WO2014125749A1 - Système et programme de jeu - Google Patents
Système et programme de jeu Download PDFInfo
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- WO2014125749A1 WO2014125749A1 PCT/JP2013/084955 JP2013084955W WO2014125749A1 WO 2014125749 A1 WO2014125749 A1 WO 2014125749A1 JP 2013084955 W JP2013084955 W JP 2013084955W WO 2014125749 A1 WO2014125749 A1 WO 2014125749A1
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- action
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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
- A63F13/70—Game security or game management aspects
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/61—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- 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
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/403—Connection between platform and handheld device
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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
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/407—Data transfer via internet
Definitions
- the present invention relates to a game system and a program.
- a player combines a plurality of types of monster cards, each of which has an attribute set, to construct a bundle of cards, a so-called “deck”, and uses this deck.
- What fights an enemy is known (for example, non-patent document 1).
- the deck can select a monster of one card among a plurality of types of monster cards as a leader monster and a monster of four cards out of the plurality of types of monster cards as a sub monster. Yes. Then, all the leader monsters and sub-monsters of the deck built during the battle are joined as allies, and when a flag is generated by the player's operation, the leader monster and sub-monster having attributes according to the flag become enemies. A game action such as attacking is generated.
- an object of the present invention is to provide a game system and a program that can improve the taste of the game.
- the present inventor has made various studies to solve such problems.
- the monsters in the deck (leader monsters and sub-monsters) that participate in the battle with the enemy are conventionally limited to a few such as four in order to avoid increasing the complexity of the player and reducing the attractiveness of the individual monsters. ing. Therefore, if the number of monsters in the deck to participate in the battle with the enemy is increased, that is, if the number of customization elements of the deck is increased, the number of monsters that can be used during the battle is increased, and the game preference is improved.
- the preference of the game can be improved satisfactorily by increasing all the customization elements of the deck, reducing the complexity of the player, and maintaining the charm of each monster.
- the inventor who has further studied from such a viewpoint has come to obtain knowledge that leads to the solution of the problem.
- the game player stores a plurality of types of characters that can be used in the game, and a part of the plurality of types of characters is stored in response to the operation of the player.
- a storage means for storing a part of the plurality of types of characters as a support character associated with the main character as a main character of the game; and a storage means for satisfying a predetermined condition in the game Including the game action of the main character stored in the game in the game and the game action of the main character associated with the support character stored in the storage means.
- Game action generating means for generating a support action for the game action of the support character; Is a game system.
- the storage unit stores a part of the plurality of types of characters as the main character of the game in accordance with the operation of the player. That is, the player can select a part of the plurality of types of characters as the main character of the game by an operation.
- This main character is a character that directly participates in, for example, a battle game with an enemy, such as performing a game action in the game when a predetermined condition is satisfied in the game.
- the number of main characters is not increased in order to reduce the complexity of the player and maintain the attractiveness of each main character.
- this support character performs support action (including enabling the main character to perform game action) for the game action of the main character when a predetermined condition in the game is satisfied. For example, it is a character that indirectly participates in a battle game with an enemy.
- the support characters are indirectly participated in the game (the support characters are only supported). Since it only performs actions), the complexity of the player does not increase, and the attractiveness of each main character does not decrease.
- the game system A flag generating means for generating a plurality of types of flags when a predetermined condition is satisfied in the game;
- the storage means stores the plurality of types of characters in association with at least one type of attributes among a plurality of types of attributes,
- the game action generation means performs the game action and the support action based on the main character and the support character having the attribute corresponding to the type of the generated flag. It is preferable to produce.
- the number of main characters is not increased in order to reduce the complexity of the player and maintain the attractiveness of the individual main characters.
- the types of attributes associated with the main character in the game will be small, and even if the player performs an operation to intentionally take a game action, it corresponds to the flag generated by that operation.
- the storage means can store a number corresponding to the type of the main character as the support character in association with the main character.
- the present invention also relates to a computer.
- a part of the plurality of types of characters that can be used by the game player in the game is a main character of the game, and a part of the plurality of types of owned characters is a support character that corresponds to the main character. Allowing the player to select; Associating the selected main character with the support character; When a predetermined condition in the game is satisfied, the game action of the selected main character in the game and the game action of the main character associated with the selected support character, Generating a support action for the game action of the support character stored in storage means; It is a program that executes.
- the taste of the game can be improved.
- FIG. 1 is a configuration diagram showing a configuration of a network game system 10 as a game system according to the first embodiment.
- the network game system 10 includes a game server 20 and a plurality of game terminals 40.
- the game server 20 and the game terminal 40 can be connected to each other by a network N such as a World Wide Web system provided on the Internet indirectly or directly via a base station BS. .
- the game terminal 40 when the game terminal 40 is connected to the network N and the game server 20, various network games can be provided to the game terminal 40 online.
- this network game system 10 by managing and providing play data corresponding to a plurality of types of game software (applications), it is as if the player is playing various games at the game center. It is possible to provide.
- the game software may be installed in the game terminal 40 or may be provided from the game server 20 online.
- FIG. 2 is a schematic configuration diagram illustrating a hardware configuration of the game server 20 according to the first embodiment.
- the game server 20 is constructed by a digital computer as the server body 20A.
- the ROM 26, RAM 28, HDD 30, input device 32, display device 34, and NIC 36 are coupled to the MPU 24 via the interface 22.
- the ROM 26 typically stores a bootstrap and a BIOS.
- the RAM 28 is for main memory.
- the HDD 30 stores, for example, an operating system (hereinafter referred to as “OS”), a device driver group below the OS, and an application program above the OS.
- the application program includes, for example, the game program GP according to the first embodiment and the game player authentication program RP.
- a database DB including a player management table PT that is referred to at the time of player authentication, for example, is constructed.
- the database DB may not be constructed in the server main body 20A of the game server 20, but may be constructed in a database server (not shown) connected to the network N.
- the game server 20 includes not only the server main body 20A shown in FIG.
- the input device 32 is composed of, for example, a mouse and a keyboard.
- the display device 34 is a device that displays characters or images on a screen for monitoring computer information and the like.
- the NIC 36 is for enabling communication between the game server 20 and the game terminal 40 via the network N.
- FIG. 3 is a schematic configuration diagram showing a hardware configuration of the game terminal 40 in the first embodiment.
- a typical example of the game terminal 40 is a mobile phone such as a smartphone.
- a game dedicated terminal or a general-purpose terminal a mobile terminal that can be wirelessly connected to a network, or an electronic device equipped with a touch panel such as a tablet terminal.
- a general-purpose device capable of playing a game while communicating using a network, such as a device, can also correspond to the game terminal 40 in the first embodiment.
- the game terminal 40 includes a rectangular thin housing (not shown), and a touch panel 42 is configured to occupy many portions on one surface of the housing.
- a receiver 54 On the surface (front surface) on which the touch panel 42 is mounted, a receiver 54, a microphone 58, and a hard button 60 are provided.
- external interfaces 46 such as a hard key 62, a speaker 56, and an audio output terminal 46A are provided on the side surface and the bottom surface of the game terminal 40.
- a camera 44 is provided on the back of the game terminal 40.
- each of the above components is connected to the main control unit 64.
- the main control unit 64 is further connected with a mobile communication antenna 48A, a mobile communication unit 48, a wireless LAN communication antenna 50A, a wireless LAN communication unit 50, and a storage unit 52.
- the touch panel 42 has functions of both a display device and an input device, and includes a display (display screen) 42A that bears the display function and a touch sensor 42B that bears the input function.
- the display 42A is configured by a general display device such as a liquid crystal display or an organic EL (Electro Luminescence) display.
- the touch sensor 42B includes an element for detecting a contact operation arranged on the upper surface of the display 42A and a transparent operation surface stacked on the element.
- a contact detection method of the touch sensor 42B any of known methods such as a capacitance type, a resistance film type (pressure-sensitive type), and an electromagnetic induction type can be adopted.
- the touch panel 42 as a display device displays a game image generated by execution of the game program GP (see FIG. 2) by the main control unit 64 downloaded to the storage unit 52.
- the touch panel 42 as an input device detects an operation of a contact object (including a player's finger, stylus, and the like. Hereinafter, the case of a “finger” will be described as a representative example).
- the operation input is received, and information on the contact position is given to the main control unit 64.
- the movement of the finger is detected as coordinate information indicating the position or area of the contact point, and the coordinate information is expressed as coordinate values on two axes in the short side direction and the long side direction of the touch panel 42, for example.
- the screen is appropriately switched when a player inputs a predetermined icon or the like in the display 42A or a predetermined condition during the game is satisfied.
- the display is switched appropriately to a player authentication screen (not shown), a quest screen (FIG. 8), or the like.
- the game terminal 40 is connected to the network N through the mobile communication antenna 48A and the wireless LAN communication antenna 50A, and can perform data communication with the game server 20.
- the “(1) login” as a main progress example of the game will be described.
- a player who operates the game terminal 40 logs into the game server 20.
- This login corresponds to the player management table PT (see FIG. 2), which is a player-specific ID, such as a terminal ID or password, transmitted from the game terminal 40 that the game server 20 has requested to log in.
- Login is allowed if there is something, and login is not allowed if there is no such thing.
- FIG. 4 is a schematic explanatory diagram of the monster card 70.
- the player can have a plurality of monster cards 70 in which one monster 72 as shown in FIG. 4 is drawn in the center.
- the characteristics of the monster 72 are described around the monster 72 in the monster card 70.
- a “monster name 74” indicating the name of the monster 72
- “Taiyoku 78” indicating the life force of the monster 72 that decreases when the enemy is attacked during the battle and the value becomes zero when the value becomes zero
- “Level 80” indicating the degree of growth of the monster 72 is described.
- a “color attribute 82” indicating the race of the monster 72 with a color (a balloon-shaped character “Puyo” (registered trademark)), a battle with an enemy in the quest “Skill name 84” indicating the name of the skill (deadly move) of the monster 72 that can be used, and “SP consumption 86” of skill points consumed when using the skill (hereinafter referred to as “SP”). Is described.
- the types of the color attribute 82 include, for example, “red”, “blue”, “green”, “yellow”, and “purple”. These are, for example, “fire”, “water”, and “forest”. , "Holy” and "Darkness”.
- Each monster card 70 has a plurality of monsters 72 having different characteristics as described above, and this game has a collection property.
- the player can use some of the plurality of monster cards 70 owned by the player when executing the quest. Specifically, if a player uses several cards when performing a quest, a monster in each monster card is formed as a leader monster or a monster as described later (to build a deck), Can participate in quests.
- the leader monster When the leader monster satisfies a predetermined condition in the quest, for example, when a certain flag is generated by an operation of the player, the leader monster having the color attribute 82 corresponding to the flag performs a game action to attack the enemy. Such a character that directly participates in a battle with an enemy in a quest.
- the leader monster can be attached to a different number of monsters depending on its type.
- the monster meets a predetermined condition in the quest, for example, when a certain flag is generated by the player's operation, the monster performs a support action against the game action of the leader monster. It is a character who participates indirectly.
- FIG. 5 is a schematic explanatory diagram of a card possession information table 90 on which the characteristics of a plurality of monster cards 70 owned by the player are described.
- the card ownership information table 90 is stored in a database constructed in the HDD 30 of the game server 20, for example.
- the card possession information table 90 stores a plurality of monster names 74 in association with a color attribute 82, a leader ability 92, a skill 94, and a main effect 96, respectively.
- the number of slots 98 is shown in addition to the above-described burning force 76, drill 78, level 80, and SP consumption 86.
- the number of slots 98 indicates the number of monsters that can be taken to the quest as a leader monster if the monster 72 corresponding to the monster name 74 is selected as a leader monster as described later. is there.
- Skill 94 has a skill name 84 and the content of the skill.
- the content of this skill is largely distinguished by the color attribute 82. For example, when the color attribute 82 is red, an attack with a fire attribute is performed, and when the color attribute 82 is yellow, the leader monster 78 is recovered.
- the main effect 96 is that when the monster 72 corresponding to the monster name 74 is selected as a monster as described later, the game action of the leader monster is always supported separately from the above support action. It is an effect that occurs only by pulling together.
- the main effect 96 differs depending on the type of the monster 72 in order to improve the collection of the game. For example, there is an increase in the strength 76 and an increase in the amount 78.
- a party customization screen 100 as shown in FIG. 6 is displayed on the display 42 ⁇ / b> A of the game terminal 40 by touching, for example, a party customization icon (not shown) to participate in a quest after login on the touch panel 42. Is displayed.
- the player can freely customize the leader monster and the monster of the party to participate in the quest using the touch panel 42.
- leader monster selection fields 102 are arranged in a horizontal row.
- Each leader monster selection column 102 allows the player to select a part (for example, five) of the monsters 72 of a plurality of types of monster cards 70 owned by the player as the leader monster 104 and accepts the selection operation by the touch panel 42. It is.
- a blank is displayed by default, and after the player is selected, the symbol of the monster 72 of the selected monster card 70 is displayed. When this symbol is displayed, it is indicated that a part of the monsters 72 of the plural kinds of monster cards 70 owned by the player are confirmed as the leader monster 104.
- Each monster selection field 106 allows the player to select a part (for example, three) of monsters 72 of a plurality of types of monster cards 70 owned by the player as the main monster 108, and the selection operation is performed by the touch panel 42. Accept.
- the number of monster selection fields 106 is one of 0 to 3 depending on the number 98 of slots of the leader monster 104 determined at the position corresponding to each monster selection field 106.
- each monster selection field 106 a blank is displayed by default, and after the player is selected, the symbol of the monster 72 of the selected monster card 70 is displayed. When this symbol is displayed, it is indicated that a part of the monsters 72 of the plural kinds of monster cards 70 owned by the player are determined as the monsters 108.
- each leader monster selection field 102 is hidden by a cover, and for example, “Please select a leader” is displayed on the cover. That is, the player cannot select the monster 108 until the leader monster 104 is selected.
- the leader monster 104 once selected and the monster 108 can be exchanged. That is, the monster 72 of the monster card 70 can be selected as either the leader monster 104 or the monster 108. However, in order to improve the collection, some of the monsters 72 of the monster cards 70 can be selected only for the leader monster 104 or only the monster 108 can be selected. May be.
- the game terminal 40 transmits these selection operations to the game server 20 via the network N, for example. To do.
- the game server 20 stores the received leader monster 104 and the monster 108 in association with each other in the party information table stored in the database in the HDD 30.
- FIG. 7 is a schematic explanatory diagram of the party information table 110.
- the party information table 110 stores a plurality of columns 112 indicating the names of the leader monsters 104. In a plurality of columns 112, a column 114 indicating the name of the first monster 108, a column 116 indicating the name of the second monster 108, and a third A column 118 indicating the name of the monster 108 is associated with each other.
- registration not possible indicates that the number of slots 98 of the leader monster 104 is limited to, for example, one, and the monster 108 cannot be accompanied by the second or more. Further, “unregistered” in FIG. 7 indicates that, for example, the third monster 108 can be brought in, but is not led.
- a quest selection icon (not shown) is touched on the touch panel 42, whereby a quest selection screen (not shown) in which a plurality of quest names are listed is displayed on the display 42A of the game terminal 40.
- a player operating the game terminal 40 selects a quest name of a quest to be played from a plurality of quest names on the touch panel 42 on the quest selection screen. Thereby, the following quest execution is started.
- a quest screen 120 as shown in FIG. 8 is displayed on the display 42A of the game terminal 40, for example.
- the quest screen 120 is composed of a battle screen area 122 and a puzzle screen area 124, for example.
- the battle screen area 122 exists, for example, from the left end to the center right end in the quest screen 120, and is an area where battles between monsters are unfolded.
- an enemy deck 126 is provided on the left side of the battle screen area 122.
- One or more enemy monsters 128 are arranged on the enemy deck 126.
- the monster 78 of the enemy monster 128 (hereinafter referred to as “HP78”) is displayed in a bar display.
- a friend deck 130 is provided on the right side of the battle screen area 122.
- a plurality of player characters 132 are arranged in a line in the teammate deck 130. This player character 132 is different from the leader monster 104 and the main monster 108 and has HP 78 and SP individually.
- Each player character 132 forms one party with one or more leader monsters 104 and one or more monsters 108 based on the party information table 110 shown in FIG.
- the leader monsters 104 in the party are displayed side by side with the player character 132, for example, but the monsters 108 in the party do not participate directly in the battle, so avoid complicated display. For example, only the ball with the color indicated by the color attribute 82 of the monster 108 is displayed, in order to improve the visibility of the player.
- the battle of this embodiment employs a turn system, for example, and the player character 132 and the enemy monster 128 attack each other every turn.
- the plurality of leader monsters 104 in the ally deck 130 have a color attribute 82 corresponding to the color of “Puyo” that disappears for each turn, for example, by the play of “Puyo Puyo” by the player. Only attack the enemy monster 128.
- a plurality of monsters 108 in the ally deck 130 are only leader monsters having a color attribute 82 corresponding to the color of “Puyo” that disappeared by the play of “Puyo Puyo” by the player for each turn. Supports 104 attacks.
- the puzzle screen area 124 exists, for example, from the center right end to the right end in the quest screen 120 and is a display area of “Puyo Puyo”.
- the puzzle screen area 124 includes a game area 134 for operating “Puyo 136”.
- the game area 134 has, for example, a rectangular shape with a grid of 8 ⁇ 6 ⁇ 8 ⁇ 6. Every time the turn starts, one puyo 136 is spread all over the game area 134.
- Puyo 136 4 to 6 types are used for one game (specifically, 5 types in the first embodiment), and a predetermined number of Puyo 136 is dragged and dropped by Puyo 136, which will be described later.
- Puyo 136 When the above (for example, four) Puyo 136 are aligned vertically and horizontally, they stick together and disappear. Then the disappeared Puyo 136 kite is empty, and the Puyo 136 that was on it falls into the kite.
- FIG. 9 is a functional block diagram of the network game system 10 according to the first embodiment.
- the network game system 10 includes a game server 20 having a database DB, a receiving unit 140, a game action generating unit 142, and a transmitting unit 144.
- the network game system 10 includes a game terminal 40 having a receiving unit 146, an operation receiving unit 148, a display unit 150, and a flag generating unit 152.
- the database DB is constructed, for example, in the HDD 30 shown in FIG. 2, and stores the card possession information table 90 shown in FIG. 5 and the party information table 110 shown in FIG.
- the receiving means 140 is composed of, for example, the NIC 36, the MPU 24, the RAM 28, etc. shown in FIG. 2 and receives various data from each game terminal 40 via the network N.
- the receiving unit 140 receives the flag information generated by the flag generating unit 152 of the game terminal 40.
- the game action generating means 142 is constituted by, for example, the MPU 24, the RAM 28, a part of the game program GP, etc. shown in FIG.
- the game action generating unit 142 refers to the card ownership information table 90 of the database DB. Then, the game action generation unit 142 generates at least one of the attack action in the quest of the leader monster 104 corresponding to the type of the generated flag and the support action of the monster 108 for the attack action of the leader monster 104.
- the game action generation unit 142 performs a continuous support action that always supports the attack action according to the type of the monster 108 apart from the support action. Generate. This always-supporting action is to generate the main effect 96 as shown in FIG.
- the transmission means 144 is composed of, for example, the NIC 36, MPU 24, RAM 28, etc. shown in FIG.
- the transmission unit 144 transmits various data to the game terminal 40 via the network N.
- the transmission unit 144 transmits various behavior information generated by the game behavior generation unit 142 to the game terminal 40 via the network N.
- the receiving means 146 includes, for example, the mobile communication unit 48 shown in FIG. 3, the mobile communication antenna 48A, the wireless LAN communication unit 50, the wireless LAN communication antenna 50A, the main control unit 64, and the like.
- the receiving unit 146 receives various data from the game server 20 via the network N. Particularly in the first embodiment, the receiving unit 146 receives information on various actions generated by the game action generating unit 142.
- the operation accepting unit 148 includes, for example, a part of the game program GP, the touch panel 42 shown in FIG. 3, the main control unit 64, and the like.
- the operation accepting means 148 accepts the player's operation.
- a part of the monsters 72 of the plurality of types of monster cards 70 owned by the player are set as the leader monster 104, and the plurality of types of monster cards 70 owned by the player.
- the monster 72 is partly selected as the monster 108 by the player, and the selection operation is accepted.
- the display unit 150 includes, for example, the display 42A and the main control unit 64 shown in FIG. 3, and displays the above-described quest screen 120 shown in FIG. 8 on the display 42A and visually displays game behavior, support behavior, and the like. 42A.
- the flag generation unit 152 includes, for example, a part of the game program GP, the display 42A illustrated in FIG. 3, the main control unit 64, and the like, and satisfies a predetermined condition in the game by an operation of the player by the operation reception unit 148. In this case, a plurality of types of flags are generated.
- the transmission means 154 includes, for example, the mobile communication unit 48 shown in FIG. 3, the mobile communication antenna 48A, the wireless LAN communication unit 50, the wireless LAN communication antenna 50A, the main control unit 64, and the like.
- the transmission means 154 transmits various data to the game server 20 via the network N.
- the transmission unit 154 transmits information on various flags generated by the flag generation unit 152.
- FIG. 10 is a flowchart showing a flow of game processing of the entire network game system 10.
- FIG. 11 is a flowchart showing the flow of processing that continues from the flowchart shown in FIG.
- the identification code in parentheses corresponds to the step identification code in the figure.
- this game process is performed by executing the game program GP by the MPU 24 and the main control unit 64. Furthermore, the following game process is a process performed for each turn on the quest screen 120 shown in FIG.
- step S10 When the turn is started, the game terminal 40 starts counting time, and determines whether or not the counted time has passed a predetermined time (for example, 25 seconds), that is, whether or not time-out has occurred. If the game terminal 40 makes an affirmative determination, the entire process ends, and if a negative determination is made, the game terminal 40 proceeds to the process of step S12.
- a predetermined time for example, 25 seconds
- the game terminal 40 determines whether or not the operation accepting means 148 has accepted the drag-and-drop of Puyo 136 in the game area 134 shown in FIG. If the game terminal 40 makes an affirmative determination, it proceeds to the process of step S14, and if it makes a negative determination, it returns to the process of step S10. In this drag-and-drop operation, the operation of replacing the puyo 136 existing in a certain cage in the game area 134 with the puyo 136 existing in another cage in the game area 134 is performed.
- the game terminal 40 confirms the drag-and-drop of the puyo 136 and displays the replacement of the puyo 136 on the display means 150. Also, 0 is substituted for the variables i and m. And the game terminal 40 transfers to the process of step S16.
- the game terminal 40 determines whether or not four or more Puyo 136 are lined up, down, left, and right in the same type (same color). If the game terminal 40 makes an affirmative determination, it proceeds to the process of step S18, and if it makes a negative determination, it proceeds to the process of step S70.
- the game terminal 40 causes the display means 150 to erase the portion of the same type (same color) of four or more puyo 136 from above and below and from the cocoon. And the game terminal 40 transfers to the process of step S20.
- the flag generating means 152 of the game terminal 40 determines whether the erased puyo 136 is a red puyo 136, a blue puyo 136, or a puyo 136 of another color. If it is determined that the color is red, the flag generation unit 152 generates a red flag and proceeds to the process of step S24. If it is determined that the color is blue, the flag generation unit 152 generates a blue flag and proceeds to the process of step S32. If it is determined, no flag is generated and the process proceeds to step S40.
- the transmission unit 154 of the game terminal 40 transmits the red flag information generated by the flag generation unit 152 to the game server 20 via the network N.
- the receiving means 140 of the game server 20 receives this red flag and passes it to the game action generating means 142.
- the game action generation unit 142 refers to the card possession information table 90 and the party information table 110 in the database DB, and has the color attribute 82 corresponding to the passed red flag, that is, the leader monster 104 having the color attribute 82 indicating red. It is determined whether or not there is. If an affirmative determination is made, the process proceeds to step S26. If a negative determination is made, the process proceeds to step S28.
- the game action generation unit 142 adds the value (number of erased) indicated by the variable i to the variable m, and proceeds to the process of step S28.
- the game action generation unit 142 refers to the card ownership information table 90 and the party information table 110 in the database DB, and has a color attribute 82 corresponding to the passed red flag, that is, a color attribute 82 indicating red. It is determined whether or not the monster 108 is present. If an affirmative determination is made, the process proceeds to step S30. If a negative determination is made, the process proceeds to step S66 (see FIG. 11).
- the game action generating means 142 adds half the value indicated by the variable i and the number of the monsters 108 having the color attribute 82 indicating red to the variable m, and the process of step S66. (See FIG. 11).
- the transmission unit 154 of the game terminal 40 transmits the blue flag information generated by the flag generation unit 152 to the game server 20 via the network N.
- the receiving means 140 of the game server 20 receives this blue flag and passes it to the game action generating means 142.
- the game action generation unit 142 refers to the card possession information table 90 and the party information table 110 in the database DB, and has the color attribute 82 corresponding to the passed blue flag, that is, the leader monster 104 having the color attribute 82 indicating blue. It is determined whether or not there is. If an affirmative determination is made, the process proceeds to step S34. If a negative determination is made, the process proceeds to step S36.
- the game action generating unit 142 adds the value (number of erased) indicated by the variable i to the variable m, and proceeds to the process of step S36.
- the game action generation unit 142 refers to the card ownership information table 90 and the party information table 110 in the database DB, and has a color attribute 82 corresponding to the passed blue flag, that is, a color attribute 82 indicating blue. It is determined whether or not the monster 108 is present. If an affirmative determination is made, the process proceeds to step S38. If a negative determination is made, the process proceeds to step S66 (see FIG. 11).
- the game action generation unit 142 adds a value obtained by multiplying half of the value indicated by the variable i and the number of the monsters 108 having the color attribute 82 indicating blue to the variable m, and performs the process of step S66. (See FIG. 11).
- the flag generation means 152 of the game terminal 40 determines whether the erased puyo 136 is a green puyo 136, a yellow puyo 136, or a purple puyo 136. If it is determined that the color is green, the flag generation unit 152 generates a green flag and proceeds to the process of step S42. If it is determined that the color is yellow, the flag generation unit 152 generates a yellow flag and proceeds to the process of step S50. If so, a purple flag is generated and the process proceeds to step S58.
- the transmission unit 154 of the game terminal 40 transmits the green flag information generated by the flag generation unit 152 to the game server 20 via the network N.
- the receiving means 140 of the game server 20 receives this green flag and passes it to the game action generating means 142.
- the game action generation unit 142 refers to the card possession information table 90 and the party information table 110 in the database DB, and has the color attribute 82 corresponding to the passed green flag, that is, the leader monster 104 having the color attribute 82 indicating green. It is determined whether or not there is. If an affirmative determination is made, the process proceeds to step S44. If a negative determination is made, the process proceeds to step S46.
- the game action generating means 142 adds the value (number of erased) indicated by the variable i to the variable m, and proceeds to the process of step S46.
- the game action generation unit 142 refers to the card ownership information table 90 and the party information table 110 in the database DB, and has a color attribute 82 corresponding to the passed green flag, that is, a color attribute 82 indicating green. It is determined whether or not the monster 108 is present. If an affirmative determination is made, the process proceeds to step S48. If a negative determination is made, the process proceeds to step S66.
- the game action generation unit 142 adds a value obtained by multiplying half of the value indicated by the variable i and the number of monsters 108 having the color attribute 82 indicating green to the variable m, and the process of step S66. Migrate to
- the transmission unit 154 of the game terminal 40 transmits the yellow flag information generated by the flag generation unit 152 to the game server 20 via the network N.
- the receiving means 140 of the game server 20 receives this yellow flag and passes it to the game action generating means 142.
- the game action generation unit 142 refers to the card possession information table 90 and the party information table 110 in the database DB, and has the color attribute 82 corresponding to the passed yellow flag, that is, the leader monster 104 having the color attribute 82 indicating yellow. It is determined whether or not there is. If an affirmative determination is made, the process proceeds to step S52. If a negative determination is made, the process proceeds to step S54.
- the game action generating unit 142 adds the value (number of erased) indicated by the variable i to the variable m, and proceeds to the process of step S54.
- the game action generation unit 142 refers to the card possession information table 90 and the party information table 110 in the database DB, and has a color attribute 82 corresponding to the passed yellow flag, that is, a color attribute 82 indicating yellow. It is determined whether or not the monster 108 is present. If an affirmative determination is made, the process proceeds to step S56. If a negative determination is made, the process proceeds to step S66.
- the game action generation unit 142 adds a value obtained by multiplying half of the value indicated by the variable i and the number of the monsters 108 having the color attribute 82 indicating yellow to the variable m, and performs the process of step S66. Migrate to
- the transmission unit 154 of the game terminal 40 transmits the purple flag information generated by the flag generation unit 152 to the game server 20 via the network N.
- the receiving means 140 of the game server 20 receives this purple flag and passes it to the game action generating means 142.
- the game action generation unit 142 refers to the card possession information table 90 and the party information table 110 in the database DB, and has the color attribute 82 corresponding to the passed purple flag, that is, the leader monster 104 having the color attribute 82 indicating purple. It is determined whether or not there is. If an affirmative determination is made, the process proceeds to step S60. If a negative determination is made, the process proceeds to step S62.
- the game action generating unit 142 adds the value (number of erased) indicated by the variable i to the variable m, and proceeds to the process of step S62.
- the game action generation unit 142 refers to the card possession information table 90 and the party information table 110 in the database DB, and has a color attribute 82 corresponding to the passed purple flag, that is, a color attribute 82 indicating purple. It is determined whether or not the monster 108 is present. If a positive determination is made, the process proceeds to step S64. If a negative determination is made, the process proceeds to step S66.
- the game action generation unit 142 adds a value obtained by multiplying half of the value indicated by the variable i and the number of the monsters 108 having the color attribute 82 indicating purple to the variable m, and performs the process of step S66. Migrate to
- the game action generation unit 142 passes the process to the game terminal 40 via the network N.
- the game terminal 40 determines whether or not there is a puyo 136 in the tub above the erased puyo 136. If the game terminal 40 makes an affirmative determination, it proceeds to the process of step S68, and if it makes a negative determination, it proceeds to the process of step S70.
- the game terminal 40 drops the puyo 136 in the tub above the erased puyo 136 so as to fill the empty cocoon occupied by the erased puyo 136, and returns to the process of step S16 (FIG. 10).
- the game terminal 40 passes the process to the game server 20 via the network N.
- the game action generating unit 142 of the game server 20 refers to the card possession information table 90 and the party information table 110 in the database DB, and corresponds to one or more types of flags generated by the flag generating unit 152.
- a game action of one or a plurality of types of leader monsters 104 having the attribute 82 is generated. Specifically, the game action refers to powering up the leader monster 104, for example.
- “power-up” refers to, for example, increasing the power of the leader monster 104, recovering the HP 78, or recovering the SP.
- the degree of power-up increases as the value of m increases, for example.
- the value of the variable m is determined not only by the leader monster 104 having the color attribute 82 corresponding to one or a plurality of types of flags generated by the flag generation means 152 but also by the leader monster having the corresponding color attribute 82. It is also added by the monster 108 associated with 104 (see, for example, step S30). Therefore, the action of adding the variable m by the main monster 108 having the corresponding color attribute 82 generates a support action for the game action of powering up the leader monster 104 selected in association with each monster 108. Will be.
- the value added when the color attribute 82 corresponding to the flag type matches the color attribute 82 of the monster 108 is the color attribute 82 corresponding to the flag type and the color attribute of the leader monster 104. 82 is less than the value to be added by matching (see steps S26 and S30, for example).
- the game action generation unit 142 passes the generated power-up content to the transmission unit 144 and proceeds to the process of step S72.
- the transmission means 144 transmits the passed power-up content to the game terminal 40 via the network N. Then, the game terminal 40 causes the display unit 150 to display the received power-up content.
- the game action generation unit 142 generates a battle action including the attack action of the leader monster 104, the attack action of the enemy monster 128, the generation of the skill 94, and the like while reflecting the contents of the power-up.
- the attacking action during the fighting action is a game action of the leader monster 104, and the attacking action of the leader monster 104 having the color attribute 82 corresponding to the type of one or more kinds of flags generated by the flag generation unit 152 is generated.
- the attack behavior of the associated leader monster 104 is generated.
- the network game system 10 includes the database DB that stores a plurality of types of monster cards 70 owned by a game player. Further, the network game system 10 accepts the player's operation, and a part of the monsters 72 of the plurality of types of monster cards 70 stored in the database DB is set as the leader monster 104, and the plurality of types stored in the database DB. There is an operation receiving means 148 for allowing the player to select a part of the monsters 72 of the monster card 70 as the monsters 108 and receiving the selection operation.
- the network game system 10 allows the game behavior of the leader monster 104 received by the operation receiving means 148 and the action received by the operation receiving means 148 when a predetermined condition in the game is satisfied. Both have game action generation means 142 for generating a support action for the game action of the monster 108.
- the player can select a part of the monsters 72 of the plural kinds of monster cards 70 as the leader monster 104 of the game in the leader monster selection field 102 shown in FIG.
- the leader monster 104 is, for example, a monster 72 that directly participates in a battle game with the enemy monster 128, such as performing a game action in the game when a predetermined condition is satisfied in the game.
- the number of the leader monsters 104 is not increased in order to reduce the complexity of the player and maintain the charm of the individual leader monsters 104.
- the player can select some of the monsters 72 of the monster cards 70 as the monsters 108 of the leader monster 104 in the monster selection field 106 shown in FIG. It has become.
- the monster 108 indirectly performs a support action for the game action of the leader monster 104 when a predetermined condition is satisfied in the game, for example, indirectly in a battle game with the enemy monster 128. It is a monster 72 that is allowed to participate.
- the main monster 108 is indirectly connected to the game even if the number of the main monsters 108 can be selected and the number of customizations of the deck (party) is increased. Therefore, the complexity of the player does not increase, and the attractiveness of the individual leader monsters 104 does not decrease. As a result, in the above-described configuration, it is possible to both increase the customization factor of the teammate deck 130, reduce the complexity of the player, and maintain the attractiveness of the individual leader monsters 104, and improve the game's preference. be able to.
- the network game system 10 further includes flag generation means 152 that generates a plurality of types of flags when a predetermined condition is satisfied in the game by an operation by the operation reception means 148, and the database In the DB, a plurality of types of leader monsters 104 are associated with one color attribute 82 among a plurality of types of color attributes 82, and the game action generation unit 142 generates a flag when the flag generation unit 152 generates a flag. The action is generated based on the leader monster 104 and the monster 108 having the attribute corresponding to the type of the generated flag.
- the number of leader monsters 104 is not increased in order to reduce the complexity of the player and maintain the charm of the individual leader monsters 104 as described above.
- the types of the color attribute 82 associated with the leader monster 104 in the game are also small, and even if the player performs an operation to intentionally take a game action, it is generated by the operation.
- the operation accepting means 148 allows the player to select the number corresponding to the type of the leader monster 104 as the monster 108 (see FIGS. 6 and 7). As a result, the attractiveness of each leader monster 104 is increased. Thereby, in 1st Embodiment, the interest property of a game can be improved more.
- the game action generating unit 142 always supports the game action according to the type of the monster 108 in addition to the support action when the operation accepting unit 148 accepts the selection operation. Generating behavior. As a result, the game action of the leader monster 104 generated by the player selecting the monster 108 is always generated with the support action generated when a predetermined condition is satisfied in the game. Benefit from both supportive actions at all times. Thereby, in 1st Embodiment, the interest property of a game can be improved more.
- the network game system according to the second embodiment has the same hardware configuration as that of the game server 20 and that of the game terminal 40 described in the first embodiment.
- the functional block diagram of the network game system is different in the second embodiment compared to the first embodiment. Note that in the second embodiment, the same portions as those in the first embodiment are denoted by the same reference numerals, and detailed description thereof is omitted.
- FIG. 12 is a diagram showing a modification of the functional block diagram of the network game system 200 according to the second embodiment, and is a diagram of a modification of the functional block diagram shown in FIG.
- the network game system 200 includes a game server 20 and a game terminal 40 that can communicate with each other via a network N. Unlike the first embodiment, the game server 20 does not have any functional blocks.
- the game terminal 40 includes a receiving unit 146, an operation receiving unit 148, a display unit 150, a flag generating unit 152, a game action generating unit 142, a database DB, and a transmitting unit 154. Yes.
- the network game system 200 it is not necessary for the game server 20 and the game terminal 40 to communicate with each other in steps such as step S32, step S42, and step S70. Processing can be shortened.
- the network game system according to the third embodiment has the same hardware configuration as the game server 20 described in the first embodiment, the hardware configuration of the game terminal 40, and the functions of the network game system. However, in the third embodiment, steps S26, S30, S34, S38, S44, S48, S52, and S56 shown in FIGS. 10 and 11 are different.
- the game action generation unit 142 displays the value indicated by the variable i in the variable m (the number deleted) and the color indicating the color of the deleted puyo 136. A value corresponding to the type of the leader monster 104 having the attribute 82 is added, and the process proceeds to the next step.
- the game action generating unit 142 uses the variable m to indicate the value indicated by the variable i (the number of deleted characters) and the color attribute 82 indicating the color of the deleted Puyo 136.
- the value corresponding to the type of the monster 108 having “” is added, and the process proceeds to the next step.
- the low monster 108 adds 1 to the variable m
- the high rare monster 108 adds 2 to the variable m.
- the color attribute 82 of the monster 108 is “red”, 2 is added to the variable m.
- the color attribute 82 is “blue”, 1 is added to the variable m, and the color attribute 82 is “green”.
- the color attribute 82 is “yellow”, then 0.5 is added.
- the color attribute 82 is “purple”, then 0.1 is added to the variable m. to add.
- this variable m affects the contents of the game action and the support action in step S70 shown in FIG. 11 (for example, the degree of power-up changes).
- the game action generating means 142 corresponds to the type of the leader monster 104 or the monster 108. Game behavior and support behavior will be generated. As a result, according to the third embodiment, the attractiveness of the individual monsters 72 of the leader monster 104 and the monster 108 can be increased.
- the content of the game program GP is not limited to the new puzzle role-playing game described above.
- a simple role-playing game a simple puzzle game, an action game, a fighting game, a shooting game, a gun game, a drive game, It may be a quiz game, mahjong game, medal game, music game, or the like.
- the flag of the flag generation means 152 may be generated according to another operation of the player. For example, it may be generated when a certain combination of push buttons is pressed during a quest, when an input operation is performed at a just timing in a music game, or when a combo is determined at a just timing. Further, the flag of the flag generating means 152 may be generated when a super-skill is used in a fighting game, or when all of the opponent's attacks are guarded.
- the flag of the flag generation unit 152 may be generated according to the play result of the player. For example, the flag of the flag generation means 152 is scored when the number of combos (continuous input operations without mistakes) in a music game exceeds “50”, or the score in the entire game exceeds “10,000 points”, for example. It may be generated when the stage is cleared or when the stage is cleared. Also, the flag of the flag generating means 152 is rounded continuously in the fighting game when the opponent chooses a 5-line combo (adds a continuous attack), or when the opponent gives more than “100” damage with a single combo.
- the flag of the flag generating means 152 may be generated when the mission is cleared at the fastest time in the race game, or when the mission is cleared.
- the flag of the flag generating means 152 is used when a jackpot is won in a medal game, when a specific combination (such as a full house or more) is arranged in poker, or in a mahjong game, a combination more than a specific combination or combination It may be generated when they are aligned.
- the flag of the flag generation means 152 may be generated when attacking at the same timing as a friend in a battle or cooperative play. Further, the flag of the flag generation means 152 is used when the leader monster 104 uses the leader skill in the quest described above, when the leader monster 104 defeats, for example, one enemy monster 128, or together with the cooperation player. It may be generated when the same enemy monster 128 is attacked.
- the flag generation unit 152 is provided on the game terminal 40 side in both the first and second embodiments has been described, it may be provided on the game server 20 side.
- the game action generation unit 142 of the first embodiment is provided on the game server 20 side has been described, it may be provided on the game terminal 40 side.
- the monster 108 shown in FIG. 6 is selected in association with the leader monster 104 in a one-to-one or one-to-many manner has been described.
- the monster 108 may be selected in association with the leader monster 104 in a many-to-one correspondence.
- the monster 108 may be selected in association with the party itself. That is, the monster 108 can be considered not only the monster of the leader monster 104 but also the monster of the game.
- the game program GP according to the embodiment is stored in the HDD 30 illustrated in FIG. 2, and the game program GP according to the embodiment is downloaded and stored in the storage unit 52 illustrated in FIG. 3.
- the storage medium for storing the game program GP and the storage medium for constructing the database DB are not limited to the HDD 30 and the storage unit 52, and information stored by some physical means such as a computer, a dedicated processor, etc. Any processing device may be used as long as it can execute a predetermined function. In other words, any program may be used as long as it downloads a program to a computer and executes a predetermined function.
- the storage medium is flexible disk, hard disk, magnetic tape, magnetic disk, CD, CD-ROM, DVD-RAM, DVD-ROM, DVD-R, PD, MD, DCC, ROM cartridge, RAM memory card with battery backup , Flash memory cartridges, and non-volatile RAM cartridges. It also includes cases where data transfer is received from a host computer via a wired or wireless communication line (public line, data dedicated line, satellite line, etc.). The so-called Internet is also included in this storage medium.
- GP Game program, 10,200: Network game system (game system), 72: Monster (character), 82: Color attribute (attribute), 96: Main effect (always supported action), 104: Leader monster (main character) ), 108 ... monster (support character), 142 ... game action generation means, 152 ... flag generation means, DB ... database (storage means)
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Abstract
L'invention concerne, de façon à améliorer des caractéristiques de planification d'un jeu, un système de jeu (10) qui comprend : un moyen de stockage (DB) qui stocke une pluralité de types de personnage qu'un joueur de jeu peut utiliser dans le jeu, qui établit certains de la pluralité de types de personnage comme personnages principaux dans le jeu en fonction d'une opération de joueur, et qui stocke certains de la pluralité de types de personnage comme personnages de soutien associés aux personnages principaux ; et un moyen de génération d'action de jeu (142) qui, lorsque des conditions prédéterminées sont satisfaites dans le jeu, génère des actions de soutien pour des actions de jeu par les personnages de soutien, qui comprennent les actions de jeu dans le jeu, par les personnages principaux, et des actions de jeu pour les personnages principaux associés aux personnages de soutien.
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US9836195B2 (en) * | 2014-11-17 | 2017-12-05 | Supercell Oy | Electronic device for facilitating user interactions with graphical objects presented on a display |
JP6289349B2 (ja) * | 2014-11-20 | 2018-03-07 | 任天堂株式会社 | 情報処理プログラム、情報処理システム、情報処理装置及び情報処理方法 |
JP6280587B2 (ja) * | 2016-04-01 | 2018-02-14 | 株式会社コーエーテクモゲームス | ゲームプログラム及び記録媒体 |
JP7000406B2 (ja) * | 2019-12-17 | 2022-01-19 | グリー株式会社 | 制御方法、コンピュータ及び制御プログラム |
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JP2007244847A (ja) * | 2006-02-14 | 2007-09-27 | Sega Corp | ゲームシステム |
JP2009125163A (ja) * | 2007-11-20 | 2009-06-11 | Bandai Co Ltd | ゲーム装置及びコンピュータプログラム |
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2013
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JP2007244847A (ja) * | 2006-02-14 | 2007-09-27 | Sega Corp | ゲームシステム |
JP2009125163A (ja) * | 2007-11-20 | 2009-06-11 | Bandai Co Ltd | ゲーム装置及びコンピュータプログラム |
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LOGIN, vol. 20, no. 12, pages 90 * |
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