WO2014098237A1 - Procédé de commande de jeu, dispositif de serveur et support de stockage d'informations - Google Patents

Procédé de commande de jeu, dispositif de serveur et support de stockage d'informations Download PDF

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Publication number
WO2014098237A1
WO2014098237A1 PCT/JP2013/084346 JP2013084346W WO2014098237A1 WO 2014098237 A1 WO2014098237 A1 WO 2014098237A1 JP 2013084346 W JP2013084346 W JP 2013084346W WO 2014098237 A1 WO2014098237 A1 WO 2014098237A1
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WIPO (PCT)
Prior art keywords
event information
battle
connection
processor
mobile terminals
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PCT/JP2013/084346
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English (en)
Japanese (ja)
Inventor
ゴールド,ロバート・ジェイ
亮 宇佐美
福田 健太郎
古賀 雄一
Original Assignee
グリー株式会社
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Priority to JP2014531024A priority Critical patent/JP5972978B2/ja
Publication of WO2014098237A1 publication Critical patent/WO2014098237A1/fr

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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 details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5526Game data structure
    • A63F2300/5533Game data structure using program state or machine event data, e.g. server keeps track of the state of multiple players on in a multiple player game

Definitions

  • the present invention relates to a game control method, a server device, and an information recording medium.
  • This type of social application can be broadly divided into a native application that is downloaded to a terminal and installed and used on the terminal, and a web application that operates on a web server and is used on a web browser of the terminal.
  • the native application is an application that depends on the OS of a terminal such as an iPhone (registered trademark) terminal or an Android (registered trademark) terminal of a smartphone.
  • the server device delivers a native application such as an iPhone application loaded with Objective-C or an Android application loaded with Java (registered trademark) from the platform to each terminal.
  • the user enjoys a native application (for example, a game such as RPG (role playing game), battle, love, etc.) distributed from the platform to the terminal.
  • web applications can be cross-developed based on languages such as HTML5 (Hyper Text Markup Language 5), JavaScript (registered trademark), CSS3 (Cascading Style Styles Sheets 3) for both platforms. There is no need to go through the marketplace. The web application does not depend on the OS of the terminal.
  • JavaScript is an object-oriented script language. It is mainly implemented on the client side such as a web browser, and is used for the construction of a dynamic website and the development of an advanced user interface such as RIA (rich Internet application). JavaScript is a prototype-based object-oriented programming language.
  • JavaScript is often written in a style like a procedural language similar to the C language, but it supports first-class functions (functions can be treated as first-class objects) and other features of functional languages. Is also designed to hold. JavaScript is also adopted as a macro language in some applications because of its flexible design. Further, a request and response method is adopted as a communication method in a markup language (eg, HTML (hypertext markup language), PHP (Hypertext Preprocessor)).
  • HTML hypertext markup language
  • PHP Hypertext Preprocessor
  • a request is transmitted from the client device to the server device in response to an operation of the client device by the user, and a response is returned from the server device to the client terminal.
  • a request and response method when a system is dynamically formed according to a service, a function group that waits for a function group necessary for service execution and selects a function group according to the situation is executed. (For example, refer to Patent Document 1).
  • FIG. 29 is a schematic diagram showing a configuration of a game system that provides a battle game using a request and response system.
  • the battle game of this type may be a game in which a battle with an enemy is performed by an operation of a user of a mobile terminal.
  • a raid battle game in which a battle with an enemy raid boss is taken as an example will be described.
  • the server device Sv causes a raid boss that is stronger than a normal boss to appear in the virtual space.
  • “strong” means, for example, that HP (physical strength) is high or that damage by an attack is difficult.
  • the first to third users battle with the raid boss by an operation such as continuously tapping the touch panel of the first to third client devices CL1 to CL3 such as an iPhone terminal or an Android terminal. For example, if the raid boss can be defeated within the time limit, the user wins. In other cases, the user loses.
  • the server device Sv measures the elapsed time from the battle start time to the time limit.
  • Each client device CL1 to CL3 transmits a request according to the operation of each user to the server device Sv.
  • the server apparatus Sv executes a process for reducing the raid boss HP, a process that the raid boss protects, and the like, and returns a process result as a response to each of the client apparatuses CL1 to CL3.
  • the request and response method uses a communication method in which the number of client devices CL1 to CL2 that can be connected to the server device Sv is limited and the other client devices CL3 are forcibly locked.
  • JP 2004-70845 A paragraphs 0015-0017, abstract
  • the present invention has been made in view of the above circumstances, and can control a plurality of client devices to a web server device without limiting the number of client devices, and can realize a battle game, a server device, and An object is to provide an information recording medium.
  • a first aspect of the present invention is used in a server device having a processor capable of communicating with a plurality of portable terminals, wherein each portable terminal displays an enemy, and the enemy is operated by the user of each portable terminal.
  • the processor receives a connection request from each mobile terminal, the processor establishes a connection with each mobile terminal and responds to the connection request.
  • a connection establishing step of causing each mobile terminal to start the battle by sending back a response; and the processor is connected to each mobile terminal established by the connection establishing step.
  • event information corresponding to a user operation is received from any portable terminal, the event information is transmitted according to a communication standard.
  • a communication process to be transmitted to other mobile terminals outside, and when the processor ends the battle based on the event information or the time limit, the connection with each mobile terminal established by the connection establishment process is disconnected.
  • a game disconnecting process is used in the game control method for causing each mobile terminal to execute a battle game for performing a battle.
  • the present invention it is possible to connect a plurality of client devices to the server device without limiting the number of client devices, thereby realizing a battle game.
  • FIG. 1 is a schematic diagram showing a configuration example of a game system to which the game control method according to the first embodiment of the present invention is applied.
  • a web server device 2 is connected to a network 1 including the Internet, and a plurality of, for example, three mobile terminals 4A to 4C serving as client devices used by the user in this system are connected to a wireless LAN access point (AP) 5 or a base station 6 for connection.
  • AP wireless LAN access point
  • the web server device 2 is a computer that provides a game control program and event information for realizing a battle game to the mobile terminals 4A to 4C.
  • the web server device 2 is installed by a company operating an SNS (Social Networking Service), for example, to provide an online game service as part of the service, and is connected to the network 1.
  • SNS Social Networking Service
  • the client-side mobile terminals 4A to 4C each include a smartphone, a feature phone, etc., and may be, for example, a mobile phone that operates on an OS (Operating System) such as Android or iOS, or a notebook. It may be a book-type personal computer, a mobile computer, or the like.
  • OS Operating System
  • the mobile terminals 4A to 4C will be described as being smartphones each having a touch panel.
  • the portable terminals 4A to 4C in addition to the connection with the network 1 via the base station 6, the portable terminals 4A to 4C, in addition to the Wi-Fi (registration of IEEE 802.11a / b / g / n standard wireless LAN (Local Area Network), for example) (Trademark) can be preferentially selected, and the access point 5 can be interconnected.
  • Wi-Fi registration of IEEE 802.11a / b / g / n standard wireless LAN (Local Area Network), for example
  • Traffic can be preferentially selected, and the access point 5 can be interconnected.
  • the mobile terminals 4A to 4C can be wirelessly connected to each other by, for example, Bluetooth (registered trademark) technology which is a short-range wireless communication standard.
  • Bluetooth registered trademark
  • the mobile terminals 4A to 4C have a wide variety of hardware configurations specific to the model, the OS used, the installed applications, etc., and the web server device 2 supports these various mobile terminals 4A to 4C. It is assumed that various application programs can be distributed to each.
  • the web server device 2 includes a storage device 21, a memory 22, a processor 23, and a communication unit 24, as shown in FIG.
  • the storage device 21 stores a game control program p_s3 and the like for realizing a battle game, and is a large-capacity storage device such as a hard disk drive (HDD), an optical disk drive, a DVD, or an MO.
  • the storage device 21 stores an OS (operating system) p_s0, a server-side JS execution environment program p_s1, a company A framework program p_s2, and a game control program p_s3.
  • OS p_s0 is a program for realizing the basic functions of the web server device 2.
  • the server side JS execution environment program p_s1 is a program that is executed by the processor 23 and realizes a server side JS execution environment S1 described later.
  • the company A framework program p_s2 is executed by the processor 23 and is a program for realizing the company A framework S2 described later.
  • the game control program p_s3 is executed by the processor 23 and is a program for realizing the battle game according to the embodiment of the present invention.
  • the game control program p_s3 causes each of the mobile terminals 4A to 4C to display an enemy, and causes each mobile terminal to execute a battle game in which a battle with the enemy is performed by a user operation of each of the mobile terminals 4A to 4C. It is a program for.
  • the enemy may be a raid boss that receives an attack (attack) based on event information
  • the battle game may be a raid battle game in which a battle is performed with the raid boss.
  • the raid battle game is, for example, either a method in which winning or losing is determined by whether or not the raid boss can be defeated within the time limit from the start of the battle, or a method in which winning or losing is determined by whether or not the raid boss can be defeated without time limit But it is possible.
  • the start of the raid battle game or the appearance of the raid boss may be used.
  • “extinguishing” can be performed by any of a method of making HP (physical strength) value zero, a method of accumulating damage values up to a target value, and a method of attacking a predetermined weak point.
  • the raid boss settings eg, respond / do not respond, HP value, target value of damage value, predetermined weak point, etc.
  • vary slightly depending on the raid battle game method, etc., but are stronger than normal bosses ( It ’s hard to get rid of) It ’s still a boss.
  • the event information may include action information indicating a user operation and period information indicating a predetermined period from the time of the operation.
  • the processor 23 may transmit the event information to another portable terminal (eg, 4B, 4C) within the period indicated by the period information included in the event information. Good.
  • (F3) A connection disconnection function that disconnects each mobile terminal 4A to 4C when the battle is terminated based on the event information or the time limit.
  • the memory 22 is used as a work area required when executing the game control program p_s3 or the like.
  • the processor 23 performs the battle game according to the embodiment of the present invention in cooperation with the game control program p_s3 stored in the storage device 21, and also controls the entire web server device 2.
  • the communication unit 24 controls communication with external devices such as the mobile terminals 4A to 4C via the network 1.
  • the portable terminal 4A includes a storage device 41A, a memory 42A, a processor 43A, a communication unit 44A, an electronic compass 45A, a camera 46A, a display unit 47A, and a touch panel 48A.
  • the explanation of each part 41A-48A can be read as explanation of each part 41B-48B of another portable terminal 4B or explanation of each part 41C-48C of another portable terminal 4C by replacing the end A of the code with B or C. It has become.
  • the storage device 41A stores a client-side game control program p_c4 for realizing a battle game, and is a large-capacity storage device such as a hard disk drive (HDD).
  • the storage device 41A stores an OS (operating system) p_c0, an application execution environment program p_c1, an A company DB connection kit program p_c2, an A company framework program p_c3, and a game control program p_c4.
  • OS p_c0 is a program for realizing the basic functions of the mobile terminal 4A.
  • the application execution environment program p_c1 is executed by the processor 43A and is a program for realizing an application execution environment C1 described later.
  • the A company DB connection kit program p_c2 is executed by the processor 43A, and is a program for realizing the A company DB connection kit C2 described later.
  • the company A framework program p_C3 is executed by the processor 43A, and is a program for realizing the company A framework C3 described later.
  • the game control program p_c4 is a program that is executed by the processor 43A and controls processing on the client side of the battle game according to the embodiment of the present invention.
  • the memory 42A is used as a work area required when executing the client side game control program p_c4.
  • the processor 43A in cooperation with the game control program p_c4 stored in the storage device 41A, performs the battle game according to the embodiment of the present invention and controls the entire mobile terminal 4A.
  • the communication unit 44A controls communication with an external apparatus such as the web server apparatus 2 via the network 1.
  • the communication unit 43 also has a wireless communication function such as a wireless LAN, Bluetooth (registered trademark), and WiFi.
  • the electronic compass 45A has a geomagnetic sensor and measures the direction.
  • the camera 46A has an imaging function and stores the captured image in the storage device 41A.
  • the display unit 47A is a display device to which a touch panel 48A is attached.
  • the touch panel 48A has a function of inputting operation data in accordance with a user operation.
  • the hardware configuration itself of the electronic circuit corresponding to the functional block configuration of each of the web server device 2 and the mobile terminals 4A to 4C is assumed to be very general and well-known, and the description and description thereof will be omitted.
  • FIG. 4 is a schematic diagram showing a concept of a connection architecture between the web server device 2 and the mobile terminals 4A to 4C according to the present embodiment.
  • the game program or application program described in, for example, AIR (registered trademark) is included in the portable terminals 4A to 4C.
  • An application execution environment C1 is installed, and a company A database connection kit C2 for connecting to the database of the company A and performing accounting processing and the like is incorporated.
  • the (software) client-side framework C3 developed by Company A is installed for the part where the portable terminals 4A to 4C communicate with the web server device 2.
  • One web server device 2 is provided with a server-side JavaScript (registered trademark) execution environment S1 described in Node.js (registered trademark), for example, for executing online games and applications, and mobile terminals 4A to 4C.
  • a framework S2 on the company A (software) server side corresponding to the framework C3 is provided.
  • Bidirectional communication is performed using a socket-specific protocol.
  • the bi-directional communication by the web socket is premised on a long-time connection, and is continuously executed until disconnected by the server or the client.
  • the communication by the web socket has an advantage that the header information and the processing load (overhead) are smaller than the HTTP communication.
  • the communication by the web socket has an advantage that all devices in the connected state can transmit and receive the same data in real time and share them. Further, in the web socket, transmission can be performed from either the client side or the server side. For example, data can be pushed and distributed from the server side to the client side.
  • the frameworks C3 and S2 are described using, for example, JavaScript as a script language independent of the OS. Therefore, the same connection environment can be constructed regardless of whether the OS of the mobile terminals 4A to 4C is any OS such as Android and iOS.
  • the web server device 2 when receiving a handshake request from each of the mobile terminals 4A to 4C, the web server device 2 establishes a connection with each of the mobile terminals 4A to 4C and returns a handshake response to each of the mobile terminals 4A to 4C. Start a battle (time t0; connection establishment step). For example, in the web server device 2, it is assumed that the mobile terminals 4A to 4C that have received the handshake request at approximately the same time are allowed to participate in the raid battle game as one group.
  • the value “1” of period 1 for example, a value “1” indicating the tens place from the time t11 when the tap operation is performed until +1 is counted up to t19 can be used.
  • the time interval of count-up is arbitrary, the shorter one is preferable from a viewpoint of performing the process on a game in real time.
  • the processor 43A adds an attack based on the event information ivA to the raid boss, and executes a process on the game according to the event information ivA (a process for causing the raid boss's HP to be ⁇ 10).
  • a request including the information ivA is transmitted to the web server device 2.
  • the process of setting the raid boss's HP to ⁇ 10 corresponds to the raid boss being damaged by the attack. The same applies to the following description.
  • the processor 23 transmits the event information ivA to the other mobile terminals 4B and 4C in accordance with the web socket communication standard (time t12; web socket communication process). .
  • the processor 23 transmits the event information ivA to the other portable terminals 4B and 4C within the period indicated by the period information included in the event information ivA by the push operation.
  • the processors 43B and 43C add an attack based on the event information ivA to the raid boss, and execute a process on the game according to the event information ivA (a process for causing the raid boss's HP to be ⁇ 10). .
  • the processor 43B adds an attack based on the event information ivB to the raid boss, and executes processing on the game according to the event information ivB (processing that causes the raid boss's HP to be ⁇ 10).
  • a request including the information ivB is transmitted to the web server device 2.
  • the processor 23 transmits the event information ivB to the other mobile terminals 4A and 4C according to the web socket communication standard as shown in FIGS. 5 and 9 (time t22; web socket communication process). .
  • the processor 23 transmits the event information ivB to the other mobile terminals 4A and 4C within the period indicated by the period information included in the event information ivB by the push operation.
  • the processors 43A and 43C add an attack based on the event information ivB to the raid boss, and execute a process on the game corresponding to the event information ivB (a process for causing the raid boss's HP to be ⁇ 10). .
  • the processor 43C adds an attack based on the event information ivC to the raid boss, and executes a process on the game according to the event information ivC (a process for causing the raid boss's HP to be ⁇ 10).
  • a request including the information ivC is transmitted to the web server device 2.
  • the processor 23 transmits the event information ivC to the other mobile terminals 4A and 4B in accordance with the web socket communication standard (time t32; web socket communication process). At this time, the processor 23 transmits the event information ivC to the other mobile terminals 4A and 4B within the period indicated by the period information included in the event information ivC by a push operation.
  • the processors 43A and 43C add an attack based on the event information ivB to the raid boss, and execute a process on the game corresponding to the event information ivC (a process for causing the raid boss's HP to be ⁇ 10). .
  • the processor 23 ends the battle based on the event information ivA, ivB, ivC,. Note that the end of the battle is not limited to when the raid boss HP becomes zero, but may be when the raid boss HP does not become zero within the time limit, for example.
  • the web server device 2 when the web server device 2 receives event information corresponding to a user operation from one of the mobile terminals, the event information is transmitted to another mobile terminal according to the web socket communication standard. Since the transmission configuration can realize real-time communication with a small processing load in accordance with the web socket communication standard, a plurality of mobile terminals 4A to 4C as a plurality of client devices can be realized without limiting the number of mobile terminals as client devices. Can be connected to the web server device 2 and a battle game can be realized.
  • each user executes an operation representing a linked attack such as tapping the touch panel of each client device CL1 to CL3, and a large number of requests according to each user's operation are made. What is necessary is just to transmit to the server apparatus Sv.
  • the request and response method uses a communication method in which the number of client devices CL1 to CL2 that can be connected to the server device Sv is limited and the other client devices CL3 are forcibly locked.
  • the server device Sv is subjected to a significant processing load, making it difficult to realize a raid battle game using combo attack.
  • the request and response method has a disadvantage that it is difficult to realize a raid battle game using a combo attack. Further, in the request and response method, there is a disadvantage that the locked client device CL3 cannot execute normal processing unless the lock is released from the server device Sv.
  • the request and response method when a markup language is transmitted / received between the server device Sv and the client devices CL1 to CL3, it is necessary to transmit / receive header information over a plurality of pages between the server device Sv and the client devices CL1 to CL3. . Accordingly, since the header information is accumulated in the server device Sv for each communication, the number of client devices CL1 to CL2 that can be connected to the server device Sv is limited.
  • a game control method capable of connecting a plurality of client devices to a web server device without limiting the number of client devices and realizing a battle game using a combo attack.
  • the game control program p_s3 causes the processor 23 to realize the following functions (f1) to (f7) in addition to the game functions based on various raid battle game systems. Includes programs.
  • (F1) A combo data setting function for setting in the memory combo data including a combo reception period for receiving a plurality of event information as combo attacks according to operations of the different mobile terminals 4A to 4C.
  • the event information may include action information indicating a user operation and period information indicating a predetermined period from the time of the operation.
  • the processor 23 may transmit the event information to another portable terminal (eg, 4B, 4C) within the period indicated by the period information included in the event information. Good.
  • (F5) A combo for determining whether or not a plurality of terminal identification information included in the log information is different from each other and determining whether or not a plurality of event information reception times included in the log information are within a combo reception period Judgment function.
  • (F6) A combo attack function for adding a combo attack to a raid boss when the plurality of terminal identification information are different from each other and the plurality of event information reception times are within the combo reception period as a result of the determination.
  • connection disconnection function that disconnects each mobile terminal 4A to 4C when the battle is terminated based on event information, combo attack or time limit.
  • the processor 23 sets, in the memory 22, combo data including a combo reception period for receiving a plurality of event information corresponding to operations of the different mobile terminals 4A to 4C as combo attacks (ST1). ; Combo data setting step).
  • a raid battle game using a combo attack can be executed.
  • the combo data may be updated and set according to the difficulty level of the game stage, or the same combo data may be always set.
  • the combo data may further include the number of event information that constitutes the combo attack.
  • the processor 23 executes the connection establishment process (time t0) as described above. Thereby, a raid battle game is started.
  • the processor 43A in response to a tap operation on the touch panel 48A by the user, the processor 43A creates event information ivA (time t11) as described above, and processing on the game according to the event information ivA And a request including the event information ivA is transmitted to the web server device 2.
  • the processor 23 writes information of this request in the memory 22 (ST2). Specifically, in the web server device 2, when the processor 23 receives the event information ivA corresponding to the user's operation from the portable terminal 4A, as shown in FIG. 12, the event information reception time “ Log information L including tr1 ”and terminal identification information“ 4A ”indicating the transmission source of this event information ivA is written in the memory 22 (ST2; log writing step).
  • the processor 23 transmits the event information ivA received from the portable terminal 4A to the other portable terminals 4B and 4C in accordance with the web socket communication standard (time t12; web socket communication process). Either step ST2 or time t12 may be first.
  • the processor 43B in response to a tap operation of the touch panel 48B by the user, creates event information ivB (time t21) as described above, and the game information corresponding to the event information ivB is displayed on the game. While executing the processing, a request including this event information ivB is transmitted to the web server device 2.
  • the processor 23 writes the information of this request in the memory 22 (ST3). Specifically, in the web server device 2, when the processor 23 receives the event information ivB according to the user's operation from the portable terminal 4B, the event information reception time for receiving the event information ivB as shown in FIG. Log information L including “tr2” and terminal identification information “4B” indicating the transmission source of this event information ivB is written in the memory 22 (ST3; log writing step).
  • the processor 23 transmits the event information ivB received from the portable terminal 4B to the other portable terminals 4A and 4C according to the web socket communication standard (time t22; web socket communication process). Either step ST3 or time t22 may be first.
  • the processor 23 adds the combo attack to the raid boss when the plurality of terminal identification information are different from each other and the plurality of event information reception times are within the combo reception period as a result of the determination (ST5). ; Combo attack process). If the result of determination in step ST4 is no, step ST5 is omitted.
  • the processor 43C in response to a tap operation on the touch panel 48C by the user, the processor 43C creates event information ivC (time t31) as described above, and the game information corresponding to the event information ivC is displayed on the game. While executing the processing, a request including this event information ivC is transmitted to the web server device 2.
  • the processor 23 writes information of this request in the memory 22 (ST6). Specifically, in the web server device 2, when the processor 23 receives the event information ivC corresponding to the user's operation from the portable terminal 4C, the event information reception time for receiving the event information ivC as shown in FIG. Log information L including “tr3” and terminal identification information “4C” indicating the transmission source of this event information ivC is written in the memory 22 (ST6; log writing step).
  • the processor 23 transmits the event information ivC received from the portable terminal 4C to the other portable terminals 4A and 4B in accordance with the web socket communication standard (time t32; web socket communication process). Either step ST6 or time t32 may be first.
  • the processor 23 adds the combo attack to the raid boss when the plurality of terminal identification information are different from each other and the plurality of event information reception times are within the combo reception period as a result of the determination (ST8). ; Combo attack process). If the result of determination in step ST7 is no, step ST8 is omitted.
  • the processor 23 ends the battle based on the combo attack.
  • the end of the battle is not limited to when the raid boss's HP becomes zero based on the combo attack.
  • the raid boss's HP becomes zero based on the event information, or the raid boss's HP within the time limit It may be the case that is not zero.
  • the processor 23 ends the battle, the connection with each of the mobile terminals 4A to 4C is disconnected (time tn; connection disconnection step).
  • connection disconnection step Thereby, one raid battle game in the case of using a combo attack is completed. That is, a single combo data setting process, a single connection establishment process, a multiple log writing process, a multiple web socket communication process, a multiple combo determination process, and a multiple combo attack
  • One raid battle game is completed by the process and the one disconnection process.
  • the web server device 2 when the web server device 2 receives event information corresponding to a user operation from one of the mobile terminals, the event information is transmitted to another mobile terminal according to the web socket communication standard. Since the transmission configuration can realize real-time communication with a small processing load in accordance with the web socket communication standard, a plurality of mobile terminals 4A to 4C as a plurality of client devices can be realized without limiting the number of mobile terminals as client devices. Can be connected to the web server device 2 and a battle game can be realized.
  • the web server device 2 when the web server device 2 receives event information corresponding to a user operation from any portable terminal, the event information reception time when the event information is received and the terminal identification information indicating the transmission source of the event information are obtained. Configuration in which log information is written to memory, and when a plurality of terminal identification information included in the log information is different from each other and a plurality of event information reception times included in the log information are within a combo reception period, a combo attack is added to the enemy Thus, a battle game using a combo attack can be realized.
  • the conventional raid battle game has a disadvantage that the server device Sv is locked when a processing load is remarkably applied, and that the motivation to play is reduced depending on the compatibility with the raid boss.
  • the client device CL3 locked by the request and response method has a disadvantage that normal processing cannot be executed unless the lock is released from the server device Sv.
  • the request and response method when a markup language is transmitted / received between the server device Sv and the client devices CL1 to CL3, it is necessary to transmit / receive header information over a plurality of pages between the server device Sv and the client devices CL1 to CL3. . Accordingly, since the header information is accumulated in the server device Sv for each communication, the number of client devices CL1 to CL2 that can be connected to the server device Sv is limited.
  • the third embodiment of the present invention it is possible to realize a battle game in which a plurality of client devices can be connected to the web server device without limiting the number of client devices, and a decrease in motivation due to compatibility with the enemy is prevented.
  • a game control method is provided.
  • the raid boss is not strong for all users, and the raid boss attribute (e.g., goo) out of multiple attributes (e.g., goo, choki, par) where the superiority or inferiority relationship when performing a battle is determined cyclically. ) Is set so as to be weaker in a battle with a user having a higher-quality attribute (eg, par).
  • the raid boss attribute e.g., goo
  • multiple attributes e.g., goo, choki, par
  • the game control program p_s3 causes the processor 23 to realize the following functions (f1) to (f5) in addition to game functions based on various raid battle game systems. Contains the program.
  • Raid boss including raid boss identification information (enemy identification information) for identifying each raid boss and attribute information indicating any one of a plurality of attributes in which superiority or inferiority relationship is determined cyclically.
  • Raid boss attribute setting function (enemy attribute setting function) for setting attribute data (enemy attribute data) in the memory 22.
  • the raid boss attribute data may further include group attribute information for identifying a set of raid bosses.
  • the event information may include action information indicating a user operation and period information indicating a predetermined period from the time of the operation.
  • the processor 23 may transmit the event information to another portable terminal (eg, 4B, 4C) within the period indicated by the period information included in the event information. Good.
  • (F5) A disconnection function that disconnects the connection with each of the mobile terminals 4A to 4C when the battle is terminated based on the event information or the time limit.
  • the web server device 2 executes steps ST11 to ST14 and the like as shown in FIG. 13 in parallel with the operation shown in FIG.
  • the processor 23 has raid boss identification information “RB1”, “RB2”, “RB3”,... For identifying each raid boss as shown in FIG.
  • Raid boss attribute data RA including attribute information “water”, “fire”, “wind”,... Indicating any one of a plurality of cyclically determined attributes is set in the memory 22 (ST11; raid boss). Attribute setting step).
  • the group identification information “G1” is further set, but the group attribute information may be omitted.
  • the raid boss attribute data RA is updated and set according to the difficulty level of the game stage, it is preferable to set group identification information, raid boss identification information and attributes according to the difficulty level, for example.
  • each raid boss's HP hit point
  • the processor 23 executes the connection establishment process (time t0) as described above. Thereby, a raid battle game is started.
  • the processor 43A in response to a tap operation on the touch panel 48A by the user, the processor 43A creates event information ivA (time t11) as described above, and processing on the game according to the event information ivA And a request including the event information ivA is transmitted to the web server device 2.
  • the processor 23 writes information of this request in the memory 22 (ST12). Specifically, in the web server device 2, when the processor 23 receives the event information ivA corresponding to the user's operation from the portable terminal 4A, as shown in FIG. 17, terminal identification information representing the transmission source of the event information ivA
  • the terminal attribute data TA including “4A” and any attribute information “lightning” in the raid boss attribute data RA is set in the memory 22 (ST12), and this event information ivA is set to other information according to the web socket communication standard. It transmits to portable terminal 4B, 4C (time t12; terminal attribute setting process). Either step ST12 or time t12 may be first.
  • the processor 43B in response to a tap operation of the touch panel 48B by the user, creates event information ivB (time t21) as described above, and the game information corresponding to the event information ivB is displayed on the game. While executing the processing, a request including this event information ivB is transmitted to the web server device 2.
  • the processor 23 writes information of this request in the memory 22 (ST13). Specifically, in the web server device 2, when the processor 23 receives the event information ivB corresponding to the user's operation from the portable terminal 4B, as shown in FIG. 17, the terminal identification representing the transmission source of the event information ivB The terminal attribute data TA including the information “4B” and any attribute information “water” in the raid boss attribute data RA is set in the memory 22 (ST13), and the event information ivB is set in accordance with the web socket communication standard. To the portable terminals 4A and 4C (time t22; terminal attribute setting step). Either step ST13 or time t22 may be first.
  • the processor 43C in response to a tap operation on the touch panel 48C by the user, the processor 43C creates event information ivC (time t31) as described above, and the game information corresponding to the event information ivC is displayed on the game. While executing the processing, a request including this event information ivC is transmitted to the web server device 2.
  • the processor 23 writes the information of this request in the memory 22 (ST14). Specifically, in the web server device 2, when the processor 23 receives the event information ivC corresponding to the user's operation from the portable terminal 4C, as shown in FIG. 17, the terminal identification representing the transmission source of the event information ivC
  • the terminal attribute data TA including the information “4C” and any attribute information “fire” in the raid boss attribute data RA is set in the memory 22 (ST14), and the event information ivC is set in accordance with the web socket communication standard.
  • time t32 terminal attribute setting step. Either step ST14 or time t32 may be first.
  • the user of the mobile terminal 4A having the attribute information “lightning” can perform a battle with respect to the raid boss “RB1” having the attribute information “water”.
  • the user of the mobile terminal 4B having the attribute information “water” can perform a battle predominantly against the raid boss “RB2” having the attribute information “fire”.
  • the user of the mobile terminal 4C having the attribute information “fire” can prevail in the battle against the raid boss “RB3” having the attribute information “wind”.
  • each user may battle with a raid boss having attribute information inferior to the attribute information of the user's mobile terminal among the plurality of raid bosses.
  • each user has a good fighting method, it is a fighting method that requires a friend and cooperates with the friend.
  • the superior battle between the users is considered in consideration by cyclically determining the superiority or inferiority relationship when performing the battle.
  • each user is incompatible with a certain raid boss, since it is compatible with any one of the other raid bosses, a reduction in motivation is prevented.
  • the processor 23 receives the event information ivA corresponding to the user's operation from any one of the mobile terminals 4A, 4B, or 4C among the mobile terminals 4A to 4C in which the terminal attribute data TA is set.
  • the event information is transmitted to other mobile terminals “4B, 4C”, “4A, 4C” or “4A, 4B” other than the mobile terminal according to the web socket communication standard ( Web socket communication process).
  • the web socket communication process is repeatedly executed according to the operation of each mobile terminal 4A to 4C by each user, and event information ivA, ivB, ivC,... Is shared by each mobile terminal 4A to 4C.
  • the processor 23 ends the battle based on the event information ivA, ivB, ivC,.
  • the end of the battle is not limited to when the raid boss's HP becomes zero based on the event information ivA, ivB, ivC,..., For example, when the raid boss's HP does not become zero within the time limit. But you can.
  • the connection with each of the mobile terminals 4A to 4C is disconnected (time tn; connection disconnection step).
  • one raid battle game in the case of using an attribute is completed. That is, one raid boss attribute data setting process, one connection establishment process, a plurality of terminal attribute setting processes, a plurality of web socket communication processes, and a one connection disconnection process are performed once. The raid battle game is completed.
  • the web server device 2 when the web server device 2 receives event information corresponding to a user operation from one of the mobile terminals, the event information is transmitted to another mobile terminal according to the web socket communication standard. Since the transmission configuration can realize real-time communication with a small processing load in accordance with the web socket communication standard, a plurality of mobile terminals 4A to 4C as a plurality of client devices can be realized without limiting the number of mobile terminals as client devices. Can be connected to the web server device 2 and a battle game can be realized.
  • the web server device 2 is configured to set the attribute in which the superiority or inferiority relationship when performing the battle is determined cyclically in each raid boss identification information and each terminal identification information, so that each user has more than the attribute information of the mobile terminal. It is easier to win if you battle with raid bosses with inferior attribute information. Thereby, the battle game which prevented the fall of the motivation by compatibility with an enemy (raid boss) is realizable.
  • ⁇ Fourth embodiment> In the raid battle game, since the raid boss is set to be strong, it is difficult to give a large damage to the raid boss by operating each of the client devices CL1 to CL3. Nonetheless, the game that the user loses almost because the raid boss is too strong cannot gain the support of the user. Generally, a raid battle game tends to defeat a raid boss, so that there are many users who participate in a battle. Therefore, for example, a large number of users participate in a raid battle game, and the large number of users perform operations representing a linked attack such as tapping the touch panels of a large number of client devices CL1 to CL3,. What is necessary is just to transmit a large amount of requests according to a user's operation to the server apparatus Sv.
  • the request and response method uses a communication method in which the number of client devices CL1 to CL2 that can be connected to the server device Sv is limited, and the other client devices CL3,.
  • the server device Sv has a significant processing load, and it is difficult to realize a raid battle game in which a large number of users can participate in the battle.
  • the request and response method has a disadvantage that it is difficult to realize a raid battle game in which a large number of users can participate in the battle. Further, in the request and response method, there is a disadvantage that the locked client device CL3 cannot execute normal processing unless the lock is released from the server device Sv.
  • the request and response method when a markup language is transmitted / received between the server device Sv and the client devices CL1 to CL3, it is necessary to transmit / receive header information over a plurality of pages between the server device Sv and the client devices CL1 to CL3. . Accordingly, since the header information is accumulated in the server device Sv for each communication, the number of client devices CL1 to CL2 that can be connected to the server device Sv is limited.
  • a game in which a plurality of client devices can be connected to a web server device without limiting the number of client devices, and a battle game in which a large number of users can participate in battle and cheering can be realized.
  • FIG. 18 is a schematic diagram showing a configuration example of a game system to which the game control method according to the fourth embodiment of the present invention is applied.
  • a web server device 2 is connected to a network 1 including the Internet, and a plurality of, for example, eight mobile terminals 4A to 4H serving as client devices used by the user in this system are connected to a wireless LAN access point AP) 5 or a base station 6 for connection.
  • AP wireless LAN access point
  • FIG. 19 among the mobile terminals 4A to 4H, three mobile terminals 4A to 4C are used as the first mobile terminals for performing the battle, and the five mobile terminals 4D to 4H are It is used as a second portable terminal that performs support.
  • the second portable terminals 4D to 4H that support for example, a portable terminal in which there is no physical strength value (HP) necessary for performing the battle or there is little room for the physical strength value is assumed.
  • the use such as battle participation or support participation in each of the mobile terminals 4A to 4H is not a fixed use.
  • the second mobile terminals 4D to 4H there are situations in which they participate in support in this battle game, but recover their health value when they win an enemy, and participate in battle in the next battle game. obtain.
  • the first mobile terminals 4A to 4C although they participate in the battle in this battle game, the health value decreases when they lose to the enemy, and in the next battle game, they participate in the support. possible.
  • the configurations of the web server device 2 and the mobile terminals 4A to 4H are the same as those in the first embodiment described above, and different points will be described here.
  • the game control program p_s3 causes the processor 23 to realize the following functions (f1) to (f8) in addition to the game functions based on various methods of the raid battle game. Contains the program.
  • the support data S includes a range of support numbers, incentive data corresponding to the support number range, target values of support by the second mobile terminals 4D to 4H, It is good also as data which linked
  • the support target value for example, a parameter indicating the number of event information transmitted from each of the second mobile terminals 4D to 4H per unit time can be used as appropriate.
  • incentive data it is data that can be used in RPG or other games including the raid battle, for example, any kind of data such as dress-up items, rare cards, and in-game currency can be applied. .
  • the support data S is set so that the rank of the incentive data increases, the target value of support increases, and the rank of other incentive data increases according to the size of the range of supporters.
  • the motivation for the user to invite a large number of friends to support is generated by setting the rank of the incentive data to be raised, thereby improving the social property.
  • an e-mail or the like on an existing platform can be used as appropriate.
  • the setting that increases the target value of support according to the size of the range of supporters prevents the support from becoming extremely easy due to the increase of supporters, and maintains the willingness to support.
  • incentive data by cheering can be given separately from the incentive data when winning the enemy, so the willingness to cheer is improved be able to. That is, the support data S is intended to improve social properties and maintain and improve the willingness to support by the above settings.
  • the conventional battle game is a method unrelated to the number of supporters.
  • the first handshake request is made based on the first handshake request.
  • a first connection establishment function for establishing a connection with each of the mobile terminals 4A to 4C, returning a first handshake response, and allowing the first mobile terminals 4A to 4C to participate in the battle.
  • event information corresponding to the user's operation is received from any one of the first and second portable terminals 4A to 4H (for example, 4A)
  • the event information is converted into a web socket communication standard.
  • Web socket communication function for transmitting to each of the other mobile terminals (4B to 4H) other than any of the mobile terminals (eg, 4A).
  • the event information may include action information indicating a user operation and period information indicating a predetermined period from the time of the operation.
  • the processor 23 may transmit the event information to other portable terminals (eg, 4B to 4H) within the period indicated by the period information included in the event information. Good.
  • the web socket communication function (f5) may include the following functions (f5-1) to (f5-4).
  • the event information received from any of the second mobile terminals 4D to 4H is transmitted to other mobile terminals other than the transmission source of the event information according to the web socket communication standard together with the cheering count value. Event information transmission function.
  • the first connection disconnection function (f7) may include the following functions (f7-1) to (f7-3).
  • (F7-1) A first data transmission function for transmitting incentive data associated with the determined number of supporters to each of the first mobile terminals 4A to 4C when the enemy loses.
  • F7-3 A disconnection function for disconnecting the connection with each of the first mobile terminals 4A to 4C after the processing of the first and second data transmission functions is completed.
  • (F8) A second connection disconnection function for transmitting the data for recovering the physical fitness value to each of the second mobile terminals 4D to 4H and disconnecting the connection with each of the second mobile terminals 4D to 4H after the battle ends.
  • the game control program p_s3 may further include a program for causing the processor 23 to realize the following function (f9).
  • the processor 23 has a range of the number of supporters corresponding to the number of the second mobile terminals 4D to 4H, and the first mobile terminals 4A to 4C according to the range of the supporter numbers.
  • Support data described in association with incentive data that can be given to the user is set in the memory 22 (ST21; support data setting step). With this setting, a raid battle game using support data can be executed.
  • support data in addition to the range of supporters and incentive data corresponding to the range of supporters, the target value of support by each of the second mobile terminals 4D to 4H and the target value Accordingly, data described in association with other incentive data different from the above incentive data may be set.
  • the support data may be updated and set according to the difficulty level of the game stage, or the same support data may be always set.
  • the update setting is made according to the difficulty level, for example, higher incentive data may be set as the difficulty level is higher for the same range of supporters.
  • the processor 23 After the support data is set, in the web server device 2, the processor 23 starts measuring the time for recruiting for the battle game.
  • the processor 23 when the processor 23 receives the first handshake request for participation in the battle from each of the first mobile terminals 4A to 4C during the participation recruitment period, the processor 23 receives the first handshake request based on the first handshake request. A connection with each of the first mobile terminals 4A to 4C is established and a first handshake response is returned (time t0), and the first mobile terminals 4A to 4C are allowed to participate in the battle (ST22; 1 connection establishment process).
  • step ST22 when the processor 23 receives a second handshake request for participation in battle support from each of the second mobile terminals 4D to 4H during the participation recruitment period, Based on the second handshake request, a connection with each of the second mobile terminals 4D to 4H is established and a second handshake response is returned (time t0 '), and the second mobile terminals 4D to 4H are supported. (ST23; second connection establishment step).
  • the participation recruitment period is the same (or common) between the first and second portable terminals 4A to 4H, but the value of time t0 is the first handshake request in each of the first portable terminals 4A to 4C.
  • the first mobile terminals 4A to 4C differ depending on the transmission time.
  • the value of time t0 'differs for each of the second portable terminals 4D to 4H according to the transmission time of the second handshake request in each of the second portable terminals 4D to 4H.
  • the processor 23 starts executing the battle game based on a predetermined time limit after the end of the participation recruitment period (ST24).
  • the 2nd connection establishment process similar to step ST23 mentioned above is continuously performed during the execution period of a battle (ST25; 2nd connection establishment process).
  • the processor 23 counts the number of the second mobile terminals 4D to 4H permitted to participate in the support as the number of supporters (ST26; support number counting step).
  • the processor 23 when the processor 23 receives event information corresponding to a user operation from one of the first and second mobile terminals 4A to 4H, According to the communication standard of web socket, it transmits to each other portable terminal other than any portable terminal (ST27; web socket communication process).
  • the processor 43A in response to a tap operation on the touch panel 48A by the user, the processor 43A creates event information ivA and processes on the game according to the event information ivA (Raid Boss HP) as described above.
  • the request including the event information ivA is transmitted to the web server device 2.
  • the processor 23 executes a process on the game (a process of reducing the raid boss HP) according to the event information ivA, and the event information ivA is transmitted to another portable terminal 4B according to the web socket communication standard. Send to ⁇ 4H.
  • the processors 43B to 43H execute processing on the game (processing for causing the raid boss's HP to be ⁇ 10) according to the event information ivA.
  • the processor 43D creates event information ivD in response to a tap operation of the touch panel 48D by the user, and performs processing on the game (total support) according to the event information ivD.
  • the process including increasing the numerical value) is executed, and a request including the event information ivD is transmitted to the web server device 2.
  • the processor 23 executes a process on the game (a process of increasing the support count value) according to the event information ivD, and the event information ivD is transmitted to another portable terminal according to the web socket communication standard. Send to 4A-4C, 4E-4H.
  • the processors 43A to 43C and 43E to 43H execute processing on the game (processing for increasing the count value of support) according to the event information ivD.
  • step ST7 the event information ivA to ivH transmitted from the mobile terminals 4A to 4H is shared with the other mobile terminals 4A to 4H in real time by web socket communication.
  • step ST7 the web server device 2 may operate as shown in FIG. 23 and the following steps ST27-1 to ST27-4 with respect to the second portable terminals 4D to 4H that perform support. .
  • the processor 23 receives event information corresponding to a user operation from any one of the second mobile terminals 4D to 4H among the first and second mobile terminals 4A to 4H. Then, the log information L including the reception time of the event information and the terminal identification information indicating the transmission source of the event information is written in the memory 22 (ST27-1; log information writing step).
  • the processor 23 counts the number of reception times per unit time as a cheering count value (ST27-2; counting step).
  • the processor 23 compares the count value of cheering with the target value of cheering, and when the count value of cheering reaches the target value of cheering, the target arrival indicating the time when the target value is reached The time is written in the memory 22 (ST27-3; arrival time writing step). As a result of the comparison, if the count value of cheering has not reached the target value of cheering, the processor 23 does not execute step ST27-3 and moves to step ST27-4.
  • the processor 23 transmits the event information received from any one of the second mobile terminals 4D to 4H (for example, 4D) together with the cheering count value according to the web socket communication standard. It transmits to other mobile terminals (eg, 4A to 4C, 4E to 4H) other than the original (eg, 4D) (ST27-4; event information transmission step).
  • the processor 23 can execute the message transmission function (f9). That is, in the web server device 2, the processor 23 sends a second message prompting for cheering when the target arrival time does not exist in the memory 22 even if the predetermined time has elapsed from the time limit of the battle during the battle execution period. It may be transmitted to each of the mobile terminals 4D to 4H. Note that a message for encouraging support may not be transmitted.
  • the processor 23 ends the battle based on the attack based on the event information (ST28).
  • the end of the battle is not limited to when the raid boss's HP becomes zero based on the event information (when the raid boss (enemy) loses), for example, the raid boss's HP does not become zero within the time limit. (When the raid boss (enemy) wins).
  • the processor 23 determines the result counted in step ST6 as the number of supporters at the end of the battle (ST29; support number determination step).
  • the processor 23 transmits incentive data associated with the determined number of supporters to each of the first mobile terminals 4A to 4C.
  • the connection with the portable terminals 4A to 4C is disconnected (ST30; time tn; first connection disconnecting step).
  • the processor 23 does not transmit the incentive data and disconnects the connection with each of the mobile terminals 4A to 4C (time tn).
  • step ST30 can be executed as shown in FIG. 24 and steps ST30-1 to ST30-3 below when steps ST27-1 to ST27-4 are executed.
  • the processor 23 transmits incentive data associated with the determined number of supporters to each of the first mobile terminals 4A to 4C (ST30-1; first Data transmission step).
  • the processor 23 when the processor 23 loses an enemy and there is a target arrival time in the memory 22, the other incentive data in the support data S is further transferred to each of the first portable terminals 4A to 4A. Transmit to 4C (ST30-2; second data transmission step). If the target arrival time is not found in the memory 22, the processor 23 does not execute step ST30-2 and moves to step ST30-3.
  • the processor 23 disconnects the connection with each of the first mobile terminals 4A to 4C after completing the steps ST30-1 to ST30-2 (ST10-3; disconnection step).
  • the processor 23 transmits data for recovering the physical fitness value to each of the second mobile terminals 4D to 4H, and connection with the second mobile terminals 4D to 4H. (ST31; time tn ′; second connection cutting step). Since each of the second mobile terminals 4D to 4H can recover the physical strength value (HP), it can be expected that the second mobile terminals 4D to 4H can participate in the next and subsequent battles. Note that either step ST30 or ST31 may be executed first.
  • one raid battle game is completed as shown in FIG. That is, the setting of the raid battle game is started by the support data setting step, the raid battle game is operated by the subsequent steps, and the raid battle game is completed by the first and second connection disconnecting steps.
  • the web server device 2 when the web server device 2 receives event information corresponding to a user operation from one of the mobile terminals, the event information is transmitted to another mobile terminal according to the web socket communication standard.
  • the transmission configuration real-time communication with a small processing load can be realized in accordance with the communication standard of the web socket.
  • a plurality of mobile terminals 4A to 4H as client devices can be connected to the web server device 2, and many users can participate in battle and support. A battle game can be realized.
  • the web server device 2 compares the count value of cheering based on the event information received from each of the second mobile terminals 4D to 4H with the cheering target value, When the count value of cheering reaches the target value of cheering, the target arrival time indicating the time at which the target value is reached is written in the memory 22 and the event information is recorded in accordance with the communication standard of the web socket together with the count value of cheering. To other mobile devices than the sender of. Thereby, the count value of cheering (the degree of cheering) can be shared by the mobile terminals 4A to 4H, and the morale of the users of the mobile terminals 4A to 4H can be improved.
  • the web server device 2 displays a message for encouraging support to each of the second mobile terminals 4D to 4H in the case where the target arrival time does not exist in the memory 22 even a predetermined time before the time limit of the battle.
  • the web server device 2 displays a message for encouraging support to each of the second mobile terminals 4D to 4H in the case where the target arrival time does not exist in the memory 22 even a predetermined time before the time limit of the battle.
  • transmission in order to encourage a large amount of support event information to be transmitted by a message prompting support, it is possible to expect excitement of support and improvement of battle morale immediately before the time limit.
  • the web server device 2 when executing steps ST30-1 to ST30-3, when the support reaches the target value, the web server device 2 sends other incentive data to the first mobile phone in addition to the normal incentive data. Since the data is transmitted to the terminals 4A to 4C, it is possible to increase the willingness to support the user who performs support.
  • a game control method capable of realizing a battle game in which a plurality of client devices can be connected to a web server device and a large number of users can participate without limiting the number of client devices. To do.
  • the game control program p_s3 causes the processor 23 to realize the following functions (f1) to (f7) in addition to the game functions based on various methods of the raid battle game. Contains the program.
  • (F1) The range of the number of participants in the battle game, incentive data that can be given to the users of the mobile terminals 4A to 4C based on the result of the battle, enemy level data representing the strength level of the enemy, and the battle game Gathering data setting function to set the gathering data described in association with the time limit of the memory in the memory.
  • the gathering data G includes the number of participants, incentive data, enemy level data, time limit, participation level data indicating the strength level at which a battle game can be participated, (Gathering data G may include participation level data).
  • the strength level for example, a numerical parameter that affects the victory or defeat of the battle, such as HP (physical strength) or attack strength, can be used as appropriate. In this example, HP (physical strength) is used.
  • the rank of the incentive data will rise, the enemy level data value will rise, the time limit will become longer, and the participation level data value will rise. Gathering data G is set.
  • the setting of increasing the enemy level data according to the size of the range of the number of participants prevents the battle game from becoming extremely easy by increasing the number of participants, and maintains the fun of the battle game is doing.
  • the time limit to be longer when the value of the enemy level data is increased, the battle game is prevented from becoming extremely difficult due to the increase of the enemy level data, and the fun of the battle game is maintained.
  • the setting of increasing the participation level data value balances the enemy strength level with the user strength level, and makes the battle game more interesting. Is maintained.
  • the motivation to invite a large number of friends to the user is generated by setting the rank of the incentive data to be increased according to the size of the range of the number of participants, thereby improving the social property. That is, the gathering data G can improve the social property while maintaining the fun of the battle game according to the size of the range of the number of participants by setting as described above.
  • a user winner
  • the raid boss becomes relatively weak and the battle game tends to be extremely easy.
  • the incentive data is the same regardless of whether a large number of friends are invited or not, so there has been a tendency to be less motivated to invite a large number of friends.
  • connection establishment function (f2) may include, for example, the following functions (f2-1) to (f2-4).
  • (F2-1) A request reception function that receives a handshake request from each of the mobile terminals 4A to 4C during the participation recruitment period.
  • connection establishment function (f2) includes the functions (f2-1) to (f2-4)
  • a weak player a user with a low strength level
  • a mechanism for inviting a friend an e-mail or the like on an existing platform can be used as appropriate.
  • (F3) A participant counting function that counts the number of mobile terminals 4A to 4C permitted to participate in the battle game as the number of participants in the battle game.
  • (F4) A function for determining the number of participants after the end of the recruitment period.
  • the event information may include action information indicating a user operation and period information indicating a predetermined period from the time of the operation.
  • the processor 23 may transmit the event information to another portable terminal (eg, 4B, 4C) within the period indicated by the period information included in the event information. Good.
  • the web socket communication function (f6) may include the following functions (f6-1) to (f6-2).
  • terminal identification information representing the transmission source of the event information is included.
  • the log information L is not limited to the terminal identification information, and may include the terminal identification information and the event information reception count for each terminal identification information.
  • the log information is not limited to the terminal identification information, and may include terminal identification information and event information reception date and time (not shown) for each terminal identification information.
  • Event information received from any portable terminal eg, 4A
  • other portable terminals eg, 4B, 4C
  • connection disconnection function (f7) When the battle is terminated based on the event information, the set enemy level data, and the set time limit, the incentive data set by the game start function (f5) is displayed when the enemy is won in the battle.
  • the connection disconnection function (f7) may transmit incentive data based on the terminal identification information included in the log information. In other words, when transmitting incentive data based on the mobile terminal identification information in the log information, the right to receive incentive data can be granted to the mobile terminal that has attacked one or more times by writing the log information to the memory 22. it can.
  • incentive data it is data that can be used in RPG or other games including the raid battle, for example, any kind of data such as dress-up items, rare cards, and in-game currency can be applied.
  • the number of incentive data may be different, or the contents of the incentive data may be different.
  • a plurality of incentive data of the same type and different contents may be transmitted, or a plurality of incentive data of different types may be transmitted. Note that there is no need to make a difference in the incentive data to be transmitted.
  • FIG. 27 When gathering data is used, the web server device 2 executes steps ST42 to ST51 and the like as shown in FIG. 27 in parallel with the operation shown in FIG.
  • the processor 23 has a range of the number of participants in the battle game, incentive data that can be given to the users of the mobile terminals 4A to 4C based on the result of the battle, and the strength of the enemy Gathering data described in association with enemy level data representing the level and the time limit of the battle game is set in the memory 22 (ST41; gathering data setting step).
  • a raid battle game using gathering data can be executed.
  • the gathering data may be updated and set according to the difficulty level of the game stage, or the same gathering data may be always set.
  • the update is set according to the difficulty level, for example, the higher the difficulty level, the higher the enemy level data may be set.
  • the processor 23 After setting the gathering data, in the web server device 2, the processor 23 starts counting the battle game participation recruitment period.
  • the processor 23 when the processor 23 receives a handshake request from each of the mobile terminals 4A to 4C, it establishes a connection with each of the mobile terminals 4A to 4C and returns a handshake response based on the handshake request (Time t0), the mobile terminals 4A to 4C are allowed to participate in the battle game (ST2; connection establishment step).
  • the participation recruitment period is the same (or common) among the mobile terminals 4A to 4C, but the value of the time t0 is determined according to the transmission time of the handshake request in each mobile terminal 4A to 4C. Different for each.
  • the processor 23 of the web server device 2 may execute step ST42 as steps including the following steps ST42-1 to ST42-5 as shown in FIG. 28, for example.
  • the processor 23 receives a handshake request from each of the mobile terminals 4A to 4C during the participation recruitment period (ST42-1).
  • the processor 23 sets the current counting result in step ST43 described later as the current number of participants, and extracts participation level data from the gathering data G based on the current number of participants (ST42-2).
  • the processor 23 determines whether the strength level of the user of the mobile terminal that has transmitted the handshake request is higher than the strength level represented by the extracted participation level data during the participation solicitation period. It is determined whether or not (ST42-3).
  • step ST42-3 the processor 23 ends the connection with the transmission source portable terminal, refuses participation of the portable terminal in the battle game, and ends the processing ( ST42-5).
  • step ST42 in the web server device 2, the processor 23 counts the number of mobile terminals 4A to 4C permitted to participate in the battle game as the number of participants in the battle game (ST43; participation number counting step). These steps ST42 to ST43 are executed every time a handshake request is received during the participation recruitment period (ST44).
  • the processor 23 determines the counted result as the number of participants after the end of the participation recruitment period (ST45; participation number determination step).
  • the processor 23 selects incentive data, enemy level data, and time limit from the gathering data based on the determined number of participants and sets them in the memory, and sets the set enemy level data and time limit. Based on this, a battle game is started (ST46; game start process).
  • the processor 43A in response to a tap operation on the touch panel 48A by the user, the processor 43A creates event information ivA (time t11) as described above, and processing on the game according to the event information ivA And a request including the event information ivA is transmitted to the web server device 2.
  • the processor 23 executes processing on the game according to the event information ivA. Further, the processor 23 writes information of this request into the memory 22 (ST47). For example, in the web server device 2, when the processor 23 receives the event information ivA corresponding to the user's operation from the portable terminal 4A, the log information including the terminal identification information “4A” representing the transmission source of the event information ivA is stored in the memory. 22 is written (ST47; log writing step).
  • the processor 23 transmits the event information ivA received from the portable terminal 4A to the other portable terminals 4B and 4C in accordance with the web socket communication standard (time t12; web socket communication process). Either step ST47 or time t12 may be first.
  • the processor 43B in response to a tap operation of the touch panel 48B by the user, creates event information ivB (time t21) as described above, and the game information corresponding to the event information ivB is displayed on the game. While executing the processing, a request including this event information ivB is transmitted to the web server device 2.
  • the processor 23 executes processing on the game according to the event information ivB. Further, the processor 23 writes the information of this request into the memory 22 (ST48). For example, in the web server device 2, when the processor 23 receives the event information ivB corresponding to the user's operation from the portable terminal 4B, the log information including the terminal identification information “4B” indicating the transmission source of the event information ivB is stored in the memory. 22 is written (ST48; log writing step).
  • the processor 23 transmits the event information ivB received from the portable terminal 4B to the other portable terminals 4A and 4C according to the web socket communication standard (time t22; web socket communication process). Either step ST48 or time t22 may be first.
  • the processor 43C in response to a tap operation on the touch panel 48C by the user, the processor 43C creates event information ivC (time t31) as described above, and the game information corresponding to the event information ivC is displayed on the game. While executing the processing, a request including this event information ivC is transmitted to the web server device 2.
  • the processor 23 executes processing on the game according to the event information ivC. Further, the processor 23 writes information of this request into the memory 22 (ST49). For example, in the web server device 2, when the processor 23 receives the event information ivC corresponding to the user's operation from the portable terminal 4C, the log information including the terminal identification information “4C” representing the transmission source of the event information ivC is stored in the memory. 22 is written (ST49; log writing step).
  • the processor 23 transmits the event information ivC received from the portable terminal 4C to the other portable terminals 4A and 4B in accordance with the web socket communication standard (time t32; web socket communication process). Either step ST49 or time t32 may be first.
  • the processor 23 ends the battle based on the attack based on the event information (ST50).
  • the end of the battle is not limited to when the raid boss's HP becomes zero based on the event information (when the user wins the enemy), for example, when the raid boss's HP does not become zero within the time limit. (When a user loses to an enemy).
  • the incentive data set in step ST46 is transmitted to each of the mobile terminals 4A to 4C when the enemy wins the battle (ST51).
  • the connection with the terminals 4A to 4C is disconnected (time tn; connection disconnecting step).
  • the processor 23 may transmit incentive data based on, for example, terminal identification information included in the log information.
  • incentive data can be transmitted only to the mobile terminal that has attacked the raid boss during steps ST46 to ST50 (the mobile terminal that has substantially participated in the battle).
  • the processor 23 disconnects the connection with each of the mobile terminals 4A to 4C without transmitting incentive data (time tn).
  • one raid battle game is completed. That is, the setting of the raid battle game is started by the gathering data setting step, the raid battle game is operated by the subsequent steps, and the raid battle game is completed by the disconnection step.
  • the web server device 2 when the web server device 2 receives event information corresponding to a user operation from one of the mobile terminals, the event information is transmitted to another mobile terminal according to the web socket communication standard.
  • the transmission configuration real-time communication with a small processing load can be realized in accordance with the communication standard of the web socket.
  • a plurality of mobile terminals 4A to 4C as client devices can be connected to the web server device 2 and a battle game in which a large number of users can participate is realized. can do.
  • the web server device 2 when executing steps ST42-1 to ST42-4, the web server device 2 indicates that the strength level of the user of the mobile terminal that is the transmission source of the handshake request is the strength represented by the participation level data based on the current number of participants. If it is higher, the connection with the transmission source portable terminal is established, a handshake response is returned, and the portable terminal is allowed to participate in the battle game. As a result, even users with low strength levels participated early in the recruitment period and invited friends to battle games to increase the number of participants so that good incentive data can be obtained. You can deepen your relationship with friends and improve your social nature.
  • the web server device 2 when the web server device 2 receives event information corresponding to a user operation from any portable terminal, the web server device 2 stores log information including terminal identification information indicating a transmission source of the event information in a memory. Incentive data is transmitted based on terminal identification information included in the writing and log information. Thereby, incentive data can be substantially transmitted only to the portable terminal which participated in the battle.
  • the method described in the above embodiment is a program that can be executed by a computer as a magnetic disk (floppy (registered trademark) disk, hard disk, etc.), optical disk (CD-ROM, DVD, etc.), magneto-optical disk (MO). ), And can be stored and distributed in a computer-readable storage medium such as a semiconductor memory.
  • a magnetic disk floppy (registered trademark) disk, hard disk, etc.
  • optical disk CD-ROM, DVD, etc.
  • MO magneto-optical disk
  • the present invention is not limited to the above-described embodiment as it is, and can be embodied by modifying the constituent elements without departing from the scope of the invention in the implementation stage.
  • various inventions can be formed by appropriately combining a plurality of constituent elements disclosed in the embodiment. For example, some components may be deleted from all the components shown in the embodiment. Furthermore, constituent elements over different embodiments may be appropriately combined.

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  • Computer And Data Communications (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

La présente invention a pour objet de réaliser un jeu de combat pour lequel une pluralité de dispositifs clients peuvent se connecter à un dispositif de serveur Web sans limitation du nombre de dispositifs clients. Lors de la réception d'une requête d'établissement d'une liaison provenant de chaque terminal mobile, le dispositif de serveur Web établit une connexion avec les dispositifs mobiles pour envoyer des réponses à la demande d'établissement d'une liaison et, ensuite, provoque l'entrée dans le combat des terminaux mobiles. Lorsque des informations événementielles basées sur une opération utilisateur sont reçues de l'un quelconque des dispositifs mobiles, le dispositif de serveur Web transmet les informations événementielles aux terminaux mobiles autres que le premier terminal mobile selon le protocole WebSocket. Le dispositif de serveur Web se déconnecte des dispositifs mobiles lorsque le combat est terminé sur la base des informations événementielles.
PCT/JP2013/084346 2012-12-21 2013-12-20 Procédé de commande de jeu, dispositif de serveur et support de stockage d'informations WO2014098237A1 (fr)

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JP5948476B1 (ja) * 2015-08-04 2016-07-06 グリー株式会社 ゲーム制御方法、コンピュータ及び制御プログラム
CN106422324A (zh) * 2015-08-11 2017-02-22 腾讯科技(深圳)有限公司 多终端的实时通讯方法、装置及系统
JP2017108956A (ja) * 2015-12-17 2017-06-22 株式会社スクウェア・エニックス ビデオゲーム処理プログラム、及びビデオゲーム処理システム
JP2019192189A (ja) * 2018-04-25 2019-10-31 クーコン カンパニー リミテッドCoocon Co.,Ltd. スクリプトエンジンを用いたデータスクレイピングシステム、方法、及びコンピュータプログラム
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CN109361752A (zh) * 2018-10-30 2019-02-19 红芯时代(北京)科技有限公司 一种数据传输方法、装置、服务器、系统及存储介质
JP2020195680A (ja) * 2019-06-04 2020-12-10 任天堂株式会社 情報処理システム、情報処理プログラム、情報処理装置、および情報処理方法
JP7320217B2 (ja) 2019-06-04 2023-08-03 任天堂株式会社 情報処理システム、情報処理プログラム、情報処理装置、および情報処理方法

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