WO2015088023A1 - ゲームシステム、それに用いられる制御方法及びコンピュータプログラム - Google Patents

ゲームシステム、それに用いられる制御方法及びコンピュータプログラム Download PDF

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Publication number
WO2015088023A1
WO2015088023A1 PCT/JP2014/083037 JP2014083037W WO2015088023A1 WO 2015088023 A1 WO2015088023 A1 WO 2015088023A1 JP 2014083037 W JP2014083037 W JP 2014083037W WO 2015088023 A1 WO2015088023 A1 WO 2015088023A1
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WIPO (PCT)
Prior art keywords
image
information
game
character
item
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PCT/JP2014/083037
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English (en)
French (fr)
Japanese (ja)
Inventor
英利 御子柴
Original Assignee
株式会社コナミデジタルエンタテインメント
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Priority to CN201480058924.5A priority Critical patent/CN106068147B/zh
Publication of WO2015088023A1 publication Critical patent/WO2015088023A1/ja

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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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5258Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5255Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games

Definitions

  • the present invention relates to a game system that provides a game played through a play medium.
  • a character image (play medium image) that changes according to a game result may be used for such a character card.
  • a character card may be generated by printing an image corresponding to a play medium image that has changed according to a game result.
  • the same play medium image is used. Therefore, there is still room for improving the uniqueness of the image displayed on the character card.
  • an object of the present invention is to provide a game system or the like that can generate an image information recording medium for specifying a highly unique play medium image.
  • the game system of the present invention is a game system that provides a game played through a play medium, and generates setting information that changes image setting information corresponding to the play medium based on a user's selection. And image information providing the image specifying information so that an image information recording medium for recording the image specifying information for specifying the image setting information is generated based on the generation result of the setting information generating unit Providing means.
  • the control method of the present invention is a setting for generating image setting information for changing a play medium image corresponding to the play medium based on a user's selection in a computer incorporated in a game system that provides a game played through the play medium.
  • the image specifying information is provided so that an image information recording medium for recording the image specifying information for specifying the image setting information is generated based on the information generating procedure and the generation result of the setting information generating procedure. And an image information providing procedure.
  • the computer program for a game system is a computer program incorporated in a game system that provides a game played through a play medium, and a user selects image setting information that changes a play medium image corresponding to the play medium.
  • the setting information generating means for generating the image information, and the image information recording medium for recording the image specifying information for specifying the image setting information is generated based on the generation result of the setting information generating means. It is configured to function as image information providing means for providing image specifying information.
  • the figure which shows an example of the content of a character card typically.
  • the figure which shows an example of an equipment setting screen typically.
  • the figure which shows an example of virtual three-dimensional space typically.
  • the figure which shows an example of the content of a card image typically.
  • FIG. 1 is a diagram showing an outline of the overall configuration of a game system according to an embodiment of the present invention.
  • the game system 1 includes a center server 2 as a server device and a plurality of game machines GM.
  • the game machine GM is connected to the center server 2 via the network 3.
  • the game machine GM is a commercial (commercial) game machine that allows a user to play a game within a range according to the price in exchange for consumption of a predetermined price.
  • the game machine GM provides a card game in exchange for consumption of a predetermined price.
  • An appropriate number of game machines GM are installed in a commercial facility such as the store 4.
  • the center server 2 is not limited to an example configured by a single physical device.
  • one logical center server 2 may be configured by a server group as a plurality of physical devices.
  • the center server 2 may be logically configured using cloud computing.
  • the game machine GM may function as the center server 2.
  • the user terminal 5 is connected to the center server 2 via the network 3.
  • the user terminal 5 is a type of network terminal device that exhibits various functions by executing software distributed from the center server 2.
  • a mobile phone including a smartphone
  • various network terminal devices that can be connected to the network and are used for personal use of the user, such as a personal computer, a portable game machine, and a portable tablet terminal device, are used. Good.
  • the network 3 is configured to realize network communication using the TCP / IP protocol.
  • the network 3 is configured by combining the Internet as a WAN and an intranet as a LAN.
  • the center server 2 and the game machine GM are connected to the network 3 via the router 3a, and the user terminal 5 is connected to the network 3 via the access point 3b.
  • the network 3 is not limited to a form using the TCP / IP protocol.
  • various forms using a wired line for communication or a wireless line may be used.
  • the communication between the user terminal 5 and the game machine GM or the like conforms to a predetermined standard so as to include various information such as a two-dimensional code without using a communication line (including wired and wireless), for example. It may be realized using code generated in this way. Specifically, for example, transmission / reception of information is performed between the user terminal 5 and the game machine GM or the like through provision or reading of a two-dimensional code generated so as to include necessary information. May be. Therefore, the term “network (or communication line)” includes a form of transmitting and receiving information without using a line, such as a communication method using such a code.
  • the center server 2 provides various game machine services to the game machine GM or its user.
  • a service for receiving user identification information from the game machine GM and authenticating the user may be provided as the game machine service.
  • a service may be provided in which the play data of the authenticated user is received from the game machine GM and stored, or the play data to be stored is provided to the game machine GM.
  • the game machine service distributes and updates the game machine GM program or data via the network 3, and matches users when a plurality of users play a common game via the network 3.
  • a matching service or the like may be included.
  • the center server 2 provides various Web services to the user of the user terminal 5 via the network 3.
  • the web service includes, for example, a game information service that provides various types of information related to a game provided by the game machine GM.
  • the Web service also includes a distribution service that distributes various data or software to each user terminal 5 (including data update).
  • the Web service includes other services such as a community service that provides a place for information exchange, exchange, and sharing by users, and a service that provides a user ID for identifying each user.
  • FIG. 2 is a diagram illustrating a configuration of a main part of the control system of the game system 1.
  • the center server 2 includes a control unit 10 and a storage unit 11.
  • the control unit 10 is configured as a computer unit combining a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor. Note that an input device such as a keyboard and an output device such as a monitor can be connected to the control unit 10, but these are not shown.
  • the storage unit 11 is connected to the control unit 10.
  • the storage unit 11 is configured by a large-capacity storage medium such as a magnetic tape, for example, so that the storage can be held without power supply.
  • the storage unit 11 stores server data 14 and a server program 15.
  • the server program 15 is a computer program necessary for the center server 2 to provide various services to the game machine GM and the user terminal 5.
  • a game machine service management unit 16 and a web service management unit 17 are provided inside the control unit 10.
  • the game machine service management unit 16 executes a process for providing the game machine service described above.
  • the web service management unit 17 executes processing necessary to provide the above-described web service.
  • the game machine service management unit 16 and the web service management unit 17 are logical devices realized by a combination of computer hardware and a computer program. Various other logical devices may be provided inside the control unit 10, but these are not shown.
  • the server data 14 is data that can be referred to as the server program 15 is executed.
  • Such various data includes, for example, the above-described play data or ID management data.
  • the play data is data in which information related to past play results of each user is described.
  • the play data is used, for example, to take over the previous play results (past results) from the next time onward or to take over the settings specific to each user.
  • the ID management data is data for managing various IDs such as user IDs.
  • the game machine GM is provided with a control unit 30 as a computer, a storage unit 31, a code reader 7, and a printer 32.
  • the storage unit 31, the code reader 7 and the printer 32 are all connected to the control unit 30.
  • the control unit 30 is configured as a computer unit in which a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor are combined.
  • the control unit 30 can be connected to various input devices or output devices such as a control panel, a monitor, a speaker, a coin authentication device, or a card reading device, as well as other known game machines. Illustration is omitted.
  • the code reader 7 is a known device for reading a two-dimensional code.
  • the code reader 7 is used, for example, for reading the game card 8. More specifically, the code reader 7 reads a two-dimensional code printed on the game card 8 and outputs a signal corresponding to the read result to the control unit 30.
  • the printer 32 is a known printing apparatus for printing images, symbols (including a two-dimensional code), characters, and the like on a predetermined recording medium. The printer 32 generates the game card 8 by printing an image, a symbol, a character, or the like on a card-like paper medium (recording medium) based on an output signal from the control unit 30.
  • the storage unit 31 is configured by, for example, a magnetic recording medium, an optical recording medium, a flash SSD (Solid State Drive), or the like so that the storage can be held without power supply.
  • a game program 34 is stored in the storage unit 31.
  • the game program 34 is a computer program necessary for the game machine GM to provide a card game.
  • a game providing unit 37 is provided inside the control unit 30.
  • the game providing unit 37 executes various processes necessary for providing a card game.
  • the game providing unit 37 is a logical device realized by a combination of computer hardware and a computer program. Various other logical devices may be provided inside the control unit 30, but these are not shown.
  • the storage unit 31 further stores various data that can be referred to as the game program 34 is executed.
  • Such various types of data include, for example, image data, ID management data, and image data 36 as print data.
  • image data is data for displaying various images necessary for the game (including the generation of the game card 8).
  • image data 36 is data necessary for the printer 32 to generate (print) the game card 8.
  • the various data may include sound effect data for reproducing various sounds such as music, the above-described play data, etc., but these are not shown.
  • FIG. 3 is an explanatory diagram for explaining an example of the game card 8 generated by the game machine GM.
  • the game card 8 generated by the game machine GM includes a recording card SC as an item recording medium and a character card KC as an image information recording medium. These cards are generated as different cards, and the types are different.
  • the character card KC is a card corresponding to a character as a play medium used in a card game provided by the game machine GM. Character information related to the character is recorded on the character card KC. Specifically, the character information includes, for example, parameter information and user ID information.
  • Parameter is information that defines the character used in the card game.
  • the character card KC functions as a card that defines a character used in a card game via parameter information.
  • the user ID is information for identifying each user. Therefore, the user ID is used to identify each user.
  • the character card KC is used for recording and reproducing each character via the character information.
  • the character information may include information of a card ID for identifying each card when each game card 8 (or information recorded therein) is managed individually. And card ID may be used for specification of the cards 8 for games, such as each character card KC, for example.
  • the recording card SC is mainly used for identification of each user and recording of items acquired by the character in the card game.
  • the character card KC is used directly for playing (progressing) the game, whereas the recording card SC is used for assisting play.
  • Recording information is recorded on the recording card SC.
  • the recording information includes, for example, user ID information, decoration information, and item ID information. Note that the recording information may include the above-described card ID information in addition to the character information, for example.
  • the user ID is as described above.
  • the user ID is given along with provision of individual information depending on each user.
  • the individual information includes, for example, personal information such as name, sex, date of birth, and age.
  • the individual information is provided from the user through an operation on the control panel CP of the game machine GM, for example. All or a part of the individual information is displayed on the recording card SC. Note that the recording information may include all or part of the individual information as at least a part thereof.
  • the decoration information is information for improving the identification (uniqueness) of each recording card SC.
  • a key image that changes according to the content of each individual information is displayed on the recording card SC.
  • the display content of the recording card SC changes depending on the individual information.
  • the recording card SC is highly unique because it includes decoration information such as a key image.
  • Item ID is information for specifying an item acquired by the character in the game.
  • the character reproduced by the character card KC acquires various items through game play. Some of these items are used by characters.
  • curd SC records the item which a character cannot use as an example. The item and use of the item will be described in more detail in the description of the card game described later.
  • the information of item ID contained in the information for recording functions as acquisition item information of this invention.
  • FIG. 4 is a diagram schematically showing an example of the contents of the character card KC.
  • a composite image CI as a medium image is printed on the character card KC.
  • the composite image CI includes a name information area NA, a basic information area BA, an image area IA, and a feature information area FA.
  • NA, BA, IA, and FA information on each item that functions as a parameter that defines a character in the card game is displayed. That is, the parameter includes a plurality of items, and the composite image CI includes information corresponding to each item.
  • a name item (“Sanosus”) indicating the name of the character (which may be arbitrarily set by the player), and a name item (“Sanosasu”) indicating the name of the player who owns the card And a skill rank item (“fashionable butler”) indicating the skill level of the player.
  • a skill rank item indicating the skill level of the player.
  • BA the actual broken line is not displayed
  • information on basic items such as magic power (“ magic 75 ") is displayed.
  • a character image MG is displayed as a character image item.
  • the character image MG corresponds to a character image reproduced during the game by the character card KC.
  • a character image MG or a composite image CI (the display of a two-dimensional code CG described later may not be included) itself is displayed as a character of the play medium.
  • the image area IA is further provided with a special technique area TA.
  • a special action item for example, a special action item indicating a special technique that the character can use in the game (the influence on the opponent is greater than a command described later). “EX Lightning”) is displayed.
  • the equipment item is information indicating equipment (items) that the character is currently equipped with (equipped with).
  • the equipment item also affects the character image MG. Specifically, an image of a character equipped with an item corresponding to each item of the equipment item is displayed as a character image MG in the image area IA. Therefore, even for the same character, the character image MG changes according to the item being equipped.
  • the command item is information indicating a command (attack method) as an option that the character can execute in the game.
  • a command attack method
  • the card game a plurality of types of commands that are directly used to advance the game are prepared, and usable commands among these commands are displayed as command items in the feature information area FA.
  • Each command is associated with each item, and the command displayed in the command item changes depending on the item being equipped.
  • the equipment item As an example of the equipment item, six equipment such as “Lily Rapier” and “Princess Puff Sleeve” are displayed vertically. In this case, it is shown that the character of the character image MG is equipped with these six items. Specifically, for example, as a character image MG, an image of a character equipped with a weapon item I1 corresponding to the equipment item “Lily Rapier” is displayed.
  • the characters of the character image MG are “princess puff sleeve” (clothing item I2), “black shorts” (skirt item I3), “silver boot” (shoe item I4), “demerara headband” (decoration item I5a). , And “Princess Necklace” (decoration item I5b).
  • These items displayed in the feature information area FA function as setting items of the present invention.
  • information on equipment items such as “Lily Rapier” that specifies weapon items that are equipped, etc. (or information for specifying these included in the two-dimensional code CG described later) is the present invention. Functions as item identification information.
  • five commands such as “smile”, “Kougenki”, and “Shock of the heart” are displayed vertically as an example of command items.
  • These are examples of commands that the character of the character image MG can use in the card game, corresponding to the item being equipped, among a plurality of commands prepared in the card game.
  • these commands are selectively used in the game according to a predetermined condition as an attack method option.
  • the composite image CI includes a code information area CA.
  • a two-dimensional code CG as a code generated according to a predetermined standard so as to include character information is displayed. That is, the character card KC records character information via the two-dimensional code CG.
  • the composite image CI is configured to display a two-dimensional code CG including such character information.
  • the character card KC provides character information such as information on each parameter item to the game machine GM through the two-dimensional code CG. Therefore, the two-dimensional code CG is information on each item displayed in the name information area NA, basic information area BA, image area IA, and feature information area FA, that is, parameter information (information for specifying parameter information). Included). Further, the two-dimensional code CG also includes information on the above-described user ID.
  • these areas NA, BA, CA, IA, and FA are configured as variable areas. That is, information (or images) to be displayed in these areas NA, BA, CA, IA, and FA changes according to the game result.
  • these areas NA, BA, CA, IA, and FA do not change. Therefore, as an example, these areas NA, BA, CA, IA, and FA are fixedly defined by the basic format FI. More specifically, for example, the boundary lines that delimit these areas NA, BA, CA, IA, and FA are defined by the basic format FI as a fixed part.
  • the composite image CI is configured by combining the parameter information and the basic format FI image so that the parameter information is arranged in the variable areas of the areas NA, BA, CA, IA, and FA. ing. The same applies to the recording card SC.
  • a composite image in which a basic format for a recording card prepared in advance and information to be displayed on the recording card SC are combined is printed on each card.
  • the composite image includes a two-dimensional code, and the two-dimensional code is configured to include recording information.
  • the two-dimensional code CG may include parameter item information that is not displayed in the composite image CI. That is, for example, some items of parameters defining the character may not be displayed in the composite image CI. Therefore, for example, the two-dimensional code CG may include information other than information on each item of parameters displayed on the composite image CI.
  • the composite image CI may include parameter item information that is not included in the two-dimensional code CG. In this case, for example, parameter items not included in the two-dimensional code CG may not be used in the game.
  • the parameters may include items or information that are not used in the game. In this way, the information item displayed in the composite image CI and the information item included in the two-dimensional code CG do not have to match.
  • the relationship between the information included in the two-dimensional code of the recording card SC and the information displayed on the composite image is the same.
  • the card game is a type of game in which a character defined by a character card KC prepared by a user is reproduced during the game and used as a play medium.
  • a battle is executed through the character reproduced by the character card KC.
  • the battle includes a battle with a battle-to-hand character prepared in the game and a battle with another user's character.
  • a battle may be executed by multiple characters.
  • a plurality of character cards KC may be used for character reproduction.
  • the character grows through these battles. That is, the breeding of characters reproduced by the character card KC is also provided as a game element. After the game is played, a character that has grown through the play is further generated as a character card KC. Therefore, characters in the game are continuously nurtured through the character card KC. Further, since the character card KC is generated based on the game result, it is highly unique.
  • the opponent character includes a normal opponent character and a special opponent character (sometimes referred to as a boss character).
  • the normal opponent character is an opponent character whose number of appearances is not limited.
  • the boss character is an opponent character that is different from the normal opponent character. More specifically, the boss character is an opponent character whose number of appearances is limited, such as only one at a time. As an example, a battle with a boss character is used as an event.
  • FIG. 5 is an explanatory diagram for explaining the flow of the game.
  • the game includes four stages as an example.
  • a game is started with consumption of a predetermined value and various start operations.
  • stage 1 is first provided.
  • various types of play information possessed by the player are provided to the game machine GM.
  • the game machine GM acquires a user ID or a user name as play information in stage 1. If it is the first time, the setting of the user name may be executed.
  • the play information may include item information.
  • the recording card SC is used. That is, in stage 1, for example, the user ID recorded by the recording card SC is provided to the game machine GM as the playing information through the recording card SC.
  • the setting of the play environment for playing the game is executed.
  • a battle type single battle, team battle, etc.
  • a game field for battle may be selected.
  • reading of the character card KC (reproduction into the game) or various character settings may be executed.
  • Such various character settings include, for example, selection of a character to be used and setting of its name. The character selection may be executed by a combination of parts constituting the character such as a hairstyle, eyes, nose, mouth, etc., or by selecting one from a plurality of candidates set in advance. Also good.
  • stage 2 when other items can be purchased (realized by consuming virtual currency in the game), in stage 2, the item is purchased, or the item is attached or detached (equipment or unequipment). ) Etc. may be executed. Moreover, attachment / detachment of an item may be performed similarly to the below-mentioned equipment setting, for example.
  • the above card game is actually played. That is, a battle, training, etc. are actually performed.
  • the battle is executed through a command set for each character.
  • any one of the commands corresponding to the command item of the character card KC is determined according to the result of the sub game in the card game.
  • an attack corresponding to the determined command is executed based on each piece of information of the basic item, and a win / loss is determined.
  • a sub game for example, a music game that executes a predetermined operation in accordance with a music rhythm, a puzzle game, or the like may be used.
  • the character card KC is generated according to the play result of the stage 3.
  • various generation settings for generating the character card KC are executed.
  • the setting for generation includes an item combination that combines a plurality of items to generate a new item or a character combination that combines a plurality of characters to generate a new character.
  • the generation setting includes image setting for setting the character image MG corresponding to the character.
  • the character image MG changes according to the item to be equipped.
  • a large number of items are prepared in the game. And they may be acquired through game play. That is, a new item may be acquired through game play. As a result, it may be desired to change the equipment before play after play.
  • the generation setting includes an equipment setting for executing equipment equipment or equipment release acquired in the game. Moreover, in this equipment setting, when information on items owned from the recording card SC is acquired in stage 1, these items may also be used as equipment candidates.
  • the image setting will be further described later.
  • a character card KC is newly generated separately from the character card KC used for playing the game, and the game ends.
  • the game is executed in such a flow.
  • FIG. 6 is an explanatory diagram for explaining the relationship between the used character card KC and the generated character card KC.
  • the character card KC (hereinafter sometimes referred to as the initial character card KC1) uses character information (hereinafter sometimes referred to as initial character information) to reproduce the character in the game. Provide to game machine GM. This provision is performed via the two-dimensional code CG as described above.
  • the character information includes parameter information and user ID information (or information for specifying them).
  • the parameter information includes image setting information.
  • the image setting information is information generated as a result of the above-described image setting. More specifically, the image setting information is information for specifying a character image changed according to the user's image setting, that is, a character image MG corresponding to the image setting. Therefore, the initial character card KC1 provides the game machine GM with the information included in the initial character information via the two-dimensional code CG. Further, since the parameter information recorded on the character card KC includes the image setting information, the image setting information also functions as the image specifying information of the present invention.
  • the game machine GM uses the initial character information for the game. Specifically, the game machine GM, for example, reproduces a character corresponding to the initial parameter in the game based on information of a parameter (hereinafter sometimes referred to as an initial parameter) included in the initial character information.
  • the initial character information is used for the game.
  • the initial parameters include image setting information (hereinafter sometimes referred to as initial image setting information)
  • the image of the character corresponding to the image setting is reproduced in the game by this reproduction.
  • an image of a character equipped with an attached / detached item through image settings is reproduced in the game.
  • the character image changed according to the user's setting at the time of the previous card generation is reproduced in the game via the character card KC.
  • the game machine GM gives a change to the initial parameter through playing the card game, and generates a parameter after the change (hereinafter, sometimes referred to as a post-play parameter).
  • the initial parameter including the initial image setting information
  • the game machine GM newly generates a character card KC (hereinafter sometimes referred to as a post-play character card KC2) based on the post-play parameters. That is, a post-play character card KC2 different from the initial character card KC1 is generated according to the game result and the setting result.
  • the post-play character card KC2 records character information (hereinafter also referred to as post-play character information) via the composite image CI including the two-dimensional code CG, similarly to the initial character card KC1.
  • the post-play character information includes post-play parameter information instead of the initial parameters. That is, the post-play character information includes post-play image setting information for specifying the character image MG corresponding to the post-play character after changing according to the above-described image settings.
  • the post-play character information includes user ID information and the like, similar to the initial character information.
  • the post-play character information includes the same user ID information as the initial character information as the user ID. Note that, for example, when a predetermined change condition is satisfied, such as transfer between users, the user ID information may be changed from the user ID information of the initial character information in the post-play character information.
  • the character is reproduced with the use of the initial character card KC1, and the content of the initial character information changes in accordance with the play result using the character and the setting for generation.
  • the initial character information includes initial image setting information before image setting
  • the post-play character information includes post-play image setting information after image setting.
  • a new post-play character card KC2 corresponding to the post-play character after changing through the play result or generation setting is generated, and the post-play character is reproduced in the game through the character card KC2 at the next and subsequent play. Is done.
  • the used character card KC and the newly generated character card KC have such a relationship as an example.
  • the post-play image setting information functions as the post-change image setting information and post-change image specifying information of the present invention
  • the post-play character card KC2 functions as the post-change image information recording medium of the present invention.
  • the image setting includes the equipment setting. Then, the equipment item that the character equips is selected through the equipment setting, and the equipment item is set to the character based on the selection result.
  • FIG. 7 is a diagram schematically illustrating an example of an equipment setting screen for executing equipment setting. As shown in FIG. 7, the equipment setting screen 50 includes a composite image CI to be displayed on the character card KC, an equipment candidate field 51, an equipment information field 52, an OK button 53, and an NG button 54.
  • the composite image CI is as described above.
  • the composite image CI is reproduced based on character information such as parameter information (including image setting information).
  • character information such as parameter information (including image setting information).
  • an area such as the name information area NA is reproduced based on parameter information.
  • the character image MG in the image area IA or the equipment item and command item in the feature information area FA are reproduced based on the image setting information. That is, the composite image CI before the equipment change is displayed according to the setting contents up to the previous time such as image settings.
  • a selection frame 55 is displayed in the feature information area FA of the composite image CI so as to move on each item. The selection frame 55 moves up and down on each item according to the operation of the player.
  • the equipment candidate column 51 items of equipment candidates that the character of the character image MG can equip are displayed. More specifically, in the equipment candidate column 51, items of the same type as the type of the item currently selected by the selection frame 55 are extracted from all the equipment candidate items and displayed. Therefore, each item displayed in the equipment candidate column 51 changes as the selection frame 55 moves. In addition, in the equipment candidate column 51, when the recording card SC is used, items recorded on the recording card SC are also displayed as equipment candidates. Furthermore, a determination frame 56 is displayed in the equipment candidate column 51 so as to move on each item in the equipment candidate column 51. The determination frame 56 moves up and down on each item in accordance with the player's operation.
  • the OK button 53 is a button for mounting an item on which the determination frame 56 is arranged.
  • the OK button 53 the item specified in the determination frame 56 is reflected in the composite image CI. More specifically, the designated item of the selection frame 55 is changed to the designated item of the determination frame 56, and the character image MG changes to an image equipped with the item.
  • the NG button 54 is used to cancel the change caused by the OK button 53. Specifically, when the NG button 54 is used, the item and character image MG that have been changed by the designation of the OK button 53 are returned to the item and character image MG before the change.
  • the determination frame 56 is disposed on the “snow queen”. That is, “Snow Queen Wand” is designated as an item to be equipped among a plurality of equipment candidates. As a result, detailed information of “Snow Queen Wand” is displayed in the equipment information column 52. Specifically, as detailed information of “Snow Queen Wand”, information corresponding to basic items of characters such as “HP” (physical strength), “MP” (command consumption), “attribute”, “skill 1” to “skill 1” to “skill 1” Information on skill 3 "is displayed.
  • the detailed information of each item affects the basic items and command items of the character. For example, information corresponding to the basic item of the detailed information is added to the basic item of the character. That is, the sum of the information corresponding to the basic item of each item being equipped is used as the basic item of the character.
  • “skill 1” to “skill 3” affect the command. More specifically, each command displayed in the feature information area FA is determined according to the total value of the values of “skill 1” to “skill 3” of each item being equipped. That is, each item is associated with at least one command. And the command according to the item currently equipped is set.
  • each command of the command item changes according to the item to be equipped as described above.
  • items and commands may be associated one-on-one. That is, instead of displaying “skill 1” to “skill 3”, one command that can be used with the equipment may be displayed.
  • FIG. 7 shows a case where the item of the weapon (sword mark) type to be equipped is changed from “Lily Rapier” to “Snow Queen Wand” in the character of the character card KC of the example of FIG. . That is, a case where the OK button 53 is pressed while the determination frame 56 specifies “Snow Queen Wand” is shown. As a result, the item designated by the selection frame 55 is changed from “Lily Rapier” to “Snow Queen Wand”. Further, as the equipment item changes, the image of the weapon item I1 equipped by the character of the character image MG changes from the “Lily Rapier” image to the “Snow Queen Wand” image. In addition, the command item “Shock of the heart!” (Third from the top in the example of FIG. 4) has also changed to “ice!”. As an example, equipment setting is executed through such equipment setting screen 50.
  • the equipped item can be returned to the recording card SC without limitation, the equipment is released and returned to the recording card SC, and the character card KC before the equipment release is used while providing the equipment as a candidate for equipment.
  • the equipment of the character that should have been released will be revived.
  • the number of equipment items and the number of command items do not need to match. That is, the number of items that can be equipped and the number of commands that can be executed may be different.
  • a stereoscopic image may be used as the character image MG.
  • Such an image is drawn using a virtual three-dimensional space. More specifically, a three-dimensional image of a character is drawn based on a result of photographing a character (subject) located in a virtual three-dimensional space logically constructed on a memory with a virtual camera.
  • a stereoscopic image of a character is used, not only the stereoscopic image of the character but also a card image including a virtual three-dimensional space background is displayed in the image area IA of the composite image CI.
  • the card image is set according to the character posture (state) in the virtual three-dimensional space, the constructed virtual three-dimensional space (background), the position of the virtual camera, the angle of view, and the shooting direction. Therefore, when a card image is displayed in the image area IA, the image settings include settings such as these postures.
  • FIG. 8 is a diagram schematically illustrating an example of the virtual three-dimensional space GW logically constructed on the memory.
  • a character object 60 as a subject and a background object 61 as a background are arranged in the virtual three-dimensional space GW.
  • a virtual camera 62 as a virtual camera is set in the virtual three-dimensional space GW.
  • the character object 60 is an object indicating a character to be reproduced on the character card KC.
  • the character object 60 may be arranged in various postures such as squatting and flying in the virtual three-dimensional space GW.
  • the background object 61 is an object that forms the background of the character object 60.
  • the positions of the character object 60, the background object 61, and the virtual camera 62 in the virtual three-dimensional space GW are defined by three-dimensional coordinates according to a three-axis orthogonal coordinate system (world coordinates) of the XYZ axes. Further, the shooting range of the virtual camera 62 is set based on the shooting position, the angle of view, and the shooting direction. Further, the virtual camera 62 is set with a field of view for projecting a space within the shooting range at a predetermined position in the shooting direction.
  • a shrub object 61 a and a high tree object 61 b are sequentially arranged behind the character object 60. Further, an upright posture is adopted as the posture of the character object 60. That is, the character object 60 indicating the state in which the character is standing upright in the virtual three-dimensional space GW is arranged.
  • the virtual camera 62 is arranged on the front side of the character object 60 so as to photograph the character object 60 from the front.
  • the shooting range SR is set so as to include the character object 60, the shrub object 61a, and the Takagi object 61b in this order.
  • a visual field surface SH is set at a predetermined position away from the virtual camera 62 by a certain distance.
  • Each object in the shooting range SR, that is, the character object 60, the shrub object 61a, and the tall tree object 61b is projected onto the field plane SH.
  • a card image is drawn based on the projection result. This drawing is executed according to a processing procedure of a so-called three-dimensional computer graphic technique.
  • FIG. 9 is a diagram schematically showing an example of the contents of a card image.
  • the card image 65 in FIG. 9 corresponds to the projection result of the field plane SH in FIG.
  • the card image 65 includes a three-dimensional character image MGa and a three-dimensional background image HG.
  • the three-dimensional character image MGa is an image in which the character object 60 projected on the visual field surface SH is drawn as a two-dimensional image.
  • the three-dimensional background image HG is an image in which the background object 61 projected on the field plane SH is drawn as a two-dimensional image. Therefore, the three-dimensional character image MGa shows a character in an upright posture.
  • a stereoscopic background image HG corresponding to the shrub object 61a and the high tree object 61b is sequentially arranged.
  • a card image 65 is displayed in the image area IA of the composite image CI instead of the character image MG.
  • the character image MG or the card image 65 functions as the play medium image of the present invention.
  • FIG. 10 is an explanatory diagram for describing a shooting position, a field angle, and a shooting direction of the virtual camera 62.
  • the initial broken line camera 62s in FIG. 10 indicates the position of the virtual camera 62 in FIG.
  • the position of the virtual camera 62 is changed from the position in front of the character object 60 in FIG.
  • the position of the virtual camera 62 may be set by the user at any position in the virtual three-dimensional space GW such as the front side, the side surface side, the upper side, the lower side, and the rear side of the character object 60, for example. Then, according to the position of the virtual camera 62, the content of the object projected on the visual field surface SH, that is, the content of the drawn card image 65 changes.
  • the shooting direction SD of the virtual camera 62 at the same position may be arbitrarily set by the user.
  • a lower broken line camera 62a and an upper broken line camera 62b indicate the virtual cameras 62 when the shooting direction SD is different.
  • the shooting direction SDa of the lower broken line camera 62a faces downward
  • the shooting direction SDb of the upper broken line camera 62b faces more upward.
  • the contents of the drawn card image 65 also change in response to a change in the shooting direction SD.
  • the broken line angle of view SAa indicates an angle of view narrower than the angle of view SA.
  • the ranges of the character object 60 and the background object 61 included in the shooting range SR are different. Specifically, for example, in the case of the angle of view SA, the entire character object 60 and the tree object 61b are included in the shooting range SR, while in the case of the broken line angle of view SAa, the head of the character object 60 and Only a part of the Takagi object 61b is included in the shooting range SR.
  • Such a field angle SA may be arbitrarily set by the user.
  • the virtual three-dimensional space GW is set, and the card image 65 is drawn based on the imaging result of the virtual three-dimensional space GW. Then, the card image 65 is displayed in the image area IA. Further, the contents of the card image 65 change according to the posture (state) of the character object 60 in the virtual three-dimensional space GW, the position of the background object 61, the virtual camera 62, the angle of view SA, and the shooting direction SD. Therefore, when the card image 65 is used, the image setting is not only the equipment setting, but the posture (state) of the character object 60, the background object 61, and the position of the virtual camera 62 in the virtual three-dimensional space GW. , Field angle SA, and shooting direction SD are included.
  • the posture (state) of the character object 60, the background object 61, the position of the virtual camera 62, the angle of view SA, and the shooting direction SD are set through the screens corresponding to FIGS. Also good. Further, these settings may be executed by selecting from a plurality of options.
  • FIG. 11 is a diagram showing an example of the contents of the image setting information when the card image 65 is displayed in the image area IA.
  • the image setting information includes, for example, information on items, character states (postures), backgrounds, camera positions, angles of view, and shooting directions.
  • the item information is information on equipment items that the character is equipped with.
  • information indicating an item ID corresponding to the equipment item may be used.
  • information indicating a plurality of equipment items may be included as item information.
  • the equipment item which a character should equip with the information of an item is specified.
  • the character state information is information corresponding to the character posture described above. For example, information corresponding to various postures such as standing, jumping (flying), squatting, etc. is used as the character state information. Then, the posture that the character should take in the virtual three-dimensional space GW is specified by the information on the character state. Further, the character state information may include more specific states of each part of the character such as facial expressions, for example. For example, in a system that reproduces motion data, such a character state may be specified by the number of motion data and the number of motion data frames corresponding to the state.
  • the background information is information indicating the background included in the shooting range SR.
  • a background where the tree object 61b and the like are arranged is used as the background object 61.
  • Such a background may be set arbitrarily.
  • a background in which a background object 61 indicating a mountain, a sea, or the like is arranged may be used as the background included in the shooting range SR.
  • the background information is information indicating such a background. Therefore, for example, a specific background object 61 to be included in the shooting range SR is specified by the background information.
  • the information on the camera position, the angle of view, and the shooting direction is information indicating the position, angle of view SA, and shooting direction SD of the virtual camera 62 described above. Therefore, the position of the virtual camera 62, the angle of view SA, and the shooting direction SD in the virtual three-dimensional space GW are specified by these pieces of information, and as a result, the shooting range SR is specified.
  • image setting is realized through such information setting. Note that such setting may be executed through selection of a preset number for designating some presets (setting candidates), for example.
  • the character image MG information on the character state, background, camera position, angle of view, and shooting direction may be omitted. That is, the image setting information may not include such information.
  • intermediate data a conversion matrix as an example
  • intermediate data or the like data for specifying the position of the camera or the like may function as the image specifying information of the present invention.
  • the reproduction process is a process for reproducing the character corresponding to the character card KC in the game.
  • the card issuing process is a process for issuing a new character card KC or recording card SC reflecting the game result and the setting result.
  • these processes are realized by the control unit 30 of the game machine GM through the routine of FIG.
  • the routine of FIG.12 and FIG.13 is performed through the game provision part 37 of the control unit 30, as an example.
  • the control unit 30 of the game machine GM and the control unit 10 of the center server 2 execute various kinds of well-known processes alone or in cooperation with each other in addition to these processes. However, detailed description thereof will be omitted.
  • FIG. 12 is a diagram showing an example of a flowchart of a reproduction processing routine for realizing the reproduction processing.
  • the routine shown in FIG. 12 is executed each time the character card KC is read by the code reader 7 as an example.
  • the game providing unit 37 first acquires character information recorded on the character card KC in step S11. Specifically, based on a signal output from the code reader 7, character information included in the two-dimensional code CG of the character card KC is acquired.
  • the game providing unit 37 generates reproduction data for reproducing the character defined by the character card KC during the game, based on the character information acquired in step S11.
  • the reproduction data includes, for example, image data corresponding to the image in the image area IA acquired based on the character information. That is, image data for displaying the character image MG or the card image 65 is included. More specifically, in the case of a character image MG, this image data is realized by acquiring image data of a corresponding character from existing image data. On the other hand, in the case of the card image 65, this image data is generated by reconstructing the virtual three-dimensional space GW based on the image setting information and drawing the card image 65 based on the photographing result. Further, the reproduction data includes information on other parameters included in the character information acquired in step S11. Therefore, the equipment items and command items of the feature information area FA are also reproduced by the reproduction data. The same applies to information such as the name information area NA.
  • the game providing unit 37 outputs the reproduction data generated in step S12 to a predetermined storage area, and ends the current routine.
  • a predetermined storage area for example, an internal storage device of the control unit 30 or a storage unit 31 may be used that stores at least temporarily various data usable in the game.
  • the reproduction data is stored in a predetermined storage area, and is appropriately used depending on the situation such as game development. As a result, a character having characteristics and the like defined by the character card KC is reproduced during the game with an image similar to the display of the character card KC.
  • FIG. 13 is a diagram showing an example of a flowchart of a card issuance processing routine for realizing card issuance processing.
  • the routine shown in FIG. 13 is executed each time a predetermined operation for printing the character card KC or the recording card SC is executed after the end of the game such as a battle (stage 4), for example.
  • the game providing unit 37 first acquires character information or recording information in step S21. Specifically, in step S31, the game providing unit 37 displays character information when using the character card KC used for playing the game or information for recording when using the recording card SC used for playing the game. get.
  • step S22 the game providing unit 37 acquires a game result.
  • step S ⁇ b> 23 the game providing unit 37 acquires a setting result (including image setting) for the generation setting.
  • step S24 the game providing unit 37 uses the game result acquired in step S22 and the setting result acquired in step S23 to use the character information after use reflecting the game result and the setting result or for recording after use. Generate information.
  • step S24 the game providing unit 37 generates image setting information corresponding to the contents of the image setting as post-play image setting information based on the setting result acquired in step S23.
  • post-play parameter information after reflecting changes such as level-up is generated based on the game result acquired in step S22.
  • post-play character information including post-play parameter information is generated as character information after use.
  • the game providing unit 37 generates post-use recording information for the recording information as well. For example, when a new item is acquired as a result of playing the game, recording information after use is generated so as to include the newly acquired item. On the other hand, as described above, the item being equipped is not recorded on the recording card SC. For this reason, when the equipment item is changed in the image setting or the like, the recording information for recording and specifying other than the equipment item is generated as the recording information after use. In addition, when changes occur in the individual information or the like, these changes are also reflected in the recording information after use. As an example, the game providing unit 37 generates character information after use or recording information after use in this manner in step S24.
  • the game providing unit 37 includes the composite image CI (including the display of the character image such as the two-dimensional code CG and the card image 65) including the character information after use generated in step S24 or after use.
  • Image data 36 for expressing a composite image including recording information is generated. Accordingly, the game result and the setting result are reflected in the composite image CI and the like. That is, for example, when the card image 65 is used and the posture of the character object 60, the background, the position of the virtual camera 62, or the like is changed, the card image 65 reflecting these changes is included in the composite image CI. . The same applies when there is a change in the equipment item.
  • the character information after use or the information for recording after use is recorded in the composite image CI or the like. That is, image data 36 for expressing such a composite image CI and the like is generated in step S25.
  • the game providing unit 37 prints the composite image CI or the like on the recording medium based on the image data 36 generated in step S25, and newly generates the character card KC or the recording card SC.
  • the image data 36 is output (provided) to the printer 32. That is, the game providing unit 37 prints the image data 36 to the printer so that a new character card KC that records the post-play character information in which the game result and the setting result are reflected is generated via the composite image CI, for example. 32.
  • the game providing unit 37 may generate a new recording card SC for recording post-use recording information for identifying items other than the equipped items among the acquired items via the composite image.
  • Image data 36 is provided to the printer 32. As a result, for example, post-change character information including post-play parameter information is recorded on the character card KC via the composite image CI. And the game provision part 37 complete
  • a new character card KC or recording card SC reflecting the game result and setting result is generated separately from the character card KC or recording card SC used for play.
  • post-play parameter information (including post-play image setting information) is also included in the two-dimensional code CG in the composite image CI. That is, a new character card KC in which post-play parameter information (including post-play image setting information) is recorded is generated via the two-dimensional code CG so as to be provided to the game machine GM again. Similarly, recording information reflecting the latest equipment status is recorded, and a new recording card SC that can provide the information is generated after the next time.
  • the character image MG displayed in the image area IA of the character card KC changes depending on the equipment item.
  • an equipment item is arbitrarily set by a user's selection. Therefore, a highly unique image that changes according to the user's settings can be used for the character card KC. Thereby, the uniqueness of the character card KC can be improved.
  • the composite image CI printed on the character card KC also displays a two-dimensional code CG including image setting information for specifying such a highly unique character image MG and the like. Therefore, the character image MG or the like arbitrarily set by the user in the game can be reproduced again through the two-dimensional code CG. That is, it is possible to generate a character card KC for specifying such a highly unique character image MG.
  • the equipment item is displayed in the composite image CI. Therefore, it can be easily recognized by the user through the displayed equipment item as to what item is equipped to reach the character image MG or the like displayed on the character card KC. Further, by associating the selection of the equipment item with the command, it is possible to associate the equipment item with the progress of the game. Thereby, the interest property of selection of the item to equip can be improved.
  • control unit 30 of the game machine GM executes the routine shown in FIG. 13 through the game providing unit 37, whereby the setting information generating unit, the image information providing unit, the acquired item information generating unit, and the item information providing according to the present invention. It functions as a means, change information generation means, and data generation means. Further, the control unit 30 of the game machine GM functions as the image information acquisition unit and the image reproduction unit of the present invention by executing the routine of FIG. 12 through the game providing unit 37.
  • the character information includes image setting information
  • the image setting information is recorded on the character card KC. That is, when each character card KC includes image setting information, image setting information corresponding to the character image MG or the like of each character card KC is specified.
  • the present invention is not limited to such a form.
  • image setting information is not recorded on the character card KC, and image specifying information for specifying the image setting information may be recorded. In such a case, for example, the image setting information may be stored in the center server 2.
  • the center server 2 may provide image setting information to the game machine GM as a game machine service based on the image specifying information acquired by the game machine GM.
  • the image specifying information for example, the above card ID may be used.
  • various kinds of unique information associated with the image setting information such as a serial number may be used.
  • no background is displayed on the character image MG.
  • a character image MG including a background may be displayed in the image area IA.
  • a character image including such a background may function as a play medium image.
  • an image prepared by the user may be used as the background.
  • the card image 65 is configured to use the background object 61 of the virtual three-dimensional space GW as a background.
  • the present invention is not limited to such a form.
  • an image prepared by the user may be used as the background image of the card image 65.
  • a two-dimensional code CG or the like is printed on the game card 8 such as the character card KC as a code including character information or the like.
  • the present invention is not limited to such a form.
  • a barcode may be used as such a code.
  • the game card 8 may use various codes including various information by being generated according to a predetermined standard.
  • the present invention is not limited to a form in which various types of information are recorded on the recording medium as codes.
  • an optical storage medium such as DVDROM or CDROM, or a nonvolatile semiconductor memory such as EEPROM may be used as the recording medium.
  • Such a storage medium includes, for example, an IC card.
  • image data for expressing the composite image itself may be recorded on these media.
  • a composite image is printed and necessary data (for example, image data 36) may be recorded in a memory such as an IC chip. That is, necessary information such as character information may be recorded in a plurality of modes in a superimposed manner on the recording medium.
  • data such as the image data 36 may be provided to the storage medium by infrared communication or the like.
  • one recording medium may function as both the character card KC and the recording card SC. That is, the physically same recording medium may be shared as the character card KC and the recording card SC.
  • each game machine GM provides a card game in which a character card KC or the like whose contents change according to the game result is generated.
  • the game provided by each game machine GM is not limited to such a form.
  • the game machine GM may provide a card game in which the character of the character card does not grow.
  • Each game machine GM may provide various games such as an action game, a role playing game, a simulation game, and a shooting game.
  • the game machine GM is not limited to a commercial game machine.
  • the game machine GM for example, an appropriate form such as a home-use game machine or a portable game machine may be adopted.
  • the control unit 30 and the storage unit 31 are provided in the game machine GM.
  • the game machine of the present invention is not limited to such a form.
  • the control unit 30 and the storage unit 31 may be logically provided on the network using cloud computing. That is, the game machine GM may be configured as a terminal that displays and provides the processing result of the control unit 30 through the network 3.
  • the game system of the present invention may be realized by a single game machine without the center server 2.
  • the game system of the present invention is a game system (1) that provides a game played through a play medium, and the user selects image setting information that changes a play medium image (MG, 65) corresponding to the play medium.
  • Image information providing means (30) for providing the image specifying information so as to generate an information recording medium (KC).
  • an image information recording medium for recording image specifying information for specifying image setting information is generated. That is, it is possible to generate an image information recording medium that can specify the image setting information via the image specifying information.
  • the image setting information is information for changing the play medium image corresponding to the play medium. Further, the image setting information is generated based on user settings. Accordingly, the play medium image changes based on the user's arbitrary setting via the image setting information. For this reason, the uniqueness of a play medium image is high. That is, the image specifying information functions as information for specifying a highly unique play medium image. Therefore, it is possible to generate an image information recording medium for specifying a highly unique play medium image by generating an image information recording medium for recording image specifying information.
  • the play medium image is based on a photographing result obtained by photographing a subject (60) in the virtual three-dimensional space with a virtual camera (62) in the virtual three-dimensional space (GW).
  • a rendered virtual three-dimensional image (65) is used, and the image setting information includes the background of the subject in the virtual three-dimensional space, the state of the subject, the shooting position of the virtual camera, the angle of view (SA), And at least one of the shooting direction (SD) may be included.
  • SA angle of view
  • SD shooting direction
  • an image with higher reality can be used as a play medium image.
  • the uniqueness of the play medium image can be improved.
  • the game includes a plurality of items (I1 to I5b, etc.) acquired by the play medium according to a play result, and the play medium image includes the plurality of items.
  • the image setting information is configured to change based on setting items (I1 to I5b) set based on the user's selection, and the image setting information includes item specifying information (for example, a character card KC) for specifying the setting item. (Item ID to be recorded) may be included.
  • a setting item is used as the image setting information. That is, a play medium image changes with setting items. As a result, the user can easily recognize the image setting information through the setting item.
  • generates the acquisition item information (for example, item ID recorded on the recording card
  • the aspect further provided with a provision means (30) may be employ
  • the setting item may be arbitrarily set.
  • the play medium image may be limited in the number of items set as the setting item.
  • the item recording medium is generated separately from the image information recording medium, and the acquired item information generating unit is configured to set the set item according to the acquired item information among a plurality of items acquired by the play medium.
  • the acquired item information may be generated so that an item other than is specified.
  • the game includes a plurality of options (for example, commands) for progressing the game, and each item is associated with at least one of the plurality of options.
  • options according to the setting item may be set.
  • the options set for the play medium also change according to the change of the play medium image. That is, the change in the play medium image can be associated with the option set for the play medium. Thereby, the interest property of the change of a play medium image can be improved.
  • the image information acquisition means (30) for acquiring the image setting information specified by the image specifying information via the image specifying information of the image information recording medium, and the image An aspect may further be adopted that further includes image reproduction means (30) for reproducing the play medium image in the game based on the image setting information acquired by the information acquisition means.
  • image reproduction means (30) for reproducing the play medium image in the game based on the image setting information acquired by the information acquisition means.
  • a play medium image that changes according to the image setting information can be reproduced in the game via the image information recording medium.
  • change information generating means for generating post-change image setting information (for example, post-play image setting information) in which a change is applied to the image setting information in accordance with the play result of the game (30), and the image information providing unit records post-change image specifying information for specifying the post-change image setting information based on a generation result of the change information generating unit.
  • a mode of providing the post-change image specifying information as the image specifying information may be employed so that a medium (for example, a post-play character card KC2) is generated as the image information recording medium. In this case, the uniqueness of the play medium image can be further improved.
  • a post-change image information recording medium is generated.
  • a printer (32) that prints a media image (CI) including the play media image, and print data ( 36), and a card-like paper medium is used as the image information recording medium, and the medium image conforms to a predetermined standard so as to include the image specifying information.
  • a code (CG) generated in conformity with the code information is configured to display the code, and the image information providing unit is configured to display the code including the image specifying information and the medium image for displaying the play medium image.
  • An aspect may be adopted in which the print data is provided to the printer so that the image specifying information is recorded on the image information recording medium through printing.
  • an image information recording medium on which a highly unique play medium image is displayed can be generated through the medium image.
  • the uniqueness of the image information recording medium can be improved.
  • the interest of a game that provides such an image information recording medium can be improved.
  • the image specifying information may be used in any way.
  • the image specifying information is configured to specify the image setting information by including the image setting information, and the image setting information is stored in the image information recording medium. It may be recorded.
  • a game machine GM
  • the server device provides the image setting information corresponding to the image specifying information to the game machine as the service for the game machine. A mode may be adopted.
  • image setting information for changing a play medium image (MG, 65) corresponding to the play medium is transmitted to a computer (30) incorporated in a game system that provides a game played through the play medium.
  • An image information recording medium (KC) for recording image specifying information for specifying the image setting information is generated based on a setting information generation procedure that is generated based on the selection of the setting information and a generation result of the setting information generation procedure.
  • the image information providing procedure for providing the image specifying information is executed.
  • the computer program for the game system of the present invention is a computer program (30) incorporated in a game system (1) that provides a game played through a play medium, and a play medium image (MG, 65) corresponding to the play medium.
  • the setting information generating means for generating image setting information for changing the setting information based on the user's selection, and the image for recording the image specifying information for specifying the image setting information based on the generation result of the setting information generating means It is configured to function as image information providing means for providing the image specifying information so that an information recording medium is generated.
  • Game system 2 Center server (server device) 3 network 30 control unit (computer, setting information generation means, image information provision means, acquisition item information generation means, item information provision means, image information acquisition means, image reproduction means, change information generation means, data generation means) 32 Printer 36 Image data (print data) 60 Character object (subject) 62 Virtual Camera (Virtual Camera) 65 card images (play media images, virtual 3D images) GM game machine KC character card (image information recording medium) KC2 character card after play (image information recording medium after change) SC recording card (item recording medium) CG two-dimensional code (code) CI composite image (media image) MG character image (play media image) GW Virtual 3D space

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Processing Or Creating Images (AREA)
PCT/JP2014/083037 2013-12-13 2014-12-12 ゲームシステム、それに用いられる制御方法及びコンピュータプログラム WO2015088023A1 (ja)

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