WO2024029391A1 - Gaming device and program - Google Patents
Gaming device and program Download PDFInfo
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- WO2024029391A1 WO2024029391A1 PCT/JP2023/027081 JP2023027081W WO2024029391A1 WO 2024029391 A1 WO2024029391 A1 WO 2024029391A1 JP 2023027081 W JP2023027081 W JP 2023027081W WO 2024029391 A1 WO2024029391 A1 WO 2024029391A1
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- character
- game
- game device
- characters
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- 238000012549 training Methods 0.000 claims description 75
- 230000009471 action Effects 0.000 claims description 57
- 230000002860 competitive effect Effects 0.000 claims description 54
- 230000000694 effects Effects 0.000 claims description 26
- 230000008859 change Effects 0.000 claims description 4
- 238000011161 development Methods 0.000 abstract description 7
- 238000012423 maintenance Methods 0.000 abstract 2
- 238000000034 method Methods 0.000 description 50
- 230000008569 process Effects 0.000 description 49
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- 230000004913 activation Effects 0.000 description 12
- 230000004048 modification Effects 0.000 description 9
- 238000012986 modification Methods 0.000 description 9
- 238000012545 processing Methods 0.000 description 9
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- 238000010586 diagram Methods 0.000 description 5
- 230000036541 health Effects 0.000 description 5
- 230000006399 behavior Effects 0.000 description 4
- 238000001514 detection method Methods 0.000 description 4
- 230000001960 triggered effect Effects 0.000 description 4
- 230000003247 decreasing effect Effects 0.000 description 3
- 230000004044 response Effects 0.000 description 3
- 230000008901 benefit Effects 0.000 description 2
- 230000009467 reduction Effects 0.000 description 2
- 230000007704 transition Effects 0.000 description 2
- 210000000707 wrist Anatomy 0.000 description 2
- 230000001133 acceleration Effects 0.000 description 1
- 230000003213 activating effect Effects 0.000 description 1
- 238000013459 approach Methods 0.000 description 1
- 238000004364 calculation method Methods 0.000 description 1
- 238000012790 confirmation Methods 0.000 description 1
- 238000013500 data storage Methods 0.000 description 1
- 230000007423 decrease Effects 0.000 description 1
- 238000005259 measurement Methods 0.000 description 1
Images
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/26—Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/825—Fostering virtual characters
Definitions
- the present invention relates to a game device and a program, and particularly to an electronic game having a character training function.
- Patent Document 1 There is a game device that can run an electronic game that has a character training function (Patent Document 1).
- Patent Document 1 since the game device as disclosed in Patent Document 1 is configured to be able to train only one character at any time, the strategy in competitive games and the like may be limited.
- An object of the present invention is to provide a game device and a program that realize a highly strategic competitive game.
- One aspect of the present invention is a game device that executes a first type of game for training a character, which includes a setting unit for setting a first character to be trained, and a second character different from the first character.
- holding means for holding a second character that is a character and can be set as a training target by the setting means without making it a training target; and a second character that is different from the first type of game and in which the first character participates.
- the apparatus includes an execution means for executing a game of the second type, and a control means for controlling a second character held by the holding means to participate in the game of the second type when a predetermined condition is satisfied.
- a diagram illustrating an external configuration of a game device 100 according to an embodiment and a modification of the present invention A diagram illustrating a functional configuration of a game device 100 according to an embodiment and a modification of the present invention Diagram for explaining designation of support characters according to an embodiment of the present invention Flowchart illustrating competitive game processing executed in game device 100 according to embodiments and modified examples of the present invention Flowchart illustrating determination processing executed in game device 100 according to an embodiment of the present invention
- An embodiment described below describes an example in which the present invention is applied to a game device, which is an example of a game device, and which is worn by a user and is capable of executing an electronic game for developing a character.
- the present invention is applicable to any device capable of running an electronic game for developing characters.
- FIG. 1 is a diagram illustrating the appearance of a game device 100 of this embodiment.
- the game device 100 is configured, for example, in the shape of a bracelet that can be worn on a user's wrist.
- the game device 100 is equipped with various sensors capable of detecting and measuring the user's activity state while being worn, and can measure various items.
- the explanation will be given assuming that the game device 100 is worn on the wrist.
- the implementation of the present invention is not limited to this, and the game device 100 may be attached to any part of the user's body, such as a finger, upper arm, waist, or leg.
- the game device 100 is configured to be able to execute an electronic game (nurturing game) related to character development, which is a first type of game according to the present invention. Controls the progress of the game.
- an electronic game cleaning game
- the details of the training game will be described later, but it goes without saying that the input for training a character in the implementation of the present invention is not limited to the measurement results of the active state.
- the form of the game device 100 and the elements for advancing the training game shown in this embodiment are merely examples.
- FIG. 2 is a block diagram illustrating the functional configuration of the game device 100 of this embodiment.
- the control unit 101 is, for example, a microcomputer, and controls the operation of each block of the game device 100. Specifically, the control unit 101 controls the operation of each block by reading out the operation program for each block recorded in the storage device 102, expanding it to the memory 103, and executing it.
- the storage device 102 is a device that can permanently hold data, such as a nonvolatile memory.
- the storage device 102 stores operation programs for each block included in the game device 100 as well as parameters and the like required for the operation of each block.
- the storage device 102 also includes an area in which various information about characters that are currently being trained in the training game and characters that can be trained in the game device 100 is held.
- the memory 103 is a storage device such as a volatile memory used for temporary data storage. The memory 103 is used not only as a development area for the operation program of each block, but also as a storage area for temporarily storing data etc. output in the operation of each block.
- the detection unit 104 detects various information indicating the user's activity state using the sensor 110, and outputs the detection result.
- the sensor 110 may be, for example, an acceleration sensor or a heartbeat sensor, and detects information about the movement of the game device 100 and the user's heartbeat as activity state information.
- the sensor 110 is configured to output detection results at predetermined time intervals, and may output information such as the number of steps and heart rate detected after the most recent output at each output timing.
- the acquisition unit 105 acquires various information related to the training game from a memory card (not shown) attached to the game device 100.
- the game device 100 of this embodiment is configured to be able to train multiple types of characters.
- information on some types of characters is stored in advance in the storage device 102, and the character can be selected as a training target, or if a condition is met, the character can be selected as a training target and a training game can be started.
- information on the remaining types of characters can be acquired via the acquisition unit 105 by installing a memory card in order to expand the interest factor.
- the display control unit 106 controls information display in the game device 100.
- the display control unit 106 uses the display information recorded in the storage device 102 regarding the character being trained to configure various screens related to the training game to be displayed on the display unit 120, which may be, for example, an LCD.
- the operation input unit 107 is a user interface that the game device 100 has, such as a physical operation member (button).
- a physical operation member button
- the operation input unit 107 detects that an operation input has been made to the operation member, it outputs a control signal corresponding to the operation input to the control unit 101.
- the communication unit 108 is a communication interface for communicating information with an external device included in the game device 100.
- the communication unit 108 does not need to be in a state where communication connection is made all the time, but is transitioned to a state where communication connection is made in some modes that are transferred during the course of the training game or triggered by a menu selection by the user, etc. It is sufficient if it is configured to do so.
- the communication method of the communication unit 108 can include, for example, short-range wireless communication or close-range wireless communication.
- the training game is configured to set one character as a training target at a time and provide a training experience for the character.
- the character to be trained as the first character according to the present invention is selected, for example, from among selectable characters through a lottery process or based on conditions met while using the game device 100. It's good to be there. Alternatively, the character to be trained may be selected in response to an operation input by the user or in response to the acquisition unit 105 acquiring the relevant information from the memory card.
- the training game is started.
- the character is trained according to the activity status of the user wearing the game device 100. For example, when the user repeatedly performs a predetermined exercise, the character grows and the parameters of physical strength and endurance are updated.
- the training game is configured so that the mode of growth and evolution of the character differs depending on what kind of transition of activity state the user indicates.
- the training game is configured so that even if the user indicates the same transition of the activity state, the mode of growth and evolution will differ depending on individual differences such as the type and personality of the character. Therefore, in the training game executed on the game device 100, only one character can be trained at a time. In other words, in order to make the character to be trained grow and evolve to a desired state, the user needs to consider and implement appropriate exercises while ascertaining the characteristics of the character.
- the game device 100 of the present embodiment can provide a highly interesting playing experience of a training game while arousing the user's desire to exercise.
- the game device 100 of this embodiment includes a backup function for holding a predetermined number (three in this embodiment) of characters in addition to the characters set as training targets.
- the backup function information on a predetermined number of characters as second characters according to the present invention can be retained in the storage device 102 without being set as training targets. In other words, the character whose information is retained by the backup function will not appear in the training game, but the information can be retained in a state where it can be set as a training target in the training game.
- the character retained by the backup function is configured to be selectable as a training target by performing a predetermined operation input. That is, by using the backup function, the user can once retain information on a character that has been trained up to an intermediate stage, train another character, and then resume training from the mid-stage.
- the backup function can also be used to maintain information on characters that have been trained, allowing the user to set the character as a training target at any time and run the training game (although it will not grow or evolve). You can also do it. In addition, for example, it may be possible to retain a new character acquired from a memory card using a backup function without training it.
- the game device 100 of the present embodiment uses the backup function to retain information on characters in any state without making them training targets, and to train a corresponding character at a desired timing in place of the current training target character. Configured so that it can be set as a target. At this time, the information of the character that was the training target is stored and retained in the storage device 102 by the backup function.
- target characters in order to distinguish between characters set as training targets and characters whose information is retained by the backup function, they may be referred to as “target characters” and “backup characters,” respectively.
- the game device 100 of the present embodiment is configured to be able to execute a competitive game in which a character that the user has trained through the training game participates, as the second type of game of the present invention.
- Ru The battle game is a game in which target characters of each device are pitted against other game devices 100 that are communicatively connected via the communication unit 108 . That is, the battle game is a game that is executed on the condition that a target character is set for the training game, and is executed during the course of the training game or after the training game is temporarily interrupted.
- the start of a competitive game may be triggered by, for example, a selection of a menu related to a competitive game by the user, or may be triggered by a request for communication connection with another game device 100 being received. It may also be done as a Alternatively, the competitive game may be started in response to the occurrence of a predetermined event.
- the battle game will be described as a turn-based battle game in which the target character of the game device 100 and the target character of the connected game device 100 take turns to act.
- Each target character performs an attack action against the opponent's character in each turn, and in a competitive game, when the physical strength of one of the target characters becomes 0 or after a predetermined number of turns (5 in this embodiment) Terminate on the condition that it has passed.
- Any type of competitive game may be used, but in this embodiment, the character who goes first and who goes last is determined at the start, and each turn, the character who goes first takes an attack action, then the character who goes next takes an attack action in this order.
- the resolution shall be processed.
- the success or failure of each attack action may be determined by a lottery process.
- the effect (the amount of physical strength reduction of the attacked character) that is activated when the attack action is successful is determined according to the parameters of each target character. Generally, a character with more suitably developed parameters may be more advantageous in a competitive game.
- the battle game basically proceeds automatically after the operation related to the start confirmation.
- the battle game is basically controlled according to the current parameters of the target character, and progresses without requiring any other operational input by the user.
- the difference is that the training game is a game that is controlled with reference to the user's activity state, whereas the competitive game is a game that is controlled without reference to the user's activity state.
- the game device 100 is configured to be able to execute at least two different types of games, and a target character trained in another type of game (training game) participates in one type of game (competition game). By doing so, it provides an interest that is not limited to training games.
- the battle game of this embodiment is configured to allow the target character of the training game to participate as the main actor, so the user can use the backup function to select the desired character as the training target before starting the battle game.
- a backup character exists during a competitive game, that is, if character information is held in the storage device 102 by the backup function, the backup character is used in the competitive game.
- the action performed by the backup character that gives an advantage to the progress of the battle game will be explained as an attack action against the opponent character, but it will be explained as an attack action against the opponent character, which recovers the physical strength of the target character by receiving the attack of the opponent character instead.
- Various aspects can be included, such as making it possible.
- the number of backup characters allowed to participate in the competitive game may be limited to one character per game (one action per turn).
- information on a plurality of characters is held as backup characters, which backup character is to participate as support is specified based on a selection operation by the user.
- a backup character to participate (hereinafter referred to as a support character) can be specified, for example, on a backup character list screen as shown in FIG. 3, which can be accessed from the option menu of the training game.
- the example in FIG. 3A shows a list screen when information on two backup characters is held in the area of the storage device 102 that can hold up to three backup characters. While the list screen is displayed, the user moves the selection frame 301 by operating the movement operation member of the operation input unit 107, and further operates the determination operation member to move the selection frame 301.
- a backup character can be designated as a support character to participate in a competitive game if conditions are met. After the support character is specified, an icon 302 is attached to the support character, as shown in the backup character list screen shown in FIG. 3(b), and the support character is displayed so that it can be identified.
- control unit 101 designates a support character based on a predetermined rule or randomly, such as the character whose information was last held or the character with the highest predetermined parameter. It may be something that does.
- the conditions for the support character to participate in the battle game include the following three conditions in this embodiment. (1) The target character's attack action is activated. (2) The effect of the target character's attack action is not greater than normal. (3) The target game is in a situation where the outcome can be determined.
- the first is that the success or failure of the attack action performed by the target character is determined to be successful, and the attack action is activated.
- the attack action by the support character is activated as a cooperative attack with the target character, so it is essential for the performance to be performed by the target character.
- the cooperative attack is presented to the user including a display effect of the target character and the support character on the display unit 120.
- a cooperative attack is activated, the target character's attack action and the support character's attack action are performed, so it is possible to reduce the opponent character's physical strength more than when only the target character performs the attack action.
- the second is that it is a so-called critical attack, and the timing is not such that the amount of damage inflicted on the opponent character due to the activation of the target character's attack action is greater than normal.
- Whether or not the attack behavior of the target character becomes a critical attack may be determined by a lottery process performed by the control unit 101. When such a critical attack is performed, the physical strength of the opponent character decreases more than a normal attack action. Therefore, if a cooperative attack can be activated along with a critical attack, a situation may arise in which the user who has activated the cooperative attack has an extreme advantage. Therefore, in the game device 100 of this embodiment, the second condition that specifies that a critical attack does not occur as an attack action of the target character is set for the activation of the support character's attack action.
- the third problem is that the physical strength of the target character is below a predetermined value, and the opponent character's attack action can determine the outcome of the battle game.
- the physical strength of the opponent character is reduced more than that caused by only the attack action of the target character. More specifically, in addition to the reduction effect caused by the attack action of the battle game, the physical strength of the opponent character is reduced by the attack action of the support character. Therefore, since the application of such an effect speeds up the progress of the competitive game and can determine the outcome of the competitive game, if it is applied in the early stages of the competitive game, it may reduce the user's interest in the competitive game itself. .
- a cooperative attack can be activated only when the battle game is nearing the end and the target character's remaining health is in a situation where it could become 0 if the opponent character's attack action is activated in the following two turns. It will be done. That is, the cooperative attack is controlled to be activated on the condition that if activated, the situation is such that the situation in the competitive game can be overturned. In the game device 100 of this embodiment, a determination as to whether this condition is met is made based on whether the remaining physical strength of the target character is less than half of the maximum value.
- the degree of effect (decreased amount of physical strength of the opponent character) resulting from the attack behavior of the support character may be determined according to parameters held for the support character.
- the present competitive game processing will be explained as being started when, for example, an event involving a competitive game occurs.
- a competitive game is played between two game devices 100, and one of these game devices 100 executes the competitive game process, and each time a
- the result is also shared with the other game device 100.
- the implementation of the present invention is not limited to this, and the competitive game processing may be executed on an external server or the like, and the calculation results may be shared by each of the plurality of game devices 100 involved in the competitive game. You can.
- the display control unit 106 It is assumed that display control is performed and a game screen related to a competitive game is displayed on the display unit 120.
- the control unit 101 acquires information on characters participating in the battle game. More specifically, the control unit 101 acquires information on the target character and support character currently set as the training target, and information on the target character and support character set as the training target on the opponent's game device 100. Note that the information on the support character is such that if the game device 100 does not hold the information on the backup character and the support character does not exist, information to that effect is acquired.
- the control unit 101 determines whether each of the game devices 100 involved in the competitive game should play first or play last.
- the target character of the game device 100 determined to play first in the processing of this step is the "first character”
- the support character of the game device 100 is the "first support character”
- the target character of the game device 100 determined to be the second player The target character will be referred to as the "second-attacking character”
- the support character of the game device 100 will be referred to as the "second-attacking support character”.
- the control unit 101 determines whether or not the attacking character's attack action for this turn is successful. More specifically, the control unit 101 determines the success or failure of the attack action of the first character through a lottery process, and determines which lottery result is obtained. Here, when the process of this step is executed for the first time after the start of the competitive game process, this turn refers to the first turn. If the control unit 101 determines that the first attacking character's attack action will succeed, the process moves to S404, and if it determines that it will not succeed, that is, it fails, the control unit 101 moves the process to S409.
- the control unit 101 determines whether or not to generate a critical attack in the attack action of the character who attacks first this turn.
- the explanation will be given on the assumption that whether or not to cause a critical attack is determined by a lottery process, but the implementation of the present invention is not limited to this.
- the nature (type) of a character's attack tendency is determined as a parameter, it may be determined whether or not to cause a critical attack based on the parameter and the current number of turns. For example, in the case of a character with an active nature, the character may be controlled to cause a critical attack to occur or to be likely to make a critical attack in the second turn of the start of a battle game.
- control unit 101 executes a determination process to determine whether or not to activate a cooperative attack of the support character who plays first in the attack action of the character who plays first this turn. More specifically, the control unit 101 executes the determination process with the character to be determined as the first character to play.
- control unit 101 determines whether a support character is set for the character to be determined. The determination in this step is made based on the character information acquired in S401 of the battle game process. If the control unit 101 determines that a support character has been set for the character to be determined, the process moves to S502, and if it determines that a support character has not been set, the process moves to S506.
- control unit 101 determines whether the remaining physical strength of the character to be determined is less than half of the character's maximum physical strength value. If the control unit 101 determines that the remaining physical strength of the character to be determined is less than half of the maximum physical strength value, the control unit 101 moves the process to S503, and if it determines that the remaining physical strength exceeds half, the control unit 101 moves the process to S506.
- control unit 101 determines whether or not a critical attack is to occur in the attack behavior of the character to be determined this turn. The determination in this step is made based on the content determined in S404 of the competitive game process.
- the control unit 101 determines that a critical attack will occur in the attack behavior of the character to be determined this turn, the process moves to S506, and when it determines that a critical attack will not occur, the process moves to S504.
- control unit 101 determines whether or not a cooperative attack of the support character has been activated in the attack action of the character to be determined in the turn that has already been performed. If the control unit 101 determines that the support character's cooperative attack has already been activated, the process moves to S506, and if it determines that the support character has not been activated, the process moves to S505.
- control unit 101 returns information indicating that a cooperative attack is to be launched as a determination result.
- control unit 101 returns information indicating that a cooperative attack will not be activated as a determination result.
- control unit 101 moves the battle game process to S406.
- control unit 101 determines whether the determination result of the determination process indicates the activation of a coordinated attack. If the control unit 101 determines that the determination result indicates the activation of a cooperative attack, it moves the process to S407, and if it determines that the determination result does not indicate the activation of a cooperative attack, it moves the process to S408.
- control unit 101 derives the effect (decreased amount of physical strength of the second attacking character) related to the activation of the cooperative attack by the first attacking character and the first attacking support character, and updates the parameters of the second attacking character.
- control unit 101 derives an effect related to the activation of an attack action (normal attack) by the character who plays first, and updates the parameters of the character who plays second.
- control unit 101 determines whether the physical strength of the next character becomes 0 as a result of the parameter update in S407 or S408. If the control unit 101 determines that the second character's physical strength has become 0, the process moves to S418, and if it determines that it has not, the process moves to S410.
- the control unit 101 determines whether or not the attack action of the second attacking character in this turn is to be successful. If the control unit 101 determines that the attack action of the second attacking character will succeed, the process moves to S411, and if it determines that it will not succeed, that is, it fails, the control unit 101 moves the process to S416.
- control unit 101 determines whether or not to cause a critical attack to occur in the attack action of the second attacking character in this turn.
- control unit 101 executes a determination process to determine whether or not to activate the cooperative attack of the second-attacking support character in the attack action of the second-attacking character of this turn. More specifically, the control unit 101 executes the determination process with the character to be determined as the next character.
- control unit 101 determines whether the determination result of the determination process indicates the activation of a coordinated attack. If the control unit 101 determines that the determination result indicates the activation of a cooperative attack, it moves the process to S414, and if it determines that the determination result does not indicate the activation of a cooperative attack, it moves the process to S415.
- control unit 101 derives the effect (decreased amount of physical strength of the character who attacks first) related to the activation of a cooperative attack by the character who attacks second and the support character who attacks second, and updates the parameters of the character who attacks first.
- control unit 101 derives an effect related to the activation of an attack action (normal attack) by the second attacking character, and updates the parameters of the second attacking character.
- control unit 101 determines whether the physical strength of the first character becomes 0 as a result of the parameter update in S414 or S415. If the control unit 101 determines that the first character's physical strength has become 0, the process moves to S418, and if it determines that it has not, the process moves to S417.
- control unit 101 determines whether this turn is the final turn. If the control unit 101 determines that this turn is the final turn, the process moves to S418, and if it determines that it is not the final turn, the control unit 101 increases the number of turns by 1 and returns the process to S403.
- control unit 101 outputs the result of the competitive game and completes the main competitive game process.
- the result of a competitive game is that if either the character who plays first or the character who plays second has 0 health, the character with the remaining health wins, and if the health of both characters is not 0, the character with the remaining health wins. The character with the most wins.
- the backup function when the backup function holds information about a character that is not a training target, the held character can participate in a game in which a character to be trained can participate. It can be controlled to This expands the range of strategic aspects of the game and makes it more interesting.
- the competition game is not limited to one in which characters trained by users compete against each other, but may also be one in which a target character of the game device 100 and a non-player character (NPC) compete.
- NPC non-player character
- a competitive game can be realized without requiring communication between game devices, and a competitive game is executed between an NPC having predetermined parameters and a target character.
- a competitive game with an NPC may be executed in the game device 100, for example, triggered by close proximity wireless communication performed when the game device 100 approaches a predetermined device.
- a predetermined occurrence condition for example, a predetermined number of steps are detected in an active state
- a match between the target character and the NPC related to the event may occur.
- a game may be executed.
- information on the character to be trained and the support character is stored in a memory card in another game device, and the acquisition unit 105 acquires the information from the memory card. It can also include things that are done as an opportunity.
- the battle game played in this case is performed by executing the battle game process shown in the flowchart of FIG. 4 using information acquired from the memory card and information on the target character and support character of the game device 100. It would be great if it were realized.
- the character set as a training target in the game device 100 or the character whose information has been acquired from the memory card was described as having information that can be retained by the backup function.
- the implementation of the present invention is not limited to this.
- the number of characters for which the user would like to keep information may exceed the number of characters that can be held in the storage device 102. Therefore, for example, information on a character trained in the game device 100 may be stored in an external device such as an arbitrary storage server, and may be configured to be downloadable to the game device 100 as a backup character at any time. good.
- Downloading the character information to the game device 100 may be realized by a direct communication connection between the game device 100 and the storage server via the communication unit 108, or a communication connection between the game device 100 and the storage server may be achieved. It may be performed via any terminal such as a smartphone.
- Modification 2 In the embodiment described above, when a plurality of characters are retained by the backup function, the user can specify any one of them as a support character.
- the implementation of the present invention is not limited to this.
- the support character may be configured so that it can be specified only to characters of the same classification as the character set as the training target.
- the characters that can be designated as support characters are characters whose corresponding content is common to the character set as the training target. may be limited to. According to this aspect, it is possible to avoid spoiling the worldview of the content due to collaboration between characters of different content.
- the control unit 101 may select a backup character that matches the changed target character as the support character. It may be configured to do so.
- the game (second type game) in which the character set as the training target appears, which is executed separately from the training game (first type game), is a competitive game.
- the second type of game may be a game of another genre, and in that case, the effects caused by having the support character participate may be changed depending on the genre of the game. It will be easily understood.
- the competitive game was described as being realized by communication connection with other game devices 100, but the implementation of the present invention is not limited to this. That is, the present invention can be implemented as long as a support character who is not set as a training target in a training game is configured to be able to participate in a game of a different type, and if other types of games are required to realize the game of the different type. Communication elements with the device are not required.
- a game device that executes a first type of game for training characters, comprising a setting means for setting a first character to be trained, and a second character different from the first character. a holding means for holding a second character that can be set as a training target by the setting means without making it a training target; and a second character in which the first character participates, which is different from the first type of game.
- an execution means for executing a game of the second type
- a control means for controlling the second character held in the holding means to participate in the game of the second type when a predetermined condition is satisfied;
- a game device comprising:
- the holding means is configured to be able to hold a plurality of the second characters, and the game device is configured such that when the holding means holds a plurality of the second characters, the second type
- the game device according to any one of (1) to (9), further comprising a selection means for selecting one of the second characters to participate in the game.
- the selection means selects the one second character specified based on a selection operation by the user from among the plurality of second characters held in the holding means (10 ).
- the selection means reselects the one second character on the condition that the first character has been changed by the setting means, any one of (10) to (12).
- the holding means holds the character before the change as the second character.
- the control means is characterized in that the effect in the second type of game when the second character is caused to perform the predetermined action is varied depending on the parameters of the second character.
- Participation of the second character in the second type of game includes displaying the first character and the second character on a display device while the second type of game is being executed.
- the game device according to any one of (1) to (19).
- (21) A program for causing a computer to function as each means of the game device according to any one of (1) to (20).
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Abstract
[Problem] To implement a battle game with a high level of strategy. [Solution] Provided is a gaming device, which executes a first kind of game that develops characters, comprising: a setting means which sets a first character to be developed; a maintenance means which does not adopt, as a development target, but maintains a second character that is different from the first character and can be set as the development target by the setting means; an execution means which executes a second kind of game that is different from the first kind of game and in which the first character participates; and a control means which controls the second character, which is maintained in the maintenance means, to participate in the second kind of game when a prescribed condition is satisfied.
Description
本発明は、ゲーム装置及びプログラムに関し、特にキャラクタの育成機能を有する電子ゲームに関する。
The present invention relates to a game device and a program, and particularly to an electronic game having a character training function.
キャラクタの育成機能を有する電子ゲームを実行可能なゲーム装置がある(特許文献1)。
There is a game device that can run an electronic game that has a character training function (Patent Document 1).
しかしながら、特許文献1のようなゲーム装置では、常時1体のキャラクタのみを育成可能に構成されるため、対戦ゲーム等における戦略性が限定され得るものであった。
However, since the game device as disclosed in Patent Document 1 is configured to be able to train only one character at any time, the strategy in competitive games and the like may be limited.
本発明は、戦略性の高い対戦ゲームを実現するゲーム装置及びプログラムを提供することを目的とする。
An object of the present invention is to provide a game device and a program that realize a highly strategic competitive game.
本発明の一態様は、キャラクタを育成する第1種別のゲームを実行するゲーム装置であって、育成対象である第1のキャラクタを設定する設定手段と、第1のキャラクタとは異なる第2のキャラクタであって、設定手段で育成対象として設定可能な第2のキャラクタを、育成対象とせずに保持する保持手段と、第1種別のゲームとは異なる、第1のキャラクタを参加させた第2種別のゲームを実行する実行手段と、所定の条件が満たされた場合に、保持手段に保持されている第2のキャラクタを第2種別のゲームに参加させるよう制御する制御手段と、を備える。
One aspect of the present invention is a game device that executes a first type of game for training a character, which includes a setting unit for setting a first character to be trained, and a second character different from the first character. holding means for holding a second character that is a character and can be set as a training target by the setting means without making it a training target; and a second character that is different from the first type of game and in which the first character participates. The apparatus includes an execution means for executing a game of the second type, and a control means for controlling a second character held by the holding means to participate in the game of the second type when a predetermined condition is satisfied.
本発明によれば、戦略性の高い対戦ゲームを実現することが可能となる。
According to the present invention, it is possible to realize a highly strategic competitive game.
[実施形態] 以下、添付図面を参照して実施形態を詳しく説明する。なお、以下の実施形態は特許請求の範囲に係る発明を限定するものではなく、また実施形態で説明されている特徴の組み合わせの全てが発明に必須のものとは限らない。実施形態で説明されている複数の特徴のうち二つ以上の特徴は任意に組み合わされてもよい。また、同一若しくは同様の構成には同一の参照番号を付し、重複した説明は省略する。
[Embodiments] Hereinafter, embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the claimed invention, and not all combinations of features described in the embodiments are essential to the invention. Two or more features among the plurality of features described in the embodiments may be arbitrarily combined. In addition, the same or similar configurations are given the same reference numerals, and duplicate explanations will be omitted.
以下に説明する一実施形態は、ゲーム装置の一例としての、ユーザが身体に装着して使用する、キャラクタを育成する電子ゲームを実行可能なゲーム装置に、本発明を適用した例を説明する。しかし、本発明は、キャラクタを育成する電子ゲームを実行することが可能な任意の機器に適用可能である。
An embodiment described below describes an example in which the present invention is applied to a game device, which is an example of a game device, and which is worn by a user and is capable of executing an electronic game for developing a character. However, the present invention is applicable to any device capable of running an electronic game for developing characters.
《ゲーム装置の構成》 以下、本実施形態のゲーム装置100の構成について、図1及び2を参照して説明する。
<<Configuration of Game Device>> Hereinafter, the configuration of the game device 100 of this embodiment will be described with reference to FIGS. 1 and 2.
図1は、本実施形態のゲーム装置100の外観を例示した図である。ゲーム装置100は、例えばユーザの手首に装着可能なブレスレット状に構成されている。ゲーム装置100は、着用状態においてユーザの活動状態を検出及び計測可能な各種センサを備え、種々の項目を計測可能である。本実施形態では、ユーザによるゲーム装置100が備える後述の表示部120の表示内容の確認を容易ならしめるべく、ゲーム装置100の装着箇所が手首であるものとして説明する。しかしながら、本発明の実施はこれに限られるものではなく、ゲーム装置100の装着部位は、指、上腕、腰、脚部等、ユーザの身体のいずれであってもよい。
FIG. 1 is a diagram illustrating the appearance of a game device 100 of this embodiment. The game device 100 is configured, for example, in the shape of a bracelet that can be worn on a user's wrist. The game device 100 is equipped with various sensors capable of detecting and measuring the user's activity state while being worn, and can measure various items. In this embodiment, in order to make it easier for the user to check the display content on a display unit 120 provided in the game device 100, which will be described later, the explanation will be given assuming that the game device 100 is worn on the wrist. However, the implementation of the present invention is not limited to this, and the game device 100 may be attached to any part of the user's body, such as a finger, upper arm, waist, or leg.
ゲーム装置100は、本発明に係る第1種別のゲームとしての、キャラクタの育成に係る電子ゲーム(育成ゲーム)を実行可能に構成されており、起動中において、活動状態の計測結果に応じて育成ゲームの進行制御を行う。育成ゲームについての詳細は後述するが、本発明の実施においてキャラクタを育成するための入力が活動状態の計測結果に限定されるものではないことは言うまでもない。本実施形態に示すゲーム装置100の形態、育成ゲームを進行させるための要素はあくまでも例示である。
The game device 100 is configured to be able to execute an electronic game (nurturing game) related to character development, which is a first type of game according to the present invention. Controls the progress of the game. The details of the training game will be described later, but it goes without saying that the input for training a character in the implementation of the present invention is not limited to the measurement results of the active state. The form of the game device 100 and the elements for advancing the training game shown in this embodiment are merely examples.
〈ゲーム装置の構成〉 図2は、本実施形態のゲーム装置100の機能構成を例示したブロック図である。
<Configuration of Game Device> FIG. 2 is a block diagram illustrating the functional configuration of the game device 100 of this embodiment.
制御部101は、例えばマイクロコンピュータであり、ゲーム装置100の各ブロックの動作を制御する。具体的には制御部101は、記憶装置102に記録された各ブロックの動作プログラムを読み出し、メモリ103に展開して実行することにより各ブロックの動作を制御する。
The control unit 101 is, for example, a microcomputer, and controls the operation of each block of the game device 100. Specifically, the control unit 101 controls the operation of each block by reading out the operation program for each block recorded in the storage device 102, expanding it to the memory 103, and executing it.
記憶装置102は、例えば不揮発性メモリ等の、恒久的にデータを保持可能な装置である。記憶装置102は、ゲーム装置100が有する各ブロックの動作プログラムに加え、各ブロックの動作において必要となるパラメータ等を記憶する。また記憶装置102には、現在育成ゲームにおいて育成中のキャラクタや、ゲーム装置100において育成可能なキャラクタの各種情報が保持される領域も含まれる。メモリ103は、例えば揮発性メモリ等の一時的なデータ記憶に使用される記憶装置である。メモリ103は、各ブロックの動作プログラムの展開領域としてだけでなく、各ブロックの動作において出力されたデータ等を一時的に記憶する格納領域としても用いられる。
The storage device 102 is a device that can permanently hold data, such as a nonvolatile memory. The storage device 102 stores operation programs for each block included in the game device 100 as well as parameters and the like required for the operation of each block. The storage device 102 also includes an area in which various information about characters that are currently being trained in the training game and characters that can be trained in the game device 100 is held. The memory 103 is a storage device such as a volatile memory used for temporary data storage. The memory 103 is used not only as a development area for the operation program of each block, but also as a storage area for temporarily storing data etc. output in the operation of each block.
検出部104は、センサ110を用いてユーザの活動状態を示す各種情報を検出し、検出結果を出力する。センサ110は、例えば加速度センサや心拍センサであってよく、ゲーム装置100に生じた移動、ユーザの心拍の情報を、活動状態の情報として検出する。センサ110は、予め定められた時間間隔で検出結果を出力するよう構成され、各出力タイミングにおいて、直近の出力後に検出された歩数及び心拍数等の情報を出力するものであってよい。
The detection unit 104 detects various information indicating the user's activity state using the sensor 110, and outputs the detection result. The sensor 110 may be, for example, an acceleration sensor or a heartbeat sensor, and detects information about the movement of the game device 100 and the user's heartbeat as activity state information. The sensor 110 is configured to output detection results at predetermined time intervals, and may output information such as the number of steps and heart rate detected after the most recent output at each output timing.
取得部105は、ゲーム装置100に装着された不図示のメモリカードから、育成ゲームに係る種々の情報を取得する。本実施形態のゲーム装置100では、複数種類のキャラクタを育成することが可能に構成される。ゲーム装置100には、予め一部の種類のキャラクタの情報が記憶装置102に記憶され、育成対象として選択可能、あるいは条件を満たすことで育成対象として選択して育成ゲームを開始することができる。一方で、残りの種類のキャラクタの情報については、興趣要素の拡張のために、メモリカードを装着させることで取得部105を介して取得可能に構成される。
The acquisition unit 105 acquires various information related to the training game from a memory card (not shown) attached to the game device 100. The game device 100 of this embodiment is configured to be able to train multiple types of characters. In the game device 100, information on some types of characters is stored in advance in the storage device 102, and the character can be selected as a training target, or if a condition is met, the character can be selected as a training target and a training game can be started. On the other hand, information on the remaining types of characters can be acquired via the acquisition unit 105 by installing a memory card in order to expand the interest factor.
表示制御部106は、ゲーム装置100における情報表示の制御を司る。表示制御部106は、育成中のキャラクタについて記憶装置102に記録されている表示用情報を用いて、例えばLCD等であってよい表示部120に表示させる育成ゲームに係る各種画面を構成する。
The display control unit 106 controls information display in the game device 100. The display control unit 106 uses the display information recorded in the storage device 102 regarding the character being trained to configure various screens related to the training game to be displayed on the display unit 120, which may be, for example, an LCD.
操作入力部107は、物理的な操作部材(ボタン)等の、ゲーム装置100が有するユーザインタフェースである。操作入力部107は、操作部材に対する操作入力がなされたことを検出すると、該操作入力に対応する制御信号を制御部101に出力する。
The operation input unit 107 is a user interface that the game device 100 has, such as a physical operation member (button). When the operation input unit 107 detects that an operation input has been made to the operation member, it outputs a control signal corresponding to the operation input to the control unit 101.
通信部108は、ゲーム装置100が備える外部装置との情報通信を行うための通信インタフェースである。通信部108は、常時通信接続を行う状態にある必要はなく、育成ゲームの過程で移行される、あるいはユーザによるメニュー選択等を契機として移行される一部のモードにおいて通信接続を行う状態に遷移するよう構成されていればよい。通信部108の通信方式は、例えば近距離無線通信や近接無線通信を含むことができる。
The communication unit 108 is a communication interface for communicating information with an external device included in the game device 100. The communication unit 108 does not need to be in a state where communication connection is made all the time, but is transitioned to a state where communication connection is made in some modes that are transferred during the course of the training game or triggered by a menu selection by the user, etc. It is sufficient if it is configured to do so. The communication method of the communication unit 108 can include, for example, short-range wireless communication or close-range wireless communication.
《育成ゲームの概要》 以下、このような構成を有する本実施形態のゲーム装置100において実行される育成ゲームについて、概要を説明する。
<<Summary of Training Game>> Hereinafter, an overview of the training game executed in the game device 100 of this embodiment having such a configuration will be explained.
育成ゲームは、一時に1体のキャラクタを育成対象として設定し、当該キャラクタの育成体験を提供するよう構成される。本発明に係る第1のキャラクタとしての育成対象となるキャラクタは、例えば選択可能なキャラクタのうちから抽選処理によって、または、ゲーム装置100の利用中に満たされた条件に基づいて選択されるものであってよい。あるいは、育成対象となるキャラクタの選択は、ユーザによる操作入力や、取得部105がメモリカードから該当の情報を取得したことに応じてなされるものであってもよい。
The training game is configured to set one character as a training target at a time and provide a training experience for the character. The character to be trained as the first character according to the present invention is selected, for example, from among selectable characters through a lottery process or based on conditions met while using the game device 100. It's good to be there. Alternatively, the character to be trained may be selected in response to an operation input by the user or in response to the acquisition unit 105 acquiring the relevant information from the memory card.
育成対象のキャラクタが設定されると、育成ゲームが開始される。育成ゲームが開始されると、ゲーム装置100を着用したユーザの活動状態に応じてキャラクタの育成が行われる。例えば、ユーザが所定の運動を繰り返し行うことで、キャラクタが成長し、体力や持久力のパラメータが更新される。
Once the character to be trained is set, the training game is started. When the training game is started, the character is trained according to the activity status of the user wearing the game device 100. For example, when the user repeatedly performs a predetermined exercise, the character grows and the parameters of physical strength and endurance are updated.
また育成ゲームの興趣性を高めるべく、どのような活動状態の遷移をユーザが示したかによって、キャラクタの成長や進化の態様は異なるよう、育成ゲームが構成されるものとする。この他、同一の活動状態の遷移をユーザが示したとしても、キャラクタの種類や性格等の個体差に応じて成長や進化の態様が異なるよう、育成ゲームは構成される。従って、ゲーム装置100において実行される育成ゲームでは、一時に育成可能なキャラクタは1体のみに設定されている。つまり、ユーザは、育成対象のキャラクタを所望の状態に成長や進化させるためには、当該キャラクタの性質を見極めながら、適宜該当する運動を検討して実施することが必要になる。
Furthermore, in order to increase the interest of the training game, the training game is configured so that the mode of growth and evolution of the character differs depending on what kind of transition of activity state the user indicates. In addition, the training game is configured so that even if the user indicates the same transition of the activity state, the mode of growth and evolution will differ depending on individual differences such as the type and personality of the character. Therefore, in the training game executed on the game device 100, only one character can be trained at a time. In other words, in order to make the character to be trained grow and evolve to a desired state, the user needs to consider and implement appropriate exercises while ascertaining the characteristics of the character.
このような構成とすることで、本実施形態のゲーム装置100では、ユーザの運動意欲を惹起させつつ、興趣性の高い育成ゲームのプレイ体験を提供することができる。
With such a configuration, the game device 100 of the present embodiment can provide a highly interesting playing experience of a training game while arousing the user's desire to exercise.
〈バックアップ機能〉 ところで、育成ゲームによりユーザが育成したキャラクタは、ユーザにとって愛着のある存在になり得るため、育成した状態で残しておきたいという需要がある。また、キャラクタの育成途中で他のキャラクタの育成に切り替えたいという場合にも、育成中のキャラクタを後に育成を再開できるように保存しておきたいという需要がある。このため、本実施形態のゲーム装置100では、育成対象として設定しているキャラクタとは別に、所定数(本実施形態では3体)のキャラクタを保持しておくバックアップ機能を備える。当該バックアップ機能によれば、本発明に係る第2のキャラクタとしての所定数のキャラクタを育成対象には設定しない状態で、その情報を記憶装置102に保持しておくことができる。つまり、バックアップ機能により情報が保持されたキャラクタは、育成ゲームには登場しない状態となるが、育成ゲームの育成対象として設定可能な状態で情報を保持しておくことができる。
<Backup Function> By the way, the characters that the user has raised through the training game can become attached to the user, so there is a demand for keeping the characters in the trained state. Furthermore, even when a user wants to switch to training another character in the middle of training a character, there is a demand to save the character being trained so that training can be resumed later. For this reason, the game device 100 of this embodiment includes a backup function for holding a predetermined number (three in this embodiment) of characters in addition to the characters set as training targets. According to the backup function, information on a predetermined number of characters as second characters according to the present invention can be retained in the storage device 102 without being set as training targets. In other words, the character whose information is retained by the backup function will not appear in the training game, but the information can be retained in a state where it can be set as a training target in the training game.
バックアップ機能により保持されたキャラクタは、所定の操作入力を行うことで育成対象として選択可能に構成される。即ち、ユーザは、バックアップ機能を使用することで、中途段階まで育成したキャラクタの情報を一度保持して他のキャラクタを育成した後、再度当該中途段階から育成を再開することができる。バックアップ機能は、育成が完了したキャラクタの情報の保持に使用することもでき、ユーザは、任意のタイミングで当該キャラクタを育成対象に設定し、(成長や進化はしないが)育成ゲームを実行させることもできる。この他、例えばメモリカードから取得した新規のキャラクタを、育成をせずにバックアップ機能を用いて保持させることも可能であってよい。
The character retained by the backup function is configured to be selectable as a training target by performing a predetermined operation input. That is, by using the backup function, the user can once retain information on a character that has been trained up to an intermediate stage, train another character, and then resume training from the mid-stage. The backup function can also be used to maintain information on characters that have been trained, allowing the user to set the character as a training target at any time and run the training game (although it will not grow or evolve). You can also do it. In addition, for example, it may be possible to retain a new character acquired from a memory card using a backup function without training it.
このように、本実施形態のゲーム装置100ではバックアップ機能により、任意の状態のキャラクタの情報を育成対象とせずに保持し、所望のタイミングで対応するキャラクタを現在の育成対象のキャラクタに代えて育成対象に設定可能に構成される。このとき、育成対象であったキャラクタは、バックアップ機能により、その情報が記憶装置102に格納されて保持される。
In this way, the game device 100 of the present embodiment uses the backup function to retain information on characters in any state without making them training targets, and to train a corresponding character at a desired timing in place of the current training target character. Configured so that it can be set as a target. At this time, the information of the character that was the training target is stored and retained in the storage device 102 by the backup function.
以下の説明では、育成対象に設定されたキャラクタとバックアップ機能により情報が保持されてい
るキャラクタとを峻別するために、それぞれ「対象キャラクタ」、「バックアップキャラクタ」として言及する場合がある。 In the following description, in order to distinguish between characters set as training targets and characters whose information is retained by the backup function, they may be referred to as "target characters" and "backup characters," respectively.
るキャラクタとを峻別するために、それぞれ「対象キャラクタ」、「バックアップキャラクタ」として言及する場合がある。 In the following description, in order to distinguish between characters set as training targets and characters whose information is retained by the backup function, they may be referred to as "target characters" and "backup characters," respectively.
〈対戦ゲーム〉 また本実施形態のゲーム装置100は、育成ゲームの他、本発明の第2種別のゲームとしての、ユーザが育成ゲームにより育成したキャラクタを参加させた対戦ゲームを実行可能に構成される。対戦ゲームは、通信部108を介して通信接続した他のゲーム装置100との間で、それぞれの装置の対象キャラクタを対戦させるゲームである。即ち、対戦ゲームは、育成ゲームについて対象キャラクタが設定されていることを条件として実行されるゲームであり、育成ゲームの過程において、あるいは育成ゲームを一時中断して実行される。対戦ゲームの開始は、例えばユーザによる対戦ゲームに係るメニューの選択がなされたことを契機としてなされるものであってもよいし、他のゲーム装置100との通信接続要求が受信されたことを契機としてなされるものであってもよい。あるいは、所定のイベントが発生したことを契機として、対戦ゲームは開始されてもよい。
<Competitive Game> In addition to the training game, the game device 100 of the present embodiment is configured to be able to execute a competitive game in which a character that the user has trained through the training game participates, as the second type of game of the present invention. Ru. The battle game is a game in which target characters of each device are pitted against other game devices 100 that are communicatively connected via the communication unit 108 . That is, the battle game is a game that is executed on the condition that a target character is set for the training game, and is executed during the course of the training game or after the training game is temporarily interrupted. The start of a competitive game may be triggered by, for example, a selection of a menu related to a competitive game by the user, or may be triggered by a request for communication connection with another game device 100 being received. It may also be done as a Alternatively, the competitive game may be started in response to the occurrence of a predetermined event.
対戦ゲームでは、本実施形態では、ゲーム装置100の対象キャラクタと接続相手のゲーム装置100の対象キャラクタが交互に行動を行うターン制のバトルゲームであるものとして説明する。各対象キャラクタは、各ターンにおいて対戦相手のキャラクタに対する攻撃行動を行い、対戦ゲームは、いずれか一方の対象キャラクタの体力が0になったこと、または所定数(本実施形態では5)のターンが経過したことを条件として終了する。対戦ゲームは、どのようなものであってもよいが、本実施形態では開始時に先攻後攻が決定され、各ターンにつき、先攻のキャラクタの攻撃行動→後攻のキャラクタの攻撃行動の順で行動解決の処理がなされるものとする。ここで、各攻撃行動の成否は、抽選処理によって決定されるものであってよい。攻撃行動の成功時に発動する効果(被撃キャラクタの体力減少量)は、各対象キャラクタのパラメータに応じて定まる。一般に、より好適に育成されたパラメータを有するキャラクタの方が、対戦ゲームにて有利になり得る。
In this embodiment, the battle game will be described as a turn-based battle game in which the target character of the game device 100 and the target character of the connected game device 100 take turns to act. Each target character performs an attack action against the opponent's character in each turn, and in a competitive game, when the physical strength of one of the target characters becomes 0 or after a predetermined number of turns (5 in this embodiment) Terminate on the condition that it has passed. Any type of competitive game may be used, but in this embodiment, the character who goes first and who goes last is determined at the start, and each turn, the character who goes first takes an attack action, then the character who goes next takes an attack action in this order. The resolution shall be processed. Here, the success or failure of each attack action may be determined by a lottery process. The effect (the amount of physical strength reduction of the attacked character) that is activated when the attack action is successful is determined according to the parameters of each target character. Generally, a character with more suitably developed parameters may be more advantageous in a competitive game.
従って、対戦ゲームの進行は、本実施形態では基本的には開始確認に係る操作以降はオートで行われる。対戦ゲームは、基本的には対象キャラクタの現在のパラメータに応じて制御されるものであり、ユーザによる他の操作入力を要することなく進行する。つまり、育成ゲームがユーザの活動状態を参照して制御されるゲームであるのに対し、対戦ゲームがユーザの活動状態を参照することなく制御されるゲームである点で異なる。換言すれば、ゲーム装置100は種別の異なる少なくとも2種類のゲームを実行可能に構成され、1つの種別のゲーム(対戦ゲーム)に、他の種別のゲーム(育成ゲーム)で育成した対象キャラクタを参加させることで、育成ゲームに限られない興趣性を提供する。
Therefore, in this embodiment, the battle game basically proceeds automatically after the operation related to the start confirmation. The battle game is basically controlled according to the current parameters of the target character, and progresses without requiring any other operational input by the user. In other words, the difference is that the training game is a game that is controlled with reference to the user's activity state, whereas the competitive game is a game that is controlled without reference to the user's activity state. In other words, the game device 100 is configured to be able to execute at least two different types of games, and a target character trained in another type of game (training game) participates in one type of game (competition game). By doing so, it provides an interest that is not limited to training games.
このように、本実施形態の対戦ゲームでは、育成ゲームの対象キャラクタを行動主体として参加させるよう構成されるため、ユーザは、対戦ゲームの開始前にバックアップ機能を利用して所望のキャラクタを育成対象に設定しておくことで、対戦ゲームに参加するキャラクタを調整することができる。即ち、ユーザは、育成対象として設定中のキャラクタと、バックアップキャラクタとして記憶装置102に保持されているキャラクタのうちから、任意のキャラクタを対象キャラクタに変更して対戦ゲームを実行させるように調整することができる。
In this way, the battle game of this embodiment is configured to allow the target character of the training game to participate as the main actor, so the user can use the backup function to select the desired character as the training target before starting the battle game. By setting this to , you can adjust the characters that participate in the battle game. That is, the user can change any character from among the characters currently set as training targets and the characters held in the storage device 102 as backup characters to be the target character and make adjustments to execute the battle game. I can do it.
〈バックアップキャラクタによるサポート〉 ところで、対戦ゲームの進行を対象キャラクタのパラメータのみに依存する態様とした場合、キャラクタの育成状況によっては結果(勝敗)が固定的になり得る。例えば、対象キャラクタの育成状況に差がある場合には、一方のキャラクタのパラメータが対戦ゲームの進行に絶対的に有利な値となり得るため、行動の成否を抽選する要素を含んだとしても当該キャラクタの勝利する確率が高くなりやすい。このように、対戦ゲームの展開が一方のユーザにとって有利になる場合、ユーザの関心を低減させる虞がある。
<Support by Backup Character> By the way, if the progress of the battle game is made to depend only on the parameters of the target character, the result (win or loss) may become fixed depending on the character's development status. For example, if there is a difference in the development status of the target characters, the parameters of one character may have values that are absolutely advantageous to the progress of the battle game, so even if the element of lottery is included to determine the success or failure of the action, the character The probability of winning is likely to be high. In this way, if the development of the competitive game becomes advantageous for one user, there is a risk that the user's interest will be reduced.
このため、本実施形態のゲーム装置100では、対戦ゲーム時にバックアップキャラクタが存在している場合、即ち、バックアップ機能により記憶装置102にキャラクタの情報が保持されている場合、当該バックアップキャラクタが対戦ゲームに参加して対象キャラクタをサポートする機能が設けられている。より詳しくは、制御部101は、対戦ゲームにおいて所定の条件が満たされた場合に、バックアップキャラクタを対戦ゲームに参加させ、対戦ゲームの進行を(ユーザにとって)有利にせしめる行動を行わせるよう制御する。本実施形態では、バックアップキャラクタが行う、対戦ゲームの進行を有利にせしめる行動は、相手キャラクタへの攻撃行動であるものとして説明するが、相手キャラクタの攻撃を代わりに受ける、対象キャラクタの体力を回復させる等、種々の態様を含むことができる。
Therefore, in the game device 100 of the present embodiment, if a backup character exists during a competitive game, that is, if character information is held in the storage device 102 by the backup function, the backup character is used in the competitive game. There is a function to participate and support the target character. More specifically, when a predetermined condition is met in the competitive game, the control unit 101 controls the backup character to participate in the competitive game and perform an action that makes the progress of the competitive game advantageous (for the user). . In this embodiment, the action performed by the backup character that gives an advantage to the progress of the battle game will be explained as an attack action against the opponent character, but it will be explained as an attack action against the opponent character, which recovers the physical strength of the target character by receiving the attack of the opponent character instead. Various aspects can be included, such as making it possible.
ゲームバランスを考慮し、対戦ゲームに参加させるバックアップキャラクタは、1ゲームにつき1回(1ターンの行動)、1体のみに制限されるものであってよい。ここで、バックアップキャラクタとして複数のキャラクタの情報が保持されている場合には、いずれのバックアップキャラクタをサポートとして参加させるかは、ユーザによる選択操作に基づいて指定されるものとする。
In consideration of game balance, the number of backup characters allowed to participate in the competitive game may be limited to one character per game (one action per turn). Here, if information on a plurality of characters is held as backup characters, which backup character is to participate as support is specified based on a selection operation by the user.
参加させるバックアップキャラクタ(以下、サポートキャラクタとして言及)は、例えば、育成ゲームのオプションメニューから遷移可能な、図3に示されるようなバックアップキャラクタの一覧画面において指定することが可能に構成される。図3(a)の例では、最大3体のバックアップキャラクタを保持可能な記憶装置102の領域に、2体のバックアップキャラクタの情報が保持されている場合の一覧画面を示している。ユーザは、当該一覧画面の表示中に操作入力部107の移動用操作部材を操作することで選択枠301を移動させ、さらに決定用操作部材を操作することで、当該選択枠301で囲まれたバックアップキャラクタを、条件が満たされた場合に対戦ゲームに参加させるサポートキャラクタとして指定することができる。サポートキャラクタの指定後は、図3(b)に示されるバックアップキャラクタの一覧画面のように、サポートキャラクタにはアイコン302が付され、サポートキャラクタであることが識別可能に表示される。
A backup character to participate (hereinafter referred to as a support character) can be specified, for example, on a backup character list screen as shown in FIG. 3, which can be accessed from the option menu of the training game. The example in FIG. 3A shows a list screen when information on two backup characters is held in the area of the storage device 102 that can hold up to three backup characters. While the list screen is displayed, the user moves the selection frame 301 by operating the movement operation member of the operation input unit 107, and further operates the determination operation member to move the selection frame 301. A backup character can be designated as a support character to participate in a competitive game if conditions are met. After the support character is specified, an icon 302 is attached to the support character, as shown in the backup character list screen shown in FIG. 3(b), and the support character is displayed so that it can be identified.
なお、サポートキャラクタのユーザによる指定は必須ではない。ユーザによりサポートキャラクタが指定されていない状態では、例えば最後に情報が保持されたキャラクタ、所定のパラメータが最も高いキャラクタ等、制御部101が所定のルールに基づいて、あるいはランダムに、サポートキャラクタを指定するものであってよい。
Note that it is not essential for the user to specify the support character. In a state where a support character is not specified by the user, the control unit 101 designates a support character based on a predetermined rule or randomly, such as the character whose information was last held or the character with the highest predetermined parameter. It may be something that does.
サポートキャラクタが対戦ゲームに参加して攻撃行動を行う条件には、対戦ゲーム中に1回のみの条件に加え、本実施形態では以下の3つを含むものとする。 (1)対象キャラクタの攻撃行動が発動すること (2)対象キャラクタの攻撃行動の効果が通常よりも大きくなる効果が生じないこと (3)対象ゲームの勝敗が決し得る状況にあること
In addition to the condition that the support character participates in a battle game and performs an attacking action only once during the battle game, the conditions for the support character to participate in the battle game include the following three conditions in this embodiment. (1) The target character's attack action is activated. (2) The effect of the target character's attack action is not greater than normal. (3) The target game is in a situation where the outcome can be determined.
1つ目は、対象キャラクタの行う攻撃行動の成否判断が成功であり、当該攻撃行動が発動することである。本実施形態の対戦ゲームでは、サポートキャラクタによる攻撃行動は、対象キャラクタとの連携攻撃として発動するため、演出上、対象キャラクタの攻撃行動が行われることが必須となる。連携攻撃は、表示部120への対象キャラクタ及びサポートキャラクタの表示演出を含んでユーザに提示される。連携攻撃が発動することで、対象キャラクタの攻撃行動とサポートキャラクタの攻撃行動とが行われるため、対象キャラクタのみが攻撃行動を行う場合よりも相手キャラクタの体力を多く減らすことができる。
The first is that the success or failure of the attack action performed by the target character is determined to be successful, and the attack action is activated. In the competitive game of this embodiment, the attack action by the support character is activated as a cooperative attack with the target character, so it is essential for the performance to be performed by the target character. The cooperative attack is presented to the user including a display effect of the target character and the support character on the display unit 120. When a cooperative attack is activated, the target character's attack action and the support character's attack action are performed, so it is possible to reduce the opponent character's physical strength more than when only the target character performs the attack action.
2つ目は、所謂クリティカル攻撃であり、対象キャラクタの攻撃行動の発動により相手キャラクタに与えられるダメージ量が、通常よりも大きくなるタイミングでないことである。対象キャラクタの攻撃行動がクリティカル攻撃となるか否かは、制御部101による抽選処理によって決定されるものであってよい。このようなクリティカル攻撃が発動すると、相手キャラクタの体力が通常の攻撃行動よりも多く減少することになる。故に、クリティカル攻撃とともに連携攻撃を発動可能とすると、連携攻撃が発動したユーザが極端に有利になる状況を招き得る。従って、本実施形態のゲーム装置100では、対象キャラクタの攻撃行動としてクリティカル攻撃が発生しないことを定める2つ目の条件が、サポートキャラクタの攻撃行動の発動について設定される。
The second is that it is a so-called critical attack, and the timing is not such that the amount of damage inflicted on the opponent character due to the activation of the target character's attack action is greater than normal. Whether or not the attack behavior of the target character becomes a critical attack may be determined by a lottery process performed by the control unit 101. When such a critical attack is performed, the physical strength of the opponent character decreases more than a normal attack action. Therefore, if a cooperative attack can be activated along with a critical attack, a situation may arise in which the user who has activated the cooperative attack has an extreme advantage. Therefore, in the game device 100 of this embodiment, the second condition that specifies that a critical attack does not occur as an attack action of the target character is set for the activation of the support character's attack action.
3つ目は、対象キャラクタの体力が所定値を下回り、相手キャラクタの攻撃行動によって対戦ゲームの勝敗が決し得る状況にあることである。上述したように、連携攻撃を発動させることで、相手キャラクタの体力には、対象キャラクタの攻撃行動のみによって生じるものよりも大きな減少効果が生じる。より詳しくは、相手キャラクタの体力には、対戦ゲームの攻撃行動による減少効果に加えて、サポートキャラクタの攻撃行動による減少効果が生じることになる。故に、このような効果の適用は、対戦ゲームの進行を早め、また対戦ゲームの形勢を決し得るため、対戦ゲームの序盤で行われた場合にはユーザの対戦ゲーム自体への関心を低減し得る。従って、連携攻撃の発動は、対戦ゲームの終盤に差し掛かり、かつ、対象キャラクタの残り体力が例えば後続の2ターンにおいて相手キャラクタの攻撃行動が発動した場合に0になり得る状況にあることを条件として行われる。即ち、連携攻撃は、発動すれば対戦ゲームの形勢を覆し得る状況であることを条件に発動するよう制御される。本実施形態のゲーム装置100では、本条件に該当するか否かの判断を、対象キャラクタの残り体力が最大値の半分以下であるか否かにより行う。
The third problem is that the physical strength of the target character is below a predetermined value, and the opponent character's attack action can determine the outcome of the battle game. As described above, by activating a cooperative attack, the physical strength of the opponent character is reduced more than that caused by only the attack action of the target character. More specifically, in addition to the reduction effect caused by the attack action of the battle game, the physical strength of the opponent character is reduced by the attack action of the support character. Therefore, since the application of such an effect speeds up the progress of the competitive game and can determine the outcome of the competitive game, if it is applied in the early stages of the competitive game, it may reduce the user's interest in the competitive game itself. . Therefore, a cooperative attack can be activated only when the battle game is nearing the end and the target character's remaining health is in a situation where it could become 0 if the opponent character's attack action is activated in the following two turns. It will be done. That is, the cooperative attack is controlled to be activated on the condition that if activated, the situation is such that the situation in the competitive game can be overturned. In the game device 100 of this embodiment, a determination as to whether this condition is met is made based on whether the remaining physical strength of the target character is less than half of the maximum value.
なお、サポートキャラクタの攻撃行動に起因する効果の程度(相手キャラクタの体力の減少量)は、当該サポートキャラクタについて保持されているパラメータに応じて決定されるものであってよい。
Note that the degree of effect (decreased amount of physical strength of the opponent character) resulting from the attack behavior of the support character may be determined according to parameters held for the support character.
《対戦ゲーム処理》 以下、本実施形態のゲーム装置100において対戦ゲームが行われる際に実行される対戦ゲーム処理について、図4のフローチャートを用いて具体的な処理を説明する。該フローチャートに対応する処理は、制御部101が、例えば記憶装置102に記憶されている対応する処理プログラムを読み出し、メモリ103に展開して実行することにより実現することができる。
<<Competitive Game Processing>> Hereinafter, specific processing of the competitive game processing executed when a competitive game is played in the game device 100 of this embodiment will be described using the flowchart of FIG. 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.
なお、本対戦ゲーム処理は、例えば対戦ゲームを伴うイベントが発生した際に開始されるものとして説明する。また以下の説明では発明の理解を容易にするため、対戦ゲームは2台のゲーム装置100間で行われるものとし、このうちの1台のゲーム装置100において本対戦ゲーム処理が実行され、都度演算結果が他方のゲーム装置100にも共有されるものとして説明する。しかしながら、本発明の実施はこれに限られるものではなく、対戦ゲーム処理は、外部のサーバ等で実行され、対戦ゲームに関与する複数のゲーム装置100の各々に演算結果が共有される態様であってもよい。
Note that the present competitive game processing will be explained as being started when, for example, an event involving a competitive game occurs. In addition, in the following description, in order to facilitate understanding of the invention, it is assumed that a competitive game is played between two game devices 100, and one of these game devices 100 executes the competitive game process, and each time a The following description assumes that the result is also shared with the other game device 100. However, the implementation of the present invention is not limited to this, and the competitive game processing may be executed on an external server or the like, and the calculation results may be shared by each of the plurality of game devices 100 involved in the competitive game. You can.
また本実施形態の対戦ゲーム処理では、対戦ゲームの表示に関する処理については説明を省略するが、対戦ゲームの進行に係る情報の変化(各キャラクタの状態変化等)に応じて、表示制御部106による表示制御が行われ、表示部120には対戦ゲームに係るゲーム画面が表示されるものとする。
Furthermore, in the battle game process of this embodiment, although a description of the process related to the display of the battle game will be omitted, the display control unit 106 It is assumed that display control is performed and a game screen related to a competitive game is displayed on the display unit 120.
S401で、制御部101は、対戦ゲームに参加するキャラクタの情報を取得する。より詳しくは制御部101は、現在育成対象として設定している対象キャラクタ及びサポートキャラクタの情報と、対戦相手のゲーム装置100において育成対象として設定されている対象キャラクタ及びサポートキャラクタの情報を取得する。なお、サポートキャラクタの情報は、ゲーム装置100においてバックアップキャラクタの情報が保持されておらず
、サポートキャラクタが存在しない場合には、その旨の情報が取得されるものとする。 In S401, thecontrol unit 101 acquires information on characters participating in the battle game. More specifically, the control unit 101 acquires information on the target character and support character currently set as the training target, and information on the target character and support character set as the training target on the opponent's game device 100. Note that the information on the support character is such that if the game device 100 does not hold the information on the backup character and the support character does not exist, information to that effect is acquired.
、サポートキャラクタが存在しない場合には、その旨の情報が取得されるものとする。 In S401, the
S402で、制御部101は、対戦ゲームに関与するゲーム装置100のそれぞれについて先攻後攻のいずれとするかを決定する。以下の説明では、本ステップの処理において先攻に決定されたゲーム装置100の対象キャラクタを「先攻キャラクタ」、当該ゲーム装置100のサポートキャラクタを「先攻サポートキャラクタ」、後攻に決定されたゲーム装置100の対象キャラクタを「後攻キャラクタ」、当該ゲーム装置100のサポートキャラクタを「後攻サポートキャラクタ」として言及する。
In S402, the control unit 101 determines whether each of the game devices 100 involved in the competitive game should play first or play last. In the following explanation, the target character of the game device 100 determined to play first in the processing of this step is the "first character", the support character of the game device 100 is the "first support character", and the target character of the game device 100 determined to be the second player The target character will be referred to as the "second-attacking character", and the support character of the game device 100 will be referred to as the "second-attacking support character".
S403で、制御部101は、本ターンに係る先攻キャラクタの攻撃行動を成功させるか否かを判断する。より詳しくは、制御部101は、先攻キャラクタの攻撃行動の成否を抽選処理によって決定し、その抽選結果がいずれであるかを判断する。ここで、対戦ゲーム処理の開始後、本ステップの処理が最初に実行される際には、本ターンは初回のターンを指す。制御部101は、先攻キャラクタの攻撃行動を成功させると判断した場合は処理をS404に移し、成功させない、即ち失敗させると判断した場合は処理をS409に移す。
In S403, the control unit 101 determines whether or not the attacking character's attack action for this turn is successful. More specifically, the control unit 101 determines the success or failure of the attack action of the first character through a lottery process, and determines which lottery result is obtained. Here, when the process of this step is executed for the first time after the start of the competitive game process, this turn refers to the first turn. If the control unit 101 determines that the first attacking character's attack action will succeed, the process moves to S404, and if it determines that it will not succeed, that is, it fails, the control unit 101 moves the process to S409.
S404で、制御部101は、本ターンに係る先攻キャラクタの攻撃行動においてクリティカル攻撃を発生させるか否かを決定する。本実施形態では、クリティカル攻撃を発生させるか否かは抽選処理によって決定されるものとして説明するが、本発明の実施はこれに限られるものではない。キャラクタの攻撃傾向について性質(タイプ)がパラメータとして定められる態様では、当該パラメータと現在のターン数に基づいてクリティカル攻撃を発生させるか否かを決定するものとしてもよい。例えば、活発な性質のキャラクタである場合には、対戦ゲームの開始2ターン目においてクリティカル攻撃を発生させる、あるいは発生しやすいように制御されるものであってもよい。
In S404, the control unit 101 determines whether or not to generate a critical attack in the attack action of the character who attacks first this turn. In this embodiment, the explanation will be given on the assumption that whether or not to cause a critical attack is determined by a lottery process, but the implementation of the present invention is not limited to this. In an embodiment in which the nature (type) of a character's attack tendency is determined as a parameter, it may be determined whether or not to cause a critical attack based on the parameter and the current number of turns. For example, in the case of a character with an active nature, the character may be controlled to cause a critical attack to occur or to be likely to make a critical attack in the second turn of the start of a battle game.
S405で、制御部101は、本ターンの先攻キャラクタの攻撃行動において、先攻サポートキャラクタの連携攻撃を発動させるか否かを判定する判定処理を実行する。より詳しくは、制御部101は、判定対象のキャラクタを先攻キャラクタとして判定処理を実行する。
In S405, the control unit 101 executes a determination process to determine whether or not to activate a cooperative attack of the support character who plays first in the attack action of the character who plays first this turn. More specifically, the control unit 101 executes the determination process with the character to be determined as the first character to play.
〈判定処理〉 ここで、本ステップにおいて実行される判定処理について、図5のフローチャートを参照して詳細を説明する。
<Determination Process> Here, the determination process executed in this step will be described in detail with reference to the flowchart of FIG. 5.
S501で、制御部101は、判定対象のキャラクタについてサポートキャラクタが設定されているか否かを判断する。本ステップの判断は、対戦ゲーム処理のS401において取得されたキャラクタの情報に基づいて行われる。制御部101は、判定対象のキャラクタについてサポートキャラクタが設定されていると判断した場合は処理をS502に移し、設定されていないと判断した場合は処理をS506に移す。
In S501, the control unit 101 determines whether a support character is set for the character to be determined. The determination in this step is made based on the character information acquired in S401 of the battle game process. If the control unit 101 determines that a support character has been set for the character to be determined, the process moves to S502, and if it determines that a support character has not been set, the process moves to S506.
S502で、制御部101は、判定対象のキャラクタの残り体力が当該キャラクタの最大体力値の半分以下であるか否かを判断する。制御部101は、判定対象のキャラクタの残り体力が最大体力値の半分以下であると判断した場合は処理をS503に移し、半分を上回ると判断した場合は処理をS506に移す。
In S502, the control unit 101 determines whether the remaining physical strength of the character to be determined is less than half of the character's maximum physical strength value. If the control unit 101 determines that the remaining physical strength of the character to be determined is less than half of the maximum physical strength value, the control unit 101 moves the process to S503, and if it determines that the remaining physical strength exceeds half, the control unit 101 moves the process to S506.
S503で、制御部101は、本ターンの判定対象のキャラクタの攻撃行動においてクリティカル攻撃を発生させるか否かを判断する。本ステップの判断は、対戦ゲーム処理のS404の決定内容に基づいて行われる。制御部101は、本ターンの判定対象のキャラクタの攻撃行動においてクリティカル攻撃を発生させると判断した場合は処理をS506に移し、発生させないと判断した場合は処理をS504に移す。
In S503, the control unit 101 determines whether or not a critical attack is to occur in the attack behavior of the character to be determined this turn. The determination in this step is made based on the content determined in S404 of the competitive game process. When the control unit 101 determines that a critical attack will occur in the attack behavior of the character to be determined this turn, the process moves to S506, and when it determines that a critical attack will not occur, the process moves to S504.
S504で、制御部101は、既に行われたターンの判定対象のキャラクタの攻撃行動において、サポートキャラクタの連携攻撃を発動させたか否かを判断する。制御部101は、既にサポートキャラクタの連携攻撃を発動させたと判断した場合は処理をS506に移し、発動させていないと判断した場合は処理をS505に移す。
In S504, the control unit 101 determines whether or not a cooperative attack of the support character has been activated in the attack action of the character to be determined in the turn that has already been performed. If the control unit 101 determines that the support character's cooperative attack has already been activated, the process moves to S506, and if it determines that the support character has not been activated, the process moves to S505.
S505で、制御部101は、判定結果として連携攻撃を発動させることを示す情報を返す。
In S505, the control unit 101 returns information indicating that a cooperative attack is to be launched as a determination result.
一方、S506では、制御部101は、判定結果として連携攻撃を発動させないことを示す情報を返す。
On the other hand, in S506, the control unit 101 returns information indicating that a cooperative attack will not be activated as a determination result.
このようにして判定処理の判定結果が得られると、制御部101は対戦ゲーム処理をS406に移す。
When the determination result of the determination process is obtained in this manner, the control unit 101 moves the battle game process to S406.
S406で、制御部101は、判定処理の判定結果が連携攻撃の発動を示すか否かを判断する。制御部101は、判定結果が連携攻撃の発動を示すと判断した場合は処理をS407に移し、連携攻撃の発動を示さないと判断した場合は処理をS408に移す。
In S406, the control unit 101 determines whether the determination result of the determination process indicates the activation of a coordinated attack. If the control unit 101 determines that the determination result indicates the activation of a cooperative attack, it moves the process to S407, and if it determines that the determination result does not indicate the activation of a cooperative attack, it moves the process to S408.
S407で、制御部101は、先攻キャラクタと先攻サポートキャラクタによる連携攻撃の発動に係る効果(後攻キャラクタの体力の減少量)を導出し、後攻キャラクタのパラメータを更新する。
In S407, the control unit 101 derives the effect (decreased amount of physical strength of the second attacking character) related to the activation of the cooperative attack by the first attacking character and the first attacking support character, and updates the parameters of the second attacking character.
一方、S408では、制御部101は、先攻キャラクタによる攻撃行動(通常攻撃)の発動に係る効果を導出し、後攻キャラクタのパラメータを更新する。
On the other hand, in S408, the control unit 101 derives an effect related to the activation of an attack action (normal attack) by the character who plays first, and updates the parameters of the character who plays second.
S409で、制御部101は、S407またはS408におけるパラメータ更新の結果、後攻キャラクタの体力が0になったか否かを判断する。制御部101は、後攻キャラクタの体力が0になったと判断した場合は処理をS418に移し、なっていないと判断した場合は処理をS410に移す。
In S409, the control unit 101 determines whether the physical strength of the next character becomes 0 as a result of the parameter update in S407 or S408. If the control unit 101 determines that the second character's physical strength has become 0, the process moves to S418, and if it determines that it has not, the process moves to S410.
続いてS410で、制御部101は、本ターンに係る後攻キャラクタの攻撃行動を成功させるか否かを判断する。制御部101は、後攻キャラクタの攻撃行動を成功させると判断した場合は処理をS411に移し、成功させない、即ち失敗させると判断した場合は処理をS416に移す。
Subsequently, in S410, the control unit 101 determines whether or not the attack action of the second attacking character in this turn is to be successful. If the control unit 101 determines that the attack action of the second attacking character will succeed, the process moves to S411, and if it determines that it will not succeed, that is, it fails, the control unit 101 moves the process to S416.
S411で、制御部101は、本ターンに係る後攻キャラクタの攻撃行動においてクリティカル攻撃を発生させるか否かを決定する。
In S411, the control unit 101 determines whether or not to cause a critical attack to occur in the attack action of the second attacking character in this turn.
S412で、制御部101は、本ターンの後攻キャラクタの攻撃行動において、後攻サポートキャラクタの連携攻撃を発動させるか否かを判定する判定処理を実行する。より詳しくは、制御部101は、判定対象のキャラクタを後攻キャラクタとして判定処理を実行する。
In S412, the control unit 101 executes a determination process to determine whether or not to activate the cooperative attack of the second-attacking support character in the attack action of the second-attacking character of this turn. More specifically, the control unit 101 executes the determination process with the character to be determined as the next character.
S413で、制御部101は、判定処理の判定結果が連携攻撃の発動を示すか否かを判断する。制御部101は、判定結果が連携攻撃の発動を示すと判断した場合は処理をS414に移し、連携攻撃の発動を示さないと判断した場合は処理をS415に移す。
In S413, the control unit 101 determines whether the determination result of the determination process indicates the activation of a coordinated attack. If the control unit 101 determines that the determination result indicates the activation of a cooperative attack, it moves the process to S414, and if it determines that the determination result does not indicate the activation of a cooperative attack, it moves the process to S415.
S414で、制御部101は、後攻キャラクタと後攻サポートキャラクタによる連携攻撃の発動に係る効果(先攻キャラクタの体力の減少量)を導出し、先攻キャラクタのパラメータを更新する。
In S414, the control unit 101 derives the effect (decreased amount of physical strength of the character who attacks first) related to the activation of a cooperative attack by the character who attacks second and the support character who attacks second, and updates the parameters of the character who attacks first.
一方、S415では、制御部101は、後攻キャラクタによる攻撃行動(通常攻撃)の発動に係る効果を導出し、後攻キャラクタのパラメータを更新する。
On the other hand, in S415, the control unit 101 derives an effect related to the activation of an attack action (normal attack) by the second attacking character, and updates the parameters of the second attacking character.
S416で、制御部101は、S414またはS415におけるパラメータ更新の結果、先攻キャラクタの体力が0になったか否かを判断する。制御部101は、先攻キャラクタの体力が0になったと判断した場合は処理をS418に移し、なっていないと判断した場合は処理をS417に移す。
In S416, the control unit 101 determines whether the physical strength of the first character becomes 0 as a result of the parameter update in S414 or S415. If the control unit 101 determines that the first character's physical strength has become 0, the process moves to S418, and if it determines that it has not, the process moves to S417.
S417で、制御部101は、本ターンが最終ターンであったか否かを判断する。制御部101は、本ターンが最終ターンであったと判断した場合は処理をS418に移し、最終ターンではないと判断した場合はターン数を1増加させて処理をS403に戻す。
In S417, the control unit 101 determines whether this turn is the final turn. If the control unit 101 determines that this turn is the final turn, the process moves to S418, and if it determines that it is not the final turn, the control unit 101 increases the number of turns by 1 and returns the process to S403.
S418で、制御部101は、対戦ゲームの結果を出力して本対戦ゲーム処理を完了する。対戦ゲームの結果は、先攻キャラクタと後攻キャラクタのいずれかの体力が0である場合には、体力が残存しているキャラクタの勝利、両キャラクタの体力が0ではない場合には、残りの体力が多いキャラクタの勝利となる。
In S418, the control unit 101 outputs the result of the competitive game and completes the main competitive game process. The result of a competitive game is that if either the character who plays first or the character who plays second has 0 health, the character with the remaining health wins, and if the health of both characters is not 0, the character with the remaining health wins. The character with the most wins.
以上説明したように、本実施形態のゲーム装置によれば、バックアップ機能により育成対象でないキャラクタの情報が保持されている場合に、育成対象のキャラクタを参加させるゲームに、保持されているキャラクタを参加させるよう制御することができる。これにより、ゲームの戦略性の幅が広がり、興趣性を高めることができる。
As explained above, according to the game device of the present embodiment, when the backup function holds information about a character that is not a training target, the held character can participate in a game in which a character to be trained can participate. It can be controlled to This expands the range of strategic aspects of the game and makes it more interesting.
なお、本実施形態ではゲーム装置100と他のゲーム装置100とが通信接続された場合に対戦ゲーム処理が実行されるものとして説明したが、対戦ゲーム処理の実行は当該態様に限られるものではない。対戦ゲームは、ユーザ間で育成したキャラクタ同士を対戦させるものに限られず、ゲーム装置100の対象キャラクタと非プレイヤキャラクタ(NPC:Non-Player Character)とを対戦させるものであってもよい。この場合、ゲーム装置同士の通信を要件とせずに対戦ゲームを実現することができ、予め定められたパラメータを有するNPCと対象キャラクタの間で対戦ゲームが実行される。NPCとの対戦ゲームは、例えばゲーム装置100が所定の機器に近接したことによって行われた近接無線通信を契機として、当該ゲーム装置100において実行されるものであってもよい。あるいは、例えば育成ゲーム内で発生した特定のイベントにおいて所定の発生条件(例えば活動状態において所定数の歩行が検出された等)が満たされた場合に、対象キャラクタと当該イベントに係るNPCとの対戦ゲームが実行されるものであってもよい。
Note that although the present embodiment has been described as assuming that the battle game process is executed when the game device 100 and another game device 100 are connected for communication, the execution of the battle game process is not limited to this embodiment. . The competition game is not limited to one in which characters trained by users compete against each other, but may also be one in which a target character of the game device 100 and a non-player character (NPC) compete. In this case, a competitive game can be realized without requiring communication between game devices, and a competitive game is executed between an NPC having predetermined parameters and a target character. A competitive game with an NPC may be executed in the game device 100, for example, triggered by close proximity wireless communication performed when the game device 100 approaches a predetermined device. Alternatively, for example, if a predetermined occurrence condition (for example, a predetermined number of steps are detected in an active state) is met in a specific event that occurs in a training game, a match between the target character and the NPC related to the event may occur. A game may be executed.
またゲーム装置100の通信を行わない対戦ゲームの態様として、他のゲーム装置において育成対象のキャラクタとサポートキャラクタの情報をメモリカードに記憶させ、当該メモリカードから取得部105が情報を取得したことを契機として行われるものも含むことができる。この場合に行われる対戦ゲームは、メモリカードから取得された情報と、ゲーム装置100の対象キャラクタ及びサポートキャラクタの情報とを用いて、図4のフローチャートに示した対戦ゲーム処理が実行されることにより実現されればよい。
In addition, as an aspect of a competitive game in which the game device 100 does not communicate, information on the character to be trained and the support character is stored in a memory card in another game device, and the acquisition unit 105 acquires the information from the memory card. It can also include things that are done as an opportunity. The battle game played in this case is performed by executing the battle game process shown in the flowchart of FIG. 4 using information acquired from the memory card and information on the target character and support character of the game device 100. It would be great if it were realized.
[変形例1] 上述した実施形態では、ゲーム装置100において育成対象として設定していたキャラクタ、あるいはメモリカードから情報が取得されたキャラクタを、バックアップ機能により情報を保持可能であるものとして説明したが、本発明の実施はこれに限られるものではない。ユーザが情報を保持しておきたいと考えるキャラクタの数は、記憶装置102に情報を保持可能な数を上回り得る。このため、例えばゲーム装置100において育成されたキャラクタの情報は、任意の記憶サーバ等の外部装置に記憶され、任意のタイミングでバックアップキャラクタとしてゲーム装置100にダウンロード可能に構成されるものであってもよい。ゲーム装置100へのキャラクタの情報のダウンロードは、通信部108を介してゲーム装置100と記憶サーバが直接通信接続することにより実現されるものであってもよいし、ゲーム装置100と通信接続可能なスマートフォン等の任意の端末を介して行われるものであってもよい。
[Modification 1] In the embodiment described above, the character set as a training target in the game device 100 or the character whose information has been acquired from the memory card was described as having information that can be retained by the backup function. However, the implementation of the present invention is not limited to this. The number of characters for which the user would like to keep information may exceed the number of characters that can be held in the storage device 102. Therefore, for example, information on a character trained in the game device 100 may be stored in an external device such as an arbitrary storage server, and may be configured to be downloadable to the game device 100 as a backup character at any time. good. Downloading the character information to the game device 100 may be realized by a direct communication connection between the game device 100 and the storage server via the communication unit 108, or a communication connection between the game device 100 and the storage server may be achieved. It may be performed via any terminal such as a smartphone.
[変形例2] 上述した実施形態では、バックアップ機能により複数のキャラクタが保持されている場合に、ユーザがこのうちの任意の1体のキャラクタをサポートキャラクタとして指定可能である態様を説明したが、本発明の実施はこれに限られるものではない。サポートキャラクタは、育成対象として設定されているキャラクタと同一分類のキャラクタに限定して指定可能に構成されるものであってもよい。
[Modification 2] In the embodiment described above, when a plurality of characters are retained by the backup function, the user can specify any one of them as a support character. The implementation of the present invention is not limited to this. The support character may be configured so that it can be specified only to characters of the same classification as the character set as the training target.
例えば、ゲーム装置100が、複数種類のコンテンツのキャラクタを育成可能に構成される態様では、サポートキャラクタとして指定可能なキャラクタは、育成対象として設定されているキャラクタと、対応するコンテンツが共通であるキャラクタに限定されてよい。当該態様によれば、異なるコンテンツのキャラクタが連携することによってコンテンツの世界観が損なわれることを回避することができる。
For example, in a mode where the game device 100 is configured to be able to train characters of multiple types of content, the characters that can be designated as support characters are characters whose corresponding content is common to the character set as the training target. may be limited to. According to this aspect, it is possible to avoid spoiling the worldview of the content due to collaboration between characters of different content.
また例えば、コンテンツのストーリーにおいて定められたチームや役割等、育成対象として設定さ
れているキャラクタと共通の属性が定められたキャラクタを、サポートキャラクタとして指定可能なように制限するものであってもよい。 For example, it may be possible to limit the ability to designate characters as support characters who have common attributes with characters set as training targets, such as teams and roles defined in the story of the content. .
れているキャラクタと共通の属性が定められたキャラクタを、サポートキャラクタとして指定可能なように制限するものであってもよい。 For example, it may be possible to limit the ability to designate characters as support characters who have common attributes with characters set as training targets, such as teams and roles defined in the story of the content. .
これらサポートキャラクタとして指定可能なキャラクタが制限される態様では、育成対象のキャラクタが変更された場合には、対象キャラクタとサポートキャラクタ間の関係が変化し得る。このため、対象キャラクタが変更されたことを条件として、サポートキャラクタの再選択を要求するように構成してもよいし、変更後の対象キャラクタに合致するバックアップキャラクタをサポートキャラクタとして制御部101が選択するよう構成してもよい。
In these modes in which the characters that can be designated as support characters are limited, if the character to be trained is changed, the relationship between the target character and the support character may change. For this reason, it may be configured to request reselection of the support character on the condition that the target character has been changed, or the control unit 101 may select a backup character that matches the changed target character as the support character. It may be configured to do so.
[変形例3] 上述した実施形態では、サポートキャラクタが対戦ゲームに参加する条件が複数種類定められている態様を説明したが、これらの条件は全てが必須ではないことは容易に理解されよう。例えば、他の条件を含むものであってもよいし、一部の条件のみが採用されるものであってもよい。例えば、サポートキャラクタが対戦ゲームに参加する条件は、単にバックアップ機能によりキャラクタの情報が保持されていることのみとすることもできる。
[Modification 3] In the embodiment described above, a mode has been described in which multiple types of conditions are defined for the support character to participate in the battle game, but it will be easily understood that not all of these conditions are essential. For example, other conditions may be included, or only some conditions may be adopted. For example, the condition for a support character to participate in a competitive game may be simply that the character's information is retained by a backup function.
[変形例4] 上述した実施形態では、サポートキャラクタが対戦ゲームに参加した際に発生する効果を、サポートキャラクタのパラメータに応じて異ならせるものとして説明したが、本発明の実施はこれに限られるものではない。発生する効果は、例えばサポートキャラクタのパラメータに依らず一定であってもよいし、抽選処理等によって決定されるものであってもよい。
[Modification 4] In the embodiment described above, the effect that occurs when the support character participates in the battle game is explained as being different depending on the parameters of the support character, but the implementation of the present invention is limited to this. It's not a thing. The generated effect may be constant regardless of the parameters of the support character, or may be determined by a lottery process or the like.
[変形例5] 上述した実施形態では、サポートキャラクタが対戦ゲームに参加した際には、対戦ゲームの進行を有利にせしめる行動をとるものとして説明したが、本発明の実施はこれに限られるものではない。即ち、サポートキャラクタがとる行動は、必ずしも有利な効果を発生させるものである必要はなく、例えば画面表示の賑やかし等、演出上の効果を発生させるもの等であってもよい。
[Modification 5] In the above-described embodiment, when the support character participates in the battle game, it is explained that the support character takes action to make the progress of the battle game advantageous, but the implementation of the present invention is not limited to this. isn't it. That is, the actions taken by the support character do not necessarily have to produce an advantageous effect, but may instead produce effects on the presentation, such as making the screen display more lively.
[変形例6] 上述した実施形態では、育成ゲーム(第1種別のゲーム)とは別に実行される、育成対象として設定したキャラクタを登場させるゲーム(第2種別のゲーム)が対戦ゲームであるものとして説明したが、本発明の実施はこれに限られるものではない。第2種別のゲームは、他のジャンルのゲームであってもよく、その場合、サポートキャラクタを参加させたことにより生じる効果は、当該ゲームのジャンルに応じて変更されるものであってよいことは容易に理解されよう。
[Variation 6] In the embodiment described above, the game (second type game) in which the character set as the training target appears, which is executed separately from the training game (first type game), is a competitive game. However, the implementation of the present invention is not limited to this. The second type of game may be a game of another genre, and in that case, the effects caused by having the support character participate may be changed depending on the genre of the game. It will be easily understood.
[変形例7] 上述した実施形態では、対戦ゲームは他のゲーム装置100との間で通信接続することにより実現されるものとして説明したが、本発明の実施はこれに限られるものではない。即ち、本発明は、育成ゲームの育成対象には設定されないサポートキャラクタが、異なる種別のゲームには参加可能に構成されるものであれば実施可能であり、当該異なる種別のゲームの実現に他の装置との通信要素は必須ではない。
[Modification 7] In the embodiment described above, the competitive game was described as being realized by communication connection with other game devices 100, but the implementation of the present invention is not limited to this. That is, the present invention can be implemented as long as a support character who is not set as a training target in a training game is configured to be able to participate in a game of a different type, and if other types of games are required to realize the game of the different type. Communication elements with the device are not required.
[実施形態のまとめ] 上記実施形態は以下のゲーム装置及びプログラムを少なくとも開示する。
[Summary of Embodiments] The above embodiments disclose at least the following game device and program.
(1) キャラクタを育成する第1種別のゲームを実行するゲーム装置であって、 育成対象である第1のキャラクタを設定する設定手段と、 前記第1のキャラクタとは異なる第2のキャラクタであって、前記設定手段で育成対象として設定可能な第2のキャラクタを、育成対象とせずに保持する保持手段と、 前記第1種別のゲームとは異なる、前記第1のキャラクタを参加させた第2種別のゲームを実行する実行手段と、 所定の条件が満たされた場合に、前記保持手段に保持されている前記第2のキャラクタを前記第2種別のゲームに参加させるよう制御する制御手段と、を備えるゲーム装置。
(1) A game device that executes a first type of game for training characters, comprising a setting means for setting a first character to be trained, and a second character different from the first character. a holding means for holding a second character that can be set as a training target by the setting means without making it a training target; and a second character in which the first character participates, which is different from the first type of game. an execution means for executing a game of the second type; a control means for controlling the second character held in the holding means to participate in the game of the second type when a predetermined condition is satisfied; A game device comprising:
(2) 前記所定の条件は、前記保持手段により前記第2のキャラクタが保持されていることを含む(1)に記載のゲーム装置。
(2) The game device according to (1), wherein the predetermined condition includes that the second character is held by the holding means.
(3) 前記所定の条件は、前記第2のキャラクタが前記第1のキャラクタと同一分類のキャラクタであることを含む(1)または(2)に記載のゲーム装置。
(3) The game device according to (1) or (2), wherein the predetermined condition includes that the second character is of the same classification as the first character.
(4) 前記同一分類のキャラクタとは、対応するコンテンツが共通であるキャラクタである(3)に記載のゲーム装置。
(4) The game device according to (3), wherein the characters of the same classification are characters whose corresponding content is common.
(5) 前記同一分類のキャラクタとは、共通の属性が定められたキャラクタである(3)または(4)に記載のゲーム装置。
(5) The game device according to (3) or (4), wherein the characters of the same classification are characters with common attributes.
(6) 前記所定の条件は、前記第2種別のゲームの進行状況についての条件を含む(1)乃至(5)のいずれか1つに記載のゲーム装置。
(6) The game device according to any one of (1) to (5), wherein the predetermined condition includes a condition regarding the progress of the second type of game.
(7) 前記所定の条件は、前記第2種別のゲームにおける前記第1のキャラクタのパラメータが、前記第2種別のゲームの進行において不利な状態であることを含む(6)に記載のゲーム装置。
(7) The game device according to (6), wherein the predetermined condition includes that the parameters of the first character in the second type of game are disadvantageous in proceeding with the second type of game. .
(8) 前記所定の条件は、前記第2種別のゲームにおける前記第1のキャラクタの行動が成功することを含む(6)または(7)に記載のゲーム装置。
(8) The game device according to (6) or (7), wherein the predetermined condition includes that the first character's action in the second type of game is successful.
(9) 前記所定の条件は、前記第2種別のゲームにまだ前記第2のキャラクタが参加していないことを含む(6)乃至(8)のいずれか1つに記載のゲーム装置。
(9) The game device according to any one of (6) to (8), wherein the predetermined condition includes that the second character has not yet participated in the second type of game.
(10) 前記保持手段は、複数の前記第2のキャラクタを保持可能に構成され、 前記ゲーム装置は、前記保持手段に複数の前記第2のキャラクタが保持されている場合に、前記第2種別のゲームに参加させる1体の前記第2のキャラクタを選択する選択手段をさらに備える、(1)乃至(9)のいずれか1つに記載のゲーム装置。
(10) The holding means is configured to be able to hold a plurality of the second characters, and the game device is configured such that when the holding means holds a plurality of the second characters, the second type The game device according to any one of (1) to (9), further comprising a selection means for selecting one of the second characters to participate in the game.
(11) 前記選択手段は、前記保持手段に保持されている複数の前記第2のキャラクタのうちの、ユーザによる選択操作に基づいて指定された前記1体の第2のキャラクタを選択する(10)に記載のゲーム装置。
(11) The selection means selects the one second character specified based on a selection operation by the user from among the plurality of second characters held in the holding means (10 ).
(12) 前記保持手段に保持されている複数の前記第2のキャラクタを表示装置に表示させる表示制御手段をさらに備え、 前記表示制御手段は、複数の前記第2のキャラクタのうちの前記選択手段により選択された前記1体の第2のキャラクタを識別可能に表示させる、(10)または(11)に記載のゲーム装置。
(12) Further comprising a display control means for displaying the plurality of second characters held by the holding means on a display device, the display control means selecting the plurality of second characters from among the plurality of second characters. The game device according to (10) or (11), wherein the one second character selected by is displayed in an identifiable manner.
(13) 前記選択手段は、前記設定手段により前記第1のキャラクタが変更されたことを条件として、前記1体の第2のキャラクタを再選択する(10)乃至(12)のいずれか1つに記載のゲーム装置。
(13) The selection means reselects the one second character on the condition that the first character has been changed by the setting means, any one of (10) to (12). The game device described in .
(14) 前記保持手段は、前記設定手段により前記第1のキャラクタが変更された場合に、変更前のキャラクタを前記第2のキャラクタとして保持する(1)乃至(13)のいずれか1つに記載のゲーム装置。
(14) When the first character is changed by the setting means, the holding means holds the character before the change as the second character. The gaming device described.
(15) 前記保持手段は、外部装置から取得したキャラクタを前記第2のキャラクタとして保持する(1)乃至(14)のいずれか1つに記載のゲーム装置。
(15) The game device according to any one of (1) to (14), wherein the holding means holds a character acquired from an external device as the second character.
(16) 前記制御手段は、前記第2種別のゲームにおいて、前記第2のキャラクタに所定の行動を実行させるよう制御する(1)乃至(15)のいずれか1つに記載のゲーム装置。
(16) The game device according to any one of (1) to (15), wherein the control means controls the second character to perform a predetermined action in the second type of game.
(17) 前記所定の行動は、前記第2種別のゲームの進行を有利にせしめる行動である(16)に記載のゲーム装置。
(17) The game device according to (16), wherein the predetermined action is an action that makes progress of the second type of game advantageous.
(18) 前記第2種別のゲームは、対戦ゲームであり、 前記所定の行動は、前記対戦ゲームにおける相手キャラクタへの攻撃行動である、(17)に記載のゲーム装置。
(18) The game device according to (17), wherein the second type of game is a competitive game, and the predetermined action is an attack action against an opponent character in the competitive game.
(19) 前記制御手段は、前記第2のキャラクタに前記所定の行動を実行させた際の前記第2種別のゲームにおける効果を、当該第2のキャラクタのパラメータに応じて異ならせることを特徴とする(17)または(18)に記載のゲーム装置。
(19) The control means is characterized in that the effect in the second type of game when the second character is caused to perform the predetermined action is varied depending on the parameters of the second character. The game device according to (17) or (18).
(20) 前記第2のキャラクタの前記第2種別のゲームへの参加は、当該第2種別のゲームの実行中において、前記第1のキャラクタ及び当該第2のキャラクタを表示装置に表示させることを含む(1)乃至(19)のいずれか1つに記載のゲーム装置。
(20) Participation of the second character in the second type of game includes displaying the first character and the second character on a display device while the second type of game is being executed. The game device according to any one of (1) to (19).
(21) コンピュータを、(1)乃至(20)のいずれか1つに記載のゲーム装置の各手段として機能させるためのプログラム。
(21) A program for causing a computer to function as each means of the game device according to any one of (1) to (20).
[その他の実施形態] 発明は上記の実施形態に制限されるものではなく、発明の要旨の範囲内で、種々の変形・変更が可能である。
[Other Embodiments] The invention is not limited to the above embodiments, and various modifications and changes can be made within the scope of the gist of the invention.
100:ゲーム装置、101:制御部、102:記憶装置、103:メモリ、104:検出部、110:センサ、105:取得部、106:表示制御部、120:表示部、107:操作入力部、108:通信部
100: game device, 101: control unit, 102: storage device, 103: memory, 104: detection unit, 110: sensor, 105: acquisition unit, 106: display control unit, 120: display unit, 107: operation input unit, 108: Communication Department
Claims (21)
- キャラクタを育成する第1種別のゲームを実行するゲーム装置であって、 育成対象である第1のキャラクタを設定する設定手段と、 前記第1のキャラクタとは異なる第2のキャラクタであって、前記設定手段で育成対象として設定可能な第2のキャラクタを、育成対象とせずに保持する保持手段と、 前記第1種別のゲームとは異なる、前記第1のキャラクタを参加させた第2種別のゲームを実行する実行手段と、 所定の条件が満たされた場合に、前記保持手段に保持されている前記第2のキャラクタを前記第2種別のゲームに参加させるよう制御する制御手段と、を備えるゲーム装置。 A game device that executes a first type of game for training a character, comprising: a setting means for setting a first character to be trained; a second character different from the first character; holding means for holding a second character that can be set as a training target by the setting means without making it a training target; and a second type of game in which the first character participates, which is different from the first type of game. and a control means that controls the second character held in the holding means to participate in the second type of game when a predetermined condition is met. Device.
- 前記所定の条件は、前記保持手段により前記第2のキャラクタが保持されていることを含む請求項1に記載のゲーム装置。 2. The game device according to claim 1, wherein the predetermined condition includes that the second character is held by the holding means.
- 前記所定の条件は、前記第2のキャラクタが前記第1のキャラクタと同一分類のキャラクタであることを含む請求項1に記載のゲーム装置。 The game device according to claim 1, wherein the predetermined condition includes that the second character is of the same classification as the first character.
- 前記同一分類のキャラクタとは、対応するコンテンツが共通であるキャラクタである請求項3に記載のゲーム装置。 4. The game device according to claim 3, wherein the characters of the same classification are characters having the same corresponding content.
- 前記同一分類のキャラクタとは、共通の属性が定められたキャラクタである請求項3に記載のゲーム装置。 4. The game device according to claim 3, wherein the characters of the same classification are characters having common attributes.
- 前記所定の条件は、前記第2種別のゲームの進行状況についての条件を含む請求項1に記載のゲーム装置。 The game device according to claim 1, wherein the predetermined condition includes a condition regarding the progress of the second type of game.
- 前記所定の条件は、前記第2種別のゲームにおける前記第1のキャラクタのパラメータが、前記第2種別のゲームの進行において不利な状態であることを含む請求項6に記載のゲーム装置。 7. The game device according to claim 6, wherein the predetermined condition includes that a parameter of the first character in the second type of game is in a disadvantageous state in progress of the second type of game.
- 前記所定の条件は、前記第2種別のゲームにおける前記第1のキャラクタの行動が成功することを含む請求項6に記載のゲーム装置。 The game device according to claim 6, wherein the predetermined condition includes that the first character's action in the second type of game is successful.
- 前記所定の条件は、前記第2種別のゲームにまだ前記第2のキャラクタが参加していないことを含む請求項6に記載のゲーム装置。 7. The game device according to claim 6, wherein the predetermined condition includes that the second character has not yet participated in the second type of game.
- 前記保持手段は、複数の前記第2のキャラクタを保持可能に構成され、 前記ゲーム装置は、前記保持手段に複数の前記第2のキャラクタが保持されている場合に、前記第2種別のゲームに参加させる1体の前記第2のキャラクタを選択する選択手段をさらに備える請求項1に記載のゲーム装置。 The holding means is configured to be able to hold a plurality of the second characters, and the game device plays the second type of game when the holding means holds a plurality of the second characters. The game device according to claim 1, further comprising selection means for selecting one of the second characters to participate.
- 前記選択手段は、前記保持手段に保持されている複数の前記第2のキャラクタのうちの、ユーザによる選択操作に基づいて指定された前記1体の第2のキャラクタを選択する請求項10に記載のゲーム装置。 11. The selecting means selects the one second character specified based on a selection operation by a user from among the plurality of second characters held in the holding means. game equipment.
- 前記保持手段に保持されている複数の前記第2のキャラクタを表示装置に表示させる表示制御手段をさらに備え、 前記表示制御手段は、複数の前記第2のキャラクタのうちの前記選択手段により選択された前記1体の第2のキャラクタを識別可能に表示させる請求項10に記載のゲーム装置。 Further comprising display control means for displaying the plurality of second characters held by the holding means on a display device, the display control means selecting one of the plurality of second characters by the selection means. The game device according to claim 10, wherein the one second character is displayed in an identifiable manner.
- 前記選択手段は、前記設定手段により前記第1のキャラクタが変更されたことを条件として、前記1体の第2のキャラクタを再選択する請求項10に記載のゲーム装置。 11. The game device according to claim 10, wherein the selection means reselects the one second character on the condition that the first character has been changed by the setting means.
- 前記保持手段は、前記設定手段により前記第1のキャラクタが変更された場合に、変更前のキャラクタを前記第2のキャラクタとして保持する請求項1に記載のゲーム装置。 The game device according to claim 1, wherein the holding means holds the character before change as the second character when the first character is changed by the setting means.
- 前記保持手段は、外部装置から取得したキャラクタを前記第2のキャラクタとして保持する請求項1に記載のゲーム装置。 The game device according to claim 1, wherein the holding means holds a character acquired from an external device as the second character.
- 前記制御手段は、前記第2種別のゲームにおいて、前記第2のキャラクタに所定の行動を実行させるよう制御する請求項1に記載の
ゲーム装置。 The game device according to claim 1, wherein the control means controls the second character to perform a predetermined action in the second type of game. - 前記所定の行動は、前記第2種別のゲームの進行を有利にせしめる行動である請求項16に記載のゲーム装置。 The game device according to claim 16, wherein the predetermined action is an action that makes progress of the second type of game advantageous.
- 前記第2種別のゲームは、対戦ゲームであり、 前記所定の行動は、前記対戦ゲームにおける相手キャラクタへの攻撃行動である請求項17に記載のゲーム装置。 The game device according to claim 17, wherein the second type of game is a competitive game, and the predetermined action is an attack action against an opponent character in the competitive game.
- 前記制御手段は、前記第2のキャラクタに前記所定の行動を実行させた際の前記第2種別のゲームにおける効果を、当該第2のキャラクタのパラメータに応じて異ならせることを特徴とする請求項17に記載のゲーム装置。 2. The control means is characterized in that the effect in the second type of game when the second character is caused to perform the predetermined action is varied depending on a parameter of the second character. 18. The game device according to 17.
- 前記第2のキャラクタの前記第2種別のゲームへの参加は、当該第2種別のゲームの実行中において、前記第1のキャラクタ及び当該第2のキャラクタを表示装置に表示させることを含む請求項1に記載のゲーム装置。 A claim in which the participation of the second character in the second type of game includes displaying the first character and the second character on a display device during execution of the second type of game. 1. The game device according to 1.
- コンピュータを、請求項1乃至20のいずれか1項に記載のゲーム装置の各手段として機能させるためのプログラム。 A program for causing a computer to function as each means of the game device according to claim 1.
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JP2022125823A JP7324913B1 (en) | 2022-08-05 | 2022-08-05 | Game device and program |
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JP2022059470A (en) * | 2020-10-01 | 2022-04-13 | 株式会社 ディー・エヌ・エー | Electronic game providing device, electronic game providing program, and electronic game providing method |
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JP2022059470A (en) * | 2020-10-01 | 2022-04-13 | 株式会社 ディー・エヌ・エー | Electronic game providing device, electronic game providing program, and electronic game providing method |
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JP2024022327A (en) | 2024-02-16 |
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