WO2012111198A1 - ゲーム装置、ゲーム制御方法、プログラム、記録媒体及びゲーム管理装置 - Google Patents
ゲーム装置、ゲーム制御方法、プログラム、記録媒体及びゲーム管理装置 Download PDFInfo
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- WO2012111198A1 WO2012111198A1 PCT/JP2011/075570 JP2011075570W WO2012111198A1 WO 2012111198 A1 WO2012111198 A1 WO 2012111198A1 JP 2011075570 W JP2011075570 W JP 2011075570W WO 2012111198 A1 WO2012111198 A1 WO 2012111198A1
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- game
- character
- sign
- instruction
- screen
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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
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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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
-
- 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
-
- 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
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/211—Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
-
- 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
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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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
- A63F13/812—Ball games, e.g. soccer or baseball
-
- 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
- A63F2300/1068—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 being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
- A63F2300/1075—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 being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
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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
- A63F2300/20—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 characterised by details of the game platform
- A63F2300/204—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 characterised by details of the game platform the platform being a handheld device
-
- 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
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
-
- 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
- A63F2300/80—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 specially adapted for executing a specific type of game
- A63F2300/8011—Ball
Definitions
- the present invention relates to a game device that executes various games, a game control method, a program, a recording medium that records the program, and a game management device.
- JP 2002-35411 A JP 2005-319175 A JP 2006-81942 A JP 2008-136694 A (US Patent Publication No. 2008-132335)
- the present invention has been made to solve the above-described problem, and provides a game device, a game control method, a program, a recording medium, and a game management device that realize an intuitive input operation while suppressing a processing load.
- the purpose is to provide.
- a game apparatus in which a character in a virtual space is operated via an instruction character, and displays the instruction character on a screen.
- Instruction content storage means for storing, and when a plurality of selectable parts of the instruction character are selected, instruction contents specifying the instruction contents corresponding to the selection order or combination of the selectable parts based on the relation information And progress of the game in which the instruction content specified by the instruction content specifying means is reflected in the game. And a stage.
- a game management device receives a game service for a game in which a character is operated via an instruction character by receiving an access from a terminal device of each player via the network.
- An instruction character display means for displaying the instruction character on a screen of the terminal device by transmitting information for displaying the instruction character on the terminal device,
- Selectable part setting means for setting a plurality of predetermined regions in the character as selectable parts;
- instruction content storage means for storing relation information between the selection order or combination of the plurality of selectable parts and the instruction content;
- a plurality of selectable parts of the instruction character are selected and operated on the terminal device.
- the instruction content specifying means for specifying the instruction content corresponding to the selection order or combination of the selectable parts based on the relation information, and the instruction content specifying means And a game progression means for advancing the game by reflecting the content of the instruction given to the game.
- a game control method is a game control method in which a computer controls a game in which a character in a virtual space is operated via an instruction character, and the computer displays the instruction character on a screen.
- Instruction content storage step for storing the related information in the storage device, and when a plurality of selectable parts of the instruction character are selected, the instruction content corresponding to the selection order or combination of the selectable parts is used as the related information.
- Instruction content identification step identified by the computer based on the Over others, and a game progress step of advancing the game by reflecting the identified instruction content in the game by the instruction content specifying step.
- an intuitive input operation is realized by selecting and selecting a plurality of selectable portions of the pointing character on the screen. Further, a plurality of selectable parts of the instruction character are determined in advance, and the instruction content can be easily recognized only from the selection order or combination of the selectable parts, and a process with high load such as recognition of the trajectory shape is not necessary. Therefore, according to the present invention, it is possible to perform an entertaining and interesting input operation like a block sign while suppressing the processing load.
- the game device and the game management device of the present invention may be realized by a computer.
- the game device and the game management device are realized by a computer by operating the computer as each of the above means.
- a program and a computer-readable recording medium on which the program is recorded also fall within the scope of the present invention.
- a game device is applied to a game in which a character in a virtual space is operated via an instruction character.
- a sports game in which a player character in a virtual space is operated via a manager character (or coach character) as an instruction character can be cited.
- a supervisor character instructs (signs) a player character such as a batter character, a pitcher character, a fielder character, and a runner character to play in a virtual space (a virtual baseball field in the game).
- the player character is operated through the manager character.
- this baseball game will be described below as an example.
- the game apparatus has a manager mode in which a player issues an instruction (command) to each player character in a managerial position to advance the game, and the player issues an instruction to each player character in the manager mode.
- a supervisor character 70 as an instruction character is displayed on the screen.
- a plurality of predetermined parts such as the head 71, both shoulders 72 and 73, both hands 74 and 75, chest 76, and belt 77 of the supervisor character 70 displayed on the screen are determined in advance as selectable parts, and a plurality of players are selected.
- Various instructions can be input by selecting the selectable parts. For example, as shown in FIGS. 9C to 9E, when the director character 70 is displayed on the screen of the touch panel, the player touches the head 71, the right shoulder 71, the left shoulder 72, etc. of the director character 70 with a finger or the like.
- FIGS. 9B to 9E will be described later.
- FIG. 1 is a plan view showing an example of an appearance of a game apparatus 1 according to an embodiment of the present invention.
- FIG. 2 is a block diagram illustrating an example of a hardware configuration of the game apparatus 1.
- a game program is stored in a storage device of a smartphone that is a portable terminal in which a mobile phone and a portable information terminal are integrated, and the smartphone executes the game program. The structure which can perform various games by doing is demonstrated.
- the game apparatus 1 includes a main body unit 2, a touch panel unit 3, button operation units 4a, 4b, and 4c, an audio input unit 5, and audio output units 6a and 6b. .
- the touch panel unit 3 is a contact input type image display unit provided on one surface of the casing of the main body unit 2.
- the touch panel unit 3 is configured by combining a display unit composed of a liquid crystal display or the like and a position input unit having a touch interface, and a contact position is obtained by contacting the screen with an operator (player) finger or pen as an instruction unit. Therefore, an intuitive input operation is possible.
- the touch panel unit 3 according to the present embodiment is configured as a projection-type capacitive multi-touch screen, and can detect multiple points simultaneously.
- the touch panel unit 3 may employ other methods such as a resistive film method, a surface acoustic wave method, an infrared method, an electromagnetic induction method, or a surface-type capacitance method.
- the button operation unit includes a home button 4a, a volume button 4b, a sleep button 4c, and the like, and enables basic operations other than operations on the touch panel unit 3 by button operations.
- the home button 4 a is provided below the touch panel unit 3 in the main body unit 2, and a home screen is displayed on the touch panel unit 3 when the button is pressed.
- the volume button 4b is provided, for example, on the side surface of the main body 2. The volume increases when the upper part of the button is pressed, and the volume decreases when the lower part is pressed.
- the sleep button 4c is provided, for example, in the upper part of the main body unit 2, and when the button is pressed, the game apparatus 1 shifts to the sleep state. On the other hand, when the button is pressed in the sleep state, the sleep button 4c can be returned from the sleep state. It can be done.
- the voice input unit 5 is composed of a microphone built in the main body 2, and can collect sound from, for example, a microphone opening provided on the lower surface of the main body 2.
- the voice input unit 5 is used for telephone communication or recording.
- the audio output unit 6a is provided, for example, above the touch panel unit 3 in the main unit 2 and serves as a reception speaker during telephone communication.
- the audio output unit 6b is built in the main body unit 2, and outputs sound effects at the time of game execution from an output port provided on the lower surface of the main body unit 2, for example.
- the main body 2 of the game apparatus 1 is also provided with a headset jack, a connector for power supply or connection with a personal computer, a lens for a built-in camera, etc., but description thereof will be omitted.
- the game apparatus 1 mainly includes a control unit 10, an auxiliary storage unit 20, and a communication control unit 21.
- the control unit 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12 and a RAM (Random Access Memory) 13 as a main storage device, an image processing unit 14, and a sound processing unit 16. These are connected to each other via a bus line 17 including an address bus, a data bus, a control bus, and the like. Note that an interface circuit is interposed between the bus line 17 and each component as necessary, but the illustration of the interface circuit is omitted here.
- a CPU Central Processing Unit
- ROM Read Only Memory
- RAM Random Access Memory
- the CPU 11 interprets and executes the instructions of the game program and controls the entire game device 1.
- the ROM 12 stores programs and the like necessary for basic operation control of the game apparatus 1.
- the RAM 13 stores various programs and data, and secures a work area for the CPU 11.
- the image processing unit 14 drives the touch panel unit 3 based on an image display command from the CPU 11 and displays an image on the screen of the touch panel unit 3.
- the image processing unit 14 includes a touch input detection unit 15.
- the touch input detection unit 15 detects a contact position coordinate on the screen and supplies a coordinate signal to the CPU 11.
- the contact position on the screen of the touch panel unit 3 is recognized by the CPU 11.
- the image processing unit 14 supplies a selection signal indicating that the detection target area has been selected to the CPU 11. .
- the CPU 11 recognizes that the detection target area on the screen of the touch panel unit 3 has been selected.
- the sound processing unit 16 converts an analog audio signal into a digital audio signal when audio is input from the audio input unit 5 and generates an analog audio signal based on a sound generation instruction from the CPU 11 to generate an audio output unit 6a or Output to 6b.
- the auxiliary storage device 20 is a storage device that stores game programs and various data.
- a hard disk drive or a flash memory drive can be used as the auxiliary storage device 20.
- the communication control unit 21 includes a communication interface 21a, and has a communication control function for data communication during game execution, a communication control function for transmitting and receiving voice data as a mobile phone, and the like.
- the communication control function for data communication includes, for example, a wireless LAN (Local Area Network) connection function, an Internet connection function via a wireless LAN or a mobile phone network, a predetermined frequency band (for example, a frequency of 2.4 GHz) A short-range wireless communication function using a band is included.
- the communication control unit 21 transmits a connection signal for connecting the game apparatus 1 to a wireless LAN, the Internet, or the like based on a command from the CPU 11 and receives information transmitted from the communication partner side and supplies the information to the CPU 11. To do.
- the game apparatus 1 may further include an imaging device (camera) such as a CCD (Charge Coupled Device) image sensor, a GPS (Global Positioning System) signal receiving circuit, a triaxial acceleration sensor, and the like.
- an imaging device such as a CCD (Charge Coupled Device) image sensor, a GPS (Global Positioning System) signal receiving circuit, a triaxial acceleration sensor, and the like.
- a game program stored in the auxiliary storage device 20 is loaded into the RAM 13, and the loaded game program is executed by the CPU 11, whereby various games can be executed.
- the game device 1 is connected to another game device 1 by wireless LAN communication, Internet communication, distance wireless communication, wired communication, or the like, and exchanges data while synchronizing the two, thereby allowing a competitive game. It is also possible to execute.
- FIG. 3 is a main functional block diagram of the game apparatus 1 shown in FIGS. 1 and 2.
- the game apparatus 1 functionally includes a character management means 25, a signature management means 30 (instruction management means), and a game progress means 50. These means are controlled by the control unit 10. This is realized by executing a game program.
- the character management means 25 includes a player character information storage unit 26 and a manager character information storage unit 27, and manages image information and various data of each player character and manager character.
- the player character information storage unit 26 is associated with identification information (character ID) that uniquely identifies each player character in the game, and image information and profile information of each player character (such as a player's name, batting rate, and defense rate). Athletes such as performance) and the ability value of each player character (ability values such as ball speed, control power, stamina, etc. if the player character is a pitcher, ability values such as batting power, running ability, defensive ability, etc. if the character is a fielder) Character information is stored in a storage area of a nonvolatile storage medium (such as the auxiliary storage device 20). The player character information storage unit 26 temporarily stores the player character information in a work area of the main storage device (the RAM 12) as necessary during the game.
- the supervisor character information storage unit 27 stores supervisor character information such as image information, profile information, and ability / experience values of the supervisor character in a nonvolatile manner in association with identification information (character ID) that uniquely identifies the supervisor character. Store in the storage area of the medium. Further, the supervisor character information storage unit 27 temporarily stores the supervisor character information in the work area of the main storage device as necessary during the game.
- the sign management means 30 includes a supervisor character display means 31 (instruction character display means), a selectable part setting means 32, a selection operation detection means 33, a selection notification means 34, a sign storage means 35 (instruction content storage means), and a sign identification means. 36 (instruction content specifying means) and custom sign setting means 37 (instruction operation setting means).
- the supervisor character display means 31 displays a supervisor character 70 on the screen of the touch panel unit 3 as shown in FIG. 9B, for example.
- the director character 70 may be displayed on the screen only at least when the player performs an operation of giving a signature.
- the supervisor character display means 31 of the present embodiment displays the supervisor character 70 on the screen based on an operation for temporarily stopping the progress of the game.
- an operation for temporarily stopping the progress of the game for example, an operation in which the player double taps an arbitrary position on the game screen can be considered.
- a manager display button is displayed in a predetermined area on the game screen, and the progress of the game is temporarily stopped by an operation of selecting the manager display button (contacting the manager display button), and the manager character 70 is displayed. You may make it display on a screen. Alternatively, by operating a physical button provided on the main body 2 of the game apparatus 1 or a predetermined button of a controller provided separately from the game apparatus 1, the progress of the game is temporarily stopped to direct the supervisor character 70. May be displayed on the screen.
- the selectable part setting means 32 has a function of setting a plurality of predetermined areas in the supervisor character 70 displayed on the screen as selectable parts.
- selectable parts of the director character 70 as shown in FIG. 9B, a head 71 (a hat when wearing a hat) and a right shoulder 72 (a hat generally used when a real world director signs) Or a right upper arm), a left shoulder 73 (or left upper arm), a right hand 74 (or lower right arm), a left hand 75 (or left lower arm), a chest 76, an abdominal belt 77, and the like.
- ears and jaws may be added as selectable parts.
- each part of the upper body is mainly used when issuing a sign.
- a predetermined region of the whole body of the manager character 70 can be set as a selectable part.
- the selectable part setting unit 32 includes a selectable part storage unit 32a and a part number changing unit 32b. As shown in FIG. 4, the selectable part storage unit 32a stores identification information (selectable part IDa), a setting flag, and the like that uniquely identify each selectable part in association with each selectable part of the supervisor character. The data is stored in a device (the auxiliary storage device 20, the RAM 13, etc.). The setting flag is 1-bit information of “1” or “0”. If “1”, the selectable part is set, and if “0”, the setting is canceled. Represents. In the example of the table of FIG.
- IDa 7 (belt)
- the selectable part is set.
- the CPU 11 recognizes which part is set as the selectable part.
- the part number changing means 32b has a function of changing the number of selectable parts set for the supervisor character.
- the number-of-parts changing means 32b changes the number of selectable parts by switching the setting flag corresponding to each selectable part stored in the selectable part storage unit 32a to “1” or “0”.
- the sign operation that must be remembered at the beginning of the game may be somewhat difficult, but as the player gets used to the game, he / she wants to give a more complicated sign. Therefore, by making it possible to change the number of selectable parts of the supervisor character by the part number changing means 32b, it is possible to simplify or complicate the signing operation according to the player's operation proficiency level.
- the number of selectable parts can be changed arbitrarily by the player on an option setting screen (not shown).
- the selection operation detection means 33 detects that the selectable part (effective selectable part set by the selectable part setting means 32) of the supervisor character displayed on the screen has been selected.
- the selection operation detecting unit 33 sends a selection signal indicating that the selectable part is selected to the CPU 11. This is realized when the CPU 11 recognizes this.
- the selection operation detection unit 33 includes a selection operation information storage unit 33a. When a plurality of selectable parts of the supervisor character 70 are selected, the selection operation information storage unit 33a stores selection operation information indicating the contents of the selection operation in a storage device (such as the RAM 13).
- the selection notification means 34 notifies the player of the fact that the selectable part has been selected by changing the display state of the selectable part according to the presence or absence of the selection operation.
- An example of changing the display state of the selectable part depending on the presence or absence of a selection operation is a change in luminance. For example, as shown in FIG. 9C, when the head 71 is selected and operated by bringing the finger into contact with the head 71 of the director character 70, the luminance of the display area of the head 71 is increased to be higher than that before the selection operation. In this state, the player is clearly notified of the fact that the head 71 has been selected and operated.
- the sign storage means 35 stores the relationship information between the selection order of a plurality of selectable parts and the signature (instruction contents) in a storage device (the auxiliary storage device 20, the RAM 13, etc.). For example, as shown in FIG. 5, the sign storage means 35 stores identification information (sign IDb) for uniquely identifying the sign and information on the selection order of selectable parts in association with the sign as the instruction content. (The auxiliary storage device 20, the RAM 13, etc.)
- the hit end run sign is the selection order of the selectable part “head (1) ⁇ right shoulder (2) ⁇ left shoulder (3)”. Is associated.
- the numbers in parentheses “head (1) ⁇ right shoulder (2) ⁇ left shoulder (3)” indicate the value of the selectable part IDa (see FIG. 4), and the selection order of the selectable parts Can be stored in the table as the arrangement order of the values of the selectable part IDa.
- each signature is associated with an effective flag
- the sign management means 30 changes the type of sign that can be used by the player by switching the effective flag to “1” or “0”.
- the sign specifying means 36 is related information stored in the sign storage means 35 (see FIG. 5) corresponding to the selection order of the selectable parts. And a function of specifying based on the relationship information table. That is, when a selectable part is selected and operated by the player, the sign identifying unit 36 selects information (for example, information indicating that the selection operation is performed in the order of selection of head ⁇ right shoulder ⁇ left shoulder) from the selection operation detection unit 33. Identification processing for identifying the signature corresponding to the selection order of the selection operation information (in the selection order of head ⁇ right shoulder ⁇ left shoulder) based on the relationship information table shown in FIG. I do. Then, the sign specified by the sign specifying means 36 is activated, and the sign is reflected in the game by the game progress means 50.
- information for example, information indicating that the selection operation is performed in the order of selection of head ⁇ right shoulder ⁇ left shoulder
- a key flag may be added to the table stored in the selectable part storage unit 32a as shown in FIG.
- This key flag is information for setting one specific part as a key part among the selectable parts.
- the “head”, which is the selectable part with the key flag “1”, is the key part. Is set as
- the sign specifying unit 36 specifies the sign based on only the selection operation after the player's finger or the like touches the key part on the screen, and touches the key part.
- the previous selection operation can be excluded from the operation for specifying the signature. For example, if the selection operation is made in the order of “right shoulder ⁇ left shoulder ⁇ head ⁇ chest ⁇ left hand ⁇ right shoulder”, if “head” is set as the key part, the selection operation after “head”
- the sign is specified based only on “chest ⁇ left hand ⁇ right shoulder”. Note that whether or not a complicated block sign operation in which a key part is set can be performed can be arbitrarily set by a player on an option setting screen (not shown). When no key part is set, all the key flags in the table of FIG. 4 may be set to “0”.
- the above-mentioned supervisor character display means 31 is configured to delete the supervisor character from the screen after the instruction content is specified by the sign specifying means 36.
- the supervisor character display means 31 of the present embodiment displays the supervisor character on the screen based on an operation for temporarily stopping the progress of the game, and after the sign is specified by the sign specifying means 36, the supervisor character is displayed from the screen.
- it is configured to erase, this is particularly effective when the screen is relatively small like the portable game apparatus 1. That is, for example, if the game device uses a home television with a relatively large screen as a game screen, it is possible to always display the director character at a screen position that does not hinder the progress of the game.
- a small game screen can be displayed by displaying a director character on the screen only during a period in which the player is performing an operation of issuing a sign. It can be used effectively.
- the custom sign setting means 37 shown in FIG. 3 allows the player to edit / set the contents of the sign operation (selection order of selectable parts corresponding to each sign) arbitrarily according to his / her preference.
- the custom sign setting means 37 has a function of updating / setting the relation information between the selection order of a plurality of selectable parts stored in the sign storage means 35 and the sign. In order to realize this function, the sign selection is performed.
- a screen display unit 37a instruction content selection screen display unit
- a sign operation setting screen display unit 37b instruction operation setting screen display unit
- a custom sign registration unit 37c registration unit
- the sign selection screen display unit 37a displays a sign selection screen for selecting a sign (theft, bunt, end run, squeeze, etc.) as the instruction content on the touch panel unit 3.
- a sign such as a credit, debit, etc.
- the player can select a signature to be originally set (details will be described later).
- the sign operation setting screen display unit 37b shown in FIG. 3 causes the touch panel unit 3 to display a sign operation setting screen having a plurality of settable areas corresponding to a plurality of selectable parts of the supervisor character.
- the sign operation setting screen display unit 37b includes a plurality of settable areas 71 ′ to 77 ′ corresponding to a plurality of selectable parts (parts 71 to 77 in FIG. 9B) of the director character.
- a sign operation setting screen including the supervisor character 70 ' is displayed.
- the player can perform operation setting (setting of the selection order of a plurality of parts) of a sign desired to be originally set (details will be described later).
- the custom sign registration unit 37c shown in FIG. 3 is information on the operation order for the sign selected on the sign selection screen shown in FIG. 11B and a plurality of settable areas selected and operated on the sign operation setting screen shown in FIG. 11E. Is registered as update information of the relationship information (relation information table in FIG. 5) stored in the sign storage means 35.
- the game progression means 50 has a function of advancing the game by reflecting the signature identified by the signature identification means 36 in the game.
- the game progress means 50 includes a game situation storage unit 50a, a character ability setting unit 50b, and a character action control unit 50c.
- the game situation storage unit 50a stores the game situation such as the current inning, score, outcount, ball count, presence / absence of a runner in the storage device.
- the character ability setting unit 50b sets the ability of the player character by loading the ability value (ability value such as batting power) of the player character onto the RAM 12 and causing the CPU 11 to recognize it when executing the game.
- the character action control unit 50c controls the action of the player character during the game execution based on the ability of the player character recognized by the CPU 11. Further, the character action control unit 50c controls the action of the target player character so as to perform an action corresponding to the sign specified by the sign specifying means 36 described above.
- the target player characters are a batter character and a runner character
- the character motion control unit 50c performs a batting motion on the batter character and the runner character. Is controlled so that it can be run.
- the sign management means 30 includes a sign operation display means 38 (instruction operation display means), a selection operation time counting means 39, a selection operation time management means 40, a signature confirmation screen display means 41 (instruction operation display).
- a confirmation screen display unit a sign error notification unit 42 (instruction operation error notification unit), a situation table storage unit 43 (situation determination information storage unit), and a game situation determination unit 44 may be further provided.
- the sign operation display means 38 when a series of sign operations (selection operation) by the player is completed, based on the selection operation information stored in the selection operation information storage unit 33a, the sign operation corresponding to the series of sign operations.
- the sign motion display means 38 selects the supervisor character as a selection target on the screen based on the selection operation information stored in the selection operation information storage unit 33a every time the player performs a selection operation on the selectable part of the supervisor character. You may have the function to display a moving image so that a hand may be moved to a site
- the supervisor character performs a signature operation after a series of sign operations (selection operations) by the player is completed or whether the supervisor character is displayed in motion in substantially real time every time the player performs a selection operation is an option (not shown).
- the player can arbitrarily set the value.
- the selectable portion of the supervisor character in the screen is also moved (for example, the right and left hands of the supervisor character are For the player who performs the sign operation, the complexity and difficulty of the sign operation is higher than the case where the supervisor character does not move during the sign operation.
- a player who is not used to signing operation is set so that the director character does not move during the signing operation, while a player who is accustomed to signing operation and wants to give a more complicated sign is directed in real time for each selection operation.
- the setting may be switched according to the player's operation proficiency level, such as a setting for displaying the action of the character.
- the selection operation time counting means 39 measures the sign operation time (a series of selection operation times for a plurality of selectable portions of the supervisor character) by the player. This timing process can be realized, for example, when the CPU 11 counts the operation clock.
- the timing information by the selection operation time counting means 39 is used when a time limit is provided for the sign operation by the player.
- the progress of the game is temporarily interrupted. However, if the interrupt time is too long, the progress of the game is delayed and the game is delayed. Also, when playing a battle game with another player, the opponent player will be kept waiting during the signing operation, and if the time to wait for this opponent player becomes long, the interest of the game will be reduced. There is also. Therefore, it is desirable to provide a time limit for the sign operation by the player.
- Timing information by the selection operation time counting means 39 is supplied to the sign identification means 36. Then, the sign specifying unit 36 ends the sign operation until the time for the sign operation by the player (for example, the time after the director character appears on the screen for the sign operation) passes a predetermined time limit. In the case where the sign operation is valid, the above-described sign specifying process is performed. On the other hand, if the sign operation is not completed within the time limit, the sign operation by the player is invalidated.
- the selection operation time management means 40 has a function of accumulating and managing the timekeeping information (sign operation time information) by the selection operation time counting means 39 and limiting the accumulated sign operation time per game. That is, not only a time limit is provided for each sign operation, but also the total time that can be used for the sign operation throughout one game can be limited. This makes it possible to eliminate the unfair feeling that occurs between players by setting an appropriate sign operation time that can be used throughout one game when the players play a battle game. That is, if one player performs a sign operation at an appropriate frequency during a match, and the other player repeats the sign operation many times and frequently interrupts the game, the former player will be Sometimes it can raise a sense of fairness.
- the total sign operation time per game is limited to a reasonable time, the time that one of the players waits for the opponent's sign operation will not be excessive, leading to the elimination of unfairness. .
- the total sign operation time per game is limited, the number of times of signing will increase if the sign is quickly issued in a short operation time, but if the time is spent on the operation, too many signs cannot be issued. . Therefore, it becomes a motivation for the player to quickly perform a sign operation, and a quick and smooth game can be expected.
- the signature confirmation screen display means 41 has a function of causing the touch panel unit 3 to display a signature confirmation screen for confirming the signature operation during the game. During the period in which the sign confirmation screen is displayed, the progress of the game is temporarily stopped.
- Examples of the sign confirmation screen include the screen examples of FIGS. 11B and 11C. These screens are the same screens as those for custom signature setting that the above-described custom sign setting means 37 displays on the touch panel unit 3.
- a signature sekunder, bunt, end run, squeeze, etc.
- the screen transitions to the screen of FIG. 11C and the sign operation procedure corresponding to the selected signature (selection order of selectable parts) Is displayed).
- the screen of FIG. 11C shows an example in which the right shoulder, left shoulder and belt of the director character are lit, and selection order arrows are displayed so that the order of right shoulder ⁇ left shoulder ⁇ belt can be understood.
- the control unit 10 may detect the shake action and display a sign confirmation screen as shown in FIG. 11B.
- a sign confirmation button displayed in a predetermined area on the game screen, a physical button provided on the main body 2 of the game apparatus 1, or a predetermined button of a controller provided separately from the game apparatus 1 is operated.
- a signature confirmation screen may be displayed.
- the control unit 10 detects the shake action and returns to the original game screen when the player performs an operation (shake action) to shake the game apparatus 1 again.
- the predetermined operation after confirming the sign makes a direct transition to the sign operation screen of FIG. 9B.
- the player may be allowed to perform a sign operation immediately.
- the sign error notification means 42 shown in FIG. 6 notifies the player of a sign operation error when it is determined that the player has made a sign operation error.
- the notification operation by the sign error notification means 42 includes display control that causes the director character to feel that the director character is in trouble. May be.
- various notification operations such as notification by voice such as "Sign operation error", notification by a predetermined warning sound (buzzer sound, etc.), and notification by vibration in the case of the game apparatus 1 having a vibration function. Can also be adopted.
- one aspect of the sign operation mistake is that the player performs the sign operation in the order of selection of selectable parts that are not stored in the sign storage means 35.
- the sign error notifying means 42 determines that the sign operation error has occurred, and performs the above notification operation to notify the player of the sign error.
- Another aspect of the sign operation mistake is that when the sign operation is performed in the selection order of the selectable parts stored in the sign storage means 35, the sign specified by the sign operation is determined from the current game situation.
- This is a case of a sign that cannot be used. For example, this corresponds to a case where a player performs a stealing sign operation in a game situation in which no runner character is in the cage.
- a situation table shown in FIG. 7 is provided.
- the situation table shown in FIG. 7 is information stored in a predetermined storage area of the storage device by the situation table storage means 43 shown in FIG.
- identification information (sign IDb) for uniquely identifying the signature, a runner flag, and a 3-runner runner flag are stored in association with the sign as the instruction content.
- the runner flag is a condition designating flag that requires the presence of a runner character in any of the first to third bases, and is a sign that the runner flag is set to “1” (see FIG. 7).
- “hit end run, stealing, check” indicates that a sign operation error occurs even if the sign is issued when no runner character appears in any of the traps.
- the 3rd base runner flag is a condition designation flag that makes it necessary to have a runner character in 3rd base, and the sign that the runner flag is set to “1” (squeeze in the example of FIG. 7). For, the sign operation error occurs even if the sign is issued when no runner character appears at the third base. It should be noted that no condition is specified for the sign of the runner flag and the 3rd runner flag being “0”.
- the game situation determination unit 44 shown in FIG. 6 includes the current game situation stored in the game situation storage unit 50a of the game progression means 50 and the situation table shown in FIG. 7 stored in the situation table storage unit 43. Based on this, it is determined whether or not the sign specified by the sign specifying means 36 can be used in the current game situation.
- the game situation determination unit 44 determines that the signature cannot be used in the current game situation
- information indicating that the game situation determination unit 44 cannot be used is supplied to the signature error notification unit 42.
- the sign error notification means 42 receives information indicating that the use is not possible from the game situation determination means 44
- the sign error notification means 42 determines that there is a sign operation error and performs the above-described notification operation to notify the player of the sign error.
- the sign error notification means 42 displays on the screen a message such as “The sign of stealing cannot be used when there is no runner” so that the player can know the specific contents of the sign operation error. May be notified.
- the game apparatus 1 also includes image storage means (not shown) that stores various image data (for example, a bat object, a ball object, a baseball field background image, etc.) necessary for realizing the baseball game.
- image storage means that stores various image data (for example, a bat object, a ball object, a baseball field background image, etc.) necessary for realizing the baseball game.
- image data for example, a bat object, a ball object, a baseball field background image, etc.
- image data created in advance by projecting a virtual three-dimensional model created in advance in a virtual three-dimensional space from a predetermined viewpoint can be employed.
- the game program When the start button of the baseball game is pressed in the game apparatus 1, the game program is loaded and stored in the RAM 13 from the auxiliary storage device 20 such as a hard disk drive storing the game program (S1). At this time, various basic game data necessary for executing the baseball game are also loaded and stored in the RAM 13 from the ROM 12 or the auxiliary storage device 20 (S1). As a result, the game program and the basic game data are recognized by the CPU 11 of the game apparatus 1.
- basic game data data relating to various images for a three-dimensional game space (for example, image data of a game stadium, image data of each player character, image data of various objects, etc.) and a three-dimensional game This includes position coordinate data for arranging data related to various space images in the three-dimensional game space.
- the CPU 11 of the game apparatus 1 executes a game program based on the basic game data stored in the RAM 13 (S2).
- a game program based on the basic game data stored in the RAM 13 (S2).
- an initial screen as shown in FIG. 11A is displayed on the touch panel unit 3, and various settings for executing the baseball game are possible.
- the game apparatus 1 includes, for example, a battle mode in which a specific team is selected from 12 teams (or 30 teams in the case of a game for the major leagues) and enjoys a one-game match against a computer.
- Each play mode includes a manager mode (simulation mode) in which a player collects player characters, forms his team, and plays a baseball game as a manager, and the player performs operations such as hitting and throwing each player character.
- a manager mode stimulation mode
- the mode can be selected according to the preference of the player.
- a sign practice mode button 104 is a button for selecting a sign practice mode in which the player practices sign operation. In the sign practice mode, if the sign operation can be performed accurately and quickly, a high score can be obtained, and the player can effectively learn the sign operation while having fun before starting the game of the baseball game.
- the option button 105 is a button for calling an option setting screen (not shown), and on the option setting screen, various settings such as the change of the number of selectable parts and the setting of key parts described above can be performed.
- the custom sign button 106 is a button for calling a screen for performing the original sign setting by the custom sign setting means 37 described above.
- the custom sign button 106 is selected (YES in S3 of FIG. 8)
- the custom sign setting is performed.
- the process proceeds (S4). Details of the custom signature setting process will be described later.
- the player performs various operations as a manager while performing an operation of signing and giving instructions to each player character via the manager character.
- the runner character is advanced by the sign of theft, or the batter character is sent to the bunt by the sign of the bunt to advance the runner character.
- a sign activation process is executed (S8). Details of the sign operation by the player during the game and details of the sign activation process (S8) will be described later.
- the game progression means 50 is automatically controlled by the CPU 11 based on the AI (Artificial Intelligence) program.
- the game proceeds by executing various events such as (S9).
- the game progress means 50 progresses the game by reflecting the sign (instruction) on the game. For example, when a hit end run sign is activated (hit end run command is executed), the game progression means 50 controls the batter character to perform a batting action and the runner character to perform a stroking action. .
- the CPU 11 determines whether or not the current play mode is finished (S10), and a loop process is repeated that repeats S7 to S10 until the play mode is finished.
- S10 current play mode ends
- a screen not shown
- the CPU 11 executes a process for ending the baseball game, and the game result is stored in a non-volatile recording medium (auxiliary storage device 20) such as a hard disk. Saved (S12).
- the initial screen is displayed and the process proceeds to S3.
- FIG. 9A shows an example of a game screen during a game.
- a batter character 81, a pitcher character 82, a runner character 83, and the like are displayed on the game screen.
- the game progression means 50 determines the pitching course and the pitch type of the pitcher character 82 by automatic control by the CPU 11 based on the AI program, causes the pitcher character 82 to perform the pitching action, and according to the determined pitching course and the pitch type.
- the ball object is moved and displayed in the trajectory.
- the game progression means 50 causes the batter character 81 to perform a batting action by swinging the bat object at a predetermined timing, and when the ball object and the bat object overlap, the direction and strength of the hit ball according to the overlapping manner.
- the ball is moved and displayed in a trajectory according to the determined direction and strength.
- the game progress means 50 causes the runner character 83 to strike in a situation such as when the batter character 81 hits.
- the 9A also displays a runner display area 84, a batter profile display area 85, a pitcher profile display area 86, a game situation display field 87, a TIME button 88, and the like.
- the runner display area 84 is a predetermined display area in which the runner character 83 is displayed when the runner character 83 comes out.
- the batter profile display area 85 is an area for displaying a profile such as the spine number, name, batting ratio, home run number of hits, and hit points of the batter character 81 currently standing at the batting order, and is displayed at the bottom of the screen, for example.
- the pitcher profile display area 86 is an area for displaying a profile such as the name, defense rate, and strikeout number of the pitcher character 82 currently standing on the mound, and is displayed at the top of the screen, for example.
- the game situation display field 87 is an area for displaying the game situation such as the current inning, the scores of both teams, and the ball count, and is displayed on the upper right of the screen, for example.
- the player When the player wants to give a sign during the match, the player double taps an arbitrary position on the game screen of FIG. 9A, for example. Then, the subroutine of the sign activation process shown in FIG. 10 is started, the game progress is paused (S21), and for example, the supervisor character 70 is displayed on the game screen as shown in FIG. 9B (S22).
- the director character 70 In the screen of FIG. 9B, the director character 70 is synthesized and displayed on the front surface of the game screen as a background.
- This composite display can be realized by, for example, ⁇ blending the image of the game screen at the time of double tapping and the image of the director character 70 with a coefficient ( ⁇ value).
- the supervisor character 70 can be made opaque or semi-transparent superimposed according to the ⁇ value, but here the supervisor character 70 is made opaque.
- the screen display of the supervisor character 70 is executed by the supervisor character display means 31 of FIG.
- the selectable part setting means 32 sets a plurality of predetermined areas in the supervisor character 70 displayed on the screen as selectable parts based on, for example, the table of FIG. 4 (S23).
- the screen example of FIG. 9B shows an example in which each part of the head 71, the right shoulder 72, the left shoulder 73, the right hand 74, the left hand 75, the chest 76, and the belt 77 is set as a selectable part.
- each selectable part 71 to 77 such as the head 71 and the right shoulder 72 is indicated by a broken line, but the broken line is not displayed on the actual screen.
- the predetermined area in the supervisor character 70 is determined in advance as selectable parts 71 to 77, and the player recognizes this, so the selectable parts 71 to 77 are purposely distinguished from other parts on the screen. This is because the necessity of displaying is low.
- the selectable parts 71 to 77 of the supervisor character 70 can be displayed separately from other parts.
- a cancel button 90 is also displayed on the screen of FIG. 9B.
- the cancel button 90 is a button for canceling the sign operation.
- the manager character 70 disappears from the screen without the sign being activated, and the game is resumed. .
- selection operation time counting means 39 shown in FIG. 6 starts timing from when the supervisor character 70 is displayed on the screen in order to time the sign operation time (selection operation time).
- the selection operation detection unit 33 detects this (in S24). YES), the fact that the selectable part has been selected is notified to the player by lighting up the selected part (S25).
- FIG. 9C shows an example in which the player first performs a selection operation (tap with a finger) on the head 71 among a plurality of selectable parts, and the display area of the head 71 is thereby turned on. Information that the head 71 has been selected is stored in the selection operation information storage unit 33a (S25).
- the sign management means 30 determines whether or not the time limit has elapsed (S26) and whether or not a series of selection operations (sign operation) has ended (S27). Repeated loop processing is executed.
- FIG. 9D shows a screen example in which the player selects the right shoulder 72 following the head 71 (tap with a finger).
- the display areas of the head 71 and the right shoulder 72 that have been selected are both lit, and the head 71 and the right shoulder 72 are displayed so that it can be seen that the selection has been made in the order of the head 71 ⁇ the right shoulder 72.
- An ordering arrow is also displayed in between.
- the display indicating the order of site selection may be an effect display in which a light band flows in one direction from the head 71 to the right shoulder 72, for example, instead of the arrow display.
- FIG. 9E shows a screen example in which the player selects and operates the left shoulder 73 after the right shoulder 72.
- the display areas of the head 71, the right shoulder 72, and the left shoulder 73 that have been selected are turned on, and the head 71 is selected so that the selection is made in the order of the head 71 ⁇ the right shoulder 72 ⁇ the left shoulder 73.
- the right shoulder 72, and between the right shoulder 72 and the left shoulder 73, arrows indicating the order are displayed.
- the selection order is notified to the player by color coding such that the first selected part is red, the second selected part is blue, and the third selected part is yellow. May be.
- numbers and symbols indicating the order of “1”, “2”, “3” or “A”, “B”, “C”, etc. are superimposed on each selectable part that has been selected. By doing so, the selection order may be notified to the player.
- a correction button 91 is also displayed on the screens of FIGS. 9C and 9D, and each time the correction button 91 is pressed, the previous selection operation can be canceled and corrected.
- the correction button 91 for example, when the game apparatus 1 includes an acceleration sensor, when the player performs an operation (shake action) to shake the game apparatus 1, the control unit 10 performs the shake action. It may be detected so that the previous selection operation can be canceled and corrected.
- the above-described series of selection operations must be performed within the time limit from when the director character 70 is displayed on the screen, and if the time limit has elapsed before completing all the sign operations. If it has been lost (YES in S26 of FIG. 10), the signing operations performed so far are invalid (S28). In this case, the manager character 70 disappears from the screen (S32), returns to the game screen of FIG. 9A, and the game is resumed without the sign being activated.
- the signature identification process is performed by the signature identification means 36 (S29).
- the selection operation is performed in the order of the head 71 ⁇ the right shoulder 72 ⁇ the left shoulder 73 of the director character 70.
- the sign specifying unit 36 determines “hit end run” based on the relation information table shown in FIG. ”Sign.
- the signature management means 30 determines the validity of the signature (S30).
- the sign specified by the sign specifying means 36 is effective in view of the game situation such as the presence or absence of a runner character (YES in S30)
- the game progress means 50 activates the sign to make the sign into the game. Reflect (S31).
- the manager character 70 is erased from the screen (S32), and the game is resumed with the signature activated.
- an effect display that displays a message such as “hit end run activation” on the screen for a predetermined time (for example, 2 to 3 seconds) is performed, and the validity of the signature is displayed by the player. It is made visible.
- a predetermined time for example, 2 to 3 seconds
- an operation in which the director character 70 hits both hands in the screen may be shown so that the player can visually recognize that the sign has been activated effectively.
- the sign action display means 38 instead of the message display of FIG. 9G, directs the sign action of the director character 70 corresponding to a series of sign operations (head 71 ⁇ right shoulder 72 ⁇ left shoulder 73). The action of the character 70 moving the hand) may be displayed on the screen as a moving image so that the player can recognize the fact that the sign has been activated effectively.
- the sign identification unit 36 cannot identify the signature in S29, and it is determined that the signature is not valid. (NO in S30).
- the signature error notification means 42 notifies the player of the signature operation error by displaying a message indicating that the signature operation error has occurred on the screen (S33).
- the selection operation information stored in the selection operation information storage unit 33a is initialized (S34), and the screen transitions to the screen of FIG. 9B so that the sign operation can be performed again from the beginning, and the process returns to S24.
- the left hand 75 of the director character 70 is finally double-tapped so that the CPU 11 can determine the end timing of a series of sign operations.
- the CPU 11 may determine the end timing by pressing a button.
- the sign specifying process is performed when the selection operation of all selectable parts constituting the sign is completed without performing a special operation indicating the end of the operation at the end of the series of sign operations. You can also make a sign be activated.
- the CPU 11 may determine that the series of signing operations is finished (at the time when one part is selected and operated), and then immediately perform the sign specifying process.
- the sign corresponding to the sign operation is displayed in the relation information table in FIG. It is also possible to adopt a configuration in which the signature identification means 36 determines whether the signature exists, and the signature identification process is completed when the corresponding signature is found. In this case, the end determination of a series of sign operations and the completion of the sign identification process are simultaneous.
- FIGS. 9A to 9G an example of selecting and operating three different parts in the order of the head 71 ⁇ the right shoulder 72 ⁇ the left shoulder 73 is shown. Operation is also possible.
- a sign operation for selecting the head twice such as head ⁇ belt ⁇ head
- the order of selection of head ⁇ belt ⁇ head corresponds to the sign of “Buster” in the relationship information table of FIG.
- the same part can also be selected several times continuously.
- a sign operation such as selecting the head twice in succession such as head ⁇ head ⁇ chest is also possible.
- the order of selection of head ⁇ head ⁇ chest corresponds to the “check” sign in the relationship information table of FIG.
- the player can select and select various selectable portions of the director character displayed on the screen, and can issue various signs corresponding to the selection order. Can be realized in a baseball game. Therefore, the player can enjoy the baseball game with the feeling that the sign operation itself is interesting and the feeling of being a manager. Further, in the present embodiment, various signs can be activated in a state where the processing load is suppressed to a low level as compared with the conventional configuration (the configurations of Patent Documents 1 to 4). That is, conventionally, complicated processing such as image recognition of the trajectory shape as described above is required, and blurring of the trajectory drawing by the player has to be taken into consideration, and the load on the processing unit (CPU or the like) is large.
- selectable parts of the manager character are predetermined in predetermined areas such as the head, both shoulders, and both hands, and the sign can be easily specified only from the selection order.
- the identification of the sign it is important whether or not a predetermined selectable part has been selected, and there is no need to consider the hand-drawing motion of the trajectory as in the past.
- the processing load of CPU can be suppressed lower than before.
- the selectable parts of the supervisor character are predetermined in predetermined areas such as the head, both shoulders, and both hands, the supervisor character on the screen is within a range that does not hinder the player from selecting and operating the selectable part. It is also possible to operate.
- the display is not limited to an effect display in which the screen is fixed during the sign operation via the director character and the game performance is impaired, and various images are displayed during the sign operation. Display is possible.
- the game apparatus 1 can perform a sensible input operation such as a block sign without impairing the degree of freedom of image production while suppressing the processing load. realizable.
- FIG. 11A to FIG. 11G and the flowchart of FIG. This will be described below with reference.
- the sign selection screen display unit 37a displays, for example, the sign selection screen shown in FIG. 11B on the touch panel unit 3 (S41).
- sign selection buttons such as theft 111, the bunt 112, the end run (hit end run) 113, the squeeze 114, etc. are displayed, and the player can select a sign that the player wants to set according to his / her preference.
- the signature item not displayed on the screen can be displayed by, for example, operating a scroll bar (not shown) or by dragging the finger touching the screen.
- the BACK button 93 displayed on the sign selection screen is selected (S42)
- the process returns to the initial screen shown in FIG. 11A and ends the custom sign setting process.
- the sign operation setting screen display unit 37b displays, for example, the sign operation setting screen shown in FIG. 11C on the touch panel unit 3 (S45).
- a supervisor character 70 ′ having a plurality of settable areas 71 ′ to 77 ′ corresponding to a plurality of selectable parts (parts 71 to 77 in FIG. 9B) is displayed. .
- the image of the director character 70 ′ displayed on the sign operation setting screen in FIG. 11C can be the same (same) as the image of the director character 70 displayed on the sign operation screen in FIG. 9B.
- the images 70 and 70 ' may be different.
- the selectable portions 71 to 77 of the supervisor character 70 are not in a display state that distinguishes them from other portions.
- settable regions 71 ′ to 77 are not displayed.
- selectable parts 71 to 77 are set to other screens. While it is preferable to display the director character 70 in a natural state without distinction from the part, the screen of FIG. 11C is a screen for setting a sign operation to the last, and thus priority is given to ease of setting operation by the player. Thus, a clear display state of the settable areas 71 ′ to 77 ′ is to be ensured.
- the signature operation procedure currently set for the signature selected on the signature selection screen is displayed.
- a default sign operation order is set in the game device 1 in advance, and the default sign operation order is displayed even when the player has never set a custom sign.
- the sign operation procedure is displayed on the sign operation setting screen in the same display state as the sign operation screen of FIG. 9E. That is, in the screen example of FIG. 11C, each part of the right shoulder 72 ′, the left shoulder 73 ′, and the belt 77 ′ is lit, and an arrow indicating the order of the selection operation is displayed between the parts.
- the sign operation procedure of “ ⁇ left shoulder ⁇ belt” is clearly and easily visible to the player on the screen.
- a sign item display area 120 for displaying the selected sign item, and an edit button 94, a BACK button 95, and a default button 96 are also displayed.
- the edit button 94 is a button for editing the currently set sign operation.
- the BACK button 95 is a button for returning to the previous screen (FIG. 11B).
- the default button 96 is a button for calling a preset default sign operation procedure on the screen. When the default button 96 is selected, the default sign operation procedure is replaced with the currently set sign operation procedure. Is displayed. When the current setting is default, the default button 96 may be displayed in a state where it cannot be selected (gray display with reduced brightness).
- a plurality of sign operation procedures for example, three levels of simple, normal, and complex sign operation procedures
- the player determines the default sign operation procedure.
- the sign operation procedure it is possible to select a default sign operation procedure according to the level of mastering the sign operation.
- the screen shifts to the sign operation setting screen of FIG. 11D.
- the sign operation procedure display on the previous screen disappears, and the player can newly set the signature operation procedure as an original.
- the custom sign setting means 37 determines whether or not the settable areas 71 'to 77' of the supervisor character 70 'have been selected by the player (S48).
- the custom sign setting means 37 temporarily stores information on the selection operation as information on the sign operation procedure in a storage device such as the RAM 13 every time any one of the settable areas 71 ′ to 77 ′ is selected. S49).
- the screen in FIG. 11E illustrates a state in which each part is selected and operated by the player in the order of the head 71 ′ ⁇ the left shoulder 73 ′ ⁇ the right shoulder 72 ′ on the sign operation setting screen.
- the head 71 ′, the left shoulder 73 ′, Each part of the right shoulder 72 ′ is lit, and an arrow indicating the order of the selection operation is displayed between the parts.
- a registration button 97 and a correction button 98 are also displayed on the sign operation setting screen of FIGS. 11D and 11E.
- the registration button 97 is a button for registering the sign operation after a series of sign operation procedure inputs.
- the correction button 98 is a button for correcting the selection operation of the settable areas 71 'to 77'. Each time this button is pressed, the selection operation so far can be canceled one by one.
- the screen transitions to the confirmation screen of FIG. 11F (S51).
- a YES button 99a and a NO button 99b are also displayed on this confirmation screen.
- the confirmation screen of FIG. A warning message such as “Registered as a signature” is displayed to prevent duplicate registration.
- Relationship information stored in the sign storage means 35 shows a correspondence relationship with information on the sign operation procedure selected on the setting screen (information on the operation order for the plurality of settable areas 71 ′ to 77 ′).
- update information As update information (S53).
- the screen transitions to the screen of FIG. 11G, and after a message such as “Custom signature has been registered” is displayed on the screen for a predetermined time (for example, 2 to 3 seconds), the screen returns to the signature selection screen shown in FIG. 11B.
- a sign item is first selected on the sign selection screen, and then a sign operation procedure corresponding to the sign item is set on the sign operation setting screen.
- a sign operation procedure may be set, and then a sign item corresponding to the sign operation procedure may be selected on the sign selection screen.
- the player can customize the signature (sign operation procedure) according to his / her preference, a highly entertaining game that does not get bored with a fixed signature can be realized. For example, the player can also enjoy the director mode by customizing the signature for each game.
- the player can change the complexity of the sign operation by increasing or decreasing the number of parts constituting the sign in the above-described custom sign setting. That is, instead of determining the sign according to the selection order of the three parts as described above, if the sign is determined according to the selection order of the two parts (for example, if it is a sign of a bunt from the head to the right shoulder) The sign operation can be simplified (simplified).
- the sign operation can be complicated.
- the complexity of the sign operation can be adjusted according to the proficiency level of the sign operation of the player, it is possible to enjoy the sign play of the baseball game from the beginner to the advanced level.
- the sign management unit 30 of the game apparatus 1 further includes a complexity determination unit 45.
- the game apparatus 1 further includes a strategy success rate determination means 46. Each of these means 45 and 46 is realized when the control unit 10 executes a game program.
- the complexity determining means 45 has a function of determining the complexity of a sign operation (a series of selectable part selection operations) corresponding to the sign (instruction content) specified by the sign specifying means 36. As described above, the complexity of the sign operation varies depending on, for example, the number of selectable parts constituting the sign, and the complexity determining means 45 evaluates and determines this complexity. Details of the complexity determination by the complexity determination means 45 will be described later.
- the strategy success rate determination means 46 the shorter the sign operation time (time required for a series of selection operations of selectable parts) by the player for the sign specified by the sign specifying means 36, the in-game strategy corresponding to the sign.
- the strategy success rate is determined so that the success rate of the project is high. For example, when a player performs a sign operation for giving a sign of a hit end run, which is specified by the sign specifying means 36 and activated by the game progress means 50, the strategy corresponding to the sign becomes more rapid as the player performs the sign operation more quickly. The probability of a successful hit end run is increased.
- the sign operation time by the player is timed by the selection operation time counting means 39 described above, and the strategy success rate determination means 46 determines the strategy success rate based on the time measured by the selection operation time timing means 39.
- the operation success rate determination means 46 is such that the success rate of the in-game operation corresponding to the sign increases as the complexity of the sign operation by the player for the sign specified by the sign specifying means 36 increases. Determine the rate.
- the complexity of the sign operation by the player is determined by the complexity determining means 45 described above, and the operation success rate determining means 46 determines the operation success rate based on the complexity determined by the complexity determining means 45.
- the operation success rate determination means 46 determines the operation success rate by using either the quickness of the sign operation by the player (sign operation time) and / or the complexity as a factor.
- the game progress means 50 reflects the strategy success rate determined by the strategy success rate determination means 46 in the game. Details of the strategy success rate determination by the strategy success rate determination means 46 will be described later.
- the game apparatus 1 has a configuration in which the complexity of the sign operation can be varied.
- a selectable part head or the like
- the sign operation is different between touching the head with the right hand of the director character and touching the head with the left hand, the complexity of the sign operation is considerably higher than when the right and left hands of the director character are not used properly.
- the complexity for the sign operation determined by the complexity determining means 45 is “C”
- the number of selectable parts constituting the sign is “p”
- effective selectable parts in the supervisor character Is “q”
- the parameter determined by the presence / absence of key portion setting is “r”
- the parameter determined by the presence / absence of proper use of the right and left hands of the director character is “s”
- C f (p, q, r, s) (1)
- p, q, r, s f (p, q, r, s) (1)
- all these parameters may be used, or any of these parameters may be combined. That is, when determining the complexity C, at least one of these parameters may be used. Further, other parameters that affect the complexity of the signing operation can be combined.
- the complexity C can be calculated using at least one parameter of p, q, r, and s.
- the seven selectable parts of the head, both shoulders, both hands, chest, and belt are effective, and there is no setting of the key part or the right and left hands, and "head ⁇ left shoulder ⁇ right shoulder"
- nine selectable parts such as the head, both shoulders, both hands, chest, belt, ear, and chin are effective, and there are key part setting and right and left hand use properly.
- the sign of a hit end run is issued by four sign operations of “ ⁇ left shoulder (right hand) ⁇ belt (left hand) ⁇ chin (left hand)”
- the complexity determining means 45 may calculate the complexity C of the sign operation in real time every time the player performs a sign operation, but the sign operation corresponding to each sign is set in advance before the game. Therefore, the result data obtained by calculating the complexity of the sign operation corresponding to each sign is stored in advance in storage means (auxiliary storage device 20, RAM 13, etc.), and the result of the calculation when the sign operation is performed by the player. The data may be read to determine the complexity of the sign operation.
- the operation success rate determination means 46 when a hit end run sign is activated, the batter character hits the ball object thrown by the pitcher character to become a hit, and whether or not the strategy (hit end run) is successful depends on the batter character's ability value (meet power, etc.) And the ability value of the pitcher character are affected. That is, when the ability value of the pitcher character exceeds the ability value of the batter character, the probability of hitting is suppressed low, while when the ability value of the batter character exceeds the ability value of the pitcher character, the probability of hitting Will be higher.
- the operation success rate usually varies depending on the ability value of the target player character, but in the present embodiment, the speed of the sign operation by the player (sign operation time) or the complexity of the sign operation is further increased. Either one or both of these factors is taken into account as a factor, and the operation success rate determination means 46 determines the operation success rate.
- the operation success rate W is the operation success rate based on the ability value U of the target player character, W 0 (U), and the operation success rate W 0 (U) is corrected based on the sign operation time T.
- W 2 (C) (6)
- W 0 (U) W 0 (U A , U B ) Represented as:
- W 0 (U) U A / (U A + 2 ⁇ U B ) (7) It can be.
- the ability values U A and U B of each character are used by reading out the ability values stored in the player character information storage unit 26.
- the ability U A of the batter character is determined with the right arm or the left arm pitcher. corrected in consideration of such compatibility and competition for each of the success or failure state, for the ability U B of the pitcher character is corrected in consideration of such compatibility and competition for each of the success or failure status of the right batter or left batter Also good.
- W 1 (T) 45 / (40 + T) (8) It can be.
- W 2 (C) (900 + C) / 1000 ⁇ (9) It can be.
- the operation success rate W 0 (U) 0.333 based on the ability value U of the player character
- the operation success rate determining means 46 measures the time by the selection operation time measuring means 39.
- the sign operation time by the played player is acquired (S61).
- the complexity determining means 45 determines the complexity of the sign operation by the player based on the above equation (4) (S62).
- the strategy success rate determining means 46 determines the success rate of the strategy corresponding to the sign specified by the sign specifying means 36 based on the sign operation time and the sign operation complexity by the player (S63).
- the operation success rate determining means 46 based on the above formulas (6) to (9), the strategy success rate increases as the sign operation time is shorter, and the operation success rate increases as the complexity of the sign operation increases. Determine the strategy success rate so that the rate is high.
- the flowchart of FIG. 14 shows an example in which the operation success rate determination means 46 determines the operation success rate based on both the sign operation time and the complexity of the sign operation. Based on either one of these, The strategy success rate may be determined.
- the game progress means 50 activates the sign and reflects the sign in the game, and also reflects the strategy success rate determined by the strategy success rate determination means 46 in the game (S64). For example, when the operation success rate determination unit 46 determines the operation success rate, the game progress unit 50 generates a random number and determines whether or not the operation is successful based on the acquired random number value. At this time, the random value that is regarded as a successful operation within the range (minimum value to the maximum value) that can be acquired as a random value matches the operation success rate (probability) determined by the operation success rate determining means 46. It is set so that the strategy success rate is faithfully reflected in the game. A general pseudo-random number generation algorithm can be used to generate this random number.
- the game progress means 50 which determined the success or failure of the strategy, for example, when it is determined that the strategy of the hit end run is successful, causes the runner character to perform a scouting action and also hits the batter character as a hit.
- the hitting action is performed as follows.
- the ball trajectory or the like of the ball object accompanying the hitting operation is determined based on the AI program.
- the game progression means 50 determines that the operation of the hit end run is not successful, for example, the game progression means 50 performs a striking action on the runner character and performs a hitting action that does not hit the batter character. Make it.
- the success rate of the operation corresponding to the series of sign operations is determined and determined based on the time and / or complexity of the series of sign operations via the manager character.
- the strategy success rate is reflected in the game.
- an unprecedented interesting game element in which the time and / or complexity of the sign operation is reflected in the strategy success rate is added, and the game performance can be improved.
- the shorter the sign operation time the higher the success rate of the operation. Therefore, the player is motivated to perform a quick sign operation, and the game delay due to the sign operation is suppressed, and smooth game progress is expected.
- the game apparatus 1 (1A, 1B) of the present embodiment has a data communication function by the communication control unit 21 (see FIG. 2), and a plurality of players battle each other while performing data communication between the plurality of game apparatuses.
- the battle game to be performed can be executed. Note that although the basic configuration of each game device that performs the battle is the same, for convenience, the two game devices that perform the battle are distinguished from each other by attaching different member numbers of the game device 1A and the game device 1B. To do.
- FIG. 15A in the form of the communication battle, two game apparatuses 1A and 1B are communicably connected via the Internet 60 as a communication network, and the player A who operates the game apparatus 1A and the game
- Internet battle communication network battle
- a player B who operates the device 1B plays a network battle game (baseball game or the like).
- FIG. 15B there is a form of direct communication in which two game apparatuses 1A and 1B are connected so as to be directly communicable without using the Internet or the like.
- each player who wants to play a network battle game connects his game device 1A, 1B,... To the Internet 60 to access the server device 61, and enters his network game system into his game device. Incorporates 1A, 1B,.
- the server device 61 has a login authentication function, a matching function, a battle management function, and the like.
- the login authentication function means that when each player who wishes to participate in a network game operates each game device 1A, 1B to log in to the server device 61, the player determines whether or not each player has a game participation qualification.
- This function performs authentication. For example, in the case of a game of membership system online service, the server device 61 performs member authentication.
- the matching function is a function for determining a combination of opponents from a plurality of game devices 1A, 1B,.
- the battle management function is a function for managing the communication state of both game devices 1A and 1B when the battle game is being executed between the game devices 1A and 1B until the battle game is completed.
- a device ID for uniquely identifying each game device is assigned to each game device 1A, 1B. Furthermore, each player who operates each game device 1A, 1B is given a player ID for identifying each player. And the server apparatus 61 manages the information regarding each game apparatus 1A, 1B and each player based on these identification information (apparatus ID and player ID), and performs the above-mentioned login authentication, matching, battle management, etc. It has become.
- the communication network is not limited to the Internet 60.
- a dedicated line, a public line, or a LAN can be used as long as the game apparatuses 1A, 1B,. Etc., or a combination of these.
- a player who wants to play a battle game directly connects his / her game device 1A to the opponent game device 1B.
- this direct communication method for example, various wireless communication methods such as Bluetooth (registered trademark), wireless LAN, UWB (Ultra Wide Band) are applicable.
- a wireless communication battle in an ad hoc mode in which the game apparatuses 1A and 1B directly perform wireless communication without using a wireless LAN access point is also possible.
- a wired communication system via a communication cable is also applicable.
- Game devices 1A and 1B have a function that allows players to see each other's sign on the screen of their own game device when the players play a battle game in the manager mode. .
- the sign given by the manager (or coach) during the game can be seen not only by the player of the own team but also by the manager or player of the opponent team. Because the sign is seen by the other team's manager, etc., the instructions that cannot be spoken are transmitted to the players of the own team in the form of a block sign.
- the game apparatus 1A, 1B according to the present embodiment can realize such a real-world baseball game situation in which the opponent's sign can be seen in a battle game between players in a short distance or a remote place. It is what. Thereby, in the director mode, an unprecedented interesting game element of taking a strategy by seeing the sign of the opponent is added, and the game performance can be improved.
- game devices 1A and 1B of the present embodiment have not only the same configuration and function as game device 1 shown in FIGS. 1 to 14, but also as shown in FIG. Furthermore, the other party supervisor character information storage part 28 (partner side instruction character information storage part), the transmission means 47, the reception means 48, and the other party supervisor character display means 49 (partner side instruction character display means) are further provided. These components 28, 47, and 48 are realized by the control unit 10 of FIG. 2 executing a game program.
- the opponent manager character information storage unit 28 is provided in the character management means 25 and is associated with identification information (character ID) for uniquely identifying the opponent manager character, and the opponent manager character such as image information and profile information of the opponent manager character. Information is stored in a storage area of a nonvolatile storage medium (such as the auxiliary storage device 20). Further, the manager character information storage unit 27 temporarily stores the opponent manager character information in the work area of the main memory (RAM 13) as necessary during the game.
- identification information character ID
- the opponent manager character such as image information and profile information of the opponent manager character.
- Information is stored in a storage area of a nonvolatile storage medium (such as the auxiliary storage device 20). Further, the manager character information storage unit 27 temporarily stores the opponent manager character information in the work area of the main memory (RAM 13) as necessary during the game.
- the transmission unit 47 displays selection operation information indicating the contents of the selection operation as the opponent game apparatus 1B (or 1A). ).
- the selection operation detecting unit 33 detects this, and the selection operation information indicating the content of the selection operation is displayed in the selection operation information storage unit. 33a. Then, the transmission means 47 reads out the selection operation information stored in the selection operation information storage unit 33a and transmits it to the opponent game device.
- the selection operation information can be sequentially transmitted each time the player can select a selectable portion of the supervisor character.
- a series of selection operation information can be transmitted together.
- the player since the player may correct the selection of selectable parts during the sign operation or cancel the sign operation itself, it is possible to send a series of selection operation information after the sign is specified. However, it is desirable because transmission / reception of useless data can be avoided.
- the receiving means 48 has a function of receiving the opponent selection operation information transmitted from the opponent game device 1A (or 1B).
- the opponent selection operation information received by the receiving means 48 is supplied to the opponent manager character display means 49.
- the transmission unit 47 and the reception unit 48 described above are realized by controlling the operation of the communication control unit 21 by the control unit 10 of FIG.
- the opponent manager character display means 49 displays the opponent manager character on the screen in a display state corresponding to the opponent selection operation information received by the receiver means 48. For example, when receiving the selection operation information of the opponent, the opponent manager character display means 49 reads out the opponent manager character image data from the opponent manager character information storage unit 28 and causes the opponent manager character to appear on the screen, and The sign operation according to the sign operation of the opponent player is displayed as a moving image by moving the hand of the opponent supervisor character based on the opponent selection operation information. Alternatively, the opponent supervisor character display means 49 turns on the display state similar to the screen shown in FIG. 9E, for example, each display area of the selected part (head, right shoulder and left shoulder in the example of FIG. 9E), The sign operation of the opponent supervisor character may be displayed on the screen in a display state in which an arrow indicating the selection order is displayed between the parts.
- the opponent manager character display means 49 displays the sign operation of the opponent manager character on the screen as described above to make the player visually recognize the sign issued by the opponent, and then deletes the opponent manager character from the screen. It has become.
- the opponent manager character display unit 49 displays the opponent manager character's sign operation on the screen for a predetermined time (for example, 1 to 10 seconds), and then deletes the opponent manager character from the screen.
- the opponent manager character display means 49 can change the time for displaying the sign operation of the opponent manager character on the screen. For example, a configuration in which the time for displaying the sign operation of the opponent manager character is set shorter as the sign operation time of the opponent player is shorter can be considered. If the time for displaying the sign motion of the opponent manager character is short, the time for the player to think in order to see through the sign is also reduced. Therefore, the player is motivated to perform a quick sign operation so that the opponent cannot see through the sign, which contributes to smooth game progress in the manager mode.
- a configuration in which the sign operation display time of the opponent manager character displayed on the screen of the game device 1B is variable based on the sign operation time of the player A of the game device 1A can be realized by the following configuration. That is, when the transmission means 47 of the game apparatus 1A transmits the selection operation information to the opponent game apparatus 1B, the sign operation time information timed by the selection operation time counting means 39 may be transmitted together. When the receiving means 48 of the game apparatus 1B receives the opponent's selection operation information and sign operation time information, the opponent supervisor character display means 49 uses the sign operation time information to sign the opponent supervisor character. The display time may be determined (for example, the sign operation display time of the opponent supervisor character can be set to the same time as the sign operation time).
- the player A operates the game apparatus 1A to connect to the Internet 60, and requests the server apparatus 61 to participate in the network game (login) (S101).
- the player B operates the game apparatus 1B to make a participation request (login) to the server apparatus 61 (S201).
- the server apparatus 61 which received the participation request from each game device 1A, 1B receives participation in the network game of each game device 1A, 1B after performing login authentication (S301). Thereafter, the server device 61 performs matching for determining a combination of opponents from among a plurality of game devices (including the game devices 1A and 1B) requesting a battle (S302).
- the following description is continued on the assumption that the game apparatus 1A and the game apparatus 1B are matched by the server apparatus 61.
- Matched game devices 1A and 1B perform a battle against the Internet as follows: (1) a so-called P2P (Peer to Peer) method in which the game devices 1A and 1B directly battle each other and (2) a client There is a so-called client / server system in which the game devices 1 ⁇ / b> A and 1 ⁇ / b> B compete with each other via the server device 61. Although any type of match is possible, here, a network game is played by the former P2P method.
- P2P Peer to Peer
- the server device 61 notifies opponent information such as an IP (Internet Protocol) address to each of the matched game devices 1A and 1B (S303).
- opponent information such as an IP (Internet Protocol) address
- the game devices 1A and 1B respectively receive the opponent information from the server device 61 (S102 and S202)
- the game devices 1A and 1B can be connected to each other by P2P, and the game devices 1A and 1B are battled.
- the game is started (S103 and S203).
- both game devices 1A and 1B are playing a battle game
- the server device 61 manages the communication state of both game devices 1A and 1B until the battle game is over.
- the game apparatuses 1A and 1B intermittently transmit periodic data (heartbeat) to the server apparatus 61 while performing a battle game with a P2P connection, and the server apparatus 61 transmits the periodic data to the server apparatus 61. While receiving, it is determined that the game apparatuses 1A and 1B are playing the battle game without any problem.
- periodic data heartbeat
- the game progress means 50 of the game apparatuses 1A and 1B construct a common virtual game space while synchronizing with each other, and proceed with the game.
- the progress of the game is temporarily stopped during the sign operation period (S104).
- the progress of the game is also paused on the side of the game apparatus 1B synchronized with the game apparatus 1A (S204).
- the transmission means 47 of the game apparatus 1A reads selection operation information indicating the content of the sign operation from the selection operation information storage unit 33a.
- the data is transmitted to the game apparatus 1B (S105), and the receiving means 48 of the game apparatus 1B receives the selection operation information (S205).
- the sign operation display means 38 causes the supervisor character in the screen to perform a sign operation based on the selection operation information (S106).
- the sign action display means 38 displays a moving image in which a director character moves a hand on the screen and performs a real sign action.
- the opponent manager character display means 49 displays the opponent manager character on the screen, and the opponent manager character in the screen is displayed based on the opponent opponent selection operation information.
- the sign operation is performed (S206).
- the opponent manager character display means 49 displays a moving image in which the opponent manager character performs a real sign operation while moving the hand on the screen.
- the sign action display means 38 of the game apparatus 1A and the opponent manager character display means 49 of the game apparatus 1B display the sign action on the screen in synchronization with each other, so the screen of the game apparatus 1A and the game apparatus 1B are displayed. On this screen, substantially the same sign operation corresponding to the sign operation of the player A is displayed.
- the processes S208 to S211 performed by the game apparatus 1B are the same processes as S104 to S107 described above performed by the game apparatus 1A, and The processes S108 to S111 performed by the game apparatus 1A are the same processes as the above-described S204 to S207 performed by the game apparatus 1B.
- the players A and B give out signs as appropriate according to the game situation.
- the game devices 1A and 1B disconnect the P2P connection and notify the server device 61 of the game end (S112 and S212). By receiving the game end notification (S304), the battle management of the game apparatuses 1A and 1B is ended.
- the sign issued by the opponent player can be confirmed on the screen. That is, when one player performs a sign operation, the progress of the game is paused during the sign operation and the other player waits, but the game is resumed after the sign operation ends simply by waiting. Instead, you can see on the screen the sign that your opponent gave you before the game resumed. Therefore, it is possible to make a strategy by seeing the opponent's signature. For example, a defensive player who has determined that the attacking sign is “squeeze” is a “pitch out (defensive tactic to throw the batter's bat out of reach)” or “bunt to avoid squeezing. “Shift” sign operation can be performed.
- the attacking player can perform a signing operation of “waiting” or “buster” in addition to “squeeze” in a scene where there are three runners.
- a baseball game has been described as an example.
- the present invention can also be applied to other games in which a character in a virtual space is operated via an instruction character.
- a sports game such as a soccer game, an American football game, a basketball game, or a volleyball game
- the player character in the virtual space can be operated via an instruction character (director character or coach character).
- the invention can be suitably used in various sports games other than the baseball game.
- the present invention is preferably used. it can.
- the present invention can be applied to a battle game.
- a battle game in which a command team is formed to infiltrate and attack an enemy area, an instruction that cannot be spoken is given to a subordinate character in the virtual game space via a boss character (instruction character).
- the present invention can be preferably used.
- the present invention can also be applied to a game in which three or more players play a communication battle. .
- a battle game in which multiple command teams of 3 or more teams battle at the same time, and battles are played in the situation where all but the self team are enemies, and battles in which multiple command teams of 3 or more teams are divided into enemy teams.
- the present invention can also be suitably used when each player gives an instruction to a subordinate character via a boss character.
- the progress of the game is temporarily stopped during the sign operation by the player.
- the progress of the game can be continued during the sign operation.
- the sign may be activated without stopping.
- the game progress may be automatically delayed from the normal time in consideration of the time for the sign operation by the player.
- the supervisor character is superimposed on the game screen in a semi-transparent state so that the player can confirm the state of the game in progress through the semi-transparent supervisor character. It is desirable.
- a smartphone in which a game program is stored is described as an example of the game device.
- the present invention is not limited to this example. That is, a home video game apparatus configured by connecting a home video game machine to a home television, a portable game dedicated apparatus integrally configured with a monitor, a mobile phone or PHS capable of executing an application program (Personal Handy-phone System), a personal digital assistant (PDA) or a personal computer functioning as a game device by executing a game program, a tablet terminal, and the like can be applied in the same manner.
- PDA Personal digital assistant
- various computer-readable game programs according to the present embodiment are hard disk, optical disk (CD-ROM, DVD-ROM, UMD, etc.), flexible disk, semiconductor memory, ROM cassette, or home video game apparatus. It is recorded on various computer-readable recording media such as cartridges, read from the recording media, and executed by the control unit of the game apparatus 1.
- the means for providing the game program to the game apparatus 1 is not limited to the recording medium described above, and can be performed via a communication network such as the Internet. For example, if the game program can be downloaded from the homepage provided by the company managing the network game via the Internet, the game program may be downloaded directly from the homepage to the game device 1 and executed.
- the present invention can be applied to a configuration in which a selectable portion of the supervisor character displayed on the screen is selected using a pointing device such as a mouse or a wireless controller.
- the relationship information between the selection order of the plurality of selectable parts and the sign (instruction content) in the supervisor character displayed on the screen is stored in the storage device, and the signature is obtained based on the relationship information.
- the configuration to be identified has been described, as a modification thereof, it is also possible to store the relationship information between a combination of a plurality of selectable parts and a signature in a storage device, and to identify the signature based on the relationship information.
- the game management device receives access from each player's terminal device via a network, manages game information of each player, and provides game services to each player via the network.
- a game in which the terminal device of the player transmits the input information by the operation of the player to the game management device via the network, and displays the game screen and the sound output transmitted from the game management device via the network. It functions as a user interface for inputting and outputting.
- the game management device has the main functions provided in the game device of the above-described embodiment. That is, the game management device can have a function other than the input / output functions (functions such as operation input and display output) among the functions of the game device of the above-described embodiment.
- the game management device has a function of controlling the display of the terminal device by receiving operation information of the player from the terminal device and transmitting information for displaying the game on the terminal device.
- FIG. 18 shows a configuration example of a game system according to an embodiment of the present invention.
- this game system includes a game server 201 installed on a network 204 such as the Internet, a database server 202 connected to the game server 201 so as to be communicable, and a game server via the network 204.
- the terminal device 203 of each player that can be communicably connected to the player 201.
- the network 204 is not limited to the Internet.
- any network can be used as long as the game server 201 and the terminal device 203 of each player can be connected to each other so as to communicate with each other. It may be a line (telephone line, mobile communication line, etc.), a wired LAN, a wireless LAN, or the like, or a combination of the Internet and these.
- a game management device includes a game server 201 and a database server 202.
- the game server 201 receives access from the terminal device 203 of each player who receives the game service via the network 204, stores and manages game information of each player in the database server 202 (storage device), and manages each player.
- a game service is provided via the network 204.
- an example of providing a so-called browser game in which a game can be played by a web browser mounted on the terminal device 203 of each player will be described as one form of game service provided by the game server 201.
- the service form for providing the browser game it is not necessary to download or install game-dedicated software on the terminal device 203 of the player, and the player can easily play the game server anywhere as long as the terminal device 203 can be connected to the network 204.
- the game service provided from 201 can be enjoyed.
- a program for a browser game is installed in the game server 201, and the game server 201 performs arithmetic processing and data for progressing the game in response to an input operation on the terminal device 203 of each player. Execute the process. Then, the game server 201 updates the game information of each player in the database server 202 based on the execution result of the arithmetic processing and the like, and web page information for causing the execution result to be displayed on the screen of the terminal device 203 of the player. (Game screen data) is transmitted to the terminal device 203 of each player.
- the terminal device 203 of each player is equipped with a web browser having a website browsing function as a user agent so that the web page information transmitted from the game server 201 can be displayed on the screen of the terminal device 203. It has become.
- a smartphone for example, a mobile phone terminal, a PHS terminal, a personal digital assistant (PDA), a personal computer, a tablet computer terminal, or the like is connected to the game server 201 via the network 204 to provide game services.
- PDA personal digital assistant
- Various terminals that can be applied are applicable.
- the configuration illustrated in FIG. 2 can be applied.
- the game provided in the present embodiment may have a so-called social game element that allows the player to play while communicating with other players receiving the game service.
- a social networking service SNS
- a game system that provides a social game service as one of the SNS services can be obtained.
- the game service can be provided to the player by the game system operating on the SNS platform, but the game server 201 and the database server 202 can be constructed as independent game systems without being incorporated into the SNS system. Good.
- the game management device (game server 201 and database server 202) accepts access from the terminal device 203 of each player via the network 204 and manages game information of each player.
- a game service for a game operated via an instruction character (such as a director character) is provided to each player via the network 204. Details of the configuration of the game management device according to the present embodiment will be described below.
- the game management device includes the game server 201 and the database server 202.
- FIG. 19 shows an example of the hardware configuration of the game server 201.
- the game server 201 mainly includes a CPU 211, a ROM 212 and a RAM 213 as main storage devices, an auxiliary storage device 214, a communication control unit 215, and an input / output control unit 216. These are connected to each other via a bus line 217 including an address bus, a data bus, a control bus, and the like.
- An interface circuit is interposed between the bus line 217 and each component as necessary, but the interface circuit is not shown here.
- the CPU 211 interprets and executes instructions of application software such as system software and game programs, and controls the game server 201 as a whole.
- the ROM 212 stores programs and the like necessary for basic operation control of the game management apparatus 201.
- the RAM 213 stores various programs and data, and secures a work area for the CPU 211.
- the auxiliary storage device 214 is a storage device that stores application software such as a game program, various data, and the like.
- auxiliary storage device 214 for example, a hard disk drive or the like can be used.
- the program of the present embodiment for causing the game server 201 (computer) to operate as a game management device is also stored in the auxiliary storage device 214, and the program is transferred from the auxiliary storage device 214 to the bus line when the game server 201 is activated. It is loaded into the RAM 213 via the 217 and executed by the CPU 211.
- the communication control unit 215 includes a communication interface 215a connected to the network 204, and controls communication with the terminal device 203 of each player via the network 204.
- the communication control unit 215 also controls communication with a server (not shown) connected to the network 204.
- a server not shown
- the communication control unit 215 of the game server 201 controls communication with an SNS server (not shown) via the network 204.
- the input / output control unit 216 is communicably connected to the database server 202, and is a database interface that performs input / output control when the CPU 211 executes reading / writing of data (records) with respect to the database server 202.
- the database server 202 includes a large-capacity hard disk device having, for example, a RAID (Redundant Arrays of Inexpensive Disks) configuration as a storage device having an area for storing game information of each player managed by the game server 201.
- the database server 202 stores various game information (player name, level, in-game points, possessed items, etc.) of each player in association with identification information (player ID) that uniquely identifies each player. It can be constructed as a database, an object database, an object relational database or the like.
- the game management device is configured by the game server 201 and the database server 202
- the present invention is not limited to this.
- the game server 201 can be provided with the function of the database server 202, and the game management apparatus can be configured only by the game server 201.
- the game server 201 can be configured as a plurality of servers by distributing the functions of the game server 201 to a plurality of servers.
- an authentication server having an authentication function for determining whether the player is a legitimate user is provided separately from the main server of the game server 201
- the game server 201 may be configured by the main server and the authentication server.
- a billing management server that performs billing management when a player purchases an item to be billed in a game is provided separately from the main server and the like of the game server 201, and the main server, authentication server, and billing management
- the game server 201 may be configured by a server.
- a plurality of game servers 201 may be provided on the network 204 for redundancy (multiplexing) so as to have a load distribution system configuration. In this case, it is desirable to provide a load balancer for adjusting the load among the plurality of game servers 201.
- FIG. 20 is a main functional block diagram of the game management device. Note that the same components as those shown in the above-described drawings (FIGS. 1 to 17) are denoted by the same reference numerals, and description thereof will be omitted as appropriate.
- This game management device includes character management means 25, signature management means 230 (instruction management means), and game progress means 250, as with the above-described game apparatus 1 (see FIG. 3).
- the game management apparatus also includes game information management means 260, authentication means 270, and the like. Each of these units included in the game management apparatus is realized by the CPU 211 of the game server 201 executing the program according to the present embodiment.
- the configuration of the game management device will be described focusing on differences from the configuration of the game device 1 shown in FIG.
- the sign management means 230 of this game management apparatus includes a supervisor character display means 231 (instruction character display means), a selectable part setting means 32, a selection operation information reception means 233, a selection notification means 234, and a sign storage means 35 (instruction content storage). Means), signature specifying means 36 (instruction content specifying means) and custom signature setting means 237 (instruction operation setting means).
- the supervisor character display means 231 has a function of displaying a supervisor character on the screen of the terminal device 203 by transmitting information (game screen data or the like) for displaying the supervisor character to the terminal device 203 via the network 204. . That is, the difference between the supervisor character display means 231 and the supervisor character display means 31 shown in FIG. 3 is that the supervisor character display means 31 displays the supervisor character on the screen of the game apparatus 1 without going through the network. On the other hand, the supervisor character display means 231 displays the supervisor character on the screen of the terminal device 203 via the network 204. Except for this difference, the manager character display means 231 and the manager character display means 31 shown in FIG. 3 basically have the same configuration and function.
- the selectable part setting means 32 has a function of setting a plurality of predetermined areas in the supervisor character as selectable parts as described above.
- a specific example in which the selectable part setting unit 32 realizes this function in the game server 201 is to set a hyperlink to the selectable part in order to make the selectable part a selectable object. It should be noted that when the selectable portion is selected on the terminal device 203, any setting may be used so long as the information on the selected selectable portion is transmitted from the terminal device 203 to the game server 201, and the setting is limited to the hyperlink setting. Is not to be done.
- the selection operation information receiving unit 233 When the selection operation information receiving unit 233 performs a selection operation on a selectable part (an effective selectable part set by the selectable part setting unit 32) of the supervisor character displayed on the screen of the terminal device 203, the selection operation information receiving unit 233 Selection operation information is received from the terminal device 203.
- the selection operation information receiving unit 233 includes the selection operation information storage unit 33a described above.
- the selection operation information storage unit 33a stores the selection operation information received by the selection operation information receiving means 233 in a storage device (RAM 213 or the like) when the player performs selection operation on a plurality of selectable portions of the supervisor character in the terminal device 203.
- the selection notification unit 234 transmits the information (game screen data or the like) for changing the display state of the selectable part depending on the presence / absence of the selection operation to the terminal device 203 via the network 204, so that the selectable part is selected. Inform the player of the fact.
- a script operated by a plug-in of a web browser may be embedded in game screen data including HTML data transmitted from the game server 201 to the terminal device 203.
- the script is executed in the web browser of the terminal device 203, and for example, a moving game screen (notification screen or the like) is displayed on the terminal device 203.
- the selection notification unit 234 of the present embodiment basically has the same configuration and function as the selection notification unit 34 shown in FIG. 3 except that the notification process via the network 204 is performed.
- the custom sign setting means 237 allows the player to arbitrarily edit and set the contents of the sign operation according to his / her preference, similarly to the custom sign setting means 37 shown in FIG.
- the custom sign setting unit 237 includes a sign selection screen display unit 237a (instruction content selection screen display unit), a sign operation setting screen display unit 237b (instruction operation setting screen display unit), and a custom sign registration unit 237c (registration unit). ing.
- the custom sign setting means 237 of the present embodiment is basically the same as the custom sign setting means 37 shown in FIG. 3 except that processing is performed while transmitting and receiving information to and from the terminal device 203 via the network 204. It has the same configuration and function.
- the sign selection screen display unit 237a has a function of displaying the sign selection screen on the screen of the terminal device 203 by transmitting information for displaying the above-described sign selection screen shown in FIG. 11B to the terminal device 203, for example. .
- the player can select a signature to be originally set.
- the custom sign registration unit 237c receives the operation information from the terminal device 203 via the network 204 and stores it in the storage device (RAM 213 or the like).
- the sign operation setting screen display unit 237b displays the sign operation setting screen on the screen of the terminal device 203 by transmitting, for example, information for displaying the above-described sign operation setting screen illustrated in FIG. 11D to the terminal device 203. It has a function.
- the sign operation setting screen for example, as shown in FIG. 11E, the player can perform the operation setting of the sign desired to be originally set (selection order or combination of a plurality of parts).
- the custom sign registration unit 237c receives the operation information from the terminal device 203 via the network 204 and stores it in the storage device (RAM 213). Etc.).
- the custom signature registration unit 237c receives i) information on the signature selected on the signature selection screen illustrated in FIG. 11B received from the terminal device 203, and ii) selection on the signature operation setting screen illustrated in FIG. 11E.
- the correspondence relationship with the operation order or combination information for the plurality of settable areas that have been operated is registered as update information of the relationship information (relation information table in FIG. 5) stored in the sign storage means 35.
- the sign management means 230 is similar to the sign management means 30 shown in FIG. 6 in that the sign operation display means 238 (instruction operation display means), the selection operation time counting means 39, and the selection operation time.
- the management unit 40, the signature confirmation screen display unit 241 (instruction operation confirmation screen display unit), the sign error notification unit 242 (instruction operation error notification unit), the situation table storage unit 43, and the game situation determination unit 44 may be further provided. .
- Each of these means is realized by the CPU 211 of the game server 201 executing the program according to the present embodiment.
- Differences between the sign operation display means 238, the sign confirmation screen display means 241 and the sign error notification means 242 included in the sign management means 230 of this embodiment and the means 38, 24 and 42 shown in FIG. 6 are as follows. It is. That is, the means 38, 241 and 242 shown in FIG. 6 perform display processing on the screen of the game apparatus 1 without going through the network, whereas the means 238, 241 and 242 of this embodiment use the network 204.
- the display on the terminal device 203 is controlled by transmitting information (game screen data or the like) to be displayed on the terminal device 203 via the terminal. Except for this difference, basically, the sign operation display means 238 and the means 38 shown in FIG. 6, the sign confirmation screen display means 241 and the means 41 shown in FIG. 6, and the sign error notification means 242 and the means 42 shown in FIG. Each have the same configuration and function.
- the sign management means 230 of the game server 201 of the present embodiment may further include a complexity determining means 45, similar to the sign management means 30 shown in FIG.
- the game server 201 of the present embodiment may further include a strategy success rate determination means 46.
- the game server 201 of the present embodiment is similar to the configuration shown in FIG. 16 in that the opponent manager character information storage unit 28 (the opponent side instruction character information storage unit) and the opponent manager character display are displayed.
- a means 249 an opponent-designated character display means
- the game server 201 displays a sign issued by the opponent, It is possible to provide a game that can be viewed on the screen of the terminal device 203 of each other.
- the difference between the opponent supervisor character display means 249 of the present embodiment and the opponent supervisor character display means 49 shown in FIG. 16 is as follows. That is, the opponent manager character display means 49 shown in FIG. 16 performs display processing on the screen of the game apparatus 1 without going through the network, whereas the opponent manager character display means 249 of this embodiment has the network 204
- the display on the terminal device 203 is controlled by transmitting information to be displayed on the terminal device 203 via.
- the player A and the player B are competing when both the terminal device 203A of the player A and the terminal device 203B of the player B are accessing the game server 201.
- selection operation information is transmitted from the terminal device 203 ⁇ / b> A of the player A to the game server 201.
- the selection operation information receiving unit 233 of the game server 201 receives the selection operation information of the player A and supplies it to the opponent manager character display unit 249.
- the opponent manager character display means 249 transmits display control information to the terminal device 203 of the player B, and displays the opponent's manager character in the display state according to the selection operation information of the opponent (in this case, the player A). It is displayed on the screen of the terminal device 203.
- the game progress means 250 shown in FIG. 20 etc. performs a game according to operation with respect to the terminal device 203 by a player, produces
- the terminal device 203 has a function of progressing the game by displaying a game screen corresponding to the operation of the player.
- the game progress means 250 includes a game execution means 251, a game screen generation means 252, and a game screen transmission means 253.
- the game screen when the game screen is displayed by the web browser of the terminal device 203 of the player, when the player performs an operation of selecting a selectable object or hyperlink on the game screen, the game screen corresponding to the operation is displayed.
- the request is transmitted to the game server 201 by the web browser of the terminal device 203.
- the game execution means 251 reads the game information of the player in response to the request and executes the game by performing calculations and data processing.
- the game execution means 251 includes a game situation storage section 50a, a character ability setting section 50b, and a character action control section 50c, as with the game progress means 50 shown in FIG.
- the game screen generation unit 252 generates game screen data composed of, for example, HTML data in accordance with the execution result of the game execution unit 251.
- a script program that is operated by a plug-in of the web browser of the terminal device 203 may be embedded in the HTML data.
- the game screen transmission unit 253 transmits the game screen data (HTML data or the like) generated by the game screen generation unit 252 to the player terminal device 203 as a response to the request for the game screen.
- the game screen is displayed by the web browser.
- the game information management means 260 accumulates and manages game information of each player in the database server 202.
- the items of game information managed by the game information management means 260 differ depending on the content of the game service that the game server 201 provides to the player. For example, in the case of a game in which the experience value is accumulated as the player progresses the game and the experience level reaches a certain amount and the player's game level is increased, the game information management unit 260 assigns each player In association with a uniquely identified player ID, experience value and game level information are stored in a predetermined storage area of the database server 202 for each player ID.
- the game information management means 260 includes a player ID and Correspondingly, the player character information (character ID) acquired by the player in the game is stored in a predetermined storage area of the database server 202 for each player ID. Further, the game information management means 260 stores information on the game result in a predetermined storage area of the database server 202 for each player ID in association with the player ID.
- the game information management means 260 stores information relating to each player such as a login ID, a password, and a player name in a predetermined storage area of the database server 2 for each player ID in association with the player ID.
- the game server 201 manages game information of a plurality of players, various information is managed in association with the player ID of each player.
- the above-described signature management means 230 also manages information related to the signatures of a plurality of players. Therefore, the sign management unit 230 manages information related to the signature of each player in association with the player ID of each player.
- the authentication unit 270 determines whether or not the player has a game participation qualification and performs login authentication. I do. As an example of this authentication, there is authentication based on a login ID and a password associated with a player ID.
- the game server 201 may have a friend management function, a message transmission function, and the like.
- the friend management function is a function of storing information of each friend player who belongs to a group belonging to a group centered on each player in the database server 202 and performs friend management for each player.
- the message transmission function is a function for receiving a message addressed to another player transmitted from the terminal device 203 of each player and transmitting the message to the terminal device 203 of the other player.
- FIG. 24 shows a processing flow of the terminal device 203 and the game server 201 when the player operates the terminal device 203 to access the game server 201 to receive a game service.
- the web browser When the player receives the game service, first, the web browser is activated by operating the operation input unit 40 of the terminal device 203 (S411). Thereafter, the player performs an operation of accessing a game site managed by the game server 201, and an access request is transmitted from the terminal device 203 to the game server 201 (S412). At this time, the game server 201 performs login authentication for access from the terminal device 203 (S421), and confirms that the access is from a player who is registered for use of the game service. Thereafter, the game server 201 transmits main screen data described in HTML or the like to the terminal device 203 (S422). In the terminal device 203 that has received the main screen data, the web browser interprets the data and displays the main screen (for example, an initial screen as shown in FIG. 11A) on the display unit 35 (S413).
- the main screen for example, an initial screen as shown in FIG. 11A
- a screen request corresponding to the operation is transmitted from the terminal device 203 to the game server 201 (S414).
- the game server 201 executes a game by performing arithmetic processing and data processing according to the player's operation (S423), and transmits game screen data reflecting the execution result to the terminal device 203 (S424).
- the web browser interprets the data and displays the game screen on the display unit 35 (S415).
- S414 and S415 are repeated on the terminal device 203 of the player, and S423 and S424 are repeated on the game server 201, whereby the selectable buttons displayed on the screen of the terminal device 203. Etc. each time the player selects the game screen of the terminal device 203, the game can be advanced.
- the game server 201 performs logout processing (S425). For example, when the player closes the web browser, the game server 201 performs logout processing after a session timeout.
- the game server 201 side can read the game information of the player and advance the game. For example, it is possible for another player who has logged in to play a battle against a player who has logged out.
- the game progress means 250 of the game server 201 reads out the game information of each player from the database server 202 and executes a battle regardless of whether or not the player is logged in, and reflects the execution result of each player. Update game information.
- the terminal devices 203 of the two players need to be logged in to the game server 201 as described above.
- each process signature activation process, etc.
- the game management apparatus performs each process while transmitting / receiving information to / from the terminal apparatus 203 via the network 204.
- the basic processing flow of both is common. Therefore, detailed description of the flow of each process in the game management device of the present embodiment is omitted.
- the characteristic configuration of the present invention can also be applied to a game management device (game server 201, database server 202) that provides a player with various games such as social games. Therefore, like the above-described game apparatus 1, the game management apparatus can provide a player with a highly entertaining game that can realize a sensible and interesting input operation while suppressing the processing load. it can.
- the game management device including the game server 1 and the like includes the signature management unit 230, and when the player performs a signature operation on the terminal device 203, the signature is specified on the game management device side.
- the signature can be specified on the terminal device 203 side.
- the signature (instruction content) is specified on the terminal device 203 side, and the information of the specified signature is transmitted to the game server 1 (game management device) via the network 204. Then, the game server 1 proceeds with the game by reflecting the sign information received from the terminal device 203 in the game. Therefore, a game management apparatus in which the sign management unit 230 is omitted from the configuration shown in FIG. 20 and a game apparatus (terminal device 203) in which the game progression unit 50 is omitted from the configuration shown in FIG. A connectable game system can be provided.
- a game device is a game device in which a character in a virtual space is operated via an instruction character, and an instruction to display the instruction character on a screen Stores in the storage device the relation information between the character display means, the selectable part setting means for setting a plurality of predetermined regions in the indicated character as selectable parts, and the selection order or combination of the plurality of selectable parts and the instruction content Instruction content storage means for specifying, when a plurality of selectable parts of the instruction character are selected, instruction content specifying means for specifying instruction contents corresponding to the selection order or combination of the selectable parts based on the relation information And.
- the player of the present game device can play a game by operating a character in the virtual space via the instruction character.
- a player operates a character by giving an instruction (sign) to a character (player character such as a batter or a pitcher) in a virtual game space via a manager character as an instruction character.
- the instruction character display means displays the instruction character on the screen.
- the selectable part setting means sets a plurality of predetermined areas in the designated character displayed on the screen as selectable parts. For example, in the example of the baseball game, a plurality of predetermined areas such as the head, shoulder, hand, and chest of the manager character displayed on the screen are set as selectable parts.
- the player issues an instruction to the character in the virtual space by selecting and operating a plurality of selectable parts of the instruction character displayed on the screen. It is determined by the selection order or combination. That is, the instruction content storage means stores in advance a relationship information between “selection order or combination of a plurality of selectable parts” and “instruction content” in the storage device. For example, in the example of the baseball game, the correspondence relationship that the selection order (or combination) of “head ⁇ right shoulder ⁇ left shoulder” in the manager character is a sign of a hit end run is stored in the storage device in advance.
- the instruction content specifying unit displays the instruction content corresponding to the selection order or combination of the selectable parts as the instruction content storage unit. Is specified based on the relation information stored. For example, in the example of the baseball game, when the player selects and operates “head ⁇ right shoulder ⁇ left shoulder” in the manager character displayed on the screen, “head ⁇ right” based on the relationship information stored in advance.
- the instruction content corresponding to the selection order (or combination) of “shoulder ⁇ left shoulder” is specified as a hit end run sign.
- the instruction content specified as described above can be reflected in the game.
- the batting character in the virtual space is made to perform a batting action and the runner character is caused to perform a running action.
- the instruction content can be reflected in the game.
- the player selects various selectable parts of the instruction character displayed on the screen, and changes various selection orders or combinations, thereby giving various instructions to the character in the virtual space. Can be put out.
- selecting a plurality of selectable parts of the pointing character on the screen means that a manager such as baseball in the real world gives a block sign while touching his / her head or shoulder. It's close, you can realize the intuitive operation of the director's block sign in the game, you can put out the fun that does not exist in the conventional game.
- this game apparatus can realize recognition of various instruction contents in a state in which the processing load is suppressed to a low level as compared with a conventional configuration in which a command is issued by recognizing a trajectory shape.
- a conventional configuration in which a command is issued by recognizing a trajectory shape.
- a plurality of selectable parts of the instruction character are determined in advance, and the instruction content can be easily recognized only from the selection order or combination of the selectable parts.
- the instruction character in the above example, the head, shoulder, hand, chest, etc. of the supervisor character
- the instruction character is operating somewhat.
- the player can select the selectable part. That is, the instruction character on the screen can be operated within a range that does not hinder the selection operation of the selectable portion by the player.
- the display is not limited to the effect display in which the screen is fixed and the game performance is impaired, and various image displays are possible.
- the instruction character display means displays the instruction character on the screen based on an operation for temporarily stopping the progress of the game, and the instruction content specifying means It is preferable that the instruction character is deleted from the screen after the instruction content is specified.
- an instruction character for example, a manager character in the case of a baseball game
- the progress of the game is temporarily stopped.
- the selectable part of the instruction character can be selected in the stopped state.
- the game progresses while the selection operation is being performed by the player, and the scene is switched, so that the player is not prompted and instructions can be secured.
- an operation for temporarily stopping the progress of the game there is no need to perform two operations, an operation for temporarily stopping the progress of the game and an operation for displaying the instruction character on the screen. Based on the operation to be stopped, the selectable portion of the instruction character can be selected and operated while the progress of the game is paused.
- the instruction character since the instruction character is deleted from the screen after the instruction content is specified, the instruction character can be displayed on the screen only during the period when the player is performing the selection operation. This is particularly effective when the screen is relatively small, such as a portable game device. That is, even when the screen is small and the display space is limited, the small game screen can be used effectively by displaying the instruction character on the screen only during the selection operation of the player.
- the game device changes the display state of the selectable part depending on whether or not a selection operation is performed, thereby confirming that the selectable part is selected. It is preferable to further include selection notification means for notification.
- the display state of the selectable part is changed depending on the presence or absence of the selection operation (for example, the brightness, color, shape, etc. of the selectable part is changed), so that any selectable part in the instruction character is selected. It is clarified on the screen. Thereby, the player can perform a series of selection operations accurately and smoothly.
- the game device has a relationship between the selection order or combination of the plurality of selectable parts stored in the instruction content storage unit and the instruction content.
- An instruction operation setting unit capable of setting information is further provided.
- the instruction operation setting unit includes: (a) an instruction content selection screen display unit that displays an instruction content selection screen for selecting the instruction content; b) instruction operation setting screen display means for displaying an instruction operation setting screen having a plurality of settable areas corresponding to the plurality of selectable parts; and (c) instruction content selected on the instruction content selection screen.
- the correspondence relationship with the operation order or combination information for the plurality of settable areas selected and operated on the instruction operation setting screen is stored in the instruction content storage unit as update information of the relation information.
- a registration unit that, preferably includes a.
- the player can create and set his own signature for the manager's block signature. That is, the instruction content can be selected on the instruction content selection screen displayed by the instruction content selection screen display means, and a plurality of settable areas are displayed on the instruction operation setting screen displayed by the instruction operation setting screen display means. A selection operation can be performed to input an operation order or a combination thereof. Note that either the input operation on the instruction content selection screen or the input operation on the instruction operation setting screen may be performed first. Then, the registration unit sets a plurality of correspondence relationships between “the instruction content selected on the instruction content selection screen” and “the operation order or combination information of the settable area selected and operated on the instruction operation setting screen”.
- the player can set and change the selection order or combination of a plurality of selectable parts in the instruction character and the relationship between the instruction contents according to his / her preference.
- a highly entertaining game can be realized.
- the selectable part setting means includes part number changing means for changing the number of selectable parts set in the instruction character. It is preferable.
- the selection operation can be simplified or complicated by changing the number of selectable parts of the instruction character by the part number changing means. For example, the number of target parts is increased when seven parts of the head, both shoulders, both hands, chest and abdomen are selectable parts rather than only five parts of the pointing character's head, both shoulders and both hands.
- the selection operation can be complicated. Thereby, it becomes possible to adjust the complexity of the selection operation according to the skill level of the player's operation.
- the game device includes a game progress unit that advances the game by reflecting the instruction content specified by the instruction content specifying unit in the game; Selection operation time counting means for measuring the time required for a series of selection operations of the selectable portion corresponding to the instruction content specified by the instruction content specifying means, and the time measured by the selection operation time timing means is short.
- the operation success rate determining means for determining the operation success rate so that the success rate of the in-game operation corresponding to the instruction content is higher, and the game progress means is determined by the operation success rate determining means. It is preferable to reflect the successful strategy success rate in the game.
- a series of selection operation times are timed, and the success rate of the operation corresponding to the series of selection operations is determined based on the selection operation time, and the determined operation success rate is reflected in the game. It has become.
- the shorter the series of selection operation times the faster the player performs a selection operation
- the instruction content corresponding to the series of selection operations (for example, a sign of a hit end run in a baseball game) is reflected in the game.
- the probability that a strategy corresponding to the content for example, a hit end run) will be successful increases.
- an unprecedented game element that reflects the time of operation performed by the player through the instruction character in the strategy success rate is added, and the game performance can be improved.
- the game device includes a game progress unit that advances the game by reflecting the instruction content specified by the instruction content specifying unit in the game; Complexity determining means for determining the complexity for a series of selection operations of the selectable part corresponding to the instruction content specified by the instruction content specifying means, and the higher the complexity determined by the complexity determining means, And a strategy success rate determining means for determining a strategy success rate so that the success rate of the in-game strategy corresponding to the instruction content is high, wherein the game progress means is the strategy determined by the strategy success rate determining means. It is preferable to reflect the success rate in the game.
- the success rate of the operation corresponding to the series of selection operations is determined based on the complexity for the series of selection operations, and the determined operation success rate is reflected in the game. . That is, when the complexity of a series of selection operations is high (as the player performs complex selection operations), the instruction content corresponding to the series of selection operations (for example, a sign of a hit end run in a baseball game) is reflected in the game. In addition, the probability that a strategy (for example, a hit end run) corresponding to the instruction content is successful increases. In this way, an unprecedented interesting game element in which the complexity of the operation performed by the player via the instruction character is evaluated and reflected in the success rate of the strategy is added, and the game performance is improved. it can.
- the game is a battle game in which a battle is performed between a plurality of game devices, and the game device can select a plurality of the instruction characters.
- a transmission means for transmitting selection operation information indicating the content of the selection operation to the opponent's game device, and the opponent's selection operation information transmitted from the opponent's game device are received.
- receiving means for displaying the opponent's instruction character on the screen in a display state according to the selection operation information of the opponent received by the receiving means. preferable.
- the transmission unit battles the selection operation information. It transmits to the other party's game device (this is called game device B).
- the receiving means receives the selection operation information transmitted from the game apparatus A
- the opponent instruction character display means displays the instruction character of the opponent A in a display state corresponding to the selection operation information. Is displayed on the screen.
- the player of the game apparatus B can visually recognize the instruction character of the opponent A displayed on the screen in a display state corresponding to the selection operation of the player of the game apparatus A.
- the selection operation information is transmitted to the game apparatus B, and the screen of the game apparatus B displays the head ⁇ right
- the opponent-side instruction character in a display state corresponding to the shoulder-to-left shoulder selection operation is displayed (for example, on the screen of the game apparatus B, the opponent A's instruction character moves the hand from the head to the right shoulder to the left shoulder) Will be displayed).
- the players in the battle can check the contents of the selection operation performed by the opponent on the screen.
- each player is able to make a strategy in anticipation of the instruction content given by the opponent while confirming the content of the selection operation of the opponent on the screen, and an unprecedented interesting game element is added.
- the game characteristics can be further enhanced.
- the game apparatus preferably includes a contact input type display unit that can perform an input operation by touching the screen.
- the instruction character when the instruction character is displayed on the screen by the instruction character display means, the instruction character can be selected while the player touches the screen of the contact input type display unit with a finger or a pen. Can be selected.
- the player can perform an intuitive input operation while directly touching the instruction character displayed on the screen. Therefore, a more sensible operation as if actually performing a block sign is performed in the game. It can be realized with this, and an interesting aspect not found in conventional games can be launched.
- a game control method is a game control method in which a computer controls a game in which a character in a virtual space is operated via an instruction character, and the computer instructs on a screen.
- An instruction content storage step for storing information related to the instruction content in a storage device, and when a plurality of selectable parts of the instruction character are selected and operated, the instruction contents corresponding to the selection order or combination of the selectable parts are An instruction content identification step identified by the computer based on the relationship information; It is equipped with a.
- a program according to still another aspect of the present invention is a program for causing a computer to operate as the game device, and causes the computer to function as each of the means included in the game device. is there.
- a recording medium according to still another aspect of the present invention is a computer-readable recording medium recording the program described in (11) above.
- a game management device receives a game service for a game in which a character is operated via an instruction character by accepting access from the terminal device of each player via a network.
- a game management device provided to each player via a network, wherein the instruction character display means displays the instruction character on the screen of the terminal device by transmitting information for displaying the instruction character on the terminal device;
- a selectable part setting means for setting a plurality of predetermined regions in the indicated character as selectable parts, and an instruction content storage for storing, in a storage device, relationship information between the selection order or combination of the plurality of selectable parts and the instruction content Means and a plurality of selectable parts of the instruction character at the terminal device
- An instruction content specifying means for receiving information on a selection operation from the terminal device when the selection operation is performed, and specifying the instruction content corresponding to the selection order or combination of the selectable parts based on the relation information. Yes.
- the game management device accepts access from the terminal device of each player via the network and provides a game service to each player via the network.
- a network connection such as a server It is composed of possible information processing devices.
- Examples of the game service provided to each player by the game management apparatus include services such as a social game that the players can play while cooperating with each other or communicating.
- the game provided to each player by the game management device is a game in which a character is operated via an instruction character, and the instruction character display means transmits information that causes the terminal device to display the instruction character.
- the instruction character is displayed on the screen of the terminal device.
- the game management device includes selectable part setting means, instruction content storage means, and instruction content specifying means described in (1) above, and a plurality of instruction characters displayed on the screen of the terminal device by the player.
- Various instructions can be given to the character by selecting the selectable part. According to this configuration, similarly to the configuration of (1) above, it is possible to provide a player with a highly entertaining game capable of realizing an intuitive input operation while suppressing the processing load. it can.
- the instruction character display means displays the instruction character on the screen based on an operation on a terminal device that temporarily stops the progress of the game, and the instruction It is preferable that the instruction character is erased from the screen after the instruction content is specified by the content specifying means. Thereby, there exists an effect similar to said (2).
- the game management device notifies that the selectable part has been selected by changing the display state of the selectable part according to the presence or absence of a selection operation. It is preferable to further include a selection notification means. Thereby, there exists an effect similar to said (3).
- the game management device relates to the selection order or combination of the plurality of selectable parts stored in the instruction content storage means and the instruction content
- An instruction operation setting unit capable of setting information is further provided, and the instruction operation setting unit transmits (d) information for displaying an instruction content selection screen for selecting the instruction content to the terminal device.
- an instruction content selection screen display means for displaying the instruction content selection screen on the terminal device, and (e) information for displaying an instruction operation setting screen having a plurality of settable areas corresponding to the plurality of selectable parts.
- the instruction operation setting screen display means for displaying the instruction operation setting screen on the terminal device, and (f) the instruction content selection screen or
- operation information is received from the terminal device, the instruction content selected on the instruction content selection screen, and the plurality of the selection operations performed on the instruction operation setting screen
- the information processing apparatus further includes a registration unit that stores a correspondence relationship between the settable area and the operation order or combination information as update information of the relationship information in the instruction content storage unit.
- the selectable part setting means includes part number changing means for changing the number of selectable parts set for the instruction character. It is preferable. Thereby, there exists an effect similar to said (5).
- the game management device is required for a series of selection operations of the selectable portion corresponding to the instruction content specified by the instruction content specifying means.
- a selection operation time measuring means for measuring time, and a strategy for determining the operation success rate so that the success rate of the in-game operation corresponding to the instruction content increases as the time measured by the selection operation time measurement means decreases.
- the game progress unit further includes a success rate determination unit, and the game progress unit reflects the operation success rate determined by the operation success rate determination unit in the game.
- the game management device has a complexity for a series of selection operations of the selectable portion corresponding to the instruction content specified by the instruction content specifying means. And the operation success rate for determining the operation success rate so that the success rate of the in-game operation corresponding to the instruction content increases as the complexity determined by the complexity determination unit increases. It is preferable that the game progress means further reflects the strategy success rate determined by the strategy success rate determination means in the game. Thereby, there exists an effect similar to said (7).
- the game is a battle game in which a game is played between a plurality of game devices, and the game management device can select a plurality of the designated characters.
- receiving means for receiving selection operation information indicating the content of the selection operation, and transmitting information for displaying an instruction character of the opponent on the terminal device
- An opponent-side instruction character display means for displaying the opponent's instruction character on the screen of the terminal device in a display state according to the selection operation information of the opponent received by the reception means; Is preferred.
- the present invention is applied to a game device, a game control method, a program, a recording medium, and a game management device for various games in which a character in a virtual space is operated via an instruction character, and suppresses processing load.
- a character in a virtual space is operated via an instruction character, and suppresses processing load.
- it since it is possible to realize a highly entertaining game that enables an intuitive and interesting input operation, it can be used industrially.
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Abstract
Description
本発明の一実施の形態に係るゲーム装置は、仮想空間内におけるキャラクタが、指示キャラクタを介して操作されるゲームに適用される。当該ゲームの一例としては、指示キャラクタとしての監督キャラクタ(またはコーチキャラクタ)を介して、仮想空間内における選手キャラクタが操作されるスポーツゲームを挙げることができる。スポーツゲームの一例である野球ゲームにおいては、仮想空間(ゲーム内の仮想野球場)でプレイする打者キャラクタ、投手キャラクタ、野手キャラクタ及び走者キャラクタなどの選手キャラクタに対して、監督キャラクタが指示(サイン)を出すことによって、当該監督キャラクタを介して選手キャラクタが操作される。本実施の形態では、この野球ゲームを例に挙げて以下に説明する。
図1は、本発明の一実施の形態に係るゲーム装置1の外観の一例を示す平面図である。また、図2は、ゲーム装置1のハード構成の一例を示すブロック図である。本実施の形態では、ゲーム装置1の一構成例として、携帯電話と携帯情報端末とを融合させた携帯端末であるスマートフォンの記憶装置にゲームプログラムが保存されており、当該スマートフォンがゲームプログラムを実行することによって各種ゲームを実行できる構成について説明する。
次に、上記のように構成されたゲーム装置1の主要な機能について説明する。図3は、図1及び図2に示すゲーム装置1の主要機能ブロック図である。
上記の構成において、本発明の実施の形態に係るゲーム装置1の動作例を、図8のフローチャートを参照しながら以下に説明する。
次に、ゲーム装置1の他の構成例を、図13の機能ブロック図を参照しながら説明する。なお、既出の図面(図1~図12)において示した構成と同様の構成については同一の部材番号を付し、適宜その説明を省略する。ゲーム装置1のサイン管理手段30は、複雑度決定手段45をさらに備えている。また、ゲーム装置1は、作戦成功率決定手段46をさらに備えている。これらの各手段45、46は、制御部10がゲームプログラムを実行することにより実現されるものである。
C=f(p,q,r,s) ・・・(1)
として、各パラメータp,q,r,sの関数として表すことができる。もちろん、複雑度Cを決定するに際してこれら全てのパラメータを使用してもよいし、これらのうちの任意のパラメータを組み合せてもよい。すなわち、複雑度Cの決定に際しては、これらのパラメータの少なくとも1つを使用すればよい。また、サイン操作の複雑度に影響を与えるさらに他のパラメータを組み合せることもできる。
C=f(p,q,r,s)
=C0×(p/aP)×(q/aQ)×(r/aR)×(s/aS) ・・・(2)
(ここで、aP、aQ、aRおよびaSは係数)
として演算することができる。
C=f(p,q)=C0×(p/aP)×(q/aQ) ・・・(3)
とすればよい。同様に、
C=f(p)=C0×(p/aP)
C=f(q)=C0×(q/aQ)
C=f(r)=C0×(r/aR)
C=f(s)=C0×(s/aS)
C=f(p,r)=C0×(p/aP)×(r/aR)
C=f(p,s)=C0×(q/aQ)×(s/aS)
C=f(p,q,r)=C0×(p/aP)×(q/aQ)×(r/aR)
・・・
というように、p,q,r,sの少なくとも1つのパラメータを用いて複雑度Cを演算できる。
C=f(p,q,r,s)
=100×(p/3)×(q/7)×(r/10)×(s/10) ・・・(4)
となる。
C=100×(3/3)×(7/7)×(10/10)×(10/10)=100
となる。
C=100×(2/3)×(5/7)×(10/10)×(10/10)=48
となり、複雑度は低下する。
C=100×(4/3)×(9/7)×(11/10)×(12/10)=226
となり、複雑度はかなり高くなる。
W=f(U,T,C) ・・・(5)
として、各パラメータU,T,Cの関数として表すことができる。
W=f(U,T,C)=W0(U)×W1(T)×W2(C) ・・・(6)
として表すことができる。上式(6)において、選手キャラクタの能力値U及びサイン操作時間Tのパラメータのみを使用するのであれば、W2(C)の項を削除して、
W=f(T,U)=W0(U)×W1(T)
とすればよく、選手キャラクタの能力値U及びサイン操作の複雑度Cのパラメータのみを使用するのであれば、W1(T)の項を削除して、
W=f(C,U)=W0(U)×W2(C)
とすればよい。
W0(U)=W0(UA,UB)
として表される。ここで、ヒットエンドランの場合のW0(U)の演算例を挙げると、
W0(U)=UA/(UA+2×UB) ・・・(7)
とすることができる。例えば、打者キャラクタの能力値UA=10、投手キャラクタの能力値UB=10とした場合、上式(7)は、
W0(U)=10/(10+2×10)=0.333
となる。また、例えば、打者キャラクタの能力値UA=10、投手キャラクタの能力値UB=15とした場合、上式(7)は、
W0(U)=10/(10+2×15)=0.250
となる。
W1(T)=45/(40+T) ・・・(8)
とすることができる。また、サイン操作の複雑度Cに基づく補正関数W2(C)の具体例としては、
W2(C)=(900+C)/1000 ・・・(9)
とすることができる。上式(8)及び上式(9)を適用した作戦成功率Wの具体的な演算例を示すと、選手キャラクタの能力値Uに基づく作戦成功率W0(U)=0.333、サイン操作時間T=5(sec)、サイン操作の複雑度C=48の場合、上式(6)の作戦成功率Wは、
W=0.333×{45/(40+5)}×{(900+48)/1000}
=0.316
となる。また、他の例として、選手キャラクタの能力値Uに基づく作戦成功率W0(U)=0.333、サイン操作時間T=3(sec)、サイン操作の複雑度C=226の場合を考えると、上式(6)の作戦成功率Wは、
W=0.333×{45/(40+3)}×{(900+226)/1000}
=0.392
となり、作戦成功率が高まる。
次に、ゲーム装置1のさらに他の構成例を、図15Aおよび図15Bのゲームシステムの構成を示すブロック図および図16の機能ブロック図を参照しながら説明する。なお、既出の図面(図1~図14)において示した構成と同様の構成については同一の部材番号を付し、適宜その説明を省略する。
上述の実施の形態では、野球ゲームを例に挙げて説明したが、仮想空間内におけるキャラクタが指示キャラクタを介して操作されるその他のゲームにも本発明を適用可能である。例えば、サッカーゲーム、アメリカンフットボールゲーム、バスケットボールゲーム、バレーボールゲーム等のスポーツゲームにおいても、指示キャラクタ(監督キャラクタやコーチキャラクタ)を介して仮想空間内の選手キャラクタを操作する構成とすることができ、本発明は野球ゲーム以外の様々なスポーツゲームにおいても好適に用いることができる。具体的には、例えばサッカーゲームにおいて、コーナーキックやフリーキックのようなセットプレーの場面において、指示キャラクタ(監督キャラクタ)を介して選手キャラクタに指示を出す場合に、本発明を好適に用いることができる。
本発明の特徴的構成を、ゲームサーバ等からなるゲーム管理装置と、ネットワークを介して当該ゲーム管理装置に接続可能な各プレイヤの端末装置と、を含むゲームシステムに適用した実施の形態について、以下に説明する。
上述のように本実施の形態では、ゲーム管理装置は、ゲームサーバ201およびデータベースサーバ202から構成される。図19にゲームサーバ201のハード構成の一例を示している。同図に示すように、ゲームサーバ201は、主に、CPU211と、主記憶装置としてのROM212及びRAM213と、補助記憶装置214と、通信制御部215と、入出力制御部216とを備えており、これらはアドレスバス、データバス及びコントロールバス等を含むバスライン217を介して相互に接続されている。なお、バスライン217と各構成要素との間には必要に応じてインタフェース回路が介在しているが、ここではインタフェース回路の図示を省略している。
次に、上記のように構成されたゲーム管理装置(ゲームサーバ201およびデータベースサーバ202)の主要な機能について説明する。図20は、ゲーム管理装置の主要機能ブロック図である。なお、既出の図面(図1~図17)において示した構成と同様の構成については同一の部材番号を付し、適宜その説明を省略する。
上記の構成において、本発明の実施の形態に係るゲームシステムの動作例を、図24のフローチャートを参照しながら以下に説明する。図24は、プレイヤが端末装置203を操作してゲームサーバ201にアクセスしてゲームサービスを受けるときの、端末装置203およびゲームサーバ201の処理の流れを示すものである。
ところで、上記の説明では、ゲームサーバ1等からなるゲーム管理装置が、サイン管理手段230を備え、プレイヤが端末装置203でサイン操作を行ったときに、そのサインの特定をゲーム管理装置側で行う構成について説明したが、このサインの特定を端末装置203側で行うようにすることもできる。すなわち、端末装置203側でサイン(指示内容)の特定を行い、特定したサインの情報を、ゲームサーバ1(ゲーム管理装置)へネットワーク204を介して送信するのである。そして、ゲームサーバ1では、端末装置203から受信したサインの情報をゲームに反映させてゲームを進行するのである。よって、図20に示した構成からサイン管理手段230を省いたゲーム管理装置と、図3に示した構成からゲーム進行手段50を省いたゲーム装置(端末装置203)とを、ネットワーク204を介して接続可能なゲームシステムとすることができる。
(1)以上のように、本発明の一局面に係るゲーム装置は、仮想空間内におけるキャラクタが、指示キャラクタを介して操作されるゲーム装置であって、画面上に前記指示キャラクタを表示させる指示キャラクタ表示手段と、前記指示キャラクタにおける複数の所定領域を選択可能部位として設定する選択可能部位設定手段と、前記複数の選択可能部位の選択順または組合せと指示内容との関係情報を記憶装置に記憶する指示内容記憶手段と、前記指示キャラクタの複数の選択可能部位が選択操作されたとき、当該選択可能部位の選択順または組合せに対応する指示内容を前記関係情報に基づいて特定する指示内容特定手段と、を備えている。
(9)上記の(1)ないし(8)の何れかの構成において、ゲーム装置は、前記画面への接触により入力操作を行うことができる接触入力式の表示部を備えていることが好ましい。
この構成によれば、指示キャラクタ表示手段により指示キャラクタが画面上に表示されているときに、接触入力式の表示部の画面をプレイヤが指やペン等で接触しながら、指示キャラクタの選択可能部位の選択操作を行うことができる。これにより、プレイヤは画面上に表示された指示キャラクタに直接触れながら直感的な入力操作を行うことができるので、実際にブロックサインを行っているかのような、より体感的な操作をゲームの中で実現でき、従来のゲームにない面白みを打ち出すことができる。
Claims (13)
- 仮想空間内におけるキャラクタが、指示キャラクタを介して操作されるゲーム装置であって、
画面上に前記指示キャラクタを表示させる指示キャラクタ表示手段と、
前記指示キャラクタにおける複数の所定領域を選択可能部位として設定する選択可能部位設定手段と、
前記複数の選択可能部位の選択順または組合せと指示内容との関係情報を記憶装置に記憶する指示内容記憶手段と、
前記指示キャラクタの複数の選択可能部位が選択操作されたとき、当該選択可能部位の選択順または組合せに対応する指示内容を前記関係情報に基づいて特定する指示内容特定手段と、を備えるゲーム装置。 - 前記指示キャラクタ表示手段は、ゲームの進行を一時的に停止させる操作に基づいて前記指示キャラクタを前記画面上に表示するとともに、前記指示内容特定手段によって指示内容が特定された後に前記指示キャラクタを前記画面上から消去する請求項1に記載のゲーム装置。
- 前記選択可能部位の表示状態を選択操作の有無によって変更することにより、当該選択可能部位が選択されたことを報知する選択報知手段をさらに備える請求項1または2に記載のゲーム装置。
- 前記指示内容記憶手段に記憶される前記複数の選択可能部位の選択順または組合せと指示内容との関係情報の設定が可能な指示操作設定手段をさらに備え、
前記指示操作設定手段は、
前記指示内容を選択するための指示内容選択画面を表示する指示内容選択画面表示手段と、
前記複数の選択可能部位に対応する複数の設定可能領域を備えた指示操作設定画面を表示する指示操作設定画面表示手段と、
前記指示内容選択画面上で選択された指示内容と、前記指示操作設定画面上で選択操作された前記複数の設定可能領域に対する操作順序または組合せの情報との対応関係を、前記関係情報の更新情報として前記指示内容記憶手段に記憶する登録手段とを備えた請求項1ないし3の何れか1項に記載のゲーム装置。 - 前記選択可能部位設定手段は、前記指示キャラクタに設定する前記選択可能部位の数を変更する部位数変更手段を備える請求項1ないし4の何れか1項に記載のゲーム装置。
- 前記指示内容特定手段によって特定された指示内容をゲームに反映させてゲームを進行するゲーム進行手段と、
前記指示内容特定手段によって特定された指示内容に対応した前記選択可能部位の一連の選択操作に要した時間を計時する選択操作時間計時手段と、
前記選択操作時間計時手段によって計時された時間が短いほど、当該指示内容に対応したゲーム内作戦の成功率が高くなるように作戦成功率を決定する作戦成功率決定手段とをさらに備え、
前記ゲーム進行手段は、前記作戦成功率決定手段によって決定された作戦成功率をゲームに反映させる請求項1ないし5の何れか1項に記載のゲーム装置。 - 前記指示内容特定手段によって特定された指示内容をゲームに反映させてゲームを進行するゲーム進行手段と、
前記指示内容特定手段によって特定された指示内容に対応した前記選択可能部位の一連の選択操作に対する複雑度を決定する複雑度決定手段と、
前記複雑度決定手段によって決定された複雑度が高いほど、当該指示内容に対応したゲーム内作戦の成功率が高くなるように作戦成功率を決定する作戦成功率決定手段とをさらに備え、
前記ゲーム進行手段は、前記作戦成功率決定手段によって決定された作戦成功率をゲームに反映させる請求項1ないし6の何れか1項に記載のゲーム装置。 - 前記ゲームは複数のゲーム装置間で対戦を行う対戦ゲームであって、
前記指示キャラクタの複数の選択可能部位が選択操作されたとき、当該選択操作の内容を示す選択操作情報を対戦相手のゲーム装置へ送信する送信手段と、
対戦相手のゲーム装置から送信されてきた対戦相手の前記選択操作情報を受信する受信手段と、
前記受信手段によって受信された対戦相手の前記選択操作情報に応じた表示状態で対戦相手の指示キャラクタを画面上に表示させる相手側指示キャラクタ表示手段と、をさらに備える請求項1ないし7の何れか1項に記載のゲーム装置。 - 前記画面への接触により入力操作を行うことができる接触入力式の表示部を備える請求項1ないし8の何れか1項に記載のゲーム装置。
- 仮想空間内におけるキャラクタが、指示キャラクタを介して操作されるゲームをコンピュータが制御するゲーム制御方法であって、
コンピュータが、画面上に指示キャラクタを表示させる指示キャラクタ表示ステップと、
コンピュータが、前記指示キャラクタにおける複数の所定領域を選択可能部位として設定する選択可能部位設定ステップと、
コンピュータが、前記複数の選択可能部位の選択順または組合せと指示内容との関係情報を記憶装置に記憶する指示内容記憶ステップと、
前記指示キャラクタの複数の選択可能部位が選択操作されたとき、当該選択可能部位の選択順または組合せに対応する指示内容を前記関係情報に基づいてコンピュータが特定する指示内容特定ステップと、を備えたゲーム制御方法。 - コンピュータを請求項1ないし9の何れか1項に記載のゲーム装置として動作させるためのプログラムであって、前記コンピュータを前記ゲーム装置が備えている各手段として機能させるためのプログラム。
- 請求項11に記載のプログラムを記録したコンピュータ読み取り可能な記録媒体。
- 各プレイヤの端末装置からのネットワークを介したアクセスを受け付けて、キャラクタが指示キャラクタを介して操作されるゲームについてのゲームサービスを、前記ネットワークを介して各プレイヤに提供するゲーム管理装置であって、
前記端末装置に指示キャラクタを表示させる情報を送信することによって、当該端末装置の画面上に前記指示キャラクタを表示させる指示キャラクタ表示手段と、
前記指示キャラクタにおける複数の所定領域を選択可能部位として設定する選択可能部位設定手段と、
前記複数の選択可能部位の選択順または組合せと指示内容との関係情報を記憶装置に記憶する指示内容記憶手段と、
前記指示キャラクタの複数の選択可能部位が前記端末装置にて選択操作されたとき、当該端末装置から選択操作の情報を受信し、当該選択可能部位の選択順または組合せに対応する指示内容を前記関係情報に基づいて特定する指示内容特定手段と、を備えるゲーム管理装置。
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| US20130130791A1 (en) | 2013-05-23 |
| JP5357236B2 (ja) | 2013-12-04 |
| KR20130019453A (ko) | 2013-02-26 |
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