WO2013132802A1 - ゲームプログラムおよびゲームシステム - Google Patents
ゲームプログラムおよびゲームシステム Download PDFInfo
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- WO2013132802A1 WO2013132802A1 PCT/JP2013/001236 JP2013001236W WO2013132802A1 WO 2013132802 A1 WO2013132802 A1 WO 2013132802A1 JP 2013001236 W JP2013001236 W JP 2013001236W WO 2013132802 A1 WO2013132802 A1 WO 2013132802A1
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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
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/49—Saving the game status; Pausing or ending the game
- A63F13/497—Partially or entirely replaying previous game actions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/46—Computing the game score
-
- 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
- A63F13/833—Hand-to-hand fighting, e.g. martial arts competition
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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
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/61—Score computation
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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
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/634—Methods for processing data by generating or executing the game program for controlling the execution of the game in time for replaying partially or entirely the game actions since the beginning of the game
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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
- A63F2300/80—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
- A63F2300/8029—Fighting without shooting
Definitions
- the present invention relates to a game program and a game system having a replay function for reproducing a game play executed in response to a user operation after the game play is completed.
- a game program or a game apparatus having a replay function for reproducing a game play performed by the player or a game play performed by another player later has been proposed.
- a game program or a game apparatus having a replay function for reproducing a game play performed by the player or a game play performed by another player later has been proposed.
- the device shown in Japanese Patent Application Laid-Open No. 2010-264173 there has been proposed one having a function of marking a point of particular attention as “highlight” in long-time game play data.
- the highlight is set by the user performing a designated operation at a point in time when the user thinks the highlight while replaying the entire game play data.
- the highlight must be set by the user himself, and the entire work must be replayed once in order to set the highlight. Further, when replaying game play data with highlights set, it is impossible to reach the highlights unless the game play data is reproduced from the top even if only the highlights are desired.
- the present invention automatically analyzes the degree of excitement of game play executed in response to a user's operation in time series, can present an excitement part during game play, and reproduces only a section including the excitement part.
- An object of the present invention is to provide a game program and a game system that make it possible.
- the game program of the present invention causes a computer to function as operation data acquisition means, calculation means, and heat-up point analysis means.
- the operation data acquisition means acquires operation data for controlling the progress of the game.
- the computing means generates game situation data describing the game space and the state of the object in the game space at each time point based on data including time passage and operation data in the game.
- the heat-up point analysis means calculates a heat-up point that is the degree of progress of the game based on the game situation data.
- the game program may further cause the computer to function as a heat-up point display unit, a playback section designation unit, a section replay unit, and a drawing unit.
- the heat up point display means displays the heat up points in time series.
- the reproduction section designation means accepts designation of a reproduction section by an operation of designating a range in a time series direction on a screen on which heat-up points are displayed in time series.
- the section replay means generates game situation data by the same processing as the calculation means using the operation data of the designated playback section.
- the drawing means draws the game screen based on the game situation data generated by the section replay means.
- the computer may further function as jump point data storage means.
- the jump point data storage means sets a jump point at one or a plurality of timings during the game, and stores the game situation data at the jump point in the storage unit.
- the section replay means searches for a jump point immediately before the playback start point of the designated playback section. Then, the section replay means generates the game situation data at the reproduction start point using the game situation data at the jump point immediately before and the operation data from the jump point to the reproduction start point.
- a second game program causes a computer to function as operation data acquisition means, operation data recording means, game progress calculation means, and drawing means. Analyzing and calculating means and heat-up point analyzing means, and at the time of a replay operation, the computer further functions as a heat-up point display means, a playback section specifying means, a calculating means, and a drawing means. To do.
- Operation data acquisition means acquires operation data while the game is in progress.
- the operation data recording means stores the acquired operation data in the storage unit in time series.
- the game progress calculation means performs a calculation related to the progress of the game at fixed time intervals during the game based on data including time passage and operation data during the game, and describes the game space and character state at each time point. Generate status data.
- the drawing means draws the game screen based on the game situation data generated by the game progress calculation means.
- the operation data reading means reads the operation data stored by the operation data recording means.
- the analysis calculation means performs a calculation related to the progress of the game at regular time intervals during the game based on data including time passage and operation data during the game, and describes the game space and the state of the character at each time point. Generate data.
- the heat-up point analysis means calculates a heat-up point that is the degree of excitement of the game based on the game situation data generated by the analysis calculation means.
- the heat up point display means displays the heat up points in time series.
- the reproduction section designation means accepts designation of the reproduction section by an operation of designating a range in the time series direction on the time series display of the heat-up points.
- the calculation means obtains operation data for the designated playback section again, and performs calculation related to the progress of the game at regular intervals during the game based on data including the elapsed time in the game and the operation data obtained again.
- the game situation data describing the game space and the state of the character at each time point is generated.
- the drawing means draws the game screen based on the game situation data generated by the section replay means.
- the game system provided by the third aspect of the present invention includes a storage unit that stores the above-described program and a control unit that executes the program stored in the storage unit.
- the heat-up point analyzing means may calculate the heat-up point according to a user's analysis instruction operation.
- the operation data acquired by the operation data acquisition means may be data obtained by sequentially reading operation data sequences stored in time series, or may be input in real time from an operation unit operated by a user.
- the heat-up point analyzing means may calculate the heat-up point based on the activity content of the object in the game operated by the operation data. In this case, you may calculate a heat up point using the numerical value previously allocated with respect to each activity content.
- the heat-up points are calculated in time series based on the operation data. Therefore, the user can easily know where the game is playing by referring to this heat-up point.
- replay can be started quickly even during the game play using jump point data. For this reason, it is possible to efficiently perform the section reproduction of only the section that is excited.
- FIG. 1 is a block diagram of a game machine into which a game program of the present invention is read.
- FIG. 2 is a functional block diagram of a game device (normal mode) configured by cooperation between the game machine and the game program.
- FIG. 3 is a functional block diagram of a game device (analysis process) configured by cooperation between the game machine and the game program.
- FIG. 4A and FIG. 4B are diagrams showing tables describing heat-up points assigned to attacks and situations.
- FIG. 5 is a functional block diagram of a game device (replay process) configured by cooperation between the game machine and the game program.
- FIG. 6 is a diagram for explaining the procedure of the replay process of the game device.
- FIG. 7 is a flowchart showing the operation of the game device in the replay mode.
- FIG. 1 is a block diagram of a game machine into which a game program of the present invention is read.
- FIG. 2 is a functional block diagram of a game device (normal mode) configured by cooperation between the game machine and the game
- FIG. 8 is a diagram illustrating an example of a heat-up graph display screen.
- FIG. 9 is a diagram illustrating an example of a game screen displayed during replay.
- FIG. 10 is a diagram illustrating an example of a damage ranking display screen.
- FIG. 11 is a diagram illustrating an example of a total screen for each attack.
- FIG. 12 is a functional block diagram of another form of the game device.
- a game program and a game apparatus constituted by the game program and a game machine (hardware) will be described with reference to the drawings.
- FIG. 1 is a block diagram of an electronic circuit unit of the game machine 1.
- 2, 3, and 4 are functional block diagrams of the game device 100 configured by cooperation of the game machine 1 and the game program 50.
- the main character moves and launches an attack in accordance with the operation of the user (player) to fight the enemy character.
- the game device 100 stores the user's operation history in game play as replay data, and later reads out the replay data to reproduce the game play by the user in the same manner as the game play performed in real time. This function is called a replay function.
- the game machine 1 has a control unit 20, an operation unit 30, a media interface 31, and a wireless communication circuit unit 32 on a bus 26.
- the control unit 20 includes a CPU 21, ROM 22, RAM 23, an image processor 24 and an audio processor 25.
- a video RAM (VRAM) 40 is connected to the image processor 24.
- a display unit 41 is connected to the VRAM 40.
- the display unit 41 includes a liquid crystal display and displays a game image.
- An amplifier 42 is connected to the audio processor 25.
- the amplifier 42 includes a D / A converter.
- the speaker 16 and the earphone terminal 17 are connected to the amplifier 42.
- the operation unit 30 includes a touch panel, a plurality of button switches, direction keys, and a touch pad formed on the display. These touch panel, button switch, direction key, and touch pad each receive a user operation and generate an operation signal corresponding to the operation content. The generated operation signal is input to the CPU 21.
- Media interface 31 includes a media slot.
- the game media 5 is connected to the media slot.
- the media interface 31 reads the game program 50 by accessing the game media 5 set in the media slot.
- the game program 50 includes game data necessary for the progress of the game.
- a dedicated semiconductor memory is used as the game media 5.
- the game media 5 is not limited to a dedicated semiconductor memory, and may be a general-purpose semiconductor memory or an optical disk.
- a load area and a work area are set.
- a game program 50 read from the game media 5 is stored in the load area.
- the work area is used when the CPU 20 executes the game program 50.
- the work area includes a heat-up point storage area 23A, a total data storage area 23B, and a jump point data storage area 23C, which will be described later.
- the ROM 22 is a flash memory.
- the ROM 22 has a basic program and a replay data storage area 22A.
- the basic program is a program for the game machine 1 to read the game program 50 from the game media 5 and execute the game.
- replay data storage area 22A replay data 220 described later is stored in a nonvolatile manner.
- the image processor 24 has a GPU (Graphics Processing Unit, graphics processing unit).
- the image processor 24 generates a game space according to an instruction from the CPU 21 and draws an image obtained by photographing the game space with a virtual camera.
- the image processor 24 develops the drawn image on the VRAM 40 as a game image.
- the voice processor 25 has a DSP (Digital Signal Processor, digital signal processor).
- the sound processor 25 generates game sound such as sound emitted by the object according to the activity of the object.
- the amplifier 42 amplifies this audio signal and outputs it to the speaker 16 and the earphone terminal 17.
- the wireless communication circuit unit 32 includes a 2.4 GHz band digital communication circuit.
- the wireless communication circuit unit 32 uses the digital communication circuit to perform Internet communication via a wireless access point and direct communication with other game machines 1. Direct communication with other game machines 1 is called local communication.
- the wireless communication circuit unit 32 performs communication using the IEEE802.11g (so-called Wi-Fi) standard for Internet communication, and performs communication using the ad hoc mode of the IEEE802.11b standard or a unique standard for local communication.
- the game device 100 shown in FIG. 2 receives the replay data 220 from another game device using this communication function, and stores it in the above-described replay data storage area 22A.
- a game device (game system) 100 realized by reading a game program 50 of the game media 5 into the game machine 1 (hardware) will be described with reference to the functional block diagrams of FIGS. .
- the game apparatus 100 functions as an operation data input unit 110, a calculation unit 120, an operation history recording unit 130, and a game screen drawing unit 140 as shown in FIG.
- the operation data input unit 110 is realized by the cooperation of the control unit 20, the operation unit 30, and the game program 50.
- the game screen drawing unit 140 is realized by the cooperation of the control unit 20, the VRAM 40, the display unit 41, and the game program 50.
- the operation data input unit 110 takes in an operation signal generated by the operation of the operation unit 30 by the user and inputs the operation signal as operation data 200 to the calculation unit 120.
- the computing unit 120 computes the contents related to the progress of the game and the drawing of the game image based on the operation data 200 and the game data, and outputs a data group as a computation result as the game situation data 210.
- the calculation performed by the calculation unit 120 includes, for example, a calculation of the main character's movement according to the input operation data 200, a calculation of the movement of the opponent character according to the movement of the main character and the passage of time, and a change in environment with the passage of time. Etc. Further, when the input operation data 200 is an operation for instructing the launch of an attack (activation), a calculation is performed to cause the main character to perform the launch operation of the attack, and whether the attack that has been launched hits the opponent character. No, and the damage amount of the opponent character when hit is calculated.
- the computing unit 120 performs computation using the operation data 200 and the elapsed time as variables based on the immediately preceding game situation data 210 every 1/60 second, and generates and outputs the current game situation data 210.
- the game situation data 210 is input to the game screen drawing unit 140.
- the game screen drawing unit 140 draws a game screen based on the game situation data 210 and displays it on the display unit 41.
- the operation data 200 is input from the operation data input unit 110 to the calculation unit 120 and further input to the operation history recording unit 130.
- the operation history recording unit 130 adds operation time information to the operation data 200 that is sequentially input, and stores this data string as the replay data 220 in the replay data storage area 22A.
- the replay mode of the game apparatus 100 In the replay mode, analysis processing and replay processing are performed.
- the game apparatus 100 reads the replay data 220 stored in the replay data storage area 22A and analyzes the degree of excitement at each time point during game play. Then, the game device 100 counts the types of attacks used and sets jump points so that the game devices 100 can be played back quickly from any point in time. Further, in the replay process, the game apparatus 100 quickly replays the section designated by the user using the jump points set in the analysis process.
- the game apparatus 100 functions as an operation history reading unit 300, a calculation unit 120, a heat-up point analysis unit 310, a totalization unit 320, and a jump point extraction unit 330 as shown in FIG.
- the operation history reading unit 300 sequentially reads the operation data 200 from the replay data 220 in time series, and inputs the read operation data 200 to the calculation unit 120.
- the replay data 220 may be recorded by the operation history recording unit 130 of FIG. 2 or may be acquired from another game device 100.
- the calculation unit 120 performs a calculation based on the operation data 200 and the game data as in the case of executing the game in the normal mode, and advances the game.
- the reading speed of the operation data 200 by the operation history reading unit 300 is much higher than the input speed of the operation data 200 when the user actually plays the game.
- the computing unit 120 advances the game at high speed (with a reduced time) based on the operation data 200 input at high speed.
- the heat-up point is a parameter indicating the degree of excitement of the game calculated at regular intervals based on the game situation data 210 generated by the calculation of the calculation unit 120.
- the heat-up point analysis unit 310 calculates the heat-up point 230 at regular intervals and stores it in the heat-up point storage area 23 ⁇ / b> A set in the RAM 23.
- the heat-up point is given in accordance with, for example, an attack that the user character controlled by the operation data 200 launches.
- the heat-up point is calculated by the following arithmetic expression, for example.
- Heat up points trigger points + guard points + hit points + situation bonus
- Trigger points are given when a user character launches an attack.
- a guard point is given when an attack delivered by a user character is defended by an opponent character.
- the defense by the opponent character means that the attack of the user character is received by the opponent character with an arm or armor, or the opponent character escapes from the attack of the user character.
- the hit point is given when the attack of the user character hits the opponent character.
- “Hit” means that the attack of the user character hits the opponent character or the opponent character is skipped by the attack of the user character. Therefore, guard points and hit points are alternatively given depending on whether the attack by the user character hits the opponent character or is defended by the opponent character. The size of these points varies depending on the type of attack, and each point of each attack is defined in the game data as shown in FIG. 4A.
- the situation bonus is a point that is added according to the state of the character when the attack is paid out. In what state, how many points of the situation bonus are given is determined in the game data as shown in FIG. 4B.
- the calculation formula for the heat-up point is not limited to the one described above. In the above formula, only “+” is used as an operator. However, a heat-up point may be calculated by calculating a parameter using another operator.
- the counting unit 320 determines the type of attack that the user character has extended according to the operation data 200, whether or not this attack hits the opponent, the magnitude of damage given to the opponent, and the like. Tally.
- the totaling unit 320 stores the total data 240 in the total data storage area 23 ⁇ / b> B set in the RAM 23.
- the jump point extraction unit 330 sets one or more timings during the game as jump points, and stores the game situation data 210 at that time as jump point data 250 in the jump point data storage area 23C.
- the jump point is set, for example, every 10 seconds from the start of the game.
- the jump point data 250 which is the game situation data 210 is data describing all the progress of the game at that time. Therefore, based on this data, the game apparatus 100 can reproduce the state of the game space and the state of all characters at that time and draw a game image. Further, if the operation data 200 is further input in a state where the game is reproduced, the game apparatus 100 can continue the game based on the operation data 200.
- the operation data 200 is read from the head and replayed, and the replay is started from the jump point in the middle. It becomes possible to start.
- the game device 100 accepts designation of a replay section by the user, and promptly replays the designated section using jump points.
- the game device 100 functions as an operation history reading unit 300, a calculation unit 120, and a game screen drawing unit 140 as shown in FIG.
- the calculation unit 120 searches for the jump point immediately before the start point of the replay section, and reads the jump point data 250 of the jump point, that is, the game situation data 210 at that time. Based on the jump point data 250, the calculation unit 120 reads the operation data 200 after the jump point at a high speed and advances the calculation to the replay start point. Then, after the replay start point, the game apparatus 100 reads the operation data 200 at a normal speed to perform a game calculation, and inputs the generated game situation data 210 to the game screen drawing unit 140 to draw a game image. indicate. This process is continued until the replay playback end point comes.
- the replay can be started more quickly than when the operation data 200 is read from the beginning.
- the game machine 1 When the power is turned on, the game machine 1 reads the game program 50 and functions as the game device 100, and displays a menu screen on the display unit 41. The game apparatus 100 shifts to the normal mode when game play is selected on the menu screen. In addition, when the my collection, that is, the reading of the replay data 250 is selected on the menu screen, the game apparatus 100 shifts to the replay mode.
- the identification information (player name, recording date, etc.) of the replay data 220 stored in the replay data storage area 22A is displayed as a list to prompt the user to select.
- the replay data storage area 22A in addition to the game play replay data 220 performed by the user (player) of this game apparatus, other game apparatuses (other players acquired through Internet communication, direct communication, etc.). ) Replay data 220 is also stored.
- the game device 100 analyzes the selected replay data 220.
- the input of whether or not to do is accepted (S2).
- game device 100 proceeds to normal reproduction processing (S15).
- the normal reproduction process is a process of replaying sequentially from the beginning of the game by reading the operation data 200 of the replay data 220 from the beginning at the same speed as the actual time elapsed and inputting it to the computing unit 120.
- the game device 100 configures the functional unit shown in FIG. 3 and executes the analysis process (S3).
- the game device 100 displays the heat-up graph screen 400 that displays the calculated heat-up points 230 in a time series graph (S4).
- FIG. 8 is a view showing a display example of the heat-up graph screen 400.
- the heat-up graph screen 400 is displayed on the display unit 41.
- the screen 400 displays a heat up graph 401 with the vertical axis representing the heat up point and the horizontal axis representing the elapsed time.
- a play button 402 is displayed at the bottom of the screen 400.
- the replay section 403 is designated.
- the game device 100 starts replay of the designated section.
- the user can designate the replay section 403 on the heat-up graph 401, it becomes easy to select a section where the game seems to be exciting.
- the game device 100 designates a replay section and clicks the play button 402 by the user (S 5), or goes to the total data display screen. Wait until the screen switching operation is performed (S10).
- the game device 100 executes the replay process for the designated section in the procedure described in FIG. 6 (S6). ). After executing the replay process up to the end point of the replay section (YES in S7), the game device 100 returns to the display of the heat-up graph 401 in S4.
- the game proceeds with the same content as the game play actually performed by the user, and a game screen 410 as shown in FIG. 9 is displayed on the display unit 41 of the game apparatus 100.
- the game apparatus 100 displays a menu box 411 and an operation data box 412 as shown in the game screen 410 in accordance with a specific operation by the user.
- menu box 411 menus of pause, end and replay mode end are displayed.
- the user can select replay pause (pause), end (return to the heat-up graph display screen 400), or end of the replay mode (return to the main menu).
- the operation data box 412 is a window for displaying the operation data 200 read in the replay in time series.
- an image associated with each operation data 200 is displayed. The displayed image scrolls from bottom to top as new operation data 200 is read.
- the game device 100 performs a total data display process (S11).
- the aggregated data display process will be described with reference to FIGS.
- the damage ranking screen 420 shown in FIG. 10 is displayed.
- the damage ranking screen 420 includes a damage ranking list 421.
- the attack on the character (defense character) displayed in the display field 423 from the character (attack character) displayed in the display field 422 has a large damage to the defense character. List them in order.
- the parameter to be aggregated in the aggregate data display process is not limited to damage caused by an attack, and any parameter can be used as long as it can be grasped visually and audibly.
- the user character controlled by the operation data 200 is selected as an attack character by default.
- the attacking character can be changed by the user by clicking the character change button 424.
- the defense character displayed in the display field 423 can be changed by the user by clicking the character change button 424.
- a summary screen 430 is displayed.
- the total amount of damage given to the opponent of this attack (skill), the number of times of use, the number of times guarded, the total number of hits, the number of hits in a single shot (solo), the number of hits (solo), the continuous attack ) Is displayed as the number of hits and the hit rate when it is paid out as one of the attacks.
- the menu box 411 as shown in FIG. 9 is displayed on the screens 420 and 430 in accordance with a specific operation by the user.
- the game device 100 performs processing such as shifting to the display of the heat-up graph of S4 in FIG. 7 or returning to S4 after finishing the replay mode.
- the game device 100 stores the operation data 200 and the like as they are in the replay data storage area 22A as the replay data 220, and reads and analyzes the replay data 220 in the replay mode.
- the game apparatus 100 may perform analysis in real time and store the analysis data together with the replay data 220.
- FIG. 12 shows a functional configuration of the game apparatus 100 that executes analysis processing in the normal mode.
- the analysis result may be stored in the ROM (flash memory) 22 together with the replay data 220.
- the heat-up graph 401 can be displayed immediately without performing analysis processing in the replay mode.
- the game is described in which a plurality of characters make an attack and fight, but the object of the present invention is not limited to a character.
- it may be a vehicle such as an automobile or a spacecraft.
- the subject to be given heat-up points is not limited to attacks.
- points may be given to events (events) in the game that the user seems to be excited, such as goals in sports games and overtaking in racing games.
- images indicating the operation data 200 are displayed in a list form in the operation data box 412, but the operation data 200 at each moment may be displayed in the operation data box 412.
- the game machine 1 which is a game dedicated machine is described as an example, but the present invention is applied to a device which is not a game dedicated machine, for example, a mobile phone such as a smartphone, a tablet terminal, a personal computer, or the like. Is also possible.
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Abstract
Description
5 ゲームメディア
20 制御部
21 CPU
22 ROM(フラッシュメモリ)
50 ゲームプログラム
100 ゲーム装置
Claims (6)
- コンピュータを、
ゲームの進行を制御するための操作データを取得する操作データ取得手段、
ゲーム中での時間経過および前記操作データを含むデータに基づいて、各時点におけるゲーム空間および該ゲーム空間内のオブジェクトの状態を示すゲーム状況データを生成する演算手段、および、
前記ゲーム状況データに基づき、ゲームの進行の程度であるヒートアップポイントを算出するヒートアップポイント分析手段、
として機能させるゲームプログラム。 - 前記ヒートアップポイント分析手段は、前記操作データによって操作されるオブジェクトの各活動内容に対してあらかじめ割り振られた数値に基づいて前記ヒートアップポイントを算出する請求項1に記載のゲームプログラム。
- 前記コンピュータを、
前記ヒートアップポイントを時系列に表示するヒートアップポイント表示手段、
前記ヒートアップポイントの時系列の表示上で時系列方向に範囲を指定する操作により、再生区間の指定を受け付ける再生区間指定手段、
該指定された再生区間の操作データを用いて前記演算手段と同様の処理により前記ゲーム状況データを生成する区間リプレイ手段、
前記区間リプレイ手段が生成した前記ゲーム状況データに基づいてゲーム画面を描画する描画手段、
としてさらに機能させる請求項1に記載のゲームプログラム。 - コンピュータを、
前記演算手段による演算時に、ゲーム中の1または複数のタイミングにジャンプポイントを設定して、該ジャンプポイントにおける前記ゲーム状況データを記憶部に記憶させるジャンプポイントデータ保存手段、
としてさらに機能させ、
前記区間リプレイ手段は、指定された再生区間の再生開始点の直前のジャンプポイントを検索し、該直前のジャンプポイントのゲーム状況データおよび該ジャンプポイントから前記再生開始点までの操作データを用いて、前記再生開始点におけるゲーム状況データを生成する請求項3に記載のゲームプログラム。 - コンピュータを、
ゲーム進行中は、
操作データを取得する操作データ取得手段、
前記操作データを、記憶部に時系列に記憶させる操作データ記録手段、
ゲーム中での時間経過および前記操作データを含むデータに基づいて、ゲームの進行に関する演算をゲーム中の一定時間毎に行い、各時点におけるゲーム空間および前記キャラクタの状態を記述したゲーム状況データを生成するゲーム進行演算手段、および、
前記ゲーム進行演算手段が生成したゲーム状況データに基づいてゲーム画面を描画する描画手段、
として機能させ、
分析動作時は、
前記操作データ記録手段によって記憶された操作データを読み出す操作データ読出手段、
ゲーム中での時間経過および前記操作データを含むデータに基づいて、ゲームの進行に関する演算をゲーム中の一定時間毎に行い、各時点におけるゲーム空間および前記キャラクタの状態を記述したゲーム状況データを生成する分析演算手段、および、
前記分析演算手段が生成したゲーム状況データに基づき、ゲームの盛り上がりの程度であるヒートアップポイントを算出するヒートアップポイント分析手段、
として機能させ、
リプレイ動作時は、
前記ヒートアップポイントを時系列に表示するヒートアップポイント表示手段、
前記ヒートアップポイントの時系列の表示上で時系列方向に範囲を指定する操作により、再生区間の指定を受け付ける再生区間指定手段、
該指定された再生区間の操作データを再度取得し、ゲーム中での時間経過および前記再度取得した操作データを含むデータに基づいて、ゲームの進行に関する演算をゲーム中の一定時間毎に行い、各時点におけるゲーム空間および前記キャラクタの状態を記述したゲーム状況データを生成する演算手段、および、
前記区間リプレイ手段が生成した前記ゲーム状況データに基づいてゲーム画面を描画する描画手段、
として機能させるゲームプログラム。 - 請求項1乃至請求項5のいずれかに記載のプログラムを記憶する記憶部と、該記憶部に記憶されているプログラムを実行する制御部と、を備えたゲームシステム。
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US9492749B2 (en) | 2016-11-15 |
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US20150224396A1 (en) | 2015-08-13 |
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