar indicating a standby time until the player can act around each of a plurality of characters to notify whether or not the character can act, particularly when a plurality of characters are displayed, the player needs to make a strategy while checking a plurality of measure bars at any time, and may have a troublesome impression.
The present invention has been made in view of the above-described problems, and an object of the present invention is to provide a game device, a program, and a game system that facilitate strategy planning and enable a highly interesting game to be played.
Means for solving the problems
In order to achieve the above object, a game device according to the present invention executes a game based on game information for a game element associated with an article, the game device including: a board surface configured to be able to mount a plurality of articles used in a game; an execution unit that executes a process of a game based on game information about a plurality of items placed on a disk surface; and a presentation unit that presents, for a plurality of game elements in which an item is placed on a board surface, information on whether or not the game element can act during a game, wherein the presentation unit presents the information on whether or not each of the plurality of game elements can act, based on a position that indicates an identifier of each of the plurality of game elements and is an identifier that can be moved to a target position along a predetermined path.
ADVANTAGEOUS EFFECTS OF INVENTION
With this configuration, according to the present invention, it is possible to provide a game play that makes it easy to make a strategy and is more interesting.
Drawings
Fig. 1 is an external view of a game device 100 according to an embodiment and a modification of the present invention.
Fig. 2 is a block diagram showing a functional configuration of the game device 100 according to the embodiment and the modification of the present invention.
Fig. 3 is a diagram for explaining a game field and a mounting panel 131 according to the embodiment and the modification of the present invention.
Fig. 4 is a diagram for explaining the standby display according to the embodiment and the modification of the present invention.
Fig. 5 is another diagram for explaining the standby display according to the embodiment and the modification of the present invention.
Fig. 6 is a flowchart illustrating a providing process executed in the game device 100 according to the embodiment and the modification of the present invention.
Fig. 7 is a flowchart illustrating the standby display update process according to the embodiment and the modification of the present invention.
Fig. 8 is a flowchart illustrating a determination process according to an embodiment of the present invention.
Fig. 9 is a diagram illustrating a game screen according to the embodiment and the modification of the present invention.
Fig. 10 is a diagram for explaining standby display according to modification 2 of the present invention.
Fig. 11 is a diagram showing an example of the configuration of various data used in the game device 100 according to the embodiment and the modification of the present invention.
Detailed Description
Embodiments exemplary embodiments of the present invention will be described in detail below with reference to the accompanying drawings. In one embodiment described below, an example will be described in which the present invention is applied to a game device having a dial surface on which a plurality of articles associated with game elements can be placed and capable of executing game processing relating to the game elements, as an example of the game device. However, the present invention can be applied to any device that can perform timing control of the initiation of an action in a game for a game element group associated with a plurality of game articles to be used.
In the game device of the present embodiment, the game article for which information can be acquired is a game card, and the game device is configured such that: by acquiring the information, a game that brings out a game element (e.g., a character) associated with the card can be executed in the game device. Further, the game device is configured to be able to provide a game card configured to be able to acquire information in this manner.
The game card is configured to be attached with at least information for specifying a game element associated with the game card. For example, information may be added to a game card by converting the information into a code of a predetermined format and attaching the code to the surface of the game card by printing. In the game device of the present embodiment, as will be described later, since the operation input relating to the game can be performed by moving the plurality of game pieces on the placement panel, the game pieces are printed with two-dimensional codes, and the position, rotation, movement, and the like of the game pieces can be easily detected with a small amount of computation. Further, an image of an associated game element is printed on the surface of the game card so that the player can recognize the game element, providing an interesting element related to the game in a point of item collection. Therefore, it is assumed that the two-dimensional code is printed on the game card by using invisible ink so as not to impair the appearance of the game card. The information attached to the game card is not limited to information for identifying the associated game element, and may include, for example, a card ID for uniquely identifying the card and information for identifying the back surface and the front surface of the game card, and the two-dimensional code may be printed on both surfaces of the game card.
It should be noted that although the present embodiment has been described with the game elements associated with the game pieces being characters, the present invention is not limited to this, and it goes without saying that the game elements associated with the game pieces may be other elements such as props and effects to be achieved.
In the present embodiment, the description is given assuming that the game article provided by the game device is a game card, but the present invention is not limited to this as long as the article is configured to be able to specify game information necessary for progress control of a game or to be able to acquire game information itself. For example, the game article may be any article configured to be able to identify the associated game element, and may be a shaped object such as a hand (figure), a toy, or a key ring having the appearance of the game element. When the game article is a shaped object, game information can be acquired from a part of the appearance of the shaped object, such as a recording medium inside the shaped object or paint, sticker, or print applied to the shaped object. The game article may be not only a shaped object but also any article such as a paper medium or a sticker other than a game card.
The following describes a game device according to an embodiment of the present invention with reference to the drawings. As shown in fig. 1, the game device 100 includes a placement panel 131 as a board surface on which a plurality of game cards can be placed. The player can progress the game and determine the action of the character by performing a moving operation on the game card placed on the placement panel 131.
Fig. 2 is a block diagram showing a functional configuration of the game device 100 according to the embodiment of the present invention.
The control unit 101 is, for example, a CPU, and controls the operation of each block included in the game device 100. Specifically, the control unit 101 controls the operation of each block by reading out an operation program for each block recorded in the recording medium 102, and then expanding and executing the operation program in the memory 103.
The recording medium 102 is a recording device capable of permanently holding data, such as a nonvolatile memory or an HDD. The recording medium 102 stores, in addition to the operation programs of the respective blocks included in the game device 100, information such as parameters necessary for the operation of the respective blocks, and various graphic data used in the game executed by the game device 100. The memory 103 is a storage device for temporarily storing data, such as a volatile memory. The memory 103 is used not only as an expansion area for the operation program of each block but also as a storage area for temporarily storing data and the like output during the operation of each block.
The payout detecting unit 104 detects whether or not a payout of a price is made in the game apparatus 100. For example, payment of the consideration may be determined by detecting that a predetermined amount of coins or equivalent medals are thrown into the coin inlet, or that a settlement process based on communication with a chip related to predetermined electronic money is completed. In the game device 100 of the present embodiment, the service accompanied by the provision of the game cards to the player is described as being performed based on the start of the payout of the consideration, but the payout of the consideration is not an essential requirement and the service may be started based on a predetermined start instruction.
The presentation control unit 107 is responsible for control of presenting various information to the player in the game device 100. In the game device 100 of the present embodiment, the description is given by including the first display unit 120 and the second display unit 130 for displaying images (game screen, menu screen, and the like) and the audio output unit 140 for outputting audio as means for presenting various information to the player, but the means for presenting information is not limited to these, and may be replaced or added, needless to say.
The presentation control unit 107 includes a rendering device such as a GPU, for example, and performs a predetermined rendering process when generating a screen to be displayed on the first display unit 120 and the second display unit 130. Specifically, the presentation control unit 107 performs predetermined arithmetic processing on a necessary drawing object based on processing and commands performed by the control unit 101 during the operation of the game device 100 (during the game play and in a standby state), and draws a screen. The generated screen is output to the first display unit 120 or the second display unit 130, and displayed in a predetermined display area, thereby being presented to the player, wherein the first display unit 120 and the second display unit 130 may be display devices that are in the same housing as the game device 100 or detachably connected to the outside of the game device 100.
The game device 100 of the present embodiment includes 2 types of display devices (the first display unit 120 and the second display unit 130) as shown in fig. 1 for displaying a game screen, and the presentation control unit 107 generates a game screen for each display device. A plurality of game cards can be placed on the placement panel 131 at the same time, and information acquisition and state detection are performed for each game card during the game play.
In addition, in the sequence of the character operation, as shown in fig. 1 and 3, the second display unit 130 displays a game screen including an image of a field (field) as a reference on which the game pieces are placed (a two-dimensional image configured to clearly show the positions and areas on which the game pieces are placed). At this time, the game screen in which the arrangement of the character corresponding to the game card in the game field is changed and the preliminary action of the action taken by the corresponding character is changed in response to the movement operation of the game card on the placement panel 131 is displayed on the first display unit 120 so as to be presented to the player in a state where the arrangement of the character and the preliminary action of the action taken by the corresponding character are drawn in an overlooking view of the character and the other characters appearing in the game.
The second display unit 130 of the present embodiment is configured to be able to cause the acquisition unit 105, which will be described later, to acquire the invisible code attached to the game card placed on the placement panel 131 while displaying the converted game screen. For example, when the second display unit 130 is a liquid crystal display device, the following configuration may be adopted: a light-transmitting liquid crystal panel layer and a light guide layer are provided on the lower layer of the mounting panel 131, and the light source is disposed around the light guide layer (side surface), and the bottom surface of the second display unit 130 does not have a case as a shield. Thus, the image pickup unit (not shown) included in the acquisition unit 105 can pick up an image from the back side of the second display unit 130 (inside the casing of the game device 100) that can extract the code of the game card placed on the placement panel 131 with invisible ink. The configuration of the second display unit 130 is not limited to this, and for example, even if the rear projection method is adopted, an image in which an invisible code of a game card placed on the placement panel 131 can be extracted can be captured in the same manner.
The presentation control unit 107 includes a circuit for outputting and amplifying an audio signal, such as a sound card and an amplifier, and performs a predetermined process when generating audio to be output by the audio output unit 140. Specifically, the presentation control unit 107 specifies audio data to be simultaneously output based on, for example, audio data recorded in advance in the recording medium 102, converts (D/a converts) the audio data into an electric audio signal, and outputs the electric audio signal to the audio output unit 140, thereby outputting audio. The sound output unit 140 may be a predetermined speaker or the like, and outputs a sound wave based on the input sound signal.
When playing a game provided by the game device 100 of the present embodiment in response to the payment of a price, the acquisition unit 105 acquires game information from the game pieces placed on the placement panel 131, and detects at least one of the position, rotation, and movement of the plurality of game pieces while recognizing the game pieces. The acquisition unit 105 includes, for example, an imaging unit that images the second display unit 130 from the back side of the second display unit 130 as described above, and the acquisition unit 105 extracts a code attached to the game card by applying a predetermined operation to the image obtained by imaging, converts the code, and acquires information attached to the card.
The information acquired for each game card is stored in the memory 103 as, for example, use card information. As described above, in the present embodiment, for example, as shown in fig. 11 (a), the information attached to the game card may have a card ID 1101 for uniquely identifying the card and a character ID 1102 for identifying the associated character. For example, as shown in fig. 11 b, in the use card information as an example of the game information of the present invention acquired and registered for each game card based on the character ID, drawing information 1113, sound data 1114, progress parameter 1115, and detection information 1116 indicating the state (at least any one of position, rotation, and movement) on the placement panel 131 of the corresponding character acquired from the character DB106 described later are managed in association with the card ID 1111 (card ID 1101) and the character ID 1112 (character ID 1102) acquired from the card.
The character DB106 is a database for managing information (character information) on each character which is determined to be present in the game in advance. In the game provided by the game device 100 of the present embodiment, a plurality of characters can be present in a game related to 1 play. In the game device 100, when a player uses a game card during game play, a character associated with the card can be made available (operated) for use in the game as, for example, a character used by the player.
The character information managed for 1 character may have a data structure shown in (c) of fig. 11, for example. As shown in the figure, in the role information, in association with a role ID 1121 for uniquely determining a role, there are included: drawing information 1122 including graphic data for generating a screen when the character is present in the game, and the like; sound data 1123 also used for sound presentation; and a progress parameter 1124 that describes, in addition to the name and attributes of the character, various parameters of the ability inherent to elements such as a physical strength (stamina), a magic amount, an offensive power, a defensive power, a launch skill (attack actions to be described later: magic cube and magic puzzle), and a special move. The progress parameter 1124 is information to be referred to in a game in which a character is present, and the progress control of the provided game is performed by using the information.
In the present embodiment, the description is given assuming that the character DB106 stores therein graphic data and audio data and character information includes these data, but the implementation of the present invention is not limited to this. The character information may include information indicating a storage location of the associated data.
In the present embodiment, the following configuration is explained: the character information managed for each character in the character DB106 is associated with a character ID, and various information necessary for progress control of a game relating to the character associated with the card is acquired from the character DB106 based on the character ID acquired from the game card by the acquisition unit 105, whereby registration using the card information can be configured. But practice of the invention is not limited thereto. That is, the information attached to the game card may be configured not to include only information such as a character ID for specifying various information necessary for controlling the progress of the game, but to include various information necessary for controlling the progress of the game.
The providing control unit 108 controls the operation of the providing unit 150 so that 1 game card is normally provided for 1 play based on the payout of the price. The game pieces supplied from the game device 100 are, for example, game pieces supplied before the start of a game sequence related to the supply of a predetermined game (a game link for operating an operating character: a battle game), that is, game pieces to which predetermined (fixed) information has been added for each piece of the piece of. The supply unit 150 is, for example, a card dispenser, and may have the following structure: the game machine has a storage box, not shown, for stacking the game pieces in the direction of the plumb, and a mechanism for supplying 1 game piece held at the lowermost part of the storage box in accordance with a supply command from the supply control unit 108. In the case where the providing unit 150 is incorporated in the same housing as the game device 100, the provided game piece can be provided to the player by being guided to the take-out port 151 (see fig. 1) accessible from the outside of the game device 100. The game cards provided by the game device 100 of the present embodiment are off-the-shelf cards that have been printed in advance, and the design patterns of character images, parameters, and the like that are printed on the surfaces of the game cards are fixed, and all the game cards are formed in the same shape and the same size.
In addition, although the game device 100 of the present embodiment has been described as providing a ready-made card having a fixed design pattern printed and issued in advance in a factory or the like, the provided game card may be a card in which the design pattern can be dynamically changed by so-called on-demand printing. In this case, the providing unit 150 is a printing device that performs printing on a predetermined paper medium, and may be configured to print, on a game card, code obtained by converting game information in a conversion scheme for the game card, for example, game information having a character ID of a character selected by a player or by a drawing process according to the progress of the game.
The operation input unit 109 is a user interface of the game device 100, such as an operation member for direction input, an operation member for determination input, and various sensors. When detecting that an operation input to the operation member is performed, the operation input unit 109 outputs a control signal corresponding to the operation input to the control unit 101. In the present embodiment, the game device 100 is described as including various interfaces as physical operation means, but may include a touch input detection sensor or the like for detecting a touch input performed on the screen of the second display unit 130, for example.
The communication unit 110 is a communication interface with an external device included in the game device 100. The communication unit 110 is connectable to an external device via a network (wired or wireless) such as a communication network such as the internet or a cable connecting devices to each other, so as to transmit and receive data. The communication unit 110 converts information input as a transmission target into data of a predetermined format, for example, and transmits the data to an external device such as a server via a network. Further, when receiving information from an external device via a network, for example, the communication unit 110 encrypts the information and stores the information in the memory 103. The game device 100 according to the present embodiment is configured to be able to receive program data obtained by encapsulating a program of processing related to a game from an external device via the communication unit 110. When the program data is received through the communication unit 110 and a request for updating the program is received, the control unit 101 can update the program of the game-related process currently stored in the recording medium 102 using the received program data in accordance with the update request. In addition to the update processing of the program related to the game, for example, the update processing may be automatically executed by inserting the program data recorded in the recording medium into an optical drive or the like, not shown, of the game device, or may be executed in response to a start command from the administrator after the insertion.
Next, an outline of a game that provides a game play experience in the game device 100 according to the present embodiment will be described. The game that provides the game play experience in the game device 100 of the present embodiment is a match game in which 2 character groups (teams using characters (team using team), and teams of opponent characters (opponent team)) match as described above. The player can register a character (use character) related to a use team by placing a game card on the placement panel 131, and can input an action or the like to be performed by each use character by performing a moving operation on the game card during the play of the game.
More specifically, a screen including a field image 301 for placing a card as shown in fig. 3 is displayed on the second display unit 130, and the arrangement of the characters to be used and the predetermined action to be taken in association with each game card are determined according to the position of the game card placed on the placement panel 131 in the display area of the field image 301. In the game of the present embodiment, a predetermined amount of points (magic amount) is assigned to each character at the start of game play, and a fixed amount of points is consumed when the occurrence condition of an action is satisfied. At this time, an action by the character occurs, and the action is reflected in the game. The action performed by the character is an attack action (reduction of the physical strength margin by giving an injury (japanese: and ダメージ)) on at least one character of the opponent team, and the game of the present embodiment is provided with 2 types of the small magic and the large magic, and consumption amounts that are different from each other are set (for each character).
Here, the small magic and the large magic are different not only in consumption amount but also in amount of time required until action occurs and amount of harm given to the opponent by the action occurrence (change of parameters that make progress of the opponent's game unfavorable). The small magic can generate an action with a small amount of consumption because the time required until the action occurs is short, and on the other hand, the amount of damage given to the opponent is set to be lower than that of the large magic. On the other hand, the amount of damage given to opponents by the large magic is set to be higher than that by the small magic, while the time required until action occurs is longer on the other hand, and the amount of consumption of the magic is also set to be larger than that by the small magic. That is, since the probability of occurrence of an action and the amount of damage to be inflicted differ between the small magic and the large magic, the player needs to organize the game in such a manner that the action selection is performed strategically while reading the progress status of the game, and these aspects contribute to providing interesting elements of the game.
Therefore, the character to be used using the magical game, which takes a long time until the action occurs, can be arranged as a guard of the team to be used in the game, so as to avoid interruption of the action due to the injury during the preparatory action and the immobility state described later. At this time, the player can determine the arrangement in the game and the action (magic puzzle) to be generated by moving and arranging the game pieces associated with the character to be used to the magic hall 303 corresponding to the backoffice as an example of the second area of the present invention in the field image 301 of fig. 3. Further, the character to be used using the small magic, which requires a short time until the action occurs, can be configured to be able to be placed as a forerunner of a team in the game, so that the character is less likely to be harmed during the preparatory action, and the character to be used using the large magic can be prevented from having an offensive action. In this case, the player can determine the arrangement of the game cards associated with the used characters in the game and the action (magic cube) to be caused by the game cards in the game by moving the game cards to the magic cube field 302 corresponding to the guards, which is an example of the first area of the present invention, in the field image 301.
As described above, in the game provided by the game device 100 according to the present embodiment, the player can control whether the user character associated with the game card is to function as a forepart or a backpart in the game and whether the user character is to perform an attack action of the small magic and the large magic by arranging the game card at which position on the placement panel 131.
As described above, the magic value is assigned a predetermined amount for each character as an initial value, and the value assigned to the action is gradually reduced by the occurrence of the attack action. That is, in order to cause the user character to perform a desired attack action, it is necessary to store the magic amount necessary for performing a predetermined action. That is, in the game of the present embodiment, each character becomes unable to act when the magic amount necessary for the attack action that the player wants to perform does not remain. In addition, the magic value may be consumed not only by performing an attack action but also by performing a specific action on the opponent character, and may be in a disabled state even if the character is not used. In the game of the present embodiment, the game pieces related to the user character in the immotile state are moved and arranged in the restoration field 304 as an example of the third area of the present invention, so that the reduced magic value can be restored. The restoration may be performed in accordance with the period during which the associated game piece is placed in the restoration field 304, and the initial value of the magic amount that can be restored to the character is maximized.
Strictly speaking, when the magic amount of the small magic which is less consumed to generate the magic amount does not remain, the character is in the immobilizer state in which any attack action cannot be taken, but even when the magic amount of the small magic remains but the magic amount of the large magic remains, the player can move the corresponding game piece to the return field 304 and return the magic amount.
The object (opponent) in the case where the attack action has occurred is basically randomly selected (for example, by a lottery process) from opponent characters of the opponent's team disposed on the foreward and the backward. The following may be configured: when an attack action on an opponent character of a defender is to be performed, if the opponent character is arranged at the defender and a predetermined condition is satisfied, the opponent character of the defender interferes with the attack on the opponent character of the defender. The same may be true when an attack action is performed on the use team by the opponent character. In addition, when all the opponent characters are arranged in the recovery field when the attack action occurs, an object of the attack action can be selected from the opponent characters arranged in the recovery field.
In the battle game provided by the game device 100 of the present embodiment, such an attack action is repeated, so that a team whose total force value determined by the team character of the opponent by giving an injury is first 0, or a team whose total force value remaining when a predetermined limit time has elapsed is a large number of teams as a winning team.
In the battle game according to the present embodiment, a game system with high real-time performance is used in which the movement of each character in the game period is controlled in accordance with the movement operation of the game card performed in the game period, instead of a round system in which the movement operation of the game card and the occurrence of the action based on the arrangement after the movement are alternately performed. Therefore, in order to make the player know whether or not the corresponding character can act with respect to the arrangement of the game pieces by the player, notification is performed using standby displays 401 and 402 as shown in the lower part of the game screen 400 in fig. 4 (a). More specifically, the standby display is composed of a standby display 401 showing whether or not action is possible for each character of the team (use character) and a standby display 402 showing whether or not action is possible for each character of the opponent team (opponent character). The player can find the optimum timing of the action, select the action to be generated, and grasp the situation of the action of the opponent character by the standby display.
The details of the standby display will be described further below with reference to the drawings.
The standby display set for 1 team (for example, a user team) is performed by arranging marks (character icons) 413a to 413e corresponding to respective user characters on a straight line path 410 connecting 2 end points 411 and 412 as shown in fig. 4 (b) in an enlarged manner. In each character icon 413, as information for allowing the corresponding character to be recognized, an image of the character is attached in the present embodiment. The end point 411 shows an initial position as a start point of the standby display, and each character icon 413 moves along the path 410 to a target position as another end point 412. At this time, a predetermined moving speed is defined for each character icon 413, and the time required for the character icon 413 to reach the target position is the time required until the character acts. That is, the action of each character used in the game period related to the battle game is determined to occur by the character icon 413 corresponding to the character moving on the route 410 with the passage of time and reaching the target position.
In the battle game of the present embodiment, each character icon 413 is basically moved from the initial position to the target position on the route 410 during the standby display, and the moving speed of the character icon 413 is controlled in accordance with the attack action selected for the corresponding character, that is, the placement position of the corresponding game card on the placement panel 131. Here, for each attack action (each of the small magic and the large magic) set to be able to occur for each character, the time required until the provision action occurs is individually determined for each character based on the performance value of the character, and used to derive the movement speed of the character icon 413. In this way, the player can grasp the time required until the action occurs, based on the moving speed and the distance from the target position of each character icon 413 being displayed on standby. In other words, each character icon 413 moves to the target position along the route as the time required until the action occurs elapses.
On the other hand, since the magic amount remains sufficiently even at the start of the battle game, it is assumed that the player basically moves all game pieces to be used to the position corresponding to the attack action (on the small magic field 302 or the large magic field 303). In this case, the plurality of character icons 413 are arranged at the initial positions, and it may be difficult for the player to grasp the time required until the action of each character occurs until the difference in position according to the movement speed clearly appears. Therefore, in the battle game according to the present embodiment, the movement start position of the character icon 413 is controlled so as to avoid difficulty in grasping the waiting time due to the overlapping of the plurality of character icons 413, with respect to the arrangement of the character icon 413 at the start time in the waiting display.
More specifically, the arrangement of the character icons 413 at the start of the battle game is controlled according to the performance value of the corresponding character and the type of the predetermined attack action to be generated. Here, the performance value of the character may be at least any one of the progress parameters for progress control of the game, and the farther the character is assigned with a performance value that makes the progress of the game favorable (the progress of the game is favorable by the occurrence of the attack action), the farther the movement start position is determined from the target position. As described above, in the battle game of the present embodiment, since a difference is provided between the small magic and the large magic with respect to the amount of damage given to the team of the opponent, even if the same character is used, the movement start position of the corresponding character icon 413 is set to a position farther from the target position when a large magic action with a large amount of damage is generated than when a small magic action with a small amount of damage is generated.
As for the movement start position, for example, first, for each character in which the game pieces are placed in the small magic hall 302 and the large magic hall 303, a movement start position determined from a performance value of the character (time required for the action based on the small magic to occur) is temporarily determined. Then, the position is corrected according to the field in which the game card is placed, and the movement start position at the start is determined. In this case, the temporarily determined movement start position may be corrected so that the movement start position is distant from the target position only for the character in which the game piece is placed in the magic hall 303. This correction may be performed based on the performance value determined for each character and the time required for the action of the magic puzzle to occur, or may be performed by multiplying the performance value determined for each character by a uniform coefficient (the distance from the target position and the waiting time) without changing the character. The movement start position determined at this time is controlled so that the standby time of each character can be grasped by determining any one of the sections to the target position excluding the end point 411 as the initial position, that is, the sections to the initial position not included in the path 410 to be displayed in standby. Further, although the above-described control can reduce the case where the plurality of character icons 413 are located at the same position at the start of the battle game (the case where the plurality of character icons 413 are displayed in an overlapping manner), the control may be performed so as to avoid the location at the same position (so that the plurality of character icons 413 are not displayed in an overlapping manner) when the plurality of character icons 413 are located at the same position.
Further, after the standby time has elapsed, that is, when the character icon 413 moves to the target position with the elapse of time, the control unit 101 controls the progress of the game so that the offensive action of the character corresponding to the character icon 413 occurs. After the attack action is given to 1 character, the action to be given to the character next time is specified by the moving operation of the corresponding game card, and the waiting display is used to notify how long it takes until the action can be given. As shown in fig. 4 (a), in the battle game of the present embodiment, the standby display 401 for the use team and the standby display 402 for the opponent team are provided such that the end points 412 related to the target positions of both the use team and the opponent team are disposed in the central area of the game screen 400, so that the action standby status of each character of the use team and the opponent team can be grasped and the strategy for the attack can be made. In other words, in order to make the player know whether or not the offensive action of the characters of the two teams can occur, the standby displays 401 and 402 are arranged on the game screen 400 so that they can be easily compared by making the target positions of both parties close. In the example of fig. 4 (a), the standby display 401 and the standby display 402 each have an end point 411 related to an initial position near different sides of the game screen 400, and each path is formed so that the character icon 413 moves from the end point 411 to a central area where an end point 412 as a target position is located. Note that the end points 412 of the standby displays 401 and 402 related to the target positions are common, and the player can grasp the order of action occurrence of the character by looking at the vicinity of the end point 412 and based on the distance from the end point 412 and the movement speed of the character icon 413 existing in each path.
In the present embodiment, as shown in fig. 4 (a), the standby display arrangements of the use team and the opponent team are described so as to be common to the target positions, but the practice of the present invention is not limited to this. For example, the following manner is also possible: the standby displays of the two teams are arranged separately as shown in fig. 5 (a) and the target positions of the standby displays are close to each other, or the standby displays of the two teams are arranged such that the moving directions of the character icons 413 are common and parallel to each other and the target positions of the standby displays are closely arranged in the vertical direction as shown in fig. 5 (b), and the standby displays are arranged such that the target positions converge in a predetermined distance range, and the player can easily grasp the action standby situations of both parties.
In addition, at the start of the match-up game, in order to control such that the occurrence of a situation in which the character icons 413 of the characters being displayed on standby are overlapped is reduced, the movement speed of each character icon 413 until the character performs the attack action for the first time (first time) may be set to be constant, and the player may be configured to be able to clearly grasp the action order of the characters. That is, in this mode, the character icons of the characters of the team are arranged in the order of action from the target position during the standby display so that the order change during the movement between the character icons 413 does not occur.
Further, the timing of occurrence of the action related to the first time after the start of the battle game is dispersed, and the timing of performing the movement operation of the game card related to the attack action next time (after the first time) is also dispersed for each character, depending on the character characteristics and the selected action. Therefore, even if the movement start position of the next and subsequent attack actions is not controlled, the character icons 413 are less likely to overlap, and the movement start position of each character icon 413 can simply be set as the initial position as described above.
In addition, when there is a used character that consumes a magic amount due to the action of the opponent character and becomes unable to act, it is necessary to promptly notify the player of the situation. In this case, as shown in fig. 4 (c), the movement of the character icon 413 is stopped on the route waiting for display, and a notification 414 indicating that the user is unable to act is displayed, for example, while being superimposed on the character icon 413.
In addition, if the character icon 413 is disposed on the route (except for the end point) instead of waiting for the occurrence of the attack action with respect to the character in which the game card is loaded in the recovery field 304, the player may erroneously recognize the action standby state, which is not appropriate. Therefore, the character icon 413 of the character obtained by placing the game piece in the resume field 304 may be displayed without moving from the initial position of the standby display, as shown in fig. 4 (d). In this case, the player may be notified of the recovery status of the magic amount by being placed in the recovery field 304 by an additional notification, such as whether the player is in a disabled state, whether the player is in a enabled state, how much time is spent until the player can act, how much the remaining (recovered) magic amount is, or the like.
The "providing process" is a specific process described with reference to the flowchart of fig. 6, with respect to the providing process executed in connection with the service provision in the game device 100 of the present embodiment having such a configuration. The processing corresponding to this flowchart can be realized by reading out a corresponding processing program stored in the recording medium 102 by the control unit 101, for example, and then expanding and executing the processing program in the memory 103. The present providing process is started when the payout detection unit 104 detects that the payout of the value is made, for example, while the game apparatus 100 is in the standby state.
In S601, the providing control section 108 controls the providing section 150 under the control of the control section 101 so that the game pieces are provided in response to the payment of the consideration related to the start of the present providing process. When the game piece is provided, the control unit 101 causes the presentation control unit 107 to notify that the game piece is provided.
In S602, the control unit 101 determines an opponent character (opponent team) to be present in the current game play. The battle game provided by the game device 100 of the present embodiment is a game played between a user Character whose action is controlled based on the operation of a Player and an opponent Character that is present in the game as a Non-Player Character (NPC). The number of using characters and opponent characters to be presented in the match-up game is predetermined to 5, and in this step, the control unit 101 determines a necessary number of opponent characters, and adds the information for the match-up game related to the opponent characters to the opponent character management table stored in the memory 103. The determination of the opponent character may be performed in response to an operation input in which any one of a preset opponent character, a problem associated with the opponent character, and the like is selected, or may be performed without an operation input in accordance with a lottery process, information on the progress of the game play of the player recorded in another recording medium, and the like.
Note that 1 piece of information managed for 1 character in the opponent character management table may have the same configuration as the use card information except that the detection information 1116 is not included, and necessary information may be acquired from the character DB106 based on the character ID of the decided opponent character and stored.
In S603, the control unit 101 executes the following registration processing: the use character (use team) to be present in the match game at the time of the present game play is registered. The registration process is performed by the player placing a game piece concerning a character desired to be discharged as a play of a team on the placement panel 131 of the second display unit 130. In the registration process, the acquisition unit 105 detects a game card and acquires corresponding game information by applying image processing for extracting and converting a code attached to the game card to an image obtained by imaging the mounting panel 131.
When the game card placed on the placement panel 131 changes (a new game card is detected, or the detected game card disappears (due to removal)), the acquisition unit 105 performs a corresponding process (addition/deletion of the use card information). For example, when a new game card is detected, the acquisition unit 105 acquires a character ID relating to the associated character by analyzing the invisible code attached to the card, and outputs the character ID to the control unit 101 together with information on the detected coordinates and rotation of the card. Then, the control unit 101 acquires the corresponding character information (game information) from the presentation control unit 107 based on the character ID acquired from the detected game card, thereby configuring the use card information, and additionally stores the information in the use character management table of the memory 103.
In S604, the control unit 101 determines whether the registration of the use character has ended. The end of the registration of the use character may be determined based on detection of the end of the registration of the use character of the upper limit number (5) or the operation input related to the end of the registration by the player. The control unit 101 shifts the process to S605 when determining that the registration of the use character has been completed, and returns the process to S603 when determining that the registration has not been completed. Here, when the number of used characters registered at the time of the end of registration is less than the predetermined number, a process may be performed in which a character lent about the present match game is selected by a lottery process or the like, and information on the selected character is added to the used character management table, thereby changing the number of used characters to the predetermined number. At this time, for example, in a mode in which the control unit 101 performs action control on the character without performing operation by the player, the 1 piece of information about the use character management for 1 loan in the use character management table may be configured such that the detection information 1116 is excluded from the use card information as in the case of the information on the opponent character. For example, in a case where the second display unit 130 is a display device configured to be capable of detecting a touch operation and (an image of) a virtual game card corresponding to a lent user character is presented so as to be movable by the touch operation, the configuration may be the same as the configuration of the user card information.
In S605, the control unit 101 starts game processing relating to the match game in which the registered user character and opponent character are present. More specifically, the control unit 101 starts the following game processing: progress control is performed based on the progress parameter 1115 of each character with reference to the use character management table and the opponent character management table. Next, in the providing process of the present embodiment, in the game process, the following processes are performed in parallel: a process (S607-S611) for controlling the occurrence of the action of the character and controlling the game elements for mainly providing the battle game for determining the progress of the game; and a process (S606) of performing display update control of the standby display. These parallel processes can be performed basically for every 1 frame of the game screen.
In S606, the control unit 101 executes the standby display update process to specify information necessary for updating the standby display.
Here, the standby display update process performed in S606 of the providing process will be described in detail with reference to the flowchart of fig. 7.
In S701, the control unit 101 determines whether or not there is a character whose movement start position (and movement speed) of the character icon in the standby display is not determined after the movement operation is performed on the game card or after the action is caused to occur. The character to be subjected to this step is not limited to the use character, and may include an opponent character. The control unit 101 shifts the process to S702 when determining that there is a character for which the movement start position of the character icon is not determined, and shifts the process to S703 when determining that there is no character for which the movement start position of the character icon is not determined.
In S702, the control unit 101 executes a determination process for determining a movement start position and a movement speed of a character icon for a character whose movement start position is undetermined.
Here, the details of the determination process performed in S702 of the standby display update process will be described with reference to the flowchart of fig. 8. In addition, although the following description is mainly given of the processing in the case where the target character is a use character for simplicity, the processing in the case where the target character is an opponent character and the arrangement on the game field is determined without using the associated game card can similarly determine the movement start position and the movement speed.
In S801, the control unit 101 selects 1 character from the characters for which the movement start position of the character icon is not determined as the target character for position determination.
In S802, the control unit 101 determines whether the placement position of the game card associated with the target character is the resume field 304. The control unit 101 shifts the process to S803 if it determines that the placement position of the game piece related to the target character is the recovery field 304, and shifts the process to S804 if it determines that the placement position of the game piece related to the target character is not the recovery field 304.
In S803, the control unit 101 determines the movement start position of the character icon of the target character as the initial position and the movement speed as 0 (stop), and the process proceeds to S809.
On the other hand, when it is determined in S802 that the placement position of the game card relating to the target character is not the resume field 304, the control unit 101 determines in S804 whether the determination of the movement start position for the target character is the first time in the current game play. The control unit 101 shifts the process to S805 when determining that the determination of the movement start position for the target character is the first time, and shifts the process to S808 when determining that the determination is not the first time.
In S805, the control unit 101 refers to the use character management table or the use character management table, and determines a temporary movement start position of the character icon of the target character based on the performance value (progress parameter 1115) of the target character. The temporary movement start position determined here may be determined based on, for example, a part of parameters indicating superiority (degree of making progress advantageous) in the game for controlling the progress of the game, or may be determined based on the degree of influence (amount of damage) on the progress of the game when the magic cube specific to the character occurs and the time required until the action occurs, which is predetermined for the magic cube specific to the character, as described above.
In S806, the control unit 101 corrects the movement start position of the corresponding character icon temporarily determined in S805, based on the placement position of the game card associated with the target character. In the providing process of the present embodiment, when a game card related to a target character is placed in the large magic court 303, the control unit 101 performs correction so that the movement start position is distant from the target position, and does not perform correction when a game card related to a target character is placed in the small magic court 302.
In S807, the control unit 101 determines the movement speed of the character icon of the target character, and the process proceeds to S809. Regarding the movement speed, when the distance between the movement start position and the target position related to the first time of all characters is determined in proportion to the time required until the action occurs, a fixed movement speed may be assigned regardless of the character, and when the distance between the movement start position and the target position related to the first time of all characters is determined based on a performance value other than the time required for the action to occur, the movement speed may be derived based on the standby time (the time required until the action occurs) determined in relation to the target character for the attack action to be expected to occur.
When determining in S802 that the determination of the movement start position for the target character is not the first time, the control unit 101 determines in S808 the movement start position of the character icon of the target character as the initial position. Further, the control unit 101 determines the moving speed of the corresponding character icon based on the placement position of the game card relating to the target character, and the process proceeds to S809. Specifically, the control unit 101 determines the moving speed so that the character icon moves the distance from the initial position to the target position on the route, taking the time required until the action occurs, the time being determined for the type of attack action (little magic or big magic) determined based on the placement position of the game card.
In S809, the control unit 101 determines whether or not there is any character for which the movement start position of the character icon is not determined. The control unit 101 returns the process to S801 if it is determined that there is a character for which the movement start position of the character icon is not determined, and completes the present determination process if it is determined that there is no character for which the movement start position of the character icon is not determined.
After the movement start position and the movement speed of the character icon are determined by the determination processing in this manner, the control unit 101 shifts the processing to S703 of the standby display update processing.
In S703, the control unit 101 determines whether or not there is another character that is in an immobility state (in a standby state during the occurrence of an action), based on whether or not an aggressive action of a certain character has occurred. The control unit 101 shifts the process to S704 when determining that there is another character that becomes a disabled state, and shifts the process to S705 when determining that there is no other character that becomes a disabled state.
In S704, the control unit 101 determines the moving speed of the character icon to 0 for the character that is in the immobility state, and associates information indicating that the character is immobility with the character.
In S705, the control unit 101 determines whether or not there is a character that satisfies the condition for releasing the immobility state by placing the corresponding game card in the recovery field 304. The control unit 101 shifts the process to S706 when determining that there is a character that satisfies the condition for canceling the immobility state, and shifts the process to S707 when determining that there is no character that satisfies the condition for canceling the immobility state.
In S706, the control unit 101 associates information indicating that the character in the immobility state has been contacted is capable of action.
In S707, the control unit 101 derives the position on the route of the character icon after the display update of the standby display, for the character for which the movement control of the character icon has been started, based on the movement speed. That is, in order to indicate the change in the standby time according to the elapse of time, the control unit 101 determines the position of the character icon for which the movement control has been started as the position close to the target position in accordance with the movement speed.
In S708, the control unit 101 determines whether or not there is a character whose character icon has reached the target position when the movement is reflected (when the character icon is moved to the position derived in S612). The control unit 101 shifts the process to S709 when determining that the character whose character icon has reached the target position exists, and shifts the process to S710 when determining that the character whose character icon has reached the target position does not exist.
In S709, the control unit 101 associates information indicating that the action occurrence condition is satisfied with respect to the character whose corresponding character icon has reached the target position. In the battle game according to the present embodiment, since the player is notified of the satisfaction of the action occurrence condition via the standby display, the trigger of the action occurrence is controlled based on the movement of the character icon as in the present step, but the practice of the present invention is not limited to this. That is, whether or not the action occurrence condition is satisfied may be determined simply based on whether or not the elapsed time from the setting of the action to be caused exceeds the standby time predetermined for the action.
In S710, the presentation control unit 107 constructs standby display parameters reflecting the processing in S701 to S709 under the control of the control unit 101, and stores the standby display parameters in a state that can be referred to for generating a game screen image as displayed on the first display unit 120. The various pieces of information for standby display determined and changed in the processes of S701 to S709 may be stored in the memory 103 in a configuration as shown in fig. 11 (d), for example. More specifically, for each character registered in the use team and the opponent team, the movement start position 1132, the movement speed 1133, the current position 1134 indicating the position of the character icon on the path, the immobility state flag 135 (logical type) indicating whether the state is an immobility state, and the action occurrence flag 136 (logical type) indicating whether the action occurrence condition is satisfied are stored in the memory 103 in association with the character ID 1131 of the character, and used for the standby display and the management of the action occurrence.
On the other hand, the process of providing the game elements of the competing game, which is executed in parallel with the standby display updating process, is executed as follows.
In S607, the control unit 101 determines whether or not a character satisfying the action occurrence condition exists in at least either one of the use team and the opponent team. The control unit 101 shifts the process to S608 when determining that there is a character that satisfies the action occurrence condition, and shifts the process to S609 when determining that there is no character that satisfies the action occurrence condition.
In S608, the control unit 101 starts control for a character (attack character) satisfying the action occurrence condition to cause the character to generate an attack action according to the game field in which the character is placed. Specifically, the control unit 101 specifies an attack action (magic cube or magic cube) to be performed on the character based on the game field in which the attack character is located and the character ID of the character. Further, the control unit 101 selects a character (attacked character) as an attack target of the attack action from the opponent's teams (the opponent's team if the attacking character is the using character, and the using team if the attacking character is the opponent's character). Then, the result of the attack action (success, giving harm, etc.) is decided based on the respective progress parameters of the attack character and the attacked character. Then, the control unit 101 constructs performance parameters of an attack action to be performed on the character based on the result, and performs control related to the start of performance. The rendering parameters configured here may be referred to in the drawing of the game screen while the rendering moving image relating to the attack action is displayed. In addition, when there are a plurality of characters that satisfy the action occurrence condition, a process of determining the order of occurrence of their attack actions may be included. In addition, a character for which the onset of the performance of the attack action is specified may be associated with information indicating that the action occurrence condition is no longer satisfied.
In S609, the control unit 101 performs field arrangement control for the character of the opponent team. More specifically, when there is an opponent character that becomes a disabled state, or that is released from the disabled state, or that has completed an attack action (that no longer satisfies an action occurrence condition), the control unit 101 controls the character to be placed in an appropriate field. In this case, the character disposed in the field where the attack action is performed may be determined which attack action is to be performed by the character and the position of the disposed field based on the difficulty level of attack set for the match game. In the present embodiment, for simplicity, the operation subject of the opponent team is NPC (Non-Player Character) and the field arrangement control of the opponent Character is performed by the control unit 101 in accordance with a predetermined decision algorithm.
In S610, the control unit 101 determines whether or not an operation related to field movement is performed on the game card. The control unit 101 shifts the process to S611 when determining that the movement operation related to the field movement is performed on the game piece, and shifts the process to S612 when determining that the movement operation related to the field movement is not performed on the game piece. In the present embodiment, for simplicity, the following description will be made: the timing of moving the associated game cards with respect to the characters of the team is such that the corresponding game cards are not moved with respect to the characters whose actions are specified to be generated when the battle game is started, when the actions are completed, or when the action disabled state is released.
In S611, the control unit 101 performs field arrangement control in accordance with the movement operation for the use character for which the associated game piece has been operated in relation to the field movement.
When the parallel processing for the standby display and the game elements of the match-up game is completed in this manner, the presentation control unit 107 performs the following processing under the control of the control unit 101 in S612: a game screen including the current frame to be displayed is generated to be displayed on the first display unit 120. As shown in fig. 9, in the battle game according to the present embodiment, when no action occurs and the performance display related to the attack action is not performed, the game screen mainly includes a field display indicating that characters are respectively arranged in the game field (fig. 9 (a)), and when the performance display related to the attack action is performed, the game screen mainly includes an action performance display not displaying the game field (fig. 9 (b)). On the other hand, since the standby display is a display that changes in real time with the elapsed time of the battle game and that should notify the player of the situation at any time for the purpose of game play, the standby display is arranged in the game screen regardless of whether the display mainly constituting the game screen is the field display or the show display. However, the implementation of the present invention is not limited to this, and for example, in order to improve the rendering effect, the presentation control unit 107 may perform rendering control as follows: the standby display is not presented for a period during which the display of the entertainment is mainly included in the game screen or a partial period during which the entertainment effect is determined to be high. Further, since it is considered that the interest is further increased by providing a player with a sense of tension by playing a game when the game is advanced with the lapse of actual time, the character icon may be moved in the background according to the time even while the standby display is not displayed.
In S613, the control unit 101 determines whether or not the end condition (win/lose determination condition) of the match game is satisfied. The control unit 101 shifts the process to S614 when determining that the end condition of the battle game is satisfied, and returns the process to S606 and S607 (after S605) for parallel processing for the next frame when determining that the end condition of the battle game is not satisfied.
In S614, the control unit 101 executes various processes related to the end of the match-up game, and completes the present providing process. The processing may include, for example, presentation of a game result by the presentation control unit 107, and transition processing to a standby state.
Thus, the game device according to the present embodiment can provide a game that is easy to make a strategy and has a high interest. More specifically, the game device has a board on which a plurality of items used in a game can be placed, and executes a process of the game based on game information on the plurality of items placed on the board, while presenting information on whether or not a game element can act during the game for a plurality of game elements obtained by placing an item on the board. In this presentation, information on whether or not each of the plurality of game elements is capable of acting is presented based on a position of a mark indicating each of the plurality of game elements and being movable to a target position along a predetermined path.
Modification 1 in the above-described embodiment, the description has been made so that the game card corresponding to the character whose action to be generated is specified is not moved, but the practice of the present invention is not limited to this. For example, the game device may be configured to recognize the movement operation of the game card even after the action to be generated is specified, and to change the action in the generation standby state to another action.
On the other hand, when the movement start position is determined in accordance with the newly determined action to be caused (changed action) in the case where such a movement operation of the game piece after the action to be caused is confirmed, there is a possibility that a standby display which may give a troublesome impression to the player is presented, for example, the position or order of a character icon is frequently changed, and it is easy to overlap with another character icon and it is difficult to appropriately grasp the standby time. Therefore, when the game card related to the action change is moved for an arbitrary character during a period from the time when the action to be generated is determined to the time when the action is generated, the position of the character icon on the route in the standby display may be controlled so as to change only the movement speed without changing the position. That is, for example, when a game card associated with an arbitrary use character is moved from the magic hall 302 to the magic hall 303 in a situation where the occurrence of a magic cube is scheduled for the use character, the position of the corresponding character icon in the standby display is not changed, but the moving speed is reduced so that the standby time until the occurrence of an offensive action (magic cube) is increased. In this case, the notification indicating the decrease in the moving speed may be performed during the standby display.
In this way, it is possible to avoid frequent movement of the character icon in the standby display and to allow the player to play a game with a high degree of freedom.
In the above-described embodiment, the description has been made on the assumption that information indicating that an action occurrence condition is satisfied is associated with a character whose character icon reaches a target position, and if there is a character that satisfies the action occurrence condition, control is performed to cause the character to generate an attack action corresponding to a field in which the character is arranged. In other words, in the above-described embodiment, the description has been made on the assumption that, if the action occurrence condition of a character is satisfied, the control unit 101 controls the progress of the game so that the character that originally stands by generates an attack action.
On the other hand, in order to improve the aggressiveness of the game, the player may be configured to adjust the final timing of the attack action. That is, the player may be configured to determine the timing of occurrence of the attack action after the elapse of the necessary waiting time. More specifically, the user characters that satisfy the action occurrence condition may be kept in this state as they are, and when the player performs an operation input related to the occurrence of an action, all of the user characters that have been kept in the state that satisfies the attack occurrence condition may be caused to perform an attack action.
In this case, for example, as shown in fig. 10, the character icon that has reached the target position during the standby display may be configured as follows: the character held in the plurality of boxes 1001 provided in the vicinity of the target position can be recognized as a character in a state where an attack action can occur. In this case, a character group in which an attack action can be generated, including characters whose character icons are held in the box 1001, may be displayed together with the display 1002 indicating that an attack action can be performed by an operation input. The display 1002 may be presented when 1 or more characters are in a state in which an attack action can occur.
In the aspect in which the timing of occurrence of the attack action can be adjusted for a plurality of characters as described above, the system may be configured so that, when an operation input related to the occurrence of the action is simultaneously performed for a character group for which a predetermined relationship is determined, a special attack action different from a normal one, such as a joint attack action performed by the character group, can be generated. In this way, the aggressiveness of the game can be improved by considering the adjustment of the standby time, the timing control of the occurrence of the action, the presence or absence of the cooperative action, and the like, and a game playing experience with high interest can be provided to the player.
Modification 3 in modification 2 described above, the following mode is described: the character satisfying the attack occurrence condition can be kept in this state as it is, and an action can be caused to occur at a desired timing. In the above-described embodiment, the movement start position of the character icon is determined as the initial position for the next and subsequent actions. On the other hand, when such a plurality of characters simultaneously perform an attack action, the movement start positions of the character icons in the standby display may overlap thereafter, and it may be difficult for the player to grasp the standby state.
Therefore, instead of setting the movement start position of the character icon relating to the next action or later as the initial position as described in the above embodiment, the movement start position may be determined based on the performance value of the character and the type of the attack action to be generated in advance as in the first time. In addition, when a character icon that may overlap with the character icon to be arranged is already arranged at or near the movement start position at which the character icon to be arranged is to be arranged, a process of adjusting the movement start position and the movement speed of the character icon to be arranged is performed so as to avoid the overlapping.
Modification 4 in the above-described embodiment and modification, the description has been made on the case where the character disposed in the recovery field 304 is stopped at the initial position during the standby display, but the implementation of the present invention is not limited to this. That is, if the character in the state of waiting for action to occur is configured to be recognized, it is not necessary to display these character icons in the standby display by stopping at the initial position. For example, the character icons of the characters disposed in the small magic court 302 and the large magic court 303 and the character icon of the character disposed in the recovery court 304 may be disposed in different sections on the route to be displayed, and in this case, the control may be performed such that the character icons are moved in the section corresponding to the recovery court 304 with the time until the character icons become actionable.
Other embodiments the present invention is not limited to the above-described embodiments, and various changes and modifications can be made without departing from the spirit and scope of the present invention. The game device according to the present invention can also be realized by a program that causes 1 or more computers to function as the game device. The program can be provided/distributed by being recorded in a computer-readable recording medium or by an electric communication line.
Description of the reference numerals
100: a game device; 101: a control unit; 102: a recording medium; 103: a memory; 104: a payment detection section; 105: an acquisition unit; 106: a role DB; 107: a presentation control section; 108: providing a control part; 109: an operation input unit; 110: a communication unit; 120: a first display unit; 130: a second display unit; 131: a mounting panel; 140: a sound output unit; 150: a supply section.

Claims (18)

1. A game device that executes a game based on game information for a game element associated with an article, the game device comprising:
a board surface configured to be able to mount a plurality of items used in the game;
an execution unit that executes processing of the game based on the game information on the plurality of items placed on the disk surface; and
a presentation unit that presents information on whether or not the game element can act in the game for a plurality of game elements in which an item is placed on the board,
wherein the presentation means presents information on whether or not each of the plurality of game elements is capable of acting, based on a position that indicates an identifier of each of the plurality of game elements and is an identifier that is capable of moving to a target position along a predetermined path.
2. Gaming apparatus according to claim 1,
the presentation unit presents information to the effect that the game element related to the identification that the target position has been reached can act.
3. Gaming apparatus according to claim 1 or 2,
further comprising a control means for controlling a movement start position and a movement speed of the mark indicating each game element on the path,
the control means controls the movement start position and the movement speed in accordance with at least one of a position of an article associated with a matching game element on the board surface and a performance value of the game element in the game.
4. Gaming apparatus according to claim 3,
the control means controls the movement start position to be a position of the route farther from the target position as the mark indicating the game element having the performance value that can make progress of the game more favorable.
5. Game apparatus according to claim 3 or 4,
the game is a battle game and the game is,
the board surface includes a first area and a second area which are different in the type of action to be performed in the game by the game elements associated with the mounted items,
the control means controls the moving speed of the mark indicating the game element in which the article is placed in the first area to be faster than the moving speed of the mark indicating the game element in which the article is placed in the second area.
6. Game apparatus according to claim 5,
the execution unit executes processing for acting a game element so that progress of a competitor can be made more unfavorable in the battle game in a case where the associated item is placed in the second area than in a case where the item is placed in the first area.
7. Game apparatus according to any one of claims 3 to 6,
the path having the target position at one end and an initial position at the other end,
the control unit controls such that the movement start position indicating the identifier of the game element is a position other than the initial position.
8. Game apparatus according to any one of claims 3 to 6,
the path having the target position at one end and an initial position at the other end,
the control means controls the movement start positions of the respective marks representing the game elements so as not to overlap.
9. Game apparatus according to claim 7 or 8,
the board surface further includes a third area in which the action type of the game elements related to the mounted items is different from the action types of the first area and the second area,
the presentation unit presents, at the initial position, an identifier indicating a game element obtained by placing an article in the third area.
10. Gaming apparatus according to claim 9,
the control unit controls so that the mark indicating the game element obtained by placing the article in the third area does not move during the period in which the article is placed in the third area.
11. Game apparatus according to claim 9 or 10,
the presentation means is configured to stop movement of a marker indicating a game element in the path, the game element being in an immotile state during progress of the game, and to present information indicating that the game element is immotile.
12. Gaming apparatus according to claim 11,
when an article associated with the game element in the immotile state is placed in the third area for a predetermined period of time, the execution means executes processing for releasing the immotile state of the game element.
13. Game apparatus according to any one of claims 5 to 12,
the paths include a first path for presenting an identification representing a game element associated with the player and a second path for presenting an identification representing a game element associated with the competitor,
the presenting unit presents the first path and the second path in a manner configured such that the respective target positions approach within a predetermined range.
14. Game apparatus according to any one of claims 1 to 13,
the control means controls the movement of the mark indicating the game element to the target position in accordance with the time until the game element becomes actionable.
15. Gaming apparatus according to any of claims 1 to 14,
the identifier indicating the game element includes an image that can recognize which game element the identifier corresponds to.
16. Gaming apparatus according to any of claims 1 to 15,
when an operation input related to the start of an action is made while the identifier indicating the game element reaches the target position, the execution means executes a process of causing the game element to act in the game.
17. A program for causing a computer to function as each unit of the game device according to any one of claims 1 to 16.
18. A game system is composed of a game article and a game device for executing a game based on game information for game elements associated with the game article,
the game device comprises:
a board surface configured to be able to mount a plurality of game articles used in the game;
an execution unit that executes processing of the game based on the game information on the plurality of game articles placed on the disk surface; and
a presentation unit that presents information on whether or not the game element can act in the game for a plurality of game elements obtained by placing the game item on the board,
wherein the presentation means presents information on whether or not each of the plurality of game elements is capable of acting, based on a position of a mark representing each of the plurality of game elements and being a mark that moves to a target position along a predetermined path.
CN201880055580.0A 2017-09-04 2018-06-21 Game device, program, and game system Pending CN111093783A (en)

Applications Claiming Priority (3)

Application Number Priority Date Filing Date Title
JP2017169779A JP6517291B2 (en) 2017-09-04 2017-09-04 Game device, program and game system
JP2017-169779 2017-09-04
PCT/JP2018/023571 WO2019044131A1 (en) 2017-09-04 2018-06-21 Game device, program, and game system

Publications (1)

Publication Number Publication Date
CN111093783A true CN111093783A (en) 2020-05-01

Family

ID=65527448

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201880055580.0A Pending CN111093783A (en) 2017-09-04 2018-06-21 Game device, program, and game system

Country Status (3)

Country Link
JP (1) JP6517291B2 (en)
CN (1) CN111093783A (en)
WO (1) WO2019044131A1 (en)

Families Citing this family (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP6913733B2 (en) 2019-12-05 2021-08-04 株式会社バンダイ Game equipment, programs and game systems
CN111589126B (en) * 2020-04-23 2023-07-04 腾讯科技(深圳)有限公司 Virtual object control method, device, equipment and storage medium

Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20060003843A1 (en) * 2004-06-25 2006-01-05 Aruze Corp Game system, server, and game control program
JP2007061340A (en) * 2005-08-31 2007-03-15 Namco Bandai Games Inc Game device, program and information storage medium
WO2009139267A1 (en) * 2008-05-14 2009-11-19 株式会社コナミデジタルエンタテインメント Game machine and method for progressing game
JP2014100422A (en) * 2012-11-22 2014-06-05 Namco Bandai Games Inc Program, game device, and server
JP5568682B1 (en) * 2013-12-17 2014-08-06 株式会社バンダイ GAME DEVICE AND PROGRAM
JP2015123246A (en) * 2013-12-26 2015-07-06 株式会社コナミデジタルエンタテインメント Game system, control method used for the same, and computer program
JP2016131858A (en) * 2015-01-22 2016-07-25 株式会社セガゲームス Game program and game device
JP6170602B1 (en) * 2016-08-31 2017-07-26 株式会社バンダイ GAME DEVICE, GAME SYSTEM, AND PROGRAM

Family Cites Families (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2010154951A (en) * 2008-12-26 2010-07-15 Sega Corp Game device

Patent Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20060003843A1 (en) * 2004-06-25 2006-01-05 Aruze Corp Game system, server, and game control program
JP2007061340A (en) * 2005-08-31 2007-03-15 Namco Bandai Games Inc Game device, program and information storage medium
WO2009139267A1 (en) * 2008-05-14 2009-11-19 株式会社コナミデジタルエンタテインメント Game machine and method for progressing game
JP2014100422A (en) * 2012-11-22 2014-06-05 Namco Bandai Games Inc Program, game device, and server
JP5568682B1 (en) * 2013-12-17 2014-08-06 株式会社バンダイ GAME DEVICE AND PROGRAM
JP2015123246A (en) * 2013-12-26 2015-07-06 株式会社コナミデジタルエンタテインメント Game system, control method used for the same, and computer program
JP2016131858A (en) * 2015-01-22 2016-07-25 株式会社セガゲームス Game program and game device
JP6170602B1 (en) * 2016-08-31 2017-07-26 株式会社バンダイ GAME DEVICE, GAME SYSTEM, AND PROGRAM

Also Published As

Publication number Publication date
JP2019042238A (en) 2019-03-22
WO2019044131A1 (en) 2019-03-07
JP6517291B2 (en) 2019-05-22

Similar Documents

Publication Publication Date Title
CN109414617B (en) Game device, game article, and recording medium
JP2006034708A (en) Game system, server, and game control program
TWI755146B (en) Game devices, game programs and game systems
CN111432901B (en) Game device, game system, and recording medium
JP6510226B2 (en) Game device, program and game system
TW202014232A (en) Program, game device, and game system
CN111093783A (en) Game device, program, and game system
JP5997325B1 (en) GAME DEVICE AND PROGRAM
JP2008012068A (en) Game system
EP1625881A1 (en) Game system, server and game processing method
JP2017012766A (en) Game device and program
JP5669975B1 (en) GAME DEVICE AND PROGRAM
US10709965B2 (en) Game device, gaming item, and program product
CN110573222B (en) Game device, computer-readable recording medium, and game system
JP2018134453A (en) Game device, article for game, and program
CN109195677B (en) Game device, game article, and recording medium
JP6093468B1 (en) GAME DEVICE AND PROGRAM
JP6155042B2 (en) GAME DEVICE AND PROGRAM
TW201803632A (en) Game device and program
JP6952076B2 (en) Game equipment, programs and game systems
JP6681364B2 (en) Game device, game system and program
JP6814836B2 (en) Game equipment, programs and game systems
CN110337317B (en) Game system, game device, toy body, game article, and recording medium
JP6761825B2 (en) Game equipment, game systems and programs
JP2020028719A (en) Program, game device, and game system

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
REG Reference to a national code

Ref country code: HK

Ref legal event code: DE

Ref document number: 40019047

Country of ref document: HK

WD01 Invention patent application deemed withdrawn after publication
WD01 Invention patent application deemed withdrawn after publication

Application publication date: 20200501