Computer program product, game device, and computer-readable storage medium
By managing communication and character combinations between gaming devices and controlling the use of interactive functions, new game elements are introduced, solving the problem of monotonous character relationships and increasing the game's fun and user engagement.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-12-11
- Publication Date
- 2026-03-10
AI Technical Summary
In video games, if a marital relationship is not established, the desired parental role cannot be developed, leading to a decrease in user interest.
By communicating between gaming devices, the combination of characters to appear is determined, and based on the intimacy and category information of the character combination, the number of times and conditions for the use of interactive functions are controlled, and new game elements such as eggs are added to increase the differences in intimacy between characters and the fun.
It provides a highly engaging gaming experience, avoiding the mechanical egg-collecting process through interactions and changes in intimacy between characters, thus increasing the game's diversity and user engagement.
Smart Images

Figure CN121623327A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to a program and a game device, and more particularly to a video game in which multiple characters can appear. Background Technology
[0002] In interactive games where characters interact with each other, there exists an electronic game where, in the case of establishing a marriage relationship with another character, an egg is given to the character as a new child to raise (Patent Document 1).
[0003] Existing technical documents
[0004] Patent documents
[0005] Patent Document 1: Japanese Patent Application Publication No. 2020-006264 Summary of the Invention
[0006] The problem the invention aims to solve
[0007] However, in video games like Patent Document 1, if a marital relationship is not established in the interactive game, it is impossible to cultivate child roles with the desired parent-child relationship, which may reduce the user's interest in the video game.
[0008] The purpose of this invention is to provide a program and gaming device that offer a highly engaging gaming experience.
[0009] Solution for solving the problem
[0010] One aspect of the present invention provides a program for causing a computer executing a game in which a character appears to perform the following processes: a communication process for communicating with other computers; a first determination process for determining a first character appearing in a game on the computer; a second determination process for determining a second character appearing in a game on other computers; an assignment process for assigning new game elements conditioned on communication with other computers; and a first control process for determining the number of communications with other computers required up to the assignment of new game elements based on the combination of the first and second characters.
[0011] The effects of the invention
[0012] According to the present invention, a highly engaging gaming experience can be provided. Attached Figure Description
[0013] Figure 1 This is a diagram illustrating the external structure of a game device 100 according to embodiments and variations of the present invention.
[0014] Figure 2 This is a block diagram illustrating the hardware structure of a game device 100 according to embodiments and variations of the present invention.
[0015] Figure 3 This is a diagram illustrating a structural example of the data referenced in the game device 100 according to embodiments and variations of the present invention.
[0016] Figure 4 This is a flowchart illustrating the interactive processing performed in the game device 100 according to embodiments and variations of the present invention. Detailed Implementation
[0017] [Implementation Method 1]
[0018] The embodiments will now be described in detail with reference to the accompanying drawings. Furthermore, the embodiments described below are not intended to limit the invention as defined in the claims, and not all combinations of features described in the embodiments are necessarily essential to the invention. Two or more features described in the embodiments can be combined arbitrarily. Additionally, the same or identical structures are labeled with the same reference numerals, and redundant descriptions are omitted.
[0019] The following description illustrates an embodiment of the invention applied to a game device capable of playing a game in which at least one object character appears and whose appearance changes as the game progresses. However, the invention can be applied to any device capable of playing video games with character appearances.
[0020] As one way of applying the present invention, the video game illustrated in the following embodiments is configured to provide users with a fun experience of growing up a character by changing its appearance sequentially. For example, it may be configured so that the appearance changes depending on how the user cares for the character. Hereinafter, from the viewpoint that the appearance of the character evolves with growth, the video game illustrated in this embodiment will be referred to as an "evolution game". Furthermore, evolution games are merely one way of applying the present invention to video games, and the implementation of the present invention is not limited to a specific type of game like evolution games.
[0021] The Structure of Gaming Devices
[0022] Figure 1 The external structure of the game device 100 in this embodiment is illustrated. In this embodiment, the game device 100 is configured as a portable toy and operates using power supplied by a rechargeable battery or dry cell battery (not shown). When operating using a rechargeable battery, the game device 100 is configured to have a terminal (not shown) that can be connected to a power source. A commercial power supply or the like is electrically connected to this terminal via a power cable, thereby enabling the rechargeable battery to be charged.
[0023] <Hardware Structure of Gaming Devices>
[0024] Next, use Figure 2 Explain the hardware structure of the game device 100. Figure 2 This is a block diagram illustrating the hardware structure of the gaming device 100.
[0025] The control unit 101 is a processor such as a CPU, which performs various controls, including the operation control of the various hardware components of the game device 100. Specifically, the control unit 101, for example, reads the required program stored in the storage device 102, expands and executes the program in the memory 103, thereby performing corresponding controls. In addition, the control unit 101 has a built-in clock, configured to obtain the current time.
[0026] Storage device 102 is, for example, a non-volatile memory or other device capable of permanent information storage. In addition to storing programs related to the operation of the game device 100 and the program for the evolution game executed on the game device 100, storage device 102 also stores information on parameters required for various controls. Furthermore, storage device 102 also functions as a database (character DB 121) for various data related to the evolution game. On the other hand, memory 103 is, for example, a volatile memory or other storage device used for temporary data storage. Memory 103 can be used not only as an expansion area for various programs but also as a storage area for temporarily storing data output during the operation of various hardware and various control processes.
[0027] Character DB 121 is a database that manages information (character information) related to characters that can be developed in the evolution game. In the evolution game running on the game device 100 of this embodiment, the user can develop a character that grows through multiple growth stages. The character's appearance changes each time a growth stage changes. Character DB 121 manages various information as records for each appearance that the character can adopt at each growth stage. For example, such as... Figure 3 As shown in (a), the character information involved in a record is configured to include, in association with the character ID 301 used to uniquely identify the character's (appearance), graphic information 302 describing the character's appearance, growth stage 303 indicating the growth stage of the character to become that appearance, and growth target information 304 indicating the appearance the character can grow from that appearance. The growth target information 304 may store information about the corresponding character ID 301.
[0028] In addition, the character information includes category information 305 that is inherently defined for each character. Category information 305, for example, represents information used to determine the character's type (race), lineage (attribute), and other classifications (hereinafter referred to as categories) to which the character belongs. Category information is primarily referenced when providing engaging elements in the evolution game that represent the compatibility between characters. In the evolution game of this embodiment, each trainable character is assigned to one of a pre-defined plurality of categories, and the category information 305 is configured to uniquely identify one of the plurality of categories.
[0029] The display control device 104 performs display control on the display 110 to show various images related to the evolution game. In this embodiment, the display control device 104 also includes a graphics processing unit (GPU) such as a graphics chip, and performs rendering processing to generate various images related to the evolution game. The display control device 104 includes a rendering memory (not shown), and generates various images (screens) related to the evolution game by expanding various graphics data read from the storage device 102 and performing prescribed operations. The screens and images generated by the display control device 104 are presented to the user, for example, by displaying them on the display 110 of the game device 100. The display 110 is, for example, an information display device included in the game device 100, such as a liquid crystal display.
[0030] Communication I / F 106 is a communication interface provided by the game device 100 for communicating with external devices. As described above, the game device 100 of this embodiment is configured to have connection terminals (not shown), and by connecting these connection terminals to each other, information communication can be performed with other game devices 100.
[0031] Operation I / F 105 is a user interface provided by the gaming device 100 for accepting operation inputs. When operation I / F 105 detects that an operation input has been made, it outputs a control signal corresponding to the operation input to the control unit 101. In a configuration where the display 110 is capable of detecting touch input, operation I / F 105 may include a touch input detection sensor provided on the display 110. Furthermore, operation I / F 105 may, for example, include various operating components provided on the housing of the gaming device 100.
[0032] Game Summary
[0033] Hereinafter, an overview of the evolution game that provides a gaming experience on the game device 100 in this embodiment will be described.
[0034] In evolution games, users can nurture a character by performing actions related to caring for that character. Evolution games, for example, begin by hatching an egg, and progress through growth stages (development stages) by sequentially performing actions related to the required care, thus changing the character's appearance as it grows. Growth stages refer to the concept of various phases (e.g., egg stage, baby stage, kids stage, young stage, adult stage) derived from dividing the character's growth process in the evolution game into multiple stages, progressing based on conditions such as the time elapsed during nurturing.
[0035] Here, the character at each growth stage is configured to display a pre-defined appearance for that growth stage. In other words, in the evolution game of this embodiment, the appearance that the target character can adopt at each growth stage is pre-defined, for example, depending on the selected egg and the care received during previous growth stages. As described above, the character's appearance is defined as graphic information 302 in the character information registered in character DB 121. That is, the evolution game is configured such that, by progressing the development of the target character, the appearance of the target character changes to one of a variety of pre-defined appearances.
[0036] The appearances that a target character can adopt in the evolution game—that is, the various appearances predefined for the evolution game—are each given a separate name, and each appearance can also be considered a character with an inherent name. In other words, each character that can appear in the evolution game is given a separate name, and changes in appearance due to a character's growth can be considered as evolving from a character A (name) before growth to a character B (name) after growth. Users can repeatedly play the evolution game, using the character that hatches from the egg as the target character, for example, by obtaining new eggs. In this process, the target character can "evolve into a specific character." Therefore, in the following description, "the appearance of the target character changes to the appearance of a specific character" is sometimes simply referred to as "evolving into a specific character."
[0037] In other words, a game device 100 is configured to repeatedly execute an evolution game that progresses while evolving a target character. That is, in the game device 100, whenever an evolution game related to a target character has been executed for a period of time and the target character is switched to a new character, the evolution game that has been executed up to this point ends, and an evolution game related to the new character begins. In this way, in a game device 100, the game of raising a character continues while switching target characters one by one, so the concept of "generations" is set up to manage the characters raised in the game device 100. That is, in a game device 100, assuming that the target character in the first evolution game is the first generation, then the evolution game of the first generation target character ends and the new evolution game target character is the second generation, then the evolution game of the second generation target character ends and the new evolution game target character is the third generation, and so on, the generation number of the target character is increased sequentially while repeatedly executing the evolution game.
[0038] Therefore, the characters raised in a game device 100 are configured to be identifiable as generation N. The generation of the currently being raised character can be identified, for example, by the character generation ID stored in the storage device 102. Hereinafter, the evolution game performed by hatching a new egg and producing a new character is sometimes referred to as "generational alternation." That is, when generational alternation is performed in the game device 100, the target character is switched, and the character generation ID information stored in the storage device 102 is changed to information about the switched target character.
[0039] Furthermore, generational change does not necessarily occur under the condition of executing an evolution game in which a character hatched from an egg originating from a previous generation's target character becomes the new target character; rather, it occurs simply when a change occurs in the character being raised. That is, the concept of a generation in the game device 100 of this embodiment refers to which character is raised in that game device 100.
[0040] <Interactive Features>
[0041] Furthermore, the evolution game in this embodiment includes an "interaction function" that provides an engaging element allowing the target character to interact with other characters (hereinafter referred to as "other characters") developed in an evolution game executed by another game device 100. The interaction function is configured to be available only if the game device 100 and the other game device 100 are connected via their communication I / F 106. The use of the interaction function can begin, for example, if an operation input related to its use is detected while the game device 100 is connected to the other game device 100, or it can begin without operation input even if the game device 100 is connected to the other game device 100.
[0042] The interaction function is a feature that allows a character to build friendly relationships with other characters through interaction, resulting in the acquisition of eggs that can become characters for the next generation. In other words, the game device 100 of this embodiment includes an interaction function as a means of generating generational succession.
[0043] Furthermore, conventional game devices, as described in Patent Document 1, are also configured to obtain eggs by having characters interact with each other. On the other hand, in conventional game devices, eggs are always obtained when characters form a marriage relationship according to the user's wishes, which may make the process of generational succession mechanical and thus lack fun.
[0044] Therefore, in this embodiment of the evolution game, the process of characters reaching a close, friendly relationship, such as laying eggs, through the use of interactive functions will not become monotonous. That is, unlike conventional game devices where eggs are laid and given based on actions to form marriage relationships, in this embodiment of the evolution game, the process differs in that the friendly relationship between characters evolves into a close one based on their relationships. As a result, depending on the combination of the target character with other characters, how to utilize the interactive functions before obtaining an egg will vary, thus providing users with a non-monotonous generational alternation experience.
[0045] Specifically, the control unit 101 is configured to: when using the interaction function, determine the characters (target character and other characters) being developed (appearing) in the communication-connected game device 100 and other game devices 100 respectively, and manage the affinity parameters for these characters. Here, the affinity between characters should be managed for combinations of the same characters, therefore the control unit 101 performs the following processing: for each other character for which the interaction function has been used with the target character, it stores the affinity information of the combination between the target character and that other character in the storage device 102.
[0046] As described above, since generational switching can occur in the game device 100 of this embodiment, even if a communication connection is established with another game device 100 and the interaction function is utilized, the character interacting with the target character may be different from the character interacting with in previous communication connections. Therefore, when managing intimacy, the generational information of the character is also used when determining each character. Here, in this embodiment, each game device 100 is assigned a device ID that can uniquely identify that game device 100, and for other characters that have interacted in the interaction function, they can be uniquely identified based on the device ID of the other game device 100 and the generational ID used to determine the generation of that other character in that other game device 100. Therefore, when the interaction function is utilized, the control unit 101 keeps the storage device 102 having such... Figure 3 The proximity information of the structure shown in (b).
[0047] exist Figure 3 In example (b), the intimacy information includes an object character generation ID 311 and an object character ID 312 representing the appearance of the object character as information for identifying the object character. Additionally, the intimacy information includes an other device ID 313, an other character generation ID 314, and an other character ID 315 representing the appearance of other characters as information for identifying other characters. The intimacy information includes an intimacy level 316, which is associated with the information used to identify the object character and other characters. The intimacy level 316 is configured to increase as the interaction between the corresponding characters progresses, and is configured to be accumulated sequentially each time an interaction function is used for a combination of the object character and other characters.
[0048] Therefore, when using the interactive function, multiple game devices 100 that are communicating with each other send at least their own device ID, the generation ID of the target character being trained in the evolution game currently running on their own device, and the character ID of that target character to the other game device 100. Then, when the control unit 101 receives this information, it derives the affinity between the characters after using the interactive function based on this information and the generation ID and character ID of the target character currently being trained.
[0049] Here, when the affinity information regarding the combination of corresponding characters is not stored in the storage device 102, i.e., when the other characters are characters who have not interacted with each other in the past, the control unit 101 determines the affinity after use based on the compatibility between the target character and other characters. In other words, in the evolution game of this embodiment, the affinity between characters after their first interaction (hereinafter referred to as initial affinity) is determined based on the combination of the target character and other characters.
[0050] In this embodiment of the evolution game, the compatibility between characters is determined based on their category. In one approach, the category assigned to characters that can be developed in the evolution game (category information 305 of character information) is identified using six integer values from 0 to 5, and the compatibility between characters is represented by the difference between the category information 305 of each character. The integer values assigned to the six categories as category information 305 can be defined, for example, as the fewer common elements between categories in the game, the greater the difference. In this approach, for characters of the same category, since the difference in category information 305 is 0, it is considered the highest compatibility. Furthermore, for characters of different categories, the greater the difference in category information 305, the greater the deviation between the categories, and the worse the compatibility.
[0051] Therefore, in this embodiment, the control unit 101 determines the initial intimacy level as a value that is inversely proportional to the difference between the category information 305 of the target character and other characters. The intimacy level is configured such that a higher value indicates a closer (better) friendly relationship between the characters, a smaller difference in category information 305 means the control unit 101 determines a higher initial intimacy level, and a larger difference in category information 305 means the control unit 101 determines a lower initial intimacy level.
[0052] Furthermore, if the affinity information for the corresponding character combination is already stored in the storage device 102 (if there has been interaction in the past), the control unit 101 determines the affinity level after utilization based on the affinity 316 of that affinity information. In the evolution game of this embodiment, the affinity level is configured to increase by a predetermined amount (accumulated increase by a certain amount) during interactions other than the first one. Therefore, the control unit 101 performs the process of updating the value of the affinity 316 of the current affinity information related to the corresponding combination to the value after the increase by a certain amount.
[0053] In this way, in the evolution game of this embodiment, the initial intimacy level varies depending on the combination of characters, resulting in a difference in the number of interaction functions that should be used for the same combination of characters before the intimacy level of 316 becomes above the threshold defined as intimacy.
[0054] When the intimacy level of 316 exceeds the threshold through the use of the interaction function, and the characters' friendly relationship becomes intimate in the game, an egg is produced in the evolution game executed by both players on the communicating game devices 100 the next time the interaction function is used for the same character combination. That is, when the characters interact while they are in an intimate state, an egg is produced, and the users of both game devices 100 can obtain the egg.
[0055] Furthermore, the display can be configured such that, when the interactive function is used, a display show is shown on the display 110 depicting the interaction between the target character and other characters. The display show can also be configured such that, in interactions where the intimacy level reaches a threshold or higher, the display content changes to something different from that of other interactions, informing the user that an egg can be obtained the next time the interactive function is used.
[0056] Interactive Processing
[0057] Hereinafter, the interactive processing performed in relation to the interactive function in the game device 100 of this embodiment will be described using... Figure 4 The specific processing is illustrated using a flowchart. The processing corresponding to this flowchart can be achieved by the control unit 101 reading, for example, the corresponding processing program stored in the storage device 102, expanding it in the memory 103, and executing the processing program. Furthermore, this interactive processing will be described, for example, when the game device 100 establishes a communication connection with another game device 100 and performs an operation input related to the use of interactive functions.
[0058] In S401, the control unit 101 obtains information from the communication partner's game device (other game device 100) about other characters being developed in the evolution game being played by that game device. Specifically, as information about other characters, the control unit 101 obtains information about the device ID of the game device, the generation ID of the other character, and the character ID from the communication partner's game device.
[0059] In step S402, the control unit 101 determines whether there is an interaction history between the target character and other characters. This determination is based on whether the storage device 102 retains affinity information related to the combination of the target character and other characters. If the control unit 101 determines that there is an interaction history between the target character and other characters, it transfers the process to step S405; if it determines that there is no interaction history, it transfers the process to step S403.
[0060] In S403, the control unit 101 determines the initial affinity based on the combination of the target character and other characters. As described above, in the evolution game of this embodiment, the initial affinity is determined based on the category information 305 of the target character and the category information 305 of other characters.
[0061] In S404, the control unit 101 generates affinity information related to the combination of the target character and other characters and saves it in the storage device 102. At this time, the affinity 316 of the generated affinity information is set to the initial affinity determined in S403.
[0062] On the other hand, if it is determined in S402 that there is a history of interaction between the target character and other characters, the control unit 101 determines in S405 whether the intimacy level between these characters is above a threshold. If the control unit 101 determines that the intimacy level between the target character and other characters is above the threshold, the process is transferred to S408; if it determines that the intimacy level has not reached the threshold, the process is transferred to S406.
[0063] In S406, the control unit 101 updates the category information 305 of the affinity information related to the combination of the same character and other characters to a value that has been increased by a certain amount.
[0064] In S407, under the control of the control unit 101, the display control device 104 displays the display performance related to the interaction between the same character and other characters on the display 110, thus completing the interaction process.
[0065] On the other hand, if it is determined in S405 that the intimacy level between the target character and other characters is above a threshold, the control unit 101 performs the egg-assigning process in S408. Additionally, under the control of the control unit 101, the display control device 104 displays a presentation on the display 110 showing the egg being assigned through the interaction between the target character and other characters, thus completing this interaction process.
[0066] As explained above, the gaming device according to this embodiment can provide a highly engaging gaming experience.
[0067] [Variation Example 1]
[0068] The above embodiments describe a method where, after the initial intimacy level is determined when the target character interacts with other characters for the first time, a certain amount of intimacy is accumulated each time the interaction function is used for that combination. However, the implementation of the present invention is not limited to this. The evolution of characters in evolution games can also include evolution that changes the character's category. In such a way, when the interaction function is used after at least one of the target character and other characters has evolved, the intimacy level is not increased by a certain amount, but rather the intimacy level after the interaction is re-determined based on the relationship between the evolved categories.
[0069] At this point, the affinity after the interaction can be re-determined based on the values of the category information of the target character and other characters at the time of the interaction, essentially the same as when the initial affinity was determined. On the other hand, it's possible that multiple interactions occurred before at least one character underwent an evolution accompanied by a category change, resulting in the affinity between the target character and other characters already being higher than the affinity re-determined based on the categories of the target character and other characters at the time of the interaction. In such a case, if the affinity after the interaction is changed to the re-determined affinity, the user must utilize the interaction function more extensively before obtaining the egg. Therefore, the control unit 101 controls the affinity after the interaction, obtained due to an evolution accompanied by a category change, to be the higher of the affinity value determined based on the category information of the target character and other characters at the time of the interaction and the value obtained by adding a certain amount to the affinity that has already progressed.
[0070] In this way, the system can control the user without subjecting them to adverse treatment and provide a highly engaging gaming experience with compatibility varying with race.
[0071] [Variation Example 2]
[0072] In the above embodiments, it was described that the intimacy level increases by a certain amount each time the target character is combined with other characters during subsequent interactions, but the implementation of the present invention is not limited to this. In order to make the progress of friendly relationships random, the way intimacy changes through the interaction can also be set differently based on the character's state at the time of the interaction. For example, in the way parameters such as hunger level and mood of a character's state are managed in an evolution game, the increase in intimacy can be less than a certain amount in the following situations.
[0073] For example, when using the interaction function, if the hunger parameter of both the target character and other characters is 0, indicating they are both hungry, it can be controlled so that an argument occurs even after interaction, and the intimacy level after the interaction remains unchanged compared to the intimacy level before the interaction. Similarly, if the mood parameter of both the target character and other characters is 0, indicating they are unhappy, it can also be controlled so that an argument occurs even after interaction, and the intimacy level after the interaction remains unchanged compared to the intimacy level before the interaction.
[0074] Furthermore, even if interaction occurs without a change in intimacy, or if the increase in intimacy is less than a certain amount, the display performance related to the interaction between the same character and other characters can differ from the display performance during normal interactions. In one approach, the display performance in this case can consist of content depicting a situation where the target character is arguing and getting injured with other characters.
[0075] [Variation Example 3]
[0076] In the above-described variation 2, a method was described where the increase in intimacy is less than a certain amount when both the target character and other characters are in a predetermined state. However, the implementation of the present invention is not limited to this. For example, in a combination where the interacting characters are in a predator-prey relationship, control can be exercised even if the predator's hunger level represents a value other than satiety, without considering the prey's state. This would prevent interaction between the characters from being achieved and maintain the intimacy level after interaction relative to the intimacy level before interaction (ensuring the increase in intimacy through interaction is less than a certain amount). In this case, the display performance related to the interaction between the target character and other characters can consist of content different from arguments, indicating that the interaction was not achieved.
[0077] [Variation Example 4]
[0078] In the above-described variations 2 and 3, a control method was described that controls the increase in intimacy based on the state of the interacting character in the direction of increasing the number of times the interaction function required until the egg is given (a control method that reduces the increase in intimacy). However, the present invention is not limited to this, and it is also possible to control the increase in intimacy based on the state of the interacting character in the direction of decreasing the number of times the interaction function required until the egg is given.
[0079] For example, in an evolution game, one way to manage parameters indicating whether a character is in an emotionally activated state is to control the increase in intimacy gained through interaction to be greater than a certain amount when at least one of the interacting characters and other characters is in an emotionally activated state. Alternatively, control could be implemented such that the increase in intimacy gained through interaction when both interacting characters are in an emotionally activated state is greater than the increase when only one of the interacting characters is in an emotionally activated state.
[0080] In order to improve user convenience, the amount of affinity increase is controlled based on the state of the interacting character, thereby reducing the number of times the interaction function is used until the egg is obtained. This allows the user to intentionally induce an affinity state. Alternatively, the character's affinity state can be configured to occur when a specific item is used on that character during the evolution game. That is, the user can increase the amount of affinity increase generated through interaction by utilizing the interaction function when the item used on the character has taken effect, thus reducing the number of times the interaction function is used to obtain the egg and efficiently advancing the game.
[0081] Furthermore, at this time, the display performance related to the interaction between the same character and other characters is different from the display performance related to the interaction when the character is not in an emotional state, and can be composed of content that shows that the interaction has been achieved more effectively.
[0082] [Implementation Method 2]
[0083] In the above-described embodiments and variations, it was explained that the number of interactions required until the egg is given is changed by altering the initial affinity based on the combination of interacting characters. However, the implementation of the present invention is not limited to this. That is, regarding the control of changing the number of interactions required until the egg is given, even without accumulating and managing affinity for each combination of interacting characters, it can be achieved by the control unit 101 simply determining the number of times the interaction function should be used (the number of communications with the corresponding other game devices 100) based on the combination of interacting characters.
[0084] In this method, instead of storing the affinity information related to the combination of the target character with other characters in the storage device 102, information can be stored for that combination, including the number of times communication should be made with other game devices 100 that are performing evolution games related to other characters in order to obtain an egg (hereinafter referred to as the required number of communication times) and the number of times communication has been made with that game device so far (the number of communication completion times). Here, the information used to identify the combination of the target character with other characters can use the terminal ID, generation ID, and character ID in the same way as in the above-described embodiments and variations. That is, in this embodiment, it can be configured such that, among the information managed related to the combination of the target character with other characters, such as Figure 3 As shown in (c), it establishes an association with the object role generation ID 311, object role ID 312, other device ID 313, other role generation ID 314, and other role ID 315, with the required number of communications 321 and the number of communications completed 322.
[0085] In this method, for example, when the interactive function is used, the control unit 101 determines whether the number of communication completions related to the corresponding other game device 100 (the number of communication completions 322 stored in the storage device 102) has reached the required number of communication completions 321 (whether the number of communication completions has reached the required number of communication completions through the most recent interaction of this combination). Then, if the number of communication completions has reached the required number of communication completions, the control unit 101 controls the combination by assigning an egg to that character.
[0086] Furthermore, in this approach, if at least one of the interacting characters undergoes an evolution accompanied by a class change, as in Variation 1, the required number of communications can be re-determined based on the class information values of the object character and other characters at the time of interaction. In this case, the control unit 101 can control the system to maintain the value of the number of communications completed regardless of the character's evolution.
[0087] Furthermore, in cases where arguments occur when the hunger and mood parameters of both the target character and other characters are fixed values, as in Modified Example 2, the control unit 101 can control the situation by increasing the required number of communications under the corresponding conditions.
[0088] Furthermore, in cases such as in Modification 3, where the interaction between the interacting characters is in a predator-prey relationship and the predator is not satiated, the control unit 101 can control the interaction by increasing the required number of communications under such conditions.
[0089] Furthermore, in a manner such as in Modification 4 where a friendly relationship is easily developed based on the emotional state of the interacting characters, the control unit 101 can control the process in a way that reduces the number of communications required when at least one of the interacting characters is in an emotional state. Alternatively, the control could be implemented such that the number of communications required when both interacting characters are in an emotional state is less than the number of communications required when only one of the interacting characters is in an emotional state.
[0090] Furthermore, when controlling the increase or decrease of the required number of communications, the display performance related to the interaction between the same character and other characters can be composed of content different from the display performance related to the usual interaction.
[0091] [Variation Example 5]
[0092] In the above-described embodiments and variations, the game element provided by utilizing the interactive function was described as an egg used to start a new evolution game with another character as the target character in the game device 100. However, the implementation of the present invention is not limited to this. That is, it is readily understood that the game element provided by communication between the game device 100 and other game devices 100 may also be other game elements besides an egg.
[0093] [Variation Example 6]
[0094] In the above-described embodiments and variations, a method was described in which the device ID of the game device 100, the generation ID of the character, and the character ID are used to identify combinations in order to manage the interaction between the target character and other characters. However, the implementation of the present invention is not limited to this. For example, in a mode where the game device 100 executes a game without the concept of generational succession, the identification of character combinations may not include generation IDs, etc., and can be appropriately modified.
[0095] [Variation Example 7]
[0096] In the above embodiments and variations, it was described that communication between the game device 100 and other game devices 100 is achieved by connecting the connection terminals provided by each device to each other. However, the implementation of the present invention is not limited to this. It goes without saying that communication between game devices can also be achieved directly or indirectly through various networks and servers.
[0097] [Other Implementation Methods]
[0098] The invention is not limited to the above-described embodiments and can be modified and altered in various ways within the scope of the invention's intent.
[0099] <Summary of Implementation Methods>
[0100] The above embodiments disclose at least the following programs and game devices.
[0101] (1) A program for causing a computer executing a game in which characters appear to perform the following processes:
[0102] Communication processing; communicating with other computers.
[0103] The first determination process identifies the first character currently appearing in the game on the computer.
[0104] The second determination process involves determining a second character currently appearing in the game on the other computer.
[0105] The process of assigning new game elements is conditional upon communication with the other computers; and
[0106] The first control process determines, based on the combination of the first character and the second character, the number of communications with the other computers required until the new game element is introduced.
[0107] (2) According to the procedure described in (1), wherein,
[0108] The game progresses by changing the appearance of the characters as they appear.
[0109] Each appearance setting for a character is associated with any one of several categories.
[0110] In the first control process, for the combination of the first role and the second role, the number of communications is re-determined based on the condition that the appearance change of at least one of the first role and the second role is a different category of appearance.
[0111] (3) According to the procedure described in (1) or (2), wherein,
[0112] In the first control process, when communication has been established with the other computer, the number of communications is changed for the combination of the first character and the second character, provided that at least one of the first character and the second character is in a specified state in the game.
[0113] (4) According to the procedure described in (3), wherein,
[0114] The program also causes the computer to perform a first management process, in which the character parameters of the characters in the game are managed.
[0115] The specified state includes the role parameter of at least one of the first role and the second role being a specified value when the computer communicates with the other computer.
[0116] (5) According to the procedure described in (4), wherein,
[0117] In the first control process, when the role parameters of both the first role and the second role are at a first predetermined value, the number of communications is increased.
[0118] (6) According to the procedure described in (4), wherein,
[0119] In the first control process, if the combination of the first role and the second role is a predetermined combination, and the role parameter of one of the first role and the second role is a second predetermined value, the number of communications is increased.
[0120] (7) According to the procedure described in (4), wherein,
[0121] In the first control process, if the role parameter of at least one of the first role and the second role is a third predetermined value, the number of communications is reduced.
[0122] (8) According to the procedure described in (7), wherein,
[0123] In the first control process, when the role parameters of both the first role and the second role are the third predetermined value, the number of communications is reduced compared to when the role parameters of only one of the first role and the second role are the third predetermined value.
[0124] (9) The procedure according to any one of (3) to (8), wherein,
[0125] In the first control process, if at least one of the first character and the second character is in a state where an effect occurs by using a specified item, the number of communications is reduced.
[0126] (10) According to the procedure described in (9), wherein,
[0127] In the first control process, when both the first role and the second role are in the occurrence state, the number of communications is reduced compared to when only one of the first role and the second role is in the occurrence state.
[0128] (11) The procedure according to any one of (3) to (10), wherein,
[0129] The program also causes the computer to perform display control processing, in which the display device displays a presentation while communication with the other computers is in progress.
[0130] In the display control process, the performance displayed on the display device varies depending on whether the number of communications is changed through the first control process.
[0131] (12) The procedure according to any one of (1) to (11), wherein,
[0132] In the assignment process, the new game element is assigned if communication with the other computer has occurred after the number of communications with that other computer has reached the number determined by the first control process.
[0133] (13) The procedure according to any one of (1) to (12), wherein,
[0134] The program causes the computer to also perform a second management process, in which information on the number of communications with other computers is managed for the combination of the first role and the second role.
[0135] (14) According to the procedure described in (13), wherein,
[0136] In the second management process, for the combination of the first role and the second role, information on the number of times communication with other computers will be used to identify and manage the information of each role in the first role and the second role.
[0137] (15) According to the procedure described in (1), wherein,
[0138] The program causes the computer to also perform a third management process, in which, for the combination of the first and second roles, and assuming communication with other computers has occurred, predetermined parameters are accumulated.
[0139] In the assignment process, the new game element is assigned based on a condition that the cumulative amount of the specified parameters exceeds a threshold.
[0140] The program causes the computer to perform a second control process in place of the first control process, in which the accumulated amount of the prescribed parameters accumulated through communication with the other computers is determined based on the combination of the first role and the second role.
[0141] (16) According to the procedure described in (15), wherein,
[0142] The game progresses by changing the appearance of the characters as they appear.
[0143] Each appearance setting for a character is associated with any one of several categories.
[0144] In the second control process, for the combination of the first role and the second role, the accumulated amount is re-determined based on the condition that the appearance change of at least one of the first role and the second role is a different category of appearance.
[0145] (17) The procedure according to (15) or (16), wherein,
[0146] In the third management process, the specified parameter is further accumulated by a specified amount, provided that communication has been performed with the other computer after the specified parameter has been set to the accumulated amount.
[0147] (18) According to the procedure described in (17), wherein,
[0148] In the third management process, when communication has been established with the other computers, the specified amount is changed for the combination of the first character and the second character, provided that at least one of the first character and the second character is in a specified state in the game.
[0149] (19) According to the procedure described in (18), wherein,
[0150] The program also causes the computer to perform a first management process, in which the character parameters of the characters in the game are managed.
[0151] The specified state includes the role parameter of at least one of the first role and the second role being a specified value when the computer communicates with the other computer.
[0152] (20) According to the procedure described in (19), wherein,
[0153] In the second control process, when the role parameters of both the first role and the second role are at a first predetermined value, the predetermined amount is reduced.
[0154] (21) According to the procedure described in (19), wherein,
[0155] In the second control process, when the combination of the first role and the second role is a predetermined combination and the role parameter of one of the first role and the second role is a second predetermined value, the predetermined amount is reduced.
[0156] (22) According to the procedure described in (19), wherein,
[0157] In the second control process, if the role parameter of at least one of the first role and the second role is a third predetermined value, the predetermined amount is increased.
[0158] (23) According to the procedure described in (22), wherein,
[0159] In the second control process, when the role parameters of both the first role and the second role are the third predetermined value, the predetermined amount is increased compared to when the role parameters of only one of the first role and the second role are the third predetermined value.
[0160] (24) The procedure according to any one of (18) to (23), wherein,
[0161] In the second control process, when at least one of the first character and the second character is in a state where an effect occurs by using a specified item, the specified amount is increased.
[0162] (25) According to the procedure described in (24), wherein,
[0163] In the second control process, when both the first role and the second role are in the occurrence state, the predetermined amount is increased compared to when only one of the first role and the second role is in the occurrence state.
[0164] (26) The procedure according to any one of (18) to (25), wherein,
[0165] The program also causes the computer to perform display control processing, in which the display device displays a presentation while communication with the other computers is in progress.
[0166] In the display control process, the performance displayed on the display device varies depending on whether the specified quantity is changed by the second control process.
[0167] (27) The procedure according to any one of (15) to (26), wherein,
[0168] In the assignment process, the new game element is assigned on the condition that communication with other computers has been conducted after the cumulative amount of the prescribed parameters for the combination of the first character and the second character has reached or exceeded the threshold.
[0169] (28) The procedure according to any one of (15) to (27), wherein,
[0170] In the third management process, for the combination of the first role and the second role, the specified parameters are used to establish an association and manage the information of each role in the first role and the second role.
[0171] (29) According to the procedure described in (14) or (28), wherein,
[0172] The computer is capable of communicating with multiple of the other computers.
[0173] The information used to identify the second character includes information used to identify the other computers that are playing the game in which the second character appears.
[0174] (30) According to the procedure described in (29), wherein,
[0175] The game described is one where the starting characters change as the game progresses.
[0176] The information used to identify the first character includes information related to the period during which the first character appeared in the progression of the game being executed by the computer.
[0177] The information used to identify the second character includes information relating to the period during which the second character appeared in the progression of the game being executed by the other computer.
[0178] (31) The procedure according to any one of (7), (8), (22), and (23), wherein,
[0179] In the first management process, the character parameters of the character are changed to the third specified value, provided that a specified item has been used for the character in the game.
[0180] (32) The procedure according to any one of (1) to (31), wherein,
[0181] The new game element is the element that allows different characters to appear in the game.
[0182] (33) A gaming device for performing a game where characters appear, the gaming device comprising:
[0183] A communication unit that communicates with other gaming devices;
[0184] The first determining unit determines the first character appearing in the game on the gaming device.
[0185] The second determining unit determines the second character appearing in the game on the other gaming device.
[0186] The assigning unit, which assigns new game elements on the condition that it has communicated with the other game devices; and
[0187] A first control unit determines, based on the combination of the first character and the second character, the number of communications with the other game devices required until the new game element is introduced.
[0188] (34) The gaming device according to (33), wherein,
[0189] It also includes a management unit that, for the combination of the first character and the second character, accumulates prescribed parameters based on communication with other game devices.
[0190] The assigning unit further assigns the new game element based on a condition that the cumulative amount of the specified parameters exceeds a threshold.
[0191] The gaming device also includes a second control unit in place of the first control unit, which determines the accumulated amount of the prescribed parameters accumulated through communication with the other gaming devices based on the combination of the first character and the second character.
[0192] Explanation of reference numerals in the attached figures
[0193] 100: Game device; 101: Control unit; 104: Display control device; 105: Operation I / F; 110: Display.
Claims
1. A computer program product comprising a program for causing a computer that executes a game in which characters appear to execute the following processes: a communication process of communicating with another computer; a first determination process of determining a first character that appears in the game in the computer; a second determination process of determining a second character that appears in the game in the other computer; a giving process of giving a new game element, on condition that communication with the other computer has been performed; and a first control process of deciding, on the basis of a combination of the first character and the second character, a number of times of communication with the other computer that is required until the new game element is given.
2. The computer program product according to claim 1, wherein the game is a game that progresses while changing an appearance of a character that appears, each appearance set for a character is associated with any one of a plurality of categories, and in the first control process, the number of times of communication is decided again on condition that a change in appearance of at least either of the first character and the second character is an appearance of a different category, for the combination of the first character and the second character.
3. The computer program product according to claim 1, wherein in the first control process, the number of times of communication is changed on condition that at least either of the first character and the second character is in a prescribed state in the game, in the case where communication with the other computer has been performed.
4. The computer program product according to claim 3, wherein the program causes the computer to further execute a first management process of managing a character parameter of a character in the game, and the prescribed state includes the character parameter of at least either of the first character and the second character being a prescribed value at the time when the computer communicates with the other computer.
5. The computer program product according to claim 4, wherein in the first control process, the number of times of communication is increased in the case where the character parameter of both of the first character and the second character is a first prescribed value.
6. The computer program product according to claim 4, wherein in the first control process, the number of times of communication is increased in the case where the combination of the first character and the second character is a prescribed combination and the character parameter of one of the first character and the second character is a second prescribed value.
7. The computer program product according to claim 4, wherein in the first control process, the number of times of communication is decreased in the case where the character parameter of at least either of the first character and the second character is a third prescribed value.
8. The computer program product according to claim 7, wherein in the first control process, the number of times of communication is decreased in the case where the character parameter of both of the first character and the second character is the third prescribed value, as compared with the case where the character parameter of one of the first character and the second character is the third prescribed value. 9. The computer program product according to claim 3, wherein in the first control processing, the number of communications is reduced in a case where at least either of the first character and the second character is in an occurrence state in which an effect occurs by use of a prescribed prop.
10. The computer program product according to claim 9, wherein in the first control processing, the number of communications is reduced in a case where both of the first character and the second character are in the occurrence state, as compared with a case where one of the first character and the second character is in the occurrence state.
11. The computer program product according to claim 3, wherein the program causes the computer to further execute display control processing in which the display device displays a show in a case where communication with the other computer has been performed, in the display control processing, the show displayed on the display device is made different depending on whether or not the number of communications is changed by the first control processing.
12. The computer program product according to claim 1, wherein in the assignment processing, the new game element is assigned with a condition that communication with the other computer has been performed after the number of communications with the other computer reaches a number decided by the first control processing.
13. The computer program product according to any one of claims 1 to 12, wherein the program causes the computer to further execute second management processing in which information on the number of communications with the other computer is managed for a combination of the first character and the second character.
14. The computer program product according to claim 13, wherein in the second management processing, information on the number of communications with the other computer is managed in association with information for identifying each of the first character and the second character for the combination of the first character and the second character.
15. The computer program product according to claim 1, wherein the program causes the computer to further execute third management processing in which a prescribed parameter is accumulated with a condition that communication with the other computer has been performed for a combination of the first character and the second character, in the assignment processing, the new game element is further assigned with a condition that an accumulated amount of the prescribed parameter is a threshold value or more, the program causes the computer to execute second control processing instead of the first control processing, in which an amount after accumulation of the prescribed parameter accumulated by communication with the other computer is decided based on the combination of the first character and the second character.
16. The computer program product according to claim 15, wherein the game is a game in which a character appearing on a screen is changed in appearance as the game progresses, each appearance set for a character is associated with any one of a plurality of categories, In the second control processing, the accumulated amount is re-decided for the combination of the first character and the second character, with the appearance of at least either of the first character and the second character being changed to a different category of appearance as a condition.
17. The computer program product according to claim 15, wherein, In the third management processing, the prescribed parameter is further accumulated by a prescribed amount, with the communication with the other computer being performed after the prescribed parameter is set to the accumulated amount as a condition.
18. The computer program product according to claim 17, wherein, In the third management processing, the prescribed amount is changed with at least either of the first character and the second character being in a prescribed state in the game as a condition, in the case where the communication with the other computer is performed.
19. The computer program product according to claim 18, wherein, The program causes the computer to further execute first management processing in which a character parameter of a character in the game is managed, The prescribed state includes the character parameter of at least either of the first character and the second character being a prescribed value at the time of the communication with the other computer.
20. The computer program product according to claim 19, wherein, In the second control processing, the prescribed amount is decreased in the case where the character parameter of both of the first character and the second character is a first prescribed value.
21. The computer program product according to claim 19, wherein, In the second control processing, the prescribed amount is decreased in the case where the combination of the first character and the second character is a prescribed combination and the character parameter of one of the first character and the second character is a second prescribed value.
22. The computer program product according to claim 19, wherein, In the second control processing, the prescribed amount is increased in the case where the character parameter of at least either of the first character and the second character is a third prescribed value.
23. The computer program product according to claim 22, wherein, In the second control processing, the prescribed amount is increased in the case where the character parameter of both of the first character and the second character is the third prescribed value, as compared to the case where the character parameter of one of the first character and the second character is the third prescribed value.
24. The computer program product according to claim 18, wherein, In the second control processing, the prescribed amount is increased in the case where at least either of the first character and the second character is in an occurrence state in which an effect occurs by using a prescribed item.
25. The computer program product according to claim 24, wherein, In the second control processing, the prescribed amount is increased in the case where both of the first character and the second character is in the occurrence state, as compared to the case where one of the first character and the second character is in the occurrence state.
26. The computer program product according to claim 18, wherein the program causes the computer to further execute a display control process in which the display device displays a show in a case where communication with the other computer is performed, in the display control process, the show displayed on the display device is made different depending on whether the prescribed amount is changed by the second control process.
27. The computer program product according to claim 15, wherein in the awarding process, the new game element is awarded with a condition that communication with the other computer is performed after the cumulative amount of the prescribed parameter for the combination of the first character and the second character reaches the threshold or more.
28. The computer program product according to any one of claims 15 to 27, wherein in the third management process, for the combination of the first character and the second character, information for identifying each of the first character and the second character is correlated and managed.
29. The computer program product according to claim 14, wherein the computer is capable of performing communication with a plurality of the other computers, the information for identifying the second character includes information for identifying the other computer that is executing the game in which the second character appears.
30. The computer program product according to claim 29, wherein the game is a game that progresses while changing the character appearing, the information for identifying the first character includes information about a period in which the first character appeared in the progress of the game being executed by the computer, the information for identifying the second character includes information about a period in which the second character appeared in the progress of the game being executed by the other computer in which the second character appears.
31. The computer program product according to claim 7, wherein in the first management process, the character parameter of a character is changed to the third prescribed value with a condition that a prescribed item is used for the character in the game.
32. The computer program product according to claim 1, wherein the new game element is a game element that causes a different character to appear in the game.
33. A game device that executes a game in which a character appears, the game device comprising: a communication unit that performs communication with another game device; a first determination unit that determines a first character appearing in the game in the game device; a second determination unit that determines a second character appearing in the game in the other game device; an awarding unit that awards a new game element with a condition that communication with the other game device is performed; and a first control unit that decides a number of times of communication with the other game device required until the new game element is awarded based on a combination of the first character and the second character.
34. The game device according to claim 33, wherein Further provided is a management unit that, for a combination of the first character and the second character, accumulates a prescribed parameter on the condition that communication with the other game device is performed, The assignment unit further assigns the new game element on the condition that the accumulated amount of the prescribed parameter is equal to or greater than a threshold value, The game device further includes a second control unit instead of the first control unit, the second control unit determining an accumulated amount of the prescribed parameter accumulated through communication with the other game device based on a combination of the first character and the second character.
35. A computer-readable storage medium storing a program for causing a computer to execute a game in which characters appear, the program causing the computer to execute the following processes: a communication process of communicating with another computer; a first determination process of determining a first character appearing in the game in the computer; a second determination process of determining a second character appearing in the game in the other computer; an assignment process of assigning a new game element on the condition that communication with the other computer is performed; and a first control process of determining a number of communications with the other computer required until the new game element is assigned based on a combination of the first character and the second character.
Citation Information
Patent Citations
Game device, program, and game system
JP2020006264A