WO2023189112A1 - プログラム、ゲーム装置及びゲームシステム - Google Patents

プログラム、ゲーム装置及びゲームシステム Download PDF

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Publication number
WO2023189112A1
WO2023189112A1 PCT/JP2023/007323 JP2023007323W WO2023189112A1 WO 2023189112 A1 WO2023189112 A1 WO 2023189112A1 JP 2023007323 W JP2023007323 W JP 2023007323W WO 2023189112 A1 WO2023189112 A1 WO 2023189112A1
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WIPO (PCT)
Prior art keywords
screen
presentation
information
game
character
Prior art date
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PCT/JP2023/007323
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English (en)
French (fr)
Japanese (ja)
Inventor
亘 樋口
亜以子 伊藤
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株式会社バンダイ
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Publication of WO2023189112A1 publication Critical patent/WO2023189112A1/ja

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/213Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • 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
    • A63F13/25Output arrangements for video game devices
    • A63F13/26Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges

Definitions

  • the present invention relates to a program, a game device, and a game system, and more particularly to an electronic game whose display is controlled according to the aspect of a real product.
  • a game device that displays related images containing various information following the placement position of a card is provided so that the player can easily understand how to move and operate the card placed on the placement panel. There is (Patent Document 1).
  • An object of the present invention is to provide a program, a game device, and a game system that realize suitable interest presentation to players.
  • One aspect of the present invention is an acquisition process that acquires information about a real object to a computer that can provide a playing experience of a competitive game that progresses based on information acquired from the real object, the acquisition process including identification information of the real object and movement of the real object.
  • an acquisition process that acquires information; a presentation process that presents information to a display area, which presents a character image and a virtual item image corresponding to the real item from which the information has been acquired; and progress of the battle game.
  • a control process for controlling information presentation in the presentation process the presentation process includes a first presentation process for presenting the character image and the virtual article image separately, and a first presentation process for presenting the character image and the virtual article image separately. and a second presentation process that is connected and presented, and in the control process, which of the first presentation process and the second presentation process is to be executed as the presentation process is controlled based on the movement information acquired about the actual item.
  • a block diagram illustrating the hardware configuration of a game device 100 according to an embodiment and a modification of the present invention Diagram for explaining the appearance and each display of the game device 100 according to the embodiment and modification of the present invention
  • Diagram for explaining related images presented for each card according to the embodiment and modification of the present invention
  • Diagram for explaining character images and virtual article images presented for each card according to embodiments and modified examples of the present invention A diagram illustrating an effect of ascending to the sky presented in response to a movement operation of a special card according to an embodiment and a modification of the present invention.
  • An embodiment described below is an example of a game device in which the present invention is applied to a game device that provides a playing experience of a competitive game that progresses based on information acquired from an actual item placed on a placement surface.
  • An example of application will be explained.
  • the present invention is applicable to any device that can provide a playing experience of a game that progresses by acquiring information from real objects.
  • FIG. 1 is a block diagram showing the hardware configuration of a game device 100 according to the present embodiment.
  • the control unit 101 is a processor such as a CPU, and controls the operation of each piece of hardware included in the game device 100 and the implementation of various functions including the function of providing a game play experience. Specifically, the control unit 101 performs the corresponding control by, for example, reading a necessary program stored in the storage device 102, loading it into the memory 103, and executing it.
  • the storage device 102 is a device capable of permanently storing information, such as a nonvolatile memory or an HDD.
  • the storage device 102 stores an operating system for operating the game device 100 and programs related to games that provide a play experience, as well as information on parameters necessary for realizing various controls and various programs related to a game that provides a play experience.
  • the memory 103 is a storage device such as a volatile memory used for temporary data storage. The memory 103 may be used not only as a development area for each program, but also as a storage area for temporarily storing data output during the operations of various hardware and various controls.
  • the GPU 104 is a drawing device that executes various drawing processes related to the generation of game screens and other screens/images that are presented while providing a game play experience.
  • the GPU 104 includes a GPU memory (not shown), expands various graphics data read from the storage device 102, performs predetermined calculations, and generates various images including a screen.
  • the screen or image generated by the GPU 104 is presented to the player by being displayed, for example, on a display device included in the presentation device 110 included in the game device 100.
  • the presentation device 110 is a device provided with an information presentation function included in the game device 100.
  • presentation device 110 includes a display device such as a liquid crystal display that displays a screen generated by GPU 104.
  • the means for presenting information in the game device 100 is not limited to those that realize visual information presentation such as display devices and lighting devices, but also audio output devices such as speakers that realize auditory information presentation, It may also include other types of information presentation means, such as a haptic presentation device that realizes tactile information presentation.
  • the information to be presented may be, for example, data read from the storage device 102 or data configured by the control unit 101 at any time.
  • the operation I/F 105 is a user interface that the game device 100 has and accepts operation inputs. When the operation I/F 105 detects that an operation input has been made, the operation I/F 105 outputs a control signal corresponding to the operation input to the control unit 101.
  • the operation I/F 105 includes operation members such as a button for inputting a decision and a button for inputting a selection, various sensors, and the like.
  • the presentation device 110 includes a display device capable of detecting touch input
  • the operation I/F 105 includes a touch input detection sensor provided in the display device.
  • Communication I/F 106 is a communication interface with an external device included in game device 100.
  • Information communication between the communication I/F 106 and an external device may be carried out via a wide area network (WAN) such as the Internet, or may be carried out via a LAN or the like.
  • WAN wide area network
  • the information communication performed by the communication I/F 106 may be performed by wire or wirelessly, and in the latter case, it may include, for example, short-range wireless communication or close-range wireless communication.
  • the payment device 120 is a device that accepts payment for the use of the game device 100.
  • the price is paid, for example, by inserting a predetermined amount of coins or equivalent coins into an unillustrated slot, or by completing a payment process based on communication with a chip related to predetermined electronic money. It can be treated as When the payment device 120 detects that the price has been paid, it outputs a control signal indicating this to the control unit 101.
  • the game device 100 detects payment of a price in a state where it is not being used by any player (standby state)
  • the game device 100 provides a game play experience in that state.
  • the server will switch to a possible state and begin providing services to the player.
  • the reader 130 is a device that acquires information from real objects included in the game device 100.
  • the information acquisition method of the reader 130 may be, for example, a method of reading a code attached to the external appearance of the actual item using an imaging device.
  • the information acquisition method of the reader 130 is, for example, a method of reading information from a predetermined chip built in the real product, or a method of inputting a predetermined switch in the mounting section when the real product is mounted on the game device 100. It is also possible to adopt any information acquisition method, such as a method of monitoring the conduction state of the connection terminal or the like.
  • the information acquired by the reader 130 is transmitted to the control unit 101 and is used, for example, to control the progress of the game and the content of service provision.
  • the providing device 140 is a device that has a function of providing actual items stored in advance.
  • the game device 100 of the present embodiment is configured such that the providing device 140 provides a specified number of real goods under the control of the control unit 101 when a predetermined condition is met, such as when starting to provide a service. Ru.
  • the providing device 140 can provide the actual items stored in the built-in stocker in the order in which they are stored.
  • the providing device 140 can perform a predetermined process on the stored actual article and then provide the actual article.
  • the actual article provided by the providing device 140 may be an article attached with information that can be acquired by the reader 130.
  • the present embodiment will be described on the assumption that these hardware configurations are built into the casing of the game device 100, the implementation of the present invention is not limited to this.
  • at least one of the presentation device 110, the payment device 120, the reader 130, and the providing device 140 is provided outside the casing of the game device 100, and is configured to be usable by being connected to the game device 100. There may be.
  • the game device 100 of this embodiment is configured to be able to provide a playing experience of a competitive game, and the presentation device 110 presents visual information regarding the competitive game.
  • a competitive game may be one in which a single game device 100 is used by a plurality of players and the players are pitted against each other, or a plurality of players each use a different game device 100. In some cases, the players may be pitted against each other. In the latter case, a plurality of game devices 100 connect to a game session provided on a game server (not shown) via a network, thereby sharing information on each other's operation inputs and game progress to establish a competitive game. be able to.
  • the competitive game of this embodiment will be described as a game in which two players compete against each other; however, the implementation of the present invention is not limited to this, and three or more players compete against each other. It will be easily understood that the present invention can also be applied to competitive games.
  • the competitive game may include a game played between a thinking program, an AI, or the like and a player (single-player game play).
  • FIG. 2(a) is a perspective view of the game device 100 of this embodiment.
  • the game device 100 includes, as a presentation device 110 related to visual information presentation, a mounted display 201, a front display 202 adjacent to the mounted display 201, and a front display 202 that is not adjacent to the mounted display 201.
  • display area (of game device 100) when the term "display area (of game device 100)" is simply referred to, it includes the entire display areas of these three types of displays.
  • the display area of the game device 100 includes a screen displayed on the mounted display 201 (first screen), a screen displayed on the front display 202 (second screen), and a screen displayed on the upper display 203. screen (third screen). Information presentation on each display is controlled by the control unit 101.
  • a head 210 indicates the head of a player who uses the game device 100.
  • the display surface of the mounted display 201 is substantially horizontal, the display surface of the front display 202 is tilted backward with respect to the player, and the display surface of the upper display 203 is tilted forward with respect to the player.
  • each display is provided at such an angle, so that the display related to the competitive game can be perceived three-dimensionally.
  • the display surface 201 has a substantially horizontal display surface extending from the front to the back of the player, so that it is possible to stably place a real article thereon. Therefore, in the game device 100 of this embodiment, the mounting display 201 functions as a mounting surface on which real items used in a competitive game are placed.
  • the reader 130 of this embodiment includes an imaging device provided inside the game device 100, and analyzes a captured image obtained by capturing an image of the mounted display 201 from the back side, thereby detecting the actual object mounted thereon. It is configured to be able to recognize the information attached to the actual item and obtain information attached to the actual item.
  • a player places a real object on the placement surface to cause a character associated with the real object to appear in the game. It can be registered as a character, and operations related to the character can be performed by operating the actual item on the placement surface.
  • the battle game progresses by presenting a battle effect in which the characters associated with the participating players fight each other in the space associated with the game, but the first screen associated with the mounted display 201 is basically a display of real objects. It is used to inform the player of the recognition status of the item and to display information necessary for operating the actual item, and is therefore not used to present the battle effect.
  • the battle effect is configured to be presented mainly using the second screen related to the front display 202.
  • the battle effect may be presented using the third screen related to the upper display 203 as well.
  • each player places a real object on the placement surface and causes the reader 130 to read the information attached to the real object.
  • Characters associated with can be registered as operation targets.
  • the real item that can be used in the competitive game is a card, and that identification information that uniquely identifies the character associated with the card is attached.
  • the reader 130 is configured to acquire information attached to a card placed on the placement surface using a placement image captured from the back side of the placement display 201. For this reason, the addition of identification information to a card is achieved by printing a two-dimensional image (hereinafter referred to as a code image) obtained by converting the identification information onto the exterior of the card using invisible ink, for example. It's okay. That is, the reader 130 can identify the position of each card placed on the placement surface by detecting the code image included in the obtained captured image, and can also identify the position of each card placed on the placement surface. The identification information of each card can be obtained by applying a predetermined calculation.
  • the reader 130 also includes a history buffer (not shown) that stores history information (temporal changes) of the placement position of each card, and based on the history information, movement information indicating the movement of each card on the placement surface. It is also possible to obtain In the competitive game according to the present embodiment, the player is configured to be able to perform operational input related to the competitive game by moving the card placed on the placement surface in addition to the operational input to the operation I/F 105. be done. Therefore, the reader 130 acquires movement information related to the movement operation of the card and outputs it to the control unit 101.
  • the movement operation can be used by the player to specify an action to be performed by the character being operated. More specifically, in a situation where the player can accept an action to be performed by the character to be operated, the player can specify the action by moving the card associated with the character on the placement surface.
  • the first screen displayed on the mounted display 201 includes a defense area 302 located in front of the player, and a defense area 302 located in front of the player, as shown in FIG. It is configured to include an attack area 301 located adjacent to the back side, and the player can associate the card placed on the placement surface with the card by moving it to a position corresponding to which area. You can specify the actions you want the character to perform.
  • the attack area 301 is an area in which a character associated with a card placed on the area as a result of a movement operation is designated to perform an attack action.
  • the defense area 302 is an area in which the characters associated with the cards placed on the area are specified to perform recovery/defense actions, rather than attack actions.
  • the reader 130 since the first screen is configured as shown in FIG. 3, the reader 130 outputs different types of movement information to the control unit 101 for the following two types of movement operations.
  • the first operation is to move the placed card from the defense area 302 to the attack area 301, and the reader 130 outputs the first type of movement information on the condition that the movement operation is detected.
  • the second operation is to move the placed card from the attack area 301 to the defense area 302, and the reader 130 outputs the second type of movement information on the condition that the movement operation is detected.
  • a corresponding display is displayed on the first screen for all cards placed on the placement surface to inform that the card is recognized.
  • four cards are placed on the placement surface, and the first screen displays related images 400 arranged at positions corresponding to each card.
  • the position where the related image 400 corresponding to each card is placed is the area where the corresponding card is placed on the placement surface when the first screen is presented on the placement display 201, At least a portion of the related images 400 are set to overlap.
  • the related image 400 is arranged so that its outline surrounds the corresponding card, clearly indicating to the player that the card in question is recognized. .
  • the related image 400 has display control that changes its appearance in accordance with the movement operation in order to let the player know not only that the card is recognized but also how the movement operation performed by the player is recognized. It will be done.
  • the appearance of the related image 400 is switched depending on the detection position by the reader 130 in order to indicate whether the corresponding card is recognized to be included in the attack area 301 or the defense area 302.
  • the competitive game of this embodiment is configured to provide types of cards that can be used, and to vary the manner in which character images are presented depending on the type.
  • the type of card is determined based on the character associated with the card. That is, the control unit 101 identifies the associated character based on the identification information acquired from the card by the reader 130, and identifies which type the card is based on the type of the character.
  • character information information about each character appearing in the battle game
  • DB character database
  • the character information managed for one character includes a character type 502 indicating the type of the character, an attack power of the character, and a character ID 501 that uniquely identifies the character. It includes parameters 503 that are referenced in determining the progress of the competitive game, such as defense power and physical strength. Of these, character type 502 is information referenced to determine the type of card associated with it.
  • characters are classified into different types depending on whether they can perform special attack actions, which will be described later. More specifically, if a character can perform a special attack action, the character is classified as a special type, and if a character cannot perform a special attack action, it is classified as a normal type. Information indicating either is stored. Therefore, the control unit 101 determines whether the type of the card is a special card associated with a special type character or a normal type based on the character type 502 of the character associated with the card placed on the placement surface. Determine which of the normal cards the character is associated with.
  • the character ID 501 of the character information may match the identification information attached to the card associated with the character.
  • the special cards are cards that are provided (issued) in fewer numbers than normal cards, and have a higher rarity. Therefore, the parameters 503 related to special type characters are configured to make the progress of the battle game more advantageous than the parameters 503 related to normal type characters.
  • FIG. 6 shows a display area of the game device 100 viewed from the viewpoint of a player when using the game device 100. That is, the display area shown in FIG. 6 includes differences in how the mounted display 201 and the upper display 203 are viewed in different facing directions (differences in the inclination of the display surfaces) when viewing the front display 202 from the front. It is in a similar manner.
  • one special card 602 and one normal card 604 are placed on the placement surface in order to easily distinguish between the presentation modes of each character image.
  • the special character image 601 that is displayed in response to the special card 602 being placed on the placement surface is displayed centered on the first screen, as illustrated.
  • the display position of the special character image 601 may change depending on the position of the special card 602 on the placement surface, but basically it is controlled so that at least an image of a part of the character image is displayed on the first screen 600. Ru.
  • the image of the part of the special character image 601 that does not fit is controlled to be displayed on the second screen 610. From the perspective of realizing three-dimensional visual presentation, it is effective to display the special character image 601 using both the first screen 600 and the second screen 610 with different inclinations.
  • drawing control is performed on each screen so that the image of the lower body part of the character is displayed on at least the first screen 600, and the image of the character's upper body part is displayed on at least the second screen 610.
  • the normal character image 611 that is displayed in response to the normal card 604 being placed on the placement surface is displayed on the second screen 610, as illustrated.
  • the display position of the normal character image 611 may similarly change depending on the position of the normal card 604 on the placement surface, but it is controlled so that it is displayed only on the second screen 610 and not on the first screen 600.
  • the special character image 601 and the normal character image 611 are controlled so that the former is displayed at least on the first screen 600 related to the placement surface, while the latter is not displayed on the first screen 600. They are different in that they are controlled.
  • the special character image 601 and the normal character image 611 are set to be highly strategic in that the character corresponding to the former can perform special attack actions described later, and by making them more conspicuous in the display area, the player can
  • the former is configured to have a larger display area than the latter in order to lead to a more interesting playing experience.
  • each virtual article image has a card-shaped appearance to indicate that it corresponds to a placed card.
  • the display position of each virtual item image is controlled according to the movement of the corresponding card on the placement surface, and basically it is displayed connected to the character image. .
  • a virtual article image 603 related to the special card 602 and related images 605 related to the special card 602 and the normal card 604 are arranged.
  • the virtual article image 603 and the related image 605 are different in appearance, display position, and display size. More specifically, the related image 605 simply has the appearance of a frame surrounding the corresponding card, whereas the virtual article image 603 has the appearance of a card-shaped object in a space related to a competitive game. They differ in some respects.
  • the related image 605 is placed at a display position that overlaps with the area where the corresponding card is placed, the virtual article image 603 is placed at a display position that does not overlap with the area where the corresponding card is placed. They differ in that they are placed in different positions.
  • the related image 605 is displayed at the same display size as the corresponding card
  • the virtual article image 603 is displayed conspicuously at a larger display size than the corresponding card and related image 605. different.
  • the battle game of this embodiment progresses through overlapping phases, and before the start of each phase, there is a period (action determination period) in which operation inputs related to determining the action to be performed by the character to be operated in that phase are accepted. is provided. By moving the cards placed on the placement surface during the period, the player can specify an action to be performed by the character associated with each card.
  • an instruction to move all cards onto the defense area 302 is first presented on the presentation device 110 at the start of the period so that the character does not specify an action that the player does not intend.
  • the process starts on the condition that all cards are placed on the defense area 302.
  • the player performs a movement operation to move a card from the defense area 302 to the attack area 301, thereby specifying that the character associated with the card take an attack action in the current phase. can.
  • the player wants to change the action of the character who has moved the card onto the attack area 301 from attack action to defense action, the player performs a movement operation to move the card from above the attack area 301 to above the defense area 302. This allows you to specify that a defensive action be taken.
  • the player can specify that the character associated with the card take a defensive action in the current phase.
  • the effect displayed in the display area will be the same as that of the normal card on the second screen.
  • the normal character image corresponding to the specified action is simply moved to the display position corresponding to the action and displayed with a display effect corresponding to the designated action.
  • the attack action of the character corresponding to the normal card is one that is developed near the game field (ground) shown on the second screen in the space related to the competitive game. Therefore, the normal character image corresponding to the movement operation related to the action designation is also displayed within the second screen.
  • the normal character image corresponding to the card is The card is placed at a display position for attack action corresponding to the placement position of the card in , and is included in the second screen with a light emitting effect of a color (for example, red) indicating that an attack action will be taken.
  • a color for example, red
  • the normal character image corresponding to the card is The card is placed at a display position for defensive action corresponding to the position of the card on the screen, and is included in the second screen with a light emitting effect of a color (for example, blue) indicating that a defensive action will be taken.
  • a color for example, blue
  • the attack action performed by the special type character is a special attack action.
  • a special attack action is different from the attack action performed by a normal type character, in which the character moves into the sky and performs a more powerful attack action against the opponent's character from above. Therefore, when an attack action is specified for a special type of character, the effects displayed in the display area include a movement effect in which the character ascends into the sky (an upward movement effect).
  • the effect of ascending into the sky is presented using the third screen.
  • the display position of the special character image related to the character whose attack action is specified is set so that it is displayed from the first screen to the second screen before the action is specified, but after the action is specified, it is displayed on the third screen. The display position is changed.
  • control is also performed to vary the space related to the battle game displayed on the third screen in order to present a larger scale of movement in the ascent to the sky effect.
  • the space near the game field is expanded as shown in Figure 6, in order to show a wider space for a competitive game that also includes normal type characters. It is displayed using a second screen 610 and a third screen 620. That is, the space displayed on the third screen 620 is adjacent to and continuous with the space displayed on the second screen 610.
  • the space displayed on the third screen 620 is switched to a space that is higher than the space displayed on the third screen 620. Therefore, by displaying the special character image on the third screen after switching, it is possible to create the effect that the character has moved to a higher space.
  • FIG. 7 shows an example of display transition of display areas related to the effect of ascending into the sky. Note that in FIG. 7, only one special character image 701 is shown as a character image in the display area in order to facilitate understanding of the invention.
  • the special character image 701 corresponding to the card is As shown in (a), move toward the back of the placement surface to a predetermined position (until the lower end of the special character image 701 reaches a predetermined position in the first screen 700, 710) and then stops. Thereafter, as shown in FIG. 7(b), the space presented on the third screen 720 is switched to the sky, and as shown in FIG. and is moved upward on the first screen 700 and the second screen 710.
  • the virtual article image 702 does not move to another screen and remains on the first screen 700 and is displayed, so that an interesting presentation can be realized as if the character were jumping out from the special card.
  • the special character image 701 is not displayed in the display area for a predetermined period, as shown in FIG. 7(d).
  • the period in which the special character image 701 is not displayed creates a time period in which the character is moving in a space that is not displayed in the display area.
  • the special character image 701 is displayed while sequentially moving upward from the bottom of the third screen 720, as shown in FIG. 7(e), and is finally displayed as shown in FIG. 7(f). is moved to a predetermined display position.
  • the player if the player wishes to change the action of the character moved into the sky from attack action to defense action, the player performs a movement operation to move the corresponding special card from above the attack area 301 to above the defense area 302. This allows you to specify that a defensive action be taken.
  • the effects displayed in the display area include a movement effect in which the character descends from the sky (descending effect from the sky).
  • the effect of descending from the sky is presented using the third screen, the first screen, and the second screen, similarly to the effect of ascending to the sky.
  • the display position of the special character image related to the character for which a defensive action is specified is set so that it is displayed on the third screen before the action is specified, but after the action is specified, the display position is set so that it is displayed on the third screen.
  • the display position is changed so that it is displayed across the screen.
  • FIG. 8 shows an example of display transition of display areas related to a descending effect from the sky. Note that in FIG. 8, only one special character image 801 is shown as a character image in the display area in order to facilitate understanding of the invention.
  • the special character image 801 corresponding to the card is As shown in (a), the display position is sequentially moved toward the lower end of the third screen 820. After the movement has been performed for a predetermined number of frames, the special character image 801 is not displayed in the display area for a predetermined period, as shown in FIG. 8(b). Thereafter, as shown in FIG. 8C, the space presented on the third screen 820 is changed from the sky to a space that is adjacent to and continuous with the space displayed on the second screen 810 again. As shown in FIG.
  • the special character image 801 is placed on the third screen 820, the second screen 810, and the first screen 800 so as to sequentially approach the virtual article image 802 arranged on the first screen 800. is sequentially moved downward, and is finally moved to a display position connected to a virtual article image 802 as shown in FIG. 8(e). Thereafter, as shown in FIG. 8(f), the special character image 801 and the virtual article image 802 are moved to the display position for defensive action on the first screen 800.
  • the effect of descending from the sky can be more effectively presented to the player.
  • the movement of the special character image 801 in the display area during the performance also appears as if the corresponding character is moving in the normal direction of the placement surface when viewed from the player's viewpoint.
  • the movement is presented as movement in the opposite direction to the upward movement into the sky.
  • Action resolution involves, for example, executing a mini-game to determine the success or failure of an attack action by the character controlled by one player, and based on the result and the parameters of the character who performed the attack action, the player receives an attack. It may include processing to reduce the character's physical strength.
  • the play experience ends when the physical strength of all characters controlled by one of the players becomes 0 as a result of such an attack action, or when a specified number of phases have progressed. It is configured like this.
  • the processing corresponding to the flowchart can be realized by the control unit 101 reading out a corresponding processing program stored in, for example, the storage device 102, loading it into the memory 103, and executing it.
  • this presentation control process is started, for example, when it is detected that the action determination period for each phase of the competitive game has started and that all the cards placed on the placement surface have been moved onto the defense area 302. This will be explained as follows.
  • control unit 101 determines whether the first type of movement information or the second type of movement information has been acquired for the placed card. If the control unit 101 determines that any movement information has been acquired, it moves the process to S902, and if it determines that it has not been acquired, it moves the process to S907.
  • the control unit 101 determines whether the card for which movement information has been acquired (hereinafter referred to as a target card) is a special card. The determination in this step is made by referring to the character type 502 of the character information having the identification information (character ID 501) attached to the target card.
  • the control unit 101 determines that the target card is a special card, the process moves to S903, and when it determines that the target card is not a special card, that is, a normal card, the process moves to S906.
  • control unit 101 determines whether the movement information acquired for the target card is the first type of movement information or the second type of movement information. If the control unit 101 determines that the acquired movement information is the first type of movement information, the process moves to S904, and if it determines that the acquired movement information is the second type of movement information, the process moves to S905.
  • the GPU 104 under the control of the control unit 101, the GPU 104 generates a series of screen groups of display areas related to the effect of ascending to the sky using the special character image corresponding to the target card. Then, the control unit 101 controls the generated screens to be sequentially displayed on the mounted display 201, the front display 202, and the upper display 203 of the presentation device 110, thereby realizing the presentation of the effect of ascending to the sky. In the soaring effect into the sky, the special character image related to the target card will be presented separately from the virtual article image.
  • the GPU 104 under the control of the control unit 101, performs an upper flight using the special character image corresponding to the target card in S905.
  • a series of screen groups of display areas related to the descending effects are generated.
  • the control unit 101 controls the generated screens to be sequentially displayed on the mounted display 201, the front display 202, and the upper display 203 of the presentation device 110, thereby realizing presentation of a descending effect from the sky.
  • the special character image related to the target card will be presented in connection with the virtual article image.
  • Connection here refers to a state in which the edges of the character image and the virtual article image are connected to each other, or a state in which at least a portion of the character image is superimposed on the virtual article image.
  • the GPU 104 under the control of the control unit 101, displays the normal character image and virtual article image related to the target card in a manner corresponding to the specified action in S906. A screen group of display areas arranged in the second screen is generated. Then, the control unit 101 realizes information presentation related to action designation by controlling the generated screens to be displayed on the mounted display 201, front display 202, and upper display 203 of the presentation device 110.
  • control unit 101 determines whether the action determination period has ended. If the control unit 101 determines that the action determination period has ended, it completes the present presentation control process, and if it determines that it has not ended, it returns the process to S901.
  • the game device of this embodiment it is possible to present suitable interests to the player. More specifically, there are multiple types of cards that can be used, and when the card is placed on the placement surface, depending on the type, the character image is presented in a more conspicuous manner, including the area on the placement surface, or Since character images are displayed only in areas other than the area of , it is possible to improve the interest of competitive games when specific cards are used. In addition, by presenting the effect that is presented when an operation related to action designation is performed while changing the screen in the display area used for presentation depending on the type of card, it is possible to improve the strategy of the game and the competitive game. It is possible to improve both the level of interest and interest.
  • a corresponding special character image is presented from the first screen to the second screen.
  • the special character image may be one that is controlled to be presented on at least the first screen, and may be presented without using the second screen.
  • the special character image is an image showing a character in a normal standing posture, and in an embodiment in which the special character image is presented separately on the first screen and the second screen, although the description has been made assuming that the lower body of the character is presented on the first screen and the upper body of the character is presented on the second screen, the implementation of the present invention is not limited to this.
  • the special character image does not have to be an image showing a character in a normal standing position, but may be an image showing a character in a handstand position or a character in a lying down position.In this case, each screen It goes without saying that the parts of the character that are displayed are different.
  • the effect expressed by the movement of the display position is not limited to one that indicates that the character has moved, but may be one that expresses a change to a different state, such as a change in the character's form, for example.
  • the parameters of the special type character were described as being configured to make the progress of the battle game more advantageous than the parameters of the normal type character. is not limited to this.
  • the parameters of the character are changed to a state that gives an advantage to the progress of the battle game. This may be a mode that shows the usefulness of special attack actions.
  • the number of special cards that can be used in a competitive game may be limited, such as being set to be smaller than at least the number of normal cards that are used.
  • a special type character can be specified to always perform a special attack action by performing a movement operation using a special card.
  • the implementation is not limited to this.
  • a condition is set for the activation of a special attack action, and only when the condition is met, the special attack action is controlled to be activated in response to the acquisition of the movement operation related to the designation of the attack action, and the movement effect is controlled.
  • the information may be configured to be presented.
  • a special type character is provided with an activation gauge that changes as the battle game progresses, and the first type movement information is acquired only when the value of the gauge exceeds a predetermined value.
  • the movement effect related to the special attack action may be presented in response to or on the condition that an operational input to determine the activation is made.
  • the first type of movement information for specifying an attack action may be simply acquired in response to an operation of moving a card from the front toward the back on the placement surface.
  • the second type of movement information for specifying a defensive action may be similarly acquired in response to an operation of moving a card from the back toward the front on the placement surface.
  • each movement information may be acquired based on a more clear movement operation, provided that the movement operation moves the card beyond a predetermined distance on the placement surface. .
  • a normal type character is assigned to a special type character.
  • the fact that the two are linked is stored in the memory 103.
  • the information stored in the memory 103 is referred to, and information about the normal type character linked with the special type character is referenced. It is possible to present movement effects and specify that all these characters perform special attack actions. In other words, the effect of ascending into the sky is such that the display positions of the special character image related to the special type character and the normal character image related to the linked normal type character are both changed to the third screen and presented. .
  • Game device 101: Control unit, 102: Storage device, 103: Memory, 104: GPU, 110: Presentation device, 105: Operation I/F, 106: Communication I/F, 120: Payment device, 130: Reader , 140: Providing device, 201: Mounted display, 202: Front display, 203: Upper display

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  • User Interface Of Digital Computer (AREA)
  • Processing Or Creating Images (AREA)
PCT/JP2023/007323 2022-03-31 2023-02-28 プログラム、ゲーム装置及びゲームシステム WO2023189112A1 (ja)

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