Program and game device
Patent Information
- Application Number
- JP2024079203
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-05-15
- Publication Date
- 2026-02-10
AI Technical Summary
Changing game parameters can disrupt the balance of the game, leading to a loss of player interest.
A program and game device that include game element registration, parameter changing, and state management means to control the transition time of game elements from a non-competitive to a competitive state, ensuring balanced gameplay.
Maintains gameplay interest by preventing unbalanced gameplay due to powerful abilities, requiring strategic play and enhancing player engagement.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a program and a game device. [Background technology]
[0002] There are games in which the parameters of a character within the game can be changed (for example, Patent Document 1). In such games, changing the parameters usually means strengthening the character. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2022-037238 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, depending on how the parameters are handled after being changed, the game balance may be lost, resulting in a loss of interest for the player in the game.
[0005] Therefore, an object of the present invention is to provide a program and a game device that provide a game that does not lose interest. [Means for solving the problem]
[0006] One aspect of the present invention is a program for causing a computer to execute a game, the program causing the computer to function as game element registration means for registering game elements to be featured in the game, parameter change means for changing parameters of the registered game elements, and game element state management means for changing the transition time required for a game element to transition from an incompetence state in which it is not possible to play a battle to a competition-available state in which it is possible to play a battle, provided that the parameters of the game element have been changed.
[0007] One aspect of the present invention is a game device comprising: game element registration means for registering game elements to be featured in a game; parameter change means for changing parameters of the registered game elements; and game element state management means for changing a transition time required for the game elements to transition from an incompetence state in which it is not possible to play a battle to a combat-compatible state in which it is possible to play a battle, when the parameters of the game elements have been changed. Effect of the Invention
[0008] According to the present invention, it is possible to provide a game that does not lose its interest. [Brief description of the drawings]
[0009] [Figure 1] FIG. 1 is a diagram showing the system configuration of a game system according to this embodiment. [Diagram 2] FIG. 2 is a diagram showing an example of a game card P1 in which the first game element is a pilot, and character information of the pilot type is an attack type. [Diagram 3] FIG. 3 is a diagram showing an example of a game card M1 in which the second game element is a ship and the type of character information is an attack type. [Figure 4] FIG. 4 is a diagram showing an example of a game field in the competitive game of this embodiment. [Diagram 5] FIG. 5 is a front external view of the game device 1 according to the embodiment of the present invention. [Figure 6] FIG. 6 is a block diagram showing a functional configuration of the game device 1 according to the embodiment of the present invention. [Figure 7] FIG. 7 is a diagram showing an example of the game element database 190. As shown in FIG. [Figure 8] FIG. 8 is a diagram for explaining the difference between the transition time of a normal unit and the transition time of an ability activation unit. [Figure 9] FIG. 9 is a block diagram showing a functional configuration of the server 2 according to the embodiment of the present invention. [Figure 10]FIG. 10 is a diagram showing an example of the player database 211. As shown in FIG. [Figure 11] FIG. 11 is a flowchart showing the operation of the game device 1. [Figure 12] FIG. 12 shows an example of the game element registration screen. [Figure 13] FIG. 13 is a flowchart showing the process of activating abilities and changing parameters. [Figure 14] FIG. 14 shows an example of a notification that an ability can be activated. [Figure 15] FIG. 15 is a diagram showing an example of an operation for activating an ability. [Figure 16] FIG. 16 shows an example of a presentation image when an ability is activated. [Figure 17] FIG. 17 shows an example of a presentation image for a unit that is activating an ability. [Figure 18] FIG. 18 is a flowchart of the operation of the unit status management. [Figure 19] FIG. 19 is a diagram showing an example of a representation image according to a transition time T. In FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] An embodiment of the present invention will be described.
[0011] <Overall composition> FIG. 1 is a diagram showing the system configuration of a game system according to this embodiment. As shown in FIG. 1, the game system is configured to include one or more game devices 1 and a server 2. The one or more game devices 1 and the server 2 can be connected to a communication line N and can communicate with each other. The communication line N means a communication path that allows data communication. In other words, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, and the communication method can be either wired or wireless.
[0012] The game device 1 is a computer capable of executing a game program, and is connected to a communication line N via a wireless communication base station or the like, and can perform data communication with the server 2. The game device 1 is, for example, an arcade game device, a smartphone, a mobile phone, a portable game device, a stationary home game device, a personal computer, a tablet computer, a controller for a stationary home game device, etc. Basically, there are a plurality of game devices 1, each of which is operated by a player.
[0013] The server 2 is a server system including one or more server devices, storage devices, etc. The server 2 provides various services for operating the game of this embodiment, and can manage data necessary for operating the game, and distribute game programs and data necessary for executing the game on the game device 1. Although details will be described later, when a player is identified when using the game device 1, that is, when a competitive game service is provided after the player has been identified, the server 2 updates the information managed for each player based on the content of the use (game play history).
[0014] In this embodiment, such a system configuration allows a competitive game between players using multiple game devices 1 to be realized via the server 2 and the communication line N, but the game is not limited to a competitive game between players (vs. human), and also includes a case where one of the players is a non-player character provided by the server 2. Furthermore, the game in which a play experience is provided on the game device 1 is not limited to a competitive game between players, and may include a game configured for one person.
[0015] In the embodiment described below, an example of the present invention is applied to a game device that executes a competitive game in which a screen on which game elements are arranged on a game field is displayed as an example of a game device, but the present invention can be applied to any device that is capable of executing a game in which a screen on which game elements are arranged on a game field is displayed as an example of a game device.
[0016] <Game elements and overview of the battle game> In order to facilitate understanding of the configuration of the present embodiment, an overview of the fighting game and game elements used in the fighting game according to the present embodiment will be described below.
[0017] In the battle game according to the present embodiment, multiple types of game elements appear. The game elements are characters (characters, mounts, items, etc.) and are represented by being embodied in images, virtual or real objects, etc. Images include still images and moving images. An example of a virtual or real object is, for example, a game card, which is an object (real object) having a physical volume. Note that the object is not limited to a game card, but is not limited to a game card as long as it is configured to be able to identify a game element associated with the object. The object may be, for example, a shaped object such as a figure having the appearance of a game element.
[0018] In this embodiment, the multiple types of items are all tangible game cards, and each type is described as being associated with one game element that appears in a competitive game in which a play experience is provided on the game device 1. The game element to which the game card is associated can be identified by acquiring identification information (element ID) for identifying the game element attached to the game card by a game element reading unit described later. The identification information (element ID) may be added to the game card by, for example, printing or the like on the game card to obtain a one-dimensional or multi-dimensional code obtained by converting the identification information for identifying the game element, or by other methods such as recording the identification information on a tag or IC chip for near field communication (NFC) included in the game card.
[0019] In a competitive game, each player is able to use multiple game elements, and prior to the start of the game (before the sequence in which the game elements are actually operated begins), information can be obtained from a game card, and the game elements associated with that game card can be registered as game elements to appear in the game (to be used by the player).
[0020] In this embodiment, there are multiple game elements that the player introduces into the game, but there are mainly two: a first game element and a second game element. The first game element is the pilot, and the second game element is the aircraft operated by the pilot. Furthermore, each of the first game element and the second game element is divided into multiple types.
[0021] The types of pilots, which are the first game elements, include, for example, an attack type (first type) and a defense type (second type). The attack type is a type that mainly aims to attack the game elements of the opposing player, and attacks the game elements of the opposing player without protecting the other game elements of the player. The defense type is mainly aimed at defending the other game elements of the player, and attacks the game elements of the opposing player to protect the other game elements of the player. Note that the types and the numbers are merely examples, and are not limited to these types and numbers. For example, a plurality of attack types may be provided according to the types of game elements of the opposing player, such as an attack type that can only attack X type of game elements of the opposing player, and an attack type that can only attack Y type of game elements of the opposing player.
[0022] The types of the boarded aircraft as the second game element include, for example, an attack type (first type) and a defense type (second type). The attack type is a type that mainly aims to attack the game elements of the opposing player and attacks the game elements of the opposing player without protecting the other game elements of the player. The defense type is mainly aimed at defending the other game elements of the player and attacks the game elements of the opposing player to protect the other game elements of the player. As a further type, a range type (third type) according to the range of the weapon that can be used by the boarded aircraft may be provided. For example, if the weapon that can be used is a long-range weapon, it is a long-range type, and if the weapon that can be used is a close-range weapon, it is a close-range type. Note that the types and the number are merely examples and are not limited to these types and numbers.
[0023] These types do not necessarily correspond one-to-one to each game element, but may correspond one-to-many. For example, the second game element, a boarding machine, may have two types, a defense type and a long-distance type. A boarding machine having such a type can attack game elements located far from the opposing player using a long-range weapon in order to protect the other game elements of the player.
[0024] Furthermore, the first game element and the second game element have various parameters (level, hit points, attack power, defense power, terrain suitability, weapon used, etc.) suitable for the type, in addition to the character information of the type or type of the first game element or the second game element. For example, an attack type has parameters specialized for attack. These various parameters may be changed as the battle game progresses.
[0025] Furthermore, some of the first game elements or the second game elements have special abilities called abilities. The abilities are abilities that are used to advantageously develop the progress of the game and are abilities that strengthen the game elements. For example, when a certain activation condition is met, the attack power of the opposing player against the game elements can be increased for a predetermined period of time. The activation of an ability can be automatic when the activation condition is met, or can be activated at the player's discretion when the activation condition is met. In addition, some abilities can be activated only once during a match, and some can be activated multiple times. Even if the player is in a state where a match is impossible (defeat) due to an attack from the opposing player's game element after activating this ability, it is possible to return (transition) to a state where a match is possible again after a predetermined time (transition time) has passed. However, the transition time is longer than the transition time of a game element that does not activate a normal ability.
[0026] FIG. 2 is a diagram showing an example of a game card P1 in which the first game element is a pilot, and the character information is of the attack type. The game device 1 can obtain the character information and abilities of the game card P1 by having the game element reading unit read the identification information and the like written on the game card P1. FIG. 3 is a diagram showing an example of a game card M1 in which the second game element is a pilot, the type is an attack type, and the character information is of the special attack (attack power is doubled, but defense and evasive action are not possible) as an ability. The game device 1 can obtain the character information and abilities of the game card M1 by having the game element reading unit read the identification information and the like written on the game card M1.
[0027] Furthermore, in the battle game of this embodiment, a game element called a unit (hereinafter, sometimes referred to as a squadron) appears. This unit is composed of a combination of a pilot, which is a first game element, and a pilot's aircraft, which is a second game element. In other words, a player can register a pilot in association with an element that operates the aircraft in the battle game. This allows a player to have a unit consisting of a pilot and an aircraft appear in the battle game.
[0028] The capabilities of a unit can be, for example, the sum of the character information (various parameters) of the pilot, which is the first game element constituting the unit, and the character information (various parameters) of the aircraft, which is the second game element. Furthermore, the unit has behavioral characteristics that define (or limit) what actions it can take in a battle in a battle game. The behavioral characteristics of the unit are subordinate (dependent) to at least one of the components, the pilot type (classification), which is the first game element, or the aircraft type (classification), which is the second game element.
[0029] When the behavioral characteristics of a unit are made to depend only on the type (type) of the pilot, which is the first game element, the type (type) of the aircraft is not reflected, and the behavioral characteristics reflect the type of the pilot. For example, when the type of the pilot constituting the unit is a defensive type and the type of the aircraft constituting the unit is an attacking type, the type of the aircraft is not reflected, and the behavioral characteristics of the unit are made to have the main purpose of protecting the player's game elements, and attacks on the game elements of the opposing player are limited to protecting the other game elements of the player. Also, when the behavioral characteristics of a unit are made to depend only on the type (type) of the aircraft, which is the second game element, the type (type) of the pilot is not reflected, and the behavioral characteristics reflect the type of the aircraft.
[0030] In this way, when the behavioral characteristics of a unit are made dependent on only one type of game element, the player must consider the types of the pilot and the aircraft and select the pilot and aircraft that make up the unit. This is because the ability of a unit is, for example, the total value of the character information of the game elements that are its constituent elements (pilot and aircraft), and therefore if the type is selected incorrectly, the unit's abilities cannot be exerted. On the other hand, if the types of the game elements that are its constituent elements (pilot and aircraft) are selected properly, for example, if the type of the pilot and the type of the aircraft are the same defensive type, the unit can exert abilities that match its behavioral characteristics.
[0031] On the other hand, when the behavioral characteristics of a unit are made subordinate (dependent) to both the type (type) of the pilot, which is the first game element, and the type (type) of the aircraft, which is the second game element, which are components, this is effective when the type (type) of the pilot, which is the first game element, and the type (type) of the aircraft, which is the second game element, are completely different. For example, the type of pilot, which is the first game element, may be an attack type and a defense type, and the type of the aircraft, which is the second game element, may be a range type. In such a case, the behavioral characteristics of a unit that is a combination of a defense type pilot and a long-range type aircraft will be such that it attacks the game elements of the opposing player at a distance using a long-range weapon in order to defend the other game elements of the player. In this way, a game with high strategic quality can be provided to the player.
[0032] Furthermore, abilities of the first game element or the second game element can be added as the capabilities of the unit. For example, if the pilot's aircraft of the second game element has an ability, a unit that has the pilot's aircraft of the second game element as a component can have the ability of the pilot's aircraft of the second game element. For example, a unit that has the game card P1 (pilot) of FIG. 2 and the game card M1 (pilot's aircraft) of FIG. 3 as components can have the ability of the game card M1 (pilot's aircraft).
[0033] Next, an overview of the competitive game will be given.
[0034] The competitive game of this embodiment progresses by deploying (placing) the units (troops) registered for each player on a game field of a specified size, and performing movement and attack actions (the implementation of these actions is accepted by the operation input unit, which will be described later).
[0035] FIG. 4 is a diagram showing an example of a game field in the battle game of this embodiment. In one aspect shown below, the game field includes a dispatch unit area 30, a first area 31, and a second area 32. The dispatch unit area 30 is where units that can be dispatched (appear) are placed. The first area 31 is the area of the player himself, where bases (game elements) such as the player's base are placed. The second area 32 is the area of the opposing player, where bases (game elements) such as the opposing player's base are placed. As another game element, there is also a base such as a battleship that can move between the areas. Then, a player who destroys the opponent player's base (reduces its durability value to 0) as a result of an attack action by any unit becomes the winner of the battle game.
[0036] Therefore, when an opposing player's unit attempts to attack the base associated with the opposing player, each player will need to place units to intercept (defense) the attacking action in order to hinder the attacking action, or control the attacking action of the units in order to destroy the opposing player's base before the opposing player's unit can do so.
[0037] Here, it is important to note that the areas in which the unit can move differ depending on the type of unit. For example, if the type of unit is a defense type, the unit is a unit for defending a base such as a player's base, and the base such as the player's base is placed in the first area 31, so that the defense type unit can move only within the first area 31. On the other hand, if the type of unit is an attack type, the unit is a unit for attacking a base such as a battleship of the opponent player that attacks the base of the opponent player or the base of the player's base, and the base of the opponent player's base is placed in the second area 32, and the base such as the battleship of the opponent player can enter (be placed) in the first area 31, so that the attack type unit can move in both the first area 31 and the second area 32.
[0038] At the start of the battle game, the information on the units registered by the opponent player is not known. The player can deploy each of the units registered for himself / herself onto the game field at any timing after the start of the battle game, and the opponent player is notified of the game elements (pilot and aircraft) that the unit is made up of at the time the unit is deployed onto the game field. This configuration makes it possible to provide the player with the excitement of strategically developing the game while determining the units and actions of the opponent player.
[0039] <Configuration of Game Device 1> FIG. 5 is a front external view of the game device 1 according to the embodiment of the present invention. The game device 1 includes a display unit 11 (display 11) on which information required for game progress, such as a menu, and a game field are displayed, and a first game element reading unit 12 for registering a first game element (pilot) to be featured in a competitive game from a game card held by a player. 1 ~12 5 and a second game element reading unit 13 for registering a second game element (boarded aircraft) to be used in the battle game from a game card held by the player. 1 ~13 5It is equipped with the following:
[0040] First game element reading unit 12 1 ~12 5 is a reader that reads character information of a pilot, which is a first game element to be made to appear in a game, from a game card. The game device 1 of this embodiment is provided with five first game element reading units 12 so that up to a maximum of five pilots can be registered as game elements to be used. 1 ~12 5 The player selects a game card P of a pilot (first game element) to be included in the battle game from among the game cards he owns, and inserts it into the first game element reading unit 12. 1 ~12 5 By setting (arranging) the first game element reading unit 12 1 ~12 5 can read the identification information of the pilot's (first game element) game card.
[0041] Second game element reading unit 13 1 ~13 5 is a reader that reads character information of a boarding machine, which is a second game element to be made to appear in a game, from a game card. The game device 1 of this embodiment allows up to five boarding machines (upper limit) to be registered as a usable game element, so five second game element reading units 13 1 ~13 5 The player selects a game card of a boarding machine (second game element) to be used in the battle game from among the game cards he owns, and inserts it into the second game element reading unit 13. 1 ~13 5 By setting (arranging) the second game element in the second game element reading unit 13, 1 ~13 5 can read the identification information of the game card of the piloted aircraft (second game element).
[0042] Then, players can start a battle game by organizing up to five units (squads), which are game elements that can be used and consist of one registered pilot and one piloted aircraft. In other words, the maximum number of pilots that can be registered for a unit (squad) is the same as the maximum number (upper limit) of pilots that can be registered, which is set to five.
[0043] For example, when the number of game cards from which information can be acquired is less than the maximum number (upper limit) of aircraft and pilots, such as when the player has just started using the game device 1 or when the player does not carry a game card, each of the game elements constituting the unit (squad) does not necessarily need to be registered based on information acquired from the game cards. In this case, it is sufficient that game elements prepared on the game device 1 side are additionally registered, the maximum number of aircraft and pilots are registered, and five squadrons are formed. Also, in an aspect in which a concept such as cost is introduced in the registration, the number of units (squads) to be registered may be set to a number less than the maximum number.
[0044] In addition, in this embodiment, one pilot is associated with one aircraft and registered as one unit, but the present invention is not limited to this. That is, the game elements constituting one unit may be associated with multiple pilots with one aircraft, or one pilot with multiple aircraft.
[0045] FIG. 6 is a block diagram showing a functional configuration of the game device 1 according to the embodiment of the present invention. The game device 1 includes a processing unit 10, a display unit 11, and a first game element reading unit 12. 1 ~12 5 and the second game element reading unit 13 1 ~13 5 The device further comprises an operation input unit 14, a price detection unit 15, a user information reading unit 16, a sound output unit 17, a communication unit 18, and a memory unit 19.
[0046] The processing unit 10 comprehensively controls the operation of the game device 1 based on the programs and data stored in the memory unit 19, the first game element reading unit 12, the second game element reading unit 13, and operation input signals from the operation input unit 14, etc. The functions of the processing unit 10 can be realized by electronic components such as a microprocessor such as a CPU or a GPU, an ASIC, and an IC memory. Specifically, the control unit 10 reads out the operation programs of each unit recorded in the recording unit 19, for example, and loads them into memory and executes them to control the operation of each unit. The processing unit 10 includes, as main functional units, a game element acquisition unit 110, a unit configuration unit 111, a game execution unit 112, a parameter change unit 113, and a state management unit 114. These units will be described later.
[0047] The display unit 11 displays various game screens based on the image signals output from the processing unit 10. The function of the display unit 11 can be realized by a display device such as a flat panel display such as a liquid crystal display, a projector, or a head-mounted display. In FIG. 5, the display unit 11 corresponds to the display 11.
[0048] First game element reading unit 12 1 ~12 5 As described above, the first game element reading unit has a maximum of five first game element registrations, and is a reader that reads character information of the pilot, which is the first game element to be made to appear in the game, from the game card held by the player. Reading of the first game element from the game card is possible, for example, by printing a one-dimensional or multi-dimensional code obtained by converting the identification information, etc. of the game card on the game card, and reading the one-dimensional or multi-dimensional code. In addition, if the identification information, etc. of the game card is recorded on a tag or IC chip for near field communication (NFC) contained in the game card, the information is read from the tag or IC chip. The read information is stored in the reader ID (e.g., reader ID=12), which is the identification information of the device itself. 1 etc.) to the processing unit 10.
[0049] Second game element reading unit 13 1 ~13 5 As described above, the second game element reading unit is a second game element reading unit with a maximum of five second game element registrations, and is a reader that reads character information of the aircraft to be piloted, which is a second game element to be made to appear in the game, from a game card held by the player. Reading of the second game element from the game card is possible, for example, by printing a one-dimensional or multi-dimensional code obtained by converting the identification information, etc. of the game card on the game card, and reading the one-dimensional or multi-dimensional code. In addition, if the identification information, etc. of the game card is recorded on a tag or IC chip for near field communication (NFC) contained in the game card, it is read from the tag or IC chip. The read information is stored in the reader ID (e.g., reader ID=13), which is the identification information of the device itself, and is stored in the game card. 1 etc.) to the processing unit 10.
[0050] First game element reading unit 12 1 ~12 5 The first game element read by the second game element reading unit 13 1 ~13 5 As described above, one unit is a combination of a pilot, which is a first game element, and a plane, which is a second game element. Therefore, in order to make it easy for the player to identify the combination of the pilot, which is a first game element, and the plane, which is a second game element, that constitutes a unit, the first game element reading unit 12 1 ~12 5 and the second game element reading unit 13 1 ~13 5 The first game element reading unit 12 1 ~12 5 and the second game element reading unit 13 1 ~13 5 For example, the first game element reading unit 12 is disposed so that at least one side of the first game element reading unit 12 is adjacent to the first game element reading unit 12. 1 and the second game element reading unit 13 1The first game element reading unit 12 is disposed so that the upper side of the first game element reading unit 12 is adjacent to the upper side of the second game element reading unit 12. 1 The pilot of the game card read by the second game element reading unit 13 1 The player can easily understand that the game card read by the first game element reading unit 12 and the boarding aircraft of the game card are paired to form a unit. 2 ~12 5 and the second game element reading unit 13 2 ~13 5 The same is true for combinations with .
[0051] The operation input unit 14 allows the player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 10. The function of the operation input unit 14 can be realized by, for example, an element that is directly operated by the player with the player's fingers, such as a touch panel, a touch operation pad, a home button, a button switch, a joystick, or a trackball, as well as an element that detects movement or posture, such as an acceleration sensor, an angular velocity sensor, a tilt sensor, or a geomagnetic sensor. In this embodiment, this corresponds to a touch operation panel attached to the display unit 11.
[0052] The price detection unit 15 detects that a price has been paid in the game device 1. The payment of the price may be determined, for example, by detecting that a predetermined amount of coins or an equivalent coin has been inserted into an insertion slot (not shown) of the game device 1, or by detecting the completion of a settlement process based on communication with a chip related to a predetermined electronic money. The game device 1 of this embodiment will be described as starting to provide a service including the provision of a series of game play experiences based on the payment of a price for starting the provision of the service. The payment of the price is also configured to be detectable even after the start of the provision of the service.
[0053] The user information reading unit 16 acquires information from an article on which a player ID (player identification information) is recorded in order to identify a player who uses the game device 1. In this embodiment, the article on which a player ID is recorded is a player card configured in the form of a card.
[0054] The sound output unit 17 is a speaker or the like for outputting sound effects and the like related to the game based on the sound signal output from the processing unit 10.
[0055] The communication unit 18 is a communication interface with an external device. The communication unit 18 can connect to an external device via a communication line N (whether wired or wireless) and enable transmission and reception of data. For example, the communication unit 18 converts information input as a transmission target into data of a predetermined format and transmits the data to an external device such as the server 2 via the communication line N. The communication unit 18 also receives information from an external device via the communication line N, for example.
[0056] The recording medium 19 is a recording device capable of holding data, such as a non-volatile memory, a HDD, etc. The recording medium 19 stores operation programs for each part of the game device 1, as well as information on parameters required for the operation of each part, various graphics data used in the fighting game executed by the game device 1, and the like.
[0057] Furthermore, the recording medium 19 stores a game element database 190 (game element DB 190). The game element DB 190 is a database that manages information (element information) on each of the game elements that appear in the game. In the game device 1 of this embodiment, the player inserts a game card into the first game element reading unit 12 during game play. 1 ~12 5 and the second game element reading unit 13 2 ~13 5By placing the game card on the game card and acquiring information, the game element associated with the game card can appear in the game. The element information managed for one game element includes, for example, as shown in FIG. 7, type information 192 indicating the type in the game assigned to the game element in association with an element ID (identification information) 191 that uniquely identifies the game element, drawing information 193 including graphics data and the like used for screen generation when the game element appears in the game, parameter information (character information) 194 describing the name, attributes, and the like of the game element as well as parameters and the like determined for each element level of the game element, and ability information 195 describing the activation conditions and the activated effects. The parameter information 194 and the ability information 195 are information referenced in the game in which the game element appears, and are involved in the progress control of the game.
[0058] In this embodiment, the game element DB 190 stores graphics data, parameter information, ability information, etc., and the element information includes these data, but the embodiment of the present invention is not limited to this. The element information may include information indicating the storage location of each piece of information.
[0059] Next, the main functional sections of the processing section 10, that is, the game element acquisition section 110, the unit configuration section 111, the game execution section 112, the parameter change section 113, and the state management section 114, will be described.
[0060] The game element acquisition unit 110 is a first game element reading unit 12 1 ~12 5 and the second game element reading unit 13 1 ~13 5 At this time, the first game element reading unit 12 that reads the element ID 191 of the game card obtains the element ID 191 of the game card. 1 ~12 5 and the second game element reading unit 13 1 ~13 5 The reader ID for identifying the first game element reader 12 (hereinafter,1 ~12 5 The reader ID is 12 1 ~12 5 and the second game element reading unit 13 1 ~13 5 The reader ID is 13 1 ~13 5 The first game element acquiring unit 110 also acquires type information 192, drawing information 193, parameter information 194, and ability information 195, which are associated with the element ID 191 of the acquired game card, from the game element DB 190. The game element acquiring unit 110 then associates the reader ID with the game element ID 191, type information 192, drawing information 193, parameter information 194, and ability information 195, and outputs them to the unit configuration unit 111 and the game execution unit 112. 1 ~12 5 The game element acquisition unit 110 and the game element acquisition unit 111 function as a first game element registration unit. 1 ~13 5 Together with the game element acquisition unit 110, this functions as a second game element registration unit.
[0061] The unit configuration section 111 receives the reading section ID, element ID 191, type information 192, drawing information 193, and parameter information 194 from the game element acquisition section 110, and configures one unit (squad) from a pair of a pilot, which is a first game element, and a plane, which is a second game element. The unit configuration section 111 identifies the pair of the first game element and the second game element from the reading section ID. In this embodiment, (reading section ID: 12 1 ,Reader ID: 13 1 ), (Reader ID: 12 2 ,Reader ID: 13 2 ), (Reader ID: 12 3 ,Reader ID: 13 3 ), (Reader ID: 12 4 ,Reader ID: 13 4 ), (Reader ID: 12 5 ,Reader ID: 13 5) corresponds to the game elements constituting one unit. The unit configuration unit 111 specifies the first and second game elements to be paired by specifying the element ID 191 associated with each pair of the reading unit ID. Then, the unit configuration unit 111 configures a unit using the type information 192, drawing information 193, and parameter information 194 associated with the element ID 191. The ability of the unit is, for example, the total value of the character information (various parameters) of the pilot, which is the first game element constituting the unit, and the character information (various parameters) of the boarding machine, which is the second game element. Furthermore, other information associated with the player ID read from the player card by the user information reading unit 16, for example, the player's level, correction parameters of each game element, etc., may be reflected in the ability of the unit. In addition, the behavioral characteristics of the unit are made subordinate (dependent) to at least one of the type (type) of the pilot, which is the first game element, or the type (type) of the boarding machine, which is the second game element, which are components. The parameters set in each unit when the unit is configured are referred to as initial parameters.
[0062] The game execution unit 112 controls a series of games (including display of game images) from the start to the end of the competitive game, and starts the competitive game when the price detection unit 15 detects the payment of the price. In the competitive game, the units (units) configured by the unit configuration unit 111 are placed on the game field, and the progress of the competition is controlled according to the operation input made by the player to the units (units). In addition, the game execution unit 112 performs calculations of attack and defense using various parameters of each unit in the competition, and determines the unit's competitive and incompetence states. Then, when it is determined that the unit is incompetence state, it notifies the parameter change unit 113 and the state management unit 114 of identification information that identifies the unit. The competitive state is a state in which the player can operate the unit, and the incompetence state is a state in which the player cannot operate the unit. The game management unit 112 also displays various performance images that can identify the unit's competitive and incompetence states, activation of abilities, and other such states.
[0063] The parameter change unit 113 controls the change of the initial parameters of the unit set by the unit configuration unit 111. A typical example of the change of the initial parameters is the activation of an ability possessed by the unit. The activation of an ability can be classified into two types: an ability that is automatically activated when an activation condition is satisfied (automatic activation), and an ability that is voluntarily activated by a player's operation when the activation condition is satisfied (voluntary activation). The parameter change unit 113 judges whether or not the unit satisfies the activation condition. Then, in the case of an automatically activated ability, the parameter change unit 113 activates the ability and changes the initial parameters of the unit to parameters that match the content of the ability. On the other hand, in the case of a voluntary activation ability, the parameter change unit 113 waits for an operation on the unit by the player (operation to specify the unit and activate the ability), and when the operation is performed, the parameter change unit 113 activates the ability and changes the initial parameters of the unit to parameters that match the content of the ability. The parameter change unit 113 may, for example, increase the parameters of the attack power or defense power of the unit, but is not limited thereto. Furthermore, the parameter modification unit 113 also performs processing for changing the parameters of the modified unit to their initial parameters upon receiving a notification from the game execution unit 112 that the unit is in a state where it is unable to play a battle.
[0064] The state management unit 114 manages the transition of the units from a state incapable of fighting to a state capable of fighting. The units are in a state capable of fighting when the game starts, but become incapable of fighting due to destruction, defeat, etc. as they fight against the units of the opposing player. In order to return these units from the incapable of fighting state to a state capable of fighting, the units that have become incapable of fighting must be repaired. Therefore, in this embodiment, in order to produce the repair of the units, it is assumed that a predetermined time is required for the units to return to a state capable of fighting again. The time required for this unit to return to a state capable of fighting again is referred to as a transition time T. The transition time T differs depending on the state in which the unit was in the state capable of fighting. In this embodiment, the transition time T of a unit with an ability activated (ability activation unit) is longer than the transition time T of a normal unit (normal unit) without the activation of an ability.
[0065] FIG. 8 is a diagram for explaining the difference between the transition time of a normal unit and the transition time of an ability activation unit. When a normal unit and an ability activation unit are defeated, they become in a battle-ineligible state. This state is a state in which the player cannot operate the unit. The state management unit 114 calculates the transition time T of the unit that has become in a battle-ineligible state. The transition time T of the normal unit is time T1. The state management unit 114 sets the normal unit in a battle-ineligible state for the transition time T1 after the unit is defeated. Then, when the transition time T1 has elapsed, the state management unit 114 notifies the game execution unit 112 to set the normal unit in a battle-ineligible state. On the other hand, the transition time T of the ability activation unit is the transition time T1 of the normal unit plus an extension time T2 for the ability. In other words, the state management unit 114 sets the transition time T of the ability activation unit to (T1+T2). Then, when the transition time (T1+T2) has elapsed, the state management unit 114 notifies the game execution unit 112 to put the normal unit into a battle-ready state. In this way, by making the transition time (repair time) of an ability-activating unit longer than the transition time (repair time) of a normal unit, it is possible to prevent a loss of game balance caused by a unit with a powerful ability appearing for a long time, and also to force the player to consider a strategy for how to make the most of the unit with the ability while fighting, thereby making the game more interesting.
[0066] Next, the server 2 according to the present embodiment will be described. Fig. 9 is a block diagram showing the functional configuration of the server 2 according to the embodiment of the present invention. The server 2 includes a processing unit 20, a storage unit 21, and a communication unit 22.
[0067] The processing unit 20 is, for example, a CPU, and controls the operation of each block of the server 2. Specifically, the processing unit 20 controls the operation of each block by, for example, reading out the operation program of each block recorded in the recording unit 21, expanding it in memory, and executing it. The processing unit 20 includes, as main functional units, a matching processing unit 201 and a management unit 202.
[0068] The matching processing unit 201 performs matching processing for a competitive game (player-versus-player battle) between players provided in the game system of this embodiment. Through the matching processing, a session is established for, for example, two game devices 1 that have transmitted matching requests at the same time among the game devices 1 connected to the server 2, and transition is made to a state in which information communication related to the competitive game is possible.
[0069] The management unit 202 manages the evaluation of the player related to the game based on the play content of the game played on the game device 1. More specifically, the management unit 202 evaluates the player based on the play content for each battle game play, and generates or updates evaluation information of the player information related to the player, which will be described later.
[0070] The recording unit 21 is a recording device capable of retaining data, such as a non-volatile memory or a HDD. The recording unit 21 stores information such as parameters required for the operation of each block, in addition to the operation program of each block held by the server 2. The recording unit 21 also stores a player database 210 (player DB210).
[0071] The player DB 210 is a database that manages information (player information) indicating game usage status associated with each user (player) for a game for which a play experience is provided on the game device 1 in the game system of this embodiment. The player information is information for managing the usage history of game play functions for each player and various game elements that are available to the player. The player information is sequentially updated according to the play results of a game played using a player card on the game device 1, and is provided to the game device 1 when the player card is used again. This makes it possible to provide game play in a state that reflects the previous game play on the game device 1.
[0072] In this embodiment, the player information may include, for example, as shown in FIG. 10, progress status information 212 indicating the progress of the player's game play, ownership information 213 indicating game elements that are available for use in the game by the player, enhancement status information 214 indicating the enhancement status of each of the available game elements, and reward information 215 indicating rewards granted to the player (which may be other types of game elements).
[0073] Here, the progress status information 212 may include evaluation information evaluating the playing status of the player in addition to progress information indicating to what stage a predetermined story has progressed, and battle record information indicating the battle record of a battle game. The possession information 213 is configured by sequentially adding the element IDs 191 of game elements associated with game cards used by the player when playing the game, that is, game elements available to the player, and the strengthening status information 214 may be configured to manage element levels as indicators indicating parameters changed by strengthening, in association with the element IDs 191 of at least game elements that have been strengthened (changed from the initial state). In this embodiment, in order to facilitate understanding of the invention, the strengthening status information 214 is described as being updated when the play result of the game performed on the game device 1 is obtained, but may be updated in response to, for example, obtaining information on the training result by using a training function on the game device 1.
[0074] The communication unit 22 is a communication interface with an external device. The communication unit 22 can connect to the external device via a communication line N (whether wired or wireless) and enable transmission and reception of data. The communication unit 22 converts, for example, information input as a transmission target into data in a predetermined format, and transmits the data to an external device such as the game device 1 via the communication line N. The communication unit 22 also receives information from the external device via, for example, the communication line N.
[0075] <Operation of Game Device 1> The following describes the operation of the game device 1. Fig. 11 is a flowchart showing the operation of the game device 1. In the following description, the maximum number (upper limit) of cards that can be registered in the battle game is five for both pilot cards (first game element) and boarded aircraft cards (second game element).
[0076] At the start of a competitive game, a player inserts a predetermined amount of coins or an equivalent coin as a fee for the service of the competitive game into an insertion slot of the game device 1. When the fee detection unit 15 detects the fee (Step 100), the game execution unit 113 starts the service of the competitive game (Step 101).
[0077] Next, the player has the player card read by the user information reading unit 16 (Step 102). The user information reading unit 16 reads the player ID 211 from the player's player card and transmits the player ID 211 to the server 2, thereby receiving from the server 2 the progress status information 212, possession information 213, strengthening status information 214, reward information 215, and the like associated with the player ID 311. These pieces of information are passed to the processing unit 10.
[0078] The game execution unit 112 displays a game element registration screen (Step 102). FIG. 12 is a diagram showing an example of the game element registration screen. In the game element registration screen of FIG. 12, among the game cards owned by the player XXXX, up to five pilot cards and up to five boarding machine cards are registered by the first game element reading unit 12. 1 ~12 5 and the second game element reading unit 13 1 ~13 5 A dialogue box is displayed to inform the player that the pilot card of the pilot he / she wants to appear in the battle game can be set (placed) in the game card of the first game element reading unit 12, and to inform the player that the set (placement) is completed and to press a set completion button when the set (placement) is completed. 1 ~12 5and inserting the boarding machine card of the boarding machine that the player wants to have appear in the battle game into the second game element reading unit 13. 1 ~13 5 Then, when the player has completed setting (placing) the game cards, he or she presses the set completion button.
[0079] When the set completion button is pressed (Step 104), the first game element reading unit 12 1 ~12 5 and the second game element reading unit 13 1 ~13 5 The first game element reader 12 reads the element ID printed on the game card. 1 ~12 5 and the second game element reading unit 13 1 ~13 5 The game element is output to the game element acquisition unit 110 together with the reader ID (Step 105).
[0080] The game element acquisition unit 110 acquires the element ID and the reading unit ID of the set (placed) game card. Then, the game element acquisition unit 110 acquires type information 192, drawing information 193, parameter information 194, and ability information 195 associated with the element ID 191 of the acquired game card from the game element DB 190, associates the reading unit ID, element ID 191, type information 192, drawing information 193, parameter information 194, and ability information 195, and outputs them to the game execution unit 112 and the unit configuration unit 111 (Step 106).
[0081] The game execution unit 112 reads the first game element from the reading unit ID. 1 ~12 5 Then, the player counts the number of the reading unit IDs of all the first game elements and judges whether the number of the first game elements that can be registered (upper limit number) has been reached (Step 107). 1 ~12 5 If a pilot card is set (placed) in the reader, the reader ID is 12. 1 ~12 5This is the maximum number (upper limit) that can be registered.
[0082] When the number of the reader IDs of the first game element reader has reached the maximum number (upper limit number) that can be registered, the game execution unit 112 reads the reader IDs of the second game element reader 13 from the reader IDs. 1 ~13 5 The player counts the number of the reading unit IDs of all the second game element reading units 13 and judges whether the number of the second game elements that can be registered has reached the maximum number (upper limit number) (Step 108). 1 ~13 5 If the aircraft card is set (placed) in the reader ID is 13. 1 ~13 5 This is the maximum number (upper limit) that can be registered.
[0083] If the maximum number (upper limit) of second game elements that can be registered has been reached, the game execution unit 112 displays a battle approval button (Step 109), and once the player's approval for the battle is obtained, the unit configuration unit 111 uses the reading unit ID, element ID 191, type information 192, drawing information 193, parameter information 194 and ability information 195 obtained from the game element acquisition unit 110 to configure a unit (squad) from a pair of a pilot, which is a first game element, and a piloted aircraft, which is a second game element (Step 110).
[0084] If the number of registered first game elements or second game elements has not reached the maximum number (five in this example) (Step 107, Step 108), the game execution unit 112 performs a process of replenishing game elements in a timely manner according to the player's level, etc. (Step 112), and forms a unit (Step 110).
[0085] When the unit configuration section 111 has completed the configuration of the units, the game execution section 112 starts the battle process (Step 111).
[0086] Next, the operation of activating an ability of a unit having an ability and changing a parameter will be described. FIG. 13 is a flowchart of the operation of activating an ability and changing a parameter. In the following description, an example will be described in which some second game elements have an ability, and a unit having the second game element as a component also has the ability. The ability is assumed to be activated at the player's discretion when the activation condition is satisfied, and an example will be described in which the attack power of the game element is doubled from activation (battle-ready state) to an unbattle-ready state (defeat) in which a battle is not possible, but a defensive action or evasive action cannot be taken against an attack by a unit of a fighting player. In addition, this ability will be described as being able to be activated only once during a battle, but it may be possible to activate it multiple times.
[0087] The parameter change unit 113 determines the ability activation conditions of a unit having an ability (Step 200). The ability activation conditions are, for example, that the cost held by the player, the elapsed time since the start of the battle, etc., satisfy a certain capacity. Note that the ability activation conditions may be different for each type of ability.
[0088] When a unit with an ability satisfies the ability activation condition (Step 201), the parameter change unit 113 displays that the unit can activate the ability (Step 202). Figure 14 is a diagram showing an example of a notification that an ability can be activated. In the example of Figure 14, an ability activation notification 300 is displayed to indicate the unit that can activate the ability.
[0089] The parameter change unit 113 determines whether an operation to activate an ability has been performed for a unit that can activate an ability (Step 203). Figure 15 is a diagram showing an example of an operation to activate an ability. In the example of Figure 15, the player drags (operates) the unit's icon upwards to specify the unit that will activate the ability and the activation of the ability.
[0090] When an ability activation operation is performed (Step 204), the parameter modification unit 113 changes the initial parameters of the unit for which the ability has been activated (Step 205). The parameter changes vary for each ability, but in this example, for example, the unit's initial attack power parameter is changed to double. The parameter modification unit 113 then notifies the game execution unit 112 of the parameter change (Step 206).
[0091] The game execution unit 112, which has received the notification of the parameter change, displays an effect image of the ability activation for the unit that has activated the ability (Step 207). FIG. 16 is a diagram showing an example of an effect image when an ability is activated. In the example of FIG. 16, the effect image notifies that an ability has been activated and that attack power has doubled (parameter change). FIG. 17 is a diagram showing an example of an effect image for a unit that is activating an ability. This effect image continues to be displayed while the ability is activated so that the unit activating the ability can be visually distinguished from other normal units that are not activating abilities.
[0092] The parameter change unit 113 determines the state of the unit (Step 208). The state is determined as to whether the unit that has activated the ability is in a battle-ready state or a battle-unready state. The state of each unit is notified by the game execution unit 112.
[0093] If the unit that has activated the ability is in a battle-ready state (Step 209), the parameter change unit 113 maintains the changed parameters (Step 210) and continues state determination (Step 208). On the other hand, if the unit that has activated the ability is in a battle-unreadable state (Step 209), the parameter change unit 113 changes the parameters to initial parameters (Step 211) and notifies the game execution unit 112 of the parameter change (Step 212).
[0094] Upon receiving the notification of the parameter change, the game executing unit 112 stops displaying the effect image to the unit (Step 213).
[0095] Next, the operation of the unit status management will be described with reference to the flowchart of FIG.
[0096] The state management unit 114 receives a report of a unit that has become unable to fight from the game execution unit 112 (Step 300). The state management unit 114 then determines whether or not the unit's ability has been activated (Step 301).
[0097] If the unit is a normal unit that has not activated an ability (Step 302), the state management unit 114 sets the transition time T (repair time) required for the unit to transition from an incapable of battle state to a capable of battle as T1 (Step 303). On the other hand, if the unit is an ability-activating unit that has activated an ability (Step 302), the state management unit 114 adds T2 to T1 (T1+T2) in order to lengthen the transition time T (repair time) required for the unit to return from an incapable of battle state to a capable of battle state (Step 304).
[0098] At this time, the state management unit 114 may notify the game management unit 112 of the transition time T, and the game management unit 112 may display a presentation image according to the transition time T. FIG. 19 is a diagram showing an example of a presentation image according to the transition time T. In the example of FIG. 19, a normal unit and an ability activation unit are displayed so that the length of the repair time can be distinguished. In the case of a normal unit, the repair time T1 is clearly indicated, the progress of the repair time is displayed by a circular arrow, and the repair time ends when the arrow touches the other end. In the case of an ability activation unit, the repair time T1 is distinguished from the extended repair time T2, and the extended repair time T2 is first clearly indicated, the progress of the repair time is displayed by a circular arrow, and when the arrow touches the other end and the extended repair time T2 ends, the repair time T1 is clearly indicated, the progress of the repair time is displayed by a circular arrow, and the repair time ends when the arrow touches the other end. By displaying in this way, the current repair status of the unit can be understood, and it can be distinguished from other units that can be played, which is convenient for the player.
[0099] The state management unit 114 compares the transition time T of the unit with the elapsed time (Step 305), and when the elapsed time exceeds the transition time T (Step 306), transitions the unit to a battle-ready state (Step 307).Then, the game execution unit 112 is notified of the unit that is now in a battle-ready state (Step 308).
[0100] This concludes the explanation of the game operation.
[0101] In this embodiment, when a normal unit (game element) activates an ability, the parameters of the unit (game element) are changed to strengthen the unit (game element) as an ability-activating unit, but when the ability-activating unit is defeated and becomes unable to fight, the transition time (repair time) for transitioning from the unable to fight state to the fightable state is made longer than the transition time (repair time) of the normal unit. This adjusts the time it takes for a unit with a powerful ability to become fightable again, preventing the game balance from being disrupted. In addition, by configuring as described above, the player must think about how to fight while making the most of the unit with the ability, and a game with high strategy can be provided. As a result, according to this embodiment, the interest of the game can be increased.
[0102] <First Modification of the First Embodiment> In the first embodiment, an example has been described in which a unit consisting of a first game element and a second game element becomes a game element that is the main player in attack or defense. However, the present invention can also be applied to a game in which a single game element is the main player in attack or defense by itself.
[0103] <Modification 2 of the First Embodiment> In the above embodiment, the extension time T2 in the transition time of the unit for activating the ability is fixed. However, the extension time T2 may be variable according to the parameter to be increased. For example, the extension time T2 may be a product of the parameter increase rate and a constant time. In addition, the parameter may be increased in stages, and multiple corresponding extension times T2 may be set, and the extension time T2 corresponding to the increase in the parameter may be adopted.
[0104] By configuring in this way, units (game elements) with abilities that increase parameters greatly will require a lot of transition time (repair time), which is preferable in terms of maintaining game balance.
[0105] A part or all of the above-described embodiments may be described as, but is not limited to, the following supplementary notes.
[0106] [Appendix 1] A program for causing a computer to execute a game, The computer, a game element registration means for registering game elements to be included in the game; a parameter changing means for changing parameters of the registered game elements; a game element state management means for changing a transition time required for the game element to transition from an incapable of battle state in which the game element is incapable of battle to a capable of battle state in which the game element is incapable of battle, as a condition that a parameter of the game element has been changed; A program that functions as a
[0107] [Appendix 2] causing the computer to further function as an operation means capable of operating a game element; the parameter change means changes a parameter of a designated game element on the condition that an operation for designating a game element whose parameter is to be changed is performed by the operation means; 2. The program described in Appendix 1.
[0108] [Appendix 3] the change in the parameter is a change in a parameter that is advantageous for the progress of the battle; The change in the transition time is a change to a transition time that is longer than a transition time of a game element whose parameter is not changed. 2. The program according to claim 1 or 2.
[0109] [Appendix 4] the parameter changing means maintains the changed parameter from after the parameter is changed until the game element is in the battle-disabled state; 4. A program according to any one of claims 1 to 3.
[0110] [Appendix 5] The parameter change is a change that enhances a game element. 5. A program according to any one of claims 1 to 4.
[0111] [Appendix 6] The parameters include an attack power on the opponent's game element. 6. The program according to any one of claims 1 to 5.
[0112] [Appendix 7] The change in the parameter includes an increase in the parameter. 7. A program according to any one of claims 1 to 6.
[0113] [Appendix 8] the game element state management means lengthens the transition time in accordance with the degree of increase in the parameter. 8. A program according to any one of claims 1 to 7.
[0114] [Appendix 9] the parameter changing means, when the game element is in the battle-disabled state, returns the changed parameter to the parameter before the change; 9. A program according to any one of claims 1 to 8.
[0115] [Appendix 10] the parameter changing means, when the game element is in the battle-ready state, restores the changed parameter to the parameter before the change; 10. The program according to any one of claims 1 to 9.
[0116] [Appendix 11] the parameter changing means is capable of changing the parameter set in the game element only once in one battle; 12. A program according to any one of claims 1 to 11.
[0117] [Appendix 12] the battle-incapable state is a state in which the operation means is inoperable, The battle-ready state is a state in which the player can operate the game machine by using the operation means. 12. A program according to any one of claims 1 to 11.
[0118] [Appendix 13] The computer, A presentation means for visually distinguishing and presenting the game elements in the battle-unavailable state from the game elements in the battle-available state. 13. The program according to any one of claims 1 to 12, further functioning as
[0119] [Appendix 14] The computer, A presentation means for visually distinguishing between game elements whose parameters have been changed and game elements whose parameters have not been changed. 14. The program according to claim 1, further functioning as
[0120] [Appendix 15] causing the computer to further function as a presentation means for presenting a presentation image presenting a game element whose parameter has been changed; The presentation action is a presentation image that presents that a parameter has been changed. 15. A program according to any one of claims 1 to 14.
[0121] [Appendix 16] causing the computer to further function as a match execution means capable of executing a match using game elements; the battle execution means controls the game element whose parameter has been changed so that at least one of defense and evasion in the battle is impossible; 16. A program according to any one of claims 1 to 15.
[0122] [Appendix 17] The game elements are composed of a plurality of types of game elements, and a combination of these game elements forms a unit used in a battle. 17. A program according to any one of claims 1 to 16.
[0123] [Appendix 18] A game element registration means for registering game elements to be included in the game; a parameter changing means for changing parameters of the registered game elements; a game element state management means for changing a transition time required for the game element to transition from an incapable of battle state in which the game element cannot be battled to a capable of battle state in which the game element can be battled, as a condition that a parameter of the game element has been changed; A game device comprising:
[0124] Although the present invention has been described above with reference to preferred embodiments, the present invention is not necessarily limited to the above-described embodiments, and can be modified and embodied in various ways within the scope of the technical concept thereof. [Explanation of symbols]
[0125] 1. Game device 2 Server 10 Processing section 11 Display section 12 1 ~12 5 First game element reader 13 1 ~13 5 Second game element reader 14 Operation input section 15 Price detection unit 16 User information reading unit 17 Sound output section 18 Communications Department 19 Memory section 110 Game Element Acquisition Department 111 Unit Component 112 Game Execution Department 113 Parameter change section 114 Status Management Unit
Claims
1. A program for causing a computer to execute a game, The computer a game element registration means for registering game elements to be included in the game; a parameter changing means for activating an ability of the game element when a predetermined condition is satisfied in the game, and changing a parameter of the game element in accordance with the ability; a game element state management means for determining whether the game element that activated the ability is in an incompetence state in which it is unable to compete, and, if the game element becomes incompetence state while the ability is activated, changing a transition time required for the game element that activated the ability to transition from the incompetence state to a competition state in which it is able to compete in accordance with the degree of increase in a parameter; A program that functions as a
2. The transition time becomes longer as the degree of increase in the parameter increases. The program according to claim 1.
3. The transition time is set in stages according to an increase in the parameter. The program according to claim 2.
4. The parameter change is a change to a parameter that provides an advantage in the progress of a battle. The program according to claim 1 or 2.
5. a game element registration means for registering game elements to be included in the game; a parameter changing means for activating an ability of the game element when a predetermined condition is satisfied in the game, and changing a parameter of the game element in accordance with the ability; a game element state management means for determining whether the game element that activated the ability is in an incompetence state, in which it is unable to compete, and for changing a transition time required for the game element that activated the ability to transition from the incompetence state to a combat-enabled state, in which it is able to compete, in accordance with the degree of increase in the parameter; A game device comprising: