Program, game device, and game system

By obtaining information about actual objects and controlling the presentation of character images and virtual object images, the problem of limited fun caused by the fixed card display design in the existing technology is solved, and a more immersive and interesting gaming experience is achieved.

CN116196624BActive Publication Date: 2025-10-03BANDAI CO LTD
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Patent Information

Application Number
CN202310137730.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2022-03-31
Filing Date
2023-02-20
Publication Date
2025-10-03
Estimated Expiration
2043-02-20

AI Technical Summary

Technical Problem

In existing game devices, the associated images displayed on the cards are fixed, which limits the fun presented on the loading surface.

Method used

By obtaining the identification information and movement information of the actual object, the presentation mode of the character image and the virtual object image is controlled, including separation and connection, and the execution of the presentation processing is controlled based on the movement information of the object.

Benefits of technology

It achieves appropriate fun presentation to players and enhances the immersion and fun of the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN116196624B_ABST
    Figure CN116196624B_ABST
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Abstract

The present invention provides a program, a game device, and a game system. The program causes a computer capable of providing a gaming experience of a battle game to execute: an acquisition process for acquiring information about an actual object, specifically, acquiring identification information and movement information about the actual object; a presentation process for presenting information on a display area, specifically, presenting a character image and a virtual item image corresponding to the actual object for which information has been acquired; and a control process for controlling the progress of the battle game and the information presentation during the presentation process. The presentation process includes a first presentation process for presenting the character image and the virtual item image separately, and a second presentation process for presenting the character image and the virtual item image connected. In the control process, the execution of either the first or the second presentation process is controlled based on the movement information acquired about the actual object.
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Description

Technical Field

[0001] The present invention relates to a program, a game device, and a game system, and more particularly to an electronic game whose display is controlled according to the form of an actual object. Background Art

[0002] There is a game device that displays related images containing various information so as to follow the placement position of a card in order to allow a player to easily understand how to move a card placed on a placement panel (Patent Document 1).

[0003] Prior art literature

[0004] Patent Literature

[0005] Patent Document 1: Japanese Patent Application Publication No. 2018-029774 Summary of the Invention

[0006] Problems to be solved by the invention

[0007] However, in the game device described in Patent Document 1, the related images displayed for the cards are all fixed in design, and the interesting presentation on the placement surface is limited.

[0008] An object of the present invention is to provide a program, a game device, and a game system that realize appropriate presentation of fun to players.

[0009] Solutions for solving problems

[0010] One embodiment of the present invention is a program for causing a computer capable of providing a gaming experience of a fighting game that progresses based on information acquired from an actual object to execute the following processing: an acquisition processing for acquiring information of the actual object, namely, acquiring identification information and movement information of the actual object; a presentation processing for presenting information to a display area, namely, presenting a character image and a virtual object image corresponding to the actual object whose information has been acquired; and a control processing for controlling the progress of the fighting game and the presentation of information in the presentation processing, wherein the presentation processing includes a first presentation processing for presenting the character image and the virtual object image in a separate manner, and a second presentation processing for presenting the character image and the virtual object image in a connected manner. In the control processing, based on the movement information acquired for the actual object, it is controlled which of the first presentation processing and the second presentation processing is to be executed as the presentation processing.

[0011] Effects of the Invention

[0012] According to the present invention, it is possible to realize appropriate presentation of fun to players. BRIEF DESCRIPTION OF THE DRAWINGS

[0013] Figure 1This is a block diagram illustrating the hardware configuration of the game device 100 according to the embodiment and modified examples of the present invention.

[0014] Figure 2 These are diagrams for explaining the appearance and displays of a game device 100 according to the embodiment and modified examples of the present invention.

[0015] Figure 3 This is a diagram illustrating a first screen image presented on the placement display 201 according to the embodiment and the modified example of the present invention.

[0016] Figure 4 These are diagrams for explaining related images presented for each card according to the embodiment and modified examples of the present invention.

[0017] Figure 5 This is a diagram illustrating the structure of role information managed for each role according to the embodiment and modified examples of the present invention.

[0018] Figure 6 These are diagrams for explaining character images and virtual item images presented for each card according to the embodiment and modified examples of the present invention.

[0019] Figure 7 These are diagrams illustrating an upward-rising performance that is performed in response to a move operation on a special card according to the embodiment and modified examples of the present invention.

[0020] Figure 8 These are diagrams illustrating a descent effect from above that is presented in response to a move operation on a special card according to the embodiment and modified examples of the present invention.

[0021] Figure 9 This is a flowchart illustrating a presentation control process executed in the game device 100 according to the embodiment and the modified example of the present invention. DETAILED DESCRIPTION

[0022] [Implementation Method]

[0023] The following embodiments are described in detail with reference to the accompanying drawings. The following embodiments do not limit the inventions described in the claims, and the combinations of features described in the embodiments are not necessarily required. Any combination of two or more of the multiple features described in the embodiments may be used. Identical or similar structures are denoted by the same reference numerals, and duplicate descriptions are omitted.

[0024] In the following embodiment, the present invention is applied to a gaming device that provides a gameplay experience of a battle game progressing based on information acquired from a physical object placed on a loading surface. However, the present invention can be applied to any device that provides a gameplay experience of a game progressing based on information acquired from a physical object.

[0025] Hardware Structure of Gaming Devices

[0026] Figure 1 This is a block diagram showing the hardware configuration of the game device 100 according to this embodiment.

[0027] The control unit 101 is a processor such as a CPU, and performs operations related to the operation of various hardware components included in the game device 100, as well as controls related to the implementation of various functions, including the function of providing a game play experience. Specifically, the control unit 101 performs the corresponding control by, for example, reading a required program stored in the storage device 102, expanding the program in the memory 103, and executing the program.

[0028] The storage device 102 is a device capable of permanently storing information, such as a non-volatile memory or HDD. In addition to storing the operating system used to operate the gaming device 100 and programs related to the game that provides the gameplay experience, the storage device 102 also stores information on parameters required to implement various controls and various game-related data that provides the gameplay experience. The memory 103 is a storage device, such as a volatile memory, for temporarily storing data. The memory 103 is used not only as an area for developing various programs but also as a temporary storage area for data output during the operation of various hardware and various controls.

[0029] The GPU 104 is a rendering device that performs various rendering processes related to the generation of game screens, other screens, and images presented during the game play experience. The GPU 104 includes GPU memory (not shown), expands various graphics data read from the storage device 102, and performs predetermined calculations to generate various images, including screens. The screens and images generated by the GPU 104 are presented to the player by being displayed on, for example, a display device included in the presentation device 110 of the gaming device 100.

[0030] The presentation device 110 is a device included in the game device 100 that has an information presentation function. In one embodiment, the presentation device 110 includes a display device such as a liquid crystal display that displays images generated by the GPU 104. Furthermore, the information presentation unit in the game device 100 is not limited to devices that implement visual information presentation, such as display devices and lighting devices. It may also include other types of information presentation units, such as sound output devices such as speakers that implement auditory information presentation, and force presentation devices that implement tactile information presentation. In this case, the information presented may be, for example, data read from the storage device 102 or data configured on an ongoing basis by the control unit 101.

[0031] The operation I / F 105 is a user interface included in the game device 100 for accepting operational input. Upon detecting an operational input, the operation I / F 105 outputs a control signal corresponding to the operational input to the control unit 101. In one embodiment, the operation I / F 105 includes, for example, operating members such as a determination input button and a selection input button, as well as various sensors. Furthermore, in embodiments in which the presentation device 110 includes a display device capable of detecting touch input, the operation I / F 105 includes a touch input detection sensor provided on the display device.

[0032] The communication I / F 106 is a communication interface provided by the game device 100 for communicating with external devices. Information communication between the communication I / F 106 and the external devices can be performed via a wide area network (WAN) such as the Internet, or via a LAN, etc. Information communication performed by the communication I / F 106 can be performed by either wired or wireless means, and in the latter case, for example, short-range wireless communication or near-field wireless communication can be included.

[0033] The payment device 120 is a device that accepts consideration payments related to the use of the game device 100. For example, it can be processed based on the fact that a specified amount of coins or equivalent game coins are inserted into an input port (not shown), or a settlement process based on communication between a chip related to specified electronic currency is completed, and the consideration is deemed to have been paid. When the payment device 120 detects that a consideration payment has been made, it outputs a control signal indicating this to the control unit 101. In the following description, unless otherwise specified, it is assumed that when the game device 100 detects a consideration payment in a state where it is not being used by any player (standby state), the state is switched to a state where the game playing experience can be provided, and the service is started to be provided to the player.

[0034] The reader 130 is a device included in the game device 100 that acquires information from a physical object. The reader 130 can acquire information by, for example, using a camera to read a code attached to the physical object's exterior. Alternatively, the reader 130 can acquire information using any other method, such as reading information from a predetermined chip embedded in the physical object or monitoring the input of a predetermined switch or the conduction of a connection terminal in the mounting portion of the physical object when it is installed in the game device 100. The information acquired by the reader 130 is transmitted to the control unit 101 and used, for example, to control game progress and service provision.

[0035] The providing device 140 is a device that has the function of providing pre-stored real items. The game device 100 of this embodiment is configured such that, when prescribed conditions are met, such as at the start of service provision, the providing device 140, under the control of the control unit 101, provides a prescribed number of real items. In one embodiment, the providing device 140 can provide the real items stored in the built-in storage box in the order in which they were stored. In another embodiment, the providing device 140 can also provide the real items after performing prescribed processing on the stored real items. In one embodiment, the real items provided by the providing device 140 can also be items with information that can be obtained by the reader 130.

[0036] In this embodiment, these hardware components are described as being built into the housing of the game device 100. However, the present invention is not limited thereto. For example, at least one of the presentation device 110, payment device 120, reader 130, and provision device 140 may be provided outside the housing of the game device 100 and connected to the game device 100 for use.

[0037] Structure of the Display Area

[0038] Hereinafter, a display area for visually presenting information by the presentation device 110 according to this embodiment will be described in detail with reference to the drawings.

[0039] Furthermore, the game device 100 of this embodiment is configured to provide a battle game experience, with visual information related to the battle game presented in the presentation device 110. The battle game can be implemented by having multiple players use a single game device 100 and engage in battles with each other, or by having multiple players use different game devices 100 and engage in battles with each other. In the latter case, multiple game devices 100 are connected via a network to a game session located on a game server (not shown), thereby enabling the sharing of operational input information and game progress, thereby establishing the battle game. In the case of implementing the battle game via a game server, the game server can perform matching processing to determine which game devices 100 players will be used to compete against each other. Furthermore, to facilitate understanding of the invention, the battle game of this embodiment will be described as a game in which two players compete against each other. However, it will be readily understood that the present invention is not limited to this embodiment and can also be applied to battle games in which three or more players compete against each other. In another embodiment, the battle game may include a game played between a thinking program, AI, etc. and a player (a single-player game).

[0040] Figure 2 (a) is a perspective view of the game device 100 of this embodiment. As shown in the figure, the game device 100 has three displays as the presentation device 110 related to visual information presentation: a loading display 201, a front display 202 adjacent to the loading display 201, and an upper display 203 not adjacent to the loading display 201 but adjacent to the front display 202. These displays are configured to integrally present screens related to the battle game during the execution of processing related to the battle game, and the entire display area of ​​each display is used as the display area related to the battle game. In the following description, when simply referred to as "(the game device 100) display area", it is assumed to include the entire display area of ​​these three displays. That is, the display area of ​​the game device 100 is composed of the screen displayed in the loading display 201 (first screen), the screen displayed in the front display 202 (second screen), and the screen displayed in the upper display 203 (third screen). The information presentation in each display is controlled by the control unit 101.

[0041] like Figure 2As shown in the side view of the game device 100 (b), these displays are maintained at different inclinations. In the figure, head 210 represents the head of a player using the game device 100. The display surface of the mounting display 201 is set approximately horizontally, the display surface of the front display 202 is set backward relative to the player, and the display surface of the upper display 203 is set forward relative to the player. In the game device 100 of this embodiment, by arranging each display at such an angle, it is possible to set a method in which the display related to the battle game can be perceived in three dimensions.

[0042] As described above, the placement display 201 is configured as a substantially horizontal plane extending from the near side to the far side relative to the player, allowing for stable placement of real objects. Therefore, in the game device 100 of this embodiment, the placement display 201 functions as a placement surface for placing real objects used in the battle game. The reader 130 of this embodiment is configured to include a camera device disposed within the game device 100. The reader 130 analyzes images captured from the back of the placement display 201, thereby identifying the placed real objects and acquiring information associated with them. In the battle game executed on the game device 100 of this embodiment, players can register a character corresponding to a real object as a character appearing in the game by placing the real object on the placement surface. Furthermore, players can perform operations related to the character by manipulating the real object on the placement surface, as described in detail below.

[0043] The battle game progresses by presenting a battle scene involving attacks and defenses between characters associated with the players participating in the battle game in a space associated with the game. However, the first screen associated with the mounting display 201 is primarily used to display information required for notifying the player of the identification status of the actual object and operating the actual object, and therefore is not used in presenting the battle scene. The battle scene is primarily presented using the second screen associated with the front display 202. In addition, a third screen associated with the upper display 203 may also be used to present the battle scene.

[0044] 《Information Acquisition Using the Loading Surface》

[0045] Next, the acquisition of information from an actual article via the placement surface by the reader 130 will be described.

[0046] In the battle game executed on the game device 100 of this embodiment, each player can place a real object on a placement surface and have the reader 130 read the information attached to the real object, thereby registering the character corresponding to the real object as an operation target. In this embodiment, the real objects that can be used in the battle game are cards, and the cards are attached with identification information for uniquely identifying the character corresponding to the card.

[0047] As described above, reader 130 uses a placement image obtained by capturing placement display 201 from the back of placement display 201 to acquire information attached to a card placed on the placement surface. Therefore, identification information can also be attached to the card by printing a two-dimensional image (hereinafter referred to as a coded image) obtained by converting the identification information onto the card's exterior using, for example, invisible ink. Specifically, reader 130 can determine the position of each placed card on the placement surface by detecting the coded image contained in the captured image, and can also acquire identification information for each card by applying a predetermined calculation to each coded image.

[0048] The reader 130 also includes a history buffer (not shown) that stores historical information (over time) about the placement position of each card. Based on this history information, the reader 130 can also obtain movement information indicating the movement of each card on the placement surface. In the battle game according to this embodiment, the player can input operations related to the battle game not only through operations inputted via the operation I / F 105 but also by moving the card placed on the placement surface. Therefore, the reader 130 obtains movement information related to the card movement operation and outputs this movement information to the control unit 101.

[0049] The move operation can be used by the player to specify the action to be performed by the character that is the subject of the operation. More specifically, in a situation where the action to be performed by the character that is the subject of the operation can be accepted, the player can specify the action of the character by moving the card corresponding to the character on the loading surface. In the method described in this embodiment, Figure 3 As shown, the first screen displayed on the loading display 201 includes a defense area 302 located near the player and an attack area 301 located farther away from the defense area 302. Depending on which area the player moves a card placed on the loading surface, they can specify an action for the character corresponding to that card. Here, the attack area 301 is used to specify that the character corresponding to the card placed in that area as a result of a move operation should perform an attack action. Conversely, the defense area 302 is used to specify that the character corresponding to the card placed in that area should perform a recovery or defense action instead of an attack action.

[0050] In this embodiment, due to Figure 3 To construct the first screen in this manner, the reader 130 is configured to output different types of movement information to the control unit 101 in response to the following two types of movement operations. The first type of movement operation is an operation of moving a placed card from the defense area 302 to the attack area 301. Upon detecting this movement operation, the reader 130 outputs the first type of movement information. The second type of movement operation is an operation of moving a placed card from the attack area 301 to the defense area 302. Upon detecting this movement operation, the reader 130 outputs the second type of movement information.

[0051] Elements displayed by placing cards

[0052] Next, display elements presented in response to the placement of the card on the placement surface or the movement of the card will be described with reference to the drawings.

[0053] Related Images

[0054] like Figure 4 As shown in (a), in the first screen, a corresponding display is performed for all cards placed on the placing surface to notify that the cards have been recognized. In the illustrated manner, four cards are placed on the placing surface, and the first screen is displayed as configuring an associated image 400 at a position corresponding to each card. Here, the position where the associated image 400 corresponding to each card is configured is set so that when the first screen is presented on the placing display 201, the area on the placing surface where the corresponding card is placed overlaps with at least a portion of the associated image 400. Figure 4 In the example of (a), the related image 400 is arranged so as to surround the corresponding card with its outer shape, thereby clearly notifying the player that the card is recognized.

[0055] Furthermore, the display of the related image 400 is controlled so that its appearance changes in accordance with the player's move operation, not only to notify the player that the card has been recognized, but also to notify the player how the move operation has been recognized. In this embodiment, the appearance of the related image 400 changes according to the detection position obtained by the reader 130, in order to notify the player whether the card corresponding to the related image 400 is included in the attack area 301 or the defense area 302.

[0056] exist Figure 4 In the method shown in (a), since the four cards are all arranged in the area corresponding to the defense area 302, Figure 4 The form of the defense display 410 showing a card-shaped appearance as shown in (b) is included in the first screen. Figure 4In the state shown in (a) of FIG. 1 , any card is moved to the attack area 301 and it is determined that the detection position is included in the attack area 301. Figure 4 The first screen includes an attack display 420 that shows a non-card-type appearance, as shown in (c).

[0057] Character Image

[0058] Furthermore, in the battle game according to this embodiment, in order to create a scene where a player places a card and a character corresponding to the card moves from the card into the game and appears in the game, an image (character image) showing the appearance of the character is displayed in the display area upon recognition of the card. The character image is configured to change its display position in conjunction with the player's card movement operation, thereby enhancing the immersion of the battle game.

[0059] Furthermore, in conventional games that have the function of reading information attached to cards and displaying corresponding character images, although the appearance of the character images (character types) varies depending on the card, the character images are uniformly displayed on a specific display, thus limiting the fun presented to players regarding card usage. To expand the fun presented to players regarding card usage, the fighting game of this embodiment is configured to set categories for usable cards and to vary the presentation of character images depending on the card type.

[0060] In this embodiment, the card category is determined based on the character associated with the card. Specifically, the control unit 101 determines the corresponding character based on the identification information acquired from the card by the card reader 130, and determines the card category based on the type of the character. Information related to each character appearing in the battle game (character information) is managed in a character database (DB) (not shown) contained in the storage device 102.

[0061] In the role information managed for a role, such as Figure 5 As shown, the character ID 501 for uniquely identifying the character is associated with a character type 502 indicating the type of the character, and parameters 503 such as the character's attack power, defense power, and stamina, which are referenced when determining the progress of the battle game. The character type 502 is information referenced to determine the type of the corresponding card.

[0062] In the fighting game of this embodiment, characters are classified into different types based on whether they can perform special attack actions (described later). More specifically, characters that can perform special attack actions are classified as special types, while characters that cannot perform special attack actions are classified as normal types. Character type 502 in the character information stores information indicating the type of classification. Therefore, based on the character type 502 of the character corresponding to the card placed on the loading surface, the control unit 101 determines whether the card is a special card corresponding to a special type character or a normal card corresponding to a normal type character.

[0063] Furthermore, the character ID 501 of the character information can be consistent with the identification information of the card corresponding to the character. Furthermore, in this embodiment, a special card is a card whose supply quantity (issued quantity) is smaller than that of a regular card, and whose rarity (rarity) is set higher than that of a regular card. Therefore, the parameters 503 associated with the special type of character are configured to be more conducive to the progress of the battle game than the parameters 503 associated with the regular type of character.

[0064] Below, refer to Figure 6 To illustrate the difference between the presentation method of character images related to special cards (hereinafter referred to as special character images) displayed in the display area in response to the loading of cards and the presentation method of character images related to normal cards (hereinafter referred to as normal character images). Figure 6 The display area of ​​the game device 100 is shown from the perspective of the player when using the game device 100. Figure 6 The display area shown also includes the different viewing angles (different inclinations of the display surfaces) of the support display 201 and upper display 203 when viewing the front display 202 from the front. Furthermore, in the illustrated embodiment, a special card 602 and a regular card 604 are placed on the support surface to facilitate identification of the different presentation methods for each character image.

[0065] As shown in the figure, the special character image 601, which is displayed in response to the special card 602 being placed on the loading surface, is centered on the first screen. The display position of the special character image 601 can vary depending on the position of the special card 602 on the loading surface, but essentially, the image of a portion of the special character image 601 is controlled to be displayed on at least the first screen 600. If the special character image 601 is not entirely contained within the first screen 600, the image of the portion of the special character image 601 that is not contained is displayed on the second screen 610. From the perspective of achieving a three-dimensional visual presentation, it is effective to display the special character image 601 using both the first screen 600 and the second screen 610 at different angles. Therefore, in this embodiment, the special character image 601 is controlled to be drawn on each screen so that the image of the character's lower body is displayed on at least the first screen 600, and the image of the character's upper body is displayed on at least the second screen 610.

[0066] In contrast, a normal character image 611 displayed in response to a normal card 604 being placed on the placement surface is displayed as shown in the second screen 610. The display position of the normal character image 611 can also be changed according to the position of the normal card 604 on the placement surface, but the normal character image 611 is controlled so as to be displayed only on the second screen 610 and not on the first screen 600.

[0067] Thus, the difference between special character image 601 and normal character image 611 is that the former is controlled to be displayed on at least first screen 600 associated with the loading surface, while the latter is controlled not to be displayed on first screen 600. Furthermore, regarding special character image 601 and normal character image 611, the character corresponding to the former is strategically designed to be capable of performing special attack actions, described below, and the former is configured to have a larger display area in the display area than the latter in order to make it more conspicuous in the display area and induce the player to enjoy a more interesting game experience.

[0068] Furthermore, to facilitate identification of characters corresponding to placed cards and characters that appear in the battle game independently of the placed cards, special character images 601 and normal character images 611 are displayed linked to virtual item images 603 and 612. As shown, each virtual item image has a card-like appearance to indicate its correspondence with the placed card. Similar to special character images 601 and normal character images 611, the display position of each virtual item image is controlled based on the movement of the corresponding card on the placement surface, and the image is essentially displayed linked to the character image.

[0069] Here, first screen 600 displays a virtual item image 603 associated with a special card 602 and an associated image 605 associated with the special card 602 and a regular card 604. As shown, virtual item image 603 and associated image 605 differ in appearance, display position, and display size. Specifically, associated image 605 differs from virtual item image 603 in that associated image 605 appears as a simple frame surrounding the corresponding card, whereas virtual item image 603 appears as a card-like object in a space related to the battle game. Furthermore, associated image 605 differs from virtual item image 603 in that associated image 605 is displayed at a position that overlaps with the area where the corresponding card is placed, whereas virtual item image 603 is displayed at a position that does not overlap with the area where the corresponding card is placed. The difference between the related image 605 and the virtual item image 603 is that the related image 605 is displayed in the same display size as the corresponding card, while the virtual item image 603 is displayed in a larger display size than the corresponding card and the related image 605 to be more conspicuous.

[0070] 〈Performances related to designated actions〉

[0071] Next, description will be given of the performance displayed in the display area by performing a move operation on a card placed on the placement surface and recognized while a process related to the battle game is being executed.

[0072] The battle game of this embodiment is a game that progresses in stages. Before the start of each stage, there is a period (action decision period) for accepting operation input related to the decision of the action to be performed by the character being operated in that stage. During this period, the player can specify the action to be performed by the character corresponding to each card by moving the cards placed on the loading surface.

[0073] Specifically, during each action decision period, to prevent a character from being assigned an action not intended by the player, the presentation device 110 first displays an instruction to move all cards to the defense area 302 at the start of the period. This conditional on all cards being placed in the defense area 302 triggers the start of the action decision period. During the action decision period, the player can specify that the character corresponding to the card perform an attack action in the current phase by performing a move operation to move a card from the defense area 302 to the attack area 301. Furthermore, if the player wishes to change the action of a character whose card has been moved to the attack area 301 from an attack action to a defense action, they can specify that the character perform a defense action by performing a move operation to move the card from the attack area 301 to the defense area 302. Furthermore, the player can specify that the character corresponding to the card perform a defense action in the current phase by placing the card in the defense area 302 until the end of the action decision period.

[0074] Here, different performances are presented in the display area depending on whether the character to whom the action is assigned is of the normal type or the special type.

[0075] When the character whose action is designated is a normal type, that is, when the player designates an action by moving a normal card, the performance displayed in the display area is limited to moving the normal character image corresponding to the normal card to the display position corresponding to the action in the second screen, and displaying it with the display effect corresponding to the designated action. More specifically, in the battle game involved in this embodiment, since the attack action of the character corresponding to the normal card is carried out near the playing field (ground) shown in the second screen in the space related to the battle game, the normal character image corresponding to the movement operation related to the designated action is also displayed in the second screen.

[0076] For example, when a move operation is performed on a normal card from the defense area 302 to the attack area 301, that is, when the first type of movement information is obtained, the normal character image corresponding to the card is arranged at the display position for the attack action corresponding to the arrangement position of the card on the loading surface, and is included in the second screen with a light effect of a color indicating the execution of the attack action (e.g., red). Furthermore, for example, when a move operation is performed on a normal card from the attack area 301 to the defense area 302, that is, when the second type of movement information is obtained, the normal character image corresponding to the card is arranged at the display position for the defense action corresponding to the arrangement position of the card on the loading surface, and is included in the second screen with a light effect of a color indicating the execution of the defense action (e.g., blue).

[0077] On the other hand, when the character whose action is designated is of a special type, that is, when the player designates an action by moving a special card, the performance displayed in the display area is not limited to the first screen and the second screen. In the battle game involved in this embodiment, the attack action performed by the character of the special type is a special attack action. The special attack action is different from the attack action performed by the character of the normal type, and its content is that the character moves to the sky and performs a more powerful attack action from the sky on the character of the battle opponent. Therefore, when the attack action is designated for the character of the special type, the performance displayed in the display area includes a movement performance in which the character rises into the sky (a rising performance into the sky).

[0078] Here, the third screen is used to present the upward ascent. That is, the display position of the special character image related to the character designated for the attack action is set to be displayed across the first and second screens before the action is designated, but the display position is changed to the third screen after the action is designated.

[0079] Furthermore, in the fighting game according to this embodiment, in order to make the scale of movement in the upward performance into the sky larger, control is also performed to make the space related to the fighting game displayed on the third screen different. Specifically, in a state where no character has moved into the sky, in order to show the space related to the fighting game including the normal type of characters more extensively, Figure 6 As shown, the space near the game field is displayed using the second screen 610 and the third screen 620. Specifically, the space displayed on the third screen 620 is adjacent to and continuous with the space displayed on the second screen 610. In contrast, when a character moves upward, the space displayed on the third screen 620 switches to a space higher than the space originally displayed on the third screen 620. Therefore, by including a special character image in the switched third screen, it is possible to create the illusion of the character moving to a higher space.

[0080] Figure 7 An example of display transition of the display area related to the upward performance is shown. Figure 7 In order to make the present invention easier to understand, only one special character image 701 is shown as a character image in the display area.

[0081] For example, when a special card is moved from the defense area 302 to the attack area 301, that is, when the first type of movement information is obtained, Figure 7As shown in (a), the special character image 701 corresponding to the card moves to the far side of the loading surface to a predetermined position (moves upward between the first screen 700 and the second screen 710 until the bottom end of the special character image 701 is at the predetermined position in the first screen 700) and then stops. Figure 7 As shown in (b), the space presented in the third screen 720 is switched to the upper space, as shown in FIG. Figure 7 As shown in (c), the special character image 701 gradually moves away from the virtual item image 702 and moves upwards from the first screen 700 to the second screen 710. At this time, since the virtual item image 702 does not move to other screens but is limited to being displayed on the first screen 700, an interesting presentation can be achieved as if the character is flying out of a special card. After this movement has been carried out for a predetermined number of frames, as shown in FIG. Figure 7 As shown in (d), the special character image 701 is not displayed in the display area and is maintained for a predetermined period. During the period when the special character image 701 is not displayed, the performing character moves in the space not displayed in the display area. Figure 7 As shown in (e), the special character image 701 is displayed while its display position gradually moves upward from the bottom end of the third screen 720, and finally moves to the position shown in FIG. Figure 7 The specified display position shown in (f).

[0082] By such a series of display transitions, the upward-ascending performance can be more effectively presented to the player. When the player observes the movement of the special character image 701 involved in the performance in the display area, the movement appears as if the corresponding character moves along the normal direction of the mounting surface.

[0083] Furthermore, if the player wishes to change the action of a character that has moved into the air in this manner from an attack action to a defense action, they can designate the character to perform a defense action by moving the corresponding special card from the attack area 301 to the defense area 302. When the action of a special type of character is changed to a defense action, the performance displayed in the display area includes a movement performance of the character descending from the air (a descent performance from the air).

[0084] Here, the descent from the sky is presented using the third, first, and second screens, similarly to the upward ascent performance. Specifically, the special character image associated with the character assigned a defensive action is displayed on the third screen before the action is assigned, but after the action is assigned, it is displayed across the first and second screens.

[0085] Figure 8An example of display transition of the display area related to the descent performance from above is shown. Figure 8 In order to make the present invention easier to understand, only one special character image 801 is shown as a character image in the display area.

[0086] For example, when a special card is moved from the attack area 301 to the defense area 302, that is, when the second type of movement information is obtained, as shown in FIG. Figure 8 As shown in (a), the special character image 801 corresponding to the card is displayed while its display position gradually moves toward the lower end of the third screen 820. After the movement is performed by an amount corresponding to the prescribed number of frames, as shown in FIG. Figure 8 As shown in (b), the special character image 801 is not displayed in the display area and is maintained for a predetermined period. Figure 8 As shown in (c), the space presented in the third screen 820 is changed again from the sky to a space adjacent to and continuous with the space displayed in the second screen 810. Figure 8 As shown in (d), the special character image 801 gradually moves downward in the third screen 820, the second screen 810 and the first screen 800 in a manner that gradually approaches the virtual item image 802 configured in the first screen 800, and finally moves to Figure 8 The display position connected to the virtual item image 802 as shown in (e) of FIG. Figure 8 As shown in (f) of FIG. 8 , the special character image 801 and the virtual item image 802 move to the display position for the defense action in the first screen 800 .

[0087] This series of display transitions allows the player to more effectively present a descent performance from above. When observing the movement of the special character images 801 involved in this performance within the display area from the player's perspective, this movement appears as if the corresponding character is moving in the direction normal to the mounting surface. This movement is presented as movement in the opposite direction to the upward performance.

[0088] Therefore, when the first category of movement information is obtained for a special card, and when the second category of movement information is obtained, different performances are presented, showing the state changes of the character corresponding to the target card. Furthermore, as described above, the content of the interesting presentation when the actions are assigned to regular and special characters differs, and the areas in the display area where character images can be displayed are also different. That is, the areas in the display area where special character images related to the latter character can be displayed (the first screen, the second screen, and the third screen) are larger than the area (the second screen) where regular character images related to the former character can be displayed.

[0089] Furthermore, actions assigned to the characters being controlled during the action decision period are resolved in a process that determines the progression of the stage to be performed after the period ends. Resolution of actions can, for example, include executing a mini-game to determine the success or failure of an attack action performed by a character being controlled by one player, and then reducing the stamina of the attacked character based on the result and parameters of the character performing the attack. The battle game is configured so that the gameplay experience ends when the stamina of all characters being controlled by any player reaches zero as a result of such an attack action, or a predetermined number of stages have been completed.

[0090] Presentation Control Processing

[0091] Next, regarding the presentation control process for controlling the presentation of information to the display area during the action decision period in the game device 100 of this embodiment, the following is described using the Figure 9 The specific processing will be described with reference to a flowchart. The processing corresponding to the flowchart can be implemented by the control unit 101 reading a corresponding processing program stored in the storage device 102, expanding it in the memory 103, and executing the processing program. Furthermore, the description will assume that the presenting control processing begins when, for example, the action decision period associated with each phase of the battle game begins and it is detected that all cards placed on the placement surface have been moved to the defense area 302.

[0092] In addition, in order to make the invention easier to understand, the following description only describes the presentation control when a card movement operation is performed to newly specify an action for the character to perform. Therefore, the following presentation control is excluded from this flowchart: when a card movement operation is performed to a degree that does not constitute a designated action (a card movement operation within the attack area 301 or the defense area 302), the display position of the corresponding associated image, character image, and virtual item image is changed so that the display position follows the movement operation. However, it is assumed that the control unit 101 determines the display position of each element and causes the GPU 104 to generate a screen obtained by configuring each element at the changed display position.

[0093] In S901, the control unit 101 determines whether the first type of movement information or the second type of movement information has been acquired for the loaded card. If the control unit 101 determines that either type of movement information has been acquired, the process proceeds to S902; if the control unit 101 determines that no movement information has been acquired, the process proceeds to S907.

[0094] In S902, the control unit 101 determines whether the card whose movement information has been acquired (hereinafter referred to as the target card) is a special card. This determination is made by referring to the character type 502, which contains the character information associated with the identification information (character ID 501) of the target card. If the control unit 101 determines that the target card is a special card, the process proceeds to S903. If it determines that the target card is not a special card, that is, a normal card, the process proceeds to S906.

[0095] In S903, the control unit 101 determines whether the acquired movement information for the target card is the first category movement information or the second category movement information. If the control unit 101 determines that the acquired movement information is the first category movement information, the processing proceeds to S904; if it determines that the acquired movement information is the second category movement information, the processing proceeds to S905.

[0096] At S904, GPU 104, under the control of control unit 101, generates a series of screen groups for the display area related to an upward-towards-air ascent performance using the special character image corresponding to the target card. Control unit 101 then controls the presentation device 110 to sequentially display each of the generated screens on the mounting display 201, front display 202, and upper display 203, thereby presenting the upward-towards-air ascent performance. In this upward-towards ascent performance, the special character image associated with the target card is presented separately from its virtual item image.

[0097] On the other hand, if the acquired movement information is determined to be of the second category in S903, then in S905, the GPU 104, under the control of the control unit 101, generates a series of screen groups for the display area related to a descent performance from above using the special character image corresponding to the object card. The control unit 101 then controls the presentation device 110 so that each of the generated screens is sequentially displayed on the mounting display 201, front display 202, and upper display 203, thereby presenting the descent performance from above. In this descent performance from above, the special character image associated with the object card is presented connected to its virtual item image. "Connected" here refers to a state where the edge of the character image is connected to the edge of the virtual item image, or where at least a portion of the character image overlaps with the virtual item image.

[0098] If the target card is determined to be a normal card in S902, then in S906, GPU 104, under the control of control unit 101, generates a screen group in which a normal character image and virtual item image associated with the target card are arranged in a display area on the second screen in a manner corresponding to the designated action. Control unit 101 then controls presentation device 110 to display each of the generated screens on mounting display 201, front display 202, and upper display 203, thereby presenting information related to the designated action.

[0099] In S907, the control unit 101 determines whether the action decision period has ended. If the control unit 101 determines that the action decision period has ended, the present presentation control process is completed. If the control unit 101 determines that the action decision period has not ended, the process returns to S901.

[0100] As described above, the gaming device according to this embodiment can achieve an appropriate and enjoyable presentation for players. More specifically, multiple categories are provided for the usable cards. When a card is placed on a loading surface, the presentation method varies depending on the card category. Specifically, the character image is presented in a more prominent manner, including an area on the loading surface, or only in an area outside the loading surface. This improves the fun of the battle game when using specific cards. Furthermore, when performing an action-related operation, the performance is presented using different images in the display area used for presentation, depending on the card category. This improves both the game's strategic nature and the fun of the battle game.

[0101] Furthermore, while this embodiment describes a method in which a special character image corresponding to a special card is displayed across both the first and second screens when the special card is placed on the placement surface, the present invention is not limited thereto. As long as the special character image is controlled to be displayed on at least the first screen, it may be displayed without using the second screen.

[0102] [Variation 1]

[0103] In the above embodiment, the special character image is an image of a character in a normal standing position, and the special character image is presented separately in the first and second screens, with the lower half of the character's body being presented in the first screen and the upper half of the character's body being presented in the second screen. However, the present invention is not limited to this. The special character image need not be an image of a character in a normal standing position; for example, it may be an image of a character in a handstand or lying down. In this case, it goes without saying that the character's body parts will be different in each screen.

[0104] [Variation 2]

[0105] In the above embodiment, when the first type of movement information is acquired for a special card, the space displayed on the third screen is switched to the upper air, thereby presenting an upward movement performance. However, the present invention is not limited to this. The movement performance of the character corresponding to the special card based on the acquired first type of movement information can be any performance that effectively presents the character's movement by displaying the character on a display different from the display previously used. The space related to the battle game displayed on the display serving as the movement destination can also be any space.

[0106] Furthermore, the performance expressed by the movement of the display position is not limited to the performance showing the movement of the character, and may be a performance showing a change to a different state, such as a change in the character's form.

[0107] [Variation 3]

[0108] In the above embodiment, the parameters of special-type characters are configured to be more advantageous for the progress of the battle game than the parameters of normal-type characters. However, the present invention is not limited to this. For example, a method may be employed in which normal cards and special cards are issued to characters with the same parameters, and when the character moves into the air, the parameters of the character are changed to a state that is more advantageous for the progress of the battle game, thereby indicating the usefulness of the special attack action.

[0109] Furthermore, while allowing players to use special characters with parameters that facilitate the progression of the battle game compared to regular characters by placing special cards can enhance the player's enjoyment, the number of special cards used can also potentially disrupt the game's balance. Therefore, the number of special cards that can be used in a battle game can be limited, for example, to a value less than the number of regular cards used.

[0110] [Variation 4]

[0111] In the above-described embodiment, a special type of character is described as being able to always perform a special attack action by using a special card to perform a movement operation, but the present invention is not limited to this. For example, a condition may be set for the launch of a special attack action, and only when the condition is met, the special attack action is launched in response to a movement operation related to the designation of the attack action, and the movement performance is presented. In one embodiment, a launch meter bar that changes according to the progress of the battle game may be set for the special type of character, and only when the value of the meter bar exceeds a specified value, in response to the acquisition of movement information of the first category, or in response to further operation input to determine the intention to launch the action, the movement performance related to the special attack action is presented.

[0112] [Variation 5]

[0113] In the above-mentioned embodiment, it is described that the first category of movement information for specifying an attack action is obtained in response to an operation of moving the card placed on the loading surface from the defense area 302 to the attack area 301, and the second category of movement information for specifying a defense action is obtained in response to an operation of moving the card placed on the loading surface from the attack area 301 to the defense area 302, but the implementation of the present invention is not limited to this.

[0114] For example, the first type of movement information for specifying an attacking action can be acquired simply in response to a card being moved from the near side to the far side on the loading surface. Similarly, the second type of movement information for specifying a defensive action can be acquired in response to a card being moved from the far side to the near side on the loading surface. Alternatively, to obtain information based on a more specific movement operation, acquisition of each type of movement information can be conditional on the card being moved more than a specified distance on the loading surface.

[0115] [Variation 6]

[0116] In the above embodiment, when the first type of movement information is obtained for a special card, the movement of the character corresponding to the target card is displayed, and the character is instructed to perform a special attack action. However, the present invention is not limited to this. Special attack actions may not be limited to actions that can only be performed by the character corresponding to the special card. As long as the character is used as the starting point, the character corresponding to the normal card can also participate in and perform the special attack action.

[0117] In this case, for example, in a battle game, when an operation input is made to designate a normal-type character that is to collaborate with a special-type character in advance, or when the collaboration conditions are met, the collaboration between the special-type character and the normal-type character is saved in memory 103. Then, when the first category of movement information is obtained for a special card associated with the special-type character, the information stored in memory 103 can be referenced to present the movement performance associated with the normal-type characters collaborating with the special-type character, and to designate special attack actions for all of these characters. In other words, the content of the upward performance is changed to presenting the special character image associated with the special character and the normal character image associated with the collaborating normal-type character by changing the display position of the special character image to the third screen.

[0118] [Other embodiments]

[0119] The present invention is not limited to the above-described embodiment, and various modifications and changes can be made within the scope of the gist of the invention.

[0120] Description of Reference Numerals

[0121] 100: Gaming device; 101: Control unit; 102: Storage device; 103: Memory; 104: GPU; 110: Presentation device; 105: Operation I / F; 106: Communication I / F; 120: Payment device; 130: Reader; 140: Providing device; 201: Mounting display; 202: Front display; 203: Upper display.

Claims

1. A computer program product comprising a program for causing a computer capable of providing a game play experience of a battle game that progresses based on information acquired from a real object to execute the following processing: Acquisition processing, acquiring information of actual items, is to obtain identification information and movement information of actual items; Presentation processing, performing information presentation on the display area, presenting a character image and a virtual item image corresponding to the real item for which information has been acquired, wherein the virtual item image is arranged at a display position that does not overlap with an area where the real item is placed; and a control process for controlling the progress of the battle game and the information presentation in the presentation process, The presentation process includes a first presentation process of presenting the character image and the virtual item image separately, and a second presentation process of presenting the character image and the virtual item image in a connected manner. In the control process, which of the first presentation process and the second presentation process is to be executed as the presentation process is controlled based on the movement information acquired for the actual article.

2. The computer program product according to claim 1, wherein The battle game is a game that progresses based on actual objects placed on the placement surface. The identification information is obtained from an actual article placed on the placement surface via the placement surface, The movement information is acquired based on the movement of the actual article, for which the identification information has been acquired, on the placement surface.

3. The computer program product according to claim 2, wherein: The mobile information includes first category mobile information and second category mobile information. When the movement information of the first category is acquired, the control process controls the execution of the first presentation process.

4. The computer program product according to claim 3, wherein: The fighting game is a game that progresses while changing parameters of a character related to an actual object placed on the placement surface. In the control process, when the parameter of the character exceeds a prescribed value, control is performed so as to execute the first presentation process on the condition that the movement information of the first category is acquired.

5. The computer program product according to claim 3 or 4, wherein: When the movement information of the second category is acquired, the control process controls the execution of the second presentation process.

6. The computer program product according to claim 3 or 4, wherein: The first type of movement information and the second type of movement information are both acquired on the condition that the actual object has been moved on the placement surface for more than a predetermined distance.

7. The computer program product according to claim 3 or 4, wherein: The placement surface is configured to have a plane extending from a near side to a far side relative to a player playing the fighting game. The first type of movement information is obtained under the condition that the actual object is moved from the near side to the far side on the placement surface. The second type of movement information is acquired on the condition that the actual article has moved from the far side to the near side on the placement surface.

8. The computer program product according to claim 3 or 4, wherein: The placement surface includes a first area and a second area adjacent to the first area. The first type of movement information is obtained under the condition that the actual article is moved from the first area to the second area on the placement surface. The second type of movement information is acquired on the condition that an actual article has been moved from the second area to the first area on the placement surface.

9. The computer program product according to any one of claims 2 to 4, wherein: In the first presentation process and the second presentation process, different performances showing the status change of the character related to the real object are presented.

10. The computer program product of claim 9, wherein: The display area includes a first screen and a second screen adjacent to the first screen. In the presentation process, a battle performance between characters related to the battle game is also presented. In the control process, the presentation process is controlled so that the battle performance is presented on the second screen but not on the first screen.

11. The computer program product according to claim 10, wherein: In the first presentation process, a rising performance is presented in which a character related to the real object rises into the sky. In the second presentation process, a descent performance is presented in which a character related to the real object descends from the sky.

12. The computer program product according to claim 10 or 11, wherein: The character image corresponding to the actual object is configured to include a first part image representing a first part of the appearance of the character related to the actual object, and a second part image representing a second part of the appearance of the character. In the second presentation process, at least a portion of the first part image is presented in the second screen, and at least a portion of the second part image is presented in the first screen.

13. The computer program product of claim 12, wherein: The first part is the upper body of the character related to the actual object, The second part is the lower body of the character associated with the actual object.

14. The computer program product according to claim 10 or 11, wherein: The display area further includes a third screen that is not adjacent to the first screen but adjacent to the second screen. In the display area, the areas where the character image can be presented are the first screen, the second screen, and the third screen, while the area where the virtual item image can be presented is limited to the first screen.

15. The computer program product of claim 14, wherein: In the first presentation process, the character image is presented in such a manner that the display position thereof is changed from the first screen to the third screen. In the second presentation process, presentation is performed in such a manner that the display position of the character image is changed from the third screen to the first screen.

16. The computer program product of claim 15, wherein: In the first presentation process and the second presentation process, before the display position of the character image is changed, the character image is not presented in any area of ​​the display area for a predetermined period of time.

17. The computer program product according to claim 15 or 16, wherein: In the first presentation process, the space related to the fighting game presented on the third screen is switched.

18. The computer program product of claim 17, wherein: In the first presentation process, the space presented in the third screen is switched to the upper space.

19. The computer program product according to claim 15 or 16, wherein: When the character image is presented on the third screen, in the control process, parameters of the character associated with the character image are changed to a state that is advantageous for the progress of the fighting game.

20. The computer program product according to claim 15 or 16, wherein: The battle game is a game that progresses as characters related to each of a plurality of actual items whose information has been acquired appear, and is configured to enable battle actions in which a plurality of characters cooperate with each other. In the first presentation process, if the character whose character image display position is changed to the third screen cooperates with another character, the display position of the character image corresponding to the other character is also changed to the third screen for presentation.

21. The computer program product of claim 11, wherein: The first screen includes the placement surface, In the control process, the presentation process is controlled so that the character image and the virtual item image are presented at positions on the placement surface that do not overlap with a region where a real item is placed.

22. The computer program product of claim 21, wherein: The virtual item image is configured to have a display size larger than that of an actual item usable in the fighting game when presented on the first screen.

23. A gaming device capable of providing a gaming experience of a battle game progressing based on information acquired from a real object, the gaming device comprising: an acquisition unit for acquiring information of an actual object, namely, acquiring identification information and movement information of the actual object; a presentation unit configured to present information in a display area by presenting a character image and a virtual item image corresponding to the real item whose information has been acquired by the acquisition unit, wherein the virtual item image is arranged at a display position that does not overlap with an area where the real item is placed; and a control unit that controls the progress of the fighting game and the information presentation by the presentation unit, The presenting unit is configured to execute a first presenting process of presenting the character image and the virtual item image separately, and a second presenting process of presenting the character image and the virtual item image in a connected manner. The control unit controls which of the first presentation process and the second presentation process is to be executed by the presentation unit based on the movement information acquired for the actual article.

24. A game system comprising a real game item and a game device, wherein the game device is capable of providing a game play experience of a battle game that progresses based on information obtained from the real game item, wherein: The gaming device comprises: an acquiring unit configured to acquire information of the actual game item, specifically, to acquire identification information and movement information of the actual game item; a presentation unit that presents information on a display area by presenting a character image and a virtual item image corresponding to the real game item whose information is acquired by the acquisition unit, wherein the virtual item image is arranged at a display position that does not overlap with an area where the real item is placed; and a control unit that controls the progress of the fighting game and the information presentation by the presentation unit, The presenting unit is configured to execute a first presenting process of presenting the character image and the virtual item image separately, and a second presenting process of presenting the character image and the virtual item image in a connected manner. The control unit controls whether the presentation unit executes the first presentation process or the second presentation process based on the movement information acquired for the real game item.

Citation Information

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