TW202237248A - Game system, computer program employed in same, and control method - Google Patents
Game system, computer program employed in same, and control method Download PDFInfo
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/46—Computing the game score
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/847—Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
Abstract
Description
本發明係關於連接於顯示具有作為屬於分別包含複數角色的複數群組之各角色的共通的移動範圍之功能的遊戲領域的顯示裝置,與輸入於該遊戲領域中用以使各角色動作之遊玩行為的輸入裝置,提供透過相互不同之二種類的任務中分派至各群組的任務,在複數群組間進行群組對戰之對戰型的遊戲的遊戲系統等。The present invention relates to a display device connected to a game field having a function of displaying a common movement range of characters belonging to a plurality of groups including plural characters, and a game input to move each character in the game field The behavior input device provides a game system of a battle-type game in which a group battle is performed between a plurality of groups by assigning tasks to each group among two different types of tasks, and the like.
存在有連接於顯示具有作為屬於分別包含複數角色的複數群組之各角色的共通的移動範圍之功能的遊戲領域的顯示裝置,與輸入於該遊戲領域中用以使各角色動作之遊玩行為的輸入裝置,提供透過相互不同之二種類的任務中分派至各群組的任務,在複數群組間進行群組對戰之對戰型的遊戲的遊戲系統。例如,作為此種對戰型的遊戲,公知提供群組(公會)之間進行對戰的卡牌遊戲的遊戲系統(例如參照專利文獻1)。 [先前技術文獻] [專利文獻] There are a display device connected to a game area that displays a common movement range of characters belonging to a plurality of groups including a plurality of characters, and a display device that inputs a play behavior for moving each character in the game area. The input device provides a game system of a battle-type game in which a group battle is performed between a plurality of groups by assigning tasks to each group among two different types of tasks. For example, as such a battle-type game, a game system providing a card game in which groups (guilds) compete is known (for example, refer to Patent Document 1). [Prior Art Literature] [Patent Document]
[專利文獻1]日本專利第5505917號公報[Patent Document 1] Japanese Patent No. 5505917
[發明所欲解決之課題][Problem to be Solved by the Invention]
在專利文獻1的卡牌遊戲中,各角色係擔任攻守的任務。但是,該卡牌遊戲並不是各角色於該等攻守的任務中同時執行逃走行動、及追蹤行動的構造。另一方面,相同的攻守的任務也有於棒球遊戲等的群組對戰型的運動遊戲中準備之狀況。例如,在棒球遊戲中,兩支球隊(群組)擔任進攻及防守的任務,該等於對戰中會替換好幾次。但是,該替換的條件係為進攻方的出局數,並不是各選手(角色)的狀態的變化。原本棒球遊戲並不是以各選手變更對戰對手之選手的狀態之方式行動的構造。因此,有將該行動作為遊戲之新的有趣性利用的餘地。In the card game of
因此,本發明的目的係提供一種提供具有新的有趣性之遊戲的遊戲系統。 [用以解決課題之手段] Therefore, the object of the present invention is to provide a kind of game system that provides the game with new interestingness. [Means to solve the problem]
本發明的遊戲系統,係連接於顯示具有作為屬於分別包含複數角色的複數群組之各角色的共通的移動範圍之功能的遊戲領域的顯示裝置,與輸入於該遊戲領域中用以使各角色動作之遊玩行為的輸入裝置,提供透過相互不同之二種類的任務中分派至各群組的任務,在前述複數群組間進行群組對戰之對戰型的遊戲的遊戲系統,具備:狀態變更手段,係透過在作為前述二種類的任務中被分派一方的任務之各角色的追蹤角色與作為被分派另一方的任務之各角色的逃走角色之間,於前述遊戲領域中分別同時執行之追蹤行動、及逃走行動,在將各逃走角色的狀態變更成前述逃走行動設有限制之異常狀態的變更行動藉由各追蹤角色對各逃走角色執行時,將該變更行動被執行的逃走角色變更成前述異常狀態;及任務替換手段,係到滿足結束條件為止,重複執行被分派前述另一方的任務的群組產生對應前述異常狀態之所定數以上的逃走角色時,在該群組與被分派前述一方的任務的群組之間可替換任務的任務替換。The game system of the present invention is connected to a display device that displays a game field that has a function of a common movement range of characters belonging to a plurality of groups including plural characters, and inputs in the game field to make each character The input device of the play behavior of the action provides a game system of a battle-type game in which a group battle is performed between the aforementioned plural groups through tasks assigned to each group from two different types of tasks. , is a tracking action that is executed simultaneously in the aforementioned game domains between the tracking role of each character assigned to one of the tasks in the aforementioned two types of tasks and the escape character of each role assigned to the other side of the task , and the escape action, when the change action of changing the state of each escape character to the aforementioned abnormal state with restrictions on the escape action is executed by each tracking character on each escape character, the escape character whose change action is executed is changed to the aforementioned Abnormal state; and task replacement means, until the end condition is satisfied, when the group that repeatedly executes the task assigned to the aforementioned other party produces more than a predetermined number of fleeing characters corresponding to the aforementioned abnormal state, the group and the aforementioned party assigned Task replacement for replaceable tasks between groups of tasks.
另一方面,本發明之記憶電腦程式的記憶媒體,係以使連接於前述輸入手段、及前述顯示手段的電腦,具有上述的遊戲系統的各手段的功能之方式構成者。On the other hand, the storage medium storing the computer program of the present invention is configured such that the computer connected to the aforementioned input means and the aforementioned display means has the functions of each means of the aforementioned game system.
又,本發明的控制方法,係使連接於顯示具有作為屬於分別包含複數角色的複數群組之各角色的共通的移動範圍之功能的遊戲領域的顯示裝置,與輸入於該遊戲領域中用以使各角色動作之遊玩行為的輸入裝置,提供透過相互不同之二種類的任務中分派至各群組的任務,在前述複數群組間進行群組對戰之對戰型的遊戲的遊戲系統所組入之電腦,執行以下程序:狀態變更程序,係透過在作為前述二種類的任務中被分派一方的任務之各角色的追蹤角色與作為被分派另一方的任務之各角色的逃走角色之間,於前述遊戲領域中分別同時執行之追蹤行動、及逃走行動,在將各逃走角色的狀態變更成前述逃走行動設有限制之異常狀態的變更行動藉由各追蹤角色對各逃走角色執行時,將該變更行動被執行的逃走角色變更成前述異常狀態;及任務替換程序,係到滿足結束條件為止,重複執行被分派前述另一方的任務的群組產生對應前述異常狀態之所定數以上的逃走角色時,在該群組與被分派前述一方的任務的群組之間可替換任務的任務替換。In addition, the control method of the present invention is to connect a display device connected to a game field having a function of displaying a common movement range of characters belonging to a plurality of groups including a plurality of characters, and input in the game field for The input device of the play behavior that moves each character is provided, and the task assigned to each group is provided among the two different types of tasks, and the game system of the battle type game that conducts group battles between the aforementioned plural groups is incorporated. The computer executes the following program: the state change program is between the tracking role of each role assigned to one of the aforementioned two types of tasks and the fleeing role of each role assigned to the other task. In the above-mentioned game field, the tracking action and the escape action are respectively executed simultaneously. When the change action of changing the state of each escape character to the abnormal state with restrictions on the aforementioned escape action is executed by each tracking character on each escape character, the The fleeing character whose change action is executed is changed to the above-mentioned abnormal state; and the task replacement procedure is when the group that repeatedly executes the task assigned to the other party above produces more than a predetermined number of escaped characters corresponding to the above-mentioned abnormal state until the end condition is met. , a task replacement that can replace tasks between this group and the group to which the task of the aforementioned party is assigned.
以下,說明本發明的一形態之遊戲系統的一例。首先,參照圖1,說明本發明的一形態的遊戲系統的整體構造。遊戲系統1係包含中央伺服器2,與可透過所定網路5連接於中央伺服器2之作為客戶端裝置的複數遊戲機3。中央伺服器2係藉由組合作為複數電腦裝置的伺服器單元2A、2B…,構成為一台邏輯伺服器裝置。但是,藉由單一伺服器單元構成中央伺服器2亦可。或者,利用雲端運算,邏輯構成中央伺服器2亦可。An example of a game system according to an aspect of the present invention will be described below. First, with reference to FIG. 1 , an overall structure of a game system according to an aspect of the present invention will be described. The
作為遊戲機3,利用提供遊戲之適當的電腦裝置亦可。於此種電腦裝置,例如也包含使用者終端裝置。使用者終端裝置係可連接網路且供使用者的個人用途的電腦裝置。例如,於此種電腦裝置,包含固定型或筆記型的個人電腦、固定型的家庭用遊戲機、或如手機(包含智慧型手機)、攜帶型遊戲機、攜帶型平板電腦終端裝置等的行動終端裝置。如此各種電腦裝置適當利用來作為遊戲機3亦可,在圖1的範例中,商業用(業務用)的遊戲機利用來作為遊戲機3亦可。商業用的遊戲機係為遊戲裝置的一例,構成為以所定遊玩費用的支付作為代價,在對應該遊玩費用的範圍內讓使用者遊玩遊戲的遊戲機。此種遊戲機3係有被稱為街機之狀況,大多以讓多數使用者重複遊玩遊戲來提升收益為主要目的,設置於店鋪6等的所定設施。As the
遊戲機3係為提供逃走遊戲。逃走遊戲係透過使用者所致之角色的操作而進行遊玩的動作遊戲的一種。逃走遊戲係包含分別被分派逃走、及追蹤的相互不同之二種類的任務的逃走角色、及追蹤角色。逃走角色係被分派二種類的任務中逃走的任務的角色。逃走角色係執行於遊戲內透過逃走行動,從追蹤角色逃走(逃跑)的任務。另一方面,追蹤角色係被分派二種類的任務中追蹤的任務的角色。追蹤角色係執行於遊戲內透過追蹤行動,追蹤(追捕)逃走角色的任務。因此,追蹤角色與逃走角色係分別同時執行追蹤行動、逃走行動。又,該等追蹤、及逃走的任務係在滿足替換條件時提換。亦即,伴隨具備替換條件,替換相互的任務,逃走角色切換成追蹤角色,追蹤角色切換成逃走角色。此種替換係到滿足結束條件為止重複執行。逃走遊戲的詳細內容於後敘述。The
網路5係只要可對於中央伺服器2連接遊戲機3的話,適當構成亦可。作為一例,網路5係以利用TCP/IP協定實現網路通訊之方式構成。典型來說,藉由作為WAN的網際網路5A、分別連接中央伺服器2及遊戲機3的網際網路5A的LAN5B、5C透過路由器5D連接所構築。再者,遊戲機3與店鋪6的路由器5D之間設置區域伺服器,透過該區域伺服器,遊戲機3可與中央伺服器2通訊地連接亦可。中央伺服器2的伺服器單元2A、2B…也有藉由WAN5A代替LAN5C或除了LAN5C之外再藉由WAN5A,相互連接的狀況。The
中央伺服器2係對於遊戲機3或其使用者提供各種遊戲機用服務。又,遊戲機用服務係包含透過網路5複數使用者遊玩逃走遊戲時匹配使用者彼此的匹配服務。透過此種匹配服務,適當匹配各種使用者亦可,例如即使一起遊玩逃走遊戲的協力者被匹配,也匹配透過逃走遊戲進行對戰的對戰者亦可。亦即,逃走遊戲係有透過此種匹配服務,作為協力型的遊戲,或對戰型的遊戲提供之狀況。The
再者,遊戲機用服務係此外也包含透過網路5傳遞、更新遊戲機3的程式或資料的傳遞服務、從遊戲機3接收使用者的識別資訊,對該使用者進行認證的服務、從遊戲機3接受已認證之使用者的遊玩資料並予以保存,或將保存的遊玩資料提供給遊戲機3的服務亦可。進而,遊戲機用服務係適當包含從使用者徵收費用的收費服務等亦可。Furthermore, the game machine service system also includes a delivery service for delivering and updating programs or data of the
接著,參照圖2,說明遊戲系統1之控制系統的要部。首先,於中央伺服器2,設置有控制單元21,及作為記憶手段的記憶部22。控制單元21係構成為組合了作為遵從所定電腦程式執行各種運算處理及動作控制的處理器之一例的CPU,與其動作所需之內部記憶體及其他周邊裝置的電腦。Next, main parts of the control system of the
記憶部22係藉由包含硬碟陣列等之非揮發性記憶媒體(電腦可讀取的記憶媒體)的記憶單元所實現的外部記憶裝置。記憶部22係以於一個記憶單元上保持所有資料之方式構成亦可,以於複數記憶單元分散記憶資料之方式構成亦可。於記憶部22,作為使控制單元21執行為了對使用者提供各種服務所需之各種處理的電腦程式之一例,記錄伺服器用程式PG1。又,於記憶部22,也記錄各種服務的提供所需之伺服器用資料SD。伺服器用資料SD係包含各種服務的提供所需之各種資料。此種資料係可適當包含例如後述的遊戲資料GD的一部分,或全部等之逃走遊戲用的各種資料,在圖2的範例中,揭示遊玩資料PD、及角色資料CD。The
遊玩資料PD係記述了各使用者的過去遊玩實績相關的資訊的資料。遊玩資料PD係例如為了將到前次為止的遊玩結果(過去的實績)繼承到下次之後,或為了接管各使用者固有的設定內容所使用。在逃走遊戲的各角色因應遊玩狀況而成長時,過去的實績包含該成長分的參數的資訊。參數之值因應遊玩狀況而變化時,成長後(變化後)的參數之值係適當管理亦可,作為一例,如此成長分(變化分)於遊玩資料PD中管理。另一方面,角色資料CD係記述界定各角色的參數之資訊的資料。亦即,藉由角色資料CD管理各角色的參數。此種角色資料CD係包含成長後之參數的資訊亦可,作為一例,管理對應初始值(變化前)的參數之值。亦即,各角色的參數變化時,其變化後的參數係藉由遊玩資料PD(變化分)、及角色資料CD(初始值)的組合而再現。The play data PD is data in which information related to the past play performance of each user is described. The play data PD is used, for example, to inherit the play result (past performance) from the previous time to the next time, or to take over the setting contents unique to each user. When each character of the escape game grows according to the play situation, the past performance includes the information of the parameter of the growth point. When the value of the parameter changes according to the game situation, the value of the parameter after growth (change) may be appropriately managed. As an example, such a growth point (change point) is managed in the play data PD. On the other hand, the character data CD is data describing information defining parameters of each character. That is, the parameters of each character are managed by the character data CD. Such character data CD may include information on parameters after growth, and as an example, manage values of parameters corresponding to initial values (before change). That is, when the parameter of each character is changed, the changed parameter is reproduced by combining the play data PD (change point) and the character data CD (initial value).
又,於控制單元21,設置藉由控制單元21的硬體資源與作為軟體資源的伺服器用程式PG1的組合所實現的各種邏輯裝置。於控制單元21,可適當設置各種邏輯裝置,在圖2的範例中揭示遊戲機服務管理部24。遊戲機服務管理部24係執行用以上述之遊戲機用服務的處理的邏輯裝置。例如,於此種處理包含用以實現上述之匹配服務的公知的處理等。再者,於控制單元21,可因應需要來連接鍵盤等的輸入裝置、顯示器等的輸出裝置等。但是,省略該等圖示。Moreover, in the
另一方面,於遊戲機3,設置有作為電腦的控制單元31,與作為記憶手段的記憶部32。控制單元31係構成為組合了作為遵從所定電腦程式執行各種處理的處理器之一例的CPU,與其動作所需之內部記憶體及其他周邊裝置的電腦。於控制單元31,作為藉由控制單元31的硬體資源與作為軟體資源的遊戲程式PG2的組合所實現的各種邏輯裝置,但是,在圖3的範例中,揭示匹配部36、範圍設定部37、進行控制部38、及評鑑部39。On the other hand, the
匹配部36係執行關聯於透過匹配服務的匹配之各種處理的邏輯裝置。例如,在逃走遊戲作為對戰型的遊戲時,執行逃走遊戲而對戰之對戰者的匹配所需的處理。又,對戰(協力遊玩也相同)係藉由適當的數量的使用者執行亦可,例如作為在分別包含複數使用者的複數群組之間進行對戰的群組對戰執行亦可。此時,於匹配部36所執行的處理,包含群組區分、及特定屬於各群組之複數使用者的處理。The matching
範圍設定部37係執行用以於遊戲內準備遊戲領域之各種處理的邏輯裝置。遊戲領域係具有作為各角色的共通的移動範圍之功能。亦即,範圍設定部37係執行用以作為執行各角色所致之逃走行動、及追蹤行動的範圍而設定遊戲領域的各種處理。遊戲領域係適當設定亦可,例如包含妨礙逃走行動等的各種障礙物、以輔助逃走行動等之方式動作的各種機關物件、或各種道具等亦可。遊戲領域包含此種障礙物等時,於範圍設定部37所執行的處理,也包含用以將該等設置於遊戲領域的處理。具體來說,範圍設定部37係作為準備此種遊戲領域的處理之一例,執行分派處理。分派處理的程序的詳細內容於後敘述。The
進行控制部38係執行用以控制遊戲的進行之各種處理的邏輯裝置。於此種處理,包含以執行逃走行動、或追蹤行動之方式用以控制各角色之動作的處理。同樣地,並不限於該等逃走行動及追蹤行動,各角色係於遊戲內因應使用者的遊玩行為,適當執行各種行動亦可,進行控制部38執行用以執行該等各種行動的處理。又,於進行控制部38所執行的處理,包含在逃走角色與追蹤角色之間替換任務的處理。作為該等處理之一例,進行控制部38係執行狀態變更處理、及狀態回復處理。狀態變更處理、及狀態回復處理的程序的詳細內容係於後敘述。The
評鑑部39係執行用以評鑑使用者的遊玩之各種處理的邏輯裝置。於逃走遊戲中,使用者的遊玩被適當評鑑亦可,例如藉由逃走行動、及追蹤行動雙方、或一方藉由適當的手法評鑑亦可,評鑑部39係執行因應該等評鑑的對象、及手法之各種處理。又,逃走遊戲作為對戰型的遊戲進行遊玩時,該勝敗係適當判定亦可,但是,評鑑部39也執行用以實現此種判定的處理。如此,適當評鑑使用者的遊玩,也可因應該評鑑結果而適當判定勝敗,作為一例,逃走行動、及追蹤行動中僅逃走行動以因應逃走時間而得分化之方式評鑑,因應其獲得得分(分數)的多寡而判定勝敗。評鑑部39係執行用以實現此種評鑑及判定的處理。具體來說,作為此種處理之一例,評鑑部39係執行勝敗判定處理。勝敗判定處理的程序的詳細內容於後敘述。The
記憶部32係藉由包含硬碟、半導體記憶裝置等之非揮發性記憶媒體(電腦可讀取的記憶媒體)的記憶單元所實現的外部記憶裝置。於記憶部32,與上述之遊戲程式PG2一起記錄各種資料,在圖2的範例中,揭示遊戲資料GD。遊戲資料GD係用以遵照遊戲程式PG2,為了讓使用者遊玩逃走遊戲的資料。此種遊戲資料GD係例如包含用以顯示逃走遊戲用之各種圖像的圖像資料、用以再生各種BGM的BGM資料等之各種資料亦可,在圖2的範例中,揭示遊玩資料PD、及角色資料CD。The
角色資料CD等的各種遊戲資料GD係藉由適當的手法而記憶於記憶部32亦可,例如預先安裝於遊戲機3亦可,透過各種記錄媒體而記憶於記憶部32亦可。如此,角色資料CD等可藉由適當的手法而記憶於記憶部32,作為一例,遊玩資料PD、及角色資料CD係以包含必要的部分之方式透過傳遞服務從中央伺服器2提供。Various game data GD such as character data CDs may be memorized in the
又,於遊戲機3適當設置街機所需之各種輸出裝置及輸入裝置,可連接於控制單元31,但在圖2的範例中,作為此種輸出裝置連接顯示器MO、及揚聲器SP。亦即,於設置於遊戲機3的輸出裝置,包含顯示器MO及揚聲器SP。顯示器MO係用以顯示包含用於逃走遊戲之各種圖像的遊戲畫面的顯示裝置。顯示器MO係遵照來自控制單元31的輸出訊號,顯示用以提供逃走遊戲的各種遊戲畫面(圖像)。又,揚聲器SP係用以再生各種聲音的聲音輸出裝置。揚聲器SP係遵照來自控制單元31的輸出訊號,再生逃走遊戲用之BGM等的各種聲音。Also, various output devices and input devices required for the arcade are properly installed on the
另一方面,作為連接於控制單元31的輸入裝置之一例,在圖2的範例中揭示控制面板CP。控制面板CP係為公知的輸入裝置。使用者之遊玩行為的輸入(檢測)係適當實現亦可,作為一例藉由控制面板CP實現。亦即,控制面板CP係以用以輸入於遊戲領域其中使各角色動作(行動)的遊玩行為之方式構成。為了實現此種輸入,於控制面板CP設置各種操作部。於各種操作部,作為遊玩行為執行用以對角色指示逃走行動、或追蹤行動等的各種操作。例如,於此種操作部,適當包含執行使用於各種目的按壓操作的按壓按鍵開關、或用以指示各角色之行進方向的搖桿等亦可。或者,於控制面板CP,設置輸出對應使用者的觸控操作(以手指接觸的操作)之訊號的觸控面板,透過該觸控面板,作為使用者的遊玩行為而輸入觸控操作亦可。控制面板CP係將因應該等對操作部之各種操作的訊號輸出至控制單元31。再者,於遊戲機3此外也可設置業務用的遊戲裝置所具備之各種輸入裝置及輸出裝置。例如,於此種輸入裝置,包含用以徵收所定對價的對價徵收裝置。但是,省略該等圖示。On the other hand, as an example of an input device connected to the
接著,參照圖3~圖7,針對逃走遊戲的詳細內容進行說明。圖3係用以說明逃走遊戲之概要的說明圖。逃走遊戲係藉由適當數量的使用者遊玩亦可,例如藉由一位使用者遊玩亦可。此時,追蹤、及逃走的兩種任務係例如藉由對應一位使用者之一個的使用者角色、及電腦控制之適當數量的NPC(非玩家控制角色)分擔亦可。或者,藉由兩位使用者遊玩亦可,此時,分別對應2位使用者的2個的使用者角色係被分派相同任務(追蹤角色P1彼此,或逃走角色P2彼此的有方彼此)亦可,被分派不同的任務亦可。亦即,2位使用者係作為協力者進行遊玩,或作為對戰對手進行遊玩亦可。如此,逃走遊戲係藉由適當數量的使用者以協力形式、或對戰形式等的各種形式進行遊玩亦可,圖3的範例係揭示在複數使用者分別所屬的群組之間進行對戰的群組對戰形式進行遊玩之狀況。如此,以群組對戰形式進行遊玩時,藉由適當數量的群組進行遊玩亦可,圖3的範例係揭示藉由第1群組G1、及第2群組G2的兩組群組進行遊玩之狀況。於該範例中,第1群組G1及第2群組G2具有作為本發明的複數群組的功能。又,該等中第2群組G2具有作為本發明之另一方的群組的功能。Next, the details of the escape game will be described with reference to FIGS. 3 to 7 . Fig. 3 is an explanatory diagram for explaining the outline of the escape game. The escape game may be played by an appropriate number of users, for example, by one user. At this time, the two tasks of tracking and escaping can be shared by, for example, one user character corresponding to one user and an appropriate number of NPCs (non-player control characters) controlled by the computer. Or, it is also possible to play with two users. At this time, the two user characters corresponding to the two users are assigned the same task (tracking the characters P1, or fleeing the characters P2). Yes, it is okay to be assigned different tasks. In other words, the two users may play as cooperators or as opponents. In this way, the escape game may be played by an appropriate number of users in various forms such as cooperative form or duel form. The example in FIG. 3 discloses a group in which a plurality of users belong to each other and each group is engaged in a duel. The status of playing in the battle mode. In this way, when playing in the form of a group battle, it is also possible to play with an appropriate number of groups. The example in Figure 3 discloses that the game is played with two groups of the first group G1 and the second group G2. the situation. In this example, the first group G1 and the second group G2 function as plural groups of the present invention. Also, among these, the second group G2 has a function as another group of the present invention.
如圖3所示,以兩組群組所致之群組對戰形式進行遊玩時,在逃走遊戲中,對應各群組分派追蹤、或逃走的任務之任一。亦即,追蹤、或逃走的分派係以群組單位執行。又,分派至各群組的任務係從遊戲的開始到結束為止,每於滿足替換條件時重複替換。然後,屬於各群組的各使用者係每於替換時透過角色P遊玩被分派至各群組的任務。如此,各群組的任務係於遊戲的遊玩中以具備替換條件為契機重複替換,但是,在圖3的範例中,對第1群組G1分派追蹤的任務,對第2群組G2分派逃走的任務。於該範例中,追蹤及逃走的任務有作為本發明之二種類的任務的功能。又,該等追蹤及逃走的任務中追蹤的任務具有作為本發明之一方的任務的功能,逃走的任務具有作為本發明之另一方的任務的功能。As shown in FIG. 3 , when the game is played in the form of a group battle between two groups, in the escape game, each group is assigned a task of tracking or escaping. That is, assignment of tracking or escaping is performed in group units. Also, the tasks assigned to each group are repeatedly replaced every time the replacement condition is satisfied from the start to the end of the game. Then, each user belonging to each group plays a role assigned to each group through the role P at the time of replacement. In this way, the tasks of each group are repeatedly replaced when the replacement conditions are met during the game play. However, in the example of FIG. 3 , the task of tracking is assigned to the first group G1, and the task of escape is assigned to the second group G2. task. In this example, the task of tracking and escaping functions as the second type of task of the present invention. In addition, among these tracking and escape tasks, the tracking task has a function as a task of one aspect of the present invention, and the escape task has a function of a task of another aspect of the present invention.
初始對各群組分派的任務係依據隨機或使用者的選擇等之各種條件而適當決定亦可,作為一例,因應小遊戲的結果來決定。亦即,各群組是否擔任追蹤、及逃走之任一的任務係透過小遊戲來決定。作為此種小遊戲,適當提供動作遊戲、模擬遊戲、射擊遊戲、或音樂遊戲等之各種遊戲亦可,作為一例,提供所定時間內碰觸較多在遊戲領域GF準備多數個的後述之查驗點(或以旗子代替的各種要素)者獲勝的小動作遊戲亦可。The initial task assigned to each group may be appropriately determined according to various conditions such as random or user's selection. For example, it may be determined according to the result of a mini-game. That is to say, whether each group takes on the task of tracking or escaping is determined through a mini-game. As such mini-games, various games such as action games, simulation games, shooting games, or music games may be provided as appropriate. As an example, a number of checkpoints, which will be described later, are prepared in the game field GF with a large number of touches within a predetermined period of time. (or the various elements that replace with flag) the little action game that the person wins also can.
各群組係藉由適當數量的角色P構成亦可,構成各群組之角色P的數量係在群組之間不同亦可,在圖3的範例中,第1群組G1、及第2群組G2的任一都藉由同數量的3個角色P所構成。該等3個角色P包含NPC亦可,作為一例,任一都構成為使用者角色。因此,第1群組G1係包含分別對應3位使用者的3個追蹤角色P1,第2群組G2係包含分別對應3位使用者的3個逃走角色P2。該等追蹤角色P1、及逃走角色P2都配置於作為共通的行動範圍而設定的遊戲領域GF。在圖3的範例中,為了方便說明,以對應各群組(或各任務)區分成左右之方式,各角色P配置於遊戲領域GF,但是,遊戲領域GF之各角色P的配置係適當實現亦可。然後,各使用者係以在使用者角色相當於追蹤角色P1時在其遊戲領域GF執行追蹤行動,在相當於逃走角色P2時在其遊戲領域GF執行逃走行動之方式,控制(操作)各角色P的行動(動作)。Each group can be formed by an appropriate number of roles P, and the number of roles P constituting each group can be different between groups. In the example of FIG. 3, the first group G1 and the second group G1 Each of the groups G2 is constituted by three characters P of the same number. These three characters P may include NPCs, and as an example, any of them constitute a user character. Therefore, the first group G1 includes three tracking characters P1 corresponding to three users, and the second group G2 includes three escape characters P2 corresponding to three users. Both of these pursuit character P1 and escape character P2 are arrange|positioned in the game field GF set as a common action range. In the example of FIG. 3 , for the convenience of explanation, each character P is arranged in the game field GF in such a way that each group (or each task) is divided into left and right sides. However, the arrangement of each role P in the game field GF is appropriately realized. also can. Then, each user controls (operates) each character in such a way that when the user character corresponds to the tracking character P1, he performs a tracking action in his game field GF, and when he corresponds to an escape character P2, he performs an escape action in his game field GF. P's action (action).
追蹤行動、及逃走行動適當包含各種行動亦可,例如追蹤行動包含捕獲行動。捕獲行動係用以將逃走角色P2之狀態從通常狀態變更成異常狀態的行動。異常狀態係於逃走行動的至少一部分設有限制之狀態,通常狀態係可無此種限制地執行逃走行動的狀態。替換條件係適當被滿足亦可,例如每於經過所定時間即被滿足亦可,作為一例,被分派逃走的群組發生所定數以上之異常狀態的逃走角色P2時被滿足。作為所定數,採用適當數量亦可,例如採用1個(1體)或2個(2體)亦可,作為一例採用3個(3體)。亦即,替換條件係在各群組的一部分發生異常狀態時被滿足亦可,作為一例,在屬於逃走的任務的群組(以下有稱為逃走群組之狀況)的所有逃走角色P2成為異常狀態時被滿足。因此,透過第1群組G1的各追蹤角色P1所致之捕獲行動,第2群組G2的所有逃走角色P2成為異常狀態時,在第1群組G1與第2群組G2之間替換任務,接下來,開始藉由第2群組G2的各角色P(追蹤角色)開始追蹤第1群組G1的各角色P(逃走角色)的追蹤行動。The tracking action and the escaping action may appropriately include various actions, for example, the tracking action includes a capture action. The capturing action is an action for changing the state of the fleeing character P2 from the normal state to the abnormal state. An abnormal state is a state in which at least part of the escape action is restricted, and a normal state is a state in which the escape action can be performed without such restrictions. The replacement condition may be satisfied appropriately, for example, every time a predetermined time elapses, and as an example, it may be satisfied when the fleeing character P2 who has a predetermined number or more of abnormal states in the group assigned to flee occurs. As the predetermined number, an appropriate number may be used, for example, one (one body) or two (two bodies) may be used, and three (three bodies) may be used as an example. That is, the replacement condition may be satisfied when a part of each group has an abnormal state. As an example, all escaped characters P2 in a group belonging to an escaped task (hereinafter referred to as an escaped group) become abnormal. state is satisfied. Therefore, when all the fleeing characters P2 of the second group G2 become abnormal due to the capture action caused by the tracking characters P1 of the first group G1, the task is replaced between the first group G1 and the second group G2 , Next, each character P (tracking character) of the second group G2 starts tracking each character P (escape character) of the first group G1 to start the tracking operation.
另一方面,在逃走遊戲中,如上所述般,以因應逃走角色P2所致之逃走行動的時間,該時間越長則越增加之方式賦予得分。然後,因應該獲得得分的多寡來判定勝敗。因此,對於各使用者要求盡可能長時間地於逃走角色P2中持續逃走的遊玩行為。作為一例,逃走遊戲係以利用此種流程,追蹤、及逃走的各任務以群組單位重複替換之方式進行遊玩。On the other hand, in the escape game, as described above, points are given such that the time for the escape action by the escape character P2 increases as the time becomes longer. Then, the winner or loser will be judged according to the number of points that should be obtained. Therefore, it is required for each user to continue the play behavior of running away in the running away character P2 for as long as possible. As an example, the escape game utilizes this flow, and each task of tracking and escaping is played in a manner of repeated replacement in group units.
圖4~圖7都示意揭示執行與圖3相同的群組所致之群組對戰時為了遊戲的遊玩而使用的遊戲畫面之一例的圖。具體來說,圖4~圖6都是示意揭示對戰畫面之一例的圖。對戰畫面係在逃走遊戲作為群組對戰型的遊戲提供時的對戰中顯示於顯示器MO的遊戲畫面。如圖4所示,對戰畫面50係包含時間顯示區域51、分數計條52、地圖圖像53、角色顯示欄54、及遊戲領域GF。4 to 7 are diagrams schematically showing an example of a game screen used for playing the game when the same group battle by the group as in FIG. 3 is executed. Specifically, FIGS. 4 to 6 are diagrams schematically showing an example of a battle screen. The battle screen is a game screen displayed on the monitor MO during a battle when the escape game is provided as a group battle type game. As shown in FIG. 4 , the
遊戲領域GF係作為各角色P的行動範圍所設定之遊戲內的空間。遊戲領域GF係適當構成亦可,作為一例,以表演虛擬三維空間之方式構成。具體來說,遊戲領域GF係以與以適當的攝影條件設置於虛擬三維空間的任意位置之虛擬相機的攝影結果對應之方式構成。此種遊戲領域GF係形成為適當形狀亦可,但是,在圖4的範例中形成為大略正方形狀。進而,遊戲領域GF係以分別形成相同的正方形之方式區分成四等分。該等各分區係適當識別亦可,作為一例,藉由區分線SL區分,藉由不同的配色來識別。該等各分區係適當使用亦可,作為一例,使用來作為遊戲開始時之各角色P的出現範圍。具體來說,各角色P係出現於遊戲領域GF的適當位置,開始逃走等亦可,作為一例,以屬於相同群組的各角色P分散於各分區之方式出現。然後,各角色P係從其出現的各分區的位置開始逃走等。The game field GF is an in-game space set as an action range of each character P. The GF system in the game field may be appropriately configured, and as an example, it may be configured to represent a virtual three-dimensional space. Specifically, the game field GF is configured in such a manner as to correspond to the imaging result of a virtual camera installed at an arbitrary position in the virtual three-dimensional space under appropriate imaging conditions. Such a game field GF system may be formed in an appropriate shape, however, it is formed in a substantially square shape in the example of FIG. 4 . Furthermore, the game field GF is divided into quarters so as to form identical squares. Each of these divisions may be appropriately identified, and as an example, they may be identified by a division line SL and may be identified by different color combinations. These divisions may be used as appropriate, and as an example, they are used as the appearance range of each character P at the start of the game. Specifically, each character P appears at an appropriate position in the game field GF, and may start to escape, etc., as an example, each character P belonging to the same group appears in a manner dispersed in each partition. Then, each character P starts to escape from the position of each division where it appeared, and the like.
又,於遊戲領域GF,適當配置分別具有各種功能的各種物件。在圖4的範例中,作為此種物件之一例,揭示追蹤角色P1、各種障礙BI、中央舞台55、道具56、及查驗點57。追蹤角色P1係各角色P中對應追蹤角色P1的圖像(物件)。追蹤角色P1係於遊戲領域GF中適當表現亦可,但是,在圖4的範例中,為了與逃走角色P2區別,以追加尖角,手持棍棒之方式顯示。又,各追蹤角色P1係包含用以與群組內的其他追蹤角色P1識別之適當的資訊亦可,在圖4的範例中,包含使用者名稱欄YN。於使用者名稱欄YN為了與其他追蹤角色P1識別,顯示各使用者的名稱(“C使用者”)。Also, in the game field GF, various objects having various functions are appropriately arranged. In the example of FIG. 4 , as an example of such objects, a tracking character P1 , various obstacles BI, a
障礙BI係具有作為追蹤行動、或逃走行動等之各角色P的行動的障礙之功能的物件。障礙BI係適當包含妨礙追蹤行動等之各種物件亦可,但是,在圖4的範例中,包含牆壁物件BI1、柱子物件BI2、及丘陵物件BI3。該等係分別具有作為於遊戲領域GF中妨礙追蹤行動等的牆壁、柱子及丘陵之功能的物件。The obstacle BI is an object that functions as an obstacle to the action of each character P such as a pursuit action or an escape action. The obstacle BI may appropriately include various objects such as obstructing a tracking action, but in the example of FIG. 4 , it includes a wall object BI1, a pillar object BI2, and a hill object BI3. These are objects that function as walls, pillars, and hills that hinder tracking actions and the like in the game field GF, respectively.
牆壁物件BI1等的障礙BI係適當妨礙追蹤行動等之各種行動亦可。例如,牆壁物件BI1、及柱子物件BI2係在追蹤行動及逃走行動(僅任一方亦可)包含行走、及跳躍時僅妨礙該等行走、及跳躍之任一方(追蹤行動等的一部分)亦可。如此,牆壁物件BI1等係適當妨礙追蹤行動等的全部、或一部分亦可,但是,在圖4的範例中,牆壁物件BI1、及柱子物件BI2係以妨礙行走、及跳躍的雙方(追蹤行動等包含其他行動之狀況的一部分亦可)之方式構成。亦即,牆壁物件BI1、及柱子物件BI2係具有作為即使跑動、跳躍也無法超越的障礙之功能。同樣地,丘陵物件BI3係具有於追蹤行動等包含行走、及跳躍之狀況中,以於坡道的部分中使速度降低之方式妨礙行走的障礙之功能。The obstacle BI such as the wall object BI1 may appropriately obstruct various actions such as the tracking action. For example, the wall object BI1 and the pillar object BI2 may interfere only with either of the walking and jumping (part of the tracking action, etc.) . In this way, the wall object BI1 and the like may appropriately hinder all or part of the tracking action, etc. However, in the example of FIG. It can also be constituted as part of a state that includes other actions). That is, the wall object BI1 and the pillar object BI2 function as obstacles that cannot be overcome even if they run or jump. Similarly, the hilly object BI3 has the function of an obstacle that hinders walking by reducing the speed at a slope portion in a situation including walking and jumping such as a tracking action.
中央舞台55係具有作為任務的替換時追蹤角色P1的逃走開始場所之功能的物件。於任務的替換時,各角色P係從適當的場所開始下個任務亦可,例如追蹤角色P1及逃走角色P2都從替換時所位在的場所開始下個任務亦可,作為一例,追蹤角色P1(替換前的逃走角色P2)係從中央舞台55的所定開始場所,逃走角色P2(替換前的追蹤角色P1)係從位於替換時的場所,分別開始下個任務。更具體來說,中央舞台55係包含開始位置物件55A,伴隨替換而執行追蹤的任務的追蹤角色P1(屬於從逃走的任務變化成追蹤的任務之群組的所有追蹤角色P1)係從替換時所位在的場所都被傳送至其開始位置物件55A,從此開始追蹤行動。The
中央舞台55係配置於適當的位置亦可,作為一例,配置於遊戲領域GF的中央。又,中央舞台55係形成為適當形狀亦可,但是,在圖4的範例中以開始位置物件55A於其中央之方式形成為正方形。進而,中央舞台55係形成為比形成遊戲領域GF的地板(或地面)更高一段,也具有用於攀登其的階梯。此時,中央舞台55係於階梯以外的部分中妨礙行走及跳躍,在階梯部分中使行走的速度降低。結果,中央舞台55也具有作為障礙BI之一種的功能。於該範例中,開始位置物件55A的位置具有作為本發明的所定開始位置之功能。The
道具56係對應對各角色P的行動等賦予各種效果之道具的物件。於此種效果不僅讓追蹤行動等的進行(遊玩)變得有利的效果,也包含對遊玩行為賦予虧損的效果亦可,作為一例,道具56係賦予界定各角色的參數有利的變化。具體來說,於各角色P適當設定各種參數亦可,在圖4的範例中,道具56係對應具有因應獲得數而使行走時之移動速度上升的效果的道具。亦即,道具56係具有使各角色P之移動速度(參數的一例)上升的效果。又,該移動速度係以因應道具56的獲得數而獲得數越多則越快之方式上升。於該範例中,道具56具有作為本發明的參數變更物件之功能。The
查驗點57係用以判別是否對於各群組賦予優惠的物件。作為此種優惠,採用貢獻群組的勝利之各種要素亦可,作為一例,採用關聯於得分(分數)的效果。具體來說,如上所述,得分係因應逃走時間來賦予,但是,查驗點係作為優惠,賦予使因應其逃走時間所賦予的得分上升的上升效果。又,查驗點57係適當構成亦可,作為一例,以狀態在佔領狀態與中立狀態之間變化之方式構成。佔領狀態係表示各群組的任一群組所致之佔領的狀態。在佔領狀態中,對佔領該處的群組賦予優惠。另一方面,中立狀態係表示都未被任一群組佔領之中立的狀態。在中立狀態中,並不賦予優惠。亦即,中立狀態的查驗點57對任一群組都不賦予上升效果。The
又,查驗點57之狀態的變化係適當實現亦可,作為一例,因應佔領行動、及解除行動而實現。佔領行動、及解除行動係將查驗點57分別變更成佔領狀態、及中立狀態的行動。該等行動允許追蹤角色P1、及逃走角色P2雙方進行亦可,作為一例,佔領行動僅允許逃走角色P2,解除行動僅允許追蹤角色P1。又,作為此種佔領行動、及解除行動,適當採用各種行動亦可,採用相互不同的行動亦可,在圖4的範例中都採用相同的接觸行動。因此,查驗點57係作為中立狀態而開始顯示,伴隨逃走角色P2的接觸(接觸行動)而變化成佔領狀態。另一方面,佔領狀態的查驗點57係伴隨追蹤角色P1的接觸而返回中立狀態。於此範例中,佔領狀態、及中立狀態分別具有作為本發明的優惠狀態、及通常狀態的功能。In addition, the change of the state of the
於遊戲領域GF,設置多數個上述的查驗點57。然後,該等查驗點57係以佔領狀態的查驗點57的數量越增加,各單位時間的得分增加率越上升之方式賦予上述的上升效果。因此,逃走角色P2係將越多查驗點57變更成佔領狀態,就可獲得越多的得分。結果,逃走角色P2(使用者)被要求於逃走中盡可能將大量的查驗點57變更成佔領狀態的行動。另一方面,追蹤角色P1(使用者)相反地被要求於追蹤中盡可能將大量的查驗點57從佔領狀態回復成中立狀態的行動。In the game domain GF, a plurality of the above-mentioned
於遊戲領域GF中查驗點57之狀態,亦即佔領狀態、及中立狀態係適當表現亦可,作為一例,藉由配色的不同(例如中立狀態為黃色,佔領狀態為其他顏色等)來表現。又,佔領狀態係因應佔領該處的群組而功能不同。具體來說,得分係因應逃走角色P2(逃走群組)的逃走時間而賦予,故被逃走群組佔領的佔領狀態可發揮上升效果(優惠),但是,被追蹤群組佔領的佔領狀態不會發揮上升效果。又,佔領的群組的不同也具有應對於佔領行動、或解除行動等之其佔領狀態的查驗點57執行的行動的不同之功能。因此,佔領狀態係以表示此種功能的不同之方式,根據佔領的群組的不同而適當區別亦可,作為一例,以因應佔領之群組的不同的顏色(例如無關於任務,自己的群組所致之佔領為藍色,其他群組所致之佔領為紅色等)來顯示。The state of the
時間顯示區域51係用以顯示時間的區域。於時間顯示區域51適當顯示各種時間亦可,例如顯示自遊玩開始起的經過時間亦可,在圖4的範例中,作為可遊玩的剩餘時間,顯示“300”。“300”的顯示表示300秒,與時間經過一起減少。亦即,時間顯示區域51的剩餘時間係在遊玩的開始時表示最大值,伴隨遊玩的開始而以倒數形式減少。結束條件係適當被滿足亦可,例如依據收集了特定道具之狀況等的各種遊玩狀況而被滿足亦可,作為一例,如此在剩餘時間變成0時,亦即經過所定時間時被滿足。因此,到剩餘時間成為0為止,各角色P係於遊戲領域GF中持續重複執行追蹤行動、或逃走行動。The
分數計條52係用以將各群組所獲得之得分(分數)提示給每個群組的圖像。於逃走遊戲中得分係適當賦予亦可,作為一例,如上所述般於逃走的任務中賦予。亦即,對於各群組透過作為逃走角色P2的遊玩行為而賦予得分。又,得分係透過各種手法來適當賦予亦可,作為一例,對於各逃走角色P2因應在通常狀態下逃走的時間而賦予得分。具體來說,以在通常狀態下逃走的時間越長則越多之方式對各逃走角色P2賦予得分。又,以佔領狀態的查驗點57的數量越多,因應時間的得分上升率越增加之方式賦予得分。然後,對各逃走角色P2賦予的得分的累計作為群組的得分而透過分數計條52提示。The
分數計條52係為了提示獲得得分而適當構成亦可,在圖4的範例中包含計條部52A、及得分顯示部52B。計條部52A係透過計條,用以提示各群組的得分的部分。計條部52A係適當構成亦可,但是,在圖4的範例中形成為揭示各群組的得分量的橫條狀。具體來說,計條部52A的左右兩端係對應各群組,在計條部52A中得分量以依照各群組而不同的配色顯示。各群組的配色係適當亦可,在圖4的範例中左側以對應第1群組G1(自己的群組)之方式利用點陣圖案表示,右側以對應第2群組G2(對戰對手的群組)之方式利用右斜線表示。又,此種得分量(點陣圖案、及右斜線的配色)係適當增減亦可,作為一例,以得分量較大一方蠶食對手側的計條之方式增減。但是,在圖4的範例中任一方的得分量都是0,故在中央成均衡狀態。另一方面,得分顯示部52B係作為數值顯示計條部52A所示之得分量的部分。因此,得分顯示部52B係進而包含表示第1群組G1之得分量的部分(圖4的範例的左側“0000”),及表示第2群組G2之得分量的部分(圖4的範例的右側“0000”)。The
地圖圖像53係表示用以掌握遊戲領域GF整體的地圖的圖像。地圖圖像53係以可掌握遊戲領域GF整體(或一部分亦可)之方式適當構成亦可,但是,在圖4的範例中,以揭示從上方俯瞰遊戲領域GF之方式構成。又,地圖圖像53係僅對應遊戲領域GF的俯瞰圖亦可,在圖4的範例中,作為表示配置於遊戲領域GF之各種物件的位置的標識,包含點數標識53a、逃走者標識53b、及追蹤者標識53c。The
點數標識53a、逃走者標識53b、及追蹤者標識53c係分別表示配置於遊戲領域GF的各種物件中各查驗點57、各逃走角色P2、及各追蹤角色P1之位置的標識。因此,透過點數標識53a、逃走者標識53b、及追蹤者標識53c,分別表示遊戲領域GF中之各查驗點57、各逃走角色P2、及各追蹤角色P1的位置。The
又,該等點數標識53a、逃走者標識53b、及追蹤者標識53c係無條件顯示於地圖圖像53亦可,以各種條件顯示亦可,作為一例,僅追蹤者標識53c有條件地顯示。具體來說,追蹤者標識53c係以作為對應追蹤角色P1的使用者為條件僅顯示於該使用者。亦即,追蹤者標識53c係僅顯示於屬於擔任追蹤之任務的群組的使用者,不會顯示於擔任逃走之任務的群組的使用者。在圖4的範例中,逃走者標識53b、及追蹤者標識53c之任一都顯示於地圖圖像53。因此,此種對戰畫面50係顯示於進行追蹤(擔任追蹤的任務)的使用者。In addition, the
逃走者標識53b、及追蹤者標識53c係適當顯示亦可,作為一例,以辨識各別的任務之方式以相互不同的形態顯示。具體來說,逃走者標識53b、及追蹤者標識53c係適當區別亦可,作為一例,藉由紅色、及藍色等不同的配色來區別。進而,追蹤角色P1、或逃走角色P2是自己的角色P時,更附加表示自己的角色P的識別標識53d。作為此種識別標識53d,適當採用各種標識亦可,但是,在圖4的範例中,採用前端朝向對應自己的角色P之追蹤者標識53c的箭頭。The
角色顯示欄54係顯示各角色P相關的資訊的部分。角色顯示欄54係適當設置亦可,例如僅設置對應自己的角色P的角色顯示欄54亦可,在圖4的範例中,設置分別對應合計6個的角色P的6個角色顯示欄54。又,對應自己的角色P的角色顯示欄54(以下有稱為自己角色顯示欄54S之狀況)係與對應其他角色的角色顯示欄54同樣地形成亦可,在圖4的範例中,以與其他角色顯示欄54區別之方式形成為大於其他角色顯示欄54,包含更多的資訊。The
具體來說,各角色顯示欄54係適當包含各角色P相關之各種資訊亦可,在圖4的範例中,包含顯示對應各角色P之使用者的名稱之資訊(“A使用者”等)的名稱區域CA1、及顯示對應各角色P之圖像(在圖4的範例中僅頭部)的圖像區域CA2。另一方面,自己角色顯示欄54S也包含名稱區域CA1、及圖像區域CA2,但是,任一都與其他角色顯示欄54不同。具體來說,圖像區域CA2係以顯示各角色P的全身之方式形成為大於其他。又,名稱區域CA1係除了使用者的名稱的資訊(“C使用者”)之外,包含遊玩中對應自己的角色P所獲得之道具56的數量(圖4的範例的“1”)。Specifically, each
進而,自己角色顯示欄54S係包含技能資訊區域SA。於各角色P不設定技能亦可,作為一例,設定賦予對遊戲的進行有利之效果的各種技能。此種各種技能係適當包含例如提升行走速度或跳躍的跳躍力等之各角色P的基本性能的技能、或者將設置用以妨礙行動的陷阱及障礙物,或僅一定時間形成無敵狀態(不會變成異常狀態的狀態),或隱藏身影之技能等的特殊能力追加於各角色P的技能等之各種技能亦可。又,於各角色P適當設定該等技能的適當之一部分或全部亦可,於所有角色P一律設定相同的技能亦可,作為一例,以因應各角色而不同之方式,將任一技能設定於各角色P。Furthermore, the own
技能資訊區域SA係顯示被設定於對應自己的角色P之技能相關的資訊的區域。技能資訊區域SA係以適當顯示技能相關之各種資訊的方式構成亦可,在圖4的範例中,以包含技能名稱部SA1之方式構成。技能名稱部SA1係用以顯示被設定於對應自己的角色P之技能的名稱的部分。於各角色P可設定適當的技能,在圖4的範例中,顯示表示設置障礙物之技能的“障礙物設置”的資訊。The skill information area SA is an area for displaying information related to skills set in the character P corresponding to the user. The skill information area SA may be configured to appropriately display various information related to the skill, and in the example of FIG. 4 , it is configured to include the skill name portion SA1. The skill name part SA1 is a part for displaying the name of the skill set to the character P corresponding to the own character. Appropriate skills can be set for each character P, and in the example of FIG. 4 , the information of "obstacle setting" indicating the skill of setting obstacles is displayed.
於技能名稱部SA1更設置有技能價值計條SA2。技能價值計條SA2係表示對應自己的角色P所具有之技能價值的量的計條。技能價值係具有作為用以判別是否可發揮各技能之效果的價值之功能。又,為了發揮技能的效果,技能價值係適當使用亦可,作為一例,以藉由所定量的消費而讓技能發揮效果之方式使用。然後,此種技能價值係以適當的條件增加亦可,藉由所定道具的取得而增加亦可,作為一例,伴隨時間經過而逐漸增加。A skill value bar SA2 is further provided in the skill name part SA1. The skill value gauge SA2 is a gauge indicating the amount corresponding to the skill value possessed by the own character P. The skill value has a function as a value for judging whether or not the effect of each skill can be exerted. In addition, in order to exert the effect of the skill, the skill value may be used appropriately, and as an example, it may be used so that the effect of the skill can be exerted by consumption of a predetermined amount. Then, such a skill value may be increased under appropriate conditions, may be increased by acquisition of a predetermined item, and, for example, may be gradually increased over time.
同樣地,各技能係適當發動亦可,作為一例,在技能價值計條SA2集滿時,亦即技能價值計條SA2表示技能價值的最大量時允許技能的發動。又,實際的技能的發動係適當執行亦可,在技能價值成為最大量時無條件發動技能亦可,作為一例,伴隨用以發動技能的所定操作而實際發動技能。Similarly, each skill type may be appropriately activated. As an example, when the skill value gauge SA2 is full, that is, when the skill value gauge SA2 indicates the maximum value of the skill value, the activation of the skill is allowed. Also, the actual activation of the skill may be performed appropriately, or the skill may be unconditionally activated when the skill value reaches the maximum value. As an example, the skill is actually activated with a predetermined operation for activating the skill.
各角色顯示欄54係以區別自己所屬的群組與其他群組之方式顯示。此種區別係適當實現亦可,作為一例,以左側3個角色顯示欄54對應自己所屬的群組,右側3個角色顯示欄54對應對戰對手的群組之方式顯示。亦即,各角色顯示欄54係以因應左右的配置位置而辨識群組之方式顯示。結果,此種區別具有作為任務的區別之功能。Each
圖5係示意揭示表示與圖4的範例不同之遊玩狀況的對戰畫面之一例的圖。圖5的範例係在與圖4的範例不同的場所揭示追蹤逃走角色P2中的追蹤角色P1。此時,如圖5所示,於遊戲領域GF顯示逃走角色P2、及追蹤角色P1。又,在圖5的範例中,相較於圖4的範例,伴隨時間經過,擔任逃走的任務之第2群組G2的得分會增加。具體來說,於得分顯示部52B,作為第2群組G2獲得的得分,顯示“0125”的數字,以表示該得分量之方式計條部52A的右斜線的範圍朝向左端延伸而超越中央。FIG. 5 is a diagram schematically showing an example of a battle screen showing a game state different from the example in FIG. 4 . The example in FIG. 5 reveals the tracking character P1 in the tracking escape character P2 in a different place from the example in FIG. 4 . At this time, as shown in FIG. 5 , the fleeing character P2 and the tracking character P1 are displayed on the game field GF. Also, in the example of FIG. 5 , compared with the example of FIG. 4 , as time passes, the score of the second group G2 in charge of escape increases. Specifically, on the
同樣地,地圖圖像53的逃走者標識53b、及追蹤者標識53c的位置也因應逃走角色P2、及追蹤角色P1之位置的變化而變化,在圖5的範例中相較於圖4的範例,逃走者標識53b的數量減少2。逃走角色P2成為異常狀態時,其異常狀態的逃走角色P2係作為逃走者標識53b、或表示異常狀態的標識而反映於地圖圖像53亦可,作為一例,省略此種反映。亦即,對應異常狀態之逃走角色P2的逃走者標識53b係從地圖圖像53消失。因此,例如3個逃走角色P2中2個變化成異常狀態時,對應該等2個的2個逃走者標識53b係從地圖圖像53消失,僅對應剩下1個逃走角色P2的逃走者標識53b顯示於地圖圖像53。在圖5的範例中,此種變化(進行)被反映於地圖圖像53。Similarly, the positions of the
又,於遊戲領域GF,如上所述般適當設置各種物件亦可,除了牆壁物件BI1等的障礙BI之外,設置例如以輔助或妨礙逃走行動等之方式動作的各種機關物件亦可,在圖5的範例中,作為此種機關物件的一例,揭示瞬移物件GO1。瞬移物件GO1係輔助逃走行動等的機關物件之一種,以實現遊戲領域GF內遙遠之兩處間的瞬間移動(瞬移)之方式動作。此種動作係依據適當的條件執行亦可,作為一例,在角色P位於瞬移物件GO1上時執行。In addition, in the game field GF, various objects can be appropriately installed as mentioned above. In addition to the obstacle BI such as the wall object BI1, various mechanism objects that can assist or hinder the escape action, etc. can also be installed. In the example of 5, the teleportation object GO1 is disclosed as an example of such a mechanism object. The teleportation object GO1 is one of the mechanism objects for assisting escape actions, etc., and acts in the manner of realizing teleportation (teleportation) between two distant places in the game field GF. This kind of action may be performed according to appropriate conditions. As an example, it is performed when the character P is located on the teleportation object GO1.
同樣地,於瞬移物件GO1設置或不設置適當的限制亦可。在設置限制時,作為此種限制的要件,適當利用時間、次數、或任務等的各種要素亦可。例如作為限制的要件採用任務,瞬移物件GO1以僅輔助逃走行動及追蹤行動的任一方之方式動作亦可。或者,作為限制的要件採用次數,瞬移物件GO1的利用(動作)被限制於所定次數亦可。如此,於瞬移物件GO1設置適當的限制亦可,作為一例,僅設置將時間作為要件的限制。因此,瞬移物件GO1係以輔助逃走行動及追蹤行動雙方之方式動作,逃走角色P2及追蹤角色P1的任一方角色P搭乘於上都可無次數限制地動作,但是,從上次動作開始一定時間之間限制動作。亦即,瞬移物件GO1係一度動作的話,到允許下次動作為止需要一定時間。Similarly, it is also possible to set or not set appropriate restrictions on the teleportation object GO1. When setting restrictions, various elements such as time, number of times, and tasks may be appropriately used as the requirements for such restrictions. For example, a mission is adopted as a restriction requirement, and the teleportation object GO1 may operate so as to assist only one of the escape action and the pursuit action. Alternatively, the use (operation) of the teleportation object GO1 may be limited to a predetermined number of times as the number of times of restricted requirement adoption. In this way, an appropriate restriction may be provided on the teleportation object GO1, but as an example, only a restriction having time as a requirement is provided. Therefore, the teleportation object GO1 acts in a way that assists both the fleeing action and the tracking action. Either character P, the fleeing character P2 or the tracking character P1, can ride on it for an unlimited number of actions. Limit actions between times. That is, if the teleportation object GO1 is moved once, it takes a certain amount of time until the next movement is allowed.
又,牆壁物件BI1等的障礙BI具有適當的形狀亦可,在圖5的範例中,揭示具有缺口部NP的牆壁物件BI1。缺口部NP係以高度變低之方式從牆壁的上部朝下方形成的缺口部分。因此,於缺口部NP中牆壁物件BI1的高度降低。更具體來說,於缺口部NP中牆壁物件BI1的高度係形成為可藉由各角色P的跳躍而到達之程度的高度。結果,各角色P可透過跳躍而攀登至該缺口部NP上,進而藉由於該缺口部NP中跳躍,到達牆壁物件BI1上時,允許行走於牆壁物件BI1上。Moreover, the obstacle BI, such as wall object BI1, may have an appropriate shape, and in the example of FIG. 5, the wall object BI1 which has the notch part NP is disclosed. The notch part NP is a notch part formed downward from the upper part of a wall so that height may become low. Therefore, the height of the wall object BI1 is reduced in the notch portion NP. More specifically, the height of the wall object BI1 in the notch NP is set to a height that can be reached by each character P by jumping. As a result, each character P can climb onto the notch NP by jumping, and when reaching the wall object BI1 by jumping in the notch NP, it is allowed to walk on the wall object BI1.
再者,牆壁物件BI1並不限定於缺口部NP,具有各種形狀亦可,於該種形狀包含例如具有孔洞的形狀亦可。孔洞係以從牆壁的一方側連接到另一方側之方式形成的部分。因此,各角色P係透過孔洞而通過牆壁物件BI1,可到達其相反側。逃走行動、及追蹤行動係適當包含各種行動亦可,在設置此種孔洞之狀況中,於該種行動包含用以通過孔洞的所定行動亦可。具體來說,孔洞係設置於牆壁物件BI1的適當位置亦可,例如孔洞設置於牆壁物件BI1的下側時,逃走行動等係作為用以追加該種孔洞的所定行動,包含滑鏟亦可。In addition, the wall object BI1 is not limited to the notch part NP, It may have various shapes, For example, the shape which has a hole may be included in this shape. A hole is a portion formed in such a way that it connects from one side of the wall to the other. Therefore, each character P passes the wall object BI1 through the hole, and can reach the opposite side thereof. The escaping action and the tracking action may appropriately include various actions, and in the case where such a hole is installed, the action for passing through the hole may be included in the action. Specifically, the hole may be provided at an appropriate position of the wall object BI1. For example, when the hole is provided on the lower side of the wall object BI1, the escape action may be used as a predetermined action for adding this type of hole, including a slide.
圖6係示意揭示表示與圖4及圖5的範例更加不同之遊玩狀況的對戰畫面之一例的圖。圖6的範例係揭示追蹤角色P1對逃走角色P2執行捕獲行動之狀況。此時,如圖6所示,對戰畫面50係包含逃走角色P2、及追蹤角色P1,相較於圖5的範例,逃走角色P2係伴隨追蹤角色P1的捕獲行動而變化成異常狀態。具體來說,此種異常狀態係於遊戲領域GF中適當表現亦可,在圖6的範例中,藉由逃走角色P2的顯示變成半透明(在圖6的範例中為間斷線),表示跌倒的姿勢來表現。又,作為此種捕獲行動,採用對逃走角色P2觸碰的行動,或僅單接觸的行動等的適當的行動,作為一例,採用以棍棒毆打逃走角色P2的行動。因此,透過逃走角色P2的附近(棍棒可及的範圍)之毆打行動,追蹤角色P1打倒(以棍棒實際毆打)逃走角色P2時,逃走角色P2係從通常狀態變化成異常狀態。於此範例中,以棍棒實際毆打逃走角色P2的行動(捕獲行動)具有作為本發明的變更行動之功能。FIG. 6 is a diagram schematically showing an example of a battle screen showing a game situation more different from the examples in FIGS. 4 and 5 . The example in FIG. 6 reveals a situation where the tracking character P1 performs a capture action on the fleeing character P2. At this time, as shown in FIG. 6 , the
在異常狀態中產生適當的限制亦可,例如異常狀態的逃走角色P2係被限制所有的行動,無法進行任何動作亦可。又,異常狀態的逃走角色P2係以可與通常狀態區別之適當的樣態顯示於遊戲領域GF亦可,不顯示亦可。亦即,異常狀態的逃走角色P2係從遊戲領域GF消滅亦可。或者,異常狀態的逃走角色P2係顯示於遊戲領域GF外亦可。亦即,異常狀態的逃走角色P2係從遊戲領域GF退出亦可。於此狀況中,異常狀態的逃走角色P2的行動被適當允許亦可。具體來說,於遊戲領域GF外,異常狀態的逃走角色P2係當然無法進行佔領各查驗點57或從追蹤角色P1逃走的行動,但例如允許移動亦可。亦即,異常狀態的逃走角色P2係於遊戲領域GF外移動亦可。又,於遊戲領域GF外,允許或不允許異常狀態的逃走角色P2干涉遊戲領域GF亦可。例如,於遊戲領域GF外,對於異常狀態的逃走角色P2,允許於遊戲領域GF的外周部分設置陷阱以絆倒移動至其的追蹤角色P1的腳之行動等的特有行動,或發揮技能的發動等之一部分能力的行動等之妨礙各種追蹤的行動(換句話說是輔助逃走的行動)亦可。Appropriate restrictions may also be generated in the abnormal state. For example, the fleeing character P2 in the abnormal state is restricted from all actions and cannot perform any actions. Also, the escape character P2 in the abnormal state may be displayed in the game field GF in an appropriate state that can be distinguished from the normal state, or may not be displayed. That is, the fleeing character P2 in an abnormal state may be eliminated from the game field GF. Alternatively, the fleeing character P2 in an abnormal state may be displayed outside the game field GF. That is, the fleeing character P2 in an abnormal state may withdraw from the game field GF. In this situation, the action of the fleeing character P2 in the abnormal state may be appropriately permitted. Specifically, outside the game field GF, the fleeing character P2 in an abnormal state cannot of course occupy the
如上所述,在異常狀態中逃走行動的全部、或一部分產生適當的限制亦可,例如行動本身被限制,無法從當場行動亦可,作為一例,允許移動。於此狀況中,異常狀態的逃走角色P2所致之查驗點57的佔領被限制亦可,作為一例,也允許佔領。亦即,異常狀態的逃走角色P2也可藉由佔領行動將查驗點57變更成佔領狀態。但是,被異常狀態的逃走角色P2佔領的查驗點57相較於被通常狀態的逃走角色P2所致之佔領,得分的加算會減少。此種減少係適當實現亦可,作為一例,異常狀態所致之佔領係作為通常狀態所致之佔領的四分之一而實現。又,被異常狀態的逃走角色P2佔領的查驗點57之後被通常狀態的逃走角色P2佔領時,得分的減少維持原狀亦可,作為一例,該減少被消除,回到通常的得分加算。亦即,異常狀態所致之佔領被通常狀態所致之佔領覆寫。因此,表示異常狀態所致之佔領的佔領狀態與表示通常狀態所致之佔領的佔領狀態係透過配色的不同等而可進而區別地表現。As described above, all or part of the escape action in the abnormal state may be appropriately restricted. For example, the action itself may be restricted and it may not be possible to act from the spot. As an example, movement is allowed. In this situation, the occupation of the
異常狀態係設定為無法回復(一度成為異常狀態的話則到任務替換為止無法回到通常狀態)亦可,作為一例,設定為可回復。又,從異常狀態的回復係適當實現亦可,隨機或因應時間經過等來實現亦可,作為一例,藉由回復行動來實現。進而,此種回復行動係藉由自己,或其他角色P之適當的角色來執行亦可,作為一例,藉由屬於相同逃走群組之通常狀態的其他逃走角色P2來執行。亦即,異常狀態的逃走角色P2係藉由其他逃走角色P2所致之回復行動而回到通常狀態。The abnormal state may be set to be unrecoverable (if it becomes an abnormal state once, it cannot return to the normal state until the task is replaced), and as an example, it may be set to be recoverable. In addition, the recovery from the abnormal state may be realized appropriately, and may be realized randomly or in response to the passage of time, etc., as an example, it may be realized by a recovery action. Furthermore, such recovery action may be performed by oneself or an appropriate character of another character P. For example, it may be performed by another fleeing character P2 belonging to the normal state of the same fleeing group. That is, the fleeing character P2 in the abnormal state returns to the normal state by the recovery action caused by the other fleeing characters P2.
作為回復行動,其他逃走角色P2所致之適當的行動具有該功能亦可,作為一例,採用在異常狀態的逃走角色P2附近停留所定時間的行動。又,此種停留行動係藉由各使用者之適當的遊玩行為來實現亦可,作為一例,藉由持續按壓輸入按壓操作的所定操作部的操作(遊玩行為)來實現。亦即,對應其他逃走角色P2(通常狀態)的使用者在異常狀態的逃走角色P2附近,持續所定時間按壓所定操作部時,該異常狀態的逃走角色P2會回復通常狀態。於異常狀態的逃走角色P2設有限制(例如佔領查驗點57時的得分加算的減少),且也關聯於替換條件。因此,考慮群組的勝利的話,對於各使用者也要求將非常狀態的逃走角色P2回復成通常狀態的遊玩行為。As a recovery action, an appropriate action by another fleeing character P2 may have this function. As an example, an action of staying near the fleeing character P2 in an abnormal state for a predetermined time is used. Moreover, this kind of staying action may be realized by appropriate play behavior of each user, and as an example, it may be realized by continuously pressing and inputting the operation (play behavior) of a predetermined operation part for pressing operation. That is, when a user corresponding to another fleeing character P2 (normal state) is near the fleeing character P2 in an abnormal state and presses the predetermined operation part for a predetermined time, the fleeing character P2 in the abnormal state will return to the normal state. The escape character P2 in the abnormal state has restrictions (such as the reduction of the bonus score when occupying the check point 57 ), and is also related to the replacement condition. Therefore, considering the victory of the group, each user is required to return the escape character P2 in an abnormal state to a normal state.
又,於遊戲領域GF,除了瞬移物件GO1之外,也可設置各種機關物件,作為此種機關物件的其他例,在圖6的範例中,揭示跳躍物件GO2。跳躍物件GO2係輔助逃走行動等的機關物件之一種,以輔助各角色P的跳躍(Jump)之方式動作。此種動作係依據適當的條件執行亦可,例如在跳躍物件GO2上執行跳躍時動作亦可,作為一例,無關於有無該種跳躍行動,在各角色P位於跳躍物件GO2上時執行。亦即,跳躍物件GO2係以使位於其上的角色P往所定方向(作為一例為行進方向)跳躍至所定高度(作為一例,比角色P所致之通常的跳躍還高的高度)之方式動作。Also, in the game field GF, in addition to the teleportation object GO1, various traps can also be installed. As another example of such traps, the jumping object GO2 is disclosed in the example of FIG. 6 . The jumping object GO2 is a kind of mechanism object that assists escape actions, etc., and operates in a manner of assisting the jump of each character P. This kind of action can also be performed according to appropriate conditions, for example, the action when jumping is performed on the jumping object GO2. As an example, regardless of whether there is such a jumping action, it is executed when each character P is located on the jumping object GO2. That is, the jumping object GO2 operates in such a way that the character P located on it jumps in a predetermined direction (for example, the direction of travel) to a predetermined height (for example, a height higher than the normal jump by the character P). .
於跳躍物件GO2設置或不設置適當的限制亦可。在設置限制時,作為此種限制的要件,適當利用時間、次數、或任務等的各種要素亦可。如此,於跳躍物件GO2與瞬移物件GO1同樣地設置適當的限制亦可,作為一例,僅設置將時間作為要件的限制。因此,跳躍物件GO2也與瞬移物件GO1同樣地以輔助逃走行動及追蹤行動雙方之方式動作,逃走角色P2及追蹤角色P1的任一方角色P搭乘於上都可無次數限制地動作,但是,從上次動作開始一定時間之間限制動作。It is also possible to set or not set appropriate restrictions on the jumping object GO2. When setting restrictions, various elements such as time, number of times, and tasks may be appropriately used as the requirements for such restrictions. In this way, appropriate restrictions may be provided in the jumping object GO2 in the same manner as in the teleportation object GO1 , but as an example, only a restriction having time as a requirement is provided. Therefore, the jumping object GO2 acts in the same way as the teleportation object GO1 to assist both the fleeing action and the tracking action. Either character P of the fleeing character P2 or the tracking character P1 can ride on it, and the number of actions is unlimited. However, Actions are limited for a certain amount of time from the last action.
進而,在圖6的範例中,代替表示得分顯示部52B所獲得之得分的數值,顯示隱藏該數值的“????”。同樣地,計條部52A也以任一群組都對應一半以下之方式顯示得分量。亦即,計條部52A也以對應隱藏得分顯示部52B之數值的掩飾之方式,曖昧地顯示群組間的得分的多寡。分數計條52係以無關於經過時間,表示各群組的獲得得分之方式顯示亦可,作為一例,在剩餘時間低於一定時間(例如60秒)時為了讓勝敗變得曖昧而變化成如隱藏各群組的獲得得分的顯示。Furthermore, in the example of FIG. 6 , instead of the numerical value indicating the score obtained by the
又,於逃走遊戲除了上述的要素之外,也可設置各種獎勵要素,作為一例,針對該等中的限時燃燒(Fever time)進行說明。限時燃燒係使因應一定時間的逃走時間所賦予之得分上升的獎勵(優惠)。限時燃燒係依據各種條件而適當賦予亦可,作為一例,以群組單位僅執行一次特定遊玩行為時賦予。又,作為特定遊玩行為採用適當的行為亦可,作為一例,採用按下限時燃燒用所設置之特別的按壓按鍵的操作。亦即,藉由各群組的任一使用者,按下特別按鍵時在對戰中僅一次的限時燃燒被賦予該使用者所屬的群組。Also, in the escape game, various bonus elements may be provided in addition to the above-mentioned elements, and as an example, time-limited burning (Fever time) among them will be described. The time-limited burn is a reward (discount) that increases the score given by the escape time for a certain period of time. Time-limited burns may be awarded appropriately according to various conditions. As an example, they are awarded when a specific play behavior is performed only once in a group unit. Also, an appropriate action may be adopted as a specific play action, and as an example, an operation of pressing a special push button provided for time-limited combustion is employed. That is, when any user of each group presses a special button, only one time-limited burn in the battle is given to the group to which the user belongs.
限時燃燒中得分的上升率適當設定亦可,無關於各種條件而設為一律相同或可變動亦可,作為一例,設定為可變動。又,作為此種各種條件,適當採用隨機或特定道具的消費等之各種遊玩狀況等亦可,作為一例,採用分數的多寡,亦即按下特別按鍵時的輸贏。更具體來說,以藉由限時燃燒而設置逆轉的機會之方式,在限時燃燒中落後時賦予高於領先時的上升率。此種上升率適當設定亦可,作為一例,在領先時設定為2倍,落後時設定為3倍。因此,對於各群組要求限時燃燒的利用時期相關的戰略性。The increase rate of the score during the time-limited burn may be set appropriately, and may be uniform or variable regardless of various conditions, and may be set variable as an example. In addition, as such various conditions, various game situations such as random or consumption of specific items may be appropriately used. As an example, the number of points, that is, the win or loss when a special button is pressed, may be used. More specifically, a higher rate of rise is given when lagging than when leading in a timed burn in such a way that a chance of reversal is set by the timed burn. Such an increase rate may be appropriately set, and as an example, it is set to 2 times when leading and 3 times when falling behind. Therefore, a strategy related to the utilization period of time-limited combustion is required for each group.
圖7係示意揭示成績畫面之一例的圖。成績畫面係用以顯示透過對戰畫面50之對戰的結果的遊戲畫面。成績畫面係顯示於適當的時期亦可,作為一例,伴隨逃走行動等的結束而顯示。因此,如上所述,在經過所定時間(滿足結束條件)之狀況中逃走遊戲之逃走行動等結束時,作為一例,伴隨此種所定時間的經過而顯示。Fig. 7 is a diagram schematically showing an example of a display screen. The result screen is a game screen for displaying the result of the battle through the
如圖7所示,成績畫面60係包含詳細資料、及所獲得的稱號的資訊。獲得的稱號係遊戲內準備之各種稱號中使用者所獲得的稱號。作為此種稱號,準備因應例如逃走時間超過所定時間時賦予的逃走王、或將異常狀態的逃走角色P2所定數以上回復成通常狀態時賦予的治癒王等之包含於遊戲的各種要素之適當的稱號亦可。另一方面,詳細資料係表示包含各角色P相關之各種資訊的詳細內容的資料。詳細資料係可適當包含各種資訊,在圖7的範例中,包含經驗值、分數、打倒的人數、查驗點獲得數、被打倒的次數、治療次數、逃走時間、及查驗點重設數的資訊。As shown in FIG. 7 , the
打倒的人數係表示於追蹤角色P1(追蹤的任務)中捕獲(變更成異常狀態)之逃走角色P2的人數的資訊。查驗點獲得數係成為佔領狀態的查驗點57的數量。佔領狀態的數量係以適當的條件計算亦可,例如作為結束時的數量亦可,作為一例,作為佔領狀態的總數(不管之後是否被回復成中立狀態)。被打倒的次數係在逃走角色P2時被捕獲(被變更成異常狀態)的次數。治療次數係藉由回復行動將異常狀態的逃走角色P2回復到通常狀態的次數。逃走時間係作為逃走角色P2逃走的時間。查驗點重設數係將佔領狀態的查驗點57回復成中立狀態的數量。The number of people defeated is information showing the number of escaped characters P2 captured (changed into an abnormal state) in the tracking character P1 (task of tracking). The check point acquisition number refers to the number of check points 57 that have become occupied. The number of occupied states may be calculated under appropriate conditions, for example, the number at the end may also be used as the total number of occupied states (regardless of whether it is restored to a neutral state afterwards). The number of times of being knocked down is the number of times of being captured (changed into an abnormal state) when the character P2 escapes. The number of times of healing is the number of times the fleeing character P2 in the abnormal state is restored to the normal state through recovery actions. The escape time refers to the escape time of the escape character P2. The checkpoint reset number system restores the
又,分數係表示本次的遊玩中獲得之得分(分數)的資訊。獲得的得分作為群組所獲得的得分亦可,作為一例,作為個人所獲得的得分。另一方面,經驗值係表示本次遊玩中賦予角色的經驗值的資訊。於經驗值顯示透過至今為止的對戰累積獲得的經驗值亦可,作為一例,顯示本次的遊玩中所獲得的經驗值。又,經驗值以適當的基準賦予亦可,作為一例,遵照依據上述之分數、打倒的人數、查驗點獲得數、被打倒的次數、治療次數、逃走時間、及查驗點重設數等要素的所定規則來計算。在逃走遊戲中適當評鑑各種要素亦可,成績畫面60係以顯示該等要素等之方式適當構成亦可,作為一例,以顯示該等資訊之方式構成。又,成績畫面60係例如此外也包含勝利、或敗北等勝敗結果相關的各種資訊亦可。In addition, the score is information indicating the score (point) obtained in the current play. The obtained score may be obtained as a score obtained by a group, for example, as a score obtained by an individual. On the other hand, the experience point is information indicating the experience point given to the character during the current play. In the experience point, the experience point accumulated through the previous battles may be displayed. As an example, the experience point obtained in the current game is displayed. In addition, the experience value may be given on an appropriate basis. As an example, it is based on the above points, the number of people defeated, the number of check points obtained, the number of times defeated, the number of times of healing, escape time, and the number of check point resets. calculated according to the specified rules. Various elements may be properly evaluated in the escape game, and the
接著,參照圖8~圖11,針對分派處理、狀態變更處理、狀態回復處理、及勝敗判定處理進行說明。分派處理係用以將遊玩開始時的任務分派至各群組的處理。分派處理係以僅執行任務的分派之方式構成,或以包含各種其他處理之方式構成亦可,圖8的範例係揭示以伴隨任務的分派,提示遊玩用的遊戲領域GF之方式構成之狀況。此時,範圍設定部37係每於用以決定遊玩開始時的任務的小遊戲結束,開始圖9的分派處理,首先取得小遊戲的結果(步驟S101)。Next, with reference to FIGS. 8 to 11 , the assignment processing, state change processing, state restoration processing, and victory/loss determination processing will be described. The assignment process is a process for assigning tasks at the start of the game to each group. The assignment processing may be configured to execute only the assignment of tasks, or may include various other processing. The example in FIG. 8 shows a configuration in which the game area GF for play is presented along with the assignment of tasks. At this time, the
接下來,範圍設定部37係依據步驟S101中取得之小遊戲的結果,對各角色P分派追蹤、或逃走的任務(步驟S102)。該分派係在環狀對戰的狀況中以群組單位執行。又,該分派係藉由適當的手法執行亦可,作為一例,在遊玩有時間限制時,先擔任逃走的任務的一方可獲得更多的逃走時間,可認為比較有利,故以小遊戲之獲勝者適用於逃走的任務之方式執行。Next, the
接者,範圍設定部37係透過對戰畫面50提示遊戲領域GF(步驟S103)。於此狀況中,範圍設定部37係進行對應遊戲領域GF之虛擬三維空間的構築亦可,作為一例,藉由作為預先對於構築之虛擬三維空間的虛擬相機的攝影結果,將遊戲領域GF顯示(描繪)於對戰畫面50,來實現該提示。又,於對應遊戲領域GF的虛擬三維空間,包含道具56、多數的查驗點57、各種障礙BI、及瞬移物件GO1、跳躍物件GO2等的各種機關物件。因此,範圍設定部37係以形成(設置)該等之方式執行遊戲領域GF的提示。然後,在該提示之後,範圍設定部37係結束本次的分派處理。藉此,執行依據小遊戲的勝敗之當初的任務的分派。又,接續於該分派,實現設置道具56等的各種要素的遊戲領域GF的提示。Next, the
狀態變更處理係在變更條件被滿足時用以將逃走角色P2之狀態從通常狀態變更成異常狀態的處理。變更條件係因應遊戲的情況而適當被滿足亦可,作為一例,在適切執行捕獲行動時被滿足。又,作為捕獲行動之一例,如上所述,採用以棍棒毆打逃走角色P2的行動,但此時,藉由該毆打行動,通常狀態的逃走角色P2實際被棍棒毆打時捕獲行動被判別為適切。亦即,變更條件係作為一例,在通常狀態的逃走角色P2實際被棍棒毆打時被滿足。又,狀態變更處理係適當執行亦可,此種毆打行動作為捕獲行動執行時,作為一例,從遊戲的遊玩開始(剩餘時間的倒數開始)到滿足結束條件(剩餘時間成為0)為止,每於執行捕獲行動則重複執行。圖9的範例係揭示此種狀況之狀態變更處理的一例。The state change processing is processing for changing the state of the fleeing character P2 from the normal state to the abnormal state when the change condition is satisfied. The change condition may be satisfied appropriately depending on the game situation, for example, it is satisfied when the capture action is appropriately executed. Also, as an example of the capture action, as described above, the action of beating the fleeing character P2 with a stick is used, but at this time, the capture action is judged to be appropriate when the escaped character P2 in the normal state is actually beaten with a stick by this beating action. That is, as an example, the change condition is satisfied when the fleeing character P2 in the normal state is actually beaten with a club. In addition, the state change processing may be performed as appropriate. When such a beating action is executed as a capture action, as an example, from the start of game play (the countdown of the remaining time starts) until the end condition is satisfied (the remaining time becomes 0), every time Executing the capture action is repeated. The example in FIG. 9 shows an example of state change processing in such a situation.
進行控制部38係每於追蹤角色P1以棍棒執行毆打行動(捕獲行動)時開始圖9的狀態變更處理,首先判別變更條件是否被滿足(步驟S201)。如上所述,變更條件係在通常狀態的逃走角色P2實際被棍棒毆打時被滿足。因此,進行控制部38係判別藉由以棍棒毆打的行動,實際上通常狀態的逃走角色P2是否被毆打(伴隨該行動之棍棒的軌跡是否包含通常狀態的逃走角色P2)。然後,變更條件未被滿足時,亦即通常狀態的逃走角色P2未被棍棒毆打時,進行控制部38係跳過之後的處理,結束本次的狀態變更處理。The
另一方面,變更條件被滿足時,亦即通常狀態的逃走角色P2實際上被棍棒毆打時,進行控制部38係特定被該棍棒毆打之通常狀態的逃走角色P2,將該特定之逃走角色P2的狀態變更成異常狀態(步驟S202)。於該變更,包含對戰畫面50之逃走角色P2的顯示樣態的變更(例如半透明化、及橫倒化)亦可。On the other hand, when the change condition is satisfied, that is, when the escaped character P2 in the normal state is actually beaten with a stick, the
接下來,進行控制部38係判別是否滿足替換條件(步驟S203)。替換條件係如上所述般,作為一例,在逃走群組的所有逃走角色P2成為異常狀態時被滿足。因此,進行控制部38係藉由步驟S202的變更,判別逃走群組的所有逃走角色P2是否成為異常狀態。然後,替換條件未被滿足時,亦即逃走群組的所有逃走角色P2尚未成為異常狀態時,進行控制部38係跳過之後的處理。亦即,於步驟S202中使被棍棒毆打之通常狀態的逃走角色P2成為異常狀態之後,結束本次的狀態變更處理。Next, the
另一方面,替換條件被滿足時,亦即逃走群組的所有逃走角色P2成為異常狀態時,進行控制部38係在追蹤角色P1與逃走角色P2之間替換相互的任務。群組對戰之狀況中,此種替換係以群組單位執行。亦即,進行控制部38係以逃走群組變成追蹤群組,追蹤群組變成逃走群組之方式,執行在群組之間替換相互的任務的任務替換。On the other hand, when the replacement condition is satisfied, that is, when all escaped characters P2 of the escaped group are in an abnormal state, the
接下來,進行控制部38係伴隨步驟S204的替換,將新擔任追蹤的任務的所有追蹤角色P1傳送至所定開始位置(步驟S205)。作為所定開始位置之一例,如上所述般利用中央舞台55的開始位置物件55A。因此,進行控制部38係將新擔任追蹤的任務的所有追蹤角色P1傳送至中央舞台55的開始位置物件55A。Next, the
接著,進行控制部38係再次開始逃走遊戲的遊玩(步驟S206)。亦即,進行控制部38係以於步驟S205中將所有追蹤角色P1傳送至開始位置之後再次於新的任務中開始逃走行動、及追蹤行動之方式,讓各角色P的行動再次開始。然後,該遊玩的再次開始後,進行控制部38係結束本次的狀態變更處理。Next, the
藉由圖9的程序,伴隨各追蹤角色P1之適切的捕獲行動,各逃走角色P2的狀態從通常狀態變化成異常狀態。更具體來說,伴隨各追蹤角色P1以棍棒毆打的行動,通常狀態的逃走角色P2實際被棍棒毆打時,該被毆打的逃走角色P2的狀態從通常狀態變化成異常狀態。又,伴隨該變化,擔任逃走的任務之群組的所有逃走角色P2成為異常狀態時,在逃走與追蹤之間執行任務替換。亦即,至今為止的逃走角色P2變化成追蹤角色P1,至今為止的追蹤角色P1變化成逃走角色P2。進而,新擔任追蹤的任務之群組的所有追蹤角色P1係以從中央舞台55再次開始追蹤行動之方式,被傳送至中央舞台55的開始位置物件55A。然後,此種狀態的變更、及任務的任務替換等係從遊玩的開始到結束條件被滿足為止重複執行。亦即,到時間結束為止重複提供每於所有逃走角色P2成為異常狀態時執行追蹤與逃走之間的任務替換,從中央舞台55再次開始追蹤等之眼花撩亂的任務的變化之展開。With the program shown in FIG. 9 , the state of each escaped character P2 changes from the normal state to the abnormal state with the appropriate capture action of each tracking character P1 . More specifically, when the escaped character P2 in the normal state is actually beaten with a stick as each tracking character P1 is beaten with a stick, the state of the beaten escaped character P2 changes from the normal state to the abnormal state. Also, when all escape characters P2 of the group in charge of escape become abnormal due to this change, task switching is performed between escape and pursuit. That is, the running away character P2 so far is changed into the tracking character P1, and the tracking character P1 so far is changed into the running away character P2. Furthermore, all the tracking characters P1 of the group newly tasked with tracking are sent to the
狀態回復處理係用以使異常狀態的逃走角色P2回復成通常狀態的處理。異常狀態的逃走角色P2係如上所述般作為一例,對應其他逃走角色P2(通常狀態)的使用者在異常狀態的逃走角色P2附近,持續所定時間按壓所定操作部時回復。此時,回復條件係作為一例,對應其他逃走角色P2(通常狀態)的使用者在異常狀態的逃走角色P2附近,持續所定時間按壓所定操作部時被滿足。圖10的範例係揭示此種狀況之狀態回復處理的一例。The state restoration process is a process for returning the fleeing character P2 in the abnormal state to the normal state. The fleeing character P2 in the abnormal state is taken as an example as described above, and the user corresponding to the other fleeing character P2 (normal state) recovers when pressing the predetermined operation part for a predetermined time near the fleeing character P2 in the abnormal state. At this time, as an example, the restoration condition is satisfied when the user corresponding to the other fleeing character P2 (normal state) is near the fleeing character P2 in the abnormal state and presses the predetermined operation part for a predetermined time. The example in FIG. 10 shows an example of the status recovery process in this situation.
進行控制部38係每於藉由對應其他逃走角色P2(通常狀態)的使用者在異常狀態的逃走角色P2附近,按壓所定操作部時,開始圖10的狀態回復處理,首先判別回復條件是否被滿足(步驟S301)。回復條件係因應各種回復行動適當被滿足亦可,如上所述般,作為一例,對應其他逃走角色P2(通常狀態)的使用者在異常狀態的逃走角色P2附近,持續所定時間按壓所定操作部時被滿足。因此,進行控制部38係判別藉由對應其他逃走角色P2(通常狀態)的使用者所致之按壓所定操作部的操作是否持續所定時間執行。回復條件未被滿足時,亦即對應其他逃走角色P2(通常狀態)的使用者所致之按壓所定操作部的操作未持續所定時間時,進行控制部38係跳過之後的處理,結束本次的狀態回復處理。The
另一方面,回復條件被滿足時,亦即對應其他逃走角色P2(通常狀態)的使用者所致之按壓所定操作部的操作持續所定時間時,進行控制部38係將回復行動的對象之異常狀態的逃走角色P2的狀態回復成通常狀態(步驟S302)。亦即,進行控制部38係用以使異常狀態的逃走角色P2的狀態從異常狀態回復成通常狀態。於該回復,包含逃走角色P2的各種顯示樣態的變更亦可。然後,該回復之後進行控制部38係結束本次的狀態回復處理。藉此,提供藉由通常狀態的其他逃走角色P2所致之回復行動,異常狀態的逃走角色P2回復成通常狀態的展開。On the other hand, when the recovery condition is satisfied, that is, when the operation of pressing the predetermined operation part caused by the user of the other escaped character P2 (normal state) continues for a predetermined time, the abnormality of the object of the recovery action will be carried out by the
勝敗判定處理係用以判定逃走遊戲之勝敗的處理。逃走遊戲的勝敗係適當判定亦可,作為一例,因應各群組所獲得之得分的多寡來判定。圖11係揭示此種狀況之勝敗判定處理。此時,評鑑部39係每於結束條件被滿足(例如剩餘時間成為0)時開始圖11的勝敗判定處理,首先取得各群組的獲得得分(步驟S401)。The victory/loss determination process is a process for determining the victory or defeat of the escape game. The victory or defeat of the escape game may be determined appropriately, and as an example, it may be determined according to the number of points obtained by each group. Fig. 11 shows the victory or defeat determination process in this situation. At this time, the
接下來,評鑑部39係依據步驟S401中取得的獲得得分,判定群組間的勝敗。具體來說,評鑑部39係判別獲得得分多的一方為獲勝者,少的一方為落敗者。Next, the
接者,評鑑部39係提示成績畫面60(步驟S403)。具體來說,於成績畫面60包含經驗值等的詳細資料、及獲得之稱號的資訊。因此,評鑑部39係依據遊玩結果,首先判別該等詳細資料、及獲得之稱號所應顯示的資訊。然後,以將該等顯示於所定位置之方式,使成績畫面60顯示於顯示器MO,實現該提示。Next, the
接下來,評鑑部39係更新逃走遊戲中使用之各角色P的參數(步驟S404)。伴隨狀態異常之各種參數的降低處置等參數的更新係包含參數的降低亦可,作為一例,評鑑部39係以各角色P成長之方式執行參數的更新。例如,參數係適當包含跑力(跑的速度)、體力、跳躍力等之各種要素亦可。又,於各角色P設定技能,執行此種技能的成長、或新技能的賦予等時,該等技能的成長等包含於參數的更新亦可。因此,參數的更新(成長)係因應經驗值、或得分(分數)等的各種要素而適當實現亦可,藉由參數的更新,變更該等各種參數。又,成長分的參數係作為一例,如上所述,根據遊玩資料PD來管理。因此,參數的更新係藉由遊玩資料PD的更新來實現。然後,此種更新之後,評鑑部39係結束本次的勝敗判定處理。藉此,實現勝敗的判定、及成績畫面60的提示。又,依據遊玩狀況之各種參數的更新,亦即實現各角色P的成長。Next, the
如以上所說明般,依據該形態,可提供具有新的有趣性之逃走遊戲。具體來說,例如分別擔任追蹤、及逃走的任務的第1群組G1及第2群組G2之間執行對戰時,透過屬於第1群組G1的各追蹤角色P1所致之追蹤行動、及屬於第2群組G2的各逃走角色P2所致之逃走行動,藉由各追蹤角色P1對各逃走角色P2執行捕獲行動(以棍棒毆打的行動)時,各逃走角色P2會變化成異常狀態。然後,在此種異常狀態的逃走角色P2的數量成為所定數以上時,在群組之間替換二種類的任務。進而,此種替換係到滿足結束條件為止重複執行。結果,使用者係可享受短時間逃走、或追蹤等各種的展開。藉由該等處理,可提供一邊重複替換各追蹤角色P1與各逃走角色P2,一邊在群組之間進行對戰之各角色P的追蹤行動、及利用逃走行動的具有新的有趣性的逃走遊戲。As described above, according to this form, a new and interesting escape game can be provided. Specifically, for example, when a battle is executed between the first group G1 and the second group G2, which are respectively in charge of tracking and escaping tasks, the tracking action caused by each tracking character P1 belonging to the first group G1, and In the escape action caused by the escape characters P2 belonging to the second group G2, when the tracking characters P1 execute the capture action (beating with sticks) on each escape character P2, each escape character P2 will change into an abnormal state. Then, when the number of fleeing characters P2 in such an abnormal state becomes more than a predetermined number, the tasks of the two types are replaced between groups. Furthermore, such replacement is repeatedly executed until the end condition is met. As a result, the user can enjoy various developments such as escaping for a short time or tracking. Through these processes, it is possible to provide a new and interesting escape game in which the tracking action of each character P and the escape action are used to fight between groups while repeatedly replacing each tracking character P1 and each fleeing character P2. .
又,因應佔領狀態的數量,對得分賦予上升效果的複數查驗點57設置於遊戲領域GF時,可盡可能促使逃走角色P2進行對於大量之查驗點57的佔領行動。或者,相反地可促使追蹤角色P1盡可能將大量之佔領狀態的查驗點57回復成中立狀態的解除行動。藉此,可更附加對各角色P要求對於各查驗點57的佔領行動、或解除行動的有趣性。Also, when a plurality of
同樣地,可將異常狀態的逃走角色P2藉由其他逃走角色P2回復行動,回復成通常狀態時,回復異常狀態的逃走角色P2或是自己的逃走優先的戰略性,亦即回復行動的戰略性附加於其他逃走角色P2的逃走行動。Similarly, the fleeing character P2 in the abnormal state can be restored to action by other fleeing characters P2. When returning to the normal state, the fleeing character P2 in the abnormal state or his own escape priority strategy, that is, the strategy of recovering action Added to the escape action of other fleeing character P2.
進而,在各角色P的參數因應遊玩狀況而成長時,可將培訓遊戲的要素附加於利用逃走行動等的逃走遊戲。然後,透過此種各角色P的培訓,可促進持續遊玩逃走遊戲。結果,藉由該等內容,可更提升逃走遊戲的有趣性。Furthermore, when the parameters of each character P grow according to the play situation, elements of the training game can be added to escape games using escape actions and the like. Then, through such training of each role P, it is possible to promote continuous play of the escape game. As a result, with these contents, the fun of the escape game can be further enhanced.
於以上形態中,遊戲機3的進行控制部38藉由執行圖9的程序,具有作為本發明的狀態變更手段、及任務替換手段的功能。具體來說,進行控制部38藉由執行圖9的步驟S202,具有作為狀態變更手段的功能,藉由執行步驟S204,具有作為任務替換手段的功能。同樣地,遊戲機3的進行控制部38藉由執行圖10之步驟S302的程序,具有作為本發明的狀態回復手段的功能。又,遊戲機3的範圍設定部37藉由執行圖8之步驟S103的程序,具有作為本發明的領域提示手段的功能。進而,遊戲機3的評鑑部39藉由執行圖11的程序,具有作為本發明的勝敗判別手段、及參數變更手段的功能。具體來說,評鑑部39藉由執行圖11的步驟S402,具有作為勝敗判別手段的功能,藉由執行步驟S404,具有作為參數變更手段的功能。In the above form, the
本發明並不限定於上述的形態,利用施加適當的變形或變更的形態進行實施亦可。例如,在上述的形態中,作為逃走遊戲的任務,僅揭示逃走、及追蹤的任務。但是,本發明並不限定於此種形態。逃走遊戲並不限定於逃走、及追蹤,適當包含其他各種任務亦可。又,例如更細緻劃分逃走及追蹤的任務亦可。例如,逃走的任務準備獲得查驗點57之專用的任務、逃走專用的任務、或回復專用的任務等之各種任務亦可。同樣地,追蹤的任務準備僅干擾逃走及查驗點57的佔領的任務(無法進行捕獲行動的任務)、或解除行動專用的任務等亦可。然後,可因應該等任務而執行的行動等於各角色P之間適當變化亦可。The present invention is not limited to the above-mentioned form, and may be implemented in a form in which appropriate deformation or change is added. For example, in the above-mentioned form, as the missions of the escape game, only escape and pursuit missions are revealed. However, the present invention is not limited to this form. Escape games are not limited to escaping and tracking, and may include various other tasks as appropriate. Also, for example, the tasks of escaping and tracking may be divided more finely. For example, various missions such as a mission dedicated to obtaining the
又,在上述的形態中,遊戲機3執行圖8~圖11的處理。結果,遊戲機3的單體具有作為本發明的遊戲系統的功能。但是,本發明並不限定於此種形態。例如,中央伺服器2執行遊戲機3的任務(例如圖8~圖11的處理等)的全部或一部分亦可。因此,例如在中央伺服器2執行圖8~圖11的處理的全部時,中央伺服器2單體(包含藉由複數伺服器裝置的組合實現之狀況)具有作為本發明的遊戲系統的功能亦可。或者,相反地遊戲機3執行中央伺服器2的任務的全部或一部分亦可。此時,省略中央伺服器2亦可。In addition, in the above-mentioned form, the
以下記載從上述之實施形態及變形例各別導出之本發明的各種樣態。再者,在以下的說明中,為了容易理解本發明的各樣態而以括弧附記添附圖式所圖示的對應之構件,但是,本發明並不因此限定於圖示的形態。Various aspects of the present invention derived from the above-mentioned embodiments and modifications are described below. In addition, in the following description, in order to understand various aspects of this invention easily, the corresponding member shown in drawing is added in parentheses, However, this invention is not limited to the form of illustration.
本發明的遊戲系統,係連接於顯示具有作為屬於分別包含複數角色(P)的複數群組(G1,G2)之各角色的共通的移動範圍之功能的遊戲領域(GF)的顯示裝置(MO),與輸入於該遊戲領域中用以使各角色動作之遊玩行為的輸入裝置(CP),提供透過相互不同之二種類的任務中分派至各群組的任務,在前述複數群組間進行群組對戰之對戰型的遊戲的遊戲系統(3),具備:狀態變更手段(38),係透過在作為前述二種類的任務中被分派一方的任務之各角色的追蹤角色(P1)與作為被分派另一方的任務之各角色的逃走角色(P2)之間,於前述遊戲領域中分別同時執行之追蹤行動、及逃走行動,在將各逃走角色的狀態變更成前述逃走行動設有限制之異常狀態的變更行動藉由各追蹤角色對各逃走角色執行時,將該變更行動被執行的逃走角色變更成前述異常狀態;及任務替換手段(38),係到滿足結束條件為止,重複執行被分派前述另一方的任務的群組產生對應前述異常狀態之所定數以上的逃走角色時,在該群組與被分派前述一方的任務的群組之間可替換任務的任務替換。The game system of the present invention is connected to a display device (MO) that displays a game field (GF) having a function of a common movement range of characters belonging to a plurality of groups (G1, G2) including a plurality of characters (P). ), and the input device (CP) for inputting the play behaviors used to make each character move in the game field, provide tasks assigned to each group through two types of tasks different from each other, and perform among the aforementioned plurality of groups The game system (3) of the battle-type game of the group battle has: the state change means (38), which is through the tracking role (P1) of each role assigned to one of the tasks as the aforementioned two types of tasks and as Between the fleeing characters (P2) of the characters assigned the mission of the other party, the tracking action and the fleeing action are executed simultaneously in the aforementioned game area, and there are restrictions on changing the status of each fleeing character to the aforementioned fleeing action. When the change action of the abnormal state is carried out to each escaped role by each tracking role, the escaped character whose change action is executed is changed to the aforementioned abnormal state; and the task replacement means (38), until the end condition is satisfied, repeated execution When the group to which the other task is assigned generates more than a predetermined number of fleeing characters corresponding to the abnormal state, the task can be replaced between the group and the group to which the task is assigned.
依據本發明,透過追蹤角色所致之追蹤行動、及逃走角色所致之逃走行動,執行變更行動時,各逃走角色會變化成異常狀態。然後,在此種異常狀態的逃走角色的數量成為所定數以上時,在群組之間替換二種類的任務。進而,此種替換係到滿足結束條件為止重複執行。藉此,可提供一邊重複替換追蹤角色與逃走角色,一邊在群組之間進行對戰之各角色的追蹤行動、及利用逃走行動的具有新的有趣性的遊戲。According to the present invention, through the tracking action caused by the tracking character and the fleeing action caused by the fleeing character, when the changing action is executed, each fleeing character will change into an abnormal state. Then, when the number of fleeing characters in such an abnormal state becomes more than a predetermined number, the tasks of the two types are replaced between groups. Furthermore, such replacement is repeatedly executed until the end condition is satisfied. Thereby, it is possible to provide a new and interesting game in which the tracking action of each character in the battle between the groups and the use of the escape action are repeatedly replaced by the tracking character and the fleeing character.
複數角色適當包含各種角色亦可。例如複數角色係包含NPC(非玩家控制角色)亦可。亦即,複數角色的一部分係不藉由使用者,藉由電腦控制亦可。例如複數角色中作為對應使用者的角色的使用者角色僅有一體,剩下全部作為NPC亦可。又,佔各群組之使用者角色的數量作為適當數量亦可。因此,群組(對戰者)之間使用者角色的數量不同亦可,一致亦可。當然複數角色全部作為使用者角色亦可。具體來說,例如於本發明的遊戲系統之一樣態中,前述對戰型的遊戲,係以藉由分別對應前述複數角色的複數使用者進行遊玩之方式提供亦可。A plurality of roles may include various roles as appropriate. For example, the plurality of characters may include NPCs (Non-Player Characters). That is, some of the plurality of characters may be controlled not by the user but by a computer. For example, among the plurality of characters, only one user character is the character corresponding to the user, and all the remaining characters may be NPCs. In addition, the number of user characters occupying each group may be an appropriate number. Therefore, the number of user characters may be different or identical among groups (combatants). Of course, all of plural characters may be used as user characters. Specifically, for example, in one aspect of the game system of the present invention, the aforementioned battle-type game may be provided in a form played by a plurality of users corresponding to the plurality of characters.
作為結束條件適當採用各種條件亦可,例如採用使用者的選擇結果、遊玩狀況、或者遊戲的狀況等之適當條件亦可。因此,例如結束條件係藉由使用者執行要求結束的選擇時被滿足亦可。或者,結束條件係作為遊玩狀況之一例,執行所定次數的任務的替換時被滿足亦可。具體來說,例如於本發明的遊戲系統之一樣態中,前述結束條件,係前述對戰型的遊戲的開始到經過所定時間時被滿足亦可。Various conditions may be appropriately adopted as end conditions, for example, appropriate conditions such as the user's selection result, play status, or game status may be used. Therefore, for example, the end condition may be satisfied when the user executes a selection requesting end. Alternatively, the end condition may be satisfied when performing a predetermined number of mission replacements as an example of a play situation. Specifically, for example, in one aspect of the game system of the present invention, the end condition may be satisfied when a predetermined time elapses from the start of the battle-type game.
群組間的對戰係依據遊玩結果來適當判別亦可。例如作為追蹤角色而將更多的逃走角色變更成異常狀態的群組被判別為勝利亦可。也就是說,因應變更成異常狀態之逃走角色的數量來判別勝敗亦可。或者,在遊戲內設置勝敗判別用的道具時,因應有無獲得該道具、或獲得該道具的數量等來判別勝敗亦可。又,作為得分而測量逃走行動、及追蹤行動的至少一方的時間亦可,因應此種得分(分數)的多寡來判定勝敗亦可。如此,勝敗係依據包含於遊戲的各種要素,適當判別亦可。具體來說,例如作為本發明的遊戲系統之一樣態,採用具備:依據以因應擔任前述另一方的任務的時間,該時間越長則越增加之方式對應各群組賦予的得分,判別各群組的勝敗的勝敗判別手段(39)之樣態亦可。The battle between groups may be properly judged according to the game results. For example, as a tracking character, the group that changed more fleeing characters into abnormal states may be judged to be victorious. In other words, it is also possible to judge victory or defeat according to the number of fleeing characters that have changed into abnormal states. Alternatively, when an item for judging victory or defeat is provided in the game, the victory or defeat may be determined based on whether or not the item has been obtained, or the number of the item obtained. In addition, the time of at least one of the escape action and the pursuit action may be measured as a score, and the victory or defeat may be determined according to the number of such points (points). In this way, victory or defeat may be determined appropriately based on various elements included in the game. Specifically, for example, as one aspect of the game system of the present invention, it is adopted that each group is judged based on the points given to each group in such a way that the time for taking on the task of the other party is increased as the time is longer. The aspect of the victory or defeat judging means (39) of the victory or defeat of the team may also be used.
於遊戲設置影響遊玩狀況(進行)的各種要素亦可。於此種要素,包含賦予遊玩狀況優惠的要素、及賦予虧損的要素雙方亦可。同樣地,該等優惠、及虧損係適當構成亦可。例如因應得分來判定勝敗的狀況中,一定量的得分的加算等之各種對得分的影響具有作為優惠的功能亦可。又,相反地一定量的得分的減算等具有作為不利虧損的功能亦可。例如作為本發明的一樣態,採用具備:以在對作為被分派前述另一方的任務的群組之另一方的群組(G2)賦予優惠的優惠狀態與不賦予前述優惠的通常狀態之間,形成伴隨該通常狀態之各逃走角色所致之佔領行動而變化成前述優惠狀態,伴隨前述優惠狀態之各追蹤角色所致之解除行動而變化成前述通常狀態的複數查驗點(57)之方式提示前述遊戲領域的領域提示手段(37)之樣態亦可。又,於此樣態中,作為前述優惠,前述優惠狀態的查驗點的數量越增加,各單位時間的前述得分的增加率越上升的上升效果設定於各查驗點亦可。該等狀況中,可更附加對各角色要求對於各查驗點的佔領行動的有趣性。Various elements that affect the game state (progress) can also be set in the game. Such an element may include both an element for granting a game status benefit and an element for granting a loss. Likewise, such benefits and losses may be appropriately constituted. For example, in a situation where victory or defeat is determined based on points, various influences on the points, such as the addition of a certain amount of points, may function as benefits. Also, conversely, subtraction of a certain amount of points may function as a disadvantageous loss. For example, as an aspect of the present invention, there is adopted: between a preferential state in which a benefit is given to the other group (G2) which is the group to which the task of the other party is assigned, and a normal state in which the aforementioned benefit is not given, It is presented in the form of multiple checkpoints (57) that change to the above-mentioned preferential state with the occupying action caused by the fleeing characters in the normal state, and change into the above-mentioned normal state with the release action of the tracking characters in the above-mentioned preferential state The aspect of the field prompting means (37) in the aforementioned game field is also acceptable. In addition, in this aspect, as the benefit, an increasing effect that the rate of increase of the score per unit time increases as the number of check points in the benefit state increases can be set at each check point. In such a situation, it is possible to add to the fun that each character is required to take an action of occupying each checkpoint.
於遊戲設置干擾或輔助追蹤行動等的各種要素亦可。又,該等要素係包含適當動作的要素亦可。進而,於此種動作設置輔助或阻礙追蹤行動等的各種動作亦可。例如,於本發明的一樣態中,前述領域提示手段,係以設置用以執行輔助前述逃走行動、及前述追蹤行動的至少任一方的動作的機關物件之方式提示前述遊戲領域亦可。又,於此樣態中,前述機關物件,係包含輔助各角色的跳躍的跳躍物件(GO2)、及實現前述遊戲領域內遙遠之兩處間的瞬間移動的瞬移物件(GO1)的至少任一方亦可。Various elements such as interference or auxiliary tracking actions can be set in the game. In addition, these elements may include elements of appropriate operations. Furthermore, various actions such as assisting or hindering the tracking action may be provided in such an action. For example, in one aspect of the present invention, the above-mentioned field prompting means may present the above-mentioned game field by setting a mechanism object for assisting at least one of the above-mentioned escape action and the aforementioned tracking action. Also, in this aspect, the above-mentioned organ object is at least any of the jumping object (GO2) that assists the jumping of each character, and the teleportation object (GO1) that realizes the instant movement between two distant places in the aforementioned game field. Either side is fine.
又,各角色的能力一律相同亦可,各角色之間不同亦可。例如,於各角色設定表示跑力、體力、或跳躍力等之基礎能力的參數、或表示將各種有利的效果賦予遊戲的進行之技能(特殊能力)的參數等的各種參數,該等參數在各角色之間不同亦可。又,於各角色設定技能之狀況中,該技能無條件地發動亦可,附條件地發動亦可。在技能附條件地發動時,作為此種條件,適當利用遊玩狀況(例如遊玩時間、或道具的使用等)或隨機等的各種條件亦可。又,此種參數係在遊玩中為一定亦可,因應各種條件而變化亦可。例如,於本發明的遊戲系統之一樣態中,前述領域提示手段,係以設置對界定各角色的參數賦予有利之變化的參數變更物件(56)之方式提示前述遊戲領域亦可。In addition, the abilities of the respective characters may be uniformly the same, or may be different among the respective characters. For example, various parameters such as parameters representing basic abilities such as running power, physical strength, or jumping power, or parameters representing skills (special abilities) that impart various advantageous effects to the progress of the game are set in each character. Each role may be different. Also, in the situation where a skill is set for each character, the skill may be activated unconditionally or conditionally. When the skill is conditionally activated, various conditions such as the game situation (for example, play time, use of items, etc.) or randomness may be appropriately used as such conditions. In addition, such parameters may be constant during the game, or may be changed in accordance with various conditions. For example, in one aspect of the game system of the present invention, the aforementioned area prompting means may indicate the aforementioned game area by setting a parameter change object (56) that provides favorable changes to the parameters defining each character.
同樣地,於各角色設定各種參數之狀況中,該參數作為固定亦可,作為可變動亦可。在參數為可變動時,該參數係因應各種遊玩狀況(例如遊玩時間、或道具的獲得等)等的適當條件而變化亦可。例如,作為本發明的遊戲系統之一樣態,採用具備:變更以因應前述對戰型的遊戲的遊玩狀況,各角色成長之方式界定各角色的參數之值的參數變更手段(39)之樣態亦可。此時,可將培訓遊戲的要素附加於利用追蹤行動等的遊戲。又,透過此種角色的培訓,可促進持續遊玩遊戲。Similarly, in the case where various parameters are set for each character, the parameters may be fixed or variable. When the parameter is variable, the parameter may be changed according to appropriate conditions such as various game situations (for example, playing time, acquisition of items, etc.). For example, as an aspect of the game system of the present invention, an aspect with parameter changing means (39) that defines the value of each character's parameter by changing the play status of the above-mentioned battle type game and defining the value of each character's parameter in the way of growth is also adopted. Can. In this case, the elements of the training game can be added to the game using the tracking action or the like. Also, continuous game play can be promoted through the training of such roles.
各逃走角色的異常狀態係維持到任務的替換亦可,因應各種條件而消除亦可。又,在因應條件而異常狀態消除(回到逃走行動並無限制之通常的狀態)時,作為該條件,利用遊玩狀況、或隨機等的適當的條件亦可。例如作為遊玩狀況,利用時間經過、或道具等包含於遊玩行為的各種要素亦可。具體來說,例如作為本發明的遊戲系統之一樣態,採用具備:對對應前述異常狀態的逃走角色,藉由屬於與該逃走角色相同的群組之其他逃走角色,執行用以從前述異常狀態恢復成前述逃走行動並無限制之通常狀態的回復行動時,將該逃走角色恢復成前述通常狀態的狀態回復手段(38)之樣態亦可。此時,可對逃走行動附加回復行動的戰略性。結果,可更提升遊戲的有趣性。The abnormal state of each escaped character can be maintained until the task is replaced, and it can be eliminated in response to various conditions. In addition, when the abnormal state is eliminated (returning to the normal state in which the escape action is not limited) according to the condition, appropriate conditions such as the game state and randomness may be used as the condition. For example, as the play state, various elements included in the play behavior, such as the passage of time or an item, may be used. Specifically, for example, as one of the aspects of the game system of the present invention, the following features are adopted: for the fleeing character corresponding to the aforementioned abnormal state, by other fleeing characters belonging to the same group as the fleeing character, the execution method to escape from the aforementioned abnormal state is adopted. When returning to the recovery action of the normal state in which the escape action is not limited, it is also possible to restore the escaped character to the state recovery means (38) of the aforementioned normal state. At this time, the strategy of the recovery action can be added to the escape action. As a result, the fun of the game can be further enhanced.
任務的替換後,遊玩(追蹤行動及逃走行動)係適當再次開始亦可。例如,各角色係從替換時的位置再次開始遊玩亦可,例如從遊玩開始時的位置等之適當的所定位置再次開始遊玩亦可。又,於從所定位置再次開始遊玩之狀況中,逃走角色及追蹤角色雙方從該所定位置再次開始遊玩亦可,僅該等任一方從所定位置再次開始遊玩亦可。例如,於本發明的遊戲系統之一樣態中,前述任務替換手段,係以伴隨前述任務替換而屬於從前述另一方的任務變化成前述一方的任務之群組的全角色從前述遊戲領域的所定開始位置(55A)開始前述追蹤行動之方式,使該全角色的位置移動至前述開始位置亦可。After changing the mission, the game (tracking action and escape action) can be restarted as appropriate. For example, each character may restart the play from the position at the time of replacement, for example, the play may be restarted from an appropriate predetermined position such as the position at the start of the game. Also, in the situation where the game is restarted from the predetermined position, both the fleeing character and the tracking character may restart the game from the predetermined position, or only one of them may restart the game from the predetermined position. For example, in one aspect of the game system of the present invention, the above-mentioned task replacement means is to use all the characters belonging to the group that changes from the above-mentioned other party’s task to the aforementioned one’s task with the aforementioned task replacement from the predetermined game area. The start position (55A) may be used to start the aforementioned tracking action by moving the position of the full character to the aforementioned start position.
另一方面,本發明的電腦程式(PG2)係以使連接於前述輸入手段、及前述顯示手段的電腦(31),具有上述的遊戲系統的各手段的功能之方式構成者。On the other hand, the computer program (PG2) of the present invention is configured so that the computer (31) connected to the aforementioned input means and the aforementioned display means has the functions of each means of the aforementioned game system.
又,本發明的控制方法,係使連接於顯示具有作為屬於分別包含複數角色(P)的複數群組(G1,G2)之各角色的共通的移動範圍之功能的遊戲領域(GF)的顯示裝置(MO),與輸入於該遊戲領域中用以使各角色動作之遊玩行為的輸入裝置(CP),提供透過相互不同之二種類的任務中分派至各群組的任務,在前述複數群組間進行群組對戰之對戰型的遊戲的遊戲系統(3)所組入之電腦(31),執行以下程序:狀態變更程序,係透過在作為前述二種類的任務中被分派一方的任務之各角色的追蹤角色(P1)與作為被分派另一方的任務之各角色的逃走角色(P2)之間,於前述遊戲領域中分別同時執行之追蹤行動、及逃走行動,在將各逃走角色的狀態變更成前述逃走行動設有限制之異常狀態的變更行動藉由各追蹤角色對各逃走角色執行時,將該變更行動被執行的逃走角色變更成前述異常狀態;及任務替換程序,係到滿足結束條件為止,重複執行被分派前述另一方的任務的群組產生對應前述異常狀態之所定數以上的逃走角色時,在該群組與被分派前述一方的任務的群組之間可替換任務的任務替換。藉由執行本發明的電腦程式或控制方法,可實現本發明的遊戲系統。In addition, the control method of the present invention is to connect to the display of the game field (GF) having the function of displaying a common movement range of each character belonging to a plurality of groups (G1, G2) including a plurality of characters (P). The device (MO) and the input device (CP) for inputting the play behaviors used to move each character in the game field provide tasks assigned to each group through two different types of tasks. In the aforementioned plurality of groups The computer (31) incorporated in the game system (3) of the game system (3) of the group battle between groups executes the following program: the state change program is passed between the tasks assigned to one of the aforementioned two types of tasks Between the tracking role (P1) of each character and the escape character (P2) of each role assigned to the other party, the tracking action and escape action performed simultaneously in the aforementioned game field are divided between the escape roles of each character. When the change action of changing the state to the abnormal state with restrictions on the above-mentioned escape action is executed by each tracking character on each escape character, the escape character whose change action is executed is changed to the above-mentioned abnormal state; and the task replacement procedure is tied to satisfying Until the end condition, when the group to which the aforementioned other task is assigned repeatedly produces more than a predetermined number of fleeing characters corresponding to the aforementioned abnormal state, the task can be replaced between this group and the group to which the aforementioned one of the tasks is assigned. Task replacement. The game system of the present invention can be realized by executing the computer program or the control method of the present invention.
本發明的遊戲系統,係連接於顯示具有作為屬於分別包含複數角色(P)的複數群組(G1,G2)之各角色的共通的移動範圍之功能的遊戲領域的顯示裝置(MO),與輸入於該遊戲領域(GF)中用以使各角色動作之遊玩行為的輸入裝置(CP),提供透過相互不同之二種類的任務中分派至各群組的任務,在前述複數群組間進行群組對戰之對戰型的遊戲的遊戲系統(3),亦可具備:任務分派手段(37),係以在作為前述二種類的任務中被分派一方的任務之各角色的追蹤角色(P1)與作為被分派另一方的任務之各角色的逃走角色(P2)之間,於前述遊戲領域中分別同時執行追蹤行動、及逃走行動之方式,對前述複數群組,作為前述二種類的任務分別分派追蹤、及逃走的任務;及任務替換手段(38),係到滿足結束條件為止,重複執行被分派前述另一方的任務的群組於該群組的各逃走角色所致之前述逃走行動,或各追蹤角色所致之前述追蹤行動中滿足所定替換條件時,在該群組與被分派前述一方的任務的群組之間可替換任務的任務替換。The game system of the present invention is connected to a display device (MO) that displays a game area having a function of a common movement range for each character belonging to a plurality of groups (G1, G2) including a plurality of characters (P), respectively, and The input device (CP) for inputting the play behavior for moving each character in the game field (GF) provides tasks assigned to each group through two different types of tasks, and is performed among the aforementioned plurality of groups. The game system (3) of the battle-type game of the group battle may also have: a task assignment means (37), which is a tracking role (P1) for each role assigned to one side of the task as the aforementioned two types of tasks Between the fleeing character (P2) who is each role assigned to the other party's task, the method of performing the pursuit action and the escape action in the aforementioned game field at the same time, for the aforementioned plural groups, as the aforementioned two types of tasks, respectively assigning tracking and escaping tasks; and task replacement means (38), until the end condition is met, repeating the aforementioned escaping actions caused by each escaping role of the group assigned the task of the aforementioned other party to the group, Or when the predetermined replacement conditions are met in the aforementioned tracking action caused by each tracking role, the task can be replaced between the group and the group to which the task of the aforementioned party is assigned.
本發明的遊戲系統具有任務分派手段時,例如遊戲機3的範圍設定部37藉由執行圖8之步驟S102的程序,具有作為本發明的任務分派手段的功能。替換條件係在上述的形態中作為一例,被分派逃走的群組發生所定數以上之異常狀態的逃走角色P2時被滿足。但是,替換條件係例如如上所述般每於經過所定時間時被滿足亦可,並不被限定於此種形態。如上所述,替換條件係適當被滿足亦可。例如,替換條件係所定數以上之異常狀態的逃走角色P2的數量時差性地發生時被滿足亦可。具體來說,如上所述,異常狀態係藉由時間經過及回復行動等回復,但是,即使異常狀態的逃走角色P2的數量在現在時間點並未達到所定數,也累積性地達到所定數時替換條件被滿足亦可。亦即,所定數係作為異常狀態的總數亦可。此時,設置每於1個逃走角色P2成為異常狀態則減少1個的參數(僅有利的先攻的初次減少1個等,初始值適當設定亦可),該參數(用以計算所定數的價值)成為0時替換條件被滿足,發生群組間的任務替換亦可。又,於該等狀況中伴隨捕獲行動的異常狀態(行動限制)在極短時間(包含0之狀況)中回復亦可。亦即,即使伴隨追蹤角色P1所致之捕獲行動(觸碰等)而被捕獲,逃走角色P2也不會變化成異常狀態(至少實際感覺上)亦可。此時,例如透過倒數而計算所定數(總捕獲數)的參數成為0時(或透過計數而參數之值達到所定數時)發生任務替換亦可。When the game system of the present invention has the task dispatching means, for example, the
又,本發明的電腦程式,係構成為使連接於顯示具有作為屬於分別包含複數角色(P)的複數群組(G1,G2)之各角色的共通的移動範圍之功能的遊戲領域的顯示裝置(MO),與輸入於該遊戲領域(GF)中用以使各角色動作之遊玩行為的輸入裝置(CP),提供透過相互不同之二種類的任務中分派至各群組的任務,在前述複數群組間進行群組對戰之對戰型的遊戲的遊戲系統(3)所組入之電腦(31),具有以下手段的功能亦可:任務分派手段(37),係以在作為前述二種類的任務中被分派一方的任務之各角色的追蹤角色(P1)與作為被分派另一方的任務之各角色的逃走角色(P2)之間,於前述遊戲領域中分別同時執行追蹤行動、及逃走行動之方式,對前述複數群組,作為前述二種類的任務分別分派追蹤、及逃走的任務;及任務替換手段(38),係到滿足結束條件為止,重複執行被分派前述另一方的任務的群組於該群組的各逃走角色所致之前述逃走行動,或各追蹤角色所致之前述追蹤行動中滿足所定替換條件時,在該群組與被分派前述一方的任務的群組之間可替換任務的任務替換。In addition, the computer program of the present invention is configured to be connected to a display device in the game area that displays a common movement range for each character belonging to a plurality of groups (G1, G2) including a plurality of characters (P). (MO), and the input device (CP) for inputting the play behavior used to make each character move in the game field (GF), provide tasks assigned to each group through two different types of tasks, as mentioned above The computer (31) incorporated in the game system (3) of the game system (3) for group battles between multiple groups may also have the following functions: the task assignment means (37), which is used as the aforementioned two types Between the tracking character (P1) of each role assigned to one side of the task and the fleeing character (P2) of each role assigned to the other side's task, the tracking action and escape are performed simultaneously in the aforementioned game field The way of action is to assign the task of tracking and escaping to the aforementioned plural groups as the tasks of the aforementioned two types; and the means of task replacement (38) is to repeat the task assigned to the other party until the end condition is met. When a group satisfies the prescribed replacement conditions in the aforementioned escaping actions caused by the escaping characters of the group, or the aforementioned tracking actions caused by the tracking characters, between the group and the group assigned the task of the aforementioned party Task replacement for replaceable tasks.
同樣地,本發明的控制方法,係使連接於顯示具有作為屬於分別包含複數角色(P)的複數群組(G1,G2)之各角色的共通的移動範圍之功能的遊戲領域的顯示裝置(MO),與輸入於該遊戲領域(GF)中用以使各角色動作之遊玩行為的輸入裝置(CP),提供透過相互不同之二種類的任務中分派至各群組的任務,在前述複數群組間進行群組對戰之對戰型的遊戲的遊戲系統(3)所組入之電腦(31),執行以下程序亦可:任務分派程序,係以在作為前述二種類的任務中被分派一方的任務之各角色的追蹤角色(P1)與作為被分派另一方的任務之各角色的逃走角色(P2)之間,於前述遊戲領域中分別同時執行追蹤行動、及逃走行動之方式,對前述複數群組,作為前述二種類的任務分別分派追蹤、及逃走的任務;及任務替換程序,係到滿足結束條件為止,重複執行被分派前述另一方的任務的群組於該群組的各逃走角色所致之前述逃走行動,或各追蹤角色所致之前述追蹤行動中滿足所定替換條件時,在該群組與被分派前述一方的任務的群組之間可替換任務的任務替換。Similarly, the control method of the present invention is connected to a display device ( MO), and the input device (CP) for inputting the play behavior used to make each character move in the game field (GF), provide tasks assigned to each group through two different types of tasks, in the aforementioned plural The computer (31) incorporated in the game system (3) of the game system (3) for group battles between groups can also execute the following program: the task assignment program is to be assigned to one of the aforementioned two types of tasks Between the tracking role (P1) of each role of the mission and the fleeing character (P2) of each role assigned to the other party's task, the method of performing the tracking action and the escape action in the aforementioned game field at the same time, for the aforementioned Plural groups, as the tasks of the aforementioned two types, the tasks of tracking and escaping are assigned respectively; and the task replacement program is until the end condition is met, and the group assigned the task of the other party is repeatedly executed in each escape of the group. When the aforementioned escaping action by a character or the aforementioned tracking action by each tracking character satisfies the prescribed replacement conditions, the task can replace the task between the group and the group to which the task of the aforementioned party is assigned.
1:遊戲系統 2:中央伺服器 2A:伺服器單元 2B:伺服器單元 3:遊戲機(遊戲系統) 5:網路 5A:網際網路(WAN) 5B:LAN 5C:LAN 5D:路由器 6:店鋪 21:控制單元 22:記憶部 24:遊戲機服務管理部 31:控制單元(電腦) 32:記憶部 36:匹配部 37:範圍設定部(領域提示手段、任務分派手段) 38:進行控制部(狀態變更手段、任務替換手段、狀態回復手段) 39:評鑑部(勝敗判別手段、參數變更手段) 50:對戰畫面 51:時間顯示區域 52:分數計條 52A:計條部 52B:得分顯示部 53:地圖圖像 53a:點數標識 53b:逃走者標識 53c:追蹤者標識 53d:識別標識 54:角色顯示欄 55:中央舞台 55A:開始位置物件 56:道具(參數變更物件) 57:查驗點 60:成績畫面 BI:障礙 BI1:牆壁物件 BI2:柱子物件 BI3:丘陵物件 CA1:名稱區域 CA2:圖像區域 CD:角色資料 CP:控制面板(輸入手段) G1:第1群組 G2:第2群組 GO1:瞬移物件(機關物件) GO2:跳躍物件(機關物件) GD:遊戲資料 GF:遊戲領域 MO:顯示器(顯示裝置) NP:缺口部 P:角色 P1:追蹤角色 P2:逃走角色 PD:遊玩資料 PG1:伺服器用程式 PG2:遊戲程式(電腦程式) SP:揚聲器 SD:伺服器用資料 SL:區分線 YN:使用者名稱欄 1: Game system 2: Central server 2A: Server unit 2B: Server unit 3: Game console (game system) 5: Network 5A: Internet (WAN) 5B:LAN 5C: LAN 5D: Router 6: shop 21: Control unit 22: Memory Department 24: Game Console Service Management Department 31: Control unit (computer) 32: memory department 36: Matching Department 37: Scope setting department (field reminder means, task assignment means) 38: Carrying out the control department (state change means, task replacement means, state recovery means) 39: Appraisal Department (means of judging victory or defeat, means of changing parameters) 50:Battle screen 51: Time display area 52: Score bar 52A: Measuring Department 52B: Score Display 53: map image 53a: Point identification 53b: Runaway ID 53c: Tracker ID 53d: Identification mark 54:Role display bar 55: Center Stage 55A: Start position object 56: props (parameter change object) 57: check point 60:Score screen BI: Obstacles BI1: Wall objects BI2: pillar object BI3: Hilly objects CA1: Name Area CA2: image area CD: Character Profile CP: Control panel (input means) G1: Group 1 G2: Group 2 GO1: Teleportation Object (Organ Object) GO2: Jumping Objects (Trick Objects) GD: Game data GF: Gaming field MO: display (display device) NP: notch P: role P1: Track the character P2: escape character PD: play data PG1: Program for server PG2: Game program (computer program) SP: speaker SD: data for server SL: Separation line YN: Username field
[圖1]揭示本發明之一形態的遊戲系統之概略構造的圖。 [圖2]揭示遊戲系統的控制系統之要部的功能區塊圖。 [圖3]用以說明逃走遊戲之概要的說明圖。 [圖4]示意揭示對戰畫面之一例的圖。 [圖5]示意揭示表示與圖4的範例不同之遊玩狀況的對戰畫面之一例的圖。 [圖6]示意揭示表示與圖4及圖5的範例更加不同之遊玩狀況的對戰畫面之一例的圖。 [圖7]示意揭示成績畫面之一例的圖。 [圖8]揭示分派處理的程序之一例的流程圖。 [圖9]揭示狀態變更處理的程序之一例的流程圖。 [圖10]揭示狀態回復處理的程序之一例的流程圖。 [圖11]揭示勝敗判定處理的程序之一例的流程圖。 [ Fig. 1 ] A diagram showing a schematic structure of a game system according to an aspect of the present invention. [FIG. 2] A functional block diagram showing essential parts of the control system of the game system. [FIG. 3] An explanatory diagram for explaining the outline of the escape game. [FIG. 4] A diagram schematically showing an example of a battle screen. [ FIG. 5 ] A diagram schematically showing an example of a battle screen showing a game state different from the example in FIG. 4 . [FIG. 6] A diagram schematically showing an example of a battle screen showing a game situation further different from the examples in FIGS. 4 and 5. [FIG. [FIG. 7] A diagram schematically showing an example of a display screen. [ Fig. 8 ] A flowchart showing an example of a procedure of dispatch processing. [ Fig. 9 ] A flowchart showing an example of a program of state change processing. [ Fig. 10 ] A flow chart showing an example of a program of state restoration processing. [ Fig. 11 ] A flowchart illustrating an example of a procedure of victory/loss determination processing.
G1:第1群組
G1:
G2:第2群組
G2:
GF:遊戲領域 GF: Gaming field
P:角色 P: role
P1:追蹤角色 P1: Track the character
P2:逃走角色 P2: escape character
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