WO2023032673A1 - Game system, game program, and data processing method - Google Patents

Game system, game program, and data processing method Download PDF

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Publication number
WO2023032673A1
WO2023032673A1 PCT/JP2022/031082 JP2022031082W WO2023032673A1 WO 2023032673 A1 WO2023032673 A1 WO 2023032673A1 JP 2022031082 W JP2022031082 W JP 2022031082W WO 2023032673 A1 WO2023032673 A1 WO 2023032673A1
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WIPO (PCT)
Prior art keywords
data
character
player
game
displayed
Prior art date
Application number
PCT/JP2022/031082
Other languages
French (fr)
Japanese (ja)
Inventor
雄一 兼森
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株式会社あかつき
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Publication of WO2023032673A1 publication Critical patent/WO2023032673A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • 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
    • 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
    • A63F13/5372Controlling 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 tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/833Hand-to-hand fighting, e.g. martial arts competition

Definitions

  • the present invention relates to game systems, game programs, and data processing methods.
  • the present invention has been made in view of the above circumstances, and provides a game system, a game program, and a data processing method capable of distinguishing the pop-up display of data related to one's own character from the pop-up display of data related to an enemy character.
  • the task is to
  • a game system for achieving the above-mentioned problems includes: A game system for providing a game in which a character operated by a player via a player terminal battles another character in a field, a data display unit that, when displaying a plurality of data relating to the character as a pop-up, displays the plurality of data in different arrangements for the character operated by the player and for the other character fighting against the character; It is characterized by comprising
  • the pop-up display of the data relating to the character and the pop-up display of the data relating to the other character are performed. can be distinguished from the display of
  • FIG. 1 is a block diagram illustrating the outline of the configuration of a game system according to an embodiment of the present invention
  • FIG. Similarly, it is a block diagram for explaining the outline of the configuration of the server of the game system according to the present embodiment.
  • it is a block diagram for explaining the outline of the configuration of the storage of the server of the game system according to the present embodiment.
  • it is a block diagram for explaining an outline of the configuration of game information processed by the game system according to the present embodiment.
  • it is a figure explaining the outline of a structure of the player data processed by the game system which concerns on this Embodiment.
  • it is a block diagram explaining the outline of the processing of the data display unit of the game system according to the present embodiment.
  • FIG. 1 A game system according to an embodiment of the present invention will be described based on FIGS. 1 to 11.
  • FIG. 1 A game system according to an embodiment of the present invention will be described based on FIGS. 1 to 11.
  • FIG. 1 is a block diagram illustrating the outline of the configuration of the game system according to the embodiment of the present invention.
  • the game system 10 includes a server 20 and one or more player terminals 30 as main components, which are connected to each other via a network 100 such as the Internet so as to be accessible.
  • the server 20 is deployed by the operator 1 that provides the game with the game system 10, and the player terminals 30 are owned by a plurality of players 2 who use the game provided by the operator 1.
  • the game provided by the operator 1 in the game system 10 is a game in which a plurality of characters are displayed on the field. games, pinball games, card games, rhythm games, RPGs (role-playing games), location information games, board games, adventure games, casino games, simulation games, strategy games, racing games, and the like.
  • the game provided by the operator 1 is mainly assumed to be an action game in which a character operated by the player 2 fights (combats) with other characters.
  • the game is not limited to one-on-one battles, and may be one-to-many, many-to-one, many-to-many, one-to-one-to-one, many-to-many-to-many, etc. good too. That is, a character operated by the player 2 or a group including the character (own group), another character or a group including the other character (other group 1), and depending on the case, another character or the other character.
  • the game may be a game in which a group (another group 2) . . .
  • the server 20 is implemented by an information processing device such as a desktop or notebook computer in this embodiment.
  • FIG. 2 is a block diagram explaining the outline of the configuration of the server 20.
  • the server 20 includes a processor 21 , a memory 22 , a storage 23 , a transmission/reception section 24 and an input/output section 25 , which are electrically connected to each other via a bus 26 .
  • the processor 21 is an arithmetic device that controls the operation of the server 20, controls transmission and reception of data between elements, and performs processes necessary for executing application programs.
  • the processor 21 is, for example, a CPU (Central Processing Unit) in the present embodiment, and executes an application program stored in the storage 23 described later and developed in the memory 22 to perform each process.
  • CPU Central Processing Unit
  • the memory 22 is implemented as a main storage device configured with a volatile storage device such as a DRAM (Dynamic Random Access Memory).
  • DRAM Dynamic Random Access Memory
  • This memory 22 is used as a work area for the processor 21, and stores the BIOS (Basic Input/Output System) executed when the server 20 is started, various setting information, and the like.
  • BIOS Basic Input/Output System
  • the storage 23 stores programs and information used for various processes. The configuration of this storage 23 will be described later.
  • the transmission/reception unit 24 connects the server 20 to the network 100 .
  • the transmission/reception unit 24 may include a short-range communication interface such as Bluetooth (registered trademark) or BLE (Bluetooth Low Energy).
  • the input/output unit 25 is an interface to which input/output devices such as a keyboard, mouse, touch panel, microphone, speaker, or display are connected.
  • the bus 26 transmits, for example, address signals, data signals, and various control signals among the connected processor 21, memory 22, storage 23, transmission/reception unit 24, and input/output unit 25.
  • FIG. 3 is a block diagram illustrating the outline of the configuration of the storage 23. As shown in FIG. As illustrated, the storage 23 includes a storage area 40 and a data processing program 41, which is a game program, in this embodiment.
  • the storage area 40 is realized by partitioning the storage 23, and stores game information DA in this embodiment.
  • FIG. 4 is a block diagram explaining the outline of the configuration of the game information DA.
  • the game information DA includes game data D1, event data D2, and player data D3.
  • the game data D1 is composed of data relating to game settings according to the type of game, such as characters and items appearing in the game, background images, etc.
  • the stage ID The stage name etc. associated with is included.
  • the characters that make up the game data D1 are characters that act in the game when the player 2 operates via the player terminal 30 to instruct actions, and are companions of the characters used by the player 2.
  • a character, or an enemy character who fights against the player 2, or the like is included.
  • the character may be given to the player in advance, may be given to the player at random by a lottery system such as a so-called "gacha", or may be purchased by charging.
  • the event data D2 is composed of an arbitrary event in which a trial (for example, a battle with an enemy character, etc.) to be executed by the player 2 is set. Rewards such as attack items that can be used and recovery items for character energy may be given.
  • the player data D3 is composed of a plurality of data relating to the character used by the player 2 in the game, and includes various data such as level, attack power, defense power, physical strength, etc. associated with the ID of the character. Values are included as data.
  • FIG. 5 is a diagram explaining the outline of the configuration of the player data D3. As illustrated, the player data D3 is displayed on the player terminal 30 by drawing various data as an image.
  • This player data D3 includes, for example, gauge data and non-gauge data.
  • the player data D3 may contain one or more pieces of gauge data, or may contain no gauge data.
  • the player data D3 may contain one or more pieces of non-gauge data, or may contain no non-gauge data.
  • a plurality of data including a gauge d1 as gauge data, an attribute compatibility d2 as non-gauge data, a damage value d3, a critical display d4, and a status icon d5 are arranged arbitrarily. .
  • the gauge d1 is an image that displays a first parameter such as physical strength, offensive power, or defensive power of the character, and is drawn in a straight line extending horizontally, vertically, or diagonally. The increase or decrease of the parameter is indicated by changing the coloring.
  • the attribute compatibility d2 is an image that displays the compatibility between the character and other characters in the battle. While the damage you take increases and the damage you receive when defending is less, if the image is a " ⁇ ", it's not compatible, so the damage you inflict by attacking will be less and the damage you receive when defending will be greater.
  • the image that displays compatibility is not limited to graphics, and may be an illustration or numerical value, etc., as long as the compatibility is good or bad, or the degree of compatibility can be shown. It may be assumed that the smaller the value, the worse the compatibility.
  • the damage value d3 is an image that quantifies and displays the damage received by the attack in the battle
  • the critical display d4 is the normal attack power This is an image of text that displays when a large attack power (for example, attack power that defeats an opponent in one hit: critical hit) is given in the game.
  • the damage value d3, the critical display d4, and the status icon d5 are not limited to the illustrated examples, and can be changed as appropriate.
  • the status icon d5 is an image that displays the number of granted status change statuses as an icon when a status change status that changes the state of offensive power or defensive power is granted.
  • Non-gauge data such as attribute compatibility d2, damage value d3, critical display d4, and status icon d5 constitute battle capability data in this embodiment.
  • the data processing program 41 shown in FIG. 3 is a program that causes the server 20 to function as a game processing section 41a and a data display section 41b.
  • the game processing unit 41a executes basic game processing such as game progress and character control. 2 executes various processes such as granting in-game rewards.
  • the data display section 41b displays player data D3, which is information about characters.
  • FIG. 6 is a block diagram for explaining the outline of the processing of the data display unit 41b. As illustrated, the data display unit 41b executes a first process S1, a second process S2 and a third process S3.
  • FIG. 7 is a diagram illustrating an example of a game screen interface when the first process S1 is executed.
  • the first process S1 is performed when a character C1 and another character C2 fight against each other in a field F displayed as a screen interface IF, and when the other character C2 is attacked or attacked by the other character C2.
  • the player data D3 is superimposed on the character C1 and the other character C2 or displayed as a pop-up in the vicinity of the character C1 and the other character C2.
  • the player data D3 of the character C1 and the player data D3 of the other character C2 are used to combine the gauge d1 and the fighting ability data constituting the player data D3.
  • the player data D3 of the character C1 and the player data D3 of the other character C2 are displayed such that the arrangement of the fighting ability data with respect to the gauge d1 constituting the player data D3 is upside down (upside down arrangement).
  • the player data D3 of the character C1 is displayed below the character C1 (foot side), and the player data D3 of the other character C2 is displayed above the character C2 (head side).
  • the position of the data may differ between the character operated by the user (or the own group) and other characters (or other groups).
  • FIG. 8A and 8B are diagrams for explaining an outline of the player data D3 temporarily displayed as a popup in the first processing S1.
  • FIG. 8A is the player data D3 displayed as a popup for another character C2, and
  • FIG. is player data D3 displayed as a pop-up for character C1.
  • the fighting ability data consisting of the attribute affinity d2b, the damage value d3b, the critical display d4b, and the status icon d5b is displayed. It is arranged and displayed as player data D3b.
  • the damage value d3a and the damage value d3b of the character C1 and the other character C2 are Execute processing to display as different colors. In this way, part or all of the data may be displayed in different colors for the character C1 and the other character C2.
  • data containing damage inflicted by character C1 on another character C2 can be distinguished from data containing damage received by character C1 from another character C2. That is, it is possible to easily distinguish between the data regarding the character C1 and the data regarding the other character C2.
  • the third process S3 executes a process of displaying the player data D3a and D3b or a process of erasing the player data D3a and D3b while moving the player data D3a and D3b on the field F.
  • FIG. 9 is a diagram illustrating an example of a game screen interface when the third process S3 is executed.
  • the third process S3 is performed to display the player data D3a for the character C1 in any one direction of the field F, for example, from the left direction L1 of the screen interface IF in this embodiment, to the vicinity of the character C1.
  • a process of displaying the player data D3a is executed while moving the player data D3a.
  • the third process S3 when displaying the player data D3b for the other character C2, another direction different from the arbitrary one direction of the field F, for example, from the right direction R1 of the screen interface IF in the present embodiment, is displayed.
  • a process of displaying the player data D3b while moving the player data D3b to the vicinity of the character C2 is executed.
  • the third process S3 when erasing the player data D3a for the character C1, moves the player data D3a from the vicinity of the character C1 to any one direction of the field F, for example, the left direction L2 of the screen interface IF in this embodiment. is executed to erase the player data D3a.
  • a process of erasing the player data D3b is executed while moving the player data D3b in the right direction R2 of the IF.
  • the player data D3a and the player data D3b are moved and displayed or moved and erased, by moving the player data D3a and the player data D3b in different directions, the player data D3a and the player data D3b are moved in different directions.
  • the player data D3a can be distinguished from the player data D3b about the other character C2.
  • the directions in which the player data D3a and the player data D3b move in the process of displaying the player data D3a and the player data D3b or in the process of deleting the player data D3a and the player data D3b are as follows: If the positions of the character C1 and the other character C2 fluctuate, they may fluctuate following this fluctuation.
  • the timing may be shifted as appropriate.
  • a game is executed in the player terminal 30 in the present embodiment based on the processing in the game processing unit 41a and the data display unit 41b.
  • the player terminal 30 shown in FIG. 1 is implemented by a smart phone, which is a portable information terminal, but is implemented by, for example, a terminal dedicated to games, a tablet computer, a desktop computer, or a notebook computer. can be anything.
  • FIG. 10 is a block diagram explaining the outline of the configuration of the player terminal 30. As shown in FIG. As illustrated, the player terminal 30 includes a control section 31 and a display 32 as main components.
  • control unit 31 controls each unit of the player terminal 30 such as the display 32 and a camera (not shown), and is composed of, for example, a processor, memory, storage, transmission/reception unit, and the like.
  • control unit 31 stores a game application or a browser capable of browsing a website, and based on the processing in the information processing program 41 of the server 20, the player terminal is controlled via the game application or the browser. At 30 the game is run.
  • the display 32 displays a screen interface (including a screen interface IF) of the game executed on the player terminal 30 .
  • This display 32 is a so-called touch panel that accepts information input by touching the display surface, and is implemented by various technologies such as a resistive film system and a capacitance system.
  • player operation information DB is input via this display 32 .
  • the input operation by the player may include voice input via a microphone, tilting or vibrating operation using an acceleration sensor or the like, operation using a touch sensor provided on the back surface of the player terminal 30, and the like.
  • the player operation information DB is information that is input regarding the operations and actions of the character C1 used by the player 2 in the game.
  • This player operation information DB is input based on any action of the player 2 on the display 32 (for example, an action of tapping or swiping the screen, an action of dragging and dropping an icon displayed on the screen, etc.).
  • FIG. 11 is a flow chart explaining the outline of the processing of the game system 10 according to this embodiment. As shown in the figure, first, in step S10, the player 2 executes the game to progress the game.
  • step S11 the character C1 used by player 2 battles another character C2.
  • a character C1 fights against another character C2.
  • step S12 when the character C1 attacks another character C2 and damages the other character C2, or when the character C1 is attacked by another character C2 and suffers damage, in step S13, the character C1 is attacked.
  • the player data D3a and the player data D3b for the other character C2 are displayed as pop-ups.
  • the player data D3a is moved from an arbitrary direction of the field F to the vicinity of the character C1 and displayed as a pop-up, and the player data D3b is moved from an arbitrary direction of the field F to another direction different from the character C2. Moved nearby and displayed as a popup.
  • each player's data may appear at a predetermined position (in a stopped state) and disappear after a predetermined period of time.
  • the player data D3a about the other character C2 is displayed with the fighting ability data arranged above the gauge d1a in this embodiment, and the player data D3b about the character C1 is displayed below the gauge d1b.
  • Ability data is arranged and displayed.
  • the player data D3a and the player data D3b are displayed such that the damage value d3a of the player data D3a and the damage value d3b of the player data D3b are different colors for the character C1 and the other character C2.
  • the player data D3a and the player data D3b displayed as pop-ups in this way are temporarily displayed while the character C1 and the other character C2 are attacking and defending, and when the attack and defense stop. , in step S14, the player data D3a and the player data D3b are erased.
  • the player data D3a and the player data D3b are erased, in the present embodiment, the player data D3a is erased by being moved in any one direction in the field F from the vicinity of the character C1, and the player data D3b is It is moved from the vicinity of another character C2 in the other direction different from the arbitrary one direction of the field F and erased.
  • the arrangement of the gauge g and the fighting ability data that constitute the player data D3a of the character C1 and the arrangement of the gauge g and the fighting ability data that constitute the player data D3b of the other character C2 are displayed as different arrangements. , it is possible to distinguish between the pop-up display of the player data D3a for the character C1 and the pop-up display of the player data D3b for the other character C2.
  • the player data D3a for the character C1 displays the fighting ability data below the gauge g
  • the player data D3b for the other character C2 displays the fighting ability data above the gauge g. Since the data is arranged and displayed, it is visually clearly distinguishable.
  • the player data for each character can be clearly displayed visually. can be distinguished.
  • the plurality of data are displayed upside down for the character operated by the player and for the other character fighting against the character. It is not limited to this, and may be displayed in a different arrangement. For example, it may be displayed in a horizontally reversed (horizontally reversed) arrangement, or may be displayed in another form.
  • the size of the gauge data and non-gauge data of the data may be different between the character operated by the player and the other character fighting against the character.
  • the character operated by the player may have large characters and the other characters may have small characters, or vice versa.
  • the brightness and darkness of the data may differ between the character operated by the player and the other character fighting against the character.
  • the letters of the character operated by the player may be bright and the letters of the other characters may be dark, or vice versa.
  • first group including the character operated by the player and the other characters or the second group competing against the first group
  • multiple pieces of data may be displayed in different arrangements. As described above, the more characters displayed on the field, the more difficult it becomes to distinguish between friendly characters and enemy characters.
  • the battle ability data is composed of the attribute compatibility d2, the damage value d3, the critical display d4, and the status icon d5 has been described. It may be one that is included to constitute the fighting ability data.
  • the gauge g of the player data D3 is a straight gauge g extending horizontally. or a curved gauge.
  • the fighting ability data is arranged above a linear gauge extending in the vertical direction
  • the linear gauge extending in the vertical direction is arranged.
  • the player data D3a and the player data D3b may be displayed differently by arranging the battle ability data below the gauge.
  • the direction in which the parameter of the gauge gradually decreases from the maximum state may be upside down.
  • the gauge of player data D3a may gradually decrease from the top and the gauge of player data D3b may decrease gradually from the bottom, or vice versa.
  • the direction in which the gauge gradually decreases from the maximum state is horizontally reversed between the gauge of the player data D3a and the gauge of the player data D3b.
  • the player data D3a and the player data D3b are temporarily displayed while the character C1 and the other character C2 are attacking and defending.
  • it may be configured to be displayed when the skill is activated if the activation of the skill is prepared as a game setting.
  • the player terminal 30 may have some or all of the functions of the server 20 within the scope of realizing the gist of the present invention.
  • the game system of the present invention can be realized, for example, as a consumer game or the like executed by a plurality of players using one player terminal 30 and a plurality of controllers (input/output units) without using the network 100 .
  • the present invention has the following configurations.
  • (Item 1) A game system for providing a game in which a character operated by a player via a player terminal battles another character in a field, a data display unit that, when displaying a plurality of data relating to the character as a pop-up, displays the plurality of data in different arrangements for the character operated by the player and for the other character fighting against the character;
  • a game system comprising: (Item 2) The data display unit When the plurality of data regarding the character are displayed as a pop-up, the plurality of data are arranged differently between a first group including the character operated by the player and another character or a second group competing with the first group.
  • the game system according to item 1 characterized by: (Item 3)
  • the data display unit displays the plurality of data in an upside-down arrangement between the character operated by the player and the other character competing with the character.
  • a game system according to item 1 or 2 characterized by: (Item 4)
  • the plurality of data are Approximately linear gauge data that displays a predetermined parameter related to the character; non-gauge data arranged around the gauge data and displaying data different from the parameter;
  • the data display unit For the character operated by the player, the data in which the non-gauge data is arranged on one side of the gauge data is displayed as a pop-up, and for the other characters, the non-gauge data is displayed on the other side of the gauge data.
  • the game system according to any one of items 1 to 3, characterized by: (Item 5) the gauge data extends horizontally; A game system according to item 4, characterized by: (Item 6) the gauge data extends vertically; A game system according to item 4, characterized by: (Item 7) The data display unit displaying at least part of the data in different colors for the character operated by the player and for the other character competing with the character; The game system according to any one of items 1 to 6, characterized by: (Item 8) The data display unit When the data about the character operated by the player is displayed as a pop-up, the data is moved in one direction and displayed, and when the data about the other character is displayed as a pop-up, the data is displayed in the one direction.
  • the game system according to any one of items 1 to 7, characterized by: (Item 9) A game program for executing a game in which a character operated by a player via a player terminal battles another character in a field, a data display unit that, when displaying a plurality of data relating to the character as a pop-up, displays the plurality of data in different arrangements for the character operated by the player and for the other character fighting against the character; A game program that allows a computer to function as a (Item 10) A data processing method for executing a game in which a character operated by a player via a player terminal battles another character in a field, When displaying a plurality of data relating to the character as pop-ups, the plurality of data are displayed in different arrangements for the character operated by the player and for the other character competing against the character.
  • a data processing method characterized by:

Abstract

[Problem] To provide a game system, game program, and data processing method, capable of distinguishing pop-up display of data pertaining to one's own character from pop-up display of data pertaining to an enemy character. [Solution] This game system provides a game in which a character operated by a player via a player terminal battles another character in a field and comprises a data display unit. When multiple data pertaining to the characters are displayed in a pop-up manner, the data display unit displays the multiple data such that the arrangement of the multiple data for the character operated by the player is different from that for the other character with which the character operated by the player battles.

Description

ゲームシステム、ゲームプログラム及びデータ処理方法Game system, game program and data processing method
 本発明は、ゲームシステム、ゲームプログラム及びデータ処理方法に関する。 The present invention relates to game systems, game programs, and data processing methods.
 近年、ネットワークを介してサーバにアクセス可能なスマートフォンやゲーム端末等のプレイヤ端末で実行可能なゲームが提供されている。この種のゲームには、ゲーム内で必要となるデータがプレイヤ端末にポップアップとして一時的に表示されるものが存在する(例えば、特許文献1を参照)。 In recent years, games that can be executed on player terminals such as smartphones and game terminals that can access servers via networks have been provided. Some games of this type temporarily display data required in the game as a pop-up on the player terminal (see Patent Document 1, for example).
 一方、例えば、敵のキャラクタと対戦するようなゲームでは、対戦の際に、敵のキャラクタから与えられたダメージやヒットポイント(HP)、あるいは技名等といったゲーム内のキャラクタや設定に関するデータがキャラクタに重ね合わせられて、あるいはキャラクタの近傍に一時的にポップアップとして表示されるものが存在している。 On the other hand, for example, in a game in which a player fights against an enemy character, data related to characters and settings in the game, such as damage given by the enemy character, hit points (HP), technique names, etc., is stored in the character. There are things that are superimposed on the , or are displayed as pop-ups temporarily near the character.
特開2019-97888公報Japanese Patent Application Laid-Open No. 2019-97888
 ところで、敵のキャラクタと対戦するようなこの種のゲームでは、プレイヤが自らゲーム内で使用するキャラクタに関するデータのポップアップ表示と敵のキャラクタに関するデータのポップアップ表示とが混在して、自らのキャラクタに関するデータと敵のキャラクタに関するデータとの区別が困難となることが想定される。 By the way, in this type of game in which the player fights against an enemy character, the pop-up display of data related to the character the player uses in the game and the pop-up display of data related to the enemy character are mixed, and the data related to the player's own character is displayed. It is assumed that it will be difficult to distinguish between data related to the character of the enemy and the data related to the enemy character.
 特に、複数のキャラクタ同士が対戦するような場合には、それぞれのキャラクタに関するデータがポップアップとしてゲームの画面にそれぞれ表示されることから、ゲームの画面が煩雑になって、データの区別が更に困難になることが懸念される。 In particular, when a plurality of characters are competing against each other, the data about each character is displayed as a pop-up on the game screen, which makes the game screen complicated and makes it even more difficult to distinguish the data. It is feared that
 本発明は、上記事情に鑑みてなされたものであり、自らのキャラクタに関するデータのポップアップ表示と敵のキャラクタに関するデータのポップアップ表示とを区別することができるゲームシステム、ゲームプログラム及びデータ処理方法を提供することを課題とするものである。 SUMMARY OF THE INVENTION The present invention has been made in view of the above circumstances, and provides a game system, a game program, and a data processing method capable of distinguishing the pop-up display of data related to one's own character from the pop-up display of data related to an enemy character. The task is to
 上記課題を達成するための本発明に係るゲームシステムは、
 プレイヤがプレイヤ端末を介して操作するキャラクタが他のキャラクタとフィールドで対戦するゲームを提供するゲームシステムであって、
 前記キャラクタに関する複数のデータをポップアップとして表示する際に、前記プレイヤが操作する前記キャラクタと、該キャラクタと対戦する他の前記キャラクタとで、前記複数のデータを異なる配置で表示するデータ表示部、
 を備えることを特徴とするものである。
A game system according to the present invention for achieving the above-mentioned problems includes:
A game system for providing a game in which a character operated by a player via a player terminal battles another character in a field,
a data display unit that, when displaying a plurality of data relating to the character as a pop-up, displays the plurality of data in different arrangements for the character operated by the player and for the other character fighting against the character;
It is characterized by comprising
 これによれば、キャラクタに関する複数のデータの配置と、他のキャラクタに関する複数のデータの配置とを異なる配置として表示することによって、キャラクタについてのデータのポップアップの表示と他のキャラクタについてのデータのポップアップの表示とを区別することができる。 According to this, by displaying the arrangement of a plurality of data relating to a character and the arrangement of a plurality of data relating to another character as different arrangements, the pop-up display of the data relating to the character and the pop-up display of the data relating to the other character are performed. can be distinguished from the display of
 この発明によれば、自らがゲームで使用するキャラクタについてのデータのポップアップの表示と、自らのキャラクタと対戦する他のキャラクタについてのデータのポップアップの表示とを区別することができる。 According to this invention, it is possible to distinguish between the pop-up display of data about the character that the player uses in the game and the pop-up display of data about another character that fights against the player's own character.
本発明の実施の形態に係るゲームシステムの構成の概略を説明するブロック図である。1 is a block diagram illustrating the outline of the configuration of a game system according to an embodiment of the present invention; FIG. 同じく、本実施の形態に係るゲームシステムのサーバの構成の概略を説明するブロック図である。Similarly, it is a block diagram for explaining the outline of the configuration of the server of the game system according to the present embodiment. 同じく、本実施の形態に係るゲームシステムのサーバのストレージの構成の概略を説明するブロック図である。Similarly, it is a block diagram for explaining the outline of the configuration of the storage of the server of the game system according to the present embodiment. 同じく、本実施の形態に係るゲームシステムで処理されるゲーム情報の構成の概略を説明するブロック図である。Similarly, it is a block diagram for explaining an outline of the configuration of game information processed by the game system according to the present embodiment. 同じく、本実施の形態に係るゲームシステムで処理されるプレイヤデータの構成の概略を説明する図である。Similarly, it is a figure explaining the outline of a structure of the player data processed by the game system which concerns on this Embodiment. 同じく、本実施の形態に係るゲームシステムのデータ表示部の処理の概略を説明するブロック図である。Similarly, it is a block diagram explaining the outline of the processing of the data display unit of the game system according to the present embodiment. 同じく、本実施の形態に係るゲームシステムで実行されるゲームの画面インターフェースの一例を説明する図である。Similarly, it is a figure explaining an example of the screen interface of the game performed with the game system which concerns on this Embodiment. 同じく、本実施の形態に係るゲームシステムでポップアップとして表示されるプレイヤデータの概略を説明する図である。Similarly, it is a figure explaining the outline of the player data displayed as a popup in the game system which concerns on this Embodiment. 同じく、本実施の形態に係るゲームシステムで実行されるゲームの画面インターフェースの一例を説明する図である。Similarly, it is a figure explaining an example of the screen interface of the game performed with the game system which concerns on this Embodiment. 同じく、本実施の形態に係るゲームシステムのプレイヤ端末の構成の概略を説明するブロック図である。Similarly, it is a block diagram for explaining the outline of the configuration of the player terminal of the game system according to the present embodiment. 同じく、本実施の形態に係るゲームシステムの処理の概略を説明するフローチャートである。Similarly, it is a flowchart for explaining the outline of the processing of the game system according to the present embodiment.
 次に、図1~図11に基づいて、本発明の実施の形態に係るゲームシステムについて説明する。 Next, a game system according to an embodiment of the present invention will be described based on FIGS. 1 to 11. FIG.
 図1は、本発明の実施の形態に係るゲームシステムの構成の概略を説明するブロック図である。図示のように、ゲームシステム10は、サーバ20及び1以上のプレイヤ端末30を主要構成として備え、これらがインターネット網等のネットワーク100を介して互いにアクセス可能に接続される。 FIG. 1 is a block diagram illustrating the outline of the configuration of the game system according to the embodiment of the present invention. As illustrated, the game system 10 includes a server 20 and one or more player terminals 30 as main components, which are connected to each other via a network 100 such as the Internet so as to be accessible.
 サーバ20は、本実施の形態では、ゲームシステム10でゲームを提供する事業者1に配備され、プレイヤ端末30は、事業者1が提供するゲームを利用する複数のプレイヤ2に保有される。 In this embodiment, the server 20 is deployed by the operator 1 that provides the game with the game system 10, and the player terminals 30 are owned by a plurality of players 2 who use the game provided by the operator 1.
 ゲームシステム10で事業者1が提供するゲームは、複数のキャラクタがフィールド上に表示されるゲームであって、例えば、対戦ゲーム、パズルゲーム、アクションゲーム、野球ゲーム、サッカーゲーム、その他スポーツゲーム、クイズゲーム、ピンボールゲーム、カードゲーム、リズムゲーム、RPG(ロールプレイングゲーム)、位置情報ゲーム、ボードゲーム、アドベンチャーゲーム、カジノゲーム、シミュレーションゲーム、ストラテジーゲーム、レーシングゲーム等であってよい。 The game provided by the operator 1 in the game system 10 is a game in which a plurality of characters are displayed on the field. games, pinball games, card games, rhythm games, RPGs (role-playing games), location information games, board games, adventure games, casino games, simulation games, strategy games, racing games, and the like.
 なお、本実施の形態では、事業者1が提供するゲームが、プレイヤ2が操作するキャラクタが他のキャラクタと格闘(戦闘)して対戦するアクションゲームである場合を主に想定して説明する。なお、このような1対1で対戦する場合に限られず、1対多、多対1、多対多、1対1対1、多対多対多・・・、等の対戦ゲームであってもよい。つまり、プレイヤ2が操作するキャラクタもしくは当該キャラクタを含むグループ(自グループ)と、他のキャラクタもしくは当該他のキャラクタを含むグループ(他グループ1)と、場合によってはさらに他のキャラクタもしくは当該他のキャラクタを含むグループ(他グループ2)・・・が対戦するゲームであってもよい。 In this embodiment, the game provided by the operator 1 is mainly assumed to be an action game in which a character operated by the player 2 fights (combats) with other characters. It should be noted that the game is not limited to one-on-one battles, and may be one-to-many, many-to-one, many-to-many, one-to-one-to-one, many-to-many-to-many, etc. good too. That is, a character operated by the player 2 or a group including the character (own group), another character or a group including the other character (other group 1), and depending on the case, another character or the other character. The game may be a game in which a group (another group 2) . . .
 次に、本実施の形態のゲームシステム10の各部の具体的な構成について説明する。 Next, the specific configuration of each part of the game system 10 of this embodiment will be described.
 サーバ20は、本実施の形態では、デスクトップ型あるいはノート型のコンピュータ等の情報処理装置によって実装される。 The server 20 is implemented by an information processing device such as a desktop or notebook computer in this embodiment.
 図2は、サーバ20の構成の概略を説明するブロック図である。図示のように、サーバ20は、プロセッサ21、メモリ22、ストレージ23、送受信部24、及び入出力部25を備え、これらが互いにバス26を介して電気的に接続される。 FIG. 2 is a block diagram explaining the outline of the configuration of the server 20. As shown in FIG. As illustrated, the server 20 includes a processor 21 , a memory 22 , a storage 23 , a transmission/reception section 24 and an input/output section 25 , which are electrically connected to each other via a bus 26 .
 プロセッサ21は、サーバ20の動作を制御し、各要素間におけるデータの送受信の制御や、アプリケーションプログラムの実行に必要な処理等を行う演算装置である。 The processor 21 is an arithmetic device that controls the operation of the server 20, controls transmission and reception of data between elements, and performs processes necessary for executing application programs.
 このプロセッサ21は、本実施の形態では例えばCPU(Central Processing Unit)であり、後述するストレージ23に格納されてメモリ22に展開されたアプリケーションプログラムを実行して各処理を行う。 The processor 21 is, for example, a CPU (Central Processing Unit) in the present embodiment, and executes an application program stored in the storage 23 described later and developed in the memory 22 to perform each process.
 メモリ22は、本実施の形態では、DRAM(Dynamic Random Access Memory)等の揮発性記憶装置で構成される主記憶装置で実装される。 In the present embodiment, the memory 22 is implemented as a main storage device configured with a volatile storage device such as a DRAM (Dynamic Random Access Memory).
 このメモリ22は、プロセッサ21の作業領域として使用される一方、サーバ20の起動時に実行されるBIOS(Basic Input/Output System)、及び各種の設定情報等が格納される。 This memory 22 is used as a work area for the processor 21, and stores the BIOS (Basic Input/Output System) executed when the server 20 is started, various setting information, and the like.
 ストレージ23は、プログラムや各種の処理に用いられる情報等が格納されている。このストレージ23の構成については、後述する。 The storage 23 stores programs and information used for various processes. The configuration of this storage 23 will be described later.
 送受信部24は、サーバ20をネットワーク100に接続する。この送受信部24は、Bluetooth(登録商標)やBLE(Bluetooth Low Energy)といった近距離通信インターフェースを具備するものであってもよい。 The transmission/reception unit 24 connects the server 20 to the network 100 . The transmission/reception unit 24 may include a short-range communication interface such as Bluetooth (registered trademark) or BLE (Bluetooth Low Energy).
 入出力部25は、キーボードやマウス、タッチパネル、マイク、スピーカーあるいはディスプレイ等の入出力機器が接続されるインターフェースである。 The input/output unit 25 is an interface to which input/output devices such as a keyboard, mouse, touch panel, microphone, speaker, or display are connected.
 バス26は、接続したプロセッサ21、メモリ22、ストレージ23、送受信部24及び入出力部25の間において、例えばアドレス信号、データ信号及び各種の制御信号を伝達する。 The bus 26 transmits, for example, address signals, data signals, and various control signals among the connected processor 21, memory 22, storage 23, transmission/reception unit 24, and input/output unit 25.
 図3は、ストレージ23の構成の概略を説明するブロック図である。図示のように、ストレージ23は、本実施の形態では、記憶領域40及びゲームプログラムであるデータ処理プログラム41を備える。 FIG. 3 is a block diagram illustrating the outline of the configuration of the storage 23. As shown in FIG. As illustrated, the storage 23 includes a storage area 40 and a data processing program 41, which is a game program, in this embodiment.
 記憶領域40は、ストレージ23が区画されることによって実現され、本実施の形態では、ゲーム情報DAが格納される。 The storage area 40 is realized by partitioning the storage 23, and stores game information DA in this embodiment.
 図4は、ゲーム情報DAの構成の概略を説明するブロック図である。図示のように、ゲーム情報DAは、ゲームデータD1、イベントデータD2及びプレイヤデータD3を備える。 FIG. 4 is a block diagram explaining the outline of the configuration of the game information DA. As illustrated, the game information DA includes game data D1, event data D2, and player data D3.
 ゲームデータD1は、本実施の形態では、ゲームに登場するキャラクタやアイテム、背景画像等、ゲームの種類に応じたゲームの設定に関するデータによって構成され、例えば、対戦ゲームである場合は、ステージのIDに関連づけられたステージ名等が含まれる。 In this embodiment, the game data D1 is composed of data relating to game settings according to the type of game, such as characters and items appearing in the game, background images, etc. For example, in the case of a battle game, the stage ID The stage name etc. associated with is included.
 ゲームデータD1を構成するキャラクタは、本実施の形態では、プレイヤ2がプレイヤ端末30を介して操作して動作を指示することによってゲーム内で行動するキャラクタ、プレイヤ2が使用するキャラクタの仲間となるキャラクタ、あるいはプレイヤ2と対戦する敵のキャラクタ等が含まれる。当該キャラクタは、予めプレイヤに付与されていてもよいし、所謂「ガチャ」等の抽選システムでランダムにプレイヤに付与されるものでもよいし、課金により購入したものであってもよい。 In the present embodiment, the characters that make up the game data D1 are characters that act in the game when the player 2 operates via the player terminal 30 to instruct actions, and are companions of the characters used by the player 2. A character, or an enemy character who fights against the player 2, or the like is included. The character may be given to the player in advance, may be given to the player at random by a lottery system such as a so-called "gacha", or may be purchased by charging.
 イベントデータD2は、本実施の形態では、プレイヤ2が実行するトライアル(例えば敵のキャラクタとの対戦等)が設定された任意のイベントによって構成され、この種のイベントをクリアすると、ゲーム内で使用される攻撃アイテムやキャラクタのエナジーの回復アイテム等といった報酬が付与される場合がある。 In this embodiment, the event data D2 is composed of an arbitrary event in which a trial (for example, a battle with an enemy character, etc.) to be executed by the player 2 is set. Rewards such as attack items that can be used and recovery items for character energy may be given.
 プレイヤデータD3は、本実施の形態では、プレイヤ2がゲーム内で使用するキャラクタに関する複数のデータによって構成され、例えば、キャラクタのIDに関連づけられたレベル、攻撃力、防御力及び体力等の各種の値がデータとして含まれる。 In the present embodiment, the player data D3 is composed of a plurality of data relating to the character used by the player 2 in the game, and includes various data such as level, attack power, defense power, physical strength, etc. associated with the ID of the character. Values are included as data.
 図5は、プレイヤデータD3の構成の概略を説明する図である。図示のように、プレイヤデータD3は、各種のデータが画像として描画されてプレイヤ端末30に表示される。 FIG. 5 is a diagram explaining the outline of the configuration of the player data D3. As illustrated, the player data D3 is displayed on the player terminal 30 by drawing various data as an image.
 このプレイヤデータD3は、例えば、ゲージデータと非ゲージデータを含む。プレイヤデータD3は、1つもしくは複数のゲージデータを含んでいてもよいし、ゲージデータを含んでいなくてもよい。プレイヤデータD3は、1つもしくは複数の非ゲージデータを含んでいてもよいし、非ゲージデータを含んでいなくてもよい。本実施の形態では、ゲージデータとしてのゲージd1、非ゲージデータとしての属性相性d2、ダメージ値d3、クリティカル表示d4及び状態アイコンd5を含む、複数のデータが任意に配置されることによって構成される。 This player data D3 includes, for example, gauge data and non-gauge data. The player data D3 may contain one or more pieces of gauge data, or may contain no gauge data. The player data D3 may contain one or more pieces of non-gauge data, or may contain no non-gauge data. In this embodiment, a plurality of data including a gauge d1 as gauge data, an attribute compatibility d2 as non-gauge data, a damage value d3, a critical display d4, and a status icon d5 are arranged arbitrarily. .
 ゲージd1は、本実施の形態では、キャラクタの体力、攻撃力あるいは防御力等の第1パラメータを表示する画像であって、水平、垂直もしくは斜め方向に延在する直線状に描画され、例えば、着色を変化させることによってパラメータの増減を示す。 In this embodiment, the gauge d1 is an image that displays a first parameter such as physical strength, offensive power, or defensive power of the character, and is drawn in a straight line extending horizontally, vertically, or diagonally. The increase or decrease of the parameter is indicated by changing the coloring.
 属性相性d2は、本実施の形態では、対戦におけるキャラクタと他のキャラクタとの相性を表示する画像であって、図5で示すように例えば「▲」であれば相性がよいので、攻撃によって与えるダメージが大きくなったり、防御時に受けるダメージが小さくなったりする一方、画像が「▼」であれば相性が悪いので、攻撃によって与えるダメージが小さくなったり、防御時に受けるダメージが大きくなったりする。なお、相性を表示する画像は、図形に限られず、相性の良い悪い、または、その度合い等を示すことができればイラストや数値等であってもよく、例えば数値が大きいほど相性が良く、数値が小さいほど相性が悪い、としてもよい。 In this embodiment, the attribute compatibility d2 is an image that displays the compatibility between the character and other characters in the battle. While the damage you take increases and the damage you receive when defending is less, if the image is a "▼", it's not compatible, so the damage you inflict by attacking will be less and the damage you receive when defending will be greater. In addition, the image that displays compatibility is not limited to graphics, and may be an illustration or numerical value, etc., as long as the compatibility is good or bad, or the degree of compatibility can be shown. It may be assumed that the smaller the value, the worse the compatibility.
 ダメージ値d3は、本実施の形態では、対戦において攻撃によって受けたダメージを数値化して表示する画像であり、クリティカル表示d4(非ゲージデータ)は、本実施の形態では、通常の攻撃力よりも大きな攻撃力(例えば1回で相手を倒すような攻撃力:クリティカルヒット)がゲーム内で付与された場合に、その旨を表示する文字の画像である。ダメージ値d3、クリティカル表示d4、状態アイコンd5もそれぞれ、図示例に限定されず、適宜変更可能である。 In the present embodiment, the damage value d3 is an image that quantifies and displays the damage received by the attack in the battle, and the critical display d4 (non-gauge data) is the normal attack power This is an image of text that displays when a large attack power (for example, attack power that defeats an opponent in one hit: critical hit) is given in the game. The damage value d3, the critical display d4, and the status icon d5 are not limited to the illustrated examples, and can be changed as appropriate.
 状態アイコンd5は、本実施の形態では、攻撃力や防御力の状態を変化させる状態変化ステータスが付与された場合に、付与された状態変化ステータスの数をアイコンとして表示する画像である。 In the present embodiment, the status icon d5 is an image that displays the number of granted status change statuses as an icon when a status change status that changes the state of offensive power or defensive power is granted.
 これら属性相性d2、ダメージ値d3、クリティカル表示d4及び状態アイコンd5等の非ゲージデータによって、本実施の形態では、対戦能力データが構成される。 Non-gauge data such as attribute compatibility d2, damage value d3, critical display d4, and status icon d5 constitute battle capability data in this embodiment.
 図3で示すデータ処理プログラム41は、本実施の形態では、サーバ20を、ゲーム処理部41a及びデータ表示部41bとして機能させるプログラムである。 In the present embodiment, the data processing program 41 shown in FIG. 3 is a program that causes the server 20 to function as a game processing section 41a and a data display section 41b.
 ゲーム処理部41aは、本実施の形態では、ゲームの進行やキャラクタの制御といったゲームの基本的な処理を実行するものであって、例えば、ゲームの進行、ゲームモードの切替、イベントの実行あるいはプレイヤ2へのゲーム内報酬の付与等の各種の処理を実行する。 In the present embodiment, the game processing unit 41a executes basic game processing such as game progress and character control. 2 executes various processes such as granting in-game rewards.
 データ表示部41bは、本実施の形態では、キャラクタに関する情報であるプレイヤデータD3を表示するものである。 In this embodiment, the data display section 41b displays player data D3, which is information about characters.
 図6は、データ表示部41bの処理の概略を説明するブロック図である。図示のように、データ表示部41bは、第1処理S1、第2処理S2及び第3処理S3を実行する。 FIG. 6 is a block diagram for explaining the outline of the processing of the data display unit 41b. As illustrated, the data display unit 41b executes a first process S1, a second process S2 and a third process S3.
 図7は、第1処理S1が実行された際のゲームの画面インターフェースの一例を説明する図である。図示のように、第1処理S1は、画面インターフェースIFとして表示されるフィールドFでのキャラクタC1と他のキャラクタC2と対戦で他のキャラクタC2を攻撃したり他のキャラクタC2から攻撃されたりした際に、プレイヤデータD3を、キャラクタC1及び他のキャラクタC2に重ね合わせてあるいはキャラクタC1及び他のキャラクタC2の近傍にポップアップとして表示する処理を実行する。 FIG. 7 is a diagram illustrating an example of a game screen interface when the first process S1 is executed. As shown in the figure, the first process S1 is performed when a character C1 and another character C2 fight against each other in a field F displayed as a screen interface IF, and when the other character C2 is attacked or attacked by the other character C2. First, the player data D3 is superimposed on the character C1 and the other character C2 or displayed as a pop-up in the vicinity of the character C1 and the other character C2.
 本実施の形態では、フィールドFにおいてプレイヤデータD3を表示する際に、キャラクタC1のプレイヤデータD3と他のキャラクタC2のプレイヤデータD3とで、プレイヤデータD3を構成するゲージd1と対戦能力データとの配置を異なる配置となるように表示する。具体的に、キャラクタC1のプレイヤデータD3と他のキャラクタC2のプレイヤデータD3とで、プレイヤデータD3を構成するゲージd1に対する対戦能力データの配置が上下逆(上下反転配置)となるように表示している。なお、キャラクタC1のプレイヤデータD3をキャラクタC1の下側(足元側)に表示し、他のキャラクタC2のプレイヤデータD3をキャラクタC2の上側(頭部側)に配置する、といったように、キャラクタに対するデータの位置が、自分の操作するキャラクタ(もしくは自グループ)と他のキャラクタ(もしくは他グループ)とで異なるようにしてもよい。 In the present embodiment, when the player data D3 is displayed in the field F, the player data D3 of the character C1 and the player data D3 of the other character C2 are used to combine the gauge d1 and the fighting ability data constituting the player data D3. Display the arrangement as if it were a different arrangement. Specifically, the player data D3 of the character C1 and the player data D3 of the other character C2 are displayed such that the arrangement of the fighting ability data with respect to the gauge d1 constituting the player data D3 is upside down (upside down arrangement). ing. Note that the player data D3 of the character C1 is displayed below the character C1 (foot side), and the player data D3 of the other character C2 is displayed above the character C2 (head side). The position of the data may differ between the character operated by the user (or the own group) and other characters (or other groups).
 図8は、第1処理S1でポップアップとして一時的に表示するプレイヤデータD3の概略を説明する図であり、(a)は他のキャラクタC2についてポップアップとして表示するプレイヤデータD3であり、(b)はキャラクタC1についてポップアップとして表示するプレイヤデータD3である。 8A and 8B are diagrams for explaining an outline of the player data D3 temporarily displayed as a popup in the first processing S1. FIG. 8A is the player data D3 displayed as a popup for another character C2, and FIG. is player data D3 displayed as a pop-up for character C1.
 図8(a)で示すように、他のキャラクタC2についてプレイヤデータD3を表示する場合は、ゲージd1aの上に属性相性d2a、ダメージ値d3a、クリティカル表示d4a及び状態アイコンd5aからなる対戦能力データを配置してプレイヤデータD3aとして表示する。 As shown in FIG. 8(a), when displaying player data D3 for another character C2, match ability data consisting of attribute compatibility d2a, damage value d3a, critical display d4a, and status icon d5a is displayed on gauge d1a. It is arranged and displayed as player data D3a.
 一方、キャラクタC1についてプレイヤデータD3を表示する場合は、図8(b)で示すように、ゲージd1bの下に属性相性d2b、ダメージ値d3b、クリティカル表示d4b及び状態アイコンd5bからなる対戦能力データを配置してプレイヤデータD3bとして表示する。 On the other hand, when displaying the player data D3 for the character C1, as shown in FIG. 8(b), under the gauge d1b, the fighting ability data consisting of the attribute affinity d2b, the damage value d3b, the critical display d4b, and the status icon d5b is displayed. It is arranged and displayed as player data D3b.
 図6で示す第2処理S2は、本実施の形態では、画面インターフェースIFにおいてプレイヤデータD3a及びD3bを表示する際に、キャラクタC1と他のキャラクタC2とで、ダメージ値d3aとダメージ値d3bとが異なる色となるように表示する処理を実行する。このように、キャラクタC1と他のキャラクタC2とで、データの一部または全体が、異なる色で表示されるようにしてもよい。 In the second processing S2 shown in FIG. 6, in this embodiment, when the player data D3a and D3b are displayed on the screen interface IF, the damage value d3a and the damage value d3b of the character C1 and the other character C2 are Execute processing to display as different colors. In this way, part or all of the data may be displayed in different colors for the character C1 and the other character C2.
 これにより、例えば、キャラクタC1が他のキャラクタC2に与えたダメージを含むデータと、キャラクタC1が他のキャラクタC2から被ったダメージを含むデータとを区別することができる。つまり、キャラクタC1に関するデータと他のキャラクタC2に関するデータとを容易に区別することができる。 As a result, for example, data containing damage inflicted by character C1 on another character C2 can be distinguished from data containing damage received by character C1 from another character C2. That is, it is possible to easily distinguish between the data regarding the character C1 and the data regarding the other character C2.
 第3処理S3は、本実施の形態では、フィールドF上でプレイヤデータD3a及びD3bを移動させながら、プレイヤデータD3a及びD3bを表示する処理あるいはプレイヤデータD3a及びD3bを消去する処理を実行する。 In the present embodiment, the third process S3 executes a process of displaying the player data D3a and D3b or a process of erasing the player data D3a and D3b while moving the player data D3a and D3b on the field F.
 図9は、第3処理S3が実行された際のゲームの画面インターフェースの一例を説明する図である。図示のように、第3処理S3は、キャラクタC1についてプレイヤデータD3aを表示する際に、フィールドFの任意の一方向、本実施の形態では例えば画面インターフェースIFの左方向L1からキャラクタC1の近傍にプレイヤデータD3aを移動させながらプレイヤデータD3aを表示する処理を実行する。 FIG. 9 is a diagram illustrating an example of a game screen interface when the third process S3 is executed. As shown in the figure, the third process S3 is performed to display the player data D3a for the character C1 in any one direction of the field F, for example, from the left direction L1 of the screen interface IF in this embodiment, to the vicinity of the character C1. A process of displaying the player data D3a is executed while moving the player data D3a.
 一方、第3処理S3は、他のキャラクタC2についてプレイヤデータD3bを表示する際に、フィールドFの任意の一方向とは異なる他方向、本実施の形態では例えば画面インターフェースIFの右方向R1から他のキャラクタC2の近傍にプレイヤデータD3bを移動させながらプレイヤデータD3bを表示する処理を実行する。 On the other hand, in the third process S3, when displaying the player data D3b for the other character C2, another direction different from the arbitrary one direction of the field F, for example, from the right direction R1 of the screen interface IF in the present embodiment, is displayed. A process of displaying the player data D3b while moving the player data D3b to the vicinity of the character C2 is executed.
 さらに、第3処理S3は、キャラクタC1についてプレイヤデータD3aを消去する際に、キャラクタC1の近傍からフィールドFの任意の一方向、本実施の形態では例えば画面インターフェースIFの左方向L2にプレイヤデータD3aを移動させながらプレイヤデータD3aを消去する処理を実行する。 Furthermore, the third process S3, when erasing the player data D3a for the character C1, moves the player data D3a from the vicinity of the character C1 to any one direction of the field F, for example, the left direction L2 of the screen interface IF in this embodiment. is executed to erase the player data D3a.
 一方、第3処理S3は、他のキャラクタC2についてプレイヤデータD3bを消去する際に、他のキャラクタC2の近傍からフィールドFの任意の一方向とは異なる他方向、本実施の形態では例えば画面インターフェースIFの右方向R2にプレイヤデータD3bを移動させながらプレイヤデータD3bを消去する処理を実行する。 On the other hand, the third process S3, when erasing the player data D3b for the other character C2, is performed from the vicinity of the other character C2 to another direction different from the arbitrary one direction of the field F, for example, the screen interface in this embodiment. A process of erasing the player data D3b is executed while moving the player data D3b in the right direction R2 of the IF.
 このように、プレイヤデータD3a及びプレイヤデータD3bを移動させて表示するあるいは移動させて消去する際に、プレイヤデータD3a及びプレイヤデータD3bの移動の方向を異なるように移動させることによって、キャラクタC1についてのプレイヤデータD3aと他のキャラクタC2についてのプレイヤデータD3bとを区別することができる。 In this way, when the player data D3a and the player data D3b are moved and displayed or moved and erased, by moving the player data D3a and the player data D3b in different directions, the player data D3a and the player data D3b are moved in different directions. The player data D3a can be distinguished from the player data D3b about the other character C2.
 なお、キャラクタC1及び他のキャラクタC2について、プレイヤデータD3a及びプレイヤデータD3bを表示する処理あるいはプレイヤデータD3a及びプレイヤデータD3bを消去する処理の際のプレイヤデータD3a及びプレイヤデータD3bが移動する方向は、キャラクタC1及び他のキャラクタC2の位置が変動すれば、この変動に追従して変動するようにしてもよい。 Regarding the character C1 and the other character C2, the directions in which the player data D3a and the player data D3b move in the process of displaying the player data D3a and the player data D3b or in the process of deleting the player data D3a and the player data D3b are as follows: If the positions of the character C1 and the other character C2 fluctuate, they may fluctuate following this fluctuation.
 これら第1処理S1、第2処理S2及び第3処理S3は、本実施の形態では同時に実行されるが、適宜タイミングをずらしてもよい。 Although the first process S1, the second process S2 and the third process S3 are executed at the same time in this embodiment, the timing may be shifted as appropriate.
 これらゲーム処理部41a及びデータ表示部41bでの処理に基づいて、本実施の形態では、プレイヤ端末30においてゲームが実行される。 A game is executed in the player terminal 30 in the present embodiment based on the processing in the game processing unit 41a and the data display unit 41b.
 図1で示すプレイヤ端末30は、本実施の形態では、携帯型情報端末であるスマートフォンで実装されるが、例えばゲーム専用の端末、タブレット型のコンピュータ、デスクトップ型あるいはノート型のコンピュータによって実装されるものであってもよい。 In this embodiment, the player terminal 30 shown in FIG. 1 is implemented by a smart phone, which is a portable information terminal, but is implemented by, for example, a terminal dedicated to games, a tablet computer, a desktop computer, or a notebook computer. can be anything.
 図10は、プレイヤ端末30の構成の概略を説明するブロック図である。図示のように、プレイヤ端末30は、制御部31及びディスプレイ32を主要構成として備える。 FIG. 10 is a block diagram explaining the outline of the configuration of the player terminal 30. As shown in FIG. As illustrated, the player terminal 30 includes a control section 31 and a display 32 as main components.
 制御部31は、本実施の形態では、ディスプレイ32や図示しないカメラ等のプレイヤ端末30の各部を制御するものであって、例えばプロセッサ、メモリ、ストレージ、送受信部等によって構成される。 In this embodiment, the control unit 31 controls each unit of the player terminal 30 such as the display 32 and a camera (not shown), and is composed of, for example, a processor, memory, storage, transmission/reception unit, and the like.
 この制御部31には、本実施の形態では、ゲームアプリケーションあるいはウェブサイトを閲覧可能なブラウザが格納され、サーバ20の情報処理プログラム41での処理に基づいて、ゲームアプリケーションあるいはブラウザを介してプレイヤ端末30においてゲームが実行される。 In this embodiment, the control unit 31 stores a game application or a browser capable of browsing a website, and based on the processing in the information processing program 41 of the server 20, the player terminal is controlled via the game application or the browser. At 30 the game is run.
 ディスプレイ32には、本実施の形態では、プレイヤ端末30で実行されるゲームの画面インターフェース(画面インターフェースIFを含む。)が表示される。 In the present embodiment, the display 32 displays a screen interface (including a screen interface IF) of the game executed on the player terminal 30 .
 このディスプレイ32は、表示面への接触によって情報の入力を受け付けるいわゆるタッチパネルであって、抵抗膜方式や静電容量方式といった各種の技術によって実装される。 This display 32 is a so-called touch panel that accepts information input by touching the display surface, and is implemented by various technologies such as a resistive film system and a capacitance system.
 本実施の形態では、このディスプレイ32を介してプレイヤ操作情報DBが入力される。なお、プレイヤによる入力操作は、マイクを介した音声入力や、加速度センサ等を利用した傾倒、振動操作、プレイヤ端末30の背面に設けたタッチセンサを用いた操作等を含んでもよい。 In the present embodiment, player operation information DB is input via this display 32 . Note that the input operation by the player may include voice input via a microphone, tilting or vibrating operation using an acceleration sensor or the like, operation using a touch sensor provided on the back surface of the player terminal 30, and the like.
 プレイヤ操作情報DBは、本実施の形態では、ゲーム内でプレイヤ2が使用するキャラクタC1の操作や動作に関して入力される情報である。 In the present embodiment, the player operation information DB is information that is input regarding the operations and actions of the character C1 used by the player 2 in the game.
 このプレイヤ操作情報DBは、ディスプレイ32に対するプレイヤ2の任意の動作(例えば画面をタップあるいはスワイプする動作や、画面に表示されるアイコン等をドラッグしてドロップする動作等)に基づいて入力される。 This player operation information DB is input based on any action of the player 2 on the display 32 (for example, an action of tapping or swiping the screen, an action of dragging and dropping an icon displayed on the screen, etc.).
 次に、本実施の形態に係るゲームシステム10の処理の概略について説明する。 Next, an outline of processing of the game system 10 according to the present embodiment will be described.
 図11は、本実施の形態に係るゲームシステム10の処理の概略を説明するフローチャートである。図示のように、まず、ステップS10において、プレイヤ2がゲームを実行して、ゲームを進行させる。 FIG. 11 is a flow chart explaining the outline of the processing of the game system 10 according to this embodiment. As shown in the figure, first, in step S10, the player 2 executes the game to progress the game.
 ゲームの進行に伴って、ステップS11において、プレイヤ2が使用するキャラクタC1が他のキャラクタC2と対戦を行う。本実施の形態では、キャラクタC1と他のキャラクタC2とが格闘して対戦する。 As the game progresses, in step S11, the character C1 used by player 2 battles another character C2. In this embodiment, a character C1 fights against another character C2.
 続くステップS12において、キャラクタC1が他のキャラクタC2を攻撃して他のキャラクタC2にダメージを与える、あるいはキャラクタC1が他のキャラクタC2から攻撃されてダメージを被ると、ステップS13において、キャラクタC1についてのプレイヤデータD3a及び他のキャラクタC2についてのプレイヤデータD3bをそれぞれポップアップとして表示する。 In the subsequent step S12, when the character C1 attacks another character C2 and damages the other character C2, or when the character C1 is attacked by another character C2 and suffers damage, in step S13, the character C1 is attacked. The player data D3a and the player data D3b for the other character C2 are displayed as pop-ups.
 プレイヤデータD3aは、フィールドFの任意の一方向からキャラクタC1の近傍に移動されてポップアップとして表示されるとともに、プレイヤデータD3bは、フィールドFの任意の一方向と異なる他方向から他のキャラクタC2の近傍に移動されてポップアップとして表示される。あるいは、予め定められた位置で(停止状態で)各プレイヤデータが浮び上り、所定時間後に消えるようにしてもよい。 The player data D3a is moved from an arbitrary direction of the field F to the vicinity of the character C1 and displayed as a pop-up, and the player data D3b is moved from an arbitrary direction of the field F to another direction different from the character C2. Moved nearby and displayed as a popup. Alternatively, each player's data may appear at a predetermined position (in a stopped state) and disappear after a predetermined period of time.
 このとき、他のキャラクタC2についてのプレイヤデータD3aは、本実施の形態では、ゲージd1aの上に対戦能力データが配置されて表示され、キャラクタC1についてのプレイヤデータD3bは、ゲージd1bの下に対戦能力データが配置されて表示される。 At this time, the player data D3a about the other character C2 is displayed with the fighting ability data arranged above the gauge d1a in this embodiment, and the player data D3b about the character C1 is displayed below the gauge d1b. Ability data is arranged and displayed.
 さらに、プレイヤデータD3a及びプレイヤデータD3bは、キャラクタC1と他のキャラクタC2とで、プレイヤデータD3aのダメージ値d3aとプレイヤデータD3bのダメージ値d3bとが異なる色となるように表示される。 Further, the player data D3a and the player data D3b are displayed such that the damage value d3a of the player data D3a and the damage value d3b of the player data D3b are different colors for the character C1 and the other character C2.
 このようにポップアップとして表示されるプレイヤデータD3a及びプレイヤデータD3bは、キャラクタC1と他のキャラクタC2との間で攻撃及び防御が行われている間、一時的に表示され、攻撃及び防御が停止すると、ステップS14において、プレイヤデータD3a及びプレイヤデータD3bは消去される。 The player data D3a and the player data D3b displayed as pop-ups in this way are temporarily displayed while the character C1 and the other character C2 are attacking and defending, and when the attack and defense stop. , in step S14, the player data D3a and the player data D3b are erased.
 プレイヤデータD3a及びプレイヤデータD3bが消去される場合、本実施の形態では、プレイヤデータD3aは、キャラクタC1の近傍からフィールドFの任意の一方向に移動されて消去されるとともに、プレイヤデータD3bは、他のキャラクタC2の近傍からフィールドFの任意の一方向と異なる他方向に移動されて消去される。 When the player data D3a and the player data D3b are erased, in the present embodiment, the player data D3a is erased by being moved in any one direction in the field F from the vicinity of the character C1, and the player data D3b is It is moved from the vicinity of another character C2 in the other direction different from the arbitrary one direction of the field F and erased.
 このように、キャラクタC1のプレイヤデータD3aを構成するゲージg及び対戦能力データの配置と、他のキャラクタC2のプレイヤデータD3bを構成するゲージg及び対戦能力データの配置とを異なる配置として表示することによって、キャラクタC1についてのプレイヤデータD3aのポップアップの表示と、他のキャラクタC2についてのプレイヤデータD3bのポップアップの表示とを区別することができる。 In this way, the arrangement of the gauge g and the fighting ability data that constitute the player data D3a of the character C1 and the arrangement of the gauge g and the fighting ability data that constitute the player data D3b of the other character C2 are displayed as different arrangements. , it is possible to distinguish between the pop-up display of the player data D3a for the character C1 and the pop-up display of the player data D3b for the other character C2.
 特に、本実施の形態では、キャラクタC1についてのプレイヤデータD3aでは、ゲージgの下に対戦能力データが配置されて表示され、他のキャラクタC2についてのプレイヤデータD3bでは、ゲージgの上に対戦能力データが配置されて表示されることから、視覚的に明確に区別可能に表示される。 In particular, in the present embodiment, the player data D3a for the character C1 displays the fighting ability data below the gauge g, and the player data D3b for the other character C2 displays the fighting ability data above the gauge g. Since the data is arranged and displayed, it is visually clearly distinguishable.
 したがって、例えば、複数のキャラクタがそれぞれ対戦するようなゲームであって、それぞれのキャラクタに関するプレイヤデータがポップアップとしてゲームの画面にそれぞれ表示される場合であっても、それぞれのプレイヤデータを視覚的に明確に区別することができる。 Therefore, for example, in a game in which a plurality of characters compete against each other, even if the player data for each character is displayed as a pop-up on the game screen, the player data for each character can be clearly displayed visually. can be distinguished.
 なお、本発明は上記実施の形態に限定されることはなく、発明の趣旨を逸脱しない範囲で種々の変更が可能である。 It should be noted that the present invention is not limited to the above embodiments, and various modifications are possible without departing from the scope of the invention.
 上記実施の形態では、キャラクタに関する複数のデータをポップアップとして表示する際に、プレイヤが操作するキャラクタと、当該キャラクタと対戦する他のキャラクタとで、複数のデータを上下逆の配置で表示したが、これに限られず、異なる配置で表示するものであればよい。例えば、左右逆(左右反転)の配置で表示するものであってもよいし、他の形態であってもよい。また、プレイヤが操作するキャラクタと、当該キャラクタと対戦する他のキャラクタとで、データのゲージデータや非ゲージデータの大きさが異なるようにしてもよい。例えば、プレイヤが操作するキャラクタの文字が大きく、他のキャラクタの文字が小さくなるようにしてもよいし、その逆でもよい。さらに、プレイヤが操作するキャラクタと、当該キャラクタと対戦する他のキャラクタとで、データの明暗が異なるようにしてもよい。例えば、プレイヤが操作するキャラクタの文字が明るく、他のキャラクタの文字が暗くなるようにしてもよいし、その逆でもよい。 In the above-described embodiment, when a plurality of data relating to a character is displayed as a pop-up, the plurality of data are displayed upside down for the character operated by the player and for the other character fighting against the character. It is not limited to this, and may be displayed in a different arrangement. For example, it may be displayed in a horizontally reversed (horizontally reversed) arrangement, or may be displayed in another form. Also, the size of the gauge data and non-gauge data of the data may be different between the character operated by the player and the other character fighting against the character. For example, the character operated by the player may have large characters and the other characters may have small characters, or vice versa. Furthermore, the brightness and darkness of the data may differ between the character operated by the player and the other character fighting against the character. For example, the letters of the character operated by the player may be bright and the letters of the other characters may be dark, or vice versa.
 また、プレイヤが操作するキャラクタを含む第1グループと、当該第1グループと対戦する他のキャラクタ又は第2グループとで対戦する際に、複数のデータを異なる配置で表示するようにしてもよい。このように、フィールド上に表示されるキャラクタが多いほど、味方のキャラクタか敵のキャラクタかを区別するのが難しくなるため、本発明の効果がより発揮されやすい。 In addition, when the first group including the character operated by the player and the other characters or the second group competing against the first group, multiple pieces of data may be displayed in different arrangements. As described above, the more characters displayed on the field, the more difficult it becomes to distinguish between friendly characters and enemy characters.
 上記実施の形態では、属性相性d2、ダメージ値d3、クリティカル表示d4及び状態アイコンd5によって対戦能力データが構成される場合を説明したが、キャラクタの名称、キャラクタが実行した技の名称等のデータが含まれて対戦能力データが構成されるものであってもよい。 In the above embodiment, the case where the battle ability data is composed of the attribute compatibility d2, the damage value d3, the critical display d4, and the status icon d5 has been described. It may be one that is included to constitute the fighting ability data.
 上記実施の形態では、プレイヤデータD3のゲージgが水平方向に延在する直線状のゲージgである場合を説明したが、例えば、垂直方向や斜め方向に延在する直線状のゲージであってもよいし、曲線状のゲージであってもよい。 In the above embodiment, the gauge g of the player data D3 is a straight gauge g extending horizontally. or a curved gauge.
 例えば、キャラクタC1についてのプレイヤデータD3aについて、垂直方向に延在する直線状のゲージの上側に対戦能力データが配置され、他のキャラクタC2についてのプレイヤデータD3bについて、垂直方向に延在する直線状のゲージの下側に対戦能力データが配置されるように構成して、プレイヤデータD3aとプレイヤデータD3bとが異なるように表示されるようにしてもよい。また、垂直方向に延在する直線状のゲージとする場合、ゲージのパラメータが最大の状態から徐々に減少していく方向が、上下反転していてもよい。例えば、プレイヤデータD3aのゲージは上から徐々に減少し、プレイヤデータD3bのゲージは下から徐々に減少するようにしてもよいし、その逆でもよい。また、水平方向に延在する直線状のゲージとする場合でも、プレイヤデータD3aのゲージとプレイヤデータD3bのゲージとで、ゲージが最大の状態から徐々に減少していく方向が、左右反転していてもよい。 For example, for the player data D3a about the character C1, the fighting ability data is arranged above a linear gauge extending in the vertical direction, and for the player data D3b about the other character C2, the linear gauge extending in the vertical direction is arranged. The player data D3a and the player data D3b may be displayed differently by arranging the battle ability data below the gauge. Further, when a linear gauge extending in the vertical direction is used, the direction in which the parameter of the gauge gradually decreases from the maximum state may be upside down. For example, the gauge of player data D3a may gradually decrease from the top and the gauge of player data D3b may decrease gradually from the bottom, or vice versa. In addition, even when a linear gauge extending in the horizontal direction is used, the direction in which the gauge gradually decreases from the maximum state is horizontally reversed between the gauge of the player data D3a and the gauge of the player data D3b. may
 上記実施の形態では、プレイヤデータD3a及びプレイヤデータD3bが、キャラクタC1と他のキャラクタC2との間で攻撃及び防御が行われている間、一時的に表示される場合を説明したが、常時表示されるように構成してもよいし、ゲームの設定としてスキルの発動が準備されている場合に、スキルの発動があった際に表示されるように構成してもよい。 In the above embodiment, the player data D3a and the player data D3b are temporarily displayed while the character C1 and the other character C2 are attacking and defending. Alternatively, it may be configured to be displayed when the skill is activated if the activation of the skill is prepared as a game setting.
 また、サーバ20及びプレイヤ端末30が備えるソフトウェア機能部の処理について、本発明の趣旨を実現できる範囲で、サーバ20の一部若しくはすべての機能をプレイヤ端末30が備えてもよい。本発明のゲームシステムは、例えば、ネットワーク100を介さずに複数のプレイヤが1台のプレイヤ端末30と複数のコントローラ(入出力部)を用いて実行するコンシューマゲーム等でも実現可能である。 Also, with regard to the processing of the software function units provided in the server 20 and the player terminal 30, the player terminal 30 may have some or all of the functions of the server 20 within the scope of realizing the gist of the present invention. The game system of the present invention can be realized, for example, as a consumer game or the like executed by a plurality of players using one player terminal 30 and a plurality of controllers (input/output units) without using the network 100 .
 本発明は、以下の構成を備える。
(項目1)
 プレイヤがプレイヤ端末を介して操作するキャラクタが他のキャラクタとフィールドで対戦するゲームを提供するゲームシステムであって、
 前記キャラクタに関する複数のデータをポップアップとして表示する際に、前記プレイヤが操作する前記キャラクタと、該キャラクタと対戦する他の前記キャラクタとで、前記複数のデータを異なる配置で表示するデータ表示部、
 を備えることを特徴とするゲームシステム。
(項目2)
 前記データ表示部は、
 前記キャラクタに関する複数のデータをポップアップとして表示する際に前記プレイヤが操作する前記キャラクタを含む第1グループと、該第1グループと対戦する他のキャラクタ又は第2グループとで前記複数のデータを異なる配置で表示する、
 ことを特徴とする項目1に記載のゲームシステム。
(項目3)
 前記データ表示部は、前記ポップアップとして前記データを表示する際に前記プレイヤが操作する前記キャラクタと該キャラクタと対戦する他の前記キャラクタとで前記複数のデータを上下逆の配置で表示する、
 ことを特徴とする項目1又は2に記載のゲームシステム。
(項目4)
 前記複数のデータは、
 前記キャラクタに関する所定のパラメータを表示する略直線状のゲージデータと、
 該ゲージデータの周囲に配置され、前記パラメータとは異なるデータを表示する非ゲージデータと、を含み、
 前記データ表示部は、
 前記プレイヤが操作する前記キャラクタについては前記ゲージデータの一方側に前記非ゲージデータを配置した前記データをポップアップとして表示するとともに、前記他のキャラクタについては前記ゲージデータの他方側に前記非ゲージデータを配置した前記データをポップアップとして表示する、
 ことを特徴とする項目1~3の何れかに記載のゲームシステム。
(項目5)
 前記ゲージデータが、水平方向に延在している、
 ことを特徴とする項目4に記載のゲームシステム。
(項目6)
 前記ゲージデータが、垂直方向に延在している、
 ことを特徴とする項目4に記載のゲームシステム。
(項目7)
 前記データ表示部は、
 前記プレイヤが操作する前記キャラクタと該キャラクタと対戦する他の前記キャラクタとで前記データの少なくとも一部を互いに異なる色で表示する、
 ことを特徴とする項目1~6の何れかに記載のゲームシステム。
(項目8)
 前記データ表示部は、
 前記プレイヤが操作する前記キャラクタについての前記データをポップアップとして表示する際に前記データを一方向に移動させて表示するとともに、前記他のキャラクタについての前記データをポップアップとして表示する際に前記一方向とは異なる他方向に移動させて表示する、
 ことを特徴とする項目1~7のいずれか1項に記載のゲームシステム。
(項目9)
 プレイヤがプレイヤ端末を介して操作するキャラクタが他のキャラクタとフィールドで対戦するゲームを実行させるゲームプログラムであって、
 前記キャラクタに関する複数のデータをポップアップとして表示する際に、前記プレイヤが操作する前記キャラクタと、該キャラクタと対戦する他の前記キャラクタとで、前記複数のデータを異なる配置で表示するデータ表示部、
 としてコンピュータを機能させるゲームプログラム。
(項目10)
 プレイヤがプレイヤ端末を介して操作するキャラクタが他のキャラクタとフィールドで対戦するゲームを実行するデータ処理方法であって、
 前記キャラクタに関する複数のデータをポップアップとして表示する際に、前記プレイヤが操作する前記キャラクタと、該キャラクタと対戦する他の前記キャラクタとで、前記複数のデータを異なる配置で表示する、
 ことを特徴とするデータ処理方法。
The present invention has the following configurations.
(Item 1)
A game system for providing a game in which a character operated by a player via a player terminal battles another character in a field,
a data display unit that, when displaying a plurality of data relating to the character as a pop-up, displays the plurality of data in different arrangements for the character operated by the player and for the other character fighting against the character;
A game system comprising:
(Item 2)
The data display unit
When the plurality of data regarding the character are displayed as a pop-up, the plurality of data are arranged differently between a first group including the character operated by the player and another character or a second group competing with the first group. display with
The game system according to item 1, characterized by:
(Item 3)
When displaying the data as the pop-up, the data display unit displays the plurality of data in an upside-down arrangement between the character operated by the player and the other character competing with the character.
A game system according to item 1 or 2, characterized by:
(Item 4)
The plurality of data are
Approximately linear gauge data that displays a predetermined parameter related to the character;
non-gauge data arranged around the gauge data and displaying data different from the parameter;
The data display unit
For the character operated by the player, the data in which the non-gauge data is arranged on one side of the gauge data is displayed as a pop-up, and for the other characters, the non-gauge data is displayed on the other side of the gauge data. displaying the arranged data as a popup;
The game system according to any one of items 1 to 3, characterized by:
(Item 5)
the gauge data extends horizontally;
A game system according to item 4, characterized by:
(Item 6)
the gauge data extends vertically;
A game system according to item 4, characterized by:
(Item 7)
The data display unit
displaying at least part of the data in different colors for the character operated by the player and for the other character competing with the character;
The game system according to any one of items 1 to 6, characterized by:
(Item 8)
The data display unit
When the data about the character operated by the player is displayed as a pop-up, the data is moved in one direction and displayed, and when the data about the other character is displayed as a pop-up, the data is displayed in the one direction. is moved in a different direction and displayed,
The game system according to any one of items 1 to 7, characterized by:
(Item 9)
A game program for executing a game in which a character operated by a player via a player terminal battles another character in a field,
a data display unit that, when displaying a plurality of data relating to the character as a pop-up, displays the plurality of data in different arrangements for the character operated by the player and for the other character fighting against the character;
A game program that allows a computer to function as a
(Item 10)
A data processing method for executing a game in which a character operated by a player via a player terminal battles another character in a field,
When displaying a plurality of data relating to the character as pop-ups, the plurality of data are displayed in different arrangements for the character operated by the player and for the other character competing against the character.
A data processing method characterized by:
1  事業者
2  プレイヤ
10  ゲームシステム
20  サーバ
30  プレイヤ端末
40  記憶領域
41  データ処理プログラム(ゲームプログラム)
41a  ゲーム処理部
41b  データ表示部
D3  プレイヤデータ(データ)
1 business operator 2 player 10 game system 20 server 30 player terminal 40 storage area 41 data processing program (game program)
41a Game processing unit 41b Data display unit D3 Player data (data)

Claims (10)

  1.  プレイヤがプレイヤ端末を介して操作するキャラクタが他のキャラクタとフィールドで対戦するゲームを提供するゲームシステムであって、
     前記キャラクタに関する複数のデータをポップアップとして表示する際に、前記プレイヤが操作する前記キャラクタと、該キャラクタと対戦する他の前記キャラクタとで、前記複数のデータを異なる配置で表示するデータ表示部、
     を備えることを特徴とするゲームシステム。
    A game system for providing a game in which a character operated by a player via a player terminal battles another character in a field,
    a data display unit that, when displaying a plurality of data relating to the character as a pop-up, displays the plurality of data in different arrangements for the character operated by the player and for the other character fighting against the character;
    A game system comprising:
  2.  前記データ表示部は、
     前記キャラクタに関する複数のデータをポップアップとして表示する際に前記プレイヤが操作する前記キャラクタを含む第1グループと、該第1グループと対戦する他のキャラクタ又は第2グループとで前記複数のデータを異なる配置で表示する、
     ことを特徴とする請求項1に記載のゲームシステム。
    The data display unit
    When the plurality of data regarding the character are displayed as a pop-up, the plurality of data are arranged differently between a first group including the character operated by the player and another character or a second group competing with the first group. display with
    2. The game system according to claim 1, characterized by:
  3.  前記データ表示部は、前記ポップアップとして前記データを表示する際に前記プレイヤが操作する前記キャラクタと該キャラクタと対戦する他の前記キャラクタとで前記複数のデータを上下逆の配置で表示する、
     ことを特徴とする請求項1又は2に記載のゲームシステム。
    When displaying the data as the pop-up, the data display unit displays the plurality of data in an upside-down arrangement between the character operated by the player and the other character competing with the character.
    3. The game system according to claim 1 or 2, characterized by:
  4.  前記複数のデータは、
     前記キャラクタに関する所定のパラメータを表示する略直線状のゲージデータと、
     該ゲージデータの周囲に配置され、前記パラメータとは異なるデータを表示する非ゲージデータと、を含み、
     前記データ表示部は、
     前記プレイヤが操作する前記キャラクタについては前記ゲージデータの一方側に前記非ゲージデータを配置した前記データをポップアップとして表示するとともに、前記他のキャラクタについては前記ゲージデータの他方側に前記非ゲージデータを配置した前記データをポップアップとして表示する、
     ことを特徴とする請求項1~3の何れかに記載のゲームシステム。
    The plurality of data are
    Approximately linear gauge data that displays a predetermined parameter related to the character;
    non-gauge data arranged around the gauge data and displaying data different from the parameter;
    The data display unit
    For the character operated by the player, the data in which the non-gauge data is arranged on one side of the gauge data is displayed as a pop-up, and for the other characters, the non-gauge data is displayed on the other side of the gauge data. displaying the arranged data as a popup;
    4. The game system according to any one of claims 1 to 3, characterized in that:
  5.  前記ゲージデータが、水平方向に延在している、
     ことを特徴とする請求項4に記載のゲームシステム。
    the gauge data extends horizontally;
    5. The game system according to claim 4, characterized in that:
  6.  前記ゲージデータが、垂直方向に延在している、
     ことを特徴とする請求項4に記載のゲームシステム。
    the gauge data extends vertically;
    5. The game system according to claim 4, characterized in that:
  7.  前記データ表示部は、
     前記プレイヤが操作する前記キャラクタと該キャラクタと対戦する他の前記キャラクタとで前記データの少なくとも一部を互いに異なる色で表示する、
     ことを特徴とする請求項1~6の何れかに記載のゲームシステム。
    The data display unit
    displaying at least part of the data in different colors for the character operated by the player and for the other character competing with the character;
    7. The game system according to any one of claims 1 to 6, characterized by:
  8.  前記データ表示部は、
     前記プレイヤが操作する前記キャラクタについての前記データをポップアップとして表示する際に前記データを一方向に移動させて表示するとともに、前記他のキャラクタについての前記データをポップアップとして表示する際に前記一方向とは異なる他方向に移動させて表示する、
     ことを特徴とする請求項1~7のいずれか1項に記載のゲームシステム。
    The data display unit
    When the data about the character operated by the player is displayed as a pop-up, the data is moved in one direction and displayed, and when the data about the other character is displayed as a pop-up, the data is displayed in the one direction. is moved in a different direction and displayed,
    8. The game system according to any one of claims 1 to 7, characterized in that:
  9.  プレイヤがプレイヤ端末を介して操作するキャラクタが他のキャラクタとフィールドで対戦するゲームを実行させるゲームプログラムであって、
     前記キャラクタに関する複数のデータをポップアップとして表示する際に、前記プレイヤが操作する前記キャラクタと、該キャラクタと対戦する他の前記キャラクタとで、前記複数のデータを異なる配置で表示するデータ表示部、
     としてコンピュータを機能させるゲームプログラム。
    A game program for executing a game in which a character operated by a player via a player terminal battles another character in a field,
    a data display unit that, when displaying a plurality of data relating to the character as a pop-up, displays the plurality of data in different arrangements for the character operated by the player and for the other character fighting against the character;
    A game program that allows a computer to function as
  10.  プレイヤがプレイヤ端末を介して操作するキャラクタが他のキャラクタとフィールドで対戦するゲームを実行するデータ処理方法であって、
     前記キャラクタに関する複数のデータをポップアップとして表示する際に、前記プレイヤが操作する前記キャラクタと、該キャラクタと対戦する他の前記キャラクタとで、前記複数のデータを異なる配置で表示する、
     ことを特徴とするデータ処理方法。
    A data processing method for executing a game in which a character operated by a player via a player terminal battles another character in a field,
    When displaying a plurality of data relating to the character as pop-ups, the plurality of data are displayed in different arrangements for the character operated by the player and for the other character competing against the character.
    A data processing method characterized by:
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