WO2005099843A1 - ゲーム装置、コンピュータの制御方法及び情報記憶媒体 - Google Patents
ゲーム装置、コンピュータの制御方法及び情報記憶媒体 Download PDFInfo
- Publication number
- WO2005099843A1 WO2005099843A1 PCT/JP2004/010937 JP2004010937W WO2005099843A1 WO 2005099843 A1 WO2005099843 A1 WO 2005099843A1 JP 2004010937 W JP2004010937 W JP 2004010937W WO 2005099843 A1 WO2005099843 A1 WO 2005099843A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- game
- player
- player character
- age parameter
- time
- Prior art date
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Classifications
-
- 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
- A63F13/828—Managing virtual sport teams
-
- 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
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/65—Methods for processing data by generating or executing the game program for computing the condition of a game character
Definitions
- the present invention relates to a game device, a computer control method, and an information storage medium, and more particularly to an information processing technique for realizing a sports game using a part or all of a plurality of player characters.
- the present invention has been made in view of the above-described problems, and has as its object to reduce the adverse effect on a game when the use of a player character in a sports game is restricted by age conditions or the like.
- An object of the present invention is to provide an apparatus, a computer control method, and an information storage medium.
- a game device includes an age parameter storage unit that stores an age parameter in association with each of a plurality of player characters; A game executing means for executing a sports game using all of them; an age parameter updating means for updating the age parameter; and an age parameter stored in the age parameter storage means.
- Player key A player character selecting means for selecting one or more of the characters, a selected player data storage means for storing the number or time of a predetermined action in the sports game for the selected player character, and a selected player data storage means.
- Usage limiting means for limiting the use of the selected player character in the sport game in accordance with the number or time of the predetermined action stored.
- control of the computer according to the present invention (for example, an arcade game machine, a home game machine, a portable game machine, a portable telephone, a portable information terminal, a personal computer, a server computer, and the like, and so forth).
- the method is a step of executing a sports game using a part or all of the plurality of player characters, and is stored in an age parameter storage unit that stores an age parameter in association with each of the plurality of player characters.
- Updating the age parameter selecting one or more of the plurality of player characters based on the age parameter stored in the age parameter storage means; Stores the number or time of predetermined actions in a sports game in the selected player data storage means And a step of restricting the use of the selected player character in the sports game in accordance with the number or time of the predetermined action stored in the selected player data storage means.
- an information storage medium storing a program includes an age parameter storage means for storing an age parameter in association with each of a plurality of player characters, and a part or all of the plurality of player characters.
- Game execution means for executing a sports game to be used, age parameter updating means for updating the age parameter, one or more of the plurality of player characters based on an age parameter stored in the age parameter storage means.
- the selected player character according to the number or time of action Is an information storage medium storing a program for causing a computer to function as use restricting means to restrict the use of the sports game.
- a sports game is executed, and some or all of a plurality of player characters are used in the sports game.
- An age parameter is stored in association with each player character, and this age parameter is updated.
- one or more of the plurality of player characters are selected based on the age parameter. In this way, a so-called retired player character is selected.
- the number or time of the predetermined action in the sports game is stored for the selected player.
- the predetermined actions include, for example, participation in a game, specific actions related to scoring (shots in a soccer game, home runs in a baseball game, hits, stealing bases, etc.), and specific actions related to defense (tackling, sliding in a soccer game, Ball capture, catching and killing of a fielder in a baseball game, pitcher's ERA, strikeout, save, etc.).
- the number of times or the time may be stored for each of a plurality of types of predetermined actions.
- the use of the selected player character is restricted according to the number or time of the predetermined action. That is, the use restriction of the retired player character is started according to the number or time of the predetermined action.
- the use restriction since the use restriction is not immediately started for the player character scheduled to retire, the adverse effect on the game can be reduced. Also, for example, even if a player character to be retired is selected, if the number or time of the predetermined action is large or small, the actual use restriction can be delayed, etc. , Can further enhance the appeal of sports games.
- the game execution means includes time management means for managing time in a game space, and the age parameter updating means updates the age parameter according to time in the game space.
- the use restricting means stores the selected player data after a predetermined time has elapsed in the game space after one or more of the plurality of player characters are selected by the player character selecting means. In accordance with the number of times or the time of the predetermined action stored in the means, use restriction of the selected selected character in the sports game is started. In this way, it is possible to sufficiently reflect the behavior of the player character to be retired and determine the start of the use restriction.
- the player key selected by the player character selecting means further includes notification means for notifying the player of the character.
- notification means for notifying the player of the character.
- the player character selecting means includes means for storing a selection probability in association with an age parameter, and based on the selection probabilities corresponding to each player character, the plurality of player characters are selected. Select one or more of the player characters. In this way, various effects such as, for example, being gradually selected for retirement according to age can be easily realized.
- FIG. 1 is a diagram showing a hardware configuration of a game device according to an embodiment of the present invention.
- FIG. 2 is a functional block diagram of the game device according to the embodiment of the present invention.
- FIG. 3 is a diagram showing storage contents of a player data storage unit.
- FIG. 4 is a diagram showing a retirement probability table held by a retirement control unit.
- FIG. 5 is a diagram showing contents stored in an activity status storage unit.
- FIG. 6 is a flowchart illustrating an operation of the game device according to the embodiment of the present invention.
- 10 game device image processing device
- 11 home game machine 12 bus
- 14 microprocessor 16 image processing unit
- 18 monitor 20 audio processing unit
- 22 speakers 22 speakers
- 24 DVD-ROM playback unit 25 DVD -ROM
- 26 main memory 30 input / output processing unit
- 32 controller 40 game execution unit, 42 time management unit, 44 player data storage unit, 46 retirement control unit, 48 activity status storage unit.
- FIG. 1 is a diagram showing a configuration of a game device according to one embodiment of the present invention.
- a game device 10 shown in FIG. 1 is an embodiment of an image processing device according to the present invention, and a home computer (computer game system) 11 connected to a monitor 18 and a speed 22 reads a computer. It is configured by mounting a DVD-ROM 25 as a possible information storage medium.
- the game program and game data are stored in the DVD-ROM 25, read out, and supplied to the consumer game machine 11. Any other information storage medium can be used in a similar manner.
- game programs and game data may be supplied to the home game machine 11 from a remote place via a data communication network such as the Internet.
- a microprocessor 14 an image processing unit 16, a main memory 26, and an input / output processing unit 30 are connected so as to be able to communicate with each other via a bus 12, and the input / output processing unit 30 includes a controller. 32, an audio processing unit 20 and a DVD-ROM playback unit 24 are connected.
- Each component of the consumer game machine 11 other than the controller 32 is housed in a housing. For example, a home television set is used for the monitor 18, and the built-in speaker is used for the speaker 22, for example.
- the microprocessor 14 controls each part of the consumer game machine 11 based on an operating system stored in a ROM and a game program read from the DVD-ROM 25, not shown.
- the bus 12 is used for exchanging addresses and data with each part of the consumer game machine 11.
- the main memory 26 includes a RAM, in which a game program and game data read from the DVD-ROM 25 are written as necessary or used for the operation of the microprocessor 14. .
- the image processing unit 16 is configured to include a VRAM, receives image data sent from the microprocessor 14, draws a game screen on the VRAM, converts the content into a video signal, and at a predetermined timing. Output to monitor 18.
- the image processing unit 16 sends the vertex coordinates (X, ⁇ , Z), vertex color information (R, G, B), and texture coordinates (VX, VY) of each polygon in the viewpoint coordinate system from the microprocessor 14. And the alpha value. Then, the color information, the Z value (depth information), the alpha value, and the like of each pixel (pixel) constituting the display screen are drawn in the VRAM using the information. This display image is output to the monitor 18 at a predetermined timing.
- a pixel test When drawing pixels (color information, Z value, alpha value) in VRAM, a pixel test can be arbitrarily executed.
- the pixel test includes an alpha test, a destination alpha test, and a depth test.
- An arbitrary pixel test is performed in accordance with an instruction from the microprocessor 14.
- the alpha test the alpha value of the drawing pixel is compared with a given reference alpha value, and if the specified condition is not satisfied, Limits the rendering of that pixel.
- the specified value (0x80) is compared with the alpha value (destination alpha value) of the pixel to be drawn (the pixel already drawn at the drawing destination address in VRAM), and the specified condition is not satisfied In that case, the drawing of the pixel is restricted.
- the Z value of the drawing pixel is compared with the Z value of the Z buffer (prepared in VRAM). If the specified condition is not satisfied, the drawing of the pixel is limited. When drawing pixels in VRAM, masking can be performed, and writing of color information, Z value, and alpha value of each pixel can be arbitrarily prohibited.
- the input / output processing unit 30 is an interface for relaying data communication between the microprocessor 32 and each of the controller 32, the audio processing unit 20, and the DVD-ROM playback unit 24.
- the controller 32 is input means for the player to perform a game operation.
- the input / output processing unit 30 scans the operation state of various buttons of the controller 32 at a fixed period (for example, every 1Z60 seconds), and passes an operation signal representing the scan result to the microprocessor 14 via the bus 12.
- the microprocessor 14 determines a game operation of the player based on the operation signal.
- the audio processing unit 20 includes a sound buffer.
- the audio processing unit 20 reproduces data such as music and game sound effects read from the DVD-ROM 25 and stored in the sound buffer, and outputs the data from the speaker 22.
- the DVD-ROM playback unit 24 reads a game program and game data recorded on the DVD-ROM 25 according to an instruction from the microprocessor 14.
- FIG. 2 is a functional block diagram showing a functional configuration of the game device 10.
- the game device 10 functionally includes a game execution unit 40, a player data storage unit 44, a retirement control unit 46, and an activity status storage unit 48. Further, the game execution unit 40 includes a time management unit 42. These functions are realized by executing a predetermined program stored in the DVD-ROM 25 on the consumer game machine 11.
- the game execution unit 40 executes a sports game.
- the player or the microprocessor 14 selects and uses some or all of the player characters.
- a marker image indicating the player character is displayed on one of the player characters displayed on the game screen, and the player character (the player operation target character) specified by the marker image is displayed in the game space.
- the action can be instructed by the controller.
- the time management unit 42 manages time in a game space in which sports handled by the sports game are developed. For example, when the game progress satisfies a predetermined condition, for example, when a predetermined number of games have been completed, the time in the game space is advanced assuming that one season has ended, the time in the game space may be advanced. Further, a timer may be built in, and the time in the game space may be advanced in accordance with the date and time data output by the timer.
- the player data storage section 44 includes a DVD-ROM 25 or a main memory 26, and stores age parameters and other data in association with each of a plurality of player characters used in the game.
- FIG. 3 is a diagram showing the storage contents of the player data storage unit 44.
- the player data storage unit 44 stores a player ID for identifying each player character, an age parameter indicating the age of the player character, team data indicating the team to which the player character belongs, and Attribute data indicating physical attributes and other attributes of the player character and retirement information are stored in association with each other.
- the retirement information indicates whether or not the player character is a player to be retired and whether or not the player character has actually retired. Specifically, “0” indicates that the player has not yet been selected as a retired player. “1” indicates that the player has been selected as a retired player. “2” indicates that he has retired.
- the retirement control unit 46 is notified of the retirement control timing from the time management unit 42.
- the timing of the retirement control is, for example, in the case of a soccer game, at the end of each season or at the start of each season.
- the retirement control unit 46 increases the age parameter of each player character stored in the player data storage unit 44 by one.
- the retirement control unit 46 holds the retirement probability table shown in FIG. 4, and updates the retirement information according to the retirement table.
- Retirement probability tape Nore stores the age parameter (the age parameter itself or its range) and the retirement probability in association with each other.
- the retirement control unit 46 sequentially reads out the age parameter of each player character from the player data storage unit 44, increases the age parameter by 1, and adds the age parameter to the player character to obtain retirement information. If “0” is set, the bow I retreat probability corresponding to the value is read from the bow I retreat probability table. Then, a random number is generated, and it is determined based on the read probability whether or not the player character should be selected as a player character to be retired. Then, when the player character is selected as a retired player character, “1” is set in the retirement information. Then, a record relating to the player character is added to the activity status storage unit 48. At this time, it is preferable that the monitor 18 display the name and the like of the player character newly added to the retirement schedule and notify the player of the fact.
- FIG. 5 shows the contents stored in the activity status storage unit 48.
- the activity status storage unit 48 stores, for each player character to be retired, the player ID, the number of times of participation in the game, the time of participation, and the number of times of activity for each position in association with each other. ing.
- the number of participations in the game is increased by one each time the player character participates in the game.
- the participating time is added to the participating time.
- the number of active roles by position indicates the number of times the player character has taken an action determined according to the position in the soccer game.
- the position of each player character is stored in the player data storage unit 44 as attribute data.
- the number of shots or the number of points will be recorded in the column of the number of activities by position.
- the number of saves will be recorded in the column of the number of active activities by position.
- the number of tackles, the number of slidings, and the like are recorded in the column of the number of active activities by position.
- the retirement control unit 46 uses the retirement probability table as described above to newly select a to-be-retired player character, generates a new record in the activity status storage unit 48, and stores the record of the player ID. Column stores the player ID of the player character. The other data is initialized to zero.
- the game execution unit 40 executes a sports game (in this case, a soccer game) with reference to the team and attribute data of each player character stored in the player data storage unit 44. At this time, the player character for which the retirement information is set to “2” is not used in the game. For this reason, only the player characters for which the retirement information is set to “0” or “1” appear in the game.
- the player character's character participates in the game and the position of the player character.
- the ability to monitor specific actions is monitored.
- the number of participations and the participation time stored in the activity status storage unit 48 in association with the player's character are updated.
- the number of active roles by position is updated.
- it is preferable that a process of making the player character whose retirement information is set to “1” in the player data storage unit 44 stand out in the game is performed.
- the player characters to be retired may be selected as player-operated characters with a higher priority (for example, with a higher probability) than other player characters.
- the retirement control unit 46 determines whether or not each player character to be retired actually retires the player character. Judge the power. Specifically, the number of times of participation, the number of times of participation, and the number of active times for each position are read out from each player character stored in the activity status storage unit 48, and satisfy a predetermined retirement avoidance condition, for example, a condition that exceeds a predetermined threshold value. Whether to do it or not.
- the retirement information stored in the player data storage unit 44 is left as “1”, and the number of participations, the participation time stored in the activity status storage unit 48, and the activity by position. The count is initialized to zero. For other player characters scheduled to retire, the retirement information is changed from “1” to “2”. In this way, the use restriction is started for those player characters.
- "1" is set in the retirement information in the player data storage unit 44.
- the number of participations, the number of participations, and the number of activities for each position stored in the activity status storage unit 48 are determined for the determined player character. It is preferable to read out and determine whether or not they satisfy the retirement avoidance condition or the degree of satisfaction of the retirement avoidance condition, and display it on a monitor.
- the game execution unit 40 grasps the player character controlling the ball object based on the current position of the ball object. Therefore, when the player character that controls the ball object changes, the bow of the player character stored in the player data storage unit 44 is checked to determine whether or not the retirement information is "1". In some cases, messages such as "This player is scheduled to retire for the current term but is likely to do more.” For example, it is preferable to output a message according to the degree to which the data satisfies the retirement avoidance condition.
- FIG. 6 is a flowchart showing an operation of the game device 10 according to the embodiment of the present invention.
- the game execution unit 40 executes one season of a sports game.
- the player character to be retired is monitored for participation in the game and whether there is a specific action for each position, and if there is, the stored contents of the activity status storage unit 48 are updated accordingly (S101).
- the retirement control unit 46 determines whether each player character to be retired satisfies the retirement avoidance condition based on the number of times of participation, the number of times of participation, and the number of times of activity by position stored in the activity status storage unit 48. Judge.
- the retirement information stored in the player data storage unit 44 is changed to “2”, and the use restriction in the game is started.
- the retirement information is left as “1”, and the number of participations, the participation time, and the number of active positions for each position stored in the activity status storage unit 48 are reset to zero (S102). ).
- the retirement control unit 46 updates the age parameter of each player character and selects a player character to be newly added to the retirement schedule according to the retirement probability table. Then, a new record is added to the activity status storage unit 48 for the player character newly joining the retirement schedule (S103).
- the use restriction of a player character to be retired is started in accordance with the number of times of participation, the time of participation, and the number of active activities by position after the player character is selected to be retired. ing. For this reason, the use restriction is not immediately started for the retired player character, so that the adverse effect on the game can be reduced.
- the start of use restrictions can be delayed, and the use of sports games can be delayed. The appeal can be further increased.
- the present invention is not limited to the above embodiment.
- the present invention is applicable to all sports games such as a baseball game, a basketball game, a hockey game, and various martial arts games, which show an example in which the present invention is applied to a soccer game.
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JP2004-108037 | 2004-03-31 | ||
JP2004108037 | 2004-03-31 |
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PCT/JP2004/010937 WO2005099843A1 (ja) | 2004-03-31 | 2004-07-30 | ゲーム装置、コンピュータの制御方法及び情報記憶媒体 |
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Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
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JP2002045572A (ja) * | 2000-08-01 | 2002-02-12 | Konami Computer Entertainment Osaka:Kk | ゲーム進行制御方法、ゲームシステム及びサーバ |
JP2004008578A (ja) * | 2002-06-07 | 2004-01-15 | Sega Corp | ゲームの制御方法 |
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2004
- 2004-07-30 WO PCT/JP2004/010937 patent/WO2005099843A1/ja active Application Filing
Patent Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
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JP2002045572A (ja) * | 2000-08-01 | 2002-02-12 | Konami Computer Entertainment Osaka:Kk | ゲーム進行制御方法、ゲームシステム及びサーバ |
JP2004008578A (ja) * | 2002-06-07 | 2004-01-15 | Sega Corp | ゲームの制御方法 |
Non-Patent Citations (5)
Title |
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"Combination Pro Soccer Official Guide", vol. 1ST ED., 25 June 1998, KABUSHIKI KAISHA AKUSERA, article "Veteran no Atsu 'Nenrei Rank'", pages: 20 * |
"Pro Yakyu Team o Tsukuro! 2", DENGEKI PLAY STATION, MEDIA WORKS INC., vol. 9, no. 9, 28 March 2003 (2003-03-28), pages 151 * |
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