WO2020170611A1 - プログラム、端末、ゲームシステム及びゲーム管理装置 - Google Patents
プログラム、端末、ゲームシステム及びゲーム管理装置 Download PDFInfo
- Publication number
- WO2020170611A1 WO2020170611A1 PCT/JP2019/051430 JP2019051430W WO2020170611A1 WO 2020170611 A1 WO2020170611 A1 WO 2020170611A1 JP 2019051430 W JP2019051430 W JP 2019051430W WO 2020170611 A1 WO2020170611 A1 WO 2020170611A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- player
- battle
- game
- buddy
- game element
- Prior art date
Links
- 238000004458 analytical method Methods 0.000 claims description 40
- 230000006870 function Effects 0.000 claims description 35
- 230000008859 change Effects 0.000 claims description 7
- 238000000034 method Methods 0.000 description 149
- 230000008569 process Effects 0.000 description 141
- 230000009471 action Effects 0.000 description 77
- 238000012545 processing Methods 0.000 description 70
- 238000010586 diagram Methods 0.000 description 55
- 238000004891 communication Methods 0.000 description 37
- 230000007123 defense Effects 0.000 description 19
- 230000002860 competitive effect Effects 0.000 description 15
- 230000001186 cumulative effect Effects 0.000 description 14
- 230000015654 memory Effects 0.000 description 10
- 238000004364 calculation method Methods 0.000 description 9
- 230000000694 effects Effects 0.000 description 9
- 230000003292 diminished effect Effects 0.000 description 5
- 238000010801 machine learning Methods 0.000 description 5
- 238000002360 preparation method Methods 0.000 description 4
- 238000012790 confirmation Methods 0.000 description 3
- 230000007613 environmental effect Effects 0.000 description 3
- 230000004044 response Effects 0.000 description 3
- 230000005236 sound signal Effects 0.000 description 3
- 230000002269 spontaneous effect Effects 0.000 description 3
- 241000282412 Homo Species 0.000 description 2
- 230000001174 ascending effect Effects 0.000 description 2
- 230000006399 behavior Effects 0.000 description 2
- 230000007423 decrease Effects 0.000 description 2
- 238000013135 deep learning Methods 0.000 description 2
- 230000004048 modification Effects 0.000 description 2
- 238000012986 modification Methods 0.000 description 2
- 230000001133 acceleration Effects 0.000 description 1
- 238000009825 accumulation Methods 0.000 description 1
- 230000004913 activation Effects 0.000 description 1
- 230000005540 biological transmission Effects 0.000 description 1
- 230000015572 biosynthetic process Effects 0.000 description 1
- 238000013461 design Methods 0.000 description 1
- 238000001514 detection method Methods 0.000 description 1
- 230000006855 networking Effects 0.000 description 1
- 238000011017 operating method Methods 0.000 description 1
- 230000003287 optical effect Effects 0.000 description 1
- 230000009154 spontaneous behavior Effects 0.000 description 1
- 238000003786 synthesis reaction Methods 0.000 description 1
- 230000007704 transition Effects 0.000 description 1
- 230000002747 voluntary effect Effects 0.000 description 1
Images
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/49—Saving the game status; Pausing or ending the game
- A63F13/497—Partially or entirely replaying previous game actions
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
Definitions
- the present invention relates to a program, a terminal, a game system and a game management device.
- a function called “replay” which allows the play content to be recorded as replay data and allows the same play content to be reproduced later.
- the replay data is stored in the terminal in which the game software is installed. Then, when performing a replay, by reading the above-mentioned replay data stored in the storage unit during the execution of the game or at the end of the game, aligning the initial state of the game play start, and reproducing the operation history data, The content of the play is reproduced (Patent Document 1). ..
- 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 first setting means for setting a first game element that configures the deck of the first player and a game element that does not configure the deck in the computer, and the first game owned by the first player.
- One aspect of the present invention is a terminal for playing a game using a first game element possessed by a first player and a first game element possessed by a second player who is an opponent, First setting means for setting a first game element that constitutes a deck, and second game elements that are game elements that do not constitute the deck and that can use the first game element owned by the first player And a presenting unit that presents a replay of the battle in which the battle result is presented, provided that the battle result of the game is presented. ..
- One aspect of the present invention is a game management device that manages 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
- the game management device includes a battle situation analysis unit that analyzes a battle situation of a battle, generates battle situation information of the battle, and transmits the battle situation information to a terminal of a player. ..
- One aspect of the present invention is a game system for playing 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, and a terminal and game management.
- a first setting means for setting a first game element that constitutes a deck of the first player, and a game element that does not constitute the deck, and the terminal has a first device.
- the game management apparatus includes: a second setting unit that sets a game element; and a presentation unit that presents the battle situation information of the battle in which the battle result is presented, provided that the battle result of the game is presented.
- a game system including a battle situation analysis means for analyzing the battle situation of the battle, generating battle situation information of the battle, and transmitting the battle situation information to the terminal.
- 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 illustrating 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 displayed on the display 11 of the player terminal 1 in the standby phase or the card use preparation phase of the competitive game.
- FIG. 8 is a diagram showing an example of a screen display displayed on the display 11 of the player terminal 1 in the standby phase or the card use preparation phase of the competitive game.
- 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 display example of a list of battle reports.
- FIG. 13 is a diagram showing an example of the battle report.
- FIG. 14 is a diagram showing an example of the card setting data.
- FIG. 15 is a diagram showing an example of deck setting data.
- FIG. 16 is a diagram showing an example of the buddy setting data.
- FIG. 17 is a diagram showing an example of rank setting data.
- FIG. 18 is a diagram showing an example of the battle information.
- FIG. 19 is a block diagram showing a functional configuration example of 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 a display example of a list of battle reports.
- FIG. 28 is a block diagram showing a functional configuration example of the player terminal 1 according to the second embodiment.
- FIG. 29 is a display example of a list of competition reports in the second embodiment.
- FIG. 30 is a block diagram showing a functional configuration example of the game server 2 according to the second embodiment.
- FIG. 31 is an overall sequence diagram for explaining the operations of the player terminal 1 and the game server 2 according to the second embodiment.
- FIG. 32 is a display example of a list of competition reports in the modified example of the second embodiment.
- FIG. 33 is a block diagram showing a functional configuration example of the game server 2 according to the third embodiment.
- FIG. 34 is a diagram for explaining the level updating by the character information updating unit 107.
- FIG. 35 is a diagram for explaining the updating of the card comprehension degree by the character information updating unit 107.
- 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 players A and B of the game, 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 dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), a telephone communication network, a cable network, a communication network such as the Internet, and a wired communication method. / It does not 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. ..
- 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 action 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, and is not limited to the card as long as it is an article 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 does not necessarily have to be associated with a virtual or substantive article. ..
- the second game element uses the first game element possessed 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 (actively) 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 you do. ..
- the second game element has character information.
- This character information is attribute information of the second game element.
- the character information affects the autonomous or spontaneous (active) 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 (active) behavior of the second game element (use of the first game element). It is different.
- the character information varies depending on the acquired second game element. ..
- the autonomous or spontaneous (active) 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 typical 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 also be acquired 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 composition can be performed by touching the card menu from the home screen or the like and using the deck composition menu presented as one of them. ..
- 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. You can select multiple battle modes in the battle menu. ..
- the battle mode of the battle game according to 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 player's buddy form one team, and the team battle in which the team of the player A and the team of the opponent player 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 buddy of player A and the player B and the buddy of 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 competition 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. Further, the feature of the first competition mode is that the player and the buddy of the player use the same deck and the previous player does, just as the doubles 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 and decides 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 turn to defend. 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 turn to defend. 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. It is not intended to exclude a battle with a human player and a battle with a buddy versus a buddy, and 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 one 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 decks 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. ..
- one of the features of the opponent of the human player is the buddy of the opponent player (human), and the opponent of the buddy is the human player.
- These battles may be added instead of excluding the battles in which the player competes with each other to win or lose, and the battles in which the buddy and buddy battle with each other to win or lose. ..
- Third battle mode In the third battle mode, as shown in FIG. 6, a buddy of player A and a buddy of player B each independently battle each other to perform a match battle. 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 has selected 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 competitive mode is a competitive mode in which the player A and the buddy of the player B each independently fight to determine the outcome of the matching game.
- 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 the single battles such as the third battle mode and the fourth battle mode but also the team battles like the second battle mode, but the player and the buddy battle alone. This 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 the 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 battle phase in which an opponent player or a card of the opponent player is attacked by using a deck card placed in the area. ..
- FIG. 8 is a diagram showing an example of a screen display displayed on the display 11 of the player terminal 1 in the standby phase or the card use preparation phase of the competitive game.
- 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 performed is displayed. ..
- Each of the first area 20 and the second area 21 is to activate the action or effect of the field area 22 in which five cards (hands) selected from the own deck are arranged and the action or effect of the card arranged in the field.
- the second object 32 is also displayed as a player or a buddy that is the second game element. ..
- the turn consisting of such a series of phases is alternately repeated by the player A side and the opponent player B side, and the life of either player or buddy becomes 0, or the number of cards in the deck becomes 0.
- the winning or losing is decided by this. ..
- the outcome of the match is decided.
- the outcome of the match is presented.
- a function called "replay" is provided.
- the replay is not only a reproduction of the battle play in which the battle result is presented, but also a play state of the battle, for example, battle situation information (time-sequential placement of cards and hand cards).
- battle situation information time-sequential placement of cards and hand cards.
- the situation, the battle situation analysis which is information about the superiority or inferiority of time-series competitions) is a concept that also includes the presentation. ..
- the battle report is provided to the player after the battle.
- the battle report includes a video replay function of reproducing the play of the battle in video and a function of presenting battle situation information of the battle. ..
- the present game can present replays for all the battles in the battle modes, but the replays can be classified from the following viewpoints.
- the player When the player operates the card, which is the first game element, the player can directly experience the competition.
- the buddy battle which is the second game element, the battle proceeds without the player operating the card, which is the first game element. Therefore, the player who owns the buddy may not be able to view the buddy's matchup live. Therefore, the competition played by the player himself and the competition played by the buddy can be divided as follows. (1) First Replay When the player who views the replay is player A, the replay of the match between player A's buddy and player B or player B's buddy is called the first replay. (2) Second Replay When the player who views the replay is player A, the replay of the battle between player A and player B or the buddy of player B is called the second replay. ..
- the second battle mode of the battle modes includes a battle between a buddy, which is a second game element in which the player does not directly participate in the battle, but is autonomous or active, and the opponent (the second match-matching battle). Therefore, the player who owns the buddy may not be able to view the buddy's matchup live. Therefore, the player may want to know not only the result of the battle but also the content of the battle. Therefore, the first replay for replaying the battle between the buddy and the opponent player is effective. ..
- 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, in the case where the third battle mode is selected, when all the operations after the selection are entrusted to the player terminal 1 and the game server 2, as in the above-described second battle mode, the player not only has the battle result, The first replay of replaying a buddy battle is effective because there are cases where the player wants to know the content of the battle. ..
- the first replay is particularly effective in the second battle mode and the third battle mode. Therefore, in consideration of the load of the entire system, it may be limited to only the first replay. ..
- first game played by the player and a second game played by the buddy as in the second battle mode it is a second replay that is a replay of the first game and a replay of the second game.
- the first replay may be switched to be presented. ..
- 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, an element such as a touch operation pad, a home button, a button switch, a joystick or a trackball which is directly operated by a finger of the player A, as well as an acceleration sensor, an angular velocity sensor, an inclination sensor, a geomagnetic sensor, or the like. It can also be realized by an element 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 a CPU or a GPU, or an electronic component such as an ASIC or an 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 unit 61 includes a player information management unit 70, a card setting unit 71, a buddy setting unit 72, a battle mode selection unit 73, an action determination unit 74, an operation information acquisition unit 75, and an operation image display unit 76. And a replay execution unit 77 and a game management unit 78. ..
- the player information management unit 70 manages player information.
- the managed information manages basic user information such as player 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 in the standby phase and the card use preparation phase from the decks selected by the players A and B. 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 about 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). Further, 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) compete with 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 determination unit 74 determines a card selection or a card action by touch operation of the players A and B, 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 with reference to the character information of the buddy and the status of the card setting information in the battle, and the buddy selects or acts on the card in the player terminal 1. This is 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 display an image in which the buddy operates the card selection or the action. For example, when the acquired card operation information is information on 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. The image with the arrow from A to the opponent's card B is displayed. ..
- the replay execution unit 77 responds to the player's request for replay and performs processing for executing replay of the battle. ..
- the replay execution unit 77 holds, in the storage device 56, the battle information including the date of the battle and the battle identification information for identifying the battle each time the battle ends.
- the battle information also includes battle report information and battle replay data described below. Since the battle information is generated for each battle, it cannot be held infinitely considering the capacity of the storage device 56. Therefore, the number of battle information to be held may be limited. For example, the top 7 battle information with the latest battle date may be held, and the old battle information may be automatically deleted. If the battle information is deleted, the battle information cannot be replayed.
- the replay executing unit 77 can present a competition report, which is a competition report, using the competition information held in the storage device 56 at the end of the competition or at the player's request.
- the browsing of the battle report is started by first selecting the battle report which the player desires to browse from the list of the battle report displayed by the replay executing unit 77.
- FIG. 12 is a display example of a list of battle reports. In the display example of FIG. 12, three battle report boxes are displayed in the order of newest battle date, and each battle report box is provided with a battle report browsing button. The player touches the button of the battle report desired to be viewed, and the details of the battle report are displayed. ..
- the battle report provided by the replay execution unit 77 displays the opponent data (name of the opponent, rank) of the opponent, the battle result (win/loss), the deck name used, and the battle situation analysis graph of the battle.
- FIG. 13 is a diagram showing an example of the battle report. ..
- the battle situation analysis graph of the battle report is a time series of the superiority and inferiority of the battle for each turn from the start of the battle, and is one of the presentation modes of the battle situation information.
- the display of the battle situation analysis graph can display superiority or inferiority of the battle from three viewpoints of a comprehensive viewpoint, a player viewpoint (self), and an opponent player viewpoint (opponent).
- the comprehensive viewpoint is the battle situation information obtained by analyzing the battle situation by using the information of both the player and the opponent player regarding the card information, life, and the like.
- the player's viewpoint (self) is the battle situation information obtained by analyzing the battle situation using information that the player can obtain, in other words, information excluding information such as the hand of the opponent player that cannot be confirmed by the player.
- the opponent player's viewpoint is the battle situation information obtained by analyzing the battle situation using information that the opponent player can obtain, in other words, information excluding information such as the opponent player's hand that cannot be confirmed from the opponent player. is there. It can be said that such presentation of the battle situation analysis graph presents the replay of the battle using texts, graphs, or the like, and can be said to be one mode of the replay.
- the above-mentioned battle situation analysis is analyzed by the game server 2 for each battle, and is transmitted to each player terminal as battle report information. ..
- the replay execution unit 77 may record the play content of the battle as replay data and present the same play content as a video (video). Specifically, the replay executing unit 77 browses the battle report shown in FIG. 13 and, if the player desires the replay as a battle image, selects (touches) the replay button on the battle report screen. The video of the battle is presented. ..
- the replay execution unit 77 saves the replay data in the storage device 56 for each battle so as to perform the replay as the battle video.
- the replay data is composed of environmental data, card data, operation history data, and the like.
- the environment data is data indicating the environment in which the battle has started, such as the identification information of the decks used by the player A side and the player B side of the opponent, the identification information of the cards constituting the decks, and the like.
- the card data is the data of the card used in the battle and is similar to the card setting data described later.
- the operation history data is data representing an operation history by the player A side and the opponent player B side.
- the replay execution unit 77 reads out the above-mentioned replay data stored in the storage device 56 during execution of the game or at the end of the game by a selection operation (touch operation) by the player, and uses the environment data and the card data.
- the replay execution unit 77 uses the environment data and the card data.
- the replay of the battle video may be enabled regardless of the battle mode or the battle result, but it is not possible to replay in a specific battle mode or if you win the battle, and replay when the battle is lost. You may set the limit that it is possible. In that case, the color of the replay button is changed to a color different from the color of the active state so that it can be identified that it is in the inactive state where the replay button cannot be operated, or the color can be recognized by text or the like. ..
- each match report displays the match name (first match or second match) so that it can be identified which match report, and a switch button for switching each match report is provided. Switch reports so that they can be viewed. ..
- the game management unit 78 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 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 of FIG. 2, for example. ..
- the sound output unit 54 is for outputting sound effects 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. ..
- 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 and texture data for displaying images of cards and buddies on cards, motion data, effect data, background images of game screens, sound data such as sound effects, etc. 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. 14 shows 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. Note that FIG. 14 shows an example of the card setting data, and the present invention is not limited to this. Further, the card setting data increases or decreases as the number of cards owned by the players A and B increases or decreases. ..
- the deck setting data is data relating to each deck of the player, and includes card identification information of cards constituting each deck.
- FIG. 15 is a diagram showing an example of deck setting data.
- the example of FIG. 15 is an example of the deck setting data of the deck 1 of the player A, showing that the deck 1 is composed of cards of card identification information “001” to card identification information “023”. is there.
- FIG. 15 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. 16 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. 17 is an example of rank setting data. The rank of the player A's team and the cumulative victory points up to the present, the rank of the player A and the cumulative victory points up to the present, the rank of the buddy of the player A, and the accumulation up to the present. It is an example of data in which victory 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. ..
- the battle information includes battle identification information for identifying a battle, a date of the battle, replay data, and battle report information.
- FIG. 18 is an example of the battle information, and is a diagram showing that one battle information is composed of the battle identification information, the date of the battle, the replay data, and the battle report information. ..
- the replay data is composed of environmental data, card data, operation history data, and the like.
- the environment data is data indicating the environment in which the battle has started, such as the identification information of the decks used by the player A side and the player B side of the opponent, the identification information of the cards constituting the decks, and the like.
- the card data is the data of the card used in the battle and is similar to the card setting data described later.
- the operation history data is data representing an operation history by the player A side and the opponent player B side.
- the battle report information is transmitted from the game server 2 and will be described in detail later. ..
- FIG. 19 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, a rank update unit 105, and a battle situation analysis unit 106. ..
- 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. In the matching, basically, among logged-in players, teams having the same rank, players having the same rank, or buddies are matched. 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 contents 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 typical 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. ..
- AI processing unit 104 is also used for a battle situation analysis described later. ..
- 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 the match is lost, the 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 battle situation analysis unit 106 receives the card setting information, the action selection information, the battle result, and the like from the player terminal 1 from the game management unit 103, and analyzes the superiority or inferiority of each battle of the battle.
- the analysis of the superiority or inferiority of the battle is performed from the above-mentioned three perspectives: the comprehensive perspective, the player perspective (self), and the competitive player perspective (opponent).
- the AI processing unit 104 has an algorithm obtained by machine learning the teaching data such as the content of game progress of many competitive games and the results thereof. Therefore, it is possible to analyze the battle situation of the turn by using the input data such as the type of cards installed in the field of each turn, the type of cards in hand, and the remaining life. ..
- the battle situation analysis unit 106 uses the AI processing unit 104 to analyze the degree of superiority or inferiority of the player using the information of the player obtained at the end of the turn. From the viewpoint of the opponent (opponent), the battle situation analysis unit 106 uses the AI processing unit 104 to analyze the degree of superiority or inferiority of the player using the information of the opponent player obtained at the end of the turn.
- the simplest way to analyze a battle situation is the amount of life remaining for each player or buddy in each turn. For example, when the remaining life amounts of the players A and B are the same, no superiority or inferiority is achieved.
- the above-mentioned battle situation analysis method is an example, and other methods may be used. ..
- the battle situation analysis unit 106 at the end of the battle, the battle identification information, the battle situation analysis information analyzed from the above three viewpoints, the opponent data of the opponent (name of the opponent, rank), and the battle result (win/loss). And battle report information including at least the used deck name are transmitted to each player terminal 1.
- the match report (second replay) of the first match played by the player and the second match played by the buddy In a second match mode in which there is a different match between the player and the buddy in one matching match, the match report (second replay) of the first match played by the player and the second match played by the buddy. Create a battle match report (first replay). ..
- 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, the rank update unit 105, and the battle situation analysis unit 106. is there. ..
- 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. 20 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 the card data of all the cards used in this game. Basically, the same data as the card setting data of FIG. 14 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 use the player terminal 1 to play a battle game in which a plurality of special battle modes can be used.
- FIG. 21 is an overall sequence diagram for explaining the operation 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. ..
- 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 player A, B. This is done by the player selecting the battle mode.
- FIG. 22 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) compete with 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 configured so that the battle mode cannot be selected unless the player has a predetermined rank.
- the battle mode may be configured so that the battle mode cannot be selected unless the player has a predetermined rank.
- the first battle mode selection is not allowed unless the team rank is a predetermined rank.
- the second battle mode selection is not possible unless it is a predetermined rank that has a 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 teams having the same rank, players having the same rank, among players selecting the competition mode indicated by the competition mode selection information from the player terminal 1. Search for matching buddies. If teams, players or buddies having the same rank do not match, a different team, player or buddies are 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 is found, the teams that are one rank higher and lower will be matched. 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 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 be matched. 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 may be considered, and the matching may be performed using only one of the team rank, the player rank, and the buddy rank. For example, paying attention only to the player rank, the teams of the 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 player having the same buddy rank as the buddy rank of the player who has selected the third battle mode is searched using the buddy rank of the user information data of the recording unit 93, 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 in 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 necessarily have to be logged in to the game.
- the matching condition may be that the player is logged in. ..
- the buddy of the player whose buddy rank differs by one rank above and below is matched so that the buddy 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. ..
- a user having a buddy who is 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 a buddy corresponding to the player who has selected the fourth battle mode and the day of the week which has selected the third battle mode and the fourth battle mode. And may be matched. In this way, the player who has selected the third battle mode and 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 replay execution unit 77 of the user terminal 1 records replay data for replay.
- the matching battle process in each battle mode will be described later. ..
- the rank updating unit 105 of the game server 2 performs a rank updating process (Step 107).
- the rank update 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 victory points reach 500 points, 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). ..
- the battle situation analysis unit 106 of the game server 2 performs battle situation analysis processing of the battle (Step 109).
- the battle situation analysis process of the battle as described above, the battle situation analysis from the comprehensive viewpoint, the player viewpoint, and the opponent player is performed.
- the battle report information including at least the battle identification information, the opponent data of the opponent (the name and rank of the opponent player), the battle result (win/lose), the battle situation analysis result, and the used deck name is stored in the user terminal. Send to 1. ..
- the replay execution unit 77 of the user terminal 1 performs a battle report display process (Step 110).
- a battle report display process a list of battle reports as shown in FIG. 12 is displayed.
- FIG. 12 three battle report boxes are displayed in ascending order of battle date, and each battle report box is provided with a battle report viewing button.
- the replay execution unit 77 displays the details of the selected battle report. Details of the battle report are as shown in FIG. ..
- the player wants to replay the video from the desired turn in the displayed battle report
- the player touches the replay button.
- the replay button In the example of FIG. 13, the player desires replay from 12 turns, and when the replay button is touched in this state, the replay execution unit 77 starts the replay display process from 12 turns (Step 111). .. ..
- the replay execution unit 77 reads the replay data stored in the storage device 56, aligns the initial state of the battle start using the environmental data and the card data, and starts from the turn specified in the battle situation analysis of the battle report. By reproducing the operation history data, the play content from that turn is reproduced as an image.
- FIG. 23 is an example of a screen displaying a video of replay from 12 turns. A graph of the battle situation analysis is displayed at the upper part of the replay video, and the slider on the battle situation analysis graph moves according to the turn of the replay video currently being played, and the turn name of the replay video currently being played is also displayed. The turn is displayed. Then, when ending the replay, the replay end button is touched to transition to the battle report display screen. ..
- FIG. 24 is a sequence diagram of the matching battle process of Step 106 in the first battle mode. ..
- the card setting processing is performed by the card setting unit 71 (Step 200).
- the card setting process is performed by selecting one deck from 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 operations of the players A and 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. 24). ..
- 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.
- the action determination unit 74 transmits information on the determined selection or action of the card or the like to the game server 2 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 each player A and B, and the card data (Step 203). ..
- the information on the battle result is transmitted to the player terminals 1 of the players A and B. ..
- the game management section 78 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 turn (player B ⁇ buddy A in FIG. 24). ..
- the action selection processing is performed by the action determination unit 74 (Step 202). Selection of a card or the like or action is determined by the operation of the player B.
- the action determination unit 74 transmits information on the determined selection or action of the card or the like to the game server 2 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 players A and B. ..
- the game management section 78 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. 24). ..
- the AI processing unit 104 performs the 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 A to the player terminal 1 of the player 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 a 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 players A and B.
- the game management section 78 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 a turn is made in which the player A defends (buddy B ⁇ player A in FIG. 24). ..
- 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 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 players A and B. ..
- the game management section 78 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. 24). ..
- 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.
- the action determination unit 74 transmits information on the determined selection or action of the card or the like to the game server 2 as action selection information. ..
- the game management section 78 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 game management section 78 of the player terminal 1 receives the matching battle result information and displays the matching battle result (Step 209). ..
- FIG. 25 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, the battle process of the first match between the player A and the buddy B of the player B is performed between the player terminal 1 of the player A and the game server 2, and the situation of the first match on the player terminal 1 of the player A. 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. ..
- 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. ..
- Step 302 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 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. The action determination unit 74 transmits information on the determined selection or action of the card or the like to the game server 2 as action selection information. ..
- the game management unit 78 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 the buddy battle process is performed in the turn in which the player A defends (Step 306).
- 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 78 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 the same as the above-described first battle process between the player terminal 1 of the player B and the game server 2.
- the state of the second game is displayed on the player terminal 1. ..
- the matching battle result process is a process of determining the win or loss of the first and second battles and transmitting the matching battle result information to the player terminals 1 of the 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 78 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). ..
- 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, the battle between the player's buddy and the opponent player cannot be viewed. ..
- the replay function after displaying the matching battle result, by selecting the first replay that displays the battle report between the player's buddy and the opponent player, the battle situation between the player's buddy and the opponent player is selected. You can browse the analysis and replay video. ..
- FIG. 26 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 turn. Then, the buddy B of the player B attacks the buddy A of the player A and the player A The turn of Buddy A's defense is alternated. ..
- 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 deck from 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 state 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 with cards arranged in the field is displayed (Step 401). ..
- 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 A to the player terminals 1 of the players A and B. ..
- 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 403). ..
- the game management unit 103 of the game server 2 performs a buddy battle process using the card operation information of the buddy A, the card setting information of the buddies A and B, and the card data (Step 404).
- the information on the battle result is transmitted to the player terminals 1 of the players A and B. ..
- the game management unit 78 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 terminals 1 of the players A and B. ..
- 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 B indicated by the card operation information (Step 403). ..
- the game management unit 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 players A and B. ..
- the game management unit 78 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 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 78 of the player terminal 1 receives the matching battle result information and displays the matching battle result (Step 407). ..
- the player who has selected the third battle mode since buddies are in battle, the player who has selected the third battle mode does not necessarily have to play the game. Therefore, when the third battle mode is selected and the operations after the selection are all entrusted to the player terminal 1 and the game server 2, after the matching battle is over, the social networking service (SNS) or the like is used to perform the matching battle. It is also possible to notify that the competition report is available for viewing upon completion. In this way, the player who receives the notification can view the battle report, analyze the battle situation of the battle, and view the replay video. ..
- SNS social networking service
- FIG. 27 is a sequence diagram of the matching battle process of Step 106 in the fourth battle mode. ..
- 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 deck from 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 status of the cards are transmitted to the player terminals 1 of the players A and B as buddy card setting information. ..
- 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. 27). ..
- the operation information acquisition unit 75 of the player terminals 1 of the players A and 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 78 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 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 78 of the player terminal 1 receives the matching battle result information and displays the matching battle result (Step 510). ..
- the replay function for replaying the battle is provided, and the replay of the battle can be enjoyed.
- a battle situation analysis graph that analyzes the battle situation of the battle is also provided as one aspect of the replay, and the player can objectively analyze the battle. ..
- the present embodiment has a battle mode in which a buddy that is not directly operated by the player plays, and in particular, in the first replay in which the buddy battle is replayed, the player cannot watch the buddy battle content. It is valid. ..
- the player can select not only the battle mode between the human player and the human player but also various battle modes, and it is possible to provide a game in which the interest as a user is improved. 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 this second game element is introduced. It becomes possible by providing. ..
- the second game element that acts autonomously or voluntarily allows the player to enjoy various battle modes such as team battles and individual battles. ..
- the game server 2 stores the replay data, and the replay data is stored in response to the replay request from the player terminal 1. It may be configured to transmit to 1. ..
- FIG. 28 is a block diagram of the player terminal 1 according to the second embodiment.
- the player terminal 1 according to the second embodiment includes a rematch selection unit 79 in addition to the configuration of the first embodiment. ..
- the rematch selection unit 79 displays, on the match report presented by the replay execution unit 77, a rematch selection button capable of selecting the rematch of the match specified in the match report.
- FIG. 29 is an example of display of a competition report including a rematch selection button.
- the rematch selection unit 79 transmits rematch request information including the player information and the opponent identification information of the opponent to the game server 2.
- the opponent identification information can be acquired from the opponent data included in the battle report information. ..
- the rematch selection unit 79 can also specify the start turn of the rematch. In this case, after moving the slider of the battle situation analysis graph to the desired turn, touch the rematch selection button. When the rematch start turn is specified, the rematch request information is transmitted together with the rematch start turn information. ..
- Rematches can also be restricted according to the result of the match. For example, if the match is won, the rematch is impossible, and only if the match is defeated, the rematch is enabled. Further, in relation to the video replay, if the match is won, the video replay may not be possible and the rematch may be enabled, and if the match may be lost, the video replay may be enabled and the rematch may be enabled. .. ..
- the start turn of the rematch It is also possible to limit by a battle result, for example, superiority or inferiority of battle situation information. For example, the starting turn is limited to the turn after the battle situation becomes inferior in the battle situation of the defeated battle.
- FIG. 30 is a block diagram of the game server 2 according to the second embodiment.
- the game server 2 in the second embodiment includes a rematch execution unit 107 in addition to the configuration of the first embodiment. ..
- the rematch execution unit 107 receives the rematch request information from the player terminal 1, and executes the rematch between the player who desires the rematch and the opponent buddy included in the rematch request information.
- the AI processing unit 104 is used for the buddy operation. ..
- FIG. 31 is a sequence diagram for explaining operations of the player terminal 1 and the game server 2 according to the second embodiment. ..
- the player A and the buddy of the player B compete in the fourth battle mode, and after the result of the battle ends with the victory of the buddy of the player B, the player A views the battle report and executes the rematch.
- a case example will be described. ..
- the player A browses the battle report (Step 600). ..
- the replay button of the battle report is touched (Step 601).
- the turn to start the rematch can also be selected from the slider of the battle situation analysis graph.
- the rematch selection unit 79 displays the rematch desired player (player A in this example), opponent identification information (buddy of player B in this example), rematch start turn, and replay data.
- the rematch request information including at least the information is transmitted to the game server 2. ..
- the rematch execution unit 107 of the game server 2 receives the rematch request information and executes the designated turn reproduction process (Step 602).
- the designated turn reproduction processing uses the replay data to reproduce the card settings of the turn specified by the player A and the lives of the player and the buddy. Further, the buddy of player B is specified from the opponent identification information, and the AI processing unit 104 is notified of the information for identifying the buddy of player B. Then, the designated turn reproduction information for reproducing these designated turns is transmitted to the player terminals 1 of the players A and B. ..
- the game server 2 since the rematch opponent is a buddy operated by the game server 2, the operation on the side of the rematch opponent is not necessary in principle. In addition, it is considered that the rematch opponent player rarely operates the player terminal 1 during the rematch. Therefore, the game server 2 does not have to transmit the designated turn reproduction information and the like to the player terminal 1 of the player B. Further, the subsequent processing on the player B side can be omitted. ..
- the player terminal 1 of the player A receives the designated turn reproduction information. Then, the operation image display unit 76 of the player terminal 1 performs designated turn display processing (Step 603).
- the designated turn reproduction information is used to display the hand, the placed cards, the lives of the player and the buddy, etc. in the designated turn. As a result, the environment where the rematch between the player A and the buddy B of the player B is executed from the designated turn is completed. ..
- the action selection process is performed in the player terminal 1 of the player A. (Step 503).
- the player A determines the choice of card or the like or the action.
- the action determination unit 74 transmits information on the determined selection or action of the card or the like to the game server 2 as action selection information. ..
- 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 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 A. ..
- 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 terminal 1 of the player A. ..
- the game management unit 78 of the player terminal 1 of each player A 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 when the number of cards in the deck becomes 0, the rematch of the matching battle ends. ..
- any method may be used to reflect the battle result of the rematch in the update of the rank.
- the rank update process (Step 107) in FIG. 21 is performed.
- the rank update processing (Step 107) is not performed. ..
- Step 600, Step 601, Step 602, and Step 603 may be provided in place of Step 400 and Step 401 in FIG. 26 for explaining the operation in the third battle mode. ..
- the battle situation information (for example, battle situation analysis information) corresponding to the turn of the rematch and serving as the source of the rematch may be displayed.
- the third battle mode is a battle mode in which a buddy of player A and a buddy of player B battle each other. That is, the buddies are competing against each other.
- a battle mode if the player loses his or her buddy, if there is a mode in which the player himself challenges the buddy of the winning opponent instead of the buddy, the interest of the game is further enhanced. Therefore, in the modified example of the second embodiment, an example will be described in which, in the rematch of the battle in the third battle mode, the player plays a battle with the buddy of the opponent instead of the buddy. ..
- the rematch selection unit 79 displays, on the match report presented by the replay execution unit 77, a rematch selection button capable of selecting the rematch of the match specified in the match report.
- a rematch selection button capable of selecting the rematch of the match specified in the match report.
- two types of rematch selection buttons are displayed: a first rematch button for rematching between the same persons as in the competition and a second rematch button for the player to rematch on behalf of the buddy. To be done. ..
- FIG. 32 is an example of display of a competition report including a rematch selection button in the modification of the second embodiment.
- the player selects (touches) the first rematch button (the “rematch” button in FIG. 32) in the same situation as the previous match, that is, if he wants his buddy to play again against his opponent's buddy,
- the second rematch button (the “rematch in place of the buddy” button in FIG. 32) is selected (touched). ..
- a reward confirmation button that can present the reward obtained when the player himself competes with the opponent buddy in place of the buddy and wins is displayed.
- the player can know the reward obtained when winning.
- This reward is higher when the player wins the match rematch that Buddy lost, than when the player wins the match rematch when Buddy wins. ..
- the player who loses the match played by Buddy often desires a rematch on behalf of Buddy, and the interest of the game is enhanced. ..
- the reward is a reward that favorably advances the game, and is, for example, an experience value or the like necessary for increasing the rank.
- the information on the amount of reward is determined by the battle situation analysis unit 106 of the game server 2 based on the rank of the opponent, and is included in the battle report information and transmitted.
- the rematch selection unit 79 obtains the reward amount from the match report information and displays it on the display 11 of the player terminal 1. ..
- the rematch selection unit 79 informs the game server 2 that the second rematch button has been selected.
- the operation is basically the same as the operation in the fourth battle mode described in the second embodiment. This is because the battle mode in which the player replays instead of the buddy is a battle between the player and the buddy, which is similar to the rematch operation in the fourth battle mode. Therefore, detailed description is omitted. ..
- the first rematch button (“rematch” button in FIG. 32) and the second rematch button (“rematch instead of buddy” button in FIG. 32) are displayed in the match report.
- only the second rematch button is displayed in the match report. ..
- the character information of the second game element has various parameters, and each parameter is changed according to 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 affect the autonomous or spontaneous behavior of the second game element (use of the first game element).
- the character information is the ability and personality of the second game element, and the autonomous or voluntary action (use of the first game element) of the second game element is caused by the difference between the ability and the personality. 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 related to the game.
- the plurality of parameters included in the character information is, for example, a parameter (hereinafter, referred to as a level) that changes depending on the 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.). 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 is also increased by achieving a predetermined event in the game.
- 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 this contact mode, the content of expression of the second game element is different due to the different sync level, and the higher the sync level, the more intimate the expression.
- the synchronization 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 character of the second game element is different for each player, and if the opponent is different, the second game element of different ability or character will be played. ..
- FIG. 33 is a block diagram showing a functional configuration example of the game server 2 according to the second embodiment. ..
- the character information updating unit 107 is added to the game server 2. ..
- the character information update unit 107 updates to increase or change various parameters (level, card comprehension level, personality, sync 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 107 determines whether or not a condition for changing each parameter is satisfied, and when the condition is satisfied, the parameter is updated.
- the timing for determining the condition for changing the parameter is, for example, at the time of login, at the end of battle, at the time of card acquisition, at the time of specific card acquisition, detection of a predetermined operation in the contact mode (touch operation on the image of the second game element). 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 107 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. Is used to calculate and update the experience value of the player. 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 it has, the update is performed to increase the level.
- the predetermined calculation formula may be set so 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 in 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. 35 means that the player uses a certain deck at the time of battle, and the 40 cards constituting the deck are the 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 to be 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 the 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 the comprehension level of the specific card is increased by z% if the condition is met.
- 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 the card comprehension of the card used for the second game element during the battle is increased by m% if the condition is met. Note that FIG. 35 shows only an example, and other examples may be used. ..
- 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 107 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 character corresponding to the color having the largest cumulative value is selected and set as the personality.
- 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 107 determines, for each condition, whether or not the condition is satisfied at a predetermined timing such as at login, at the end of battle, at the time of detecting a touch operation in the contact mode, or the like. If there is a condition to be met, the character information updating unit 107 updates the synchro level by an ascending rate corresponding to the condition. In the example of FIG. 37, conditions for increasing the synchro level and a rate of increase corresponding to each condition are set. For example, “login”, “battle”, “touch the image of the second game element in the contact mode", "purchase a card pack”, etc. are set as conditions for increasing the sync level. There is.
- the character information updating unit 107 determines, for each condition, whether or not the condition is satisfied at a predetermined timing such as at login, at the end of battle, at the time of detecting a touch operation in the contact mode, or the like. If there is a condition to be met, the character information updating unit 107 updates the synchro level by an ascending rate
- 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. 38 is an overall sequence diagram for explaining the operations of the player terminal 1 and the game server 2.
- the difference between FIG. 38 and FIG. 21 is that the character information updating process (Step 120) for updating the character information on the game server 2 side and the character information updating process (Step 121) for updating the character information on the player terminal 1 side are new. It was added to. ..
- the buddy setting unit 72 of the player terminal 1 receives the updated character information and updates the buddy setting data (Step 121). ..
- 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) is used to determine 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 in which the user's interest is high. ..
- 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 may lose interest in the game. Therefore, in a team battle such as the first battle mode or the second battle mode, the overall level or part 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 can be made selectable. ..
- the player has a buddy (second game element) having excellent character information
- the player has a higher probability of winning the matching game. Therefore, the player develops a buddy (second game element) having excellent character information. You can also enjoy it. ..
- a processor is executed, and the processor executes a game using the first game element owned by the first player and the first game element owned by the second player, which is an opponent, on the computer according to the execution instruction.
- a program that causes the computer to perform a first setting process for setting the first game element that configures the deck of the first player and a game element that does not configure the deck for the first player.
- a game management device that manages a game using the first game element owned by the first player and the first game element owned by the second player who is an opponent, and stores execution instructions.
- a memory and a processor, and the processor executes the battle situation analysis process of analyzing the battle situation of the game, generating battle situation information by the execution instruction, and transmitting the battle situation information to the player's terminal. Management device to do. ..
- the game management device includes a memory in which execution instructions are stored and a processor, and the processor analyzes the battle situation of the game battle based on the execution instructions and executes the battle.
- a game system that generates battle situation information and transmits the battle situation information to the terminal. ..
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Business, Economics & Management (AREA)
- Computer Security & Cryptography (AREA)
- General Business, Economics & Management (AREA)
- Human Computer Interaction (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
- User Interface Of Digital Computer (AREA)
- Information Transfer Between Computers (AREA)
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2019-026854 | 2019-02-18 | ||
JP2019026854 | 2019-02-18 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2020170611A1 true WO2020170611A1 (ja) | 2020-08-27 |
Family
ID=71949266
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP2019/051430 WO2020170611A1 (ja) | 2019-02-18 | 2019-12-27 | プログラム、端末、ゲームシステム及びゲーム管理装置 |
Country Status (2)
Country | Link |
---|---|
JP (3) | JP6737558B1 (enrdf_load_stackoverflow) |
WO (1) | WO2020170611A1 (enrdf_load_stackoverflow) |
Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN113633968A (zh) * | 2021-08-11 | 2021-11-12 | 网易(杭州)网络有限公司 | 一种游戏中的信息展示方法、装置、电子设备及存储介质 |
JP7450101B1 (ja) | 2023-07-31 | 2024-03-14 | 株式会社Cygames | 情報処理プログラム、情報処理方法および情報処理システム |
Families Citing this family (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN116323179A (zh) | 2020-10-05 | 2023-06-23 | Agc株式会社 | 夹层玻璃 |
JP7093586B1 (ja) | 2021-03-15 | 2022-06-30 | 株式会社コナミデジタルエンタテインメント | ゲーム用のコンピュータプログラム、並びにゲームシステム及びその制御方法 |
JP7153108B1 (ja) | 2021-04-30 | 2022-10-13 | グリー株式会社 | 制御プログラム、端末装置、及び端末装置の制御方法 |
JP2024021308A (ja) * | 2022-08-03 | 2024-02-16 | 株式会社コロプラ | プログラム及びシステム |
Citations (6)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2004089555A (ja) * | 2002-09-03 | 2004-03-25 | Namco Ltd | ゲーム装置、ゲーム制御プログラムおよびそのプログラムが記録された記録媒体 |
US20080096663A1 (en) * | 2005-11-07 | 2008-04-24 | Microsoft Corporation | Game strategy analysis tool |
JP2014171496A (ja) * | 2013-03-06 | 2014-09-22 | Konami Digital Entertainment Co Ltd | ゲーム装置、ゲーム制御プログラム、ゲームシステム、及びゲーム制御方法 |
JP2015188489A (ja) * | 2014-03-27 | 2015-11-02 | 株式会社コナミデジタルエンタテインメント | 情報処理装置、情報処理システム、プログラム |
JP2018015542A (ja) * | 2016-07-14 | 2018-02-01 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、ゲーム装置及びプログラム |
JP2019013349A (ja) * | 2017-07-04 | 2019-01-31 | 株式会社セガゲームス | 情報処理システム及び動画再生方法 |
Family Cites Families (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP6822592B2 (ja) * | 2020-04-07 | 2021-01-27 | 株式会社三洋物産 | 遊技機 |
-
2019
- 2019-05-31 JP JP2019103067A patent/JP6737558B1/ja active Active
- 2019-12-27 WO PCT/JP2019/051430 patent/WO2020170611A1/ja active Application Filing
-
2020
- 2020-07-15 JP JP2020121151A patent/JP7419185B2/ja active Active
-
2024
- 2024-01-09 JP JP2024001520A patent/JP7681736B2/ja active Active
Patent Citations (6)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2004089555A (ja) * | 2002-09-03 | 2004-03-25 | Namco Ltd | ゲーム装置、ゲーム制御プログラムおよびそのプログラムが記録された記録媒体 |
US20080096663A1 (en) * | 2005-11-07 | 2008-04-24 | Microsoft Corporation | Game strategy analysis tool |
JP2014171496A (ja) * | 2013-03-06 | 2014-09-22 | Konami Digital Entertainment Co Ltd | ゲーム装置、ゲーム制御プログラム、ゲームシステム、及びゲーム制御方法 |
JP2015188489A (ja) * | 2014-03-27 | 2015-11-02 | 株式会社コナミデジタルエンタテインメント | 情報処理装置、情報処理システム、プログラム |
JP2018015542A (ja) * | 2016-07-14 | 2018-02-01 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、ゲーム装置及びプログラム |
JP2019013349A (ja) * | 2017-07-04 | 2019-01-31 | 株式会社セガゲームス | 情報処理システム及び動画再生方法 |
Non-Patent Citations (2)
Title |
---|
"AI CARDDASS] is born with a fusion of AI (artificial intelligence) and card games", 26 September 2018 (2018-09-26), Retrieved from the Internet <URL:https://www.famitsu.com/news/201809/26164907.html> [retrieved on 20191204] * |
"Play the smartphone game [Pokemon Comaster] where you can enjoy a little different strategy battle in Pokemon x board game", 4 May 2016 (2016-05-04), Retrieved from the Internet <URL:https://web.archive.org/web/20160504071139/https://gigazine.net/news/20160424-pokemon-comaster> [retrieved on 20190925] * |
Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN113633968A (zh) * | 2021-08-11 | 2021-11-12 | 网易(杭州)网络有限公司 | 一种游戏中的信息展示方法、装置、电子设备及存储介质 |
JP7450101B1 (ja) | 2023-07-31 | 2024-03-14 | 株式会社Cygames | 情報処理プログラム、情報処理方法および情報処理システム |
JP2025020957A (ja) * | 2023-07-31 | 2025-02-13 | 株式会社Cygames | 情報処理プログラム、情報処理方法および情報処理システム |
Also Published As
Publication number | Publication date |
---|---|
JP7419185B2 (ja) | 2024-01-22 |
JP2020168527A (ja) | 2020-10-15 |
JP6737558B1 (ja) | 2020-08-12 |
JP2024028422A (ja) | 2024-03-04 |
JP2020130999A (ja) | 2020-08-31 |
JP7681736B2 (ja) | 2025-05-22 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
JP6737558B1 (ja) | プログラム、端末、ゲームシステム及びゲーム管理装置 | |
JP6853861B2 (ja) | プログラム、ゲームシステム及びゲーム管理サーバ | |
JP6999721B2 (ja) | プログラム、端末、ゲームシステム及びゲーム管理装置 | |
JP6969835B2 (ja) | ゲーム管理装置、ゲームシステム、ゲーム管理方法及びプログラム | |
JP7549068B2 (ja) | プログラム、端末、ゲームシステム及びゲーム管理装置 | |
JP7348146B2 (ja) | プログラム、端末、ゲームシステム及びゲーム管理装置 | |
JP7051922B2 (ja) | プログラム、端末、ゲーム管理装置 | |
JP7715856B2 (ja) | プログラム、端末、ゲームシステム及びゲーム管理装置 | |
WO2021166971A1 (ja) | プログラム、端末、サーバ、及びゲームシステム | |
JP2021137120A (ja) | プログラム、端末、ゲームシステム及びゲーム管理装置 | |
JP7531550B2 (ja) | プログラム、端末、ゲームシステム及びゲーム管理装置 | |
JP7605796B2 (ja) | プログラム、端末及びゲーム管理装置 | |
WO2021187309A1 (ja) | ゲームシステム、プログラム、端末及びゲーム管理装置 | |
JP7394040B2 (ja) | プログラム、端末、サーバ装置及びシステム | |
JP6987169B2 (ja) | ゲーム管理装置及びプログラム | |
JP6775093B1 (ja) | プログラム、端末、ゲームシステム及びゲーム管理装置 |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
121 | Ep: the epo has been informed by wipo that ep was designated in this application |
Ref document number: 19916096 Country of ref document: EP Kind code of ref document: A1 |
|
NENP | Non-entry into the national phase |
Ref country code: DE |
|
122 | Ep: pct application non-entry in european phase |
Ref document number: 19916096 Country of ref document: EP Kind code of ref document: A1 |