Game device, computer program product, and computer-readable recording medium
By obtaining and utilizing strings in AP information and combining with the role-meeting function, the problem of unbalanced game data in a multi-user environment is solved, and the fairness and fun of the game is improved.
Patent Information
- Application Number
- CN202510654114.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2024-06-28
- Filing Date
- 2025-05-21
- Publication Date
- 2025-08-12
AI Technical Summary
In a multi-user environment, existing game devices have uneven access data acquisition due to differences in access points, which affects the fairness and fun of the game.
By obtaining string information related to game elements, using the character meeting function to determine game elements, and controlling their acquisition status in the game, including the assignment of intimacy points and stamps, combined with the detection and selection of AP information, we ensure the fairness and fun of the game experience.
It improves the fun and fairness of the game, enhances the user's gaming experience through randomness and interactivity, and ensures that every user can obtain balanced game data.
Smart Images

Figure CN120459638A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game device and a program, and in particular to an electronic game that utilizes a communication function to provide interesting elements. Background Art
[0002] There is a game device that obtains identification data (MAC address) of an access point within communication range and, when a numerical value obtained by converting the identification data satisfies a condition for obtaining game data, sets the game data to an obtained state in an electronic game (Patent Document 1).
[0003] Prior art literature
[0004] Patent Literature
[0005] Patent Document 1: Japanese Patent Application Laid-Open No. 2007-215777 Summary of the Invention
[0006] Problems to be solved by the invention
[0007] Furthermore, with the recent proliferation of wireless communication technology, there are now numerous access points. Therefore, if identification data is acquired for all access points and calculations related to obtaining game data are performed, the game experience could be hindered, for example, by being unable to progress until the calculations are completed. Therefore, for example, a control scheme could be implemented such that calculations related to obtaining game data are performed after filtering identification data limited to access points with strong radio wave strength.
[0008] On the other hand, in gaming devices designed to be portable, as described in Patent Document 1, there is also a need to provide a shared, enjoyable experience when multiple users bring their own gaming devices together. However, due to the filtering process described above, the access points used for calculations may differ for each gaming device. This may result in different game data being obtained by users with their own gaming devices, or some users being unable to obtain game data, potentially leading to a lack of fairness.
[0009] The object of the present invention is to provide a new technology for enhancing the fun.
[0010] Solutions for solving problems
[0011] A game device according to one embodiment of the present invention is a game device for executing a game, comprising: an acquisition unit for acquiring character string information related to the acquisition of a game element; a determination unit for determining the game element based on the character string information; a display control unit for displaying one or more character string information acquired by the acquisition unit on a display unit in a selectable state; and a control unit for controlling, based on selection of any one of the one or more character string information, the game element determined based on the selected character string information to be in an acquired state in the game.
[0012] Effects of the Invention
[0013] According to the present invention, a new technology for enhancing the fun can be provided. BRIEF DESCRIPTION OF THE DRAWINGS
[0014] Figure 1 It is a diagram illustrating the configuration of a game system according to the embodiment and modified examples of the present invention.
[0015] Figure 2 This is a block diagram illustrating the hardware configuration of the game device 100 according to the embodiment and modified examples of the present invention.
[0016] Figure 3 This is a diagram illustrating a selection screen displayed when a character meeting function is used according to the embodiment and modified examples of the present invention.
[0017] Figure 4 The diagrams illustrate stamps assigned in the character meeting function according to the embodiment and modified examples of the present invention.
[0018] Figure 5 This is a diagram illustrating the performance obtained in the character meeting function according to the embodiment and modification examples of the present invention.
[0019] Figure 6 This is a diagram illustrating a stamp book displaying stamps assigned in the character meeting function according to the embodiment and modified examples of the present invention.
[0020] Figure 7 This is a diagram illustrating a screen for confirming the details of a stamp assigned in the character meeting function according to the embodiment and modified examples of the present invention.
[0021] Figure 8 This is a flowchart illustrating a meeting process executed in the game device 100 according to the embodiment of the present invention.
[0022] Figure 9 This is a flowchart illustrating an acquisition process executed in the game device 100 according to the embodiment of the present invention.
[0023] Figure 10This is a diagram illustrating the structure of various information managed in the game device 100 according to the embodiment and modified examples of the present invention. DETAILED DESCRIPTION
[0024] [Implementation Method]
[0025] The following embodiments are described in detail with reference to the accompanying drawings. The following embodiments are not intended to limit the inventions described in the claims, and not all combinations of features described in the embodiments are essential to the invention. 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.
[0026] The following embodiment describes an example of the present invention being applied to a game device that can execute a game for developing a character corresponding to a user (hereinafter referred to as a development game). However, the present invention can be applied to any device that can execute an electronic game that includes a fun element for obtaining game elements.
[0027] The Structure of Game Systems
[0028] Figure 1 The structure of the game system involved in the embodiment of the present invention is illustrated. As shown in the figure, in the game system, the game device 100 is configured to detect one or more access points (APs) 200 present in the communication range of the game device 100. Each AP 200 separately constructs a wireless communication network of a specified communication method. The game device 100 can join the wireless communication network by establishing a communication connection with the AP 200, and send and receive information with other devices that have joined the wireless communication network. In addition, the game device 100 can also communicate with a server 300 on a network 400 as a wide area communication network (WAN) via the communication connection established between the AP 200. In one embodiment, the server 300 is provided for distributing update data, wherein the update data is used to update at least any one of the programs and data related to the operation of the game device 100, such as the firmware of the game device 100. In this method, the game device 100 stores information for establishing a communication connection with, for example, an AP 200 installed in the home of the user of the game device 100. When the game device 100 detects the presence of new update data on the server 300 at a predetermined update confirmation timing, the game device 100 obtains the new update data from the server 300 via the AP 200. Furthermore, when the new update data is obtained, the game device 100 updates currently stored data such as firmware based on the updated data.
[0029] In this embodiment, the game device 100 is configured as a portable toy and operates using power supplied from a battery (not shown). The game device 100 is configured such that it includes a terminal (not shown) that can be connected to a power source, and the battery can be charged by electrically connecting a commercial power source or the like to the terminal via a power supply cable.
[0030] <Hardware Structure of Game Device>
[0031] Next, use Figure 2 The hardware structure of the game device 100 will be described. Figure 2 This is a block diagram illustrating the hardware configuration of the game device 100 .
[0032] The control unit 101 is a processor such as a CPU, and performs various controls, including controlling the operation of various hardware components included in the game device 100. Specifically, the control unit 101 performs corresponding controls by, for example, reading a required program stored in the storage device 102, expanding the program in the memory 103, and executing the program. Furthermore, the control unit 101 is configured to have a built-in clock, enabling it to obtain the current time.
[0033] The storage device 102 is a device capable of permanently storing information, such as a non-volatile memory. In addition to storing programs related to the operation of the game device 100 and the programs for the development game executed on the game device 100, the storage device 102 also stores information on parameters required to implement various controls. Furthermore, the storage device 102 functions as a database (character DB 121 and friend character DB 122) for various data related to the development game. Furthermore, the memory 103 is a storage device for temporarily storing data, such as a volatile memory. The memory 103 is not only used as an area for developing various programs, but can also be used as a storage area for temporarily storing data output during the operation of various hardware and various controls.
[0034] The character DB 121 is a database that manages information related to characters that can be developed in the development game (character information) as records. In the development game executed in the game device 100 of this embodiment, users can develop characters that grow through multiple growth stages. The character is configured so that its appearance changes each time the growth stage changes. The character DB 121 manages various information about the appearances that the character can take at each growth stage as records. For example, Figure 10As shown in (a), the character information associated with a record includes, in association with a character ID 1001 for uniquely identifying the character's (appearance), graphic information 1002 for drawing the character's appearance, growth stage 1003 indicating the stage at which the character will grow to that appearance, and growth goal information 1004 indicating the appearance the character can grow to from that appearance. Growth goal information 1004 may store information related to the corresponding character ID 1001.
[0035] In addition, the friend character DB 122 is a database that manages information (friend character information) related to characters (hereinafter referred to as friend characters) that appear in the development game by utilizing the character meeting function described later. The details of this database will be described later together with the description of the character meeting function.
[0036] In addition, the storage device 102 also contains an acquisition element DB 123 for managing the progress of the development game related to the character meeting function described later. The acquisition element DB 123 is a database that records information related to game elements that have been acquired in the development game through the use of the character meeting function (acquisition element information). Details of this database will be discussed later in conjunction with the description of the character meeting function.
[0037] The display control device 104 performs display control for displaying various screens related to the development game on the display 110. In this embodiment, the display control device 104 also includes a rendering device such as a graphics chip or GPU, and also performs rendering processing for generating various screens related to the development game. The display control device 104 includes a rendering memory (not shown), which expands the various graphic data read from the storage device 102 and performs prescribed operations to generate various images (screens) related to the development game. The screens and images generated by the display control device 104 are presented to the user by being displayed on the display 110 of the game device 100. The display 110 is a device for displaying information, such as a liquid crystal display, etc., which is provided by the game device 100.
[0038] The operation I / F 105 is a user interface provided by the game device 100 for accepting operation inputs. Upon detecting an operation input, the operation I / F 105 outputs a control signal corresponding to the operation input to the control unit 101. In one embodiment, the operation I / F 105 includes, for example, operation members such as buttons provided on the housing of the game device 100, various sensors, and the like. Furthermore, in an embodiment in which the display 110 is configured to detect touch inputs, the operation I / F 105 includes a touch input detection sensor provided on the display 110.
[0039] The communication I / F 106 is an interface for communicating with external devices included in the game device 100. As described above, the game device 100 of this embodiment is configured to be able to detect the AP 200 that exists within the communication range.
[0040] Game Overview
[0041] The following describes an overview of a game that provides a gaming experience in the game device 100 of the present embodiment. In the present embodiment, the game is described as a character development game that provides character development elements, communication elements between users and characters, and communication elements between characters as fun elements. However, a development game is only one form of a game in which characters appear, and the implementation of the present invention is not limited to this. As long as it is a game in which a character appears and the action is controlled based on the operation input performed by the user, the present invention can be applied. Here, action control is not limited to control by direct operation of the character by the user, but also includes control in which the character's actions and movements are indirectly changed due to changes in parameters or environment as a result of evaluating the operation input performed by the user.
[0042] In development games, users develop their characters by inputting actions related to caring for them. For example, starting with hatching an egg, users sequentially input actions related to the required care to advance through the growth stages, creating a visual experience where the character's appearance changes as they grow.
[0043] Here, the character at each growth stage is configured to display a predefined appearance for that growth stage. In other words, in the development game of this embodiment, the appearances that a character can take at each growth stage are predefined. For example, the character's appearance is determined by the selected egg and the care provided to the character during the growth stage. As described above, the character's appearance is defined as graphic information 1002 in the character information registered in the character DB 121.
[0044] Hereinafter, a character that is a development target of a user in the development game executed in the game device 100 is referred to as a "development character."
[0045] Character Meet-and-Gather Feature
[0046] In addition, in the development game of this embodiment, a "character meeting function" is provided as one of the functions that provides fun elements for the developed character to communicate with other characters. By using this character meeting function, users can search for friend characters and cause an event (meeting event) to occur in which the developed character meets the friend characters found through the search. In this embodiment, the friend characters are NPCs (Non-Player Characters) with pre-defined appearances, etc., and users can use the character meeting function to experience the meeting event at any time. In addition, the development game is configured so that multiple friend characters are provided, and for example, a meeting event in which one of the friend characters is met by using the character meeting function once.
[0047] In the development game, each friend character's intimacy with the character being developed is managed as a parameter. Intimacy is essentially structured to increase based on the number of times the character being developed meets the friend character, that is, the number of times meeting events involving the same friend character occur. In other words, users can increase the intimacy between the friend character and the character being developed by experiencing the same meeting event multiple times.
[0048] Increasing intimacy with friend characters is achieved through the accumulation of intimacy points, one of the game elements awarded during meet-up events. In the development game of this embodiment, when a meet-up event occurs, one intimacy point is essentially awarded to the friend character met during the meet-up event, and this intimacy point becomes earned in the development game. Subsequently, each subsequent meet-up event with the same friend character awards one intimacy point, thus accumulating the earned intimacy points and increasing the total number of earned points.
[0049] In this embodiment, one intimacy point is set to increase the intimacy by 1, and each time the cumulative number increases by 1, the intimacy also increases by 1. In the method in which an upper limit is set for intimacy, a corresponding accumulative number of intimacy points is also set. In the following description, the upper limit of intimacy is set to 5, and the accumulative number of intimacy points is also set to 5. Here, when the cumulative number of intimacy points related to a friend character has reached 5, the following control is performed: when a meeting activity related to the friend character occurs later, the intimacy point is not awarded, or even if the intimacy point is awarded, the intimacy point does not become an acquired state and is not accumulated.
[0050] In addition to awarding intimacy points to the friend characters you meet during the meet-up event, you'll also be awarded stamps related to those friend characters as other game elements. Stamps are game elements that include, for example, an image representing the appearance of the corresponding friend character. Users can browse stamps obtained during the development game in the stamp book, described later, at their desired time.
[0051] In the development game of this embodiment, stamps associated with a friend character are different from intimacy points. These stamps are granted only when the accumulated intimacy points, i.e., the intimacy level, meets a specified condition. In the following description, if the intimacy level reaches 1, 3, or 5 by achieving intimacy points for a friend character met in a meet-up event, a stamp associated with that friend character is also granted in the meet-up event, and the friend character is also achieved in the development game.
[0052] The stamps available for a friend character are assumed to be different in each of the three acquisition opportunities, as detailed below. In the development game of this embodiment, after obtaining a stamp associated with a friend character, subsequent acquisitions of further stamps associated with that friend character will result in a higher-level stamp (which can be defined as a level of value in the development game, such as rank or rarity). In other words, as the intimacy level increases through meet-and-greet activities, higher-level stamps associated with friend characters become available.
[0053] Therefore, in the development game executed on the game device 100 of this embodiment, by utilizing the character meeting function, intimacy points, or intimacy points and stamps, associated with any friend character are acquired through the occurrence of a meeting event. In other words, during the execution of the process related to the meeting event, the acquisition process for bringing these game elements into the acquired state of the user or development character is executed, and information related to the development game is updated.
[0054] In the game device 100 of this embodiment, the basic information about the friend character is managed using the friend character DB 122. As described above, in one record of the friend character DB 122, information related to one friend character is managed as friend character information. For example, Figure 10 As shown in (b), the friend character information associated with a record is constructed to include a character type 1012 indicating the type of the friend character, associated with a friend character ID 1011 for uniquely identifying the friend character, identification information 1013 describing information for identifying the friend character as the friend character to be met in a meeting activity, appearance graphic information 1014 for drawing the appearance of the friend character, and stamp graphic information 1015 for drawing a stamp of the friend character.
[0055] In addition, the acquisition element DB 123 is used to manage information related to game elements that have become acquired in the development game by executing acquisition processing in accordance with the occurrence of the meeting event. In one record of the acquisition element DB 123, information related to the game elements acquired for one friend character information is managed as acquisition element information. For example, Figure 10 As shown in (c), the acquisition element information associated with a record is composed of a cumulative number 1022 of intimacy points accumulated for the friend character and level information 1023 indicating the level of stamps obtained for the friend character (the highest level obtained), associated with a friend character ID 1021 that uniquely identifies the friend character. Thus, by executing acquisition processing as a meeting occurs, a new record of acquisition element information is generated and registered for a friend character that has been met for the first time. Furthermore, for friend characters that have been met in the past, the cumulative number 1022 of acquisition element information already registered for that friend character, or the cumulative number 1022 and level information 1023, is updated.
[0056] Regarding the addition of records to the acquired element DB 123, each user's records vary depending on the progress of the game development, more specifically, the encounter activities that occur through the character encounter function. Therefore, the acquired element DB 123 may initially contain no records. Furthermore, in this embodiment, for convenience, the database (acquired element DB 123) is used to manage information about game elements that have been acquired through the character encounter function. However, the present invention is not limited to this. This information management can be achieved using various methods, such as adding entries to a table stored in the storage device 102.
[0057] <Determination of the role of the friend to be met>
[0058] To increase the randomness and fun of the meeting activity, the friend characters to be discovered in the search related to the use of the character meeting function are configured to change according to the location of the game device 100 and the environment in which the game device 100 is located. In this embodiment, the friend characters to be met by using the character meeting function are configured to detect the AP 200 existing around the game device 100 and determine the friend characters based on information obtained from the AP 200.
[0059] Each AP 200 broadcasts a beacon signal to enable detection of the AP 200. The beacon signal includes at least an identifier for identifying the AP 200. In the development game of this embodiment, the identifier is used to search for a friend character in the character meeting function.
[0060] Hereinafter, the beacon signal is referred to as AP information. The AP information includes at least the BSSID (Basic Service Set Identifier), which serves as the first string information involved in the present invention, and the ESSID (Extended Service Set Identifier), which serves as the identifier of AP 200, the source of the transmission. The ESSID consists of up to 32 half-width alphanumeric characters, while the BSSID is a 48-bit numerical value. However, in hexadecimal notation, it is represented using half-width alphanumeric characters (0-9 and A-F). Therefore, in this manual, both are considered "string information."
[0061] Specifically, when using the character meet-up function, AP information is obtained from APs 200 located around the game device 100. The friend character identified based on the string information (BSSID or ESSID) contained in the AP information is treated as a friend character discovered through search and handled accordingly. In the development game of this embodiment, there are two types of friend characters, and the type of friend character discovered varies depending on the acquired AP information. The following describes the types of friend characters.
[0062] (Ordinary character)
[0063] The first type is a common role. A prescribed number of common roles are set in advance, and one of these common roles is determined based on the AP information. In this embodiment, a common role is determined based on the value of the solution obtained by performing a prescribed operation on the value corresponding to the BSSID in the AP information, so that a meeting can be made regardless of whether a specific AP 200 exists. For example, in a method in which 30 friend roles are set as common roles, numerical values 0 to 29 are assigned to each common role in a non-repeating manner, and the prescribed operation is configured so that the solution is an integer in the value range of 0 to 29. That is, a friend role determined as a common role based on the AP information is a friend role corresponding to a value that is the same as the value of the solution obtained by performing a prescribed operation on the BSSID in the AP information.
[0064] Here, using the BSSID to identify common roles is one aspect of ensuring that the meeting conditions for each of a specified number of common roles are equal. The ESSID can be specified by the AP 200's installer as a string of any number of characters, so when the ESSID is used in calculations, the meeting conditions for common roles may differ. The BSSID is a fixed 48-bit number. A binary number can be processed as a 48-bit value, while a hexadecimal number can be processed as a 12-bit value (string). This eliminates the impact of biased meeting conditions caused by differences in the number of characters in the ESSID.
[0065] Therefore, in the friend character information managed in the friend character DB 122 for ordinary characters, information on a value derived as a result of a predetermined calculation (a value assigned to the friend character) is stored in the identification information 1013. More specifically, in the friend character information for which the character type 1012 indicates that the character is an ordinary character, any value obtained by performing a predetermined calculation on the BSSID is stored in the identification information 1013.
[0066] With this configuration, each common character is not limited to a specific AP 200, and can meet each other regardless of the location or environment of the game device 100 as long as the BSSID of the detected AP 200 meets a predetermined condition.
[0067] (Special Role)
[0068] The second type is a special role. A special role is different from an ordinary role and is configured to be able to meet only when a specific AP200 is detected. For example, a special role can be set as a role that can be determined only based on the AP information obtained from the AP 200 set up in the event venue of a specific event. In this embodiment, when the ESSID in the AP information represents a specific string, it is possible to meet the special role corresponding to the ESSID. In other words, each special role is associated with a unique ESSID (sometimes referred to as a special SSID below), and the corresponding special role can be determined based on the AP information only when the acquired AP information contains the ESSID.
[0069] Here, the ESSID is used to determine a special role because a BSSID is allocated to each wireless communication network, and the same BSSID may be used in multiple wireless communication networks.
[0070] The ESSID information related to the special character can be stored in the friend character identification information 1013 managed for the special character in the friend character DB 122. That is, the special SSID set for the special character is stored in the friend character identification information 1013 where the character type 1012 indicates that the special character is the special character.
[0071] Here, if a user is only able to meet a special character at the event venue to commemorate participation in an event, it is preferable to limit the meeting activities related to the special character to a specific period, such as the event itself. In other words, it is preferable to configure the meeting activities related to the special character so that they do not occur outside of the specific period. Therefore, the special SSID can also be stored in the information 1013 for specifying the friend character information related to the special character for a limited period of time.
[0072] For example, such control can be performed by utilizing an update function that updates the game device 100 by acquiring update data from the server 300. Specifically, for example, the update data distributed immediately before the start date of an activity may include information on a special SSID associated with the corresponding special character, and by performing an upgrade based on the update data, the information 1013 for determining the friend character information associated with the special character may be updated. In this manner, a structure is provided that requires an update of the firmware of the game device 100 or the like in order to participate in an activity and engage in a meet-and-greet activity associated with a special character, thereby prompting the user to perform a main body update, thereby ensuring that a better fun experience is provided. Furthermore, in this method, for example, by utilizing update data distributed immediately after the end date of an activity, the information 1013 for determining the friend character information associated with the special character limited to the activity may be updated by deleting the information on the special SSID associated with the special character.
[0073] <Meet-up event selection>
[0074] Furthermore, depending on the environment in which the game device 100 is located, multiple APs 200 may be present, and multiple AP information may be acquired during detection. In the character meeting function of this embodiment, if multiple APs 200 are detected, and a meeting event is initiated for all of the APs 200, the user cannot use other functions. Therefore, by allowing the user to select the AP information acquired for any of the APs 200, the user can limit the friend characters to be met through the meeting event.
[0075] Therefore, the character meet-up function is configured such that, after detecting surrounding APs 200, the ESSIDs of one or more acquired AP information are displayed on the display 110, prompting the user to select one of the acquired APs. Then, upon inputting an ESSID selection (a selection operation), a meet-up event occurs, in which the user meets the friend character identified by the corresponding AP information. In other words, in the game device 100 of this embodiment, upon starting the character meet-up function, the game device 100 detects surrounding APs 200 and acquires one or more AP information items, then accepts the user's selection operation for which AP information the meet-up event should occur.
[0076] Here, the character string information displayed in a selectable manner is the ESSID included in the AP information because, generally speaking, the ESSID is set by the person who installs the AP 200, etc., as a character string that is easy for humans to identify and remember. As described above, since the intimacy points associated with a friend character are awarded conditionally upon the occurrence of a meeting event associated with that friend character, by displaying the acquired AP information in a selectable manner using the ESSID, the user can easily select previously selected AP information, thereby easily increasing the intimacy with the desired friend character.
[0077] On the other hand, the BSSID is basically automatically determined for the wireless communication network and may not be a character string that is easy for humans to remember. Therefore, in the character meeting function of this embodiment, the BSSID of the acquired AP information is controlled not to be displayed on the display 110.
[0078] exist Figure 3 1 shows an example of the transition of the screen (hereinafter referred to as the selection screen) displayed on the display 110 when the selection operation of the AP information (ESSID) that causes the meeting activity to occur is accepted. Figure 1 In the case where the game device 100 is configured as a portable toy as shown, the number of characters that can be displayed on the display 110 is limited by the size of the characters that can be identified. Figure 3 In the example of , the configuration is such that one ESSID (301 (a to d)) is temporarily displayed on the selection screen, and different ESSIDs are sequentially displayed in response to an operation input related to a screen playback operation.
[0079] When Figure 3In such a manner, when ESSIDs are displayed one by one on the selection screen in a selectable manner, the operations required until the user selects the desired ESSID may become complicated depending on the number of AP information obtained. Therefore, in the game device 100 of this embodiment, for example, it is configured to extract up to 4 AP information starting from the AP information with the strongest signal strength of the received beacon signal (AP information), and display the ESSID contained in the AP information on the selection screen as a selection object for the meeting activity. Figure 3 In the transition example of the selection screen shown, information of up to four APs is extracted and their ESSIDs are displayed as selection targets.
[0080] However, which friend character the AP information corresponds to is specified by the manufacturer of the game device 100, etc., and it is difficult for the user to determine it at a glance. On the other hand, based on the specification that intimacy increases accordingly with the number of occurrences of meeting activities, thereby being able to obtain high-level stamps, it is assumed that the user expects to have meeting activities related to friend characters that have already met, and meeting activities related to friend characters that have not yet met. Therefore, in the game device 100 of this embodiment, for the ESSID shown in the selection screen, the image (302 (a~d)) for revealing the friend character determined based on the AP information containing the ESSID will be displayed in a manner associated with the ESSID. For example, Figure 3 As shown, the image for revelation can be set to an image that displays at least a part of the appearance of the friend character, such as the outline of the corresponding friend character, a part of the decoration, etc., in an unclear manner.
[0081] Furthermore, when extracting a predetermined number of AP information items with the strongest signal strength and displaying them on the selection screen, AP information related to the desired AP 200 may not be included in the selection options. As described above, the opportunities for meeting special characters are limited compared to those for ordinary characters. Therefore, even if a user receives AP information related to a special character using the character meeting function at an event venue, the selection options related to that AP information may not be displayed on the selection screen, which is inconvenient for the user.
[0082] Therefore, in the role meeting function of this embodiment, it is configured as follows: when AP information containing a valid special SSID is obtained, a meeting activity of meeting the special role related to the AP information is forced to occur. That is, when AP information related to the special role is obtained, the meeting activity via Figure 3 By performing the selection operation on the selection screen shown in the figure, a meeting event related to the special character will occur, and the game elements (intimacy points and stamps) related to the special character will become acquired. Figure 3The selection screen shown is displayed for performing a meeting event related to a general character in the character meeting function of this embodiment.
[0083] In addition, when a structure is set such that a meeting activity related to a special character must be forced to occur when AP information related to the special character is obtained, if the user does not move the game device 100 to a position where the AP information cannot be received, a meeting activity related to other friend characters cannot occur. Therefore, the occurrence of a meeting activity related to a special character is configured to be limited to once a day, for example. That is, the following control is performed: when the acquired AP information includes AP information containing a valid special SSID, a meeting activity related to the special character occurs on the condition that the intimacy point related to the corresponding special character does not become an acquired state on the same day. For example, such control can be achieved as follows: logical information indicating whether a meeting activity has occurred on the same day for each special SSID that is set to be currently valid and registered is stored in the memory 103, etc., and the above-mentioned control is achieved by referring to this information.
[0084] Therefore, if the acquired AP information does not include AP information containing a valid special SSID, or if AP information containing a valid special SSID is included but a meeting activity related to the special SSID has already occurred on the same day, such as Figure 3 The selection screen shown is displayed on the display 110. At this time, even if AP information containing a valid special SSID is included in the top specified number of AP information based on signal strength, the AP information is excluded from the display object. This is because: it is preferable to set, for example, that only attendees of the event can obtain game elements related to the special character, and further, displaying together with an image for revealing the special SSID related to the special character will cause the conditions for the occurrence of the meeting event related to the special character to be known. Moreover, when the selection operation of the ESSID that causes the meeting event to occur is accepted via the selection screen, the ordinary character is determined based on the BSSID of the AP information containing the selected ESSID, and the meeting event related to the ordinary character is controlled to occur.
[0085] <Giving Stamp>
[0086] Next, a detailed description will be given of a stamp related to a friend character that has been brought into the acquired state by executing an acquisition process after a meeting event has occurred.
[0087] As described above, in the character meeting function of this embodiment, if the upper limit of intimacy is set to 5 and the intimacy reaches 1, 3, or 5 during the meeting activity, a stamp related to the friend character that has been met is given. In this case, in order to show that the stamp is a proof of intimacy, the higher the intimacy, the higher the level of stamp is given. For example, Figure 4 As shown, the difference in level can be expressed by the color of the stamp, the graphic change of the expression of the friend character shown on the stamp, etc.
[0088] From the perspective of increasing the fun of stamp collecting, a structure such as this, which allows high-level stamps to be obtained sequentially through multiple encounters, is useful. However, AP information for identifying the same common character can be easily obtained from, for example, an access point installed in a home, with which the game device 100 primarily communicates. In such an environment, repeatedly selecting the ESSID associated with that AP 200 makes it easy to obtain stamps associated with the common character corresponding to that AP 200, potentially reducing the fun of stamp collecting. Therefore, in the character encounter function of this embodiment, a time limit is set for assigning intimacy points to the same common character.
[0089] Regarding time restrictions, for example, the granting of intimacy points for the same regular character can be limited to once per day, with more intimacy points granted based on the date. In other words, for a regular character, the intimacy points, or intimacy points and stamps, associated with that regular character can be set to the acquired state again on a date different from the date on which the intimacy points were most recently acquired. In this method, a user must utilize the character meet-up function within the communication range of an AP 200 that provides AP information containing the BSSID identifying the regular character, for five days, until they obtain the highest-level stamp for that regular character.
[0090] On the other hand, since the chances of meeting special characters are limited compared to regular characters, setting the conditions for granting stamps to special characters identical to those for regular characters can be very demanding for users. For example, in a system where AP 200 installed at an event venue provides AP information related to a specific special character, if the conditions for granting stamps are the same as those for regular characters, users would need to visit the event venue over five days to obtain the highest-level stamp associated with that special character.
[0091] Therefore, in the character meeting function of the present embodiment, the conditions for granting intimacy points and stamps of ordinary characters and the conditions for granting intimacy points and stamps of special characters are specified to be different. In more detail, for special characters, it is configured so that an upper limit of intimacy points is granted when they meet for the first time. In addition, intimacy is maximized by this granting, so the highest level stamp is also granted. That is, in the character meeting function of the present embodiment, when AP information containing a special SSID is received, the control is such that the intimacy points related to the special character corresponding to the special SSID are changed to the acquired state by executing the acquisition process, thereby maximizing the intimacy, and based on this, the highest level stamp is changed to the acquired state.
[0092] Therefore, for special characters, image data related to stamps can be prepared for only one level (the highest level). In other words, the levels set for stamps are configured so that there are more common characters than special characters.
[0093] <Get a gig>
[0094] In order to increase the fun of the character meeting function, during the acquisition process, the following performance (acquisition performance) is displayed: presenting the situation where the friend character (target character) based on AP information meets the development character, and the game elements that become the acquisition state.
[0095] The content of the acquired performance changes based on the intimacy level updated by the acquisition process. In one embodiment, the change in the content of the acquired performance can also be represented by a change in the scene where the development character and the target character meet. For example, the background of the performance can be changed, such as a park the first time, a shopping mall the second time, an amusement park the third time, and the target character's room the fourth and fifth times, to show the changing sense of distance between the characters based on the intimacy level.
[0096] Furthermore, as mentioned above, the way intimacy changes for regular characters differs from the way intimacy changes for special characters, so changes to the content of the acquisition performance can be limited to regular characters. That is, in the character meeting function of this embodiment, the intimacy reaches the upper limit when the acquisition process is first executed for a special character, so the content of the acquisition performance associated with the special character can be fixed. Here, the acquisition performance associated with the special character can be the same as the acquisition performance associated with a regular character with an intimacy of 5, or it can be set to content unique to the special character.
[0097] In addition, the acquisition performance can include a performance that shows the increase in intimacy with the character you meet (which becomes an acquisition state based on the intimacy points), and a performance that gives a stamp when the intimacy meets the conditions for giving the stamp (when the intimacy is 1, 3, or 5).
[0098] exist Figure 5 , an example of display related to the performance obtained when the intimacy reaches 3 is shown in FIG.
[0099] like Figure 5 As shown in (a), in this acquisition performance, since a new intimacy point becomes acquired, its cumulative number becomes 3, and thus it shows a situation where the developed character 501 meets the ordinary character 502 in a scene with a game facility corresponding to intimacy 3 (a baseball field in the example in the figure) as the background. Figure 5 (a) also includes an intimacy display 503 showing the cumulative number of intimacy points after processing. In the example shown, intimacy display 503 uses a heart-shaped image element to represent one intimacy point, and three image elements corresponding to the cumulative number are arranged. Because this intimacy display 503 indicates a change in the cumulative number, it can also be set as a time transition, for example, by adding one image element to two image elements, resulting in a change to three image elements.
[0100] In addition, the following progress is obtained: Figure 5 After obtaining the accumulated number of intimacy points after processing in (a), the following Figure 5 As shown in (b), the stamp corresponding to the intimacy level 3 that satisfies the granting condition becomes the acquired state. Figure 5 In (b), an acquisition stamp display 511 is displayed, indicating that the stamp of the normal character corresponding to the intimacy 3 has become an acquisition state.
[0101] This acquisition performance can be displayed at the following times. The acquisition performance for a standard character begins upon selecting one of one or more ESSIDs on the selection screen. On the other hand, the acquisition performance for a special character begins upon the completion of the AP information acquisition period and upon a determination that one of the one or more acquired AP information contains a special SSID. Each acquisition performance is configured to execute acquisition processing before its display and is controlled to reflect the content of the game elements assigned through the current character meet-and-greet function.
[0102] Furthermore, for example, if an ESSID related to a common character that has already set a new intimacy point to the acquired state on the day is selected on the selection screen, the new game element will not be in the acquired state in the acquisition performance related to the common character. Figure 5 The intimacy display 503 and the acquisition stamp display 511 shown only display the situation where the developed character meets the ordinary character as the acquisition performance.
[0103] <Stamp Book>
[0104] The stamps obtained by the character meeting function are configured to be browsed in the stamp book. The stamp book can be configured to be displayed by, for example, selecting a dedicated menu related to the character meeting function.
[0105] In the game device 100 of this embodiment, stamp books are provided separately for ordinary characters and special characters. That is, the stamp book is provided with a stamp book for ordinary characters and a stamp book for special characters, and the user can make the display transition to the stamp book screen by further selecting which stamp book to browse. Figure 6 As shown in FIG. 1 , in each stamp book screen, a list of stamps that have been acquired is displayed on a plurality of pages as needed.
[0106] Figure 6 (a) illustrates a stamp book screen for ordinary characters. In the stamp book screen for ordinary characters, fixed configuration positions (pages and display positions) are assigned to stamps related to each ordinary character. As shown in the figure, in the case where a stamp has been obtained for an ordinary character, the obtained stamp is configured and displayed at the configuration position assigned to the ordinary character. Here, the configured stamp can be a stamp of the last level assigned among the stamps already obtained for the ordinary character (i.e., a stamp of the highest level). For example, in the case where the intimacy of an ordinary character is 4, the stamp displayed in the stamp book for the ordinary character is a stamp that becomes an obtained state when the intimacy reaches 3.
[0107] In addition, if a stamp is not obtained for a common character, the stamp that should be displayed at the configuration position (column) assigned to the common character is displayed in an unrecognizable manner. Figure 6 In the example (a), an image element containing a "?" mark within a stamp-shaped circle is displayed at the location of a regular character that has not yet obtained a stamp. This allows the user to be notified of the presence of regular characters who have not yet obtained a stamp using the regular character stamp book.
[0108] On the other hand, the chances of meeting special characters are limited compared to ordinary characters, and there may be special characters that cannot obtain stamps even if the user desires them, such as if the meeting conditions are not met after the meeting period has passed. Notifying the user of the existence of such stamps through the stamp book is harsh. Therefore, in the stamp book screen for special characters, the placement position for stamps is not set for special characters that have not obtained stamps. As a result, Figure 6 As shown in (b), the stamps related to the special characters are arranged in a front-row aligned manner. Figure 6Example (b) illustrates a stamp book screen for special characters in a case where there are two special characters whose stamps are in the acquired state, and no stamps are arranged in the area in the lower half of the screen.
[0109] In addition, in the stamp book screen, a selection operation for a stamp in the acquired state can be accepted. By selecting any stamp in the list, the display 110 can be transferred to a detail confirmation screen related to the stamp. In the detail confirmation screen, for example, Figure 7 As shown, a selected stamp 701 is displayed larger than the stamp in the stamp book screen so that details can be checked. In the example shown in the figure, the details confirmation screen displays not only the enlarged stamp 701 but also a closeness meter 702 indicating the closeness of the friend character associated with the stamp.
[0110] The intimacy meter 702 represents the cumulative number of intimacy points granted to the corresponding friend character by executing the acquisition process, that is, the intimacy. In the example in the figure, the intimacy meter 702 is represented by five heart-shaped containers, and the intimacy related to the corresponding friend character is represented by how many of the containers are filled. In the character meeting function of this embodiment, the upper limit of the intimacy related to each friend character is set to 5, so Figure 7 Each container of the intimacy meter 702 shown corresponds to one level of intimacy. That is, the number of filled containers in the intimacy meter 702 represents the level of intimacy (accumulated intimacy points). Furthermore, the number of unfilled containers in the intimacy meter 702 represents the number of times a friend character can earn intimacy points. In other words, the number of meetings with the friend character required before the highest-level stamp is obtained.
[0111] Meeting Process
[0112] Next, regarding the meeting process performed in relation to the character meeting function in the game device 100 of this embodiment, the following is described using Figure 8 The specific processing is described with reference to a flowchart. The processing corresponding to the flowchart can be implemented by the control unit 101, for example, reading a corresponding processing program stored in the storage device 102, expanding it in the memory 103, and executing it. In addition, the description assumes that the meeting process is started when an operation input related to the use of the character meeting function is detected.
[0113] In S801, the control unit 101 acquires information about one or more APs by receiving beacon signals broadcast by surrounding APs 200. This process is performed until a predetermined detection time has elapsed, after which the control unit 101 shifts the process to S802.
[0114] In S802, the control unit 101 determines whether there is AP information containing a valid special SSID (hereinafter referred to as special AP information) among the one or more AP information obtained in S801. If the control unit 101 determines that there is special AP information among the obtained AP information, the process proceeds to S803. If the control unit 101 determines that there is no special AP information, the process proceeds to S808.
[0115] In S803, the control unit 101 determines whether the acquisition process has already been executed on the same day for the special AP information. Furthermore, the determination regarding the time range can be made based on the time setting configured for the game device 100. If the control unit 101 determines that the acquisition process has already been executed on the same day for the special AP information, the process proceeds to S808. If it determines that the acquisition process has not already been executed, the process proceeds to S804.
[0116] In S804, the control unit 101 identifies the special character corresponding to the special AP information. Specifically, based on the ESSID included in the special AP information, the control unit 101 identifies the friend character information containing the ESSID in the identification information 1013 from the friend character DB 122, and identifies the special character based on the friend character information.
[0117] In S805 , the control unit 101 causes a meeting event related to the special character determined in S804 to occur.
[0118] In S806 , the control unit 101 executes an acquisition process of providing a game element to the special character identified in S804 and setting the special character to an acquired state.
[0119] <Get Processing>
[0120] Here, refer to Figure 9 The details of the acquisition process performed in this step will be described with reference to the flowchart of FIG. In addition, in the description of this acquisition process, the friend character that is the processing object is referred to as the object character.
[0121] In S901, the control unit 101 determines whether the target character's intimacy has reached the upper limit. This determination can be made by referring to the accumulated number 1022 of acquired element information related to the target character. If the control unit 101 determines that the target character's intimacy has reached the upper limit, it completes the acquisition process. If it determines that the upper limit has not been reached, the process shifts to S902.
[0122] In S902, the control unit 101 performs a process of assigning intimacy points to the target character. This process updates the accumulated number 1022 of the acquired element information related to the target character, and the newly assigned intimacy points enter an acquired state.
[0123] In S903, the control unit 101 determines whether the target character's intimacy satisfies the conditions for granting a stamp. In the development game of this embodiment, the conditions for granting a stamp are set to intimacy levels of 1, 3, or 5. The control unit 101 makes this determination based on whether the cumulative value 1022 of the acquired element information related to the target character, updated in S902, meets any of these conditions. If the control unit 101 determines that the target character's intimacy satisfies the conditions for granting a stamp, the process transitions to S904. If the control unit 101 determines that the conditions for granting a stamp are not met, the acquisition process completes.
[0124] In S904, the control unit 101 performs a process of assigning a stamp related to the target character and completes the acquisition process. This process updates the level information 1023 of the acquisition element information related to the target character, and the stamp of the level corresponding to the intimacy of the target character enters the acquisition state.
[0125] When the acquisition process is completed in this manner, the control unit 101 transfers the meeting process to S806.
[0126] In S807, based on the results of the acquisition process, control unit 101 controls display control device 104 to display information related to the meet-up event on display 110. This display related to the meet-up event also includes causing display 110 to display the acquisition performance as described above. Furthermore, when the display related to the meet-up event ends, control unit 101 completes the meet-up process.
[0127] On the other hand, if it is determined in S802 that the acquired AP information does not contain any special AP information, or if it is determined in S803 that the acquisition process for the special AP information has already been performed on the same day, the control unit 101 extracts the AP information to be displayed on the selection screen in S808. As described above, in the character meeting function of this embodiment, the AP information (excluding the special AP information) acquired from the top four APs 200 with the strongest signal strength is extracted as the AP information to be displayed on the selection screen.
[0128] In S809, the control unit 101 identifies the corresponding common role for each piece of AP information extracted in S808. Specifically, based on the value obtained by performing a predetermined operation on the value corresponding to the BSSID included in the extracted AP information, the control unit 101 identifies the friend role information containing the value in the identification information 1013 from the friend role DB 122, and identifies the common role based on the friend role information.
[0129] In S810 , the control unit 101 controls the display control device 104 to display, on the display 110 , a selection screen including the ESSID of the extracted AP information and an image for revealing the normal character identified in S809 .
[0130] In S811, the control unit 101 determines whether an operation has been performed to select an ESSID for a meetup event. If the control unit 101 determines that an operation has been performed, the process moves to S812. If the control unit 101 determines that no operation has been performed, the process of this step is repeated.
[0131] In S812, the control unit 101 causes a meeting event of the general character associated with the selected ESSID to occur.
[0132] In S813 , the control unit 101 executes an acquisition process for the normal character associated with the ESSID that has been selected.
[0133] When the acquisition process is completed, the control unit 101 controls the display control device 104 based on the result of the acquisition process in S814 to display information related to the meeting event on the display 110. When the display related to the meeting event ends, the control unit 101 completes the meeting process.
[0134] As described above, according to the game device of this embodiment, it is possible to provide new technology that enhances fun.
[0135] [Variation 1]
[0136] In the above embodiment, the following configuration is used for illustration: by adjusting the range of solutions obtained by performing a predetermined operation on the values corresponding to the BSSID for ordinary characters, the meeting conditions for a predetermined number of ordinary characters are made uniform. However, the present invention is not limited to this. For example, limited meeting conditions may be set for a subset of ordinary characters who are friends. As one approach, the acquisition process may be limited to executing within a specific time range, such as a season or time period, for a subset of ordinary characters.
[0137] [Variation 2]
[0138] In the above embodiment, to facilitate understanding of the invention, the description of the meeting process assumes that at most one AP information containing a special SSID as its ESSID exists in the acquired AP information. However, the present invention is not limited to this. For example, multiple APs 200 configured with special SSIDs may be installed at the same time. In this case, multiple AP information containing a special SSID as its ESSID may exist within the acquired AP information. In this manner, although meeting activities related to other special characters can occur after a meeting activity is forced for one AP information associated with a special character, there is a possibility that the user may not notice the existence of the corresponding AP information and stop using the character meeting function. Therefore, if, after a meeting activity for a special character occurs, other AP information related to a special character for which a meeting activity was not forced, this fact is notified to encourage the user to use the character meeting function again. Alternatively, instead of such a notification, control can be performed to continue forcing meeting activities related to other special characters.
[0139] [Variation 3]
[0140] While the above-described embodiments and variations illustrate a configuration in which the highest-level stamp of a special character is obtained by executing the acquisition process once, the present invention is not limited thereto. As long as the acquisition ease of game elements associated with special characters is set higher than that of game elements associated with standard characters, the highest-level stamp associated with a special character may be obtained only after executing the acquisition process twice or more.
[0141] [Variation 4]
[0142] In the above-mentioned embodiments and variations, a structure is described in which the intimacy points or stamps are changed to the acquired state in the acquisition process related to the meeting activity before the intimacy reaches the upper limit, but the implementation of the present invention is not limited to this. In addition, with respect to the game elements that are changed to the acquired state in connection with the meeting activity, in addition to this, it can also include a performance that is displayed due to the occurrence of the meeting activity even if the acquisition process has been performed on the same day or the intimacy has reached the upper limit (including a performance that is not accompanied by the acquisition of intimacy points or stamps). In this method, a game element such as the display opportunity of the performance related to the meeting activity is provided for the friend character to be met. In addition, the game elements that are changed to the acquired state in the implementation of the present invention are not limited to these, and can include other game elements related to the game executed in the game device 100.
[0143] [Variation 5]
[0144] In the above embodiments and variations, a configuration is described in which a normal role is determined based on the BSSID included in the AP information, and a special role is determined based on the ESSID. However, the present invention is not limited thereto. For example, a configuration may be employed in which a special role is determined based on a combination of the BSSID and ESSID included in the AP information.
[0145] [Variation 6]
[0146] In the above-described embodiment and variations, a configuration is described in which the roles of friends to be met in a meet-up event are determined based on character string information included in AP information received from AP 200. However, the present invention is not limited thereto. The character string information used to determine the roles of friends may also be obtained by other methods, such as detecting the character string from a captured image.
[0147] [Summary of Implementation Methods]
[0148] The above-mentioned embodiments disclose at least the following game devices and programs.
[0149] (1) A game device is a game device for executing a game, comprising:
[0150] an acquisition unit that acquires character string information related to acquisition of game elements;
[0151] a determining unit for determining a game element based on the character string information;
[0152] a display control unit configured to display the one or more character string information acquired by the acquisition unit on a display unit in a selectable state; and
[0153] The control unit controls, based on selection of any one of the one or more character string information, a game element specified based on the selected character string information to be in an acquired state in the game.
[0154] (2) The game device according to (1), wherein:
[0155] The character string information is composed of first character string information and second character string information.
[0156] The determination unit determines a game element based on at least either one of the first character string information and the second character string information of the character string information.
[0157] (3) The game device according to (2), wherein:
[0158] The specifying unit specifies a game element based on the second character string information, on the condition that the second character string information indicates a predetermined character string.
[0159] (4) The game device according to (3), further comprising:
[0160] a storage unit that stores the prescribed character string; and
[0161] an updating unit that updates at least any one of a program and data related to the operation of the game device,
[0162] The predetermined character string is configured to be changeable based on an update performed by the updating unit.
[0163] (5) The game device according to (3) or (4), wherein:
[0164] The determining unit determines a game element based on the first character string information on the condition that the second character string information does not represent the predetermined character string.
[0165] (6) The game device according to any one of (3) to (5), wherein:
[0166] The display control unit displays the second character string information of one or more character string information on the display unit in a selectable state, but does not display the first character string information of one or more character string information on the display unit.
[0167] (7) The game device according to (6), wherein:
[0168] The display control unit causes the display unit to display, for each of the one or more character string information, an image for revealing a game element specified based on the first character string information in association with the second character string information of the character string information.
[0169] (8) The game device according to (6) or (7), wherein:
[0170] The display control unit does not display the second character string information indicating the predetermined character string on the display unit.
[0171] (9) The game device according to any one of (3) to (8), wherein:
[0172] A management unit is further provided for managing game elements that are in an acquired state in the game.
[0173] The control unit controls the game element to be in the acquired state regardless of the selection of the one or more string information, on the condition that the one or more string information includes the second string information representing the specified string and the game element determined based on the second string information has not been in the acquired state.
[0174] (10) The game device according to (9), wherein:
[0175] The game elements include a first type of game elements and a second type of game elements,
[0176] The determining unit determines the first type of game element based on the first character string information, and determines the second type of game element based on the second character string information.
[0177] (11) The game device according to (10), wherein:
[0178] One game element of the second type can be identified based on one type of the second character string information, and one game element of the first type can be identified based on multiple types of the first character string information.
[0179] (12) The game device according to (10) or (11), wherein:
[0180] The number of times that the first type of game element can be set to the acquisition state is greater than the number of times that the second type of game element can be set to the acquisition state.
[0181] (13) The game device according to any one of (10) to (12), wherein:
[0182] The control unit controls the same first-type game element to be in the acquired state again under the condition that the time range is different from the time range in which the same first-type game element was most recently in the acquired state.
[0183] (14) The game device according to any one of (10) to (13), wherein:
[0184] For each game element, there are more than one level of elements.
[0185] The control unit controls the game element specified based on the selected character string information to be in an acquired state at a level based on the number of times the game element has been in an acquired state.
[0186] (15) The game device according to (14), wherein:
[0187] Regarding the number of levels set for game elements, the number of the first type of game elements is greater than the number of the second type of game elements.
[0188] (16) The game device according to any one of (10) to (15), wherein:
[0189] The system further comprises a browsing unit for displaying a list of game elements in an acquired state on the display unit.
[0190] The browsing unit displays the first type of game elements and the second type of game elements in different lists on the display unit.
[0191] (17) The game device according to (16), wherein:
[0192] The first type of game elements that have not been acquired are included in the list of the first type of game elements in an unrecognizable manner, while the list of the second type of game elements does not include the second type of game elements that have not been acquired.
[0193] (18) The game device according to (16) or (17), wherein:
[0194] The display control unit further causes the display unit to display, for a game element selected from the list of game elements that have entered the obtained state, the number of times the game element has entered the obtained state.
[0195] (19) The game device according to (18), wherein:
[0196] For each game element, the upper limit of the number of times it can be set to the acquisition state is set.
[0197] The display control unit further causes the display unit to display, for a game element selected from the list of game elements in the acquired state, a remaining number of times the game element can be brought into the acquired state.
[0198] (20) The game device according to any one of (10) to (19), wherein:
[0199] The display control unit further causes the display unit to display an acquisition performance related to the acquisition of the game element.
[0200] (21) The game device according to (20), wherein:
[0201] The display control unit causes the display unit to display the acquisition performance associated with the second type of game element specified by the second character string information on the condition that one or more character string information includes the second character string information indicating the predetermined character string.
[0202] (22) The game device according to (21), wherein:
[0203] The display control unit displays the obtained performance related to the first type of game element specified by the first character string information of the selected character string information on the display unit based on the selection of any one of the one or more character string information.
[0204] (23) The game device according to (22), wherein:
[0205] The content of the acquisition performance associated with the first type of game element changes based on the number of times the first type of game element becomes an acquisition state, while the content of the acquisition performance associated with the second type of game element is fixed regardless of the number of times the second type of game element becomes an acquisition state.
[0206] (24) The game device according to (23), wherein:
[0207] At least the context of the acquisition performance associated with the first type of game element changes based on the number of times the first type of game element becomes acquired.
[0208] (25) A game device according to (23) or (24), wherein:
[0209] The acquisition performance related to the first type of game element includes a display indicating the number of times the first type of game element has entered an acquired state.
[0210] (26) The game device according to any one of (2) to (25), wherein:
[0211] further comprising a communication unit for communicating with an access point,
[0212] The acquisition unit acquires the character string information from an access point that has performed communication via the communication unit.
[0213] (27) The game device according to (26), wherein:
[0214] The first string of information is the BSSID of the access point.
[0215] The second character string information is the ESSID of the access point.
[0216] (28) A program for causing a computer to function as each unit of the game device described in any one of (1) to (27).
[0217] [Other embodiments]
[0218] 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.
[0219] Description of Reference Numerals
[0220] 100: Game device; 101: Control unit; 102: Storage device; 103: Memory; 104: Display control device; 105: Operation I / F; 106: Communication I / F; 110: Display; 121: Character DB; 122: Friend character DB; 123: Acquisition element DB; 200: Access point (AP).
Claims
1. A gaming device for executing a game, comprising: an acquisition unit that acquires character string information related to acquisition of game elements; a determining unit for determining a game element based on the character string information; a display control unit configured to display the one or more character string information acquired by the acquisition unit on a display unit in a selectable state; as well as The control unit controls, based on selection of any one of the one or more character string information, a game element specified based on the selected character string information to be in an acquired state in the game.
2. The game device according to claim 1, wherein The character string information is composed of first character string information and second character string information. The determination unit determines a game element based on at least either one of the first character string information and the second character string information of the character string information.
3. The game device according to claim 2, wherein: The specifying unit specifies a game element based on the second character string information, on the condition that the second character string information indicates a predetermined character string.
4. The game device according to claim 3, further comprising: a storage unit that stores the prescribed character string; and an updating unit that updates at least any one of a program and data related to the operation of the game device, The predetermined character string is configured to be changeable based on an update performed by the updating unit.
5. The game device according to claim 3, wherein: The determining unit determines a game element based on the first character string information on the condition that the second character string information does not represent the predetermined character string.
6. The game device according to claim 3, wherein: The display control unit displays the second character string information of one or more character string information on the display unit in a selectable state, but does not display the first character string information of one or more character string information on the display unit.
7. The game device according to claim 6, wherein: The display control unit causes the display unit to display, for each of the one or more character string information, an image for revealing a game element specified based on the first character string information in association with the second character string information of the character string information.
8. The game device according to claim 6, wherein: The display control unit does not display the second character string information indicating the predetermined character string on the display unit.
9. The game device according to claim 3, wherein: A management unit is further provided for managing game elements that are in an acquired state in the game. The control unit controls the game element to be in the acquired state regardless of the selection of the one or more string information, on the condition that the one or more string information includes the second string information representing the specified string and the game element determined based on the second string information has not been in the acquired state.
10. The game device according to claim 9, wherein The game elements include a first type of game elements and a second type of game elements, The determining unit determines the first type of game element based on the first character string information, and determines the second type of game element based on the second character string information.
11. The game device according to claim 10, wherein: One game element of the second type can be identified based on one type of the second character string information, and one game element of the first type can be identified based on multiple types of the first character string information.
12. The game device according to claim 10, wherein: The number of times that the first type of game element can be set to the acquisition state is greater than the number of times that the second type of game element can be set to the acquisition state.
13. The game device according to claim 10, wherein: The control unit controls the same first-type game element to be in the acquired state again under the condition that the time range is different from the time range in which the same first-type game element was most recently in the acquired state.
14. The game device according to claim 10, wherein: For each game element, there are more than one level of elements. The control unit controls the game element specified based on the selected character string information to be in an acquired state at a level based on the number of times the game element has been in an acquired state.
15. The game device according to claim 14, wherein Regarding the number of levels set for game elements, the number of the first type of game elements is greater than the number of the second type of game elements.
16. The game device according to claim 10, wherein The system further comprises a browsing unit for displaying a list of game elements in an acquired state on the display unit. The browsing unit displays the first type of game elements and the second type of game elements in different lists on the display unit.
17. The game device according to claim 16, wherein: The first type of game elements that have not been acquired are included in the list of the first type of game elements in an unrecognizable manner, while the list of the second type of game elements does not include the second type of game elements that have not been acquired.
18. The game device according to claim 16, wherein: The display control unit further causes the display unit to display, for a game element selected from the list of game elements that have entered the obtained state, the number of times the game element has entered the obtained state.
19. The game device according to claim 18, wherein For each game element, the upper limit of the number of times it can be set to the acquisition state is set. The display control unit further causes the display unit to display, for a game element selected from the list of game elements in the acquired state, a remaining number of times the game element can be brought into the acquired state.
20. The game device according to claim 10, wherein The display control unit further causes the display unit to display an acquisition performance related to the acquisition of the game element.
21. The game device according to claim 20, wherein: The display control unit causes the display unit to display the acquisition performance associated with the second type of game element specified by the second character string information on the condition that one or more character string information includes the second character string information indicating the predetermined character string.
22. The gaming device according to claim 21, wherein The display control unit displays the obtained performance related to the first type of game element specified by the first character string information of the selected character string information on the display unit based on the selection of any one of the one or more character string information.
23. The gaming device according to claim 22, wherein: The content of the acquisition performance associated with the first type of game element changes based on the number of times the first type of game element becomes an acquisition state, while the content of the acquisition performance associated with the second type of game element is fixed regardless of the number of times the second type of game element becomes an acquisition state.
24. The gaming device according to claim 23, wherein: At least the context of the acquisition performance associated with the first type of game element changes based on the number of times the first type of game element becomes acquired.
25. The gaming device according to claim 23, wherein The acquisition performance related to the first type of game element includes a display indicating the number of times the first type of game element has entered an acquired state.
26. The gaming device according to claim 2, wherein: further comprising a communication unit for communicating with an access point, The acquisition unit acquires the character string information from an access point that has performed communication via the communication unit.
27. The gaming device according to claim 26, wherein: The first character string information is a basic service set identifier (BSSID) of an access point. The second character string information is an extended service set identifier (ESSID) of an access point.
28. A computer program product comprising a program for causing a computer to function as each unit of the game device according to any one of claims 1 to 27.
29. A computer-readable recording medium having recorded thereon a program for causing a computer to function as each unit of the game device according to any one of claims 1 to 27.
Citation Information
Patent Citations
Game apparatus, and control method and program of game apparatus
JP2007215777A