JP5183823B1 - Server apparatus and program - Google Patents

Server apparatus and program Download PDF

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Publication number
JP5183823B1
JP5183823B1 JP2012247732A JP2012247732A JP5183823B1 JP 5183823 B1 JP5183823 B1 JP 5183823B1 JP 2012247732 A JP2012247732 A JP 2012247732A JP 2012247732 A JP2012247732 A JP 2012247732A JP 5183823 B1 JP5183823 B1 JP 5183823B1
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Prior art keywords
user
character
game
replay
enemy character
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JP2013128762A (en
Inventor
慎一郎 野中
啓 立花
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株式会社 ディー・エヌ・エー
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Abstract

A user's skill is specifically recognized through an actual play image.
A server device according to the present invention is a server device configured such that a plurality of user terminals used when a user plays a game are connected via a network, and the user terminal uses the user device. A storage unit for storing a plurality of replay information used when reproducing a play image of the game played by the player, and reproducing a play image of the game from any one of the plurality of user terminals Control for extracting replay information that meets a predetermined condition that defines the skill of the user who has played the game from among the plurality of replay information stored in the storage unit when a replay reproduction request for requesting a game is received Part.
[Selection] Figure 9

Description

  The present invention relates to a server device, a program, and a game system.

  A game system configured to allow a user to play a game via a network by connecting a plurality of user terminals used when the user plays a game and a server device via the network is known (for example, Patent Document 1).

JP 2003-320170 A

  In such a game system, the user's strength can be known by looking at the status such as the game level, but it is difficult to specifically recognize the user's skill. For this reason, there has been a desire to actually see a play image of a user who has demonstrated his skill in the game.

  The present invention has been made in view of such circumstances, and an object thereof is to specifically recognize a user's skill through an actual play image.

The main invention of the present invention to solve the above problems is
The user terminal used by the user when playing a battle game in which the user character selected by the user and the enemy character play against each other, and other users used by other users when reproducing the play image of the battle game A server device connected to a terminal via a network so that information communication is possible,
Replay information that is used when reproducing a play image of the battle game played by the user on the user terminal, and includes replay information including parameters set for each of the user character and the enemy character that have played. A storage unit for storing a plurality of data;
Among the plurality of replay information stored in the storage unit when a replay reproduction request for requesting reproduction of a play image reflecting the parameters of each character in the battle game is received from the other user terminal A control unit that extracts replay information that meets a predetermined condition that defines the skill of the user who has played the battle game;
A server device characterized by comprising:

  Other features of the present invention will become apparent from the description of the present specification and the accompanying drawings.

  According to the present invention, it is possible to specifically recognize the skill of the user by reproducing the actual play image in which the user played the game.

It is a figure showing the example of whole composition of game system 1 concerning this embodiment. It is a block diagram which shows the functional structure of the server apparatus 10 which concerns on this embodiment. It is a block diagram which shows the functional structure of the user terminal 20 which concerns on this embodiment. It is a figure which shows an example of the play image displayed on the user terminal. It is a figure which shows the data structure example of user information. It is a figure which shows the data structure example of card information. It is a figure which shows the data structure example of enemy character information. It is a figure which shows the data structure example of replay information. It is a flowchart for demonstrating the operation example of the game system 1 which concerns on this embodiment.

At least the following matters will become apparent from the description of the present specification and the accompanying drawings.
That is, a server device configured to connect a plurality of user terminals used when a user plays a game via a network,
A storage unit for storing a plurality of replay information used when reproducing a play image of the game played by the user on the user terminal;
When receiving a replay reproduction request that requests reproduction of a play image of the game from any one of the plurality of user terminals, from among the plurality of replay information stored in the storage unit A control unit that extracts replay information that conforms to a predetermined condition that defines the skill of the user who has played the game;
It is a server apparatus characterized by having.
According to such a server device, it is possible to specifically recognize the skill of the user by reproducing the actual play image in which the user played the game.

Also, such a server device,
It is good also as having a communication part which transmits the extracted replay information via a network to the user terminal which transmitted the replay reproduction request.
According to such a server device, an actual play image in which the user played the game can be reproduced on the user terminal.

Also, such a server device,
The game played by the user is a battle game that progresses by executing a predetermined game program, and a battle game that determines a win or loss by playing a battle with an enemy character for each preset game progress unit And
The predetermined condition includes winning the enemy character and the number of battles performed in the game progress unit being less than a predetermined number of times,
The replay information includes information on the number of battles when the enemy character is won,
When the control unit receives the replay reproduction request, the control unit determines whether or not the predetermined condition is satisfied with respect to the information regarding the number of battles of each of the plurality of replay information stored in the storage unit. The replay information to be extracted may be extracted.
According to such a server device, it is possible to recognize the skill of a user who has won an enemy character with a small number of battles through an actual play image in which a battle game has been performed.

Also, such a server device,
The predetermined condition includes that a parameter indicating the strength set for the enemy character is higher than a predetermined value,
The replay information includes enemy character information including the parameters of the enemy character that has played,
The control unit may determine whether the enemy character information of each of the plurality of pieces of replay information meets the predetermined condition and extract the replay information that matches.
According to such a server device, it is possible to recognize the skill of a user who has won an enemy character set with a high strength level through an actual play image in which a battle game is performed.

Also, such a server device,
When the control unit receives the designation information designated by the user with respect to the predetermined condition when the replay reproduction request is received from the user terminal, the control unit selects from the plurality of the replay information stored in the storage unit. The replay information based on the designation information may be extracted.
According to such a server apparatus, when reproducing the play image in which the user played the game, the skill of the user can be designated.

Also, such a server device,
The control unit generates a play image reproducible on the user terminal that has transmitted the replay reproduction request based on the extracted replay information,
The generated play image may be distributed via a network to the user terminal that has transmitted the replay reproduction request.
According to such a server device, since it is not necessary to cause the user terminal to generate a play image, the calculation load required for replay playback can be reduced.

A program executed by a computer configured to connect a plurality of user terminals used when a user plays a game via a network,
On the computer,
A process of storing a plurality of replay information used in reproducing a play image of the game played by the user on the user terminal in a storage unit;
When receiving a replay reproduction request that requests reproduction of a play image of the game from any one of the plurality of user terminals, from among the plurality of replay information stored in the storage unit , Processing for extracting replay information that matches a predetermined condition that defines the skill of the user who has played the game by the control unit;
Based on the extracted replay information, a process of generating a play image reproducible at the user terminal that transmitted the replay playback request;
Is a program for executing
According to such a program, the user's skill can be specifically recognized by reproducing an actual play image in which the user played the game.

A game system in which a plurality of users play a game via a network,
An input unit that is operated and input by each of the plurality of users when playing the game;
A storage unit for storing a plurality of replay information used when reproducing a play image of the game played by the user on the user terminal;
When receiving a replay reproduction request that requests reproduction of a play image of the game from any one of the plurality of user terminals, from among the plurality of replay information stored in the storage unit The play image reproducible on the user terminal that has extracted the replay information that matches a predetermined condition that defines the skill of the user who has played the game and has transmitted the replay playback request based on the extracted replay image A control unit for generating
It is a game system characterized by having.
According to such a game system, it is possible to specifically recognize the skill of the user by reproducing the actual play image in which the user played the game.

=== Embodiment ===
<About the configuration of the game system 1>
FIG. 1 is a diagram illustrating an example of the overall configuration of a game system 1 according to the present embodiment. The game system 1 of this embodiment provides a game service via a network to a plurality of users. In this game system 1, a user can play a game distributed via a network using his / her user terminal, and another user is added as a friend to the friend list to become a friend. By playing games with users and exchanging messages, communication between multiple users can be achieved.

  The game system 1 according to the present embodiment includes a server device 10 and a plurality of user terminals 20. The server device 10 and the user terminal 20 are each connected to the network 2 and can communicate with each other. The network 2 is, for example, the Internet, a local area network (LAN), a value added network (VAN), or the like constructed by Ethernet (registered trademark), a public telephone line network, a wireless communication network, a mobile phone line network, or the like.

  The server device 10 is a computer used when an operator operates and manages a game service. The server device 10 is, for example, a workstation or a personal computer, and can distribute various information to the user terminal 20 in accordance with various commands (requests) transmitted from the user terminal 20. The server device 10 according to the present embodiment, when there is a game content distribution request from the user terminal 20 used by the user who plays the game, the game content corresponding thereto, for example, a game operable on the user terminal 20 A Web page or the like created with a program or a markup language (HTML or the like) that matches the user terminal standard and linked with image data related to the game can be distributed.

  The user terminal 20 is a computer used by the user when playing a game. The user terminal 20 is, for example, a mobile phone terminal, a smart phone, a personal computer, a game machine, and the like, and a distribution request for various information (game content, etc.) related to the game to the server device 10 accessible via the network. It can be performed.

<Configuration of Server Device 10>
FIG. 2 is a block diagram illustrating a functional configuration of the server apparatus 10. The server device 10 according to the present embodiment includes a control unit 11, a storage unit 12, an input unit 13, a display unit 14, and a communication unit 15.

  The control unit 11 exchanges data between each unit and controls the entire server device 10 and is realized by a CPU (Central Processing Unit) executing a program stored in a predetermined memory. The That is, the control unit 11 has a function of executing various controls and information processing related to the game system 1 such as various processes for providing game services and various processes for requests from the user terminal 20.

  The storage unit 12 includes a ROM (Read Only Memory) that is a read-only storage area in which the system program in the server device 10 is stored, and various data generated by the control unit 11 (flags used in the system program and calculated values). ) And a RAM (Random Access Memory) that is a rewritable storage area used as a work area for the arithmetic processing of the control unit 11, for example, a nonvolatile memory such as a flash memory or a hard disk Realized by a storage device. And this memory | storage part 12 is connected to the control part 11 via the bus | bath, and the process which references, reads, and rewrites the data memorize | stored according to the command from the control part 11 is performed. In the storage unit 12 of the present embodiment, the user information that is information about the user, card information that is information about the game card used by the user, enemy character information that is information about the enemy character, and the user terminal 20 Replay information used when reproducing the play image of the played game is stored. These pieces of information will be described in detail later.

  The input unit 13 is for an operator to input various data (card information, enemy character information, and the like described later), and is realized by, for example, a keyboard, a mouse, a touch panel, and the like.

  The display unit 14 is for displaying an operation screen for an operator based on a command from the control unit 11, and is realized by, for example, a liquid crystal display (LCD).

  The communication unit 15 is for communicating with the user terminal 20, functions as a receiving unit that receives various data and signals transmitted from the user terminal 20, and various data and signals according to instructions from the control unit 11. It has a function as a transmission part which transmits a signal to the user terminal 20. The communication part 15 is implement | achieved by NIC (Network Interface Card) etc., for example.

<About the configuration of the user terminal 20>
FIG. 3 is a block diagram illustrating a functional configuration of the user terminal 20. The user terminal 20 of the present embodiment includes a terminal control unit 21, a terminal storage unit 22, a terminal input unit 23, a terminal display unit 24, and a terminal communication unit 25.

  The terminal control unit 21 delivers data between the units and controls the entire user terminal 20, and is realized by a CPU (Central Processing Unit) executing a program stored in a predetermined memory. Is done. That is, the terminal control unit 21 has a function of executing various controls and information processing related to the game system 1 such as various processes for accessing the game site and various processes for making a request to the server device 10. Yes.

  The terminal storage unit 22 includes a read only memory (ROM) that is a read-only storage area in which the system program in the user terminal 20 is stored, and various data generated by the terminal control unit 21 (flags and operations used in the system program). And a RAM (Random Access Memory) that is a rewritable storage area used as a work area for the arithmetic processing of the terminal control unit 21, such as a flash memory or a hard disk. This is realized by a non-volatile storage device. And this terminal memory | storage part 22 is connected to the terminal control part 21 via the bus | bath, and the process which references, reads, and rewrites the data memorize | stored according to the command from the terminal control part 21 is performed. In the present embodiment, a user ID, game data transmitted from the server device 10, and game content such as a game program are recorded in the terminal storage unit 22.

  The terminal input unit 23 is for a user to perform various operations (game operation, text input operation, etc.), and is realized by, for example, an operation button, a touch panel, or the like.

  The terminal display unit 24 is for displaying a game screen (game play image) generated based on the game information in response to a command from the terminal control unit 21. For example, a liquid crystal display (LCD) is provided. Etc.

  The terminal communication unit 25 is for communicating with the server device 10, and functions as a reception unit that receives various data and signals transmitted from the server device 10 and various commands according to commands from the terminal control unit 21. It has a function as a transmission unit that transmits data and signals to the server device 10. The terminal communication unit 15 is realized by, for example, a NIC (Network Interface Card).

<About the game overview>
Here, the outline of the game provided by the game system 1 according to the present embodiment will be described with reference to FIG. FIG. 4 is a diagram illustrating an example of a game screen displayed on the terminal display unit 24 of the user terminal 20.

  The game system 1 according to the present embodiment can provide a battle game in which a character selected by a user is battled against an enemy character to determine victory or defeat. In this battle game, the user can play against the enemy character alone, or can play in cooperation with other users added to the friend list. Below, the outline | summary of this battle game is demonstrated.

  First, the user selects a character to play against the enemy character. In the present embodiment, the user can own a plurality of game cards in a virtual space on the game, and a game character is associated with each game card. For this reason, when a user selects a game card to be used for a battle from among game cards owned by the user, a character corresponding to the selected game card is set as a character to play against an enemy character. Here, in the case of a battle with another user added to the friend list, when the user selects a game card, the game card is selected from the game cards owned by the other user added to the friend list. The game card to be used can also be selected. In addition, it is not limited to the other user added to the friend list, It is also possible to select the character used for a battle from the game card which the other user who is not added to the friend list owns.

  When the game card associated with the character X and the game card associated with the character Y are selected when the battle game is performed, as shown in FIG. 4, the character X and the character Y are displayed on the game screen. (Upper left) is displayed. Then, the character X and the character Y will play against the enemy character A displayed at the center of the game screen shown in FIG. In the present embodiment, when playing a battle game, the user can select up to 10 game cards to be used for the battle.

  Next, a battle game process is performed in which the character selected by the user battles the enemy character. In this battle game processing, the attack by the character selected by the user and the attack by the enemy character are set as one set, and the battle game is programmed so that the battle progresses with this set as the game progress unit. This game progress unit is called “turn”. That is, this battle game is played every turn.

  Specifically, when the user inputs a command for an attack, the user character performs an attack corresponding to the command input on the enemy character, and the enemy character counterattacks against the attack. This completes one turn. Then, until the winning or losing decision is made, the battle is repeated a plurality of times such as 2 turns, 3 turns, and so on. In this battle game, the user who has won and defeated the game with a small number of turns (the number of battles) and won the game is a user who has demonstrated superior skill in the game. In addition, a user who has won an enemy character with a higher strength level is a user who has demonstrated superior skill in the game.

  In the present embodiment, the determination of winning or losing in the battle game process is made based on the life force parameter (physical strength parameter) set for each character. That is, in this battle game process, the value of the life force parameter (health parameter) is decreased according to the opponent's attack, and the character whose value reaches zero first is programmed to be the loser. .

  When the battle game (for one game) is completed by determining the victory or defeat in this way, information on the character of the battled user, information on the battled enemy character, and information on the play history of the battle game are replayed. Recorded as information. Therefore, it is possible to reproduce (replay playback) the play image performed by the user based on the recorded replay information after the battle game is over.

  As described above, the game system 1 of the present embodiment includes not only a game processing function for executing a game but also a replay playback processing function for reproducing a play image played by the user, so that other users can The user's terminal 20 can reproduce the play image actually played by a certain user, and can specifically recognize the skill of the user who played the game through the actual play image.

<About data structure>
Various information used in the game system 1 of the present embodiment will be described with reference to FIGS. FIG. 5 is a diagram illustrating an example data structure of user information. FIG. 6 is a diagram illustrating an example data structure of card information. FIG. 7 is a diagram illustrating a data structure example of enemy character information. FIG. 8 is a diagram illustrating a data structure example of replay information.

  In the present embodiment, user information, card information, enemy character information, and replay information are stored in the storage unit 12 of the server device 10. These pieces of information are used in the game system 1 when a battle game process for determining the win or loss of the battle game is performed, or when a replay playback process for reproducing a game scene played by the user is performed.

  The user information includes a user ID for identifying the user and various types of information related to the user associated with the user ID. For example, as shown in FIG. 5, a card ID for identifying a game card used in a battle game is included in the user information. That is, since the card ID is associated with the user ID, the user corresponding to the user ID owns the game card corresponding to the card ID. Therefore, when performing such a battle game, the user can select a game card to be used for the battle from among the owned game cards. In addition, when the user acquires a game card in the virtual space on the game, the card ID corresponding to the acquired game card is newly associated with the user ID of the user, and the user information is updated. A game card owned by will be newly added.

  The card information includes a card ID for indicating the type (character type) of the game card used in the virtual space on the game, and various types of information related to the card associated with the card ID. . For example, as shown in FIG. 6, the card information includes various parameters such as the name of the character associated with the game card, the level of the character, attack power, defense power, and physical strength. Therefore, when a game card used for a battle with an enemy character is selected by the user when the battle game process is performed, the card information (attack power, etc.) of the selected game card is the selected game card. It is reflected as the ability value set for the character corresponding to, and the winning or losing of the battle game is determined.

  The enemy character information includes an enemy character ID for identifying the enemy character, and various types of information related to the enemy character associated with the enemy character ID. For example, as shown in FIG. 7, the enemy character information includes various parameters such as the name of the enemy character, the level of the enemy character, attack power, defense power, and life power (HP). Therefore, when the battle game process is performed, the enemy character information (attack power, etc.) is reflected as the ability value set for the enemy character, and the victory or defeat of the battle game is determined.

  The replay information is information used when reproducing the play image of the game played by the user, including information on the character of the user who played the battle, information on the enemy character played, and information on the play history of the battle game. . In the competitive game of this embodiment, one game is composed of a plurality of turns. Therefore, the replay information includes an appearance ID for identifying each turn in one game and various information for replay reproduction associated with the appearance ID. For example, as shown in FIG. 8, the enemy character ID that identifies the type of enemy character that has been played, the name of the enemy character that has been played, the level of the enemy character that has been played, the attack power and defense of the enemy character that has been played, Enemy character's life force (HP), enemy character's life force (HP) at the end of the match, enemy character attack pattern against the character, card ID of the game card corresponding to the character participating in the match, level of character participating in the match The replay information includes the order of the characters participating in the match, the attack and defense strength of the characters participating in the match, the physical strength of the characters participating in the match at the start of the match, and the physical strength of the characters participating in the match at the end of the match include. The game system 1 according to the present embodiment can accurately reproduce the play image of the game played by the user by performing the replay playback process based on the replay information. This replay information is recorded for each game of the battle game.

  Below, the operation example of the game system 1 which concerns on this embodiment using these each information is demonstrated concretely.

<Operation of the game system 1>
FIG. 9 is a flowchart for explaining an operation example of the game system 1 according to the present embodiment. In the operation of the game system 1 according to the present embodiment, at least a battle game process for determining the win or loss of the battle game and a replay playback process for reproducing a play image played by the user are executed.

  First, on the user terminal 20, the user causes the terminal display unit 24 to display a web page accessed for starting the battle game, and starts the battle game by operating the terminal input unit 23. That is, when the terminal control unit 21 receives an input signal for starting a battle from the terminal input unit 23, the terminal control unit 21 sets a user ID in a command for starting the battle game (a battle start request), and the server via the terminal communication unit 25. It transmits to the apparatus 10 (S101).

  At this time, the user can select a game card used in the battle game, that is, a character associated with the game card. The character selected by the user becomes a character that fights against enemy characters in the virtual space on the game. Therefore, when the user selects a character by operating the terminal input unit 23, the terminal control unit 21 reads out the card ID of the game card corresponding to the selected character from the terminal storage unit 22, and reads out the card ID Together with the user ID to the server device 10 via the terminal communication unit 25.

  Next, when receiving the battle start request with the user ID set, the server device 10 performs a matching process for determining a combination of an enemy character and a participating character participating in the battle between the enemy character (S102).

  Specifically, the control unit 11 first selects one of the enemy characters from a plurality of characters registered in the enemy character information shown in FIG. In this embodiment, it is assumed that enemy character A (enemy character ID: 001) is selected. Subsequently, the control unit 11 refers to the user information shown in FIG. 5 and matches the card ID of the game card selected by the user from the card IDs associated with the user ID included in the battle start request. Choose one. In this embodiment, it is assumed that a user (user ID: 001) who plays a battle game selects a character X game card (card ID: 100) that he / she owns (see FIGS. 5 and 6). That is, the character X corresponding to the game card selected by the user is determined as the participating character. In this matching process, when determining a participating character, a character corresponding to a game card owned by another user can be added as a participating character. In the present embodiment, the control unit 11 specifies another user (user ID: 002) who is a friend of the user (user ID: 001) by referring to the friend list. And the control part 11 selects either game card from the several game cards which the said other user (user ID: 002) owns by referring the user information shown in FIG. That is, one of the card IDs is selected from the plurality of card IDs associated with the user ID: 002. Here, it is assumed that the game card of the character Y (card ID: 105) is determined as the participating character (see FIGS. 5 and 6). Thus, in the present embodiment, in the virtual space on the game, a battle game in which the character X (card ID: 100) and the character Y (card ID: 105) cooperate to fight the enemy character A is started. Will be.

  In addition, in this step S102, although the case where the combination of a participating character and an enemy character was matched was demonstrated, it is not limited to this. For example, only matching of participating characters may be performed. At this time, for the enemy character, when the user satisfies a predetermined battle condition, an enemy character with which the user can battle may be selected. Further, before the matching process is performed, an enemy character to fight against may be set in advance. In addition, when determining the participating characters, the target characters are not limited to those owned by other users added to the friend list, but can be played from game cards owned by other users not added to the friend list. It is also possible to select a character to be used for.

  Next, when the combination of the participating character and the enemy character is determined, the server device 10 performs a battle game process for determining the victory or defeat of the battle game by these characters (S103).

  Specifically, the control unit 11 acquires parameters such as the level, attack power, defense power, and physical strength set for the participating characters based on the card information shown in FIG. 6, and the enemy character information shown in FIG. Based on, parameters such as level, attack power, defense power, life force (HP) set for the enemy character are acquired. The control unit 11 calculates the amount of damage that the participating character applies to the enemy character based on the parameters such as the level, attack power, and defense strength set for the participating character, and is set for the enemy character according to the damage. Decrease vitality parameters. Similarly, based on the level, attack power, defense power, and other parameters set for the enemy character, the amount of damage that the enemy character applies to the battle character is calculated, and the health parameter set for the battle character according to the damage is calculated. Decrease. And the control part 11 repeats this calculation for every turn, and when it determines with the life force parameter having reached zero first, it determines the defeat of the enemy character (winning of the battle character), and the physical strength first. If it is determined that the parameter has reached zero, the loss of the participating character (enemy character win) is determined.

  Next, the server device 10 sends, to the user terminal 20 that has transmitted the battle start request, the battle result (an image in which the participating character has won the enemy character or an image in which the participating character has been defeated by the enemy character in the user terminal 20). Information for display) is transmitted (S104). For example, the server device 10 continuously transmits, to the user terminal 20, image data of a pre-ordered frame for displaying a moving image on the user terminal 20 as a battle result.

  And the user terminal 20 will display the battle result on the display part 24, if the battle result transmitted from the server apparatus 10 is received (S105). For example, the battle result is displayed as a moving image by continuously displaying image data continuously transmitted from the server device 10 according to a predetermined order for each frame. In the present embodiment, since a battle game in which character X (card ID: 100) and character Y (card ID: 105) cooperate to fight enemy character A (enemy character ID: 001) is performed, FIG. As shown in the figure, enemy character A (enemy character ID: 001) is placed in the center of the screen, and character X (card ID: 100) and character Y (card ID: 105) are placed in the upper left corner of the screen. A play screen on which a scene is produced is displayed. Thereby, the user can confirm the battle result of the battle game which he performed through the play image.

  In addition, although the case where the control part 11 of the server apparatus 10 performs a battle | competition game process was demonstrated in said step 103, it is not limited to this. For example, the terminal control unit 21 of the user terminal 20 may execute a battle game process. At this time, the user terminal 20 may transmit information regarding the play history in each turn to the server device 10 after executing the battle game process.

  Next, when the server device 10 performs a battle game process for this battle game (for one game), information on the battle character that has battled (the battle character (card ID), the level of the battle character, attack power, defense power, etc.) ), Information on enemy characters that have played against each other (enemy character ID, enemy character level, attack power, defense power, etc.), information on the play history of the battle game (appearance ID, data associated with the appearance ID, etc.) A process of registering as replay information is performed (S106). That is, as shown in FIG. 8, the control unit 11 registers these data as replay information for each turn. Thus, by recording each data, it becomes possible to reproduce the content of the battle performed in the battle game later.

  Based on each data regarding 1 turn (appearance ID: 1) among the replay information shown in FIG. 8, the content of the battle of 1 turn is demonstrated concretely.

  First, card IDs: 100 and 105 are registered in the “participating character (card ID)” column, and enemy character ID: 001 is registered in the “enemy character ID” column. Referring to FIGS. 6 and 7, in this one-turn match, character X (card ID: 100) and character Y (card ID: 105) are set as participating characters, and enemy character A (enemy character ID) is set as the enemy character. : 001) is set.

  In addition, each data of the card information shown in FIG. 6 is registered in each of the “participating character level” column, the “participating character defense” column, and the “participating character defense” column. That is, in this one-turn match, character X (card ID: 100) is set to level 15, attack power 2000, defense power 2000, and character Y (card ID: 105) is set to level 16, attack power 1000, It was set to defense power 1000.

  An arrangement number is registered in the column of “order of participating characters”. That is, in this one-turn match, character X (card ID: 100) is placed first (see FIG. 4, first level from the upper left), and character Y (card ID: 105) is second (see FIG. 4). In other words, the play image arranged in the second row from the upper left is displayed. Note that the compatibility between the participating characters can be changed by designating the order of arrangement by the user. If the compatibility is good, the attack power of each participating character will increase.

  In addition, each data of the enemy character information shown in FIG. 7 is registered in each of the “enemy character level” column, the “enemy character defense” column, and the “enemy character defense” column. . That is, it can be seen that the enemy character A (enemy character ID: 001) is set to level 15, attack power 5000, and defense power 4500 in this one-turn battle.

  In this one-turn match, the character X (card ID: 100) and the character Y (card ID: 105) that entered the battle attacked the enemy character A (enemy character ID: 001). . As a result, looking at the “Enemy character HP (at the start)” and “Enemy character HP (at the end)” columns, the enemy character A receives the damage, resulting in a life force parameter (HP) of 10,000 points (at the start) ) To 8000 points (at the end).

  On the other hand, if you look at the “Participation Character Physical Strength (Start)” and “Participation Character Physical Strength (End)” columns, enemy character A (enemy character ID: 001) As a result of counterattacking against X (card ID: 100) and character Y (card ID: 105), the physical strength parameter of character X (card ID: 100) is changed from 8000 points (start) to 7000 points (end) This means that the physical strength parameter of character Y (card ID: 105) has been reduced from 6000 points (at the start) to 5000 points (at the end).

  Here, in the replay information shown in FIG. 8, when comparing the “physical strength of participating characters (at the end)” column with the “enemy character HP (at the end)” column, 6 turns (appearance ID: 6) When the match is entered, 1500 points and 300 points remain in the “Character's Strength (End)” field, but the “Enemy Character HP (End)” field has 0 points first. You can see that That is, it turns out that the victory or defeat was decided by the 6-turn match and the enemy character A was won. In this way, each data for each turn is registered in the replay information until the “enemy character HP (when finished)” field becomes zero, and the number of turns when each data wins the enemy character ( Information).

  The replay information registered in this way is used when reproducing the play image of the game played by the user on the user terminal 20 (when replaying), and the content of the battle of each turn is accurately reproduced.

  Next, another user different from the user displays the web page accessed to start the replay playback on the other user terminal 20 on the terminal display unit 24 and operates the terminal input unit 23 to perform the replay playback. Start. That is, when the terminal control unit 21 receives an input signal for starting replay playback from the terminal input unit 23, the terminal control unit 21 sets a user ID in a command (replay playback request) for starting replay playback, and via the terminal communication unit 25. The data is transmitted to the server device 10 (S107).

  Next, when the server device 10 receives the replay reproduction request in which the user ID is set, the server device 10 satisfies a predetermined condition that defines the skill of the user who played the battle game from among the plurality of replay information stored in the storage unit 12. Processing for extracting suitable replay information is performed (S108). The predetermined condition of this embodiment is to win the enemy character with a number of turns smaller than the predetermined number of times (for example, to defeat the enemy character within 3 turns). By setting such a predetermined condition, replay information that reproduces the play image of the user who has demonstrated the skill set in the condition is extracted. Therefore, the user's skill is specifically determined through the actual play image. It can be recognized. In addition, the predetermined condition may include that the level (parameter indicating the strength) of the enemy character that has played is higher than a predetermined value (for example, defeating an enemy character of level 30 or higher). It is possible to extract replay information that reproduces a play image of a user who has further demonstrated his / her skill in a battle game.

  Then, the server device 10 transmits the replay information extracted in this way to another user terminal 20 that has transmitted the replay reproduction request via the network (S109).

  In step S107, the user can specify predetermined conditions such as the number of turns and the level of enemy characters. That is, the terminal control unit 21 transmits a replay reproduction request in which designation information designated by the user regarding the predetermined condition is set. On the other hand, when the server device 10 receives a replay playback request in which the specified information is set from the user terminal 20, the server device 10 searches the recording unit 12 for replay information that matches a predetermined condition specified based on the specified information, and matches the replay. Information is transmitted to other user terminals 20. Thereby, the skill level of the user can be designated and a play image (moving image) to be replayed can be viewed.

  Next, the other user terminal 20 performs a replay reproduction process for reproducing a play image in which the user played the game based on the received replay information (S110). That is, the terminal control unit 21 sequentially generates a play image for each frame according to the received replay information, and continuously displays it on the terminal display unit 24. As a result, a play image (moving image) that accurately reproduces the battle scene for each turn is displayed on the other user terminal 20, so that the user's skill can be specifically recognized through the actual play image. It becomes possible. For example, when replay playback is performed for a battle game in which character X (card ID: 100) and character Y (card ID: 105) cooperate to fight enemy character A (enemy character ID: 001) As shown in FIG. 4, an enemy character A (enemy character ID: 001) is arranged at the center of the screen, and a character X (card ID: 100) and a character Y (card ID: 105) are arranged at the upper left of the screen. Thus, the play image (replay image) in which the battle scene is produced is displayed on the terminal display unit 24.

  In addition, although the server apparatus 10 demonstrated the case where the server apparatus 10 transmits the extracted replay information to the other user terminal 20 in said step 109, it is not restricted to this. For example, the control unit 11 of the server device 10 may perform a process of generating a play image that can be reproduced by another user terminal 20 that has transmitted a replay reproduction request, based on the extracted replay information. Then, the control unit 11 transmits the generated play image instead of the extracted replay information to the other user terminal 20 via the network. Thereby, since it becomes unnecessary to generate a play image in the user terminal 20, it is possible to reduce a calculation load required for replay reproduction.

=== Other Embodiments ===
This embodiment is intended to facilitate understanding of the present invention and is not intended to limit the present invention. The present invention can be changed and improved without departing from the gist thereof, and it is needless to say that the present invention includes equivalents thereof. In particular, the embodiments described below are also included in the present invention.

  As another embodiment, the game system is configured so that the user and other users added to the friend list or other users not added to the friend list can play a battle game in real time in cooperation. May be. The configuration of the game system according to the other embodiment is the same as that of the above embodiment, but the operation can be changed as follows.

  In the matching process in another embodiment (corresponding to step 102 in FIG. 9 in the above embodiment), the character selected by the user himself / herself from the game card and another user or friend added to the friend list Characters selected from game cards owned by other users who are not added to the list can be matched. Each user can select a maximum of ten game cards (characters) that he / she owns a game card (character) to be used for the battle.

  In the battle game process (corresponding to step 103 in FIG. 9 in the above embodiment) in each of the other embodiments, each character selected from the game cards owned by each user and the opponent who is the opponent Decide victory or defeat with the character. Here, each user can also play against the enemy character with each turn. Specifically, the user inputs a command for the attack, and the character owned by the user attacks the enemy character according to the command input, and the enemy character counterattacks against this attack. Complete one turn. Next, another user inputs a command for an attack, and the next two turns are completed as described above. Then, until the victory or defeat is determined, the battle is repeated with repeated turns.

  In this way, each user can also use the respective character cards to actually perform a battle in cooperation (play a real-time cooperative play).

DESCRIPTION OF SYMBOLS 1 Game system 2 Network 10 Server apparatus 11 Control part 12 Storage part 13 Input part 14 Display part 15 Communication part 20 User terminal 21 Terminal control part 22 Terminal storage part 23 Terminal input part 24 Terminal display part 25 Terminal communication part

Claims (8)

  1. The user terminal used by the user when playing a battle game in which the user character selected by the user and the enemy character play against each other, and other users used by other users when reproducing the play image of the battle game A server device connected to a terminal via a network so that information communication is possible,
    Replay information that is used when reproducing a play image of the battle game played by the user on the user terminal, and includes replay information including parameters set for each of the user character and the enemy character that have played. A storage unit for storing a plurality of data;
    Among the plurality of replay information stored in the storage unit when a replay reproduction request for requesting reproduction of a play image reflecting the parameters of each character in the battle game is received from the other user terminal A control unit that extracts replay information that meets a predetermined condition that defines the skill of the user who has played the battle game;
    A server device comprising:
  2. The user terminal used by the user when playing a battle game in which the user character selected by the user and the enemy character play against each other, and other users used by other users when reproducing the play image of the battle game A server device connected to a terminal via a network so that information communication is possible,
    Replay information that is used when reproducing a play image of the battle game played by the user on the user terminal, and includes replay information including parameters set for each of the user character and the enemy character that have played. A storage unit for storing a plurality of data;
    When a replay playback request for requesting reproduction of a play image of the battle game is received from the other user terminal, the parameter of the enemy character is predetermined from the plurality of replay information stored in the storage unit. A control unit that extracts replay information that meets the condition of being higher than the value;
    A server device comprising:
  3. When reproducing a user terminal used by the user and a play image of the battle game when a battle game in which the user character selected by the user and the enemy character battle each other for each predetermined game progress unit is played. A server device connected to another user terminal used by another user so that information communication is possible via a network,
    Replay information used when reproducing a play image of the battle game played by the user on the user terminal, when the user character wins the enemy character in a battle performed in the game progress unit. A storage unit for storing a plurality of pieces of replay information including information on the number of battles and parameters set for each of the user character and the enemy character that have played;
    When a replay playback request for requesting reproduction of a play image of the battle game is received from the other user terminal, the number of battles less than a predetermined number of times from among the plurality of replay information stored in the storage unit And a control unit that extracts replay information that meets the condition that the user character has won the enemy character,
    A server device comprising:
  4. The server device according to any one of claims 1 to 3, wherein
    The parameters include information on the level, attack power, defense power and physical strength set for each character.
    A server device characterized by that.
  5. The server device according to any one of claims 1 to 4, wherein
    The control unit generates a play image reproducible on the other user terminal based on the extracted replay information, and transmits the generated play image to the other user terminal via a network.
    A server device characterized by that.
  6. The user terminal used by the user when playing a battle game in which the user character selected by the user and the enemy character play against each other, and other users used by other users when reproducing the play image of the battle game A program that is executed by a computer as a server device connected to a terminal and a network so as to be capable of information communication,
    On the computer,
    Replay information that is used when reproducing a play image of the battle game played by the user on the user terminal, and includes replay information including parameters set for each of the user character and the enemy character that have played. A process of storing a plurality in the storage unit;
    Among the plurality of replay information stored in the storage unit when a replay reproduction request for requesting reproduction of a play image reflecting the parameters of each character in the battle game is received from the other user terminal A process of extracting replay information that meets a predetermined condition that defines the skill of the user who has played the battle game;
    A program for running
  7. The user terminal used by the user when playing a battle game in which the user character selected by the user and the enemy character play against each other, and other users used by other users when reproducing the play image of the battle game A program that is executed by a computer as a server device connected to a terminal and a network so as to be capable of information communication,
    On the computer,
    Replay information that is used when reproducing a play image of the battle game played by the user on the user terminal, and includes replay information including parameters set for each of the user character and the enemy character that have played. A process of storing a plurality in the storage unit;
    When a replay playback request for requesting reproduction of a play image of the battle game is received from the other user terminal, the parameter of the enemy character is predetermined from the plurality of replay information stored in the storage unit. Processing to extract replay information that meets the condition of being higher than the value,
    A program for running
  8. When reproducing a user terminal used by the user and a play image of the battle game when a battle game in which the user character selected by the user and the enemy character battle each other for each predetermined game progress unit is played. A program that is executed by a computer as a server device that is connected to another user terminal used by another user so that information communication is possible via a network,
    On the computer,
    Replay information used when reproducing a play image of the battle game played by the user on the user terminal, when the user character wins the enemy character in a battle performed in the game progress unit. A process of storing a plurality of replay information including information related to the number of battles and parameters set for each of the user character and the enemy character in a battle,
    When a replay playback request for requesting reproduction of a play image of the battle game is received from the other user terminal, the number of battles less than a predetermined number of times from among the plurality of replay information stored in the storage unit And a process of extracting replay information that meets the condition that the user character has won the enemy character,
    A program for running
JP2012247732A 2012-11-09 2012-11-09 Server apparatus and program Active JP5183823B1 (en)

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JP2014236874A (en) * 2013-06-07 2014-12-18 任天堂株式会社 Information processing system, server device, information processor, server program, information processing program, and information processing method
JP2014236873A (en) * 2013-06-07 2014-12-18 任天堂株式会社 Information processing system, information processor, information processing program, and information display device
KR101781250B1 (en) * 2014-05-19 2017-09-27 엔에이치엔엔터테인먼트 주식회사 Game service method and system
US9776085B2 (en) 2013-06-07 2017-10-03 Nintendo Co., Ltd. Information processing system, information processing device, server machine, recording medium and information processing method

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JP6075883B2 (en) * 2014-02-12 2017-02-08 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
JP2018166970A (en) * 2017-03-30 2018-11-01 株式会社コナミデジタルエンタテインメント Game device and program

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JP4889070B2 (en) * 2001-06-07 2012-02-29 株式会社バンダイナムコゲームス Game system
JP2003320170A (en) * 2002-05-07 2003-11-11 Taito Corp Game system equipped with new replay system
JP4683615B2 (en) * 2005-01-14 2011-05-18 株式会社バンダイナムコゲームス Network ranking system and program

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JP2014236874A (en) * 2013-06-07 2014-12-18 任天堂株式会社 Information processing system, server device, information processor, server program, information processing program, and information processing method
JP2014236873A (en) * 2013-06-07 2014-12-18 任天堂株式会社 Information processing system, information processor, information processing program, and information display device
US9682312B2 (en) 2013-06-07 2017-06-20 Nintendo Co., Ltd. Information processing system, server machine, information processing device, recording medium and information processing method
US9757652B2 (en) 2013-06-07 2017-09-12 Nintendo Co., Ltd. Information processing system, information processing device, recording medium and information display method
US9776085B2 (en) 2013-06-07 2017-10-03 Nintendo Co., Ltd. Information processing system, information processing device, server machine, recording medium and information processing method
KR101781250B1 (en) * 2014-05-19 2017-09-27 엔에이치엔엔터테인먼트 주식회사 Game service method and system
US10086294B2 (en) 2014-05-19 2018-10-02 Nhn Entertainment Corporation Game service method and system

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