WO2015037732A1 - Game processing method, game processing device, and computer program - Google Patents

Game processing method, game processing device, and computer program Download PDF

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Publication number
WO2015037732A1
WO2015037732A1 PCT/JP2014/074332 JP2014074332W WO2015037732A1 WO 2015037732 A1 WO2015037732 A1 WO 2015037732A1 JP 2014074332 W JP2014074332 W JP 2014074332W WO 2015037732 A1 WO2015037732 A1 WO 2015037732A1
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Prior art keywords
player
battle
unit
formation
player characters
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PCT/JP2014/074332
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French (fr)
Japanese (ja)
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厚司 亀山
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フィールズ株式会社
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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
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/833Hand-to-hand fighting, e.g. martial arts competition
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets

Definitions

  • a game processing method is a game processing method for executing a battle between player characters, in order to advantageously advance the battle during the battle based on the operation of the player via the communication terminal. And a step of transmitting the calculation processing result performed on the communication terminal during the operation to the server, the calculated calculation result, and the server based on the operation of the player. And a step of collating with the calculated result.
  • a computer program causes a computer to execute the game processing method.
  • FIG. 5A is a diagram showing a midway intervention operation of a player according to an embodiment of the present invention
  • FIG. 5B is a diagram showing a display screen when an active skill is activated by midway intervention.
  • FIG. A shows an example of the battle operation process in the conventional social game
  • FIG. B shows the battle operation process concerning one Embodiment of this invention.
  • It is a flowchart which shows the game processing flow in the battle
  • Communication terminal devices include mobile terminal devices (cell phones, portable game machines, portable information terminals (tablet PC, PDA: Personal Data Assistance), etc.) 103a to 103c, desktop personal computers 104, notebook personal computers 105, and other personal computers.
  • the display unit of the communication terminal device includes a liquid crystal display (LCD) or the like, and displays various images and characters necessary for the progress of the game. According to the display on the display unit, the player can advance the game by operating the operation buttons and the like with a finger or a touch pen to give various instructions.
  • LCD liquid crystal display
  • a touch panel type communication terminal device can also be used.
  • a touch panel type communication terminal device is preferably used in order to complete the formation by replacing the positions of the player characters in the formation by drag and drop.
  • FIG. 2 shows an example of a block configuration diagram of the communication terminal device 300 used in the game device of the present embodiment.
  • the communication terminal device 300 includes an input unit (operation input unit) 301, a storage unit 302, a central processing unit 303, a display unit 304, a control unit 305, a communication interface unit 306, an output unit 307, a time measuring unit 308, a sensor unit 309, a power source Unit 310 and information storage medium 311.
  • the input unit 301 includes hardware buttons, a touch panel, a voice recognition input unit, and the like for the player to perform various operations.
  • the player character information storage unit 3022 stores information related to the ability values, skills, etc. of the player characters possessed by the respective players in association with the respective player identification information.
  • the formation unit information storage unit 3023 stores information on the formation, arrangement, and the like of the formation unit set by each player. Here, the formation unit may be configured to create an attack unit and a defense unit and store them separately.
  • the battle condition storage unit 3024 stores information on external factors that affect the battlefield, such as the topography of the battlefield and the weather.
  • FIG. 3 shows an example of the software module configuration of the server used in the game device of the present invention.
  • the database 402 stores user data 4021 and resource data 4022.
  • the application server 401 includes a processing system module including a game progress processing unit 4011, a game effect processing unit 4012, a data search processing unit 4013 and a data input / output unit 4014, and a communication system module including a network communication control unit 4015.
  • FIG. 4 shows an example of a basic game configuration according to an embodiment of the present invention.
  • the game is roughly divided into four parts: (I) advance (mission) part, (II) domestic politics part, (III) deck construction part, and (IV) territorial battle (battle) part.
  • the displayed item 31 can be acquired by selecting a facility 30 on the screen with a finger 32 after a predetermined time has elapsed.
  • the acquisition method is not limited to this, and an acquisition (collection) button may be displayed on the screen, and a selection may be made to collect a possessable amount of military power.
  • a fund acquisition bonus may be generated or the appearance probability of a rare card in the gacha part may be increased depending on the order in which the player selects the facility 30.
  • a soldier selected from a player character card owned by the player can be arranged in each town.
  • the quality and quantity of the resources (items) 31 that can be harvested from the facility 30 vary depending on the ability of the arranged soldiers, and the higher the ability of the soldiers, the more or better items 31 can be obtained.
  • the level of the facility 30 can be raised, and the number of soldiers, the amount of funds, gacha points, etc. that can be acquired from the facility 30 can be increased.
  • the display unit 304 displays the formation and the number of soldiers in the front row, which will be described later.
  • the player constructs a unit used for the battle. Moreover, in this embodiment, it is set as the structure which cannot select another opponent until the battle with the automatically determined opponent is completed. By adopting such a configuration, the player is required to have a higher strategy as compared with a case where only a good match opponent is played.
  • the method for determining the opponent is not limited to the above method.
  • the central processing unit 303 displays on the display unit 304 a setting screen for the formation, arrangement, etc. of the battle unit.
  • the player designates the formation, the arrangement of the player character, etc. via the input unit 301 with reference to the information on the opponent's unit, and sets the opponent unit (S502).
  • a specific method for setting a battle unit will be described below.
  • this embodiment is set as the structure which can borrow a leader card among player character cards, such as a friend. Normally, each player sets the strongest card as a leader in order to advance the game in a dominant manner. Therefore, by borrowing a friend's leader card, it is possible to organize a powerful deck rather than knitting a deck with only one player character card, and to advance the territorial battle predominately. Also, benefits such as gacha points are given to both the player who requested reinforcement and the player who requested reinforcement. Here, it is also possible to adopt a configuration in which a deck is formed only from its own player character without requesting reinforcements.
  • a unit (deck) organization which is one of the features of the present invention, will be described.
  • a unit is organized by placing player characters in predetermined squares on a 5-by-1 horizontal board.
  • the squares on which the player characters are arranged are respectively determined by the formation to be selected.
  • the front row (uppermost stage in the drawing) has three in total, one for each of the left (wing), center, and right (wing) squares. Player characters are arranged.
  • the victory or defeat of the territorial battle is greatly influenced not only by the ability value of the player character constituting the unit, but also by the selection of the formation by the player and the arrangement of each player character, and the player's willingness to form a unit is maintained high.
  • the formation is configured to be obtained by advancing the advancement part. For this reason, in order to obtain a new formation or a more effective formation, a player's willingness to advance the advance part increases.
  • a formation is used in which nine player characters are arranged on a vertical and horizontal five-sided board.
  • the number of squares on the board and the number of player characters to be arranged are not limited to these, and may be changed as appropriate. can do.
  • the battle result processing unit 3032 performs calculation processing based on the ability, formation, arrangement, and the like of the player characters of the set unit and the opponent unit ( S507).
  • the player characters A to I are arranged in the form of crane wings.
  • a player character J is arranged as a general who protects the castle.
  • 9B a special event (passive skill) that increases the attack power of the player character or increases the defense power by the combination of A, B, C, and 3 bodies. It is determined whether or not to activate (S505 in FIG. 7).
  • FIG. 9A when the left vertical two columns, that is, A, D, and G are left wings and A in the front row falls, D becomes the left front row, and D falls. , G is the front left row.
  • the middle vertical column, that is, B, F, and I are in the center and B in the center front row falls, F becomes the center front row, and when F falls, I becomes the center top. It becomes the front row.
  • the attack power and defense power may increase or decrease. Therefore, the player is required to have a high strategy of determining the arrangement of the player characters in consideration of the combination of the player characters in the first front row and the new combination that is predicted to occur according to the progress of the battle. , The interest in unit formation will increase.
  • the battle execution unit 3031 of the central processing unit 303 selects and sets battle conditions such as the terrain and weather of the battlefield from the battle condition storage unit 3024 of the storage unit 302 according to a predetermined method.
  • the displayed battle condition is displayed on the display unit 304.
  • the battle result processing unit 3032 determines the battle result by executing the above-described calculation processing that takes into consideration the influence of the battle conditions such as the terrain of the battlefield and the weather on the player character's ability value, formation, placement in the formation, and the like. To do. For example, a configuration may be adopted in which a natural disaster such as a storm or a flood is generated, thereby causing a predetermined player character to be greatly damaged, or conversely providing merit. Further, when the weather becomes snow, the attack power and defense power of the cavalry player character may be reduced. These natural disasters and weather changes can be generated automatically.
  • the skill can be activated when the player performs an intermediate intervention operation via the input unit 301 during the battle (S505 in FIG. 7).
  • the battle execution unit 3031 of the central processing unit 303 determines whether a predetermined skill activation condition is satisfied.
  • the battle execution unit 3031 performs a process of activating the skill (Yes in S505), and the battle result processing unit 3032 adds the effect of the activated skill (S506), Arithmetic processing is performed (S507).
  • the active skill can be activated when the player clicks one of the player characters located in the front row on the screen during the battle.
  • FIG. 11B shows an example of operation processing during a battle in the game of the present embodiment.
  • HTML5 is a language that can be expressed on a PDA, and can have a motion expression and various calculation logics.
  • the parameters are data such as ability values and skills of player characters owned by the player.
  • the player can tamper with the HTML 5 and parameters using a personal computer (PC) or PDA and transmit them to the server.
  • PC personal computer
  • the player can tamper with the HTML 5 and parameters using a personal computer (PC) or PDA and transmit them to the server.
  • PC personal computer
  • the player can tamper with the HTML 5 and parameters using a personal computer (PC) or PDA and transmit them to the server.
  • PC personal computer
  • PDA personal computer
  • FIG. 12 shows a flowchart of a game battle in which the anti-fraud means of this embodiment is used.
  • S600 a battle
  • S602 the data is transmitted to the server
  • S603 the data is similarly transmitted to the server
  • S604 the battle starts (S604), and the active skill is activated at an arbitrary timing according to the player's judgment during the battle (S605).
  • calculation processing is performed on the PDA of the player, and the result is obtained (S606) and transmitted to the server (S607).
  • the server determines whether or not the player has made an injustice by checking whether or not the result calculated based on the operation of the player matches the data transmitted by the player (S608). If it is determined that there is no fraud (NO in S608), the battle result is displayed and the battle ends (S609). On the other hand, when it is determined that there is a fraud (YES in S608), the battle is invalid (S610).
  • FIG. 13 shows an outline of the fraud countermeasure means according to one embodiment of the present invention.
  • a parameter 52 such as an ability value of a player character owned by the player (user) is prepared by a calculation routine (calculation format) 51 in the server 50 (S60), and is transmitted to the user 54 together with the HTML5 53 (S61).
  • the user 54 performs an intervening operation such as active skill activation (S62)
  • calculation processing is performed in the user log 55, and the result is returned to the user 54 (S63).
  • the calculation result is transmitted from the user 54 to the server 50 (S64).
  • the server 50 checks the consistency between the result 56 calculated from the data in the server 50 based on the operation of the user 54 and the data transmitted from the user 54 (S65).
  • consistency is recognized, it is determined that there is no fraud. If consistency is not recognized, it is determined that there is fraud.
  • the battlefield changes depending on the formation of the unit, the arrangement of the player characters, and the skill activation during the battle, which greatly affects the battle result. Therefore, the player's willingness to play is more likely to be maintained than the conventional game, in which the battle result greatly depends on the ability of the player character.
  • the formation of the unit and the arrangement of the player characters require a high strategy, it is possible to provide a new game enjoyment to the players who are tired of the conventional automatic battle.
  • it is possible to further intervene between the players in the battle thereby further improving the game characteristics, and at the same time, also has a countermeasure means against player fraud that may occur, thereby maintaining fairness, It became possible to run a highly interesting game.
  • the program is not limited to a program stored in the information storage medium 311, but operates on the OS in cooperation with other software and expansion board functions. Those that execute are included in the category of the above-described embodiment. As mentioned above, although embodiment of this invention was described, this invention is not limited to said embodiment, In the range which does not deviate from the main point of this invention, various improvement and a change can be added.

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Abstract

When forming units in conventional battle games, the player only selects a player character to participate in the battle, whereby the result of the battle is largely dependent on the abilities of the selected player character. Therefore, if the player loses interest in leveling-up the player character, it can become difficult to maintain the motivation to continue the game. A game processing device in which multiple player characters can battle is provided with: a means for setting, as the battle opponent of a first unit comprising multiple of player characters selected by a player, a second unit formed from multiple player characters; a means for setting, on the basis of commands from the player, the formation of the first unit and the position of each of the player characters in the formation before the battle; and a means for executing the battle and determining the result of the battle on the basis of the ability values of the multiple player characters in the first unit, the aforementioned formation, and the aforementioned position of each player character in the formation.

Description

ゲーム処理方法、ゲーム処理装置及びコンピュータプログラムGAME PROCESSING METHOD, GAME PROCESSING DEVICE, AND COMPUTER PROGRAM
 本発明は、ゲーム処理方法、ゲーム処理装置及びコンピュータプログラムに関し、より詳細には、ネットワークを介して複数のプレイヤが参加可能な対戦が実施できるゲーム処理方法、ゲーム処理装置及びコンピュータプログラムに関する。 The present invention relates to a game processing method, a game processing device, and a computer program, and more particularly, to a game processing method, a game processing device, and a computer program capable of performing a battle in which a plurality of players can participate via a network.
 近年、ソーシャル・ネットワーキング・サービス(SNS)上で提供されるソーシャルゲームが多くのユーザ(プレイヤ)に利用されている。SNSのアカウントを取得することにより、プレイヤは、パーソナルコンピュータ(PC)や携帯端末装置(PDA、携帯電話等)から、ウェブブラウザを介してソーシャルゲームに参加できる。ソーシャルゲームには、他のプレイヤやコンピュータと戦う対戦型ゲーム、課題が設定された複数のステージが用意され、各課題を解決しながら次のステージに進むストーリー進行型ゲーム等様々なジャンルのゲームがある。対戦型ゲームのみならず、ストーリー進行型ゲームにおいても他プレイヤのプレイヤキャラクタとの対戦が実施できるものが多い。ここで、プレイヤは対戦により各種アイテムを入手でき、これらを用いて、その後のストーリーの進行を優位に進めることができる。そして、対戦に勝利して、より有用なアイテムを入手するためには、対戦に用いるプレイヤキャラクタを育成して、各種能力を向上させることが有効となる。 In recent years, social games provided on social networking services (SNS) have been used by many users (players). By acquiring an SNS account, a player can participate in a social game via a web browser from a personal computer (PC) or a mobile terminal device (PDA, mobile phone, etc.). Social games include games of various genres, such as a battle game that fights against other players and computers, and a plurality of stages with tasks set, and a story progression game that progresses to the next stage while solving each task. is there. In many cases, not only competitive games but also story progression games can be played against other player player characters. Here, the player can obtain various items by battle, and can use these to advance the progress of the subsequent story. In order to win the battle and obtain more useful items, it is effective to nurture player characters used in the battle and improve various abilities.
 特許文献1には、プレイヤによって操作される通信端末とネットワークを介して接続され、固有のプレイヤ識別情報と対応付けられたプレイヤキャラクタ間による対戦を行うゲーム制御装置で、各プレイヤ識別情報に対応付けてプレイヤキャラクタの能力値を記憶する記憶手段と、通信端末に対する操作入力を契機として、異なるプレイヤ識別情報に対応付けられたプレイヤキャラクタ間の第1の対戦を実行し、記憶手段が記憶するプレイヤキャラクタの能力値に基づいて第1の対戦の対戦結果を決定する第1の対戦実行手段と、第1の対戦の対戦結果に基づいて、プレイヤ識別情報に対応するプレイヤキャラクタの能力値を更新して記憶手段に記憶させるキャラクタ能力更新手段と、通信端末に対する操作入力を契機とせずに自動的に、異なるプレイヤ識別情報に対応付けられたプレイヤキャラクタ間の第2の対戦を第1の対戦と並行に実行し、記憶手段が記憶するプレイヤキャラクタの能力値に基づいて第2の対戦の対戦結果を決定する第2の対戦実行手段と、過去の所定期間あるいは所定回数の1または複数の第2の対戦の対戦結果、および/または、当該対戦結果に基づくプレイヤ識別情報ごとの順位を、通信端末宛に通知する通知手段を備えた構成が開示されている。
 この構成によれば、プレイヤによる通信端末に対する操作入力を契機とせず、第2の対戦が実行され、第2の対戦の対戦結果も、第1の対戦と同様、記憶手段が記憶するプレイヤキャラクタの能力値に基づいて決定される。第2の対戦は自動的に行われ、その開始にあたりプレイヤが操作する必要はない。しかし、第1の対戦の対戦結果を基にプレイヤキャラクタの能力値が更新され、更新された能力値によって第2の対戦が行われるため、プレイヤから見ると、第1の対戦の対戦結果が間接的に第2の対戦の対戦結果に影響を与えることになる。そのため、プレイヤは、第1の対戦に関する操作のみを行っていながら、第1の対戦のみならず、第2の対戦をも行っているという感覚が得られる。
Patent Document 1 discloses a game control apparatus that is connected to a communication terminal operated by a player via a network and performs a battle between player characters associated with unique player identification information, and is associated with each player identification information. And the storage means for storing the player character's ability value and the player character stored in the storage means for executing a first battle between player characters associated with different player identification information, triggered by an operation input to the communication terminal. A first match execution means for determining a match result of the first match based on the ability value of the player, and updating the ability value of the player character corresponding to the player identification information based on the match result of the first match The character capability updating means to be stored in the storage means is automatically changed from the operation input to the communication terminal. The second battle between the player characters associated with the player identification information is executed in parallel with the first battle, and the battle result of the second battle is determined based on the ability value of the player character stored in the storage means To the communication terminal, the second battle execution means, the battle results of one or a plurality of second battles in the past predetermined period or the predetermined number of times, and / or the rank for each player identification information based on the battle results A configuration including notification means for notification is disclosed.
According to this configuration, the second battle is executed without triggering an operation input to the communication terminal by the player, and the battle result of the second battle is the player character stored in the storage means as in the first battle. It is determined based on the ability value. The second battle is automatically performed, and the player does not need to operate to start the second battle. However, the player character's ability value is updated based on the result of the first match, and the second match is performed based on the updated ability value. Therefore, when viewed from the player, the match result of the first match is indirect. Therefore, it will affect the battle result of the second battle. Therefore, the player can feel that he / she is performing not only the first battle but also the second battle while performing only the operation related to the first battle.
 特許文献1の構成では、プレイヤキャラクタ間の対戦結果は、記憶手段に記憶されたプレイヤキャラクタの能力値に基づいて決定される。そして、対戦前にプレイヤが選択できるのは、対戦に参加する1体、又は複数のプレイヤキャラクタ(部隊)のみであり、どのプレイヤキャラクタを選択するかで、対戦結果は殆ど決まる。そのため、上記構成では、プレイヤがプレイヤキャラクタの能力を向上させるための強化育成操作に飽きると、ゲームを継続しようとする意欲を維持することが難しくなる。 In the configuration of Patent Document 1, the battle result between player characters is determined based on the ability value of the player character stored in the storage means. The player can select only one or a plurality of player characters (units) participating in the battle before the battle, and the battle result is almost determined by which player character is selected. For this reason, in the above configuration, if the player gets tired of the reinforcement training operation for improving the ability of the player character, it becomes difficult to maintain the willingness to continue the game.
特許第4855549号公報Japanese Patent No. 4855549
 本発明は、上記事情に鑑みてなされたものであり、対戦前及び対戦中のプレイヤの戦略が、対戦の勝敗に反映されやすく、ゲームに対するプレイヤの興味を維持することができるゲーム処理方法及びゲーム処理装置を提供することを目的とする。 The present invention has been made in view of the above circumstances, and a game processing method and a game capable of maintaining the player's interest in the game because the strategy of the player before and during the battle is easily reflected in the win / loss of the battle. An object is to provide a processing apparatus.
 本発明者は、以下の構成により上記課題を解決できることを見出し、本発明を完成した。
 本発明のゲーム処理装置は、複数のプレイヤキャラクタ同士が対戦可能なゲーム処理装置であって、プレイヤにより選択された複数のプレイヤキャラクタからなる第1の部隊の対戦相手として、複数のプレイヤキャラクタで形成される第2の部隊を設定する手段と、上記対戦前に、上記プレイヤの指示に基づいて、上記第1の部隊の陣形及び上記陣形におけるそれぞれのプレイヤキャラクタの配置を設定する手段と、上記第1の部隊の複数のプレイヤキャラクタの能力値、上記陣形及び上記陣形中の各プレイヤキャラクタの配置に基づいて上記対戦を実行して該対戦結果を決定する手段とを備えることを特徴とする。
 本発明のゲーム処理装置は、上記対戦中に、上記部隊の最前列のプレイヤキャラクタの兵数の消失に応じて、予め定められた縦列の順位に基づいて、次の順位のプレイヤキャラクタを順次最前列に繰り上げる手段と、上記第1の部隊を構成する複数のプレイヤキャラクタのうち、予め定められた少なくとも2体のプレイヤキャラクタの配置に応じて、上記対戦を有利に進めるための事象を発動する手段をさらに備えても良い。
The present inventor has found that the above-described problems can be solved by the following configuration, and has completed the present invention.
The game processing apparatus of the present invention is a game processing apparatus in which a plurality of player characters can battle each other, and is formed by a plurality of player characters as opponents of a first unit composed of a plurality of player characters selected by the player. Means for setting the second unit to be set, means for setting the formation of the first unit and each player character in the formation based on the instructions of the player before the battle, And a means for executing the battle based on the ability values of the plurality of player characters of one unit, the formation, and the arrangement of the player characters in the formation, and determining the result of the battle.
The game processing device according to the present invention sequentially sets the player character of the next rank to the first in the battle according to the disappearance of the number of players of the player character in the front row of the unit in accordance with a predetermined rank of the column. Means for moving up to the front row, and means for invoking an event to advantageously advance the battle according to a predetermined arrangement of at least two player characters among a plurality of player characters constituting the first unit May be further provided.
 本発明のゲーム処理装置は、上記対戦中に、プレイヤの指示により選択されたプレイヤキャラクタの能力に応じて、上記対戦を有利に進めるための事象を発動する手段をさらに備えても良い。
 また、本発明のゲーム処理方法は、プレイヤにより選択された複数のプレイヤキャラクタを対戦に用いる部隊として設定する第1のステップと、上記部隊の陣形及び上記複数のプレイヤキャラクタの陣形中の配置を設定する第2のステップと、上記部隊の対戦相手として、複数のプレイヤキャラクタから形成された対戦相手の部隊を設定する第3のステップと、上記プレイヤ及び上記対戦相手それぞれの部隊を形成するプレイヤキャラクタの能力値、陣形及び陣形中の各プレイヤキャラクタの配置に基づいて上記対戦を実行する第4のステップとを有することを特徴とする。
 本発明のゲーム処理方法は、上記対戦中に、上記部隊の最前列のプレイヤキャラクタの兵数が消失した場合は、予め定められた縦列の順位に基づいて、次の順位のプレイヤキャラクタを順次最前列に繰り上げる第5のステップと、上記複数のプレイヤキャラクタのうち、予め定められた少なくとも2体のプレイヤキャラクタが上記陣形の所定の位置関係に配置された時、上記対戦を有利に進めるための事象を発動する第6のステップをさらに有しても良い。
 本発明のゲーム処理方法は、上記対戦中に、所定の条件が満たされた場合、プレイヤが選択したプレイヤキャラクタの能力に応じて、上記対戦を有利に進めるための事象を発動する第7のステップをさらに有しても良い。
 本発明のコンピュータプログラムは、コンピュータに上記ゲーム処理方法を実行させることを特徴とする。
 また、本発明の別の態様のゲーム処理装置は、ネットワークを介してプレイヤの操作する通信端末とサーバが接続され、プレイヤキャラクタの対戦が可能なゲーム処理装置であって、入力部を介したプレイヤの操作に基づいて、対戦開始後に、上記対戦を有利に進めるための事象を発動する手段と、上記プレイヤの操作時に、通信端末上で行われた計算処理結果をサーバに送信する手段と、上記送信された計算結果と、上記サーバで、上記プレイヤの操作に基づいて求めた計算結果とを照合する手段とを備えることを特徴とする。
 本発明の別の態様のゲーム処理方法は、プレイヤキャラクタの対戦を実行するゲーム処理方法であって、通信端末を介したプレイヤの操作に基づいて、上記対戦中に、上記対戦を有利に進めるための事象を発動するステップと、上記操作時に上記通信端末上で行われた計算処理結果をサーバに送信するステップと、上記送信された計算結果と、上記サーバで、上記プレイヤの操作に基づいて求めた計算結果とを照合するステップとを有することを特徴とする。
 本発明の別の態様のコンピュータプログラムは、コンピュータに上記ゲーム処理方法を実行させることを特徴とする。
The game processing apparatus of the present invention may further include means for invoking an event for advantageously proceeding with the battle according to the ability of the player character selected by the player's instruction during the battle.
In the game processing method of the present invention, a first step of setting a plurality of player characters selected by a player as a unit used for a battle, and setting the formation of the unit and the arrangement of the plurality of player characters in the formation are set. A second step of setting an opponent's unit formed by a plurality of player characters as the opponent of the unit, and a player character forming each unit of the player and the opponent And a fourth step of executing the battle based on the ability value, the formation, and the arrangement of each player character in the formation.
According to the game processing method of the present invention, if the number of player characters in the front row of the unit disappears during the battle, the player character of the next rank is sequentially placed on the basis of a predetermined column order. Fifth step to be moved up to the front row, and an event for advantageously proceeding with the battle when at least two predetermined player characters among the plurality of player characters are arranged in a predetermined positional relationship of the formation You may further have the 6th step which activates.
According to the game processing method of the present invention, in a case where a predetermined condition is satisfied during the battle, a seventh step of activating an event for advantageously proceeding with the battle according to the ability of the player character selected by the player. May further be included.
A computer program according to the present invention causes a computer to execute the game processing method.
A game processing apparatus according to another aspect of the present invention is a game processing apparatus in which a communication terminal operated by a player and a server are connected via a network so that a player character can play against the player. Means for triggering an event for advantageously proceeding with the battle after the start of the battle, means for transmitting the calculation processing result performed on the communication terminal to the server at the time of operation of the player, A means for collating the transmitted calculation result with the calculation result obtained by the server based on the operation of the player is provided.
A game processing method according to another aspect of the present invention is a game processing method for executing a battle between player characters, in order to advantageously advance the battle during the battle based on the operation of the player via the communication terminal. And a step of transmitting the calculation processing result performed on the communication terminal during the operation to the server, the calculated calculation result, and the server based on the operation of the player. And a step of collating with the calculated result.
A computer program according to another aspect of the present invention causes a computer to execute the game processing method.
 本発明のゲームは、プレイヤが、対戦開始前に設定する部隊の陣形やプレイヤキャラクタの配置によって、部隊の攻撃力や防御力が上昇、又は低下して、戦局が変化する。また、部隊編成当初の陣形及び配置のみならず、対戦中のプレイヤの操作も戦局を左右する要因となる。このように、本発明においては、対戦前及び対戦中のプレイヤの戦略が、対戦の勝敗を左右することとなり、プレイヤには、より有効な陣形及び配置を創出することが求められる。そのため、プレイヤの部隊編成に対する興味を維持することができる。 In the game of the present invention, the attack power and defense power of the unit are increased or decreased depending on the formation of the unit and the arrangement of the player character set by the player before the battle starts, and the battlefield changes. Further, not only the formation and arrangement at the beginning of unit formation, but also the operation of the player during the battle becomes a factor that determines the battle station. In this way, in the present invention, the strategy of the player before and during the battle determines the victory or defeat of the battle, and the player is required to create a more effective formation and arrangement. Therefore, the player's interest in organizing the unit can be maintained.
本発明の一実施形態において、ゲーム装置に用いられるシステム構成の例を示す図である。In an embodiment of the present invention, it is a figure showing an example of a system configuration used for a game device. 本発明の一実施形態において、ゲーム装置に用いられる通信端末装置の例を示すブロック構成図である。In one Embodiment of this invention, it is a block block diagram which shows the example of the communication terminal device used for a game device. 本発明の一実施形態のゲーム装置に用いられるサーバのソフトウェアモジュール構成の一例を示す図である。It is a figure which shows an example of the software module structure of the server used for the game device of one Embodiment of this invention. 本発明の一実施形態にかかるゲームの基本構成を示す図である。It is a figure which shows the basic composition of the game concerning one Embodiment of this invention. 本発明の一実施形態にかかる内政画面を示す図である。It is a figure which shows the domestic policy screen concerning one Embodiment of this invention. 本発明の一実施形態にかかるゲームの基本表示画面(操作画面)(A)、対戦相手表示画面(B)及び援軍選択画面(C)の例を示す図である。It is a figure which shows the example of the basic display screen (operation screen) (A), opponent display screen (B), and reinforcement selection screen (C) of the game concerning one Embodiment of this invention. 本発明の一実施形態にかかる対戦モードのゲーム処理フローを示すフローチャートである。It is a flowchart which shows the game processing flow of the battle | competition mode concerning one Embodiment of this invention. 本発明の一実施形態にかかる部隊編成画面を示す図である(鶴翼の陣(A)、鋒矢の陣(B))。It is a figure which shows the unit formation screen concerning one Embodiment of this invention (Crane wing team (A), Saiya team (B)). 本発明の一実施形態にかかる対戦時の陣形(A)及び対戦の流れ((B)、(C))の例を示す図である。It is a figure which shows the example of the formation (A) at the time of the battle | competition concerning one Embodiment of this invention, and the flow ((B), (C)) of a battle. 本発明一実施形態にかかるプレイヤの途中介入操作を示す図(A)、及び途中介入により、アクティブスキルが発動されたときの表示画面を示す図(B)である。FIG. 5A is a diagram showing a midway intervention operation of a player according to an embodiment of the present invention, and FIG. 5B is a diagram showing a display screen when an active skill is activated by midway intervention. 従来のソーシャルゲームにおける対戦の操作処理の一例を示す図(A)及び本発明の一実施形態にかかる対戦の操作処理を示す図(B)である。It is a figure (A) which shows an example of the battle operation process in the conventional social game, and a figure (B) which shows the battle operation process concerning one Embodiment of this invention. 本発明の一実施形態にかかる不正対策手段が用いられた対戦モードにおけるゲーム処理フローを示すフローチャートである。It is a flowchart which shows the game processing flow in the battle | competition mode in which the fraud countermeasure means concerning one Embodiment of this invention was used. 本発明の一実施形態にかかる不正対策手段の概要を示す図である。It is a figure which shows the outline | summary of the fraud countermeasure means concerning one Embodiment of this invention.
発明の実施の形態BEST MODE FOR CARRYING OUT THE INVENTION
 図1に、本実施形態のゲーム装置に用いられるシステム構成の一例を示す。このシステムは、アプリケーションサーバ101、データベースサーバ102及び各プレイヤが操作する通信端末装置103a、103b、103c、104、105を備え、これらは、インターネット等のネットワーク199に接続される。アプリケーションサーバ101は、ウェブブラウザ上で起動するゲーム用プログラムを実行するサーバであり、データベースサーバ102には、ゲームを実行するために必要な情報(例えば、制御プログラム等)が格納されている。オンラインゲームの場合は、アプリケーションサーバ101が、データベースサーバ102に格納された図7に示すような制御プログラムを読み出し、所定の通信端末装置から入力されたユーザ操作に応じて、該プログラムに従って処理を実行し、該処理に従ったゲーム画面を所定の通信端末装置に表示させることにより、上記オンラインゲームを実現することができる。 FIG. 1 shows an example of a system configuration used for the game device of this embodiment. The system includes an application server 101, a database server 102, and communication terminal devices 103a, 103b, 103c, 104, and 105 operated by each player, and these are connected to a network 199 such as the Internet. The application server 101 is a server that executes a game program that is activated on a web browser, and the database server 102 stores information (for example, a control program) necessary for executing the game. In the case of an online game, the application server 101 reads a control program as shown in FIG. 7 stored in the database server 102, and executes processing according to the user operation input from a predetermined communication terminal device Then, the online game can be realized by displaying a game screen according to the processing on a predetermined communication terminal device.
 通信端末装置としては、携帯端末装置(携帯電話、携帯型ゲーム機、携帯情報端末(タブレットPC、PDA:Personal Data Assistance)等)103a~103c、デスクトップパーソナルコンピュータ104やノート型パーソナルコンピュータ105等のパーソナルコンピュータが挙げられる。通信端末装置の表示部は、液晶ディスプレイ(LCD)等を備え、ゲームの進行に必要な様々な画像や文字が表示される。プレイヤは、表示部の表示に従い、指やタッチペンで操作ボタン等を操作して、各種指示を行うことによりゲームを進めることができる。もちろん、タッチパネル式の通信端末装置を用いることもできる。後述するように、本発明の一実施形態では、ドラッグアンドドッロップにより陣形中のプレイヤキャラクタの位置を入れ替えて、陣形を完成させるため、タッチパネル式の通信端末装置が好ましく用いられる。 Communication terminal devices include mobile terminal devices (cell phones, portable game machines, portable information terminals (tablet PC, PDA: Personal Data Assistance), etc.) 103a to 103c, desktop personal computers 104, notebook personal computers 105, and other personal computers. Computer. The display unit of the communication terminal device includes a liquid crystal display (LCD) or the like, and displays various images and characters necessary for the progress of the game. According to the display on the display unit, the player can advance the game by operating the operation buttons and the like with a finger or a touch pen to give various instructions. Of course, a touch panel type communication terminal device can also be used. As will be described later, in one embodiment of the present invention, a touch panel type communication terminal device is preferably used in order to complete the formation by replacing the positions of the player characters in the formation by drag and drop.
 図2に本実施形態のゲーム装置に用いられる通信端末装置300のブロック構成図の一例を示す。通信端末装置300は、入力部(操作入力部)301、記憶部302、中央処理部303、表示部304、制御部305、通信インタフェース部306、出力部307、計時部308、センサ部309、電源部310及び情報記憶媒体311を備える。入力部301は、プレイヤが各種操作を行うためのハードウェアボタン、タッチパネルや音声認識入力部等を備える。 FIG. 2 shows an example of a block configuration diagram of the communication terminal device 300 used in the game device of the present embodiment. The communication terminal device 300 includes an input unit (operation input unit) 301, a storage unit 302, a central processing unit 303, a display unit 304, a control unit 305, a communication interface unit 306, an output unit 307, a time measuring unit 308, a sensor unit 309, a power source Unit 310 and information storage medium 311. The input unit 301 includes hardware buttons, a touch panel, a voice recognition input unit, and the like for the player to perform various operations.
 記憶部302は、プログラムやデータ等を記憶するためのハードディスク、RAM等であり、中央処理部303や通信インターフェース部306等の作業領域となる。情報記憶媒体311としては、光ディスク(CD、DVD)、光磁気ディスク(MO)、磁気ディスク、ハードディスク、磁気テープ、メモリ(ROM)等が挙げられ、ここに例えば、図7に示すプログラムやデータ等を格納する。本実施形態において、記憶部302は、プレイヤ情報記憶部3021、プレイヤキャラクタ情報記憶部3022、編成部隊情報記憶部3023及び対戦条件記憶部3024を含む。プレイヤ情報記憶部3021には、各プレイヤの識別情報と対応付けて、プレイヤのランク等の情報が格納される。プレイヤキャラクタ情報記憶部3022には、各プレイヤ識別情報に対応づけてそれぞれのプレイヤの有するプレイヤキャラクタの能力値、スキル等に関する情報が格納される。また、編成部隊情報記憶部3023には、各プレイヤが設定した編成部隊の陣形、配置等に関する情報が格納される。ここで、編成部隊は、攻撃用部隊と防御用部隊をそれぞれ作成して、別々に格納する構成とすることもできる。対戦条件記憶部3024には、戦場の地形や天候等戦局に影響を与える外部要因に関する情報が格納される。 The storage unit 302 is a hard disk, RAM, or the like for storing programs, data, and the like, and serves as a work area for the central processing unit 303, the communication interface unit 306, and the like. Examples of the information storage medium 311 include an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, a memory (ROM), and the like. Is stored. In the present embodiment, the storage unit 302 includes a player information storage unit 3021, a player character information storage unit 3022, a formation unit information storage unit 3023, and a battle condition storage unit 3024. The player information storage unit 3021 stores information such as the rank of the player in association with the identification information of each player. The player character information storage unit 3022 stores information related to the ability values, skills, etc. of the player characters possessed by the respective players in association with the respective player identification information. The formation unit information storage unit 3023 stores information on the formation, arrangement, and the like of the formation unit set by each player. Here, the formation unit may be configured to create an attack unit and a defense unit and store them separately. The battle condition storage unit 3024 stores information on external factors that affect the battlefield, such as the topography of the battlefield and the weather.
 中央処理部303は、CPU、DSP等各種プロセッサやゲートアレイ等ASIC等のハードウェアを備え、上記情報記憶媒体311に格納されるプログラム又はデータに基づいて各種処理を行う。本実施形態では、中央処理部303には、対戦実行部3031及び対戦結果処理部3032が含まれ、入力部301を介してプレイヤに選択された部隊を構成するプレイヤキャラクタ、陣形、陣形中のプレイヤキャラクタの配置等に基づいて対戦処理及び対戦結果演算処理を実行する。表示部304は、各種操作画面や対戦状況等を表示するディスプレイ等を備える。 The central processing unit 303 includes various processors such as a CPU and a DSP, and hardware such as an ASIC such as a gate array, and performs various processes based on programs or data stored in the information storage medium 311. In the present embodiment, the central processing unit 303 includes a battle execution unit 3031 and a battle result processing unit 3032, and the player characters, formations, and players in the formation that constitute the units selected by the player via the input unit 301 A battle process and a battle result calculation process are executed based on the character arrangement and the like. The display unit 304 includes a display for displaying various operation screens, battle statuses, and the like.
 通信インタフェース部306は、インターネットにアクセスするためのスロット、光通信を行うためのポート、及び通信インタフェース等を備える。また、制御部305は、チップや電気系統等の制御を行う。出力部307は、スピーカやバイブレーション等の出力を行う。計時部308は、時刻等を計時する。センサ部309は、必要に応じて温度、湿度、機器姿勢、光量等の計測を行う。電源部310は、装置内の各モジュールに電源を供給する。これらのモジュールは、通信パスや給電線で接続される。 The communication interface unit 306 includes a slot for accessing the Internet, a port for performing optical communication, a communication interface, and the like. The control unit 305 controls the chip and the electric system. The output unit 307 outputs a speaker, a vibration, and the like. The time measuring unit 308 measures time and the like. The sensor unit 309 measures temperature, humidity, device posture, light amount, and the like as necessary. The power supply unit 310 supplies power to each module in the apparatus. These modules are connected by a communication path or a power supply line.
 中央処理部(CPU)303は、記憶部302のROM内のウェブブラウザをRAMに呼び出し実行する。プレイヤが入力部301で適切なURL(Uniform Resource Locator)を指定することにより、アプリケーションサーバ101(図1の101)から通信インタフェース部306を介して、ウェブページを表示するためのHTML(HyperText Markup Language)データが送られる。表示部304には、取得したHTMLデータに基づいてウェブページが表示される。 The central processing unit (CPU) 303 calls and executes a web browser in the ROM of the storage unit 302 to the RAM. An HTML (HyperText Markup Language) for displaying a web page from the application server 101 (101 in FIG. 1) via the communication interface unit 306 when the player designates an appropriate URL (Uniform Resource Locator) with the input unit 301. ) Data is sent. A web page is displayed on the display unit 304 based on the acquired HTML data.
 図3に、本発明のゲーム装置に用いられるサーバのソフトウェアモジュール構成の一例を示す。
 データベース402には、ユーザデータ4021及びリソースデータ4022が格納される。また、アプリケーションサーバ401は、ゲーム進行処理部4011、ゲーム演出処理部4012、データ検索処理部4013及びデータ入出力部4014からなる処理系モジュールと、ネットワーク通信制御部4015からなる通信系モジュールを備える。
FIG. 3 shows an example of the software module configuration of the server used in the game device of the present invention.
The database 402 stores user data 4021 and resource data 4022. The application server 401 includes a processing system module including a game progress processing unit 4011, a game effect processing unit 4012, a data search processing unit 4013 and a data input / output unit 4014, and a communication system module including a network communication control unit 4015.
1.第1の実施形態
 本発明のゲームについて、以下に図面を参照して詳細に説明する。
(1)ゲーム全体の構成
 図4に本発明の一実施形態のゲームの基本構成の例を示す。本実施形態では、ゲームは大別して、(I)進軍(ミッション)パート、(II)内政パート、(III)デッキ構築パート及び(IV)領土戦(バトル)パートの4つに分けられる。
1. 1st Embodiment The game of this invention is demonstrated in detail with reference to drawings below.
(1) Overall Game Configuration FIG. 4 shows an example of a basic game configuration according to an embodiment of the present invention. In this embodiment, the game is roughly divided into four parts: (I) advance (mission) part, (II) domestic politics part, (III) deck construction part, and (IV) territorial battle (battle) part.
 以下にそれぞれのパートについて説明する。
(I)進軍(ミッション)パート
 複数のステージを有するストーリーが設定されており、プレイヤはプレイヤキャラクタを指定して、ゲームを進行させる。各ステージの課題(ミッション)を解決し、そのステージをクリアすることにより、次のステージに進むことができる。ゲームを進めることにより、プレイヤキャラクタの経験値、レベル、能力等が向上する。また、プレイヤはゲーム進行を優位に進めるためのアイテム(カード、チケット、コイン、強化用の道具等)を入手することができる。また、ゲーム進行(進軍)中に現れるボスを撃破することにより、強力なプレイヤキャラクタカードを獲得することもできる。本実施形態では、プレイヤキャラクタは武将という設定であり、得られた武将のプレイヤキャラクタカードを、後述するデッキ構築パートで部隊に組み込み、領土戦に参加させることができる。また、進軍中に現れるボスと対戦することにより、内政パートで用いる建物(施設)やデッキ構築パートで用いる陣形を獲得することもできる。
 ここで、例えば、ボスとの対戦において、ボスに与えたダメージやプレイヤが受けたダメージをポイントとして計算し、そのポイントに応じてボス戦の結果をランクづけすることもできる。そして、ランクに応じて、建物や陣形の獲得の可否や、獲得できる建物や陣形のレベル等を決定する構成としてもよい。
 一方、ゲームの進行とともにゲームを継続できる力(体力、行動力)が減少する。体力は、時間の経過とともに回復する。また、ゲーム内通貨や課金により体力回復用のアイテムを入手し、これを使用して体力を回復してゲームを再開することもできる。体力回復用アイテムは、ゲームのログインボーナスやゲーム進行中の各種報酬として入手できる構成としてもよい。
 なお、本実施形態においても、ガチャパートで、プレイヤキャラクタカードを入手し、強化パートで所有するプレイヤキャラクタをカード合成等により強化して、そのパラメータ値を上昇させることもできる。 
Each part is described below.
(I) Advance (Mission) Part A story having a plurality of stages is set, and the player designates a player character and advances the game. By solving the problems (missions) of each stage and clearing that stage, you can proceed to the next stage. As the game progresses, the experience value, level, ability, etc. of the player character are improved. In addition, the player can obtain items (cards, tickets, coins, strengthening tools, etc.) for promoting the game progress. In addition, a powerful player character card can be obtained by defeating a boss appearing during the game progression (advancement). In the present embodiment, the player character is set as a military commander, and the obtained player character card of the military commander can be incorporated into a unit by a deck construction part described later and can participate in a territorial battle. In addition, by playing against bosses that appear while advancing, it is also possible to acquire the building (facility) used in the domestic politics part and the formation used in the deck construction part.
Here, for example, in the battle with the boss, the damage given to the boss or the damage received by the player is calculated as a point, and the result of the boss battle can be ranked according to the point. And it is good also as a structure which determines the propriety of acquisition of a building or a formation, the level of the building or formation which can be acquired, etc. according to a rank.
On the other hand, as the game progresses, the power (physical strength, behavioral power) that allows the game to continue decreases. Health recovers over time. It is also possible to obtain an item for restoring physical strength by using in-game currency or billing, and use this to recover the physical strength and resume the game. The item for recovering physical strength may be configured to be available as a game login bonus or various rewards during the game.
In the present embodiment, it is also possible to obtain a player character card as a gacha part, strengthen the player character owned by the strengthening part by card composition or the like, and increase its parameter value.
(II)内政パート
 図5に示すように、内政パートにおいて、各プレイヤは、領土に建物(施設)30を設置して、自分の国(町、街)を作り上げることができる。そして、そこから得られる兵や資金(銭)等のアイテム31を用いて、領土戦や進軍を優位に進めることができる。施設30の種類によって、得られるアイテム31が異なる構成とすることもできる。例えば、兵舎30aからは、兵31aが得られ、市場30bからは資金31bが得られる構成としてもよい。設置する施設30は、前述したように進軍中のボス戦で獲得できる他、領土戦で勝利することによっても獲得できる。プレイヤは、獲得した施設30を領土内の希望の位置に設置することができる。施設30を設置した後、所定の時間が経過すると、そこから兵、資金又はガチャポイント等のアイテム31が得られる。
 本実施形態では、図5に示すように、所定時間経過後に、画面上の施設30を指32で選択することにより、表示されるアイテム31を獲得できる構成としている。獲得方法はこれに限らず、画面上に、獲得(徴収)用ボタンを表示させ、それを選択することにより、所有可能な量の兵力等を徴収できる構成としてもよい。
 施設30を選択する構成では、プレイヤが施設30を選択する順序によって、資金獲得のボーナスを発生させたり、ガチャパートにおけるレアカードの出現確率を上昇させる構成とすることもできる。例えば、A、B、Cという3種類の施設30があった場合、ボーナス等を発生させる所定の順序(B、A、C等)を予め設定する。そして、プレイヤが、その順序で施設30を選択することにより、その後の所定時間において、施設30から獲得できるアイテム31の量を上昇させることができる。例えば、ボーナス発生時には、通常では10銭が得られる施設30から、50銭が得られる設定とする。また、上記順序で、施設30を選択することにより、その後の所定時間(例えば、5分間)は、ガチャパートにおけるカードの出現確率が変動して、よりレア度(能力)の高いプレイヤキャラクタカードを入手しやすくすることもできる。例えば、レア度の高いSSRカード、レア度が中間のSRカード、及びレアドの低いRカードの出現率を、通常の5%、15%、及び80%から、10%、30%、及び60%に変動させることができる。
(II) Domestic Policy Part As shown in FIG. 5, in the domestic policy part, each player can set up a building (facility) 30 on the territory to create his country (town, town). Then, using the items 31 such as soldiers and funds (money) obtained therefrom, territorial battles and advancements can be advanced. Depending on the type of facility 30, the obtained item 31 may be different. For example, the barracks 30a may obtain the soldiers 31a, and the market 30b may obtain the funds 31b. The facility 30 to be installed can be acquired by winning a territorial battle in addition to being acquired by a boss battle in progress as described above. The player can install the acquired facility 30 at a desired position in the territory. After the establishment of the facility 30, when a predetermined time elapses, items 31 such as soldiers, funds or gacha points are obtained therefrom.
In the present embodiment, as shown in FIG. 5, the displayed item 31 can be acquired by selecting a facility 30 on the screen with a finger 32 after a predetermined time has elapsed. The acquisition method is not limited to this, and an acquisition (collection) button may be displayed on the screen, and a selection may be made to collect a possessable amount of military power.
In the configuration in which the facility 30 is selected, a fund acquisition bonus may be generated or the appearance probability of a rare card in the gacha part may be increased depending on the order in which the player selects the facility 30. For example, when there are three types of facilities 30 such as A, B, and C, a predetermined order (B, A, C, etc.) for generating a bonus or the like is set in advance. Then, by selecting the facility 30 in that order, the player can increase the amount of items 31 that can be acquired from the facility 30 in a predetermined time thereafter. For example, when a bonus is generated, it is set so that 50 sen can be obtained from the facility 30 that normally obtains 10 sen. In addition, by selecting the facility 30 in the above order, the appearance probability of the card in the gacha part changes for a predetermined time (for example, 5 minutes) thereafter, and a player character card with a higher rarity (ability) is selected. It can also be made easier to obtain. For example, the appearance rate of rare SSR cards, intermediate rare SR cards, and R cards with low raid is reduced from the usual 5%, 15%, and 80% to 10%, 30%, and 60%. Can be varied.
 また、内政パートでは、各町に、プレイヤの所有するプレイヤキャラクタカードから選択した軍師を配置することができる。施設30から収穫できる資源(アイテム)31の質や量は、配置した軍師の能力によって変化し、軍師の能力が高いほど、より多くの、又はより優れたアイテム31を得ることができる。ここで、軍師は、町ごとではなく、施設のカテゴリーごとに設定する構成としても良い。なお、各プレイヤキャラクタに内政スキルを設定し、そのスキルを参考に、プレイヤが各施設の担当プレイヤキャラクタを設定できる構成としても良い。
 さらに、増築により、施設30のレベルを上げて、その施設30から獲得できる兵数、資金量、ガチャポイント等を増加させることもできる。増築を行うためには、進軍、領土戦又はログインボーナス等で増築チケットを獲得する必要がある。また、領土内の施設30の総合力によって、それぞれの町をランク付けし、例えば、長安級等、歴史上の著名な都市の名前を付与することもできる。これによって、内政を実行することにより、自分の町をより強化しようとして、プレイヤのモチベーションが高まる。
 また、何日間か連続して内政パートの操作を行うことにより、進軍における体力や領土戦における戦力(バトル実施可能回数に関連する)が大幅に上昇するボーナスを付与することもできる。このように毎日ゲームを進めることによって、特典が付与されることにより、プレイヤのゲームを継続しようとする意欲を高く維持することができる。
In the domestic affairs part, a soldier selected from a player character card owned by the player can be arranged in each town. The quality and quantity of the resources (items) 31 that can be harvested from the facility 30 vary depending on the ability of the arranged soldiers, and the higher the ability of the soldiers, the more or better items 31 can be obtained. Here, it is good also as a structure which a military teacher sets for every category of facilities instead of every town. In addition, it is good also as a structure which can set a domestic administration skill to each player character and a player can set the player character in charge of each facility with reference to the skill.
Furthermore, by extension, the level of the facility 30 can be raised, and the number of soldiers, the amount of funds, gacha points, etc. that can be acquired from the facility 30 can be increased. In order to perform an extension, it is necessary to obtain an extension ticket through advancement, territorial battle, login bonus, or the like. Moreover, each town can be ranked by the comprehensive power of the facilities 30 in the territory, and for example, a name of a famous city in the history such as Changan class can be given. By doing this, the player's motivation increases as he tries to strengthen his town by executing domestic affairs.
Also, by operating the domestic politics part for several days in a row, it is possible to give a bonus that greatly increases the strength in advance and the strength in territorial battles (related to the number of battles that can be performed). Thus, by advancing a game every day, a privilege is provided and the player's willingness to continue the game can be maintained high.
 (III)デッキ構築パート及び(IV)領土戦(バトル)パート
 次に、本発明の特徴の一部である(III)デッキ構築パート及び(IV)領土戦(バトル)パートについて、以下に図面を参照して詳細に説明する。
 図6(A)に、本発明の一実施形態にかかるゲームの基本表示画面(操作画面)1を示す。また、図7は、本発明の一実施形態にかかる対戦モードのゲーム処理フローを示すフローチャートである。プレイヤがサーバにログインすることにより、表示部304に基本表示画面1が表示される。基本表示画面1には、プレイヤが選択したプレイヤキャラクタ(武将)の画像2が表示されている。プレイヤが基本表示画面1上の進軍表示部3及び内政表示部4から1つを選択することにより、上述した進軍(ミッション)パート及び内政パート、それぞれに画面が切り替わり、そのパートの操作を進めることができる。また、プレイヤが領土バトル(領土戦)表示部5を選択することにより、(III)デッキ構築パートの画面に切り替わる。ここで、対戦のための部隊(デッキ)を構築し、続いて、(IV)領土戦パートに進む。
(III) Deck Construction Part and (IV) Territorial Battle (Battle) Part Next, the drawings for (III) Deck Construction Part and (IV) Territorial Battle (Battle) Part, which are part of the features of the present invention, are shown below. Details will be described with reference to FIG.
FIG. 6A shows a basic display screen (operation screen) 1 of a game according to one embodiment of the present invention. FIG. 7 is a flowchart showing a game process flow in the battle mode according to the embodiment of the present invention. When the player logs into the server, the basic display screen 1 is displayed on the display unit 304. On the basic display screen 1, an image 2 of a player character (warlord) selected by the player is displayed. When the player selects one of the advancement display unit 3 and the domestic administration display unit 4 on the basic display screen 1, the screen is switched to the above-described advancement (mission) part and domestic administration part respectively, and the operation of the part is advanced. Can do. Further, when the player selects the territory battle (territorial battle) display section 5, the screen is switched to the screen of (III) deck construction part. Here, build a unit (deck) for the battle, and then proceed to (IV) Territory Battle Part.
 プレイヤが入力部301を介して対戦モードを選択すると(図7のS500)、中央処理部303は、予め定められた手法により、対戦相手を決定する(図7のS501)。具体的には、図6(A)の操作画面の領土戦(バトル)表示部5を選択することにより、図6(B)に示すように対戦相手の情報が表示される。本実施形態では、各プレイヤは、それまでの対戦実績等に応じて各種ランク(領土バトルランク)に分類されている。そして、対戦相手は、プレイヤと同じランク、又は近いランクに属するプレイヤから自動的に選択され、対戦相手を変更したり、プレイヤが対戦相手を選択できない構成としている。このように、レベル(能力)が近い相手との対戦では、後述する部隊編成や対戦中のスキル発動により、戦局が変化し、対戦が終了するまで、結果が予測できないことから、プレイヤの対戦に対する興趣を高めることができる。
 本実施形態においては、中央処理部303は記憶部302のプレイヤ情報記憶部3021からプレイヤのランク等と同等のプレイヤを選択する処理を行う。そして選択されたプレイヤに対応づけて格納されているプレイヤキャラクタ情報及び編成部隊情報をそれぞれ、プレイヤキャラクタ情報記憶部3022及び編成部隊情報記憶部3023から読み出し、表示部304に表示する。具体的には、図6(B)に示すように、プレイヤの領土バトルランクと同じ王級に属する対戦相手が自動選択される。そして、表示部304には、対戦相手のバトルランク、レベル、武将数の他、後述する陣形や最前列の兵数が表示される。これらの情報を参考に、プレイヤは対戦に用いる部隊を構築する。
 また、本実施形態では、自動的に決定された対戦相手との勝負が終わるまでは、他の対戦相手を選択できない構成としている。このような構成とすることにより、相性の良い相手のみと対戦する場合に比べ、プレイヤにはより高い戦略性が求められる。
 なお、対戦相手の決定法は、上記方法に限られない。例えば、対戦によって得られるポイント数に応じてランキングが決定される領土戦イベントにおいては、中央処理部303が、プレイヤのランキングに近い複数のプレイヤ又は無作為に選択された複数のプレイヤ及びその構成部隊に関する情報を表示部304に表示する構成としてもよい。そして、入力部301を介したプレイヤの指示により、上記複数のプレイヤの中から、対戦相手が決定される構成とすることもできる。中央処理部303は、プレイヤ情報と対応付けて格納された上記対戦相手のプレイヤキャラクタ情報及び編成部隊情報を読み出して、表示部304に表示する。なお、ここで、複数のプレイヤのプレイヤキャラクタで構成される編成部隊ともにノンプレイヤキャラクタの編成部隊を選択できる構成としてもよい。
When the player selects the battle mode via the input unit 301 (S500 in FIG. 7), the central processing unit 303 determines an opponent by a predetermined method (S501 in FIG. 7). Specifically, by selecting the territorial battle (battle) display section 5 on the operation screen of FIG. 6A, the opponent information is displayed as shown in FIG. 6B. In the present embodiment, each player is classified into various ranks (territorial battle ranks) according to the battle results so far. The opponent is automatically selected from players belonging to the same rank as or close to the player, and the opponent cannot be changed or the player cannot select the opponent. In this way, in a battle with an opponent with a similar level (ability), the battlefield changes due to the formation of a unit to be described later or the skill activation during the battle, and the result cannot be predicted until the battle is completed. It can enhance interest.
In the present embodiment, the central processing unit 303 performs processing for selecting a player equivalent to the player's rank and the like from the player information storage unit 3021 of the storage unit 302. Then, the player character information and the formation unit information stored in association with the selected player are read from the player character information storage unit 3022 and the formation unit information storage unit 3023, respectively, and displayed on the display unit 304. Specifically, as shown in FIG. 6B, opponents belonging to the same kingdom as the player's territory battle rank are automatically selected. In addition to the battle rank, level, and number of military commanders of the opponent, the display unit 304 displays the formation and the number of soldiers in the front row, which will be described later. With reference to these pieces of information, the player constructs a unit used for the battle.
Moreover, in this embodiment, it is set as the structure which cannot select another opponent until the battle with the automatically determined opponent is completed. By adopting such a configuration, the player is required to have a higher strategy as compared with a case where only a good match opponent is played.
The method for determining the opponent is not limited to the above method. For example, in a territorial battle event in which ranking is determined according to the number of points obtained by the battle, the central processing unit 303 has a plurality of players close to the player ranking or a plurality of randomly selected players and their constituent units. It is good also as a structure which displays the information regarding on the display part 304. FIG. And it can also be set as the structure by which an opponent is determined from said several players by the instruction | indication of the player via the input part 301. FIG. The central processing unit 303 reads out the opponent player character information and the formation unit information stored in association with the player information, and displays them on the display unit 304. In addition, it is good also as a structure which can select the formation unit of a non-player character with the formation unit comprised by the player character of a some player here.
 プレイヤが入力部301を介して、S501で決定された対戦相手と対戦を行うことを指示すると、中央処理部303は、対戦部隊の陣形、配置等の設定画面を表示部304に表示する。プレイヤは上記対戦相手の部隊の情報を参考に、入力部301を介して、陣形、プレイヤキャラクタの配置等を指定して、対戦部隊を設定する(S502)。具体的な対戦部隊の設定方法を以下に説明する。
 図6(B)の画面の「バトルする」(囲い部)を選択して、自動選択された対戦相手との対戦を決定すると、図6(C)に示すように援軍選択画面が表示される。本実施形態においては、後述するように対戦部隊は、陣形を形成する9体のプレイヤキャラクタと城を守る1体のプレイヤキャラクタ(大将)から構成される。そして、陣形を形成する9体のプレイヤキャラクタ又は城を守るプレイヤキャラクタを含めた10体のプレイヤキャラクタのうち、1体は、友達(戦友)、同盟員等に援軍を依頼することができる。友達は、ゲーム内で、友だち申請をして承認されるか、相手の友達申請を承認して、友達となったプレイヤである。また、同盟員とは、共通の同盟に加入が認められたプレイヤのことである。図6(C)に示す画面の中から援軍を依頼したいプレイヤの「援軍を頼む」ボタン(囲み部)を選択することにより、次の部隊編成において、援軍を依頼したプレイヤのプレイヤキャラクタ1体をデッキ(部隊)に加えることが可能となる。
 本実施形態においては、友達等のプレイヤキャラクタカードのうち、リーダーカードを借りられる構成としている。通常、各プレイヤは、ゲームの進行を優位に進めるため、リーダーとしては、最も強いカードを設定している。そのため、友達のリーダーカードを借りることにより、自分のプレイヤキャラクタカードのみで、デッキを編成するより、強力なデッキを編成することができ、領土戦を優位に進めることができる。また、援軍を依頼したプレイヤ及び援軍を依頼されたプレイヤの何れにもガチャポイント等の特典が付与される。
 なお、ここで、援軍を依頼しないで、自己のプレイヤキャラクタのみからデッキを編成する構成とすることもできる。
When the player instructs via the input unit 301 to play against the opponent determined in S501, the central processing unit 303 displays on the display unit 304 a setting screen for the formation, arrangement, etc. of the battle unit. The player designates the formation, the arrangement of the player character, etc. via the input unit 301 with reference to the information on the opponent's unit, and sets the opponent unit (S502). A specific method for setting a battle unit will be described below.
When “battle” (enclosure) on the screen of FIG. 6B is selected and a battle with the automatically selected opponent is determined, a reinforcement selection screen is displayed as shown in FIG. 6C. . In this embodiment, as will be described later, the battle unit is composed of nine player characters that form a formation and one player character (general) who protects the castle. One of the nine player characters including the nine player characters that form the formation or the player character that protects the castle can request reinforcements from friends (companies), allies, and the like. In the game, a friend is a player who becomes a friend by applying for a friend or being approved, or by approving a friend application of the other party. An alliance member is a player who is allowed to join a common alliance. In the next unit formation, one player character of the player who requested reinforcement is selected by selecting the “request reinforcement” button (box) of the player who wants to request reinforcement from the screen shown in FIG. Can be added to a deck.
In this embodiment, it is set as the structure which can borrow a leader card among player character cards, such as a friend. Normally, each player sets the strongest card as a leader in order to advance the game in a dominant manner. Therefore, by borrowing a friend's leader card, it is possible to organize a powerful deck rather than knitting a deck with only one player character card, and to advance the territorial battle predominately. Also, benefits such as gacha points are given to both the player who requested reinforcement and the player who requested reinforcement.
Here, it is also possible to adopt a configuration in which a deck is formed only from its own player character without requesting reinforcements.
 次に、図8(A)を参照して、本発明の特徴の1つである部隊(デッキ)編成について説明する。本実施形態では、部隊は、縦横5マスの盤面の所定のマス目の中にプレイヤキャラクタを配置することにより編成される。プレイヤキャラクタを配置するマス目は、選択する陣形により、それぞれ定められている。図8(A)に示す鶴翼の陣33では、最前列(図中最も上の段)には、左(翼)、中央、及び右(翼)のマス目にそれぞれ、1体合計3体のプレイヤキャラクタが配置される。さらに、2列目(図中上から2段目)には、左から2つ目、及び右から2つ目のマス目にそれぞれ1体合計2体、3列目(図中上から3段目)には、中央のマス目のみに1体、4列目(図中上から4段目)には、左から2つ目、及び右から2つ目のマス目にそれぞれ1体合計2体、最後尾(図中上から5段目)には、中央のマス目のみの1体で合計9体が配置される。また、陣形を形成するプレイヤキャラクタの他に城を守るプレイヤキャラクタ(大将)1体が配置される。 Next, with reference to FIG. 8 (A), a unit (deck) organization, which is one of the features of the present invention, will be described. In the present embodiment, a unit is organized by placing player characters in predetermined squares on a 5-by-1 horizontal board. The squares on which the player characters are arranged are respectively determined by the formation to be selected. In the crane wing formation 33 shown in FIG. 8 (A), the front row (uppermost stage in the drawing) has three in total, one for each of the left (wing), center, and right (wing) squares. Player characters are arranged. Furthermore, in the second row (the second row from the top in the figure), a total of two bodies in the second square from the left and the second square from the right, respectively, the third row (the third row from the top in the figure) 1) for the central square only, and for the 4th row (fourth row from the top in the figure), there is a total of 2 for the second square from the left and the second square from the right. A total of nine bodies are arranged in the body and the tail (fifth level from the top in the figure) with only one of the central squares. In addition to the player character forming the formation, one player character (general) who protects the castle is arranged.
 陣形としては、その他に、図8(B)に示す鋒矢の陣34等各種の型が用意される。プレイヤが、入力部301を介して、陣形を指定すると、中央処理部303はそれぞれの陣形において、決められたマス目にプレイヤキャラクタを配置する。プレイヤキャラクタの配置変換は、図8(B)に示すように、プレイヤが指32で移動させたいプレイヤキャラクタをドラッグして、配置したい場所にドロップすることにより、容易に実行される。そして、部隊の陣形及びそれぞれのプレイヤキャラクタの配置位置によって、部隊の総攻撃力や総防御力が変わる。そのため、領土戦の勝敗は、部隊を構成するプレイヤキャラクタの能力値だけでなく、プレイヤによる陣形の選択や各プレイヤキャラクタの配置に大きく左右され、プレイヤの部隊編成意欲が高く維持される。
 また、本実施形態において、陣形は、進軍パート等を進めることにより入手できる構成としている。このため、プレイヤが、新たな陣形やより効果的な陣形を得るために、進軍パートを進めようとする意欲が高まる。
 なお、本実施形態では、縦横5マスの盤面上に9体のプレイヤキャラクタを配置する陣形を採用しているが、盤面のマス目数も配置するプレイヤキャラクタ数もこれらに限定されず、適宜変更することができる。
In addition, as the formation, various types such as the arrow 34 shown in FIG. 8B are prepared. When a player designates a formation via the input unit 301, the central processing unit 303 places a player character in a determined square in each formation. As shown in FIG. 8B, the player character placement conversion is easily performed by dragging the player character that the player wants to move with the finger 32 and dropping it on the place to be placed. The total attack power and total defense power of the unit change depending on the formation of the unit and the arrangement position of each player character. Therefore, the victory or defeat of the territorial battle is greatly influenced not only by the ability value of the player character constituting the unit, but also by the selection of the formation by the player and the arrangement of each player character, and the player's willingness to form a unit is maintained high.
In the present embodiment, the formation is configured to be obtained by advancing the advancement part. For this reason, in order to obtain a new formation or a more effective formation, a player's willingness to advance the advance part increases.
In this embodiment, a formation is used in which nine player characters are arranged on a vertical and horizontal five-sided board. However, the number of squares on the board and the number of player characters to be arranged are not limited to these, and may be changed as appropriate. can do.
 プレイヤが対戦部隊を設定した後、入力部301を介して対戦開始の指示を行うと(S503でYesの場合)、中央処理部303の対戦実行部3031は、対戦処理を実行する(S504)。対戦実行部3031は、対戦進行中に特定の条件が満たされると、プレイヤに有利な事象(スキル)を発動させる処理を実行する(S505でYes)。この場合には、対戦結果処理部3032は、上記スキルの効果を加算して(S506)、演算処理を実行する(S507)。一方、スキルが発動しない場合(S505でNoの場合)は、対戦結果処理部3032は、設定された部隊と対戦相手の部隊のプレイヤキャラクタの能力、陣形、配置等に基づいて演算処理を行う(S507)。
 以下に図9を参照して、本実施形態の具体的な対戦時の流れを詳細に説明する。図9(A)に示すように、本実施形態では、プレイヤキャラクタA~Iが、鶴翼の陣の陣形で配置されている。また、城を守る大将としては、プレイヤキャラクタJが配置されている。ここで、最前列に配置されている左翼、中央及び右翼、3体のプレイヤキャラクタ、すなわち、A、B、及びCが相手の部隊と対戦する。そして、図9(B)の下に示すように、このA、B、C、3体の組合せで、プレイヤキャラクタの攻撃力を上昇させたり、防御力を上昇させる特別な事象(パッシブスキル)が発動するか否かが判断される(図7のS505)。なお、図9(A)において、左縦2列、すなわち、A、D、Gが左翼にあたり、最前列のAが倒れた場合には、Dが左翼最前列となり、Dが倒れた場合には、Gが左翼最前列となる。また、真ん中の縦の列、すなわち、B、F、Iが中央にあたり、中央最前列のBが倒れた場合には、Fが中央最前列となり、Fが倒れた場合には、Iが中央最前列となる。そして、右縦2列、すなわち、C、E、Hが右翼にあたり、右翼最前列のCが倒れた場合には、Eが右翼最前列となり、Eが倒れた場合には、Hが右翼最前列となる。
 図9(B)で、右翼最前列のCが倒れたことにより、Eが右翼最前列となり、最前列の左翼、中央、及び右翼の組合せは、図9(C)に示すようにA、B、Eとなる。例えば、この状態で、A、B、Eの組合せが、劉備、関羽、張飛となると、パッシブスキルである「桃園の誓い」が発動され、劉備(A)、関羽(B)、張飛(E)、それぞれの攻撃力が30%上昇して、戦局が有利になる。なお、Cが倒れた時点で、当初、A、B、Cの組合せで発動されていたパッシブスキルの効果は終了する。このように、本実施形態においては、当初の最前列の3体の組合せのみならず、相手の攻撃により最前列のプレイヤキャラクタが倒されて、後ろのプレイヤキャラクタが繰り上がった時の最前列の組合せにより発動されるパッシブスキルも戦局を大きく左右する。3体の組合せによっては、攻撃力、防御力が上昇することもあれば、低下する場合もある。そのため、プレイヤには、当初の最前列のプレイヤキャラクタの組合せ及び対戦経過によって、生じることが予測される新たな組み合わせを考慮した上で、プレイヤキャラクタの配置を決定するという高い戦略性が求められるため、部隊編成への興趣が高まる。
After the player sets a battle unit, when a battle start instruction is given via the input unit 301 (Yes in S503), the battle execution unit 3031 of the central processing unit 303 executes a battle process (S504). The battle execution unit 3031 executes a process of causing an event (skill) advantageous to the player when a specific condition is satisfied while the battle is in progress (Yes in S505). In this case, the battle result processing unit 3032 adds the effect of the skill (S506), and executes arithmetic processing (S507). On the other hand, when the skill is not activated (No in S505), the battle result processing unit 3032 performs calculation processing based on the ability, formation, arrangement, and the like of the player characters of the set unit and the opponent unit ( S507).
Hereinafter, with reference to FIG. 9, a specific battle flow of the present embodiment will be described in detail. As shown in FIG. 9A, in this embodiment, the player characters A to I are arranged in the form of crane wings. A player character J is arranged as a general who protects the castle. Here, the three player characters, ie, A, B, and C, that are arranged in the front row, face the opponent's unit. As shown in the lower part of FIG. 9B, a special event (passive skill) that increases the attack power of the player character or increases the defense power by the combination of A, B, C, and 3 bodies. It is determined whether or not to activate (S505 in FIG. 7). In FIG. 9A, when the left vertical two columns, that is, A, D, and G are left wings and A in the front row falls, D becomes the left front row, and D falls. , G is the front left row. When the middle vertical column, that is, B, F, and I are in the center and B in the center front row falls, F becomes the center front row, and when F falls, I becomes the center top. It becomes the front row. When the right vertical two rows, ie, C, E, and H, hit the right wing and C in the right wing front row collapses, E becomes the right wing front row, and when E falls, H becomes the right wing front row. It becomes.
In FIG. 9B, when C in the right wing front row collapses, E becomes the right wing front row, and the combination of the left wing, the center, and the right wing in the front row is A, B as shown in FIG. 9C. , E. For example, in this state, when the combination of A, B, and E becomes Liu Bei, Guan Yu, and Zhang Fei, the passive skill “Oath of Taoyuan” is activated, Liu Bei (A), Guan Yu (B), and Zhang Fei (E) , Each attack power increases by 30%, and the battlefield becomes advantageous. When C falls down, the effect of the passive skill that was initially activated by the combination of A, B, and C ends. As described above, in the present embodiment, not only the combination of the three bodies in the initial front row but also the front row when the player character in the front row is defeated by the opponent's attack and the player character behind is moved up. Passive skills activated by the combination also greatly affect the battlefield. Depending on the combination of the three bodies, the attack power and defense power may increase or decrease. Therefore, the player is required to have a high strategy of determining the arrangement of the player characters in consideration of the combination of the player characters in the first front row and the new combination that is predicted to occur according to the progress of the battle. , The interest in unit formation will increase.
 なお、本実施形態では、最前列の3体の組合せによって、パッシブスキル発動の有無及び発動されるパッシブスキルの種類が決定されたが、本発明のパッシブスキルの発動条件は、これに限定されることはない。例えば、横の組合せのみならず、縦(前後)や斜めの組み合わせによって、パッシブスキル発動の有無及び発動されるパッシブスキルの種類が変化する構成とすることもできる。また、パッシブスキル発動条件は、プレイヤキャラクタ3体の組合せに限られず、例えば、2体であっても良いし、4体以上であっても良い。
 さらに、本実施形態では、部隊の陣形、プレイヤキャラクタの配置、兵数のみならず、天候等の外部要因によって、領土戦の勝敗が左右される構成とすることもできる。プレイヤの対戦開始の指示を受けて、中央処理部303の対戦実行部3031は、記憶部302の対戦条件記憶部3024から所定の方法に従って、戦場の地形、天候等の対戦条件を選択し、設定された対戦条件を表示部304に表示する。対戦結果処理部3032は、上述した、プレイヤキャラクタの能力値、陣形、陣形内の配置等に、戦場の地形、天候等の対戦条件の影響を勘案した演算処理を実行して、対戦結果を決定する。例えば、嵐、洪水等の天変地異を発生させ、それにより所定のプレイヤキャラクタに大きなダメージを与えたり、逆にメリットを与える構成としてもよい。また、天候が雪になると、属性が騎馬兵のプレイヤキャラクタの攻撃力や防御力が低下する構成とすることもできる。これらの天変地異や天候の変化は自動で発生させることができる。
In the present embodiment, the presence / absence of passive skill activation and the type of passive skill activated are determined by the combination of the three bodies in the front row, but the activation condition of the passive skill of the present invention is limited to this. There is nothing. For example, the presence / absence of passive skill activation and the type of passive skill to be activated can be changed not only by horizontal combinations but also by vertical (front / rear) and diagonal combinations. Further, the passive skill activation condition is not limited to the combination of three player characters, and may be two, for example, or four or more.
Furthermore, in this embodiment, it is possible to adopt a configuration in which the victory or defeat of the territorial battle is influenced not only by the formation of the unit, the arrangement of the player characters, the number of soldiers but also by external factors such as the weather. In response to the player's instruction to start the battle, the battle execution unit 3031 of the central processing unit 303 selects and sets battle conditions such as the terrain and weather of the battlefield from the battle condition storage unit 3024 of the storage unit 302 according to a predetermined method. The displayed battle condition is displayed on the display unit 304. The battle result processing unit 3032 determines the battle result by executing the above-described calculation processing that takes into consideration the influence of the battle conditions such as the terrain of the battlefield and the weather on the player character's ability value, formation, placement in the formation, and the like. To do. For example, a configuration may be adopted in which a natural disaster such as a storm or a flood is generated, thereby causing a predetermined player character to be greatly damaged, or conversely providing merit. Further, when the weather becomes snow, the attack power and defense power of the cavalry player character may be reduced. These natural disasters and weather changes can be generated automatically.
 本実施形態では、対戦中にプレイヤが入力部301を介して途中介入操作を行うことにより、スキル(アクティブスキル)を発動することができる(図7のS505)。プレイヤが途中介入操作を行うと、中央処理部303の対戦実行部3031は、予め定められたスキル発動条件が満たされているかを判断する。発動条件が満たされている場合には、対戦実行部3031は、スキルを発動する処理を行い(S505でYes)、対戦結果処理部3032は、発動されたスキルの効果を加えて(S506)、演算処理を行う(S507)。
 具体的には、図10(A)に示すように、バトル中の画面において、プレイヤが最前列に位置するプレイヤキャラクタのいずれかをクリックすることにより、アクティブスキルを発動させることができる。このとき、表示画面は、図10(B)に示す画像に切り替わり、アクティブスキルが発動したことが確認できる。アクティブスキルは、所定のパラメータのゲージが所定の値に達したときに発動できる構成となっている。アクティブスキル発動により得られる効果は、アクティブスキルを発動させるタイミング、すなわち、対戦の何ターン目に発動させるかによって変化する。また、最前列の3体のプレイヤキャラクタを選択する順番によっても変化する。なお、パラメータのゲージ値によっては、最前列のプレイヤキャラクタ全てを選択して、アクティブスキルを発動させることもできるし、1回しか発動できないこともある。
 アクティブスキルの効果としては、「自軍の攻撃力大幅上昇」、「敵軍全兵種への特大ダメージ」等、非常に有効で、その発動により戦局が変化する場合もある。そのため、自分よりレベルの高い相手に対しても、アクティブスキルを効果的に発動させることにより、領土戦をより優位に進められプレイヤの対戦に対する意欲が高まる。
In the present embodiment, the skill (active skill) can be activated when the player performs an intermediate intervention operation via the input unit 301 during the battle (S505 in FIG. 7). When the player performs an intervening operation, the battle execution unit 3031 of the central processing unit 303 determines whether a predetermined skill activation condition is satisfied. When the activation condition is satisfied, the battle execution unit 3031 performs a process of activating the skill (Yes in S505), and the battle result processing unit 3032 adds the effect of the activated skill (S506), Arithmetic processing is performed (S507).
Specifically, as shown in FIG. 10A, the active skill can be activated when the player clicks one of the player characters located in the front row on the screen during the battle. At this time, the display screen is switched to the image shown in FIG. 10B, and it can be confirmed that the active skill is activated. The active skill is configured to be activated when the gauge of a predetermined parameter reaches a predetermined value. The effect obtained by activating the active skill changes depending on the timing at which the active skill is activated, that is, at what turn in the battle. Moreover, it changes also with the order which selects the three player characters of the front row. Depending on the gauge value of the parameter, all of the player characters in the front row may be selected to activate the active skill, or may be activated only once.
The effect of the active skill is very effective, such as “substantial increase in attack power of own army” and “extraordinary damage to all enemy troops”. For this reason, by effectively activating the active skill even against an opponent whose level is higher than that of the player, the territorial battle can be promoted more preferentially and the player's willingness to play is increased.
 中央処理部303は、演算処理の結果(S507)、所定の条件が満たされた場合には、勝敗を決定する(S508でYes)。この時、中央処理部303は、対戦結果を表示部304に表示して(S509)、対戦モードを終了する(S510)。
 なお、本実施形態においては、攻撃により、相手の城の体力を先に消失させた(0とした)方が勝利する。ここで、全部隊の攻撃が終わっても、決着がつかない場合には、対戦をしかけたプレイヤが敗北となる設定としている。
 一方、上記所定の条件が満たされず、勝敗が決定しない場合(S508でNoの場合)には、所定の条件を満たすまで、S504~S507のステップを繰り返す。
The central processing unit 303 determines victory or defeat (Yes in S508) when the result of the arithmetic processing (S507) and a predetermined condition are satisfied. At this time, the central processing unit 303 displays the battle result on the display unit 304 (S509), and ends the battle mode (S510).
In the present embodiment, the player who loses the physical strength of the opponent's castle first by attack (set to 0) wins. Here, even if the attack of all teams is over, if it is not settled, the player who has played the battle is set to lose.
On the other hand, if the predetermined condition is not satisfied and winning / losing is not determined (No in S508), steps S504 to S507 are repeated until the predetermined condition is satisfied.
2.第2の実施形態
 対戦中にプレイヤがサーバに対してデータ送信等の途中介入操作を実行する場合、プレイヤがサーバに送る信号を改竄することが可能となる。そのため、プレイヤが、データを改竄することにより、本来のゲームにおいて設定されていない強力なスキルを用いて、領土戦を優位に進めることもあり得る。本発明では、このような、プレイヤの不正処理の有無を判断して、不正があった場合には、その対戦を無効にする等の制裁を科すための不正対策プログラム等(手段)を提供することも1つの課題とする。以下に、本実施形態の不正対策手段の詳細について、説明する。
 図11((A1)~(A3))に、従来のソーシャルゲームの対戦の操作処理の一例を示す。図11(A1)に示すように、スマートフォン等の携帯情報端末(PDA:Personal Data Assistance)の表示画面から「バトル開始」(囲み部)を選択することにより、信号がサーバに送信される。この段階で、プレイヤのPDAでは対戦中の演出画像が表示され(図11(A2))、サーバでは、プレイヤのプレイヤキャラクタと対戦相手のプレイヤキャラクタの能力値等を計算して対戦結果が決定される。計算結果(対戦結果)がプレイヤのPDAに送信され、PDAの画面上には、プレイヤが勝利したか、敗北したかが表示される(図11(A3))。このように従来のソーシャルゲームの対戦においては、プレイヤが対戦中に途中介入できる余地がなかった。
2. Second Embodiment When a player performs an intermediate operation such as data transmission to a server during a battle, it is possible to tamper with a signal that the player sends to the server. Therefore, the player may advance the territorial battle predominately by using the powerful skill that is not set in the original game by falsifying the data. In the present invention, a fraud countermeasure program or the like (means) is provided for determining whether or not the player performs fraud processing and imposing sanctions such as invalidating the battle if there is fraud. This is also an issue. Details of the fraud countermeasure means of this embodiment will be described below.
FIG. 11 ((A1) to (A3)) shows an example of a conventional social game battle operation process. As shown in FIG. 11 (A1), a signal is transmitted to the server by selecting “battle start” (boxed portion) from a display screen of a personal digital assistant (PDA) such as a smartphone. At this stage, an effect image during the battle is displayed on the PDA of the player (FIG. 11 (A2)), and the server calculates the performance values of the player character of the player and the player character of the opponent and determines the battle result. The The calculation result (match result) is transmitted to the PDA of the player, and whether the player has won or lost is displayed on the PDA screen (FIG. 11 (A3)). Thus, in a conventional social game match, there was no room for the player to intervene during the match.
 これに対して、本発明の一実施形態のゲームでは、上述のとおり、対戦中に、プレイヤの途中介入操作が可能となる。図11(B)に、本実施形態のゲームにおける対戦時の操作処理の例を示す。従来と同様、プレイヤが、PDAの表示画面から「バトル開始」を選択することにより、信号がサーバに送信される。続いて、サーバから、HTML5及びパラメータがプレイヤのPDAに送信される。ここで、HTML5とは、PDA上で表現できる言語であり、絵の動きの表現や各種計算ロジックを持たせることができる。また、パラメータとは、プレイヤの所有するプレイヤキャラクタの能力値やスキル等のデータのことである。 On the other hand, in the game according to the embodiment of the present invention, as described above, the intermediate operation of the player can be performed during the battle. FIG. 11B shows an example of operation processing during a battle in the game of the present embodiment. As in the past, when the player selects “battle start” from the display screen of the PDA, a signal is transmitted to the server. Subsequently, HTML5 and parameters are transmitted from the server to the PDA of the player. Here, HTML5 is a language that can be expressed on a PDA, and can have a motion expression and various calculation logics. Further, the parameters are data such as ability values and skills of player characters owned by the player.
 次に、プレイヤは、入力部301を操作して対戦に途中介入して、アクティブスキルを発動させる。その結果は、PDA上で計算処理される。具体的には、プレイヤが、任意のタイミングで、最前列のプレイヤキャラクタのいずれかを選択して、クリックする。本実施形態においては、対戦の2ターン目及び5ターン目に、最前列のプレイヤキャラクタを選択してクリックすることにより、アクティブスキルを発動させる。この操作は、プレイヤのPDA上で計算処理され、例えば、以下のような結果が得られる。
 1)2ターン目に炎の魔法を使用する。全ての敵に500ダメージを与える。
 2)5ターン目に水の魔法を使用する。全ての敵に7000ダメージを与える。
 3)10ターン目に敵を全滅させて、勝利する。
 上記信号がサーバに送信され、サーバ上で、プレイヤの操作を基に計算した結果と、プレイヤから送信されたデータとを照合することにより、不正の有無を判断する。上記のように、ゲーム内で定められた所定の操作のみを行った場合は、送信されたデータとサーバ内のデータが一致して、不正がなかったことが確認される。不正がないと判断された場合には、照合結果がプレイヤのPDAに送信され、PDA上に、領土戦の勝敗が表示される。
Next, the player operates the input unit 301 to intervene in the battle and activate the active skill. The result is calculated on the PDA. Specifically, the player selects and clicks one of the player characters in the front row at an arbitrary timing. In the present embodiment, the active skill is activated by selecting and clicking the player character in the front row in the second and fifth turns of the battle. This operation is calculated on the PDA of the player, and for example, the following result is obtained.
1) Use the magic of fire on the second turn. Deal 500 damage to all enemies.
2) Use water magic on turn 5. Deal 7000 damage to all enemies.
3) Defeat the enemy on the 10th turn and win.
The above signal is transmitted to the server, and the result of the calculation based on the player's operation is collated with the data transmitted from the player to determine whether there is fraud. As described above, when only a predetermined operation defined in the game is performed, it is confirmed that the transmitted data matches the data in the server, and there is no fraud. If it is determined that there is no fraud, the verification result is transmitted to the PDA of the player, and the victory or defeat of the territorial battle is displayed on the PDA.
 一方、サーバから、HTML5及びパラメータを受信した場合には、プレイヤは、パーソナルコンピュータ(PC)やPDAを用いて、HTML5やパラメータを改竄して、サーバに送信することできる。このときには、例えば、以下のような結果が得られる。
 1)2ターン目に炎の魔法を使用する。全ての敵に500ダメージを与える。
 2)3ターン目に水の魔法を使用する。全ての敵に999,999ダメージを与える。
 3)3ターン目に敵を全滅させて、勝利する。
 データを改竄することにより、2)に示すように、通常では設定されていない999,999ダメージという強力なダメージを与え、領土戦に簡単に勝利することが可能となる。しかし、上記信号をサーバに送信した場合、サーバ上で、プレイヤの操作(プレイヤキャラクタの選択とクリックしたタイミング)を基に計算した結果と、プレイヤが送信したデータが一致しない。このことから、不正があったと判断され、領土戦は無効となる。
 通常、領土戦(バトル)を行うと、兵を消費するが、勝利した場合には、経験値とアイテム等のインセンティブが得られる。また、領土戦に敗北した場合でも、経験値を取得することはできる。しかし、不正を行ったと判断されたプレイヤに対しては、経験値もインセンティブも付与せず、兵力のみが消費される構成とすることもできる。
On the other hand, when the HTML 5 and parameters are received from the server, the player can tamper with the HTML 5 and parameters using a personal computer (PC) or PDA and transmit them to the server. At this time, for example, the following results are obtained.
1) Use the magic of fire on the second turn. Deal 500 damage to all enemies.
2) Use water magic on the third turn. Deal 999,999 damage to all enemies.
3) In the third turn, annihilate the enemy and win.
By tampering with the data, as shown in 2), it is possible to give a strong damage of 999,999 damage that is not normally set and easily win the territorial battle. However, when the above signal is transmitted to the server, the result calculated on the server based on the operation of the player (selection of the player character and the timing of clicking) does not match the data transmitted by the player. From this, it is judged that there was fraud, and the territorial battle becomes invalid.
Normally, when a territorial battle (battle) is performed, soldiers are consumed, but when winning, incentives such as experience points and items are obtained. Even if you lose the territorial battle, you can get experience points. However, it is possible to adopt a configuration in which only the military power is consumed without giving experience values or incentives to the player who is determined to have cheated.
 図12に、本実施形態の不正対策手段が用いられたゲームの対戦のフローチャートを示す。初めに、プレイヤがバトル(対戦)を選択することにより(S600)、このデータがサーバに送信される(S601)。次に、プレイヤが部隊編成を行うと(S602)、同様にそのデータがサーバに送信される(S603)。その後、バトルが開始し(S604)、バトル中に、プレイヤの判断により、任意のタイミングでアクティブスキルが発動される(S605)。この時、プレイヤのPDA上で、計算処理が行われ、結果が得られ(S606)、サーバに送信される(S607)。ここで、サーバでは、プレイヤの操作を基に計算した結果と、プレイヤが送信したデータとが一致するか否か照合することにより、プレイヤが不正を行ったか否かを判断する(S608)。そして、不正がなかったと判断された場合には(S608でNOの場合)、対戦結果が表示されてバトルは終了する(S609)。一方、不正があったと判断された場合には(S608でYESの場合)、そのバトルは無効となる(S610)。 FIG. 12 shows a flowchart of a game battle in which the anti-fraud means of this embodiment is used. First, when the player selects a battle (match) (S600), this data is transmitted to the server (S601). Next, when the player forms a unit (S602), the data is similarly transmitted to the server (S603). Thereafter, the battle starts (S604), and the active skill is activated at an arbitrary timing according to the player's judgment during the battle (S605). At this time, calculation processing is performed on the PDA of the player, and the result is obtained (S606) and transmitted to the server (S607). Here, the server determines whether or not the player has made an injustice by checking whether or not the result calculated based on the operation of the player matches the data transmitted by the player (S608). If it is determined that there is no fraud (NO in S608), the battle result is displayed and the battle ends (S609). On the other hand, when it is determined that there is a fraud (YES in S608), the battle is invalid (S610).
 図13に、本発明の一実施形態にかかる不正対策手段の概要を示す。サーバ50内の計算ルーチン(計算形式)51により、プレイヤ(ユーザー)の所有するプレイヤキャラクタの能力値等のパラメータ52が用意され(S60)、HTML5 53とともにユーザー54に送信される(S61)。ここで、ユーザー54が、アクティブスキル発動等の途中介入操作を行うと(S62)、ユーザーログ55内で計算処理が行われ、結果がユーザー54に戻される(S63)。そして、計算結果は、ユーザー54からサーバ50に送信される(S64)。サーバ50では、ユーザー54の操作を基にサーバ50内のデータから計算した結果56とユーザー54から送信されたデータとの整合性をチェックする(S65)。ここで、整合性が認められれば、不正はなかったと判断され、整合性が認められない場合は、不正があったと判断される。 FIG. 13 shows an outline of the fraud countermeasure means according to one embodiment of the present invention. A parameter 52 such as an ability value of a player character owned by the player (user) is prepared by a calculation routine (calculation format) 51 in the server 50 (S60), and is transmitted to the user 54 together with the HTML5 53 (S61). Here, when the user 54 performs an intervening operation such as active skill activation (S62), calculation processing is performed in the user log 55, and the result is returned to the user 54 (S63). Then, the calculation result is transmitted from the user 54 to the server 50 (S64). The server 50 checks the consistency between the result 56 calculated from the data in the server 50 based on the operation of the user 54 and the data transmitted from the user 54 (S65). Here, if consistency is recognized, it is determined that there is no fraud. If consistency is not recognized, it is determined that there is fraud.
 以上のとおり、本発明では、部隊の陣形、プレイヤキャラクタの配置、さらには、対戦中のスキル発動により戦局が変わり、対戦結果を大きく左右する。そのため、対戦結果が、プレイヤキャラクタの能力に大きく依存していた従来のゲームに比べ、プレイヤのプレイ意欲が高く維持されやすい。また、部隊の陣形やプレイヤキャラクタの配置には、高い戦略性が要求されるため、従来の自動対戦に飽きていたプレイヤに新たなゲームの楽しみを提供することができる。
 さらに、本発明では、対戦中のプレイヤの途中介入を可能にすることにより、ゲーム性をさらに高め、同時に、これによって生じ得るプレイヤの不正に対する対策手段も兼ね備えることにより、公平性を維持しつつ、興趣の高いゲームを実行することが可能となった。
As described above, according to the present invention, the battlefield changes depending on the formation of the unit, the arrangement of the player characters, and the skill activation during the battle, which greatly affects the battle result. Therefore, the player's willingness to play is more likely to be maintained than the conventional game, in which the battle result greatly depends on the ability of the player character. In addition, since the formation of the unit and the arrangement of the player characters require a high strategy, it is possible to provide a new game enjoyment to the players who are tired of the conventional automatic battle.
Furthermore, in the present invention, it is possible to further intervene between the players in the battle, thereby further improving the game characteristics, and at the same time, also has a countermeasure means against player fraud that may occur, thereby maintaining fairness, It became possible to run a highly interesting game.
 本発明では、上記処理をコンピュータが実行することが重要である。よって、上述の各実施形態では、例示した図7に示すプログラムを通信端末装置300にて実行する形態を説明したが、図7に示すプログラムをアプリサーバ101にて実行しても良い。この場合は、アプリサーバ101にて実行された処理の結果を通信端末装置300にて表示させれば良い。あるいは、図7に示すプログラムを例にとると、図7に示すプログラムの一部を通信端末装置300にて実行し、残りをアプリサーバ101にて実行する形態であっても良い。
 また、前述した実施形態の機能を実現するように前述した実施形態の構成を動作させるプログラム(例えば、図7に示す処理を行うプログラム)を情報記憶媒体311に記憶させ、該情報記憶媒体311に記憶されたプログラムをコードとして読み出し、コンピュータにおいて実行する処理方法も上述の実施形態の範疇に含まれる。即ちコンピュータ読み取り可能な情報記憶媒体311も実施形態の範囲に含まれる。また、前述のコンピュータプログラムが記憶された情報記憶媒体311はもちろんそのコンピュータプログラム自体も上述の実施形態に含まれる。 
 かかる情報記憶媒体311としてはたとえばフロッピー(登録商標)ディスク、ハードディスク、光ディスク、光磁気ディスク、CD―ROM、磁気テープ、不揮発性メモリカード、ROMを用いることができる。 
 また前述の情報記憶媒体311に記憶されたプログラム単体で処理を実行しているものに限らず、他のソフトウエア、拡張ボードの機能と共同して、OS上で動作し前述の実施形態の動作を実行するものも前述した実施形態の範疇に含まれる。
以上、本発明の実施形態について説明を行ったが、本発明は上記の実施形態に限定されず、本発明の主旨を逸脱しない範囲において、各種改良や変更を加えることができる。
In the present invention, it is important for the computer to execute the above processing. Therefore, in each of the above-described embodiments, the mode in which the illustrated program illustrated in FIG. 7 is executed by the communication terminal device 300 has been described. However, the program illustrated in FIG. In this case, what is necessary is just to display on the communication terminal device 300 the result of the process performed in the application server 101. FIG. Alternatively, taking the program shown in FIG. 7 as an example, a form in which a part of the program shown in FIG. 7 is executed by the communication terminal device 300 and the rest is executed by the application server 101 may be used.
Further, a program for operating the configuration of the above-described embodiment so as to realize the function of the above-described embodiment (for example, a program for performing the process illustrated in FIG. 7) is stored in the information storage medium 311, and the information storage medium 311 is stored in the information storage medium 311. A processing method of reading a stored program as a code and executing it on a computer is also included in the category of the above-described embodiment. That is, a computer-readable information storage medium 311 is also included in the scope of the embodiment. In addition to the information storage medium 311 storing the computer program, the computer program itself is included in the above-described embodiment.
As the information storage medium 311, for example, a floppy (registered trademark) disk, a hard disk, an optical disk, a magneto-optical disk, a CD-ROM, a magnetic tape, a nonvolatile memory card, and a ROM can be used.
In addition, the program is not limited to a program stored in the information storage medium 311, but operates on the OS in cooperation with other software and expansion board functions. Those that execute are included in the category of the above-described embodiment.
As mentioned above, although embodiment of this invention was described, this invention is not limited to said embodiment, In the range which does not deviate from the main point of this invention, various improvement and a change can be added.
1・・・基本表示画面(操作画面)
2・・・プレイヤキャラクタの画像
3・・・進軍表示部
4・・・内政表示部
5・・・領土バトル(領土戦)表示部
1 ... Basic display screen (operation screen)
2 ... Player character image 3 ... Advance display 4 ... Domestic politics display 5 ... Territory battle (territorial battle) display

Claims (9)

  1.  複数のプレイヤキャラクタ同士が対戦可能なゲーム処理装置であって、
     プレイヤにより選択された複数のプレイヤキャラクタからなる第1の部隊の対戦相手として、複数のプレイヤキャラクタで形成される第2の部隊を設定する手段と、
     前記対戦前に、前記プレイヤの指示に基づいて、前記第1の部隊の陣形及び前記陣形におけるそれぞれのプレイヤキャラクタの配置を設定する手段と、
     前記第1の部隊の複数のプレイヤキャラクタの能力値、前記陣形及び前記陣形中の各プレイヤキャラクタの配置に基づいて前記対戦を実行して該対戦結果を決定する手段と
     を備えることを特徴とするゲーム処理装置。
    A game processing device capable of playing against a plurality of player characters,
    Means for setting a second unit formed by a plurality of player characters as an opponent of the first unit consisting of a plurality of player characters selected by the player;
    Before the battle, based on instructions from the player, means for setting the formation of the first unit and the arrangement of the respective player characters in the formation;
    Means for executing the battle based on the ability values of the plurality of player characters of the first unit, the formation and the arrangement of the player characters in the formation, and determining the result of the battle. Game processing device.
  2.  前記対戦中に、前記部隊の最前列のプレイヤキャラクタの兵数の消失に応じて、予め定められた縦列の順位に基づいて、次の順位のプレイヤキャラクタを順次最前列に繰り上げる手段と、
     前記第1の部隊を構成する複数のプレイヤキャラクタのうち、予め定められた少なくとも2体のプレイヤキャラクタの配置に応じて、前記対戦を有利に進めるための事象を発動する手段をさらに備えることを特徴とする請求項1に記載のゲーム処理装置。
    Means for sequentially raising the next-ranked player character to the front row based on a predetermined column rank in accordance with the disappearance of the number of player characters in the front row of the unit during the battle;
    The apparatus further comprises means for invoking an event for advantageously proceeding with the battle according to a predetermined arrangement of at least two player characters among a plurality of player characters constituting the first unit. The game processing device according to claim 1.
  3.  前記対戦中に、プレイヤの指示により選択されたプレイヤキャラクタの能力に応じて、前記対戦を有利に進めるための事象を発動する手段をさらに備えることを特徴とする請求項1に記載のゲーム処理装置。 2. The game processing apparatus according to claim 1, further comprising means for invoking an event for advantageously proceeding with the battle according to the ability of the player character selected by an instruction of the player during the battle. .
  4. プレイヤにより選択された複数のプレイヤキャラクタを対戦に用いる部隊として設定する第1のステップと、
    前記部隊の陣形及び前記複数のプレイヤキャラクタの陣形中の配置を設定する第2のステップと、
     前記部隊の対戦相手として、複数のプレイヤキャラクタから形成された対戦相手の部隊を設定する第3のステップと、
     前記プレイヤ及び前記対戦相手それぞれの部隊を形成するプレイヤキャラクタの能力値、陣形及び陣形中の各プレイヤキャラクタの配置に基づいて前記対戦を実行する第4のステップと、
     を有することを特徴とするゲーム処理方法。
    A first step of setting a plurality of player characters selected by the player as units used for the battle;
    A second step of setting an arrangement in the formation of the unit and the formation of the plurality of player characters;
    A third step of setting an opponent unit formed by a plurality of player characters as an opponent of the unit;
    A fourth step of executing the battle based on the ability values of the player characters forming the respective units of the player and the opponent, the formation, and the arrangement of the player characters in the formation;
    A game processing method comprising:
  5.  前記対戦中に、前記部隊の最前列のプレイヤキャラクタの兵数が消失した場合は、予め定められた縦列の順位に基づいて、次の順位のプレイヤキャラクタを順次最前列に繰り上げる第5のステップと、
     前記複数のプレイヤキャラクタのうち、予め定められた少なくとも2体のプレイヤキャラクタが前記陣形の所定の位置関係に配置された時、前記対戦を有利に進めるための事象を発動する第6のステップをさらに有することを特徴とする請求項4に記載のゲーム処理方法。
    A fifth step in which, if the number of player characters in the front row of the unit disappears during the battle, the player characters in the next rank are sequentially moved up to the front row based on a predetermined column rank; ,
    A sixth step of activating an event for advantageously proceeding with the battle when at least two player characters determined in advance among the plurality of player characters are arranged in a predetermined positional relationship of the formation; 5. The game processing method according to claim 4, further comprising:
  6.  前記対戦中に、所定の条件が満たされた場合、プレイヤが選択したプレイヤキャラクタの能力に応じて、前記対戦を有利に進めるための事象を発動する第7のステップをさらに有することを特徴とする請求項4に記載のゲーム処理方法。 A seventh step of triggering an event for advantageously proceeding with the battle according to the ability of the player character selected by the player when a predetermined condition is satisfied during the battle is further characterized by The game processing method according to claim 4.
  7.  コンピュータに請求項4に記載のゲーム処理方法を実行させるコンピュータプログラム。 A computer program for causing a computer to execute the game processing method according to claim 4.
  8.  ネットワークを介してプレイヤの操作する通信端末とサーバが接続され、プレイヤキャラクタの対戦が可能なゲーム処理装置であって、
     入力部を介したプレイヤの操作に基づいて、前記対戦開始後に、前記対戦を有利に進めるための事象を発動する手段と、
     前記プレイヤの操作時に、通信端末上で行われた計算処理結果をサーバに送信する手段と、
     前記送信された計算結果と、前記サーバで、前記プレイヤの操作に基づいて求めた計算結果とを照合する手段と、
    を備えることを特徴とするゲーム処理装置。
    A game processing apparatus in which a communication terminal operated by a player and a server are connected via a network, and a player character can play a battle,
    Means for invoking an event to advantageously advance the battle after the battle is started based on an operation of the player via the input unit;
    Means for transmitting a calculation processing result performed on the communication terminal to the server at the time of operation of the player;
    Means for collating the transmitted calculation result with the calculation result obtained by the server based on the operation of the player;
    A game processing apparatus comprising:
  9.  プレイヤキャラクタの対戦を実行するゲーム処理方法であって、
     通信端末を介したプレイヤの操作に基づいて、前記対戦中に、前記対戦を有利に進めるための事象を発動するステップと、
     前記操作時に前記通信端末上で行われた計算処理結果をサーバに送信するステップと、
     前記送信された計算結果と、前記サーバで、前記プレイヤの操作に基づいて求めた計算結果とを照合するステップと、
     を有することを特徴とするゲーム処理方法。
     
    A game processing method for executing a battle between player characters,
    Activating an event to advantageously advance the battle during the battle based on the operation of the player via the communication terminal;
    Transmitting a calculation processing result performed on the communication terminal during the operation to a server;
    Collating the transmitted calculation result with the calculation result obtained based on the operation of the player at the server;
    A game processing method comprising:
PCT/JP2014/074332 2013-09-13 2014-09-12 Game processing method, game processing device, and computer program WO2015037732A1 (en)

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