Game device and program
Patent Information
- Application Number
- JP2023204880
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-04
- Publication Date
- 2025-10-07
AI Technical Summary
Existing game devices can only train one character at a time, limiting strategic depth in competitive games.
A game device that allows training multiple characters simultaneously by using a backup function to hold additional characters, enabling them to participate in competitive games as support characters under specific conditions, enhancing strategic depth and interest.
Enables highly strategic competitive gameplay by allowing multiple characters to be trained and supported, expanding the game's strategic range and maintaining user engagement.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game device and a program, and more particularly to an electronic game having a character development function. [Background technology]
[0002] 2. Description of the Related Art There is a game device capable of executing an electronic game having a character training function (Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2022-088274 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in a game device such as that disclosed in Patent Document 1, since only one character can be developed at any one time, the strategic nature of a battle game or the like may be limited.
[0005] An object of the present invention is to provide a game device and a program for realizing a highly strategic competitive game. [Means for solving the problem]
[0006] One aspect of the present invention is a game device that executes a first type of game in which a character is developed, and includes: a setting means for setting a first character to be developed; a storage means for storing a second character different from the first character, the second character being set by the setting means as a development target, without being the development target; an execution means for executing a second type of game different from the first type of game in which the first character participates; and a control means for controlling the second character held in the storage means to participate in the second type of game when a predetermined condition is satisfied. Effect of the Invention
[0007] According to the present invention, it is possible to realize a highly strategic competitive game. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of the external configuration of a game device 100 according to an embodiment and a modification of the present invention; [Diagram 2] FIG. 1 is a diagram illustrating a functional configuration of a game device 100 according to an embodiment and a modification of the present invention. [Diagram 3] FIG. 13 is a diagram for explaining the designation of a support character according to an embodiment of the present invention; [Figure 4] 1 is a flowchart illustrating a competitive game process executed in the game device 100 according to an embodiment and a modification of the present invention; [Diagram 5] A flowchart illustrating a determination process executed in the game device 100 according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] [Embodiment] Hereinafter, the embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the invention according to the claims, and not all combinations of features described in the embodiments are essential to the invention. Two or more features among the multiple features described in the embodiments may be arbitrarily combined. In addition, the same reference numbers are used for the same or similar configurations, and duplicated descriptions are omitted.
[0010] In the embodiment described below, an example of a game device will be described in which the present invention is applied to a game device that is worn by a user and capable of executing an electronic game in which the user develops a character. However, the present invention can be applied to any device capable of executing an electronic game in which the user develops a character.
[0011] Configuration of the Game Device The configuration of the game device 100 of this embodiment will be described below with reference to FIGS.
[0012] FIG. 1 is a diagram illustrating an example of the appearance of a game device 100 according to the present embodiment. The game device 100 is configured, for example, in the form of a bracelet that can be worn on the wrist of a user. The game device 100 is equipped with various sensors capable of detecting and measuring the user's activity state when worn, and can measure various items. In this embodiment, the game device 100 is described as being worn on the wrist in order to facilitate the user's confirmation of the display contents of a display unit 120 (described later) that the game device 100 is equipped with. However, the implementation of the present invention is not limited to this, and the game device 100 may be worn on any part of the user's body, such as a finger, upper arm, waist, or leg.
[0013] The game device 100 is configured to be able to execute an electronic game (raising game) relating to raising a character as a first type of game according to the present invention, and during activation, controls the progress of the raising game according to the measurement results of the activity state. Details of the raising game will be described later, but it goes without saying that in the practice of the present invention, the input for raising a character is not limited to the measurement results of the activity state. The form of the game device 100 and the elements for progressing through the raising game shown in this embodiment are merely examples.
[0014] <Configuration of the Game Device> FIG. 2 is a block diagram illustrating the functional configuration of the game device 100 of this embodiment.
[0015] The control unit 101 is, for example, a microcomputer, and controls the operation of each block of the game device 100. Specifically, the control unit 101 reads out an operation program for each block recorded in the storage device 102, expands it in the memory 103, and executes it to control the operation of each block.
[0016] The storage device 102 is a device capable of permanently holding data, such as a non-volatile memory. The storage device 102 stores parameters and the like required for the operation of each block in addition to the operation programs of each block possessed by the game device 100. The storage device 102 also includes an area for storing various information on characters currently being trained in the training game and characters that can be trained in the game device 100. The memory 103 is a storage device used for temporary data storage, such as a volatile memory. The memory 103 is used not only as an area for developing the operation programs of each block, but also as a storage area for temporarily storing data and the like output in the operation of each block.
[0017] The detection unit 104 detects various information indicating the user's activity state using the sensor 110, and outputs the detection results. The sensor 110 may be, for example, an acceleration sensor or a heart rate sensor, and detects information on the movement occurring in the game device 100 and the user's heart rate as information on the activity state. The sensor 110 is configured to output the detection results at predetermined time intervals, and may output, at each output timing, information such as the number of steps and heart rate detected after the most recent output.
[0018] The acquisition unit 105 acquires various information related to the training game from a memory card (not shown) attached to the game device 100. The game device 100 of this embodiment is configured to be capable of training a plurality of types of characters. The game device 100 has information on some types of characters stored in advance in the storage device 102, and the characters can be selected as targets for training, or can be selected as targets for training and a training game can be started when a condition is satisfied. Meanwhile, information on the remaining types of characters is configured to be acquireable via the acquisition unit 105 by attaching a memory card in order to expand the elements of interest.
[0019] The display control unit 106 is responsible for controlling the display of information in the game device 100. The display control unit 106 uses display information recorded in the storage device 102 for the character being developed to configure various screens related to the development game to be displayed on the display unit 120, which may be, for example, an LCD.
[0020] The operation input unit 107 is a user interface such as a physical operation member (button) that the game device 100 has. When the operation input unit 107 detects that an operation input has been made to the operation member, it outputs a control signal corresponding to the operation input to the control unit 101.
[0021] The communication unit 108 is a communication interface for communicating information with an external device provided in the game device 100. The communication unit 108 does not need to be in a state of constant communication connection, but may be configured to transition to a state of communication connection in some modes that are transitioned to in the course of the training game or in response to a menu selection by the user, etc. The communication method of the communication unit 108 may include, for example, short-range wireless communication and close-proximity wireless communication.
[0022] Overview of the training game The following provides an overview of the training game executed on the game device 100 of this embodiment having such a configuration.
[0023] The training game is configured to set one character as a training target at a time and provide a training experience of the character. The character to be trained as the first character according to the present invention may be selected, for example, from among selectable characters by a lottery process, or based on a condition satisfied during use of the game device 100. Alternatively, the character to be trained may be selected in response to an operation input by the user or the acquisition unit 105 acquiring the relevant information from a memory card.
[0024] When a character to be trained is set, a training game is started. When the training game is started, the character is trained according to the activity state of the user wearing the game device 100. For example, the character grows and parameters such as physical strength and endurance are updated by the user repeatedly performing a predetermined exercise.
[0025] In order to increase the interest of the raising game, the raising game is configured so that the manner of growth and evolution of the character differs depending on the type of activity state transition indicated by the user. In addition, even if the user indicates the same activity state transition, the raising game is configured so that the manner of growth and evolution differs depending on individual differences such as the type and personality of the character. Therefore, in the raising game executed in the game device 100, only one character can be raised at a time. In other words, in order to grow and evolve the character to be raised to a desired state, the user needs to consider and carry out the appropriate exercise while determining the nature of the character.
[0026] With this configuration, the game device 100 of this embodiment can provide a highly entertaining experience of playing a training game while stimulating the user's motivation to exercise.
[0027] <Backup function> However, since the character that the user has trained in the training game may become a presence that the user feels attached to, there is a demand to keep the character in the trained state. In addition, even if the user wishes to switch to training another character in the middle of training a character, there is a demand to save the character being trained so that training can be resumed later. For this reason, the game device 100 of this embodiment is provided with a backup function for storing a predetermined number of characters (three in this embodiment) in addition to the character set as the training target. According to the backup function, the information of the predetermined number of characters as the second character according to the present invention can be stored in the storage device 102 in a state where the characters are not set as the training target. In other words, the characters whose information is stored by the backup function will not appear in the training game, but the information can be stored in a state where they can be set as the training target in the training game.
[0028] The character stored by the backup function is configured to be selectable as a character to be trained by performing a predetermined operational input. In other words, by using the backup function, the user can once store information about a character that has been trained up to an intermediate stage, train another character, and then resume training from that intermediate stage. The backup function can also be used to store information about a character that has been trained, and the user can set that character as a training target at any time and run a training game (although the character will not grow or evolve). In addition, it may also be possible to use the backup function to store a new character obtained from a memory card, for example, without training it.
[0029] In this manner, the game device 100 of this embodiment is configured to retain information on a character in any state without making it a character to be trained, and to be able to set a corresponding character as a character to be trained at a desired timing in place of the character currently being trained, by using the backup function. At this time, the information on the character that was the subject of training is stored and retained in the storage device 102 by the backup function.
[0030] In the following description, in order to clearly distinguish between a character set as the target for development and a character whose information is stored by the backup function, they may be referred to as a "target character" and a "backup character", respectively.
[0031] <Competitive games> In addition to the training game, the game device 100 of the present embodiment is configured to be capable of executing a battle game in which a character trained by a user in a training game participates as a second type of game of the present invention. The battle game is a game in which target characters of each device battle against other game devices 100 that are connected for communication via the communication unit 108. That is, the battle game is a game that is executed on the condition that a target character is set for the training game, and is executed during the course of the training game or by temporarily suspending the training game. The start of the battle game may be triggered, for example, by the user selecting a menu related to the battle game, or may be triggered by receiving a request for communication connection with another game device 100. Alternatively, the battle game may be started by the occurrence of a predetermined event.
[0032] In the present embodiment, the battle game is described as a turn-based battle game in which a target character of the game device 100 and a target character of the connected game device 100 take turns to act. Each target character performs an attack action against an opponent character in each turn, and the battle game ends when the vitality of one of the target characters becomes 0 or a predetermined number of turns (five in this embodiment) have passed. The battle game may be of any type, but in this embodiment, the first and second attack are determined at the start, and the action resolution process is performed in the order of the first attacking character's attack action → the second attacking character's attack action for each turn. Here, the success or failure of each attack action may be determined by a lottery process. The effect that is activated when the attack action is successful (the amount of reduction in vitality of the attacked character) is determined according to the parameters of each target character. In general, a character with more favorably developed parameters may have an advantage in the battle game.
[0033] Therefore, in this embodiment, the progress of the fighting game is basically automatic after the operation related to the start confirmation. The fighting game is basically controlled according to the current parameters of the target character, and progresses without requiring any other operation input by the user. In other words, the difference is that the training game is a game that is controlled with reference to the user's activity state, while the fighting game is a game that is controlled without reference to the user's activity state. In other words, the game device 100 is configured to be able to execute at least two different types of games, and by having a target character trained in one type of game (a fighting game) participate in another type of game (a training game), it provides interest that is not limited to training games.
[0034] In this way, since the fighting game of this embodiment is configured to have the target character of the training game participate as the main actor, the user can adjust the characters participating in the fighting game by setting a desired character as the target to be trained using the backup function before starting the fighting game. That is, the user can adjust the fighting game so that the target character is changed to any character from among the characters being set as the target to be trained and the characters stored in the storage device 102 as backup characters.
[0035] <Support from backup characters> However, if the progress of a competitive game depends only on the parameters of the target characters, the outcome (win or lose) may be fixed depending on the character's training status. For example, if there is a difference in the training status of the target characters, the parameters of one character may have an absolutely advantageous value in the progress of the competitive game, so that the probability of that character winning is likely to be high even if an element of lottery is included as to the success or failure of an action. In this way, if the development of the competitive game is advantageous for one user, there is a risk of reducing the user's interest.
[0036] For this reason, in the game device 100 of this embodiment, when a backup character exists during a battle game, that is, when character information is stored in the storage device 102 by the backup function, a function is provided in which the backup character participates in the battle game and supports the target character. More specifically, when a predetermined condition is satisfied in the battle game, the control unit 101 controls the backup character to participate in the battle game and perform an action that makes the progress of the battle game advantageous (for the user). In this embodiment, the action performed by the backup character that makes the progress of the battle game advantageous is described as an attack action against the opponent character, but it can include various aspects such as receiving the attack of the opponent character instead and recovering the physical strength of the target character.
[0037] Considering the game balance, the backup character participating in the battle game may be limited to one per game (one action per turn). Here, if information on multiple characters is stored as backup characters, the backup character to participate as a support is designated based on a selection operation by the user.
[0038] The backup character (hereinafter referred to as a support character) to be participated can be designated on a backup character list screen as shown in FIG. 3, which can be accessed from an option menu of the training game. The example of FIG. 3(a) shows a list screen in the case where information on two backup characters is stored in an area of the storage device 102 capable of storing up to three backup characters. The user can move a selection frame 301 by operating a movement operation member of the operation input unit 107 while the list screen is displayed, and can designate the backup character surrounded by the selection frame 301 as a support character to be participated in the battle game when a condition is satisfied, by further operating a decision operation member. After the support character is designated, an icon 302 is attached to the support character as in the backup character list screen shown in FIG. 3(b), and the support character is displayed in a manner that makes it identifiable as a support character.
[0039] It is not essential that the user specify a support character. In the state where the user does not specify a support character, the control unit 101 may specify a support character based on a predetermined rule, such as the character whose information was last retained or the character with the highest predetermined parameter, or randomly.
[0040] In this embodiment, the conditions for a support character to participate in a fighting game and perform an attacking action include the following three conditions in addition to the condition that the attacking action can be performed only once during the fighting game. (1) The target character's attack action is activated. (2) There is no effect that increases the effectiveness of the target character's attack actions more than usual. (3) The game is in a state where it can be decided.
[0041] The first is that the success / fail judgment of the attack action performed by the target character is successful, and the attack action is activated. In the fighting game of this embodiment, the attack action by the support character is activated as a coordinated attack with the target character, so that it is essential for the target character to perform an attack action in terms of presentation. The coordinated attack is presented to the user, including a display presentation of the target character and the support character on the display unit 120. By activating the coordinated attack, the target character's attack action and the support character's attack action are performed, so that the opponent character's vitality can be reduced more than when only the target character performs an attack action.
[0042] The second condition is that the timing is not a so-called critical attack, in which the amount of damage given to the opponent character by the target character's attack action is greater than usual. Whether or not the target character's attack action is a critical attack may be determined by a lottery process by the control unit 101. When such a critical attack is activated, the opponent character's vitality decreases more than in a normal attack action. Therefore, if a combination attack can be activated together with a critical attack, it may lead to a situation where the user who activated the combination attack has an extremely advantageous position. Therefore, in the game device 100 of this embodiment, the second condition that determines that a critical attack will not occur as the target character's attack action is set for the activation of the support character's attack action.
[0043] The third is that the target character's vitality falls below a predetermined value, and the opponent character's attack action may decide the outcome of the battle game. As described above, by invoking a combo attack, the opponent character's vitality is reduced by a larger amount than that caused by the target character's attack action alone. More specifically, the opponent character's vitality is reduced by the support character's attack action in addition to the reduction effect caused by the attack action of the battle game. Therefore, the application of such an effect may speed up the progress of the battle game and decide the situation of the battle game, so that if it is performed in the early stages of the battle game, it may reduce the user's interest in the battle game itself. Therefore, the combo attack is activated on the condition that the battle game is approaching the end and the target character's remaining vitality may become 0 if the opponent character's attack action is activated in the following two turns. In other words, the combo attack is controlled to be activated on the condition that it is activated in a situation that may overturn the situation of the battle game. In the game device 100 of this embodiment, the determination of whether or not this condition is met is made based on whether or not the remaining vitality of the target character is equal to or less than half of the maximum value.
[0044] The degree of effect resulting from the support character's attack action (the amount of reduction in the opponent character's physical strength) may be determined according to parameters held for that support character.
[0045] "Match Game Processing" Hereinafter, a specific description will be given of the competitive game processing executed when a competitive game is played on the game device 100 of this embodiment, with reference to the flowchart in Fig. 4. The processing corresponding to the flowchart can be realized by the control unit 101 reading out a corresponding processing program stored in the storage device 102, for example, and expanding it in the memory 103 for execution.
[0046] The competitive game process will be described as being started, for example, when an event involving a competitive game occurs. In the following description, in order to facilitate understanding of the invention, it will be described as a competitive game being played between two game devices 100, with the competitive game process being executed on one of the game devices 100, and the calculation result being shared with the other game device 100 each time. However, the present invention is not limited to this embodiment, and the competitive game process may be executed on an external server or the like, and the calculation result may be shared with each of the multiple game devices 100 involved in the competitive game.
[0047] In addition, in the competitive game processing of this embodiment, the processing related to the display of the competitive game will not be described, but display control is performed by the display control unit 106 in response to changes in information related to the progress of the competitive game (such as changes in the status of each character), and a game screen related to the competitive game is displayed on the display unit 120.
[0048] In S401, the control unit 101 acquires information on characters participating in the battle game. More specifically, the control unit 101 acquires information on the target character and support character currently set as the target to be developed, and information on the target character and support character set as the target to be developed in the opponent's game device 100. Note that, when the game device 100 does not hold information on the backup character and no support character exists, information to that effect is acquired as the information on the support character.
[0049] In S402, the control unit 101 determines whether each of the game devices 100 involved in the competitive game will play first or second. In the following description, the target character of the game device 100 determined to play first in the processing of this step will be referred to as the "first character," the support character of that game device 100 will be referred to as the "first support character," the target character of the game device 100 determined to play second will be referred to as the "second character," and the support character of that game device 100 will be referred to as the "second support character."
[0050] In S403, the control unit 101 judges whether or not the attack action of the first character in this turn will be successful. More specifically, the control unit 101 determines whether the attack action of the first character will be successful by lottery processing, and judges which lottery result the result will be. Here, when the processing of this step is executed for the first time after the start of the fighting game processing, this turn refers to the first turn. If the control unit 101 judges that the attack action of the first character will be successful, it moves the processing to S404, and if it judges that the attack action will not be successful, i.e., will fail, it moves the processing to S409.
[0051] In S404, the control unit 101 determines whether or not a critical attack will occur in the attack action of the first attacking character in this turn. In this embodiment, it is described that whether or not a critical attack will occur is determined by a lottery process, but the implementation of the present invention is not limited to this. In an aspect in which the nature (type) of a character's attack tendency is defined as a parameter, it may be determined whether or not a critical attack will occur based on the parameter and the current number of turns. For example, in the case of a character with an active nature, it may be controlled so that a critical attack occurs or is likely to occur in the second turn after the start of a battle game.
[0052] In S405, the control unit 101 executes a determination process to determine whether or not to activate a coordinated attack of the first-attack support character in the attack action of the first-attack character in this turn. More specifically, the control unit 101 executes the determination process with the character to be determined as the first-attack character.
[0053] <Determination Process> Here, the determination process executed in this step will be described in detail with reference to the flowchart of FIG.
[0054] In S501, the control unit 101 judges whether or not a support character is set for the character to be judged. The judgment in this step is made based on the character information acquired in S401 of the fighting game processing. If the control unit 101 judges that a support character is set for the character to be judged, the control unit 101 shifts the processing to S502, and if it judges that a support character is not set, the control unit 101 shifts the processing to S506.
[0055] In S502, the control unit 101 judges whether the remaining vitality of the character to be judged is equal to or less than half of the maximum vitality value of the character. If the control unit 101 judges that the remaining vitality of the character to be judged is equal to or less than half of the maximum vitality value, the process proceeds to S503, and if the remaining vitality is greater than half, the process proceeds to S506.
[0056] In S503, the control unit 101 judges whether or not a critical attack will occur in the attack action of the character to be judged in this turn. The judgment in this step is made based on the decision content in S404 of the fighting game processing. If the control unit 101 judges that a critical attack will occur in the attack action of the character to be judged in this turn, the control unit 101 shifts the processing to S506, and if it judges that a critical attack will not occur, the control unit 101 shifts the processing to S504.
[0057] In S504, the control unit 101 judges whether or not a combined attack of a support character has been activated in an attack action of the character being judged in a turn that has already been performed. If the control unit 101 judges that a combined attack of a support character has already been activated, the process proceeds to S506, and if it judges that a combined attack of a support character has not been activated, the process proceeds to S505.
[0058] In S505, the control unit 101 returns information indicating that a combined attack will be launched as a determination result.
[0059] On the other hand, in S506, the control unit 101 returns information indicating that a combined attack will not be launched as a result of the determination.
[0060] When the determination result of the determination process is obtained in this manner, the control unit 101 shifts the competitive game process to S406.
[0061] In S406, the control unit 101 judges whether or not the judgment result of the judgment process indicates the launch of a coordinated attack. If the control unit 101 judges that the judgment result indicates the launch of a coordinated attack, the process proceeds to S407, and if the control unit 101 judges that the judgment result does not indicate the launch of a coordinated attack, the process proceeds to S408.
[0062] At S407, the control unit 101 derives the effect (the amount of reduction in the vitality of the second attacking character) associated with the launch of a coordinated attack by the first attacking character and the first attacking support character, and updates the parameters of the second attacking character.
[0063] On the other hand, in S408, the control unit 101 derives the effect of initiating an attack action (normal attack) by the first attacking character, and updates the parameters of the second attacking character.
[0064] In S409, the control unit 101 determines whether or not the second character's vitality has become 0 as a result of the parameter updates in S407 or S408. If the control unit 101 determines that the second character's vitality has become 0, it transfers the process to S418, and if it determines that the vitality has not become 0, it transfers the process to S410.
[0065] Next, in S410, the control unit 101 determines whether or not the attacking action of the second character in this turn will be successful. If the control unit 101 determines that the attacking action of the second character will be successful, the process proceeds to S411, and if it determines that the attacking action will not be successful, i.e., will fail, the process proceeds to S416.
[0066] In S411, the control unit 101 determines whether or not a critical attack will occur in the attack action of the second attacking character in this turn.
[0067] In S412, the control unit 101 executes a determination process to determine whether or not to activate a combined attack of the second attacking support character in the attacking action of the second attacking character in this turn. More specifically, the control unit 101 executes the determination process with the character being determined as the second attacking character.
[0068] In S413, the control unit 101 judges whether or not the judgment result of the judgment process indicates the launch of a coordinated attack. If the control unit 101 judges that the judgment result indicates the launch of a coordinated attack, the process proceeds to S414, and if the control unit 101 judges that the judgment result does not indicate the launch of a coordinated attack, the process proceeds to S415.
[0069] At S414, the control unit 101 derives the effect (the amount of reduction in the vitality of the first attacking character) associated with the launch of a combined attack by the second attacking character and the second attacking support character, and updates the parameters of the first attacking character.
[0070] On the other hand, in S415, the control unit 101 derives the effect of initiating an attack action (normal attack) by the second attacking character, and updates the parameters of the second attacking character.
[0071] At S416, the control unit 101 determines whether or not the stamina of the first character has become 0 as a result of the parameter updates at S414 or S415. If the control unit 101 determines that the stamina of the first character has become 0, it transfers the process to S418, and if it determines that the stamina has not become 0, it transfers the process to S417.
[0072] In S417, the control unit 101 judges whether or not the current turn was the final turn. If the control unit 101 judges that the current turn was the final turn, the process proceeds to S418, and if the control unit 101 judges that the current turn was not the final turn, the control unit 101 increments the number of turns by 1 and returns the process to S403.
[0073] In S418, the control unit 101 outputs the result of the match game and completes the match game process. The result of the match game is that if the stamina of either the first or second character is 0, the character with the remaining stamina wins, and if the stamina of both characters is not 0, the character with the most remaining stamina wins.
[0074] As described above, according to the game device of this embodiment, when information on a character that is not the subject of training is stored by the backup function, it is possible to control the stored character to participate in a game in which a character to be trained participates, thereby broadening the range of strategy in the game and increasing the interest.
[0075] In the present embodiment, the battle game process is executed when the game device 100 and another game device 100 are connected for communication, but the execution of the battle game process is not limited to this mode. The battle game is not limited to a battle between characters trained by users, but may be a battle between a target character of the game device 100 and a non-player character (NPC: Non-Player Character). In this case, the battle game can be realized without requiring communication between game devices, and a battle game is executed between an NPC having a predetermined parameter and the target character. The battle game with the NPC may be executed in the game device 100, for example, when close-proximity wireless communication is performed by the game device 100 approaching a predetermined device. Alternatively, for example, when a predetermined occurrence condition (for example, a predetermined number of steps is detected in an active state) is satisfied in a specific event that occurs in the training game, a battle game between the target character and the NPC related to the event may be executed.
[0076] Also, a form of a battle game that does not involve communication with the game device 100 may include a battle game that is triggered by storing information on a character to be trained and a support character in a memory card in another game device and acquiring information from the memory card by the acquisition unit 105. The battle game that is played in this case may be realized by executing the battle game process shown in the flowchart of Fig. 4 using the information acquired from the memory card and the information on the target character and support character of the game device 100.
[0077] [Variation 1] In the above embodiment, the character set as a character to be developed in the game device 100 or the character whose information is acquired from the memory card is described as being capable of being stored by the backup function, but the embodiment of the present invention is not limited to this. The number of characters for which the user wishes to store information may exceed the number of characters whose information can be stored in the storage device 102. For this reason, for example, information on characters developed in the game device 100 may be stored in an external device such as an arbitrary storage server, and may be configured to be downloadable to the game device 100 as a backup character at any timing. The downloading of character information to the game device 100 may be realized by a direct communication connection between the game device 100 and the storage server via the communication unit 108, or may be performed via an arbitrary terminal such as a smartphone that can be connected to the game device 100 for communication.
[0078] [Variation 2] In the above embodiment, when multiple characters are stored by the backup function, the user can designate any one of the characters as a support character, but the present invention is not limited to this. Support characters may be limited to characters in the same category as the character set as the target of development.
[0079] For example, in an embodiment in which the game device 100 is configured to be able to train characters of multiple types of content, the characters that can be designated as support characters may be limited to characters that share the same content as the character set as the target of training. According to this embodiment, it is possible to avoid the loss of the worldview of the content due to the cooperation of characters from different contents.
[0080] Also, for example, the characters that can be designated as support characters may be restricted to those that have attributes in common with characters that are set as targets for development, such as a team or role defined in the story of the content.
[0081] In the case where the characters that can be designated as support characters are limited, the relationship between the target character and the support character may change if the character to be trained is changed. For this reason, the system may be configured to request reselection of a support character on the condition that the target character has been changed, or the control unit 101 may be configured to select, as a support character, a backup character that matches the changed target character.
[0082] [Variation 3] In the above embodiment, a plurality of conditions for the support character to participate in the fighting game are defined, but it is easily understood that not all of these conditions are essential. For example, other conditions may be included, or only some of the conditions may be adopted. For example, the condition for the support character to participate in the fighting game may simply be that the character's information is retained by the backup function.
[0083] [Variation 4] In the above embodiment, the effect that occurs when a support character participates in a battle game is described as being different depending on the parameters of the support character, but the implementation of the present invention is not limited to this. For example, the effect that occurs may be constant regardless of the parameters of the support character, or may be determined by a lottery process or the like.
[0084] [Variation 5] In the above embodiment, when the support character participates in the battle game, the support character takes an action that provides an advantage in the progress of the battle game, but the implementation of the present invention is not limited to this. That is, the action taken by the support character does not necessarily have to be an action that provides an advantageous effect, and may be an action that provides a dramatic effect, such as livening up the screen display.
[0085] [Variation 6] In the above embodiment, the game (second type of game) in which the character set as the target to be trained appears, which is executed separately from the training game (first type of game), is described as a battle game, but the implementation of the present invention is not limited to this. The second type of game may be a game of another genre, and in that case, it will be easily understood that the effect caused by having the support character participate may be changed depending on the genre of the game.
[0086] [Variation 7] In the above embodiment, the competitive game is described as being realized by communication connection with other game devices 100, but the implementation of the present invention is not limited to this. That is, the present invention can be implemented as long as a support character that is not set as a training target in a training game is configured to be able to participate in a different type of game, and a communication element with other devices is not essential to realize the different type of game.
[0087] [Summary of the embodiment] The above embodiment discloses at least the following game device and program.
[0088] (1) A game device that executes a first type of game in which a character is developed, A setting means for setting a first character to be developed; a storage means for storing a second character different from the first character, the second character being set by the setting means as a character to be developed, without being set as a character to be developed; an execution means for executing a second type of game, different from the first type of game, in which the first character participates; a control means for controlling the second character held in the holding means to participate in the second type of game when a predetermined condition is satisfied; A game device comprising:
[0089] (2) The game device according to (1), wherein the predetermined condition includes that the second character is held by the holding means.
[0090] (3) The game device according to (1) or (2), wherein the predetermined condition includes that the second character is a character of the same category as the first character.
[0091] (4) The game device according to (3), wherein the characters in the same category are characters that have a common corresponding content.
[0092] (5) The game device according to (3) or (4), wherein the characters of the same category are characters that have a common attribute.
[0093] (6) The gaming device according to any one of (1) to (5), wherein the predetermined condition includes a condition regarding a progress of the second type of game.
[0094] (7) The game device according to (6), wherein the predetermined condition includes a parameter of the first character in the second type of game being disadvantageous to the progress of the second type of game.
[0095] (8) The game device according to (6) or (7), wherein the predetermined condition includes a successful action of the first character in the second type of game.
[0096] (9) The game device according to any one of (6) to (8), wherein the predetermined condition includes that the second character has not yet participated in the second type of game.
[0097] (10) The holding means is configured to be able to hold a plurality of the second characters; The game device according to any one of (1) to (9), further comprising a selection means for selecting one of the second characters to be participated in the second type of game when a plurality of the second characters are held in the holding means.
[0098] (11) The game device described in (10), wherein the selection means selects one second character designated based on a selection operation by a user from among the plurality of second characters held in the holding means.
[0099] (12) The game device further includes a display control means for displaying the second characters stored in the storage means on a display device, The game device according to (10) or (11), wherein the display control means causes the one second character selected by the selection means from among the plurality of second characters to be identifiable.
[0100] (13) The game device according to any one of (10) to (12), wherein the selection means reselects the one second character on condition that the first character has been changed by the setting means.
[0101] (14) The game device according to any one of (1) to (13), wherein when the first character is changed by the setting means, the retaining means retains the character before the change as the second character.
[0102] (15) The game device according to any one of (1) to (14), wherein the storage means stores a character obtained from an external device as the second character.
[0103] (16) The game device according to any one of (1) to (15), wherein the control means controls the second character to perform a predetermined action in the second type of game.
[0104] (17) The game device according to (16), wherein the predetermined action is an action that provides an advantage in the progress of the second type of game.
[0105] (18) The second type of game is a competitive game, The game device according to (17), wherein the predetermined action is an attack action against an opponent character in the fighting game.
[0106] (19) The game device described in (17) or (18), wherein the control means varies the effect in the second type of game when the second character is caused to perform the specified action depending on parameters of the second character.
[0107] (20) A game device described in any one of (1) to (19), wherein the participation of the second character in the second type of game includes displaying the first character and the second character on a display device while the second type of game is being played.
[0108] (21) A program for causing a computer to function as each of the means of the game device described in any one of (1) to (20).
[0109] [Other embodiments] The invention is not limited to the above-described embodiment, and various modifications and variations are possible within the scope of the gist of the invention. [Explanation of symbols]
[0110] 100: game device, 101: control unit, 102: storage device, 103: memory, 104: detection unit, 110: sensor, 105: acquisition unit, 106: display control unit, 120: display unit, 107: operation input unit, 108: communication unit
Claims
1. A game device that executes a first type of game in which a target character is set, a setting means for setting a first character as the target; a holding means for holding a second character that is different from the first character and that can be set as the target by the setting means, without setting the second character as the target; an execution means for executing a second type of game, which is different from the first type of game and in which the first character participates; a control means for controlling the second character to participate in the second type of game on condition that the second character is held in the holding means; A game device comprising:
2. The game device described in Claim 1, wherein the control means further controls the second character to participate in the second type of game, provided that the second character is a character of the same classification as the first character.
3. 3. The game device according to claim 2, wherein the characters of the same category are characters that correspond to a common content.
4. 3. The game device according to claim 2, wherein the characters of the same category are characters that have a common attribute.
5. A game device as described in Claim 1, wherein the control means causes the second character to participate in the second type of game depending on the progress of the second type of game.
6. A game device as described in Claim 5, wherein the control means causes the second character to participate in the second type of game when the parameters of the first character in the second type of game are in an unfavorable state for the progress of the second type of game.
7. A game device as described in Claim 5, wherein the control means further controls the second character to participate in the second type of game, on the condition that the action of the first character in the second type of game is successful.
8. the holding means is configured to be able to hold a plurality of the second characters; The game device further includes a selection means for selecting one of the second characters to participate in the second type of game when a plurality of the second characters are held in the holding means.
2. The game device according to claim 1.
9. 9. The game device according to claim 8, wherein the selection means selects the one second character designated based on a selection operation by the user from among the plurality of second characters held in the holding means.
10. a display control means for displaying the second characters stored in the storage means on a display device; The display control means displays the one second character selected by the selection means from among the plurality of second characters in an identifiable manner.
9. The game device according to claim 8.
11. 9. The game device according to claim 8, wherein the selection means reselects the one second character on condition that the first character has been changed by the setting means.
12. 2. The game device according to claim 1, wherein, when the first character is changed by the setting means, the holding means holds the character before the change as the second character.
13. 2. The game device according to claim 1, wherein the storage means stores a character acquired from an external device as the second character.
14. 2. The game device according to claim 1, wherein the control means controls the second character to perform a predetermined action in the second type of game.
15. 15. The game device according to claim 14, wherein the predetermined action is an action that provides an advantage in the progress of the second type of game.
16. 2. The game device according to claim 1, wherein the participation of the second character in the second type of game includes displaying the first character and the second character on a display device while the second type of game is being played.
17. A program for causing a computer to function as each means of the game device according to any one of claims 1 to 16.