WO2020158208A1 - Programme, terminal, système de jeu et dispositif de gestion de jeu - Google Patents

Programme, terminal, système de jeu et dispositif de gestion de jeu Download PDF

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Publication number
WO2020158208A1
WO2020158208A1 PCT/JP2019/048716 JP2019048716W WO2020158208A1 WO 2020158208 A1 WO2020158208 A1 WO 2020158208A1 JP 2019048716 W JP2019048716 W JP 2019048716W WO 2020158208 A1 WO2020158208 A1 WO 2020158208A1
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WO
WIPO (PCT)
Prior art keywords
player
game
battle
game element
buddy
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Application number
PCT/JP2019/048716
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English (en)
Japanese (ja)
Inventor
修 猿舘
裕 長瀬
英斗 小谷
佑佳 加藤
真彦 齊藤
賢秀 李
Original Assignee
株式会社バンダイ
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Publication date
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Publication of WO2020158208A1 publication Critical patent/WO2020158208A1/fr

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/67Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • 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

Definitions

  • the present invention relates to a program, a terminal, a game system and a game management device.
  • Patent Document 1 A game system that competes with the game has been proposed (Patent Document 1).
  • Patent Document 1 is a competitive game in which players (including non-players) operate game elements such as pieces and cards. Then, this competitive game is a competitive game in which a player (including a non-player) and a player compete with each other. ..
  • the competition mode of such a competition game is only a competition mode in which a player (including a non-player) and a player compete with each other, and the game play becomes monotonous, which reduces the interest of the user who is the player. there were. ..
  • an object of the present invention is to provide a program, a terminal, a game system, and a game management device that can provide a game in which the interest of a user who is a player is improved.
  • One aspect of the present invention is a program that causes a computer to execute a game that uses a first game element owned by a first player and a first game element owned by a second player who is an opponent.
  • the program is a computer that includes first setting means for setting a first game element that constitutes the deck of the first player and game elements that do not constitute the deck, and the first game owned by the first player.
  • It is a program that functions as a battle mode selection unit capable of selecting modes. ..
  • One aspect of the present invention is a terminal capable of executing a game using a first game element owned by a first player and a first game element owned by a second player who is an opponent, First setting means for setting a first game element which constitutes a player's deck, and a second game element which is a game element which does not constitute said deck and which can use said first game element possessed by said first player
  • a second setting means for setting, and a battle mode selection means capable of selecting a battle mode in which at least a second game element of the second player is played in a matching battle between a second player matched as an opponent.
  • One aspect of the present invention is a game system for playing a game using a first game element possessed by a player and a first game element possessed by an opponent player who is an opponent, and comprising a terminal and a game management device.
  • the terminal includes a first setting unit that sets a first game element that forms a player's deck, and a game element that does not form the deck, and can use the first game element owned by the player.
  • the second setting means for setting the second game element and the opponent player matched as the opponent at least a battle aspect selection is possible in which the battle aspect in which the opponent player competes with the second game element is selected.
  • the game management apparatus is a game system including a matching processing means for matching players who request the battle mode, and a matching battle execution means for executing the matching battle according to the battle mode. ..
  • One aspect of the present invention is a game management apparatus for playing a game using a first game element held by a player and a first game element held by an opponent player who is an opponent, and requests a predetermined battle aspect.
  • the present invention can provide a game in which the interest of a user who is a player is improved.
  • FIG. 1 is a diagram showing an example of the overall configuration of a game system according to this embodiment.
  • FIG. 2 is a diagram showing a device configuration example of a smartphone which is an example of the player terminal 1.
  • FIG. 3 is a diagram for explaining the first battle mode (first battle mode).
  • FIG. 4 is a diagram for explaining the first battle mode (first battle mode).
  • FIG. 5 is a diagram for explaining the second battle mode (second battle mode).
  • FIG. 6 is a diagram for explaining the third battle mode (third battle mode).
  • FIG. 7 is a diagram for explaining the fourth battle mode (fourth battle mode).
  • FIG. 8 is a diagram showing an example of a screen display in the standby phase or the card use preparation phase of the competitive game displayed on the display 11 of the player terminal 1.
  • FIG. 8 is a diagram showing an example of a screen display in the standby phase or the card use preparation phase of the competitive game displayed on the display 11 of the player terminal 1.
  • FIG. 8 is a diagram showing an example of a screen display
  • FIG. 9 is a diagram for explaining a card operating method by the player.
  • FIG. 10 is a block diagram showing a functional configuration example of the player terminal 1.
  • FIG. 11 is a diagram showing a display example of an image by the operation image display unit 76.
  • FIG. 12 is a diagram showing an example of the card setting data.
  • FIG. 13 is a diagram showing an example of deck setting data.
  • FIG. 14 is a diagram showing an example of the buddy setting data.
  • FIG. 15 is a diagram showing an example of rank setting data.
  • FIG. 16 is a block diagram showing a functional configuration example of the game server 2.
  • FIG. 17 is a diagram showing an example of user information data.
  • FIG. 18 is an overall sequence diagram for explaining the operation of the player terminal 1 and the game server 2.
  • FIG. 18 is an overall sequence diagram for explaining the operation of the player terminal 1 and the game server 2.
  • FIG. 11 is a diagram showing a display example of an image by the operation image display unit 76.
  • FIG. 12 is
  • FIG. 19 is a diagram showing an example of a battle menu displayed on the player terminal 1.
  • FIG. 20 is a sequence diagram of the matching battle process of Step 106 in the first battle mode.
  • FIG. 21 is a sequence diagram of the matching battle process of Step 106 in the second battle mode.
  • FIG. 22 is a sequence diagram of the matching battle process of Step 106 in the third battle mode.
  • FIG. 23 is a sequence diagram of the matching battle process of Step 106 in the fourth battle mode.
  • FIG. 24 is a block diagram showing a functional configuration example of the game server 2 according to the second embodiment.
  • FIG. 25 is a diagram for explaining the updating of the level by the character information updating unit 106.
  • FIG. 26 is a diagram for explaining the updating of the card comprehension degree by the character information updating unit 106.
  • FIG. 25 is a diagram for explaining the updating of the level by the character information updating unit 106.
  • FIG. 27 is a diagram for explaining the updating of the personality by the character information updating unit 106.
  • FIG. 28 is a diagram for explaining updating of the synchronization level by the character information updating unit 106.
  • FIG. 29 is an overall sequence diagram for explaining the operation of the player terminal 1 and the game server 2 according to the second embodiment.
  • FIG. 1 is a diagram showing an example of the overall configuration of a game system according to the present embodiment.
  • the game system includes a player terminal 1 prepared for each of the game players A and B, and a game server 2.
  • the player terminal 1 and the game server 2 can be connected to the communication line N and can communicate with each other. ..
  • the communication line N means a communication path capable of data communication. That is, the communication line N includes a LAN such as a dedicated line (dedicated cable) for direct connection and Ethernet (registered trademark), a telephone communication network, a cable network, and a communication network such as the Internet. / It doesn't matter whether it is wireless or not. ..
  • the player terminal 1 is a computer capable of executing a game program, can be connected to a communication line N via a wireless communication base station, etc., and can perform data communication with the game server 2.
  • the player terminal 1 is, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, an arcade game device, a personal computer, a tablet computer, a controller of a stationary home game device, or the like. Basically, there are a plurality of player terminals 1, and each player operates them. ..
  • the game server 2 is a server system configured to include one or more server devices and storage devices.
  • the game server 2 provides various services for operating the game of the present embodiment, manages data necessary for operating the game, distributes game programs and data required for executing the game on the player terminal 1, and the like. It can be performed. ..
  • FIG. 2 is a diagram illustrating a device configuration example of a smartphone that is an example of the player terminal 1.
  • the player terminal 1 includes a display 11, a touch operation panel 12 integrated with the display 11, and a speaker 13.
  • the player terminal 1 is provided with a control board, a built-in battery, a power button, a volume control button, etc., which are not shown. ..
  • the control board is equipped with various microprocessors such as CPU, GPU, and DSP, various IC memories such as ASIC, VRAM, RAM, ROM, and wireless communication modules for wireless communication with mobile phone base stations.
  • a so-called I/F circuit (interface circuit) such as a driver circuit of the touch operation panel 12 is mounted on the control board.
  • the respective elements mounted on these control boards are electrically connected to each other via a bus circuit or the like, and are connected so as to be able to read and write data and send and receive signals. ..
  • the above-described game system is applied to a competitive game using the first game element owned by the first player A and the first game element owned by the second player B who is an opponent.
  • An example will be described. ..
  • the first game element is a character associated with a virtual or substantial article.
  • virtual or substantive articles are, for example, virtual cards displayed on a computer, substantive cards, and the like.
  • the first game element that can be made to appear by using the card is a character whose behavior is controlled based on the operation of the player (including the non-player operated by the computer).
  • the card is provided with a design of the corresponding character (an image showing the appearance of the character).
  • the card for the purpose of specifying the game element of the game to be executed is not limited to this, and is not limited to the one capable of specifying the game element such as the character, the item, the effect to be activated, etc.
  • the article is not limited to the card, but is not limited to the card as long as the article is configured to identify the game element associated with the article.
  • the article may be a shaped article, such as a figure, having the appearance of a game element, for example. ..
  • a second game element different from the first game element is added.
  • the second game element is a character like the first game element, but it does not necessarily have to be associated with a virtual or substantial article. ..
  • the second game element uses the first game element held by the player in the game.
  • Using the first game element includes determining the selection or action of the first game element in the game. If the first game element is, for example, a card, the second game element autonomously or voluntarily determines the selection or action of the card held by the player in the match in the game. In other words, like a non-player function operated by a computer, the same operation as the selection of the first game element or the determination of the action performed by the player is performed.
  • a conventional non-player is operated by a computer instead of a human player, the second game element exists independently of the human player and uses the first game element owned by the player. The difference is that ..
  • the second game element has character information.
  • This character information is attribute information of the second game element.
  • the character information influences the autonomous or spontaneous behavior of the second game element (use of the first game element).
  • the character information is the ability of the second game element, and the difference in this ability causes the autonomous or spontaneous behavior of the second game element (use of the first game element) to differ. is there.
  • the character information varies depending on the acquired second game element. ..
  • the autonomous or spontaneous action by the second game element as described above is performed based on the information provided by the AI function of the game server 2.
  • This AI function is an AI function obtained by machine learning using the contents of game progress of many competitive games and the results thereof as teacher data. Deep learning is a representative machine learning method, but the method is not limited to this.
  • Outline of Game Contents Next, in order to help understanding of the description of the embodiment, an outline of the game will be described using the display screen of the display 11 of the player terminal 1. ..
  • the players A and B use virtual game cards (cards in which the first game element is embodied, simply referred to as “cards”) that are game objects in the game.
  • cards cards in which the first game element is embodied, simply referred to as “cards”
  • a plurality of types of cards are prepared, and the cards are distinguished by a combination of the character's ability and card attributes associated with each.
  • the card attribute is defined by a color such as red or blue, a number from 1 to 7, or the like.
  • ability parameter values such as a level, offensive power, and HP used for a battle play (battle) with a computer-controlled enemy character or an opponent such as another player are defined. ..
  • the number of cards required for battle play is added at the time of account registration, it can be acquired during the game, purchased as a billing item, or acquired by lottery called gacha. ..
  • the card can be obtained by obtaining a substantial game card (hereinafter, referred to as “real card”) and performing a registration procedure for enabling the obtained real card in the game.
  • real card a substantial game card
  • the players A and B can obtain a card of the card type associated with the real card by performing the registration procedure of the real card. ..
  • the players A and B compose a deck with a predetermined number (for example, 40 cards) of the possessed cards, and challenge the battle play (battle) using the deck.
  • Competitive play using a deck (battle) is to determine the win or loss with an opponent using the ability parameter value (character information of the first game element) defined in the cards (deck cards) that make up the deck. Is. ..
  • the deck can be organized by touching the card menu from the home screen or the like and using the deck organization menu presented as one of them. ..
  • the players A and B can obtain it by selecting their favorite buddy from a plurality of second game elements (hereinafter referred to as buddies) at the time of account registration. .. ..
  • the players A and B When the battle is ready, the players A and B perform a selection operation (touch operation) on the battle menu from the home screen displayed after login. Multiple battle modes can be selected in the battle menu. ..
  • the battle mode of the battle game in the present embodiment includes a normal normal battle mode in which a human player and a human player compete, and a special special battle mode.
  • the special battle mode has the following modes. In the following description, a match with a player matched as an opponent is referred to as a matching match. ..
  • the player and the buddy of the player form one team, and the team battle in which the team of the player A and the team of the opponent B compete with each other, and the buddy of the player A or the player A respectively. Then, there is a buddy of the opponent player B or an individual battle against the opponent player B. ..
  • First battle mode In the first battle mode, as shown in FIG. 3, player A and the buddy of player A form a first team, and buddy of player B and player B And form the second team. Then, the battle mode in which the match between the player A and the buddy of the player B and the match between the buddy of the player A and the player B are repeated to determine the outcome of the matching match.
  • the first battle mode will be referred to as the first battle mode. ..
  • the feature of the first battle mode is that the opponent with which the human player competes is the buddy of the opponent player (human), and the opponent of the buddy is the human player. Furthermore, the feature of the first battle mode is that the player and the buddy of the player use the same deck, and the previous player plays the same as the double selection of tennis or table tennis uses one ball to win or lose. Alternatively, while succeeding the match result of the buddy, the next player or buddy plays the match using the cards of the same deck to determine the outcome of the matching match. ..
  • the first battle mode will be specifically described with reference to FIG. First, the player A attacks the buddy of the player B, and the buddy of the player B makes a defense turn. Next, the turn in which the player B attacks the buddy of the player A and the buddy of the player A defends is performed. Then, the buddy of player A attacks player B and player B makes a defense turn. Then, the buddy of the player B attacks the player A, and the player A makes a defense turn. Then, the player A attacks the buddy of the player B, and the buddy of the player B makes a defense turn. In this way, the battle between the buddies of the player A and the player B and the battle between the buddy of the player A and the player B are repeatedly performed to determine the outcome of the matching battle. ..
  • one of the features of the human player is that the opponent is a buddy of the opponent player (human) and the opponent of the buddy is a human player. This does not exclude a battle with a human player or a buddy versus a buddy, but these battles may be added as turns. ..
  • Second battle mode In the second battle mode, as shown in FIG. 5, player A and player A's buddy form a team, and player B and player B's buddy Form a team. Then, a match mode that forms a matching match from a first match in which the player A and the buddy of the player B compete to determine a win and a second match in which the player B and the buddy of the player A compete to determine a win or loss Is.
  • the second battle mode will be referred to as the second battle mode.
  • the deck used by each player and the player's buddy is set from the deck owned by the player. The deck to be set may be the same for the player and the buddy of the player, or different decks may be used for the player and the buddy of the player. ..
  • the feature of the second battle mode is that, as in the first battle mode, the opponent with which the human player competes is the opponent (human) buddy, and the opponent of the buddy is the human player. .. Further, the feature of the second battle mode is that the win or loss of the battle is decided in each of the first round and the second round. ..
  • one of the features of the opponent of the human player is a buddy of the opponent player (human), and the opponent of the buddy is a human player.
  • These battles may be added instead of excluding the battles in which the player competes with the player to decide the victory and the battle in which the buddy and the buddy compete with each other to determine the victory. ..
  • Third battle mode In the third battle mode, as shown in FIG. 6, the player A's buddy and the player B's buddy each independently battle each other, and It is a battle mode that decides whether to win or lose.
  • the third battle mode will be referred to as the third battle mode.
  • the deck used by each player's buddy is set from the deck owned by the player. ..
  • the third battle mode is a battle between the buddies of the players, the player who selects the third battle mode does not necessarily have to play the game. Therefore, when the third battle mode is selected, all the operations after the selection may be entrusted to the player terminal 1 and the game server 2, and only the battle result may be obtained. ..
  • the fourth battle mode is a battle mode in which the player A and the buddy of the player B each independently play a match and determine the outcome of the matching match.
  • the fourth battle mode will be referred to as the fourth battle mode. ..
  • Matching with opponents may be performed by randomly selecting opponents, but matching opponents with too different levels may reduce interest in the game. Therefore, the concept of rank is introduced so that the opponent (matching level) with the game is matched to some extent. Therefore, the rank of the team (hereinafter referred to as the team rank), the rank of the player (human) (hereinafter referred to as the player rank), and the rank of the buddy (hereinafter referred to as the buddy rank).
  • the team rank the rank of the player (human)
  • the buddy rank hereinafter referred to as the buddy rank
  • the team rank is used in a team battle like the first battle mode, each team is provided with a team rank, and a victory point is given to the team according to the battle result. The more victory points you collect, the higher your team rank. ..
  • the player rank and the buddy rank are not only a single battle such as the third battle mode and the fourth battle mode, but also a team battle like the second battle mode, but the player and the buddy battle alone. It is used in each case, and the victory points are given to the player and the buddy according to the result of the battle. The more victory points you collect, the higher the player rank and the buddy rank. ..
  • a standby phase in which the hand of the deck cards is set in the player area of the player such as a field
  • a card use preparation phase in which other deck cards are prepared in order to use the set deck card, and a player is used. It is composed of a plurality of phases such as a competition phase in which an opponent player or an opponent player's card is attacked by using a deck card installed in the area.
  • FIG. 8 is a diagram showing an example of a screen display in the standby phase or the card use preparation phase of the competitive game displayed on the display 11 of the player terminal 1.
  • the screen of the display 11 includes a first area 20 in which the player A side cards and the like are set, and a second area 21 in which the player B side cards and the like to be played are set. Further, at the boundary between the first area 20 and the second area 21, operation information 30 that displays information about operations that can be currently executed is displayed. ..
  • Each of the first area 20 and the second area 21 is for activating a field area 22 in which five cards (hands) selected from the own deck are arranged and an action or effect of the cards arranged in the field.
  • a force area 24 in which an object is arranged.
  • the second object 32 is also displayed as a player or a buddy that is the second game element. ..
  • the player A touches the card used for the attack with his/her finger and drags up to the opponent's card to be attacked, the first or second object 31, 32,
  • the card used for the attack, the card of the opponent player B to be attacked, and the first or second object 31, 32 are determined.
  • the attack of player A is started.
  • the card used for the attack, the card of the opponent player B to be attacked, and the first or second object 31, 32 are determined by the card operation information provided from the game server 2. To be done. ..
  • FIG. 10 is a block diagram showing an example of the functional configuration of the player terminal 1. ..
  • the player terminal 1 includes an operation input unit 51, a processing unit 52, an image display unit 53, a sound output unit 54, a communication unit 55, and a storage unit 56. ..
  • the operation input unit 51 is for the player to input various operations related to the game, and outputs an operation input signal according to the operation input to the processing unit 52.
  • the function of the operation input unit 51 is, for example, a touch operation pad, a home button, a button switch, an element directly operated by the player A with a finger such as a joystick, a trackball, an acceleration sensor, an angular velocity sensor, an inclination sensor, and a geomagnetic sensor. It can also be realized by an element or the like that detects motion or posture.
  • the touch operation panel 12 corresponds to this. ..
  • the processing unit 52 comprehensively controls the operation of the player terminal 1 based on a program or data stored in the storage unit 56, an operation input signal from the operation input unit 51, and the like.
  • the function of the processing unit 52 can be realized by, for example, a microprocessor such as CPU or GPU, or an electronic component such as ASIC or IC memory.
  • the processing unit 52 includes a game calculation unit 61, an image generation unit 62, a sound generation unit 63, and a communication control unit 64 as main functional units. ..
  • the game calculation unit 61 executes various game processes for realizing the game of the present embodiment, and outputs the processing result to the image generation unit 62 and the sound generation unit 63.
  • the game calculation section 61 includes a player information management section 70, a card setting section 71, a buddy setting section 72, a battle mode selection section 73, an action determination section 74, an operation information acquisition section 75, and an operation image display section 76. And a game management unit 77. ..
  • the player information management unit 70 manages player information.
  • the managed information manages basic user information such as the player's nickname, team rank, player rank, and buddy rank. ..
  • the card setting unit 71 uses the card setting data and the deck setting data, which will be described later, to manage the possessed cards that the players A and B have so far. Also, the cards constituting each deck are managed from the possessed cards, and the cards and hands set in each field are set from the decks selected by the players A and B in the standby phase and the card use preparation phase. In addition, it generates card setting information, which is information about cards and hands set in each field, and transmits the card setting information to the game server 2 via the communication unit 55. ..
  • the buddy setting unit 72 manages information on buddies as the second game elements selected by the players A and B at the time of account registration, by the buddy setting data, which will be described later.
  • the buddy setting unit 71 sets the character information of the buddy (second game element) at the time of account registration to an initial value (lowest value).
  • the buddy setting unit 72 sets the character information of the changed buddy (second game element) to the initial value (lowest value).
  • the buddy setting unit 71 outputs the image information of the buddy to the image generation unit 62 in the battle or other menu screens. ..
  • the battle mode selection unit 73 displays a battle menu and allows the player to select a battle mode.
  • the battle modes displayed in the battle menu are a normal battle mode in which players (humans) battle each other, and a special battle mode from the first battle mode to the fourth battle mode.
  • the battle mode is selected by selecting (touching) the battle mode button desired by the player from the buttons of the normal battle mode and the first to fourth battle modes displayed in the battle menu. be able to.
  • Information on the selected battle mode (competition mode selection information) is transmitted to the game server 2 via the communication unit 55. ..
  • the action determining unit 74 determines a card selection or a card action by a touch operation of the players A and B or the like, generates action selection information which is information on the card selection or the action, and via the communication unit 55. , To the game server 2. ..
  • the operation information acquisition unit 75 acquires, through the communication unit 55, card operation information, which is information related to operation of card selection or action.
  • the card operation information is information generated by the AI function of the game server 2 by referring to the character information of the buddy and the situation of the card setting information in the battle, and the buddy selects or acts on the card in the player terminal 1. This is the information for displaying the image operated by. ..
  • the operation image display unit 76 uses the card operation information acquired by the operation information acquisition unit 75 to perform a process of displaying an image in which the buddy operates the card selection or the action. For example, when the acquired card operation information is information about the card operation content of “attack the opponent's card B with the card A”, the operation image display unit 76 displays the buddy's dialogue and the card as shown in FIG. 11, for example. An image with an arrow from A to the opponent's card B is displayed. ..
  • the game management unit 77 manages the progress of the entire game. ..
  • the image generation unit 62 generates one game screen in one frame time (for example, 1/60 seconds) based on the processing result of the game calculation unit 61, and outputs the generated image signal of the game screen to the image display unit 103.
  • the function of the image generation unit 62 is used for, for example, a processor such as a GPU or a digital signal processor (DSP), a program such as a video signal IC, a video codec, an IC memory for a drawing frame such as a frame buffer, and the expansion of texture data. It can be realized by an IC memory or the like. ..
  • a processor such as a GPU or a digital signal processor (DSP)
  • DSP digital signal processor
  • a program such as a video signal IC, a video codec, an IC memory for a drawing frame such as a frame buffer, and the expansion of texture data. It can be realized by an IC memory or the like. ..
  • the sound generation unit 63 generates a sound signal such as a sound effect related to the game, BGM, voice information of operation auxiliary information, various operation sounds, and the like based on the processing result of the game calculation unit 61, and outputs the sound signal to the sound output unit 54.
  • the function of the sound generation unit 63 can be realized by, for example, a processor such as a digital signal processor (DSP) or a voice synthesis IC, an audio codec capable of reproducing a voice file, or the like. ..
  • DSP digital signal processor
  • voice synthesis IC an audio codec capable of reproducing a voice file, or the like. ..
  • the communication control unit 64 performs communication connection and data processing for data communication with the game server 2. ..
  • the image display unit 53 displays various game screens based on the image signal input from the image generation unit 62.
  • the function of the image display unit 53 can be realized by a display device such as a flat panel display, a cathode ray tube (CRT), a projector, or a head mounted display.
  • the image display unit 62 corresponds to the display 11 in FIG. 2, for example. ..
  • the sound output unit 54 is for outputting sound effects and the like related to the game based on the sound signal input from the sound generation unit 63.
  • the sound output unit 54 corresponds to the speaker 13 in FIG. 2, for example. ..
  • the communication unit 55 connects to the communication line N to realize communication.
  • the function of the communication unit 55 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, a control circuit, or the like. ..
  • a program for operating the player terminal 1 to realize various functions of the player terminal 1, data used during execution of this program, and the like are stored in advance in the storage unit 56, or are temporarily stored each time processing is performed. Be remembered.
  • the storage unit 56 can be realized by, for example, an RAM, a ROM, an IC memory such as a flash memory, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD. ..
  • the storage unit 56 stores a system program and a game program.
  • the system program is a program for realizing the basic functions of the player terminal 1 as a computer.
  • the game program is a program for causing the processing unit 52 to function as the game calculation unit 61. This program is distributed from the game server 2 or another application distribution server when the player completes the account registration. ..
  • the storage unit 56 also stores card setting data, deck setting data, buddy setting data, and rank setting data managed by the player information management unit 70.
  • model data, texture data, motion data, effect data, background image of the game screen, sound data such as sound effects, etc. for displaying the character and buddy image of the card are data necessary for the game as appropriate. And is stored in the storage unit 56. ..
  • the card setting data is character information of the cards held by the player, and is prepared for each card type.
  • FIG. 12 is a diagram showing an example of card setting data of cards held by the player.
  • FIG. 12 shows the card setting data of one card specified by the card identification information “001” held by the player.
  • the card setting data includes card identification information, an image, a card name, a card type, a cost number, a color, a race, an ability, an attack power, a hit point, and a rarity.
  • FIG. 12 shows an example of the card setting data, and the present invention is not limited to this. Further, the card setting data is increased/decreased as the number of cards owned by the players A and B is increased/decreased. ..
  • the deck setting data is data relating to each deck of the player, and includes card identification information of cards constituting each deck.
  • FIG. 13 is a diagram showing an example of deck setting data.
  • the example of FIG. 13 is an example of the deck setting data of the deck 1 of the player A, and shows that the deck 1 is composed of cards of card identification information “001” to card identification information “023”. is there.
  • FIG. 13 shows an example of the deck setting data, and the present invention is not limited to this. ..
  • the buddy setting data is character information of the buddy selected from the menu setting.
  • the character information of this buddy changes as the game progresses, but when it changes, the changed character information is notified from the game server 2 and the character information is updated.
  • FIG. 14 is an example of buddy setting data, which is an example of data in which buddy identification information, a buddy character image, a buddy name, and buddy strength (character information) are stored. ..
  • the rank setting data is data of the rank of the player's team and the cumulative victory points up to the present, the rank of the player and the cumulative victory points up to the present, the rank of the buddy and the cumulative victory points up to the present.
  • FIG. 15 is an example of rank setting data. The rank of the team of player A and cumulative victory points up to the present, the rank of player A and cumulative victory points up to the present, the rank of buddy of player A and the accumulation up to now. It is an example of data in which winning points are stored. These data are updated by the player information management unit 70 using the rank information transmitted from the game server 2 after the end of the matching battle. ..
  • FIG. 16 is a block diagram showing a functional configuration example of the game server 2. ..
  • the game server 2 includes a processing unit 91, a communication unit 92, and a storage unit 93. ..
  • the processing unit 91 includes a player management unit 101, a matching processing unit 102, a game management unit 103, an AI processing unit 104, and a rank updating unit 105. ..
  • the player management unit 101 manages an account, a game progress, and the like for each connected player terminal 1 by using user information data described below. ..
  • the matching processing unit 102 uses the player's team rank, player rank, and buddy rank of the player terminal 1 to search for an opponent that matches the player. To do.
  • the matching basically matches the teams having the same rank among the logged-in players, and the players or buddies having the same rank. If you cannot find a team, player or buddy with the same rank, change the rank up or down to match the team, player or buddy. ..
  • the game management unit 103 receives the card setting information, the action selection information, and the like from the player terminal 1, uses the card setting information, the action selection information, and card data described below to perform a battle process according to the battle mode, The battle result is output. ..
  • the AI processing unit 104 has an algorithm obtained by machine learning the content of game progress of many competitive games and teacher data such as results thereof. This algorithm is an algorithm according to the character information of the buddy. Deep learning is a representative machine learning method, but the method is not limited to this.
  • the AI processing unit 104 inputs the card setting information transmitted from the player terminal 1, the character information of the buddy of the player of the player terminal 1, the battle mode, etc., and outputs the card operation information of the buddy in the situation of the card setting information. .. Since the algorithm differs depending on the character information of the buddy, even if the card setting information transmitted from the player terminal 1 is the same, different card operation information can be output if the character information of the buddy of the player is different. There is a nature. ..
  • the rank updating unit 105 calculates the victory points of each team, player or buddy based on the match result of the matching battle, and gives the victory points to each team, player or buddy. Further, the rank updating unit 105 updates the rank of each team, player, or buddy to the rank corresponding to the accumulated victory points. For example, 150 points are awarded when a match is won, and the rank is updated to "2" when the cumulative victory points reach 500 points. Further, when a match is lost, victory points may be reduced instead of being given. For example, if a match is lost, 150 points are subtracted from the cumulative victory points. In such a case, depending on the cumulative victory points, the current rank may be demoted to a lower rank. ..
  • the communication unit 92 is connected to the communication line N to realize communication. ..
  • the storage unit 93 stores a system program and a game program.
  • the system program is a program for realizing the basic functions of the game server 2 as a computer.
  • the game program is a program for causing the processing unit 91 to function as the player management unit 101, the matching processing unit 102, the game management unit 103, the AI processing unit 104, and the rank update unit 105. ..
  • the recording unit 93 stores user information data and card data. ..
  • the user information data is the basic data of the players participating in the game, and the user information data for each player is recorded.
  • FIG. 17 is a diagram showing an example of user information data.
  • the player's buddy rank and cumulative victory points to date . .
  • the card data is card data of all cards used in this game. Basically, the same data as the card setting data of FIG. 12 described above is stored for all the cards used in the game.
  • the operation of the player terminal 1 and the game server 2 will be described. Here, an example will be described in which the players A and B play a battle game in a plurality of special battle modes using the player terminal 1 and the rank information is updated at the end of the battle game.
  • FIG. 18 is an overall sequence diagram for explaining the operations of the player terminal 1 and the game server 2. ..
  • each player A, B performs a buddy setting process for setting a buddy when registering a game account (Step 100).
  • the buddy setting process is performed by the buddy setting unit 72.
  • the buddy setting is selected from the menu screen.
  • the buddy setting can be set by selecting a desired buddy from a plurality of buddies. Information on the selected buddy is transmitted to the game server 2. ..
  • the player management unit 101 of the game server 2 uses the buddy information received from the player terminal 1 to register the buddy character information in the user information data corresponding to the user identification information of the player terminal 1 (Step 101).
  • the character information of the registered buddy is transmitted to the player terminal 1. ..
  • the buddy setting unit 72 of the player terminal 1 registers the character information of the registered buddy as buddy setting data (Step 100). ..
  • the players A and B log in to the game (Step 102).
  • the player terminal 1 transmits a login request including the user identification information. ..
  • the player management unit 101 of the player terminal 1 performs login processing in response to the login request (Step 103).
  • the login process includes a process of acquiring the user information data corresponding to the user identification information of the player who requested the login, and passing the user information data to the game management unit 103. ..
  • each player A, B selects the battle mode.
  • the battle mode selection process of the battle mode is performed by the battle mode selection unit 73 of the player terminal 1 ((Step 104).
  • the battle mode selection unit 73 displays the battle menu to select the battle mode of each of the players A and B. This is done by the player selecting the battle mode.
  • FIG. 19 is a diagram showing an example of a battle menu displayed on the player terminal 1.
  • the battle modes displayed in the battle menu are a normal battle mode in which players (humans) battle each other, and a special battle mode from the first battle mode to the fourth battle mode.
  • the battle mode is selected by selecting the normal battle mode button 41, the first battle mode button 42, the second battle mode button 43, the third battle mode button 44 and the fourth battle mode button displayed in the battle menu. It is possible to make a selection by performing a selection operation (touch operation) on the button in the battle mode desired by the player from the button 45.
  • Information on the selected battle mode (competition mode selection information) is transmitted to the game server 2 via the communication unit 55. ..
  • the battle mode may be selected so that it cannot be selected unless the player has a predetermined rank.
  • the first battle mode selection is not possible unless the team rank is a predetermined rank.
  • the rank is a predetermined rank such as team rank, player rank, or buddy rank. Similar processing can be performed in the third battle mode and the fourth battle mode. ..
  • the matching processing unit 102 of the game server 2 selects the players having the same rank among the players who have selected the competition mode indicated by the competition mode selection information from the player terminal 1, or the players having the same rank. Search for matching buddies. If teams, players, or buddies having the same rank do not match, a different team, player, or buddy is searched for each rank up and down. ..
  • the teams having the same team rank among the players having selected the first battle mode are used as opponents by using the team rank of the user information data of the recording unit 93. Match so that If no match can be made, the teams that are one rank above and below will match. If this fails to match, further matching is performed so that the teams that are different by two ranks above and below become opponents. Do this until you can match. However, if the ranks are too different, the interest in the battle is diminished, so it is preferable to set the range of the matching ranks. For example, it is a range of two ranks above and below. ..
  • the matching process in the second battle mode uses the player rank and the buddy rank of the user information data of the recording unit 93, and the teams having the same player rank and the buddy rank among the players selecting the second battle mode. Matches each other so that they are opponents. If no match can be made, the teams that are one rank above and below will match. If this fails to match, further matching is performed so that the teams that are different by two ranks above and below become opponents. Do this until you can match. However, if the ranks are too different, the interest in the battle is diminished, so it is preferable to set the range of the matching ranks. For example, it is a range of two ranks above and below.
  • the matching process load may be taken into consideration, and the matching may be performed using only one of the team rank, the player rank, and the buddy rank. For example, only the player rank may be focused on, and teams of players having the same player rank or within a predetermined range may be matched. ..
  • the buddies of the players having the same buddy rank among the players having selected the third battle mode are used as opponents by using the buddy rank of the user information data of the recording unit 93. Match so that If no match can be made, the buddy of the player whose rank is different by one rank will be the opponent. If this fails to match, buddies with two different ranks up and down will be matched. Do this until you can match. However, if the ranks are too different, the interest in the battle is diminished, so it is preferable to set the range of the matching ranks. For example, it is a range of two ranks above and below. ..
  • the buddy rank of the user information data of the recording unit 93 is used to search for a player having the same buddy rank as the buddy rank of the player selecting the third battle mode, You may make it match with the buddy of the player. Since the third battle mode is a battle between player buddies, the player who is the opponent of the player who has selected the third battle mode does not need to play the game, and the player does not have to be logged in to the game. Because there is no. However, the matching condition may be that the player is logged in.
  • the player rank and the buddy rank of the user information data of the recording unit 93 are used to search for a player having the same buddy rank as the player rank of the player selecting the fourth battle mode. , Match.
  • Match This is because the fourth battle mode is a battle between the player and the player's buddy, so that the player does not need to play the game on the buddy side and the player does not have to be logged in to the game.
  • the matching condition may be that the player is logged in. ..
  • the matching is performed so that the buddy of the player having a buddy rank different by one rank above and below becomes the opponent. If this fails to match, buddies with two different ranks up and down will be matched. Do this until you can match. However, if the ranks are too different, the interest in the battle is diminished, so it is preferable to set the range of the matching ranks. For example, it is a range of two ranks above and below. ..
  • the user having a buddy as an opponent can be the game management side, and in this case, the buddy rank can be ignored.
  • the game management side prepares buddies having different strengths and personalities for each day of the week, and matches the player who has selected the fourth battle mode with the buddy who has selected the fourth battle mode. You can By doing so, the player who has selected the fourth battle mode can play different buddies for each day of the week, and the interest of the game can be enhanced. ..
  • the user terminal 1 and the game server 2 start the matching battle process (Step 106).
  • the matching battle process in each battle mode will be described later. ..
  • the rank update unit 105 of the game server 2 performs a rank update process (Step 107).
  • the rank updating unit 105 calculates the victory points of each team, player or buddy using the match result of the matching battle and gives the victory points to each team, player or buddy. For example, if a match is won, there are 150 victory points. Further, the rank updating unit 105 updates the rank of each team, player, or buddy to the rank corresponding to the accumulated victory points. For example, when the cumulative number of victory points reaches 500, the rank is updated to "2". Then, rank information including the awarded victory points, the rank of the team, the player, or the buddy is transmitted to the user terminal 1. ..
  • the player information management unit 70 of the user terminal 1 updates the rank of the team, player, or buddy of the user information by using the rank information (Step 108). ..
  • FIG. 20 is a sequence diagram of the matching battle process of Step 106 in the first battle mode. ..
  • the card setting process is performed by the card setting unit 71 (Step 200).
  • the card setting process is performed by selecting one of the set decks and arranging the cards of the deck in the field area, the base area, the force area, and the hand.
  • the arrangement of such cards is performed by the operation of each player A, B.
  • the card identification information of the arranged cards and the arrangement status of the cards are transmitted to the game server 2 as card setting information. ..
  • the game management unit 103 of the game server 2 transmits the received card setting information of the player A to the player terminal 1 of the player B, and transmits the received card setting information of the player B to the player terminal 1 of the player A. ..
  • Step 201 In the player terminals 1 of the players A and B, setting card display processing is performed using the card setting information, and an image in which cards are arranged in the field is displayed (Step 201). ..
  • the player A attacks a buddy of the player B (hereinafter referred to as a buddy B), and the buddy B of the player B makes a defense turn (player A ⁇ buddy B in FIG. 20). ..
  • the action selection process is performed by the action determination unit 74 (Step 202).
  • the player A determines the choice of card or the like or the action.
  • Information on the determined selection or action of the card or the like is transmitted to the game server 2 by the action determination unit 74 as action selection information. ..
  • the game management unit 103 of the game server 2 receives the action selection information of the player A, and performs the battle process using the action selection information of the player A, the card setting information of the players A and B, and the card data (Step 203). ..
  • the information on the battle result is transmitted to the player terminals 1 of the respective players A and B. ..
  • the game management unit 77 of the player terminal 1 of each of the players A and B receives the battle result and performs the battle result process (Step 204).
  • the battle result process is a process of displaying the result of the battle on the player terminals 1 of the respective players A and B. ..
  • the above is the turn operation in which the player A attacks the buddy B of the player B and the buddy B defends. ..
  • the player B attacks the buddy of the player A (hereinafter referred to as the buddy A), and the buddy A of the player A makes a defense (player B ⁇ buddy A in FIG. 20). ..
  • the action selection process is performed by the action determination unit 74 (Step 202).
  • the selection of the card or the action is determined.
  • Information on the determined selection or action of the card or the like is transmitted to the game server 2 by the action determination unit 74 as action selection information. ..
  • the game management unit 103 of the game server 2 receives the action selection information of the player B, and performs the battle process using the action selection information of the player B, the card setting information of the players A and B, and the card data (Step 203). ..
  • the information on the battle result is transmitted to the player terminals 1 of the respective players A and B. ..
  • the game management unit 77 of the player terminal 1 of each of the players A and B receives the battle result and performs the battle result process (Step 204).
  • the battle result process is a process of displaying the result of the battle on the player terminals 1 of the respective players A and B. ..
  • the above is the turn operation in which the player B attacks the buddy A of the player A and the buddy A defends. ..
  • the buddy A of the player A attacks the player B, and the player B makes a defense turn (buddy A ⁇ player B in FIG. 20). ..
  • the AI processing unit 104 performs a card operation information providing process (Step 205).
  • the card operation information providing process is a process for providing the player terminal 1 of the player A with the card operation information indicating the selection or action of the card or the like by the buddy A. ..
  • the operation information acquisition unit 75 of the player terminal 1 receives the card operation information.
  • the operation image display unit 76 performs a process of displaying the attack content of the buddy A indicated by the card operation information (Step 206). ..
  • the game management unit 103 and the AI processing unit 104 of the game server 2 perform the buddy battle process using the card operation information of the buddy A, the card setting information of the players A and B, and the card data (Step 207).
  • the information on the battle result is transmitted to the player terminals 1 of the respective players A and B. ..
  • the game management unit 77 of the player terminal 1 of each of the players A and B receives the battle result and performs the battle result process (Step 204). ..
  • the above is the turn operation in which the buddy A of the player A attacks the player B and the player B defends. ..
  • the buddy B of the player B attacks the player A, and the player A makes a defense turn (buddy B ⁇ player A in FIG. 20). ..
  • the AI processing unit 104 performs a card operation information providing process (Step 205).
  • the card operation information providing process is a process of providing the card operation information indicating the selection or action of the card or the like by the buddy B to the player terminal 1 of the player B. ..
  • the operation information acquisition unit 75 of the player terminal 1 receives the card operation information.
  • the operation image display unit 76 displays the attack content of the buddy B indicated by the card operation information (Step 206). ..
  • the game management unit 103 and the AI processing unit 104 of the game server 2 perform the buddy battle process using the card operation information of the buddy B, the card setting information of the players A and B, and the card data (Step 203).
  • the information on the battle result is transmitted to the player terminals 1 of the respective players A and B. ..
  • the game management unit 77 of the player terminal 1 of each of the players A and B receives the battle result and performs the battle result process (Step 207). ..
  • the above is the turn operation in which the buddy B of the player B attacks the player A and the player A defends. ..
  • the player A attacks the buddy B of the player B, and the buddy B of the player B makes a defense turn (player A ⁇ buddy B in FIG. 20). ..
  • the action selection process is performed by the action determination unit 74 (Step 202).
  • the player A determines the choice of card or the like or the action.
  • Information on the determined selection or action of the card or the like is transmitted to the game server 2 by the action determination unit 74 as action selection information. ..
  • the game management unit 103 of the game server 2 receives the action selection information of the player A, and performs the battle process using the action selection information of the player A, the card setting information of the players A and B, and the card data (Step 203). ..
  • the information on the battle result is transmitted to the player terminals 1 of the respective players A and B. ..
  • the game management unit 77 of the player terminal 1 of each of the players A and B receives the battle result and performs the battle result process (Step 204).
  • the battle result process is a process of displaying the result of the battle on the player terminals 1 of the respective players A and B. ..
  • the above is the turn operation in which the player A attacks the buddy B of the player B and the buddy B defends. ..
  • the matching battle result process is a process of determining the winning or losing of each team and transmitting the matching battle result information to the player terminals 1 of the players A and B. ..
  • the game management unit 77 of the player terminal 1 receives the matching battle result information and displays the matching battle result (Step 209). ..
  • FIG. 21 is a sequence diagram of the matching battle process of Step 106 in the second battle mode. ..
  • the first battle in which the player A and the buddy B of the player B compete and the second battle in which the buddy A of the player B and the player A compete are performed in parallel in time. Therefore, between the player terminal 1 of the player A and the game server 2, the battle process of the first match between the player A and the buddy B of the player B is performed, and the player terminal 1 of the player A is in the first match. Is displayed. On the other hand, between the player terminal 1 of the player B and the game server 2, the battle process of the second match between the player B and the buddy A of the player A is performed, and the player terminal 1 of the player B is in the second match. Is displayed. In the following description, the first match in which the player A and the buddy B of the player B compete with each other will be mainly described.
  • the card setting unit 71 performs the card setting process (Step 300).
  • the card setting process is performed by selecting one of the set decks and arranging the cards of the deck in the field area, the base area, the force area, and the hand.
  • the arrangement of such cards is performed by the operation of the player A.
  • the card identification information of the arranged cards and the arrangement status of the cards are transmitted to the game server 2 as card setting information. ..
  • a buddy card setting process on the buddy B side is performed (Step 301).
  • the buddy card setting process is performed by the AI processing unit 104 of the game server 2.
  • the buddy card setting process is performed by selecting one of the set decks and arranging the cards of the deck in the field area, the base area, the force area, and the hand.
  • the card identification information of the arranged cards and the arrangement status of the cards are transmitted to the player terminal 1 of the player A as card setting information. ..
  • the setting card display process is performed using the card setting information, and the image in which the cards are arranged in the field is displayed (Step 302). ..
  • the action determination unit 74 performs the action selection process in the player terminal 1 of the player A (Step 303). By the operation of the player A, the selection of cards or the action is determined. Information on the determined selection or action of the card or the like is transmitted to the game server 2 by the action determination unit 74 as action selection information. ..
  • the game management unit 103 of the game server 2 receives the action selection information of the player A, and performs the battle process using the action selection information of the player A, the card setting information of the player A and the buddy B, and the card data (Step 304). ..
  • the information on the battle result is transmitted to the player terminal 1 of the player A. ..
  • the game management unit 77 of the player terminal 1 of the player A receives the battle result and performs the battle result process (Step 305).
  • the battle result process is a process of displaying the result of the battle on the player terminal 1 of the player A. ..
  • the above is the turn operation in which the player A attacks the buddy B of the player B and the buddy B of the player B defends. ..
  • the buddy B of the player B attacks the player A, and a buddy battle process is performed in the turn in which the player A defends (Step 306). Since the attack is on Buddy B, the AI processing unit 104 provides the game management unit 103 with card operation information indicating the selection or action of a card or the like by Buddy B. The game management unit 103 uses the card operation information of the buddy B, the card setting information of the player A, and the card data to perform a buddy battle process (Step 306). The information on the battle result is transmitted to the player terminal 1 of the player A. ..
  • the game management unit 77 of the player terminal 1 of the player A receives the battle result and performs the battle result process (Step 305). ..
  • the above is the turn operation in which the buddy B of the player B attacks the player A and the player A defends. ..
  • the player A and the buddy B of the player B repeat such a turn until the life of the player A or the buddy B becomes 0 or the number of cards in the deck becomes 0.
  • the life of any player or buddy becomes 0, or the number of cards in the deck becomes 0, the first game ends. ..
  • the second battle process between the player B and the buddy A of the player A is performed between the player terminal 1 of the player B and the game server 2 in the same manner as the process of the first battle described above.
  • the state of the second game is displayed on the player terminal 1. ..
  • the matching battle result processing is performed (Step 307).
  • the matching game result process is a process of determining the win or loss of the first and second games and transmitting the matching game result information to the player terminals 1 of the respective players A and B.
  • the contents to be transmitted are the battle result of the first round and the battle result of the second round. ..
  • the game management unit 77 of the player terminal 1 of each of the players A and B receives the matching battle result information and displays the matching battle result (Step 308). ..
  • FIG. 22 is a sequence diagram of the matching battle process of Step 106 in the third battle mode. ..
  • the buddy A of the player A attacks the buddy B of the player B, and the buddy B of the player B makes a defense, and the buddy B of the player B attacks the buddy A of the player A and player A Alternately with the turn of Buddy A's defense. ..
  • a buddy card setting process for buddy A and buddy B is performed (Step 400).
  • the buddy card setting process is performed by the AI processing unit 104 of the game server 2.
  • the buddy card setting process is performed by selecting one of the set decks and arranging the cards of the deck in the field area, the base area, the force area, and the hand.
  • the card identification information of the arranged cards and the arrangement status of the cards are transmitted to the player terminals 1 of the players A and B as card setting information. ..
  • Step 401 In the player terminals 1 of the players A and B, setting card display processing is performed using the card setting information, and an image in which cards are arranged in the field is displayed (Step 401). ..
  • the card operation information providing process is a process for providing the player terminal 1 of the player A with the card operation information indicating the selection or action of the card or the like by the buddy A. ..
  • the operation information acquisition unit 75 of the player terminal 1 receives the card operation information.
  • the operation image display unit 76 displays the attack content of the buddy A indicated by the card operation information (Step 403). ..
  • the game management unit 103 of the game server 2 uses the card operation information of the buddy A, the card setting information of the buddies A and B, and the card data to perform the buddy battle process (Step 404).
  • the information on the battle result is transmitted to the player terminals 1 of the respective players A and B. ..
  • the game management unit 77 of the player terminal 1 of each of the players A and B receives the battle result and performs the battle result process (Step 405). ..
  • the above is the turn operation in which the buddy A of the player A attacks the buddy B of the player B and the buddy B of the player B defends. ..
  • the AI processing unit 104 performs a card operation information providing process (Step 402).
  • the card operation information providing process is a process of providing the card operation information indicating the selection or action of the card or the like by the buddy B to the player terminal 1 of the player B. ..
  • the operation information acquisition unit 75 of the player terminal 1 receives the card operation information.
  • the operation image display unit 76 displays the attack content of the buddy B indicated by the card operation information (Step 403). ..
  • the game management section 103 of the game server 2 performs a buddy battle process using the card operation information of the buddy B, the card setting information of the players A and B, and the card data (Step 404).
  • the information on the battle result is transmitted to the player terminals 1 of the respective players A and B. ..
  • the game management unit 77 of the player terminal 1 of each of the players A and B receives the battle result and performs the battle result process (Step 405).
  • the above is the operation of the turn in which the buddy B of the player B makes a defense, the buddy B of the player B attacks the buddy A of the player A, and the buddy A of the player A makes a defense. ..
  • Such a turn is repeated by the buddy A of the player A and the buddy B of the player B until the life of the buddy A of the player A or the buddy B of the player B becomes 0 or the number of cards in the deck becomes 0. .. Then, when the life of the buddy of any player becomes 0 or the number of cards in the deck becomes 0, the matching battle ends. ..
  • the matching battle result process is a process of determining the outcome of the battle between the buddy A of the player A and the buddy B of the player B, and transmitting the matching battle result information to the player terminals 1 of the respective players A and B.
  • the content to be transmitted is the result of the battle between player A's buddy A and player B's buddy B. ..
  • the game management unit 77 of the player terminal 1 receives the matching battle result information and displays the matching battle result (Step 407). ..
  • FIG. 23 is a sequence diagram of the matching battle process of Step 106 in the fourth battle mode. ..
  • player A attacks buddy B of player B and buddy B of player B makes a defense
  • buddy B of player B attacks player A and a turn of player A makes a defense.
  • the card setting process is performed in the player terminal 1 of the player A (Step 500).
  • the card setting process is performed by selecting one of the set decks and arranging the cards of the deck in the field area, the base area, the force area, and the hand.
  • the card identification information of the arranged cards and the arrangement status of the cards are transmitted to the game server 2 as card setting information. ..
  • the buddy card setting process of the buddy B of the player B is performed (Step 501).
  • the buddy card setting process is performed by the AI processing unit 104 of the game server 2.
  • the AI processing unit 104 selects one deck from the set decks, and arranges the cards of the deck in the field area, the base area, the force area, and the hand.
  • the card identification information of the arranged cards and the arrangement condition of the cards are transmitted to the player terminals 1 of the players A and B as buddy card setting information. ..
  • setting card display processing is performed using the buddy card setting information, and an image in which cards are arranged in the field is displayed (Step 502). ..
  • the game management unit 103 of the game server 2 receives the action selection information of the player A, and performs the battle process using the action selection information of the player A, the card setting information of the players A and B, and the card data (Step 504). ..
  • the information on the battle result is transmitted to the player terminals 1 of the respective players A and B.
  • the game management unit 77 of the player terminals 1 of the players A and B receives the battle result and performs the battle result process (Step 505).
  • the battle result process is a process of displaying the result of the battle on the player terminals 1 of the respective players A and B. ..
  • the above is the turn operation in which the player A attacks the buddy B of the player B and the buddy B of the player B defends. ..
  • the buddy B of the player B attacks the player A, and the player A makes a defense turn (buddy B ⁇ player A in FIG. 23). ..
  • the AI processing unit 104 performs a card operation information providing process (Step 506).
  • the card operation information providing process is a process of providing the card operation information indicating the selection or action of the card or the like by the buddy B to the player terminal 1 of the player B. ..
  • the operation information acquisition unit 75 of the player terminal 1 of the player B receives the card operation information.
  • the operation image display unit 76 performs an operation image display process for displaying the attack content of the buddy B indicated by the card operation information (Step 507). ..
  • the game management unit 103 and the AI processing unit 104 of the game server 2 perform the buddy battle process using the card operation information of the buddy B, the card setting information of the players A and B, and the card data (Step 508).
  • the information on the battle result is transmitted to the player terminals 1 of the respective players A and B. ..
  • the game management unit 77 of the player terminal 1 of each of the players A and B receives the battle result and performs the battle result process (Step 505). ..
  • the above is the turn operation in which the buddy B of the player B attacks the player A and the player A defends. ..
  • the player A and the buddy B of the player B repeat such a turn until the life of the buddy B of the player A or the player B becomes 0 or the number of cards in the deck becomes 0. Then, when the life of any player or buddy becomes 0, or the number of cards in the deck becomes 0, the matching battle ends. ..
  • the matching battle result process is a process of determining the outcome of the battle between the player A and the buddy B of the player B, and transmitting the matching battle result information to the player terminals 1 of the respective players A and B.
  • the content to be transmitted is the result of the battle between player A and player B's buddy B. ..
  • the game management unit 77 of the player terminal 1 receives the matching battle result information and displays the matching battle result (Step 510). ..
  • the player can select not only the battle mode between the human player and the human player but also various battle modes, and the interest of the user as the player is improved.
  • a game can be offered. This is different from the first game element, in which a second game element that allows the player to use the first game element in the game is introduced into the game, and a battle mode using the second game element is introduced. It becomes possible by providing it. ..
  • the second game element that behaves autonomously or spontaneously allows the player to enjoy various battle modes such as team battles and individual battles. ..
  • the character information of the second game element has various parameters, and each parameter depends on the player's game progress. Will change and will be described as an example of an element of the second game having various abilities and personalities. ..
  • the second game element has a plurality of parameters that change based on predetermined conditions related to the game.
  • the plurality of parameters influences the autonomous or spontaneous behavior of the second game element (use of the first game element).
  • the character information is the ability and character of the second game element, and the autonomous or voluntary action of the second game element (use of the first game element) is caused by the difference between the ability and character. It is different. Then, this character information changes in accordance with the progress of the game so that the person grows through various experiences. For example, the character information is changed by achieving a predetermined condition regarding the game. ..
  • the predetermined condition regarding the game is only to exchange the value (for example, experience value or use of a specific first game element) obtained for the result of the game, and to achieve a predetermined event in the game.
  • it includes acquisition of a new first game element, acquisition of a specific first game element, and the like as compensation for some action of the player.
  • the actions of the player include payment of money (money, in-game currency, points acquired by the player by participating in a lottery event carried out on the Internet, etc.), participation in an in-game event, and the like. ..
  • the plurality of parameters included in the character information is, for example, a parameter (hereinafter, referred to as a level) that changes depending on an experience value (different from the above-mentioned victory points) obtained by the battle result of the game. ), a parameter that changes depending on the frequency of use of the type of the first game element and the acquisition of a specific card (hereinafter referred to as a card comprehension degree), and a parameter that changes depending on the usage rate of the type of the first game element (hereinafter, A personality), a parameter that changes according to a predetermined event (hereinafter referred to as a sync level), and the like. ..
  • the level represents the basic level of the second game element, and is increased by the experience value obtained by playing the battle. Then, when the level increases, the thinking power of the second game element can be increased. The higher the thinking ability, the more appropriately the first game element can be used according to the situation of the game. ..
  • the card comprehension level is the comprehension level with respect to the first game element (the comprehension level with respect to the effect of the character of the card, etc.), and the higher the comprehension level, the more appropriate use of the first game element (card) is You can ..
  • the personality represents the personality of the second game element, and changes depending on the usage rate of the attribute of the first game element (having an attribute according to the character). ..
  • the sync level increases as the game progresses.
  • the sync level also rises by completing certain in-game events.
  • the predetermined event includes logging in to the game, acting with the player in the game, purchasing a card, and acquiring a specific card.
  • the game of the present embodiment also includes a mode such as a contact mode in which communication with the second game element is enjoyed.
  • the predetermined event includes a touch operation on the image of the second game element displayed on the screen in the contact mode. In the contact mode, the contents of expression of the second game element are different due to the different sync levels, and the higher the sync level, the more intimate the expression.
  • the sync level can be said to be a parameter indicating the relationship between the player and the second game element. ..
  • the second game element has a plurality of parameters as described above, a wide variety of second game elements are generated depending on the progress of the game of the player. In other words, the player has a second game element that the player has grown. ..
  • the special battle mode (from the first battle mode to the fourth battle mode) in the above-described first embodiment becomes a battle with more variation. This is because the ability or personality of the second game element is different for each player, and if the opponent is different, the second game element of different ability or personality will be played. ..
  • FIG. 24 is a block diagram showing a functional configuration example of the game server 2 according to the second embodiment. ..
  • the character updating unit 106 is added to the game server 2. ..
  • the character information updating unit 106 updates to increase or change various parameters (level, card comprehension degree, personality, synchro level) of the character information of the second game element.
  • the conditions for changing the parameters are set for each parameter (level, card comprehension level, personality, sync level), as described later.
  • the character information updating unit 106 determines whether or not a condition for changing each parameter is satisfied, and if the condition is satisfied, the parameter is updated.
  • the timing for determining the condition for changing the parameter includes, for example, detection of a predetermined operation (touch operation on the image of the second game element) in the contact mode at the time of login, at the end of battle, when acquiring a card, when acquiring a specific card. There are times, etc. However, it is not limited to this. ..
  • the experience value necessary for increasing the level is set for each level.
  • the character information updating unit 106 at a predetermined timing such as at the end of the battle, information on the battle (card setting information, action selection information, battle result, etc.) acquired from the game management unit 103 and a predetermined calculation formula. Using, the experience value of the player is calculated and updated. Then, based on the updated experience value, it is determined whether or not the experience value necessary for increasing the level has been reached, and if the experience value has been reached, updating is performed to increase the level.
  • the predetermined calculation formula may be set such that the experience value obtained by using a specific card in the deck is high.
  • the specific card is, for example, a card to which the highest rarity is given among the rarities having a plurality of stages. ..
  • the card comprehension level is a parameter indicating the comprehension level of each card for all cards.
  • the condition “put a card in a deck to battle” in FIG. 26 means that the player uses a certain deck at the time of battle, and 40 cards constituting the deck are targets for increasing the card comprehension level. It becomes a card.
  • the rate of increase "x%” means that if the condition is met, the degree of comprehension of each card constituting the deck will increase by x%.
  • the condition “use a card” means that the player uses the card during the battle regardless of the type of the card, and the used card is a card whose card comprehension level is increased.
  • the rate of increase “y%” means that if the condition is met, the card comprehension of the card used during the battle is increased by y%.
  • the condition “win using a specific card” means that the player uses and wins a specific card during a battle, and the specific card used during the battle is a card understanding level. It is a card to be climbed.
  • the rate of increase “z%” means that if the condition is met, the comprehension level of the particular card is increased by z%.
  • the condition "the second game element uses the player's card to battle” means that the second game element uses the card during the battle, and the used card is a card whose card comprehension level is increased. Is.
  • the rate of increase “m%” means that if the condition is met, the card comprehension of the card used for the second game element during the battle is increased by m%. Note that FIG. 26 shows only an example, and other examples may be used.
  • the character information updating unit 106 determines, for each condition, whether the condition is satisfied at a predetermined timing such as at the end of the battle. Then, if there is a condition to be satisfied, the card comprehension is increased by an increase rate corresponding to the condition. ..
  • one personality is set from a plurality of personalities (first personality, second personality,... Nth personality).
  • each of the personalities (first personality, second personality,... Nth personality) is associated with one of the card attributes (color in this embodiment).
  • the character information updating unit 106 is used in the battle based on the information (card setting information, action selection information, etc.) about the battle acquired from the game management unit 103 at a predetermined timing such as at the end of the battle.
  • points are added to the cumulative value for each color set in the personality.
  • the personality corresponding to the color having the largest cumulative value is selected and set as the personality.
  • the color is used as the card attribute corresponding to a plurality of personalities, the present invention is not limited to this, and other card attributes of a plurality of types may be used. ..
  • the character information updating unit 106 determines, for each condition, whether or not the condition is satisfied at a predetermined timing such as when logging in, when the battle ends, when a touch operation is detected in the contact mode, or the like. If there is a condition that is satisfied, the character information updating unit 106 updates the synchro level by an ascending rate corresponding to the condition. In the example of FIG.
  • the synchro level increases due to purchase of a card pack or the like.
  • the synchro level may have a changeable upper limit set for each predetermined period.
  • FIG. 29 is an overall sequence diagram for explaining the operations of the player terminal 1 and the game server 2.
  • the difference between FIG. 29 and FIG. 18 is that the character information updating process (Step 109) for updating the character information on the game server 2 side and the character information updating process (Step 110) for updating the character information on the player terminal 1 side are new. It was added to. ..
  • the character information updating unit 106 of the game server 2 performs a character information updating process (Step 109).
  • the character information updating unit 106 receives the card setting information during the battle and the battle result from the game management unit 102, and updates to raise or change the character information of the players A and B according to the result. Specifically, the level is calculated from the experience value obtained from the battle result, the card comprehension and personality are calculated according to the type of card used during the battle, and if the predetermined event is achieved, the sync level is calculated. To calculate. Then, the buddy setting data of the user information data is updated with the calculated value of each parameter. The updated character information is transmitted to the player terminal 1. ..
  • the buddy setting unit 72 of the player terminal 1 receives the updated character information and updates the buddy setting data (Step 110). ..
  • a player's buddy uses a card held by the player to play a match, and the character information of the buddy (second game element) indicates the progress of the game, the event, and the new information. It changes (increases or grows) according to the acquisition of cards (first game elements) or specific cards.
  • the special battle mode from the first battle mode to the fourth battle mode in the first embodiment described above, The match will be even more varied. As a result, it is possible to provide a game with a high interest for the user. ..
  • the buddy (the second game element) can play many battles, and the character information changes. It is also possible to accelerate (e.g., become more competitive). ..
  • the strength of the buddy (second game element) with respect to the game influences the victory. Even if the player is strong, if the level of the buddy (second game element) is too low, the defeat may continue and the player's interest in the game may diminish. Therefore, in a team battle such as the first battle mode or the second battle mode, the overall level or partial level of the character information of the player's buddy (second game element) exceeds a predetermined level. In this case, the first battle mode or the second battle mode may be selectable. ..
  • the player has a buddy (second game element) having excellent character information, the probability that the player wins the matching battle is increased. Therefore, the player develops a buddy (second game element) having excellent character information. You can also enjoy it. ..
  • the genre of the applicable game is not limited.
  • it may be a competitive game of sports in which the player is the character associated with the first game element. ..
  • a game system for playing a game using a first game element possessed by a player and a first game element possessed by an opponent player who is an opponent comprising a terminal and a game management device, and
  • the terminal includes a memory in which execution instructions are stored and a processor, and the processor does not configure the first setting process that sets the first game element that constitutes the player's deck according to the execution instruction and the deck.
  • the second setting process for setting the second game element that can use the first game element held by the player, and at least the matching battle with the opponent player matched as the opponent A game mode selection process capable of selecting a game mode in which a game is played with the second game element of the competition player is executed, and the game management device includes a memory storing an execution command and a processor, and the processor is A game system that executes a matching process between players who request the battle mode according to the execution command and a matching battle execution process that executes the matching battle according to the fight mode. ..
  • a game management device for playing a game using a first game element possessed by a player and a first game element possessed by an opponent player who is an opponent, a memory in which execution instructions are stored, and a processor
  • the processor executes a matching process between players who request a predetermined battle mode, and a matching battle execution process that executes a match battle between players according to the predetermined battle mode.
  • the predetermined battle mode is a battle mode in which at least the second game element of the opponent player in the matching battle is played, and the second game element is the first game element held by the player.
  • a game management device that can be used. ..

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Abstract

Le problème décrit par la présente invention est de proposer une technologie qui peut fournir un jeu qui est plus intéressant pour un utilisateur qui est un joueur. La solution selon l'invention porte sur un programme destiné à amener un ordinateur à exécuter un jeu qui utilise des premiers éléments de jeu qui sont possédés par un premier joueur et des premiers éléments de jeu qui sont possédés par un deuxième joueur qui est un adversaire, ledit programme amenant l'ordinateur à fonctionner comme un premier moyen de paramétrage destiné à paramétrer les premiers éléments de jeu constituant le jeu du premier joueur, un deuxième moyen de paramétrage destiné à paramétrer un deuxième élément de jeu qui est un élément de jeu qui ne fait pas partie du jeu du joueur et qui peut utiliser les premiers éléments de jeu possédés par le premier joueur, et un moyen de sélection de mode de partie destiné à permettre la sélection, parmi des parties avec un deuxième joueur qui est affronté en tant qu'adversaire, d'un mode de partie dans lequel au moins une partie avec le deuxième élément de jeu du deuxième joueur est jouée.
PCT/JP2019/048716 2019-01-29 2019-12-12 Programme, terminal, système de jeu et dispositif de gestion de jeu WO2020158208A1 (fr)

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