WO2014203925A1 - 電子ゲーム機、電子ゲーム処理方法及び電子ゲームプログラム - Google Patents
電子ゲーム機、電子ゲーム処理方法及び電子ゲームプログラム Download PDFInfo
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- WO2014203925A1 WO2014203925A1 PCT/JP2014/066137 JP2014066137W WO2014203925A1 WO 2014203925 A1 WO2014203925 A1 WO 2014203925A1 JP 2014066137 W JP2014066137 W JP 2014066137W WO 2014203925 A1 WO2014203925 A1 WO 2014203925A1
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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
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
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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
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/533—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
Definitions
- the present invention relates to an electronic game machine having a reel-type input interface, an electronic game processing method and an electronic game program for providing the same.
- a command indicating the next action is selected from a menu screen divided into a plurality of layers when inputting a command for the next action to each character.
- the method to do was adopted.
- an enemy character display area 102 for displaying the enemy characters 10 a and 10 b is provided on the screen 100, and the teammate character state display area 104 indicating the state of the teammate character operated by the user is displayed next to the teammate character.
- a process for displaying the submenu area 110 and further selecting a subcommand from the submenu area 110 is performed.
- a process for causing the user to select a command over a plurality of layers using a plurality of menu screens is performed.
- a command is frequently selected repeatedly, and it is necessary to repeatedly select a command from a narrow menu area, which may be painful for the user.
- One aspect of the present invention is an electronic game machine including a touch panel, the storage means for storing image data in which a plurality of images indicating options that can be selected as a command for the next action in the electronic game are stored, and the touch panel
- An option display means for displaying a partial image area of the image data, and an input detection means for detecting a user's slide input or flick input to the touch panel.
- the option display means scrolls and displays an image area displayed in the command selection area in the image data.
- a plurality of the command selection areas are provided, and the processing in the electronic game is performed according to a combination of options selected using the plurality of command selection areas.
- the option display means displays an image area including an image indicating an option frequently selected by the user from the image data or an image indicating an option recommended by the AI function as an initial image in the command selection area. Is preferable.
- the command selection area is provided for each of a plurality of characters to be commanded for the next action in the electronic game.
- the present invention it is possible to reduce the burden of user input in an electronic game. Further, by combining the input interface and the electronic game, it is possible to provide an unprecedented new game effect.
- FIG. 1 is a diagram illustrating a configuration of an electronic game system according to the present embodiment.
- the server 200 is connected to the client 202 through an network (information network) 204 such as the Internet so that information can be exchanged.
- an network (information network) 204 such as the Internet
- the server 200 is a computer and includes various data processing means 20, communication means 22, and storage means 24.
- the data processing unit 20 includes a processing device such as a CPU, and performs processing such as transmitting information to the client 202 by executing a program stored in the storage unit 24.
- the communication unit 22 is a unit for connecting the server 200 to the network 204, and includes an interface for outputting information to the network 204 and acquiring information from the network 204.
- the storage means 24 is means for storing and holding electronic information such as an electronic game program or electronic game logic and data, and includes various storage devices such as a semiconductor memory and a hard disk.
- the server 200 is configured to store only a program (logic) and data related to an electronic game to be provided and distribute it to the client 202.
- the server 200 has an input means and a display.
- a configuration may be adopted in which a program (logic) and data can be created or updated by providing means.
- the client 202 is typically a mobile terminal such as a mobile phone, a smartphone, or a tablet, but may be a personal computer (PC) or the like.
- the client 202 includes various data processing means 30, communication means 32, storage means 34, display means 36, and input means 38.
- the data processing means 30 includes a processing device such as a CPU, and performs processing related to an electronic game by executing a program stored in the storage means 34.
- the communication unit 32 is a unit for connecting the client 202 to the network 204, and includes an interface for outputting information to the network 204 and acquiring information from the network 204.
- the storage means 34 is means for storing and holding electronic information such as an electronic game program or electronic game logic and data, and includes various storage devices such as a semiconductor memory and a hard disk.
- the display means 36 is means for providing image information and character information to the user.
- the input unit 38 is a unit for acquiring information from the user.
- the client 202 may include a voice output unit or the like as necessary
- the display means 36 and the input means 38 are touch panels capable of performing input by touching a screen on which an image is displayed with a fingertip or a stylus.
- the client 202 obtains necessary electronic game programs (electronic game logic) and data from the server 200 via the network 204 and executes processing such as a game. As the game progresses, the client 202 uses the display unit 36 to display a screen of a friendly character, an enemy character, etc., and receives an instruction from the player using the input unit 38.
- the client 202 receives an electronic game program (logic) and data from the server 200, executes the electronic game program (logic), and functions as an electronic game machine.
- the input interface in the present embodiment is suitable for input of a role playing game or the like, but the application range is not limited to this.
- the processing of the electronic game itself may be performed in accordance with a conventional program, and the input interface in the present embodiment is used when selection of an option (command) from the user is required during the processing of the electronic game. Apply.
- step S10 the server 200 transmits the electronic game program (or electronic game logic) and data to the client 202.
- the data processing means 20 of the server 200 reads out the electronic game program (or electronic game logic) stored in the storage means 24 and data (image data, data indicating character characteristics, etc.) necessary for the electronic game processing, The data is transmitted to the client 202 via the network 204.
- the client 202 Using the received electronic game program (or electronic game logic) and data, the client 202 starts processing according to a command input in accordance with the electronic game program.
- the client 202 displays an image on the display means 36.
- the client 202 causes the display unit 36 to display the data received in step S10.
- the data includes image data of enemy characters, image data of friendly characters, and the like.
- the data includes information related to the electronic game, for example, information indicating the states of the ally character and the enemy character [a hit point (HP) indicating the physical strength of the character, a magic point (MP) for restricting the use of a command such as magic, a character
- the level (Lv) indicating the growth of the character, information on the equipment of the character, etc.] may be included.
- image data may be generated from information about the electronic game and displayed.
- FIG. 3 shows a display example of the image on the display means 36.
- the image 400 instructs the enemy character display area 402 including images of the enemy characters 40a and 40b, the teammate character state display area 404 indicating the state of the teammate character operated by the user, and the next action of the teammate character.
- step S14 processing for accepting selection of a command from the user is performed.
- the input area 406 employs a reel type selection method.
- the reel type selection method is a method in which images indicating options (commands) are displayed side by side in the input area 406 serving as a selection window.
- the input area 406 is provided with a command selection area 410 for displaying options (commands) for instructing the next action for each teammate character.
- the command selection area 410 is arranged in a row. Processing is performed so that a plurality of selected options (commands) are scrolled in order.
- image data 450 in which a plurality of images 450 a indicating options (commands) that can be selected by the user are arranged in series is generated, and the image data 450 is stored in the storage unit 34.
- Each option (command) image 450a included in the image data 450 is registered in the command database in association with an option (command) for instructing the next action of the teammate character in the electronic game.
- the data processing means 30 reads the image data of a part of the image area of the image data 450 from the storage means 34 and displays the part of the image area in the command selection area 410 (step S14-1). This is the initial selection screen.
- the data processing means 30 determines whether or not the input area 406 or the confirmation area 408 displayed on the display means 36 has been tapped (step S14-2).
- a signal indicating that the command selection area 410 or the confirmation area 408 has been touched is input from the input means 38 (touch panel) to the data processing means 30.
- the data processing means 30 shifts the process to step S14-3 when the command selection area 410 is touched, and shifts the process to step S14-5 when the confirmation area 408 is touched.
- the command selection area 410 When the command selection area 410 is touched, if the finger or stylus is moved upward while maintaining the touched state by the user, the movement of the finger or stylus is detected by the input means 38 (touch panel), and the data A signal indicating that the finger or stylus has been slid or flicked and a signal indicating the slide width or flick width are input to the processing means 30 (step S14-3). In accordance with the signal indicating the slide width or flick width, the data processing means 30 displays an image area below the image area currently displayed in the image data 450, as shown in FIGS. 5 (b) and 5 (c). And the display of the command selection area 410 is updated (step S14-4). Note that when a slide or flick is performed in the downward direction, the opposite process may be performed.
- the image area of the image data to be read may be an image area that is shifted in units of pixels along the slide or flick direction from the currently displayed image area.
- Increasing the number of pixels to be shifted in a single display update increases the pitch when scrolling, and the displayed options (commands) can be changed quickly, and if the number of pixels is decreased, the pitch when scrolling is increased.
- the display becomes smaller and the display can be scrolled smoothly. For example, it is preferable to increase the number of pixels shifted in one display update as the slide or flick speed increases.
- the image data 450 including a plurality of options (commands) is displayed in the command selection area 410 so as to scroll.
- the user can select an option (command) to be selected in a state displayed near the center of the command selection area 410 (selection area 412 in FIG. 3).
- the scroll of the image data 450 is stopped by releasing the finger or the stylus from the display means 36, and the option (command) in the command selection area 410 is stopped. Is selected.
- step S14-2 the selection of the option (command) from the user is confirmed.
- the user selects an option (command) in the command selection area 410 for each ally character
- the user touches (tap) the confirmation area 408 with a finger or a stylus.
- the data processing unit 30 receives a signal indicating that the confirmed area 408 has been touched from the input unit 38
- the data processing unit 30 refers to the command database stored in the storage unit 34 and images of options (commands) displayed in the selection region 412. It is determined that the option (command) associated with is selected for each ally character.
- the data processing means 30 returns the process to step S16 of the main routine.
- the image data 450 has a plurality of options (commands) so that it is not necessary to select the options (commands) over a plurality of layers as in the case of selecting the options (commands) from a menu. It is preferable that all of these are included.
- the image data 450 includes “ The lowermost options (commands) such as “magic 1”, “magic 2”... Are included.
- inertial scrolling may be adopted for displaying options (commands). That is, even when the input area 406 is touched and slid at a predetermined speed or higher, the rewriting of the image in the input area 406 by the image data 450 is not suddenly stopped even if the finger or stylus is released from the display means 36. Display processing may be performed so that scrolling is continued, and then updating of an image in the input area 406 is gradually slowed down so that scrolling is slowly slowed down and finally stopped.
- the user's operation burden is reduced when he wants to move the image displayed in the input area 406 greatly or to list options (commands) included in the image data 450. Can be reduced.
- margin areas 422a and 422b are provided on the end side in the scroll direction of the input area 406 in the image 400.
- the finger or stylus is once touched in the command selection area 410, when the finger or stylus is slid to the area outside the input area 406 (the margin areas 422a and 422b) with the command selection area 410 as the starting point.
- the movement of the finger or stylus may be detected by the input unit 38, and the scrolling of the image in the command selection area 410 may be continued.
- step S16 processing according to the selected option (command) is executed.
- the data processing means 30 executes processing according to the options (commands) for each teammate character determined in step S14.
- the processing here can be performed in the same manner as the processing in the conventional electronic game.
- a reel type selection method is adopted for selection of options (commands) for proceeding with an electronic game. This makes it a user-friendly user even when the display area is narrow and it is difficult to display many options (commands) on the menu screen at the same time, such as a mobile terminal equipped with a touch panel such as a smartphone or tablet.
- An interface can be provided.
- the initial image displayed in the selection area 412 is an image corresponding to the previously selected option (command).
- the data processing means 30 stores the options (commands) selected for each teammate character in the previous action in the storage means 34. Then, in the process of receiving a command for the next action, the previously selected option (command) is read from the storage unit 34, and an image area in which the image 450a corresponding to the option (command) corresponds to the selected area 412 is imaged. Extracted from the data 450, the image area is displayed in the command selection area 410.
- the image of “attack 1” is the initial image in the selection area 412 of the ally character 1 when the next action command is accepted.
- the image area is extracted from the image data 450 so as to be displayed as “” and the image area is displayed in the command selection area 410.
- an option (command) that can be easily selected for each ally character by the AI function may be recommended and displayed in the selection area 412.
- the AI function may be realized by existing processing.
- the data processing means 30 stores the options (commands) selected by the user in the past in the storage means 34 for each ally character, and combines the images 450a corresponding to the options (commands) in descending order of selection frequency. Data 450 is generated. Then, the image 450a corresponding to the option (command) having the highest selection frequency may be displayed in the selection area 412 first.
- the data processing means 30 associates valid options (commands) for each enemy character with each enemy character and stores them in the storage means 34 in advance, and is effective for the enemy character that is currently the target of the action. Options (commands) associated with each other may be displayed in the selection area 412 first.
- the data processing means 30 sets only a part of the image data 450 in the selectable area 450b as shown in FIG. For example, only options (commands) included in a predetermined image range are set to be selectable from previously selected options (commands). Then, the data processing means 30 reads the image data of a part of the image area from the selectable area 450b and displays it in the command selection area 410. In such a display state, when the user touches the command selection area 410 with a finger or stylus and moves the finger or stylus upward (or downward) while maintaining the touched state, the data processing means 30 Image data of an image area below (or above) the current display area is read from the selectable area 450b and displayed in the command selection area 410 in order.
- the entertainment of the electronic game itself can be improved by widening or narrowing the selection range of options (commands) in the reel type selection method according to the progress of the electronic game itself.
- special processing may be performed in the electronic game when a combination of specific options (commands) is selected for a plurality of teammate characters. For example, as shown in FIG. 14, a special process is set for a combination of options (commands) that can be selected for the teammate characters 1, 2, and 3, and stored in the storage means 34. A special process corresponding to a combination of choices (commands) may be executed when selected and confirmed. For example, in FIG. 14, when “attack 1”, “magic 2”, and “defense” are selected and confirmed for the ally characters 1, 2, and 3, twice the normal damage is done to the enemy character. Execute the process.
- 10a, 10b Enemy character 20 Data processing means, 22 Communication means, 24 Storage means, 30 Data processing means, 32 Communication means, 34 Storage means, 36 Display means, 38 Input means, 40a, 40b Enemy character, 100 screen, 102 Enemy character display area, 104 ally character state display area, 106 menu area, 108 enemy character state display area, 110 submenu area, 200 server, 202 client, 204 network, 400 images, 402 enemy character display area, 404 ally character state Display area, 406 input area, 408 confirmation area, 410 command selection area, 412 selection area, 420a, 420b area, 422a, 422b margin area, 430 description area, 450 image data, 450a image, 450b selectable Area, 452 image.
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Abstract
Description
図1は、本実施形態に係る電子ゲームシステムの構成を示す図である。サーバ200は、インターネット等のネットワーク(情報網)204を介してクライアント202と情報交換可能に接続される。
本発明の実施の形態における電子ゲーム処理方法について説明する。本実施の形態における電子ゲーム処理方法は、選択肢(コマンド)の入力インターフェースに特徴を有するので、入力インターフェースの画像表示及び入力方法を中心に説明を行う。
本変形例では、選択領域412に表示される初期画像を前回選択された選択肢(コマンド)に対応する画像とする。データ処理手段30は、前回のアクションにおいて各味方キャラクタに対して選択された選択肢(コマンド)を記憶手段34に記憶する。そして、次のアクションの指令を受ける処理において、記憶手段34から前回選択された選択肢(コマンド)を読み出し、当該選択肢(コマンド)に該当する画像450aが選択領域412に対応するような画像領域を画像データ450から抽出し、当該画像領域をコマンド選択領域410に表示させる。
本変形例では、リール型の選択方式を電子ゲーム自体の進行に関連付け、より娯楽性の高い電子ゲームを提供する態様について説明する。
Claims (8)
- タッチパネルを備えた電子ゲーム機であって、
電子ゲームにおける複数のキャラクタの各々に対する次のアクションの指令として選択可能な選択肢を示す画像を複数連ねた画像データを複数のキャラクタ毎に記憶する記憶手段と、
前記タッチパネルの複数のキャラクタの各々に対して1つずつ設けられたコマンド選択領域に、前記複数のキャラクタの各々に対する前記画像データの一部の画像領域をそれぞれ表示する選択肢表示手段と、
前記タッチパネルに対するユーザのスライド入力又はフリック入力を検出する入力検出手段と、
を備え、
前記入力検出手段においてスライド入力及びフリック入力が検出されると、前記選択肢表示手段は、前記画像データのうち前記コマンド選択領域に表示される画像領域をスクロールさせて表示させることを特徴とする電子ゲーム機。 - 請求項1に記載の電子ゲーム機であって、
前記選択肢表示手段は、前記電子ゲームの進行に応じて、前記選択肢のうち一部を選択不可能とすることを特徴とする電子ゲーム機。 - 請求項2に記載の電子ゲーム機であって、
前記選択肢表示手段は、前記電子ゲームの進行に応じて、前記画像データの一部の画像領域のみを選択可能領域とすることによって、前記選択肢のうち一部を選択不可能とすることを特徴とする電子ゲーム機。 - 請求項1~3のいずれか1項に記載の電子ゲーム機であって、
前記複数のキャラクタに対する前記コマンド選択領域を用いて選択された選択肢の組み合わせに応じて前記電子ゲームでの処理を行うゲーム処理手段を備えることを特徴とする電子ゲーム機。 - 請求項1~4のいずれか1項に記載の電子ゲーム機であって、
前記画像データは、ユーザによって予め選択された選択肢を示す画像をユーザによって設定された順序で並べられて構成されていることを特徴とする電子ゲーム機。 - 請求項1~5のいずれか1項に記載の電子ゲーム機であって、
前記選択肢表示手段は、前記画像データのうちユーザによって選択される頻度が高い選択肢を示す画像又はAI機能によって推薦される選択肢を示す画像を含む画像領域を前記コマンド選択領域に初期画像として表示させることを特徴とする電子ゲーム機。 - タッチパネルを備えた電子ゲーム機を用いた電子ゲーム処理方法であって、
前記タッチパネルの複数のキャラクタの各々に対して1つずつ設けられたコマンド選択領域に、電子ゲームにおける前記複数のキャラクタの各々に対する次のアクションの指令として選択可能な選択肢を示す画像を複数連ねた画像データの一部の画像領域を表示する選択肢表示ステップと、
前記コマンド選択領域を始点とするユーザのスライド入力又はフリック入力を検出する入力検出ステップと、
前記入力検出ステップにおいてスライド入力及びフリック入力が検出されると、前記画像データのうち前記コマンド選択領域に表示される画像領域をスクロールさせて表示させるスクロールステップと、
をコンピュータに処理させることを特徴とする電子ゲーム処理方法。 - タッチパネルを備えた電子ゲーム機を用いた電子ゲームプログラムであって、
コンピュータに、
電子ゲームにおける複数のキャラクタの各々に対する次のアクションの指令として選択可能な選択肢を示す画像を複数連ねた画像データを複数のキャラクタ毎に記憶する記憶ステップと、
前記タッチパネルの複数のキャラクタの各々に対して1つずつ設けられたコマンド選択領域に、前記複数のキャラクタの各々に対する前記画像データの一部の画像領域をそれぞれ表示する選択肢表示ステップと、
前記コマンド選択領域を始点とするユーザのスライド入力又はフリック入力を検出する入力検出ステップと、
前記入力検出ステップにおいてスライド入力及びフリック入力が検出されると、前記画像データのうち前記コマンド選択領域に表示される画像領域をスクロールさせて表示させるスクロールステップと、
を実行させることを特徴とする電子ゲームプログラム。
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JP5729513B1 (ja) * | 2014-06-06 | 2015-06-03 | 株式会社セガゲームス | プログラム及び端末装置 |
JP5879007B1 (ja) * | 2015-12-04 | 2016-03-08 | 株式会社セガゲームス | ゲームプログラム及び情報処理装置 |
JP2018099261A (ja) * | 2016-12-20 | 2018-06-28 | 株式会社バンダイナムコエンターテインメント | プログラム及びゲームシステム |
JP6378850B1 (ja) * | 2018-03-22 | 2018-08-22 | 株式会社ドワンゴ | サーバおよびプログラム |
CN112925418A (zh) * | 2018-08-02 | 2021-06-08 | 创新先进技术有限公司 | 一种人机交互方法和装置 |
JP6852135B2 (ja) * | 2019-09-24 | 2021-03-31 | 株式会社スクウェア・エニックス | プログラム、コンピュータ装置、コンピュータ処理方法、及びシステム |
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Also Published As
Publication number | Publication date |
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CN105324160B (zh) | 2020-03-24 |
US20140378228A1 (en) | 2014-12-25 |
KR20160009689A (ko) | 2016-01-26 |
KR101780195B1 (ko) | 2017-09-21 |
JP2015002840A (ja) | 2015-01-08 |
US9174132B2 (en) | 2015-11-03 |
JP5503782B1 (ja) | 2014-05-28 |
CN105324160A (zh) | 2016-02-10 |
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