WO2023013769A1 - ゲームのためのプログラム、方法及び情報処理装置 - Google Patents

ゲームのためのプログラム、方法及び情報処理装置 Download PDF

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Publication number
WO2023013769A1
WO2023013769A1 PCT/JP2022/030124 JP2022030124W WO2023013769A1 WO 2023013769 A1 WO2023013769 A1 WO 2023013769A1 JP 2022030124 W JP2022030124 W JP 2022030124W WO 2023013769 A1 WO2023013769 A1 WO 2023013769A1
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WO
WIPO (PCT)
Prior art keywords
game
game media
game medium
battle
immediate execution
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
PCT/JP2022/030124
Other languages
English (en)
French (fr)
Japanese (ja)
Inventor
英佑 踊場
茂樹 藤本
圭将 間瀬
芳朗 ▲高▼木
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Cygames Inc
Original Assignee
Cygames Inc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Cygames Inc filed Critical Cygames Inc
Priority to CN202280066591.5A priority Critical patent/CN118043113A/zh
Publication of WO2023013769A1 publication Critical patent/WO2023013769A1/ja
Priority to US18/432,992 priority patent/US20240173619A1/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/422Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

Definitions

  • the present invention relates to a game program or the like, and more particularly to a game program or the like in which a battle is performed using a game medium set selected from two or more game medium sets, and which is a game medium for instant execution.
  • the present invention relates to programs and the like for games that enable battles using an operation unit.
  • Patent Document 1 A possible game program is known (Patent Document 1).
  • a game is known in which game media sets including game media selected from among game media owned by a player are organized, and battles are performed using the game media sets selected from a plurality of organized game media sets.
  • a game medium set to be used in battle is selected from a plurality of game medium sets, so a shortcut button is set for one ability selected from among the abilities of the player character PC.
  • the ability assigned to the shortcut button is not always available in the game media set used for battle.
  • the present invention has been made to solve such problems.
  • the main purpose is to provide programs that enable battles.
  • a program as one aspect of the present invention is a program for a game in which a battle is performed using a game medium set selected from two or more game medium sets, the game medium The set is organized and stored before the start of the battle, and includes game media selected from the game media possessed by the user, and the program instructs the computer, when the game media set is organized, to play games included in the game media set.
  • receiving a selection input for selecting a game medium for immediate execution from the medium storing the selected game medium as a game medium for immediate execution of the game medium set; and starting a battle using the game medium set.
  • the program according to item 1 further comprises the steps of: displaying a non-immediate execution operation unit on the battle screen; displaying an effect activation game medium selection screen for selection; and receiving a user operation to select a game medium on the effect activation game medium selection screen, executing an effect activation process associated with the selected game medium. and may be further executed by a computer.
  • a game medium selection section for selecting each game medium is displayed on the effect activation game medium selection screen, and in the game medium selection section for the immediate execution game medium, may display information indicating that the game content associated with the game content selection section is set as an immediate execution game content.
  • a basic operation unit is displayed on the battle screen, and the program further instructs the computer that a set of game media used for the battle includes immediate execution game media. determining whether or not an immediate execution game content has been set; displaying the immediate execution operation section instead of the basic operation section if it is determined that the immediate execution game content has been set; can be executed.
  • a method as one aspect of the present invention is a method for a game in which a battle is performed using a game medium set selected from two or more game medium sets, wherein the game medium sets are organized before the start of the battle.
  • An information processing device is an information processing device for a game in which a battle is performed using a game media set selected from two or more game media sets, wherein the game media set is selected before the start of the battle. and includes game media selected from among game media possessed by the user, and the information processing device, when organizing a game media set, extracts game media from the game media included in the game media set for immediate execution.
  • the selected game medium is stored as an immediate execution game medium of the game medium set, and when a battle is started using the game medium set, an immediate execution operation is performed. is displayed on the battle screen, and when a user's operation on the immediate execution operation unit is received, effect activation processing associated with the immediate execution game media of the game media set is executed.
  • the game media set for immediate execution is immediately executed. Effect activation processing associated with game media can be executed, and the operation burden on the player can be reduced.
  • FIG. 1 is a system configuration diagram according to an embodiment of the present invention
  • FIG. 1 is a hardware configuration diagram of an information processing device according to an embodiment of the present invention
  • FIG. 1 is a functional block diagram of an information processing device according to one embodiment of the present invention
  • FIG. It is an example of the screen for games which concerns on one Embodiment of this invention.
  • 4 is a flow chart showing information processing according to one embodiment of the present invention. It is an example of the screen for games which concerns on one Embodiment of this invention. 4 is a flow chart showing information processing according to one embodiment of the present invention. It is an example of the screen for games which concerns on one Embodiment of this invention. It is an example of the screen for games which concerns on one Embodiment of this invention.
  • a game system 1 according to an embodiment of the present invention will be described below with reference to the drawings.
  • more detailed explanation than necessary may be omitted.
  • detailed descriptions of already well-known matters and redundant descriptions of substantially the same configurations may be omitted.
  • the game system 1 can be realized by a system in which a plurality of information processing devices are connected via a network, but can also be realized by a single information processing device.
  • the information processing device can be, for example, an electronic device such as a computer, a smart phone, or a server.
  • FIG. 1 shows an example of the overall configuration of a game system according to one embodiment of the present invention.
  • a game system 1 includes player devices 10, which are a plurality of information processing devices, and a server 20.
  • the player devices 10 and the server 20 are connected to a network 2 such as the Internet and can communicate with each other.
  • a network 2 such as the Internet
  • FIG. 2 is a block diagram showing the hardware configuration of the player device 10 and server 20 according to one embodiment of the present invention.
  • the player device 10 includes a processor 11 , display device 12 , input device 13 , storage device 14 and communication device 15 . Each of these components are connected by a bus 16 . It is assumed that an interface is interposed between the bus 16 and each constituent device as required.
  • the player device 10 is a smart phone.
  • the player device 10 may be an electronic device such as a tablet computer, a computer equipped with a contact input device such as a touch pad, or a game device, as long as it has the above configuration.
  • the server 20 similarly comprises a processor 21 , a display device 22 , an input device 23 , a storage device 24 and a communication device 25 . Each of these components are connected by a bus 26 . It is assumed that an interface is interposed between the bus 26 and each constituent device as required. In this embodiment, the server 20 is implemented by a computer.
  • the processors 11 and 21 control the overall operation of the player device 10 or server 20, and are CPUs, for example. Note that an electronic circuit such as an MPU may be used as the processors 11 and 21 .
  • the processors 11 and 21 perform various processes by reading and executing programs and data stored in the storage devices 14 and 24 . In one example, processors 11, 21 are comprised of multiple processors.
  • the display devices (displays) 12 and 22 display application screens and the like to the user (player) of the player device 10 or the user (administrator) of the server 20 under the control of the processors 11 and 21 .
  • a liquid crystal display is preferable, but a display using an organic EL, a plasma display, or the like may be used.
  • the input devices 13 and 23 are user interfaces that receive input from the user to the player device 10 and the server 20, and are, for example, touch panels, touch pads, keyboards, or mice. Since the player device 10 is a smartphone in this embodiment, the player device 10 includes a touch panel as the input device 13, the touch panel also functions as the display device 12, and the display device 12 and the input device 13 are integrated. . The display device 12 and the input device 13 may be separate forms arranged at different positions. Since the server 20 is a computer, it has a keyboard and a mouse as input devices, and a liquid crystal display as a display device.
  • the storage devices 14 and 24 are storage devices provided in general smartphones or computers, including RAM, which is volatile memory, and ROM, which is nonvolatile memory. Storage devices 14, 24 may also include external memory.
  • the storage device 14 stores browser programs and game programs
  • the storage device 24 stores server game programs.
  • the browser program and the game program are activated in response to a user's operation on the player device 10 and run on an operating system (OS) pre-installed in the player device 10 .
  • the server game program includes functions and various data for performing information processing so as to appropriately progress the game on the browser program and the game program that are executed in each client electronic device.
  • the storage devices 14, 24 include main storage devices and secondary storage devices.
  • the main storage device is a volatile storage medium from which information can be read and written at high speed, and is used as a storage area and work area when the processors 11 and 21 process information.
  • the auxiliary storage stores various programs and data used by the processors 11 and 21 when executing each program.
  • the auxiliary storage device is, for example, a hard disk device, but may be any nonvolatile storage or nonvolatile memory that can store information, and may be removable.
  • the auxiliary storage stores, for example, an operating system (OS), middleware, application programs, and various data that can be referenced during the execution of these programs.
  • OS operating system
  • middleware middleware
  • application programs and various data that can be referenced during the execution of these programs.
  • the communication devices 15 and 25 exchange data with other devices via the network 2 (not shown in FIG. 2).
  • the communication devices 15 and 25 perform wireless communication such as mobile communication and wireless LAN, and connect to the network 2 .
  • the player device 10 uses the communication device 15 to communicate with the server 20 via the network.
  • the communication devices 15 and 25 may perform wired communication using an Ethernet (registered trademark) cable or the like.
  • FIG. 3 shows an example of a functional block diagram of the player device 10 and the server 20 according to one embodiment of the present invention.
  • the player device 10 has an input unit 31 , a display unit 32 , a communication unit 33 and a game control unit 34
  • the server 20 has an input unit 41 , a display unit 42 , a communication unit 43 and a game control unit 44 .
  • these functions are realized by the processors 11 and 21 executing programs.
  • the programs to be executed are browser programs and game programs stored in the storage devices 14 and 24 .
  • one part (function) may be partly or wholly included in another part.
  • These functions may also be realized by hardware by constructing an electronic circuit or the like for realizing part or all of each function.
  • the input units 31 and 41 are configured using the input devices 13 and 23, and receive inputs from the user to the player device 10 and the server 20.
  • the player device 10 and the server 20 receive user input through the input units 31 and 41 .
  • the player device 10 can use a touch detection function that a smart phone having a touch panel generally has.
  • the display unit 32 displays the game screen on the display device 12, and displays the game screen according to the progress of the game and user operations (player operations).
  • the game control unit 34 stores various data required for control processing and processing for executing the game of the present embodiment.
  • a browser program is used to process input/output information for the user, process transmission/reception signals to/from the server 20, and the like.
  • the game control unit 34 realized by this application performs various information processing for executing the game, such as progress of the game and management of data. Execute.
  • the display unit 42 displays a management screen for the game manager on the display device 22 as necessary.
  • the game control unit 44 performs processing for the game executed in the player device 10 of this embodiment.
  • the game controller 44 periodically or as needed when a browser is launched on the player device 10 to implement the game controller 34 and access the server 20 to progress the game. Data is sent and received in response to progressing the game.
  • the game control unit 44 stores control processing and necessary various data for executing the game of the present embodiment, and provides them to the player device 10 as appropriate.
  • Various data includes information about game media and game media sets.
  • the item game medium is a summoning stone here, it may be another item such as a weapon.
  • the game control unit 44 stores basic information of the first and second types of game media as information common to all players.
  • CID be the identifier of the first type of game content
  • IID be the identifier of the second type of game content that is common to all players.
  • the game control unit 44 stores skill activation processing, effect activation processing, and the like in association with each CID and IID. It is assumed that two or more skill activation processes are associated with each first-type game content CID, and one effect activation process is associated with each second-type game content IID. Further, for example, image information and audio information expressing game media and effects are stored in association with the CID and RID.
  • the second type of game media (item game media) stores a reinforcing effect at the time of main setting that is activated when it is set as main.
  • the game control unit 44 further stores information on game media and game media sets stored for each player.
  • An example of this information is shown in Tables 1-3.
  • Tables 1 and 2 are examples of tables showing the first and second types of game media possessed by players stored in the game control unit 44, and Table 3 is an example of a table showing game media sets. Tables 1 to 3 are created for each player and stored in the game control unit 44 in association with each player ID.
  • RCID is the player's identifier of the first type of game content possessed by the player, and is uniquely assigned to each player identifier. For example, RCIDs are assigned in the order in which the player obtains the first type of game content and registers the CIDs in Table 1. The RCID further stores the Lv (level), attack power, and HP (hit points) of the first type game content specified by the CID in association with each other.
  • RIID is an identifier for the player of the second type of game content possessed by the player, and is uniquely assigned to each player identifier. For example, RIIDs are assigned in the order in which the player acquires the second type of game content and registers the IIDs in Table 2. The RIID further stores the Lv, attack power, and HP of the second type game content identified by the IID in association with each other. It is assumed that one player can possess two or more game contents specified by the same IID. Even the same IID can be distinguished and stored by RIID.
  • Tables 1 and 2 are not limited to these parameters and may include other parameters, or may not include all or part of these parameters. As the player advances the game, the level of the game medium is increased, and as the level is increased, the attack power and HP are increased, and the game can be progressed advantageously.
  • the attack power and HP in Tables 1 and 2 may be calculated as necessary based on Lv, CID and IID, without being stored in Tables 1 and 2.
  • Tables 1 and 2 may also include information such as skill activation processing common to all players stored in the game control unit 44 .
  • Table 3 is a table of information indicating game media sets. It is assumed that one game media set includes one or more first type game media and two or more second type game media. Here, up to four game media of the first type and up to five game media of the second type can be included. The number of types of game media included in one game content set may be only one, or may be three or more. Also, one or more game media may be included in one game media set.
  • SID indicates the identifier of the game content set
  • RCID1-4 and RIID1-5 indicate that the game content specified by the SSID is included.
  • a QID is information that indicates a game medium set as a game medium for immediate execution.
  • the first type of game media may also be set as immediate execution game media by associating only one skill activation process. Either the first type of game media or the second type of game media may be selected as the immediate execution game media. Also, even when two or more skill activation processes are associated, if a process to be executed based on a certain rule is specified, it can be set as an immediate execution game content. For example, it may be set in advance which one of two or more skill activation processes is to be immediately executed.
  • the game control unit 44 displays the immediate execution operation unit on the battle screen. Execute effect activation processing associated with the game media.
  • the game system according to the present embodiment is for a game in which a game medium set including two or more game mediums selected from a plurality of game mediums usable by the user is used to battle enemy characters. system.
  • the player can compose two or more game media sets, compose the game media sets before starting the battle, store them in the game control unit 44, and select one of the game media sets when starting the battle. to battle.
  • the game medium formation request is transmitted to the server 20 .
  • the game media set organization request shall include a SID determined based on information specified by the player.
  • the server 20 receives the game media set organization request, the server 20 transmits game media set organization screen information for organizing the game media set associated with the SID included in the received request to the player device 10 .
  • the player device 10 displays a game content set organization screen on the display device 12 based on the received information.
  • FIG. 4 shows an example of the game media set organization screen.
  • FIG. 4 when an operation input is performed by touching the user operation unit 57, an organization screen for setting the organization of the character game media (first type of game media) is displayed, and when the user operation unit 58 is touched, an item game is displayed.
  • An organization screen for setting the organization of media (second type of game media) is displayed.
  • the organization screen 50 of FIG. 4 is an example of the organization screen for the second type of game content.
  • User operation sections 51 to 55 indicate currently set item game media (summoning stone media) 1 to 5, and the corresponding item game media can be changed by touching each user operation section.
  • the item game medium 1 associated with the user operation unit 51 is an item set as a main item. can be obtained.
  • the process for selecting the game medium for immediate execution can be started.
  • the game content selection process for immediate execution will be described with reference to the flowchart shown in FIG.
  • a request to display a selection screen for selecting the game content for immediate execution is transmitted to the server 20 (S101).
  • the server 20 transmits game content selection screen information for immediate execution to the player device 10 (S102).
  • the player device 10 displays the game content selection screen for immediate execution (S104).
  • An example of the game content selection screen for immediate execution is shown in FIG.
  • immediate execution is referred to as quick summoning
  • item game media set for quick summoning are referred to as quick summoning stones.
  • a screen 68 for immediate execution game content selection is displayed in a popup display superimposed on the game content set organization screen in FIG.
  • User operation sections 61 to 65 indicate item game media (summoning stone game media) 1 to 5 currently set. When each user operation unit is touched, it can be made a selection candidate for immediate execution game media. Information can be displayed to indicate the game media that are currently candidates for selection.
  • the user operation unit 61 is displayed as a selection candidate by enclosing the user operation unit 61 with a thick frame. Also, "Q" displayed on the user operation unit 61 indicates that the game medium shown on the user operation unit 61 is currently set as the immediate execution game medium.
  • a game associated with a user operation unit selected as a selection candidate by performing a user operation input to any one of the user operation units 61 to 65 to make a selection candidate, and then performing a user operation to the decision operation input unit 67.
  • a selection input is sent to the server 20 to set the medium as the instant execution game medium (S106).
  • the server 20 having received this stores the selected game media as the immediate execution game media of the identified game media set (S108).
  • the game screen may be updated by communicating with the server 20 each time a selection candidate is selected.
  • the RIID of the selected game media is registered in the QID field for the target SID in Table 3.
  • the server 20 transmits game media set organization screen information (S110), and the player device 10 returns to the state of displaying the game media set organization screen shown in FIG. 4 (S112). .
  • the flow when an operation input is made to the cancel operation unit 66 is omitted in FIG. 5, it is assumed that the game media set organization screen shown in FIG. 5 is returned to without setting the immediate execution game media. .
  • the battle start request shall include the game media set used for the battle.
  • the game media set used in the battle is owned by another player in addition to the game media included in the game media set selected by the player from the pre-organized game media sets stored in the game control unit 44. It is assumed that the second type of game media can be selected and used.
  • the game media set information included in the battle start request is, in addition to the information included in Table 3 associated with the selected SID, the player identification information (PID ) and the RIID of the second type of game content possessed by the other player.
  • the server 20 receives the battle start request, the server 20 generates game media set data to be used for the battle.
  • Table 4 shows an example of generated data.
  • RIID6 is an item owned by another player, and indicates the other player's player identifier (P6128) and the RIID (RI162) associated with the player identifier.
  • the game media set used in the battle may be determined by the server 20, or may not use game media owned by other players.
  • Table 4 may include information such as attack power associated with each game content, or refer to Table 3, etc., using game content set identifiers and identifiers of other players without generating Table 4. You may make it
  • the server 20 determines whether or not an immediate execution game content is set in the game content set used for the battle (S202).
  • the basic operation part is displayed, and if the game media set used in the battle has instant execution game media, the immediate execution part is displayed instead of one or more basic operation parts.
  • Battle screen information for display is generated and transmitted to the player device 10 (S204).
  • the basic operation part is one or more operation parts that are displayed when the immediate execution game content is not set.
  • an immediate execution operation section may be displayed in addition to all basic operation sections.
  • the player device 10 displays the battle screen on the display device 12 based on the received battle screen information (S206).
  • 8 and 9 show examples of player operation areas included in the battle screen.
  • the player operation area is an area including one or more player operation units on the battle screen.
  • a battle screen may include two or more player operation areas, or may include individual player operation units.
  • the player operation area may include a display area other than the user operation section.
  • FIG. 8 shows the player operation area 80 when the immediate execution game content is not set
  • FIG. 9 shows the player operation area 90 when the immediate execution game content is set.
  • player operation units 81 to 84 indicate the first type game media (player characters) 1 to 4 included in the game media set used in the battle, and the user operation input corresponding to each game media. is an operation unit that accepts
  • the player operation unit 85 is a non-immediate execution operation unit that receives an operation input for selecting a player operation related to the second type of game content for executing effect activation processing.
  • the player operation unit 86 is an operation unit that receives a player operation input for recovering the HP of the first type game medium (player character) during battle.
  • the player operation unit 87 selects whether to execute the secret attack when the conditions for the secret attack, in which the player character executes a powerful attack during the battle, are satisfied, or whether to suspend the execution of the secret attack even if the condition is satisfied.
  • a player operation unit 88 is a battle effect display selection unit, and is an operation unit for selecting whether to display a complete battle screen effect or a simplified effect when executing a secret attack.
  • Player operation sections 81 to 88 are basic operation sections.
  • the battle screen can also include a player operation unit (not shown) for executing attack processing by a player character, for example, as a basic operation unit.
  • a player operation unit 98 in FIG. 9 is an immediate execution operation unit for accepting a player operation input for executing effect activation processing associated with the immediate execution game media of the game media set used in the battle. It is the operation part.
  • an immediate execution operation section 98 is displayed instead of the battle effect display selection section 88 among the basic operation sections 81 to 88. However, it may be displayed in place of other basic operation sections, or may be displayed in addition to the basic operation sections 81-88.
  • the player device 10 After displaying the battle screen, the player device 10 waits for an operation input from the player (S208). When the player performs an operation input by touching the player operation unit, the player device 10 transmits the player operation input to the server 20 in response (S210). Upon receiving a player operation input (S211), the server 20 determines which player operation input has been made (S212). Then, information processing is executed based on the player operation determined by the determination of the player operation input (S214), new battle screen display information is generated based on the executed information processing, and is transmitted to the player device 10 ( S216).
  • the player device 10 updates the battle screen displayed on the display device 12 based on the received battle screen display information (S220).
  • the server 20 determines whether or not the battle has ended as a result of the player operation process (S214) (S222). For example, it is determined whether or not the HP of the player character or the enemy character has become zero, and if it has become zero, it is determined that the battle has ended.
  • a battle end instruction is transmitted to the player device 10 (S224).
  • the server 20 further executes processing for ending the battle (S226).
  • screen information indicating that the battle has ended can be transmitted to the player device 10 .
  • the player device 10 determines whether or not an instruction to end the battle has been received (S228). For example, a screen indicating that the battle has ended is displayed, and the screen transitions to the next game screen (S226). If the battle has not ended, the process returns to waiting for player operations (S208, S211).
  • Player operation units 1001 to 1006 are displayed as the second type game medium selection units on the effect activation game medium selection screen, and each player operation unit is associated with each second type game medium included in the game medium set.
  • a player operation unit associated with a game medium set as an immediate execution game medium selects an immediate execution game medium associated with the player operation unit.
  • the effect activation process can be, for example, a process of attacking the enemy character to reduce the enemy character's HP, or a process of increasing the attack power of the player character by a predetermined percentage. It should be noted that the selection input of the player operation units 1001 to 1006 and the touch input to the confirmation operation unit in the pop-up display are executed by processing only within the player device 10, but each operation input is treated as an independent operation input, and S208 to S208 You may perform the process of S228.
  • the battle display information is updated based on this and transmitted to the player device 10 (S216).
  • the effect activation process is an attack on an enemy character and a process of reducing the HP of the enemy character
  • production animation information expressing the attack on the enemy character and information indicating the reduced HP of the enemy character are transmitted.
  • the included screen display information is transmitted to the player device 10 .
  • the player device 10 displays a production animation on the display device 12, and displays a screen including information indicating the HP of the enemy character that has decreased (S220).
  • the player operation input is an operation input to the player operation unit (immediate execution operation unit) 98
  • the effect associated with the immediate execution game media set in the game media set used in the battle is activated. Processing is performed.
  • an immediate execution player operation is transmitted to the server 20 (S210), and is determined to be an immediate execution player operation (S212, S212).
  • the game control unit 44 Based on the identified QID, the game control unit 44 refers to Table 2 to identify the item identifier IID of the immediate execution game media, and based on the information stored in the game control unit 44, the item identifier IID is associated with the item identifier IID. Execute the effect activation process.
  • Aspects of games are known in which it is necessary to make so-called "rounds".
  • the time required for one battle is long or the number of man-hours (the number of user operation inputs) is large, the player feels stress and loses interest in the game, which in turn reduces the number of active players in the game.
  • the effect associated with the second type of game content is advantageous to the player, if multiple user operations are required to activate it, the time and man-hours spent to finish the battle will increase. May have increasing consequences. Therefore, although the effect associated with the second type of game content is advantageous for the player, it is more efficient overall to perform the battle without executing the process for activating the effect, and the effect is activated. In some cases, no processing is performed.
  • the non-immediate execution operation units 85, 1101 to 1106 and the confirmation operation unit are used to execute the effect activation process, it is necessary to perform the user's operations three times as described above.
  • the immediate execution operation unit 98 it is possible to execute the effect activation process associated with the immediate execution game medium by only one user operation to the immediate execution operation unit 98. Therefore, the player's stress can be reduced, and the time required for the battle can be reduced. Furthermore, since the effects that are advantageous to the player can be executed with fewer man-hours, the execution of the effect activation processing associated with the immediate execution game media is promoted, and the activated effects allow the battle to progress in an advantageous state. Therefore, it is possible to further reduce the time required for the battle.
  • the battles in this embodiment are so-called turn-based. That is, the player and the enemy character act in turn, and one turn is composed of the action of the player and the action of the enemy character.
  • the effect activation process for the second type of game content is executed, it can only be executed again after a predetermined number of turns have passed. The required number of elapsed turns is determined for each game medium.
  • the immediate execution operation section 1108 in FIG. 11 when the effect activation processing of the immediate execution game medium is executed, the operation to the immediate execution operation section is invalidated, and the effect activation processing can be executed next. It is possible to display the number of remaining turns up to. The number of remaining turns decreases as the turn progresses, and when it reaches zero, the invalidation is canceled and it becomes possible to execute again.
  • the effect activation process can be made to be executable only once in one battle.
  • the immediate execution operation unit 1208 shown in FIG. In addition to invalidating the operation for , it is possible to display "cannot be summoned" to indicate that the effect activation process cannot be performed again.
  • the player character specified by RCID1 is the main character, and when the main character's HP becomes zero and the main character becomes incapable of fighting, none of the effect activation processes of the second type of game media can be executed. shall be When the main character is unable to fight, as shown in the immediate execution operation section 1308 in FIG. 12, the operation for the immediate execution operation section is disabled, and "summoning is not possible" is displayed, and effect activation processing is started. I can show you what I can't do.
  • the game media for instant execution is set for each game media set, so even if a plurality of game media sets are organized and the game media set used for each battle changes, , it is possible to execute effect activation processing associated with the instant execution game content.
  • the immediate execution operation unit by using the immediate execution operation unit, the number of user operations necessary for executing the effect activation processing advantageous to the player is reduced, the complexity of the player operation is reduced, and the time required for the battle is reduced. be able to. Furthermore, since the effects that are advantageous to the player can be executed with a smaller number of operations, the execution of the effect activation process associated with the immediate execution game media is promoted, and the activated effect advances the battle in an advantageous state. This makes it possible to further reduce the time required for the battle. Therefore, the player's sense of immersion in the game can be enhanced, and the number of active players can be increased.
  • the player device 10 uses a browser program to make the user play a game. By executing it, information processing for progressing the game may be executed.
  • the game program includes a game program for executing the game and various data referred to when executing the game program.
  • the game program is started according to a user's operation on the player device 10 and executed on an operating system (OS) pre-installed on the player device 10 .
  • OS operating system
  • at least part of the functions provided by the game control unit 44 of the server 20 can be provided in the game control unit 34 of the player device 10 .
  • the player device 10 executes all the functions of the game control unit 44 of the server 20, etc., and the game can be executed by only one player device 10 without communicating with the server 20. good too. Also, it may be possible to communicate with another player device 10 without communicating with the server 20, and execute a battle game with another player.

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US20240173619A1 (en) 2024-05-30

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