Program and game device
Patent Information
- Application Number
- JP2024215969
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-12-10
- Publication Date
- 2026-02-24
AI Technical Summary
【0008】 本発明によれば、興趣性を薄れさせないゲームを提供することができる。
Smart Images

Figure 00000000_0000_ABST
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 in-game characters can be changed (for example, see Patent Document 1). In such games, there are characters that have special powers called abilities. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2016-052591 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, due to game elements having special powers known as abilities, depending on how these game elements that make it impossible to play a game can be handled, players may lose interest 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 appear in the game; match management means for managing the match-enabled and match-unenabled states of the registered game elements; state management means for managing the normal and specific states of the registered game elements; and transition time management means for changing the transition time required for the opposing player's game elements to transition from the match-unenabled state to the match-enabled state when a game element in a player's specific state causes the opposing player's game elements to transition to an opposing player's game element in a match-unenabled state.
[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; match management means for managing a match-enabled state and a match-unenabled state of the registered game elements; state management means for managing a normal state and a specific state of the registered game elements; and transition time management means for changing the transition time required for the opposing player's game elements to transition from the match-unenabled state to the match-enabled state when a game element in a player's specific state causes the opposing player's game elements to transition to the match-unenabled state. 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 examples of abilities. [Figure 9] FIG. 9 is a diagram for explaining the transition time required for transition from a battle-unavailable state to a battle-available state. [Figure 10] FIG. 10 is a block diagram showing a functional configuration of the server 2 according to the embodiment of the present invention. [Figure 11] FIG. 11 is a diagram showing an example of the player database 211. As shown in FIG. [Figure 12] FIG. 12 is a flowchart showing the operation of the game device 1. [Figure 13] FIG. 13 is a diagram showing an example of the game element registration screen. [Figure 14] FIG. 14 is a flowchart showing the operation of the ability activation process. [Figure 15] FIG. 15 shows an example of a notification that an ability can be activated. [Figure 16] FIG. 16 is a diagram showing an example of an operation for activating an ability. [Figure 17] FIG. 17 shows an example of a presentation image when an ability is activated. [Figure 18] FIG. 18 is a diagram showing an example of specifying a target unit. [Figure 19] FIG. 19 is a diagram showing an example of a defeat effect image. [Figure 20] FIG. 20 is a diagram showing an example of a retreat performance image. [Figure 21] FIG. 21 is a flowchart of the transition time management operation. [Figure 22]FIG. 22 is a diagram showing an example of a repair effect image of a unit of an opposing player that has become unable to fight due to the ability "Crush." [Diagram 23] FIG. 23 is a diagram showing an example of a repair rendering image according to a transition time T. [Figure 24] FIG. 24 is a flowchart showing the operation of the ability activation processing in the second embodiment. [Diagram 25] FIG. 25 is a flowchart of the transition time management operation in the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] An embodiment of the present invention will be described. <First embodiment>
[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. In addition, 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 in a state in which the player is identified, the server 2 updates the information managed for each player based on the usage details (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 game overview> 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 (attack) type (third type) according to the range (attack) distance 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 battle, and some can be activated multiple times. Even if the state becomes impossible to battle (defeat) due to an attack from the opposing player's game element after activating this ability, it is possible to return (transition) to a battle-ready state again after a predetermined time (transition time) has passed. In addition, the transition time may be 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 an 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, and the character information is of an attack type, and the ability is crushing (attacks when a locked-on enemy unit enters the attack range). 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, making the behavioral characteristics of the unit 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, 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 the 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 (attack) 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 weapon with a long range (attack distance) 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 is equipped with a display unit 11 (display 11) on which information necessary for progressing in the game, such as menus, and the game field are displayed, first game element reading units 121-125 for registering a first game element (pilot) to be caused to appear in the competitive game from game cards held by the players, and second game element reading units 131-135 for registering a second game element (pilot aircraft) to be caused to appear in the competitive game from game cards held by the players.
[0040] The first game element reading units 121-125 are readers that read character information of pilots, which are first game elements to be caused 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 121-125 so that up to a maximum (upper limit) of five pilots can be registered as game elements to be used. A player sets (places) a game card P of a pilot (first game element) to be caused to appear in a competitive game from among game cards owned by the player in the first game element reading units 121-125, whereby the first game element reading units 121-125 can read identification information and the like of the game card of the pilot (first game element).
[0041] The second game element reading units 131-135 are readers that read character information of a boarding machine, which is a second game element to be caused to appear in a game, from a game card. The game device 1 of this embodiment is provided with five second game element reading units 131-135 so that up to a maximum (upper limit) of five boarding machines can be registered as game elements to be used. A player sets (places) a game card of a boarding machine (second game element) to be caused to appear in a battle game from among game cards he possesses in the second game element reading units 131-135, whereby the second game element reading units 131-135 can read identification information and the like of the game card of the boarding machine (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, first game element reading units 121-125, second game element reading units 131-135, an operation input unit 14, a cost 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 controls the operation of each unit by expanding the programs in memory and executing them. 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 state management unit 113, and a transition time 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] As described above, the first game element reading units 121 to 125 are five first game element reading units, which are the upper limit of the number of registered first game elements, and are readers that read character information of pilots, which are the first game elements to be made to appear in the game, from the game cards held by the players. Reading of the first game elements from the game cards 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, when the identification information, etc. of the game card is recorded in a tag or IC chip for near field communication (NFC) included in the game card, the information is read from the tag or IC chip. The read information is output to the processing unit 10 together with the reading unit ID (for example, reading unit ID=121, etc.), which is the identification information of the own device.
[0049] As described above, the second game element reading units 131 to 135 are five second game element reading units, which are the upper limit of the number of registered second game elements, and are readers that read character information of the aircraft to be boarded, which is the second game element to be made to appear in the game, from the game card held by the player. Reading of the second game elements 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) included in the game card, the information is read from the tag or IC chip. The read information is output to the processing unit 10 together with the reading unit ID (for example, reading unit ID=131, etc.), which is the identification information of the own device.
[0050] A unit is composed of the first game element read by the first game element reading unit 121-125 and the second game element read by the second game element reading unit 131-135. As described above, one unit is a combination of a pilot, which is one first game element, and a boarding aircraft, which is one second game element. Therefore, in order to make it easy for a player to identify the combination of the pilot, which is the first game element, and the boarding aircraft, which is the second game element, that constitutes a unit, the first game element reading unit 121-125 and the second game element reading unit 131-135 are arranged so that at least one side of the first game element reading unit 121-125 and one side of the second game element reading unit 131-135 that form a pair are adjacent to each other. For example, the lower side of the first game element reading unit 121 and the upper side of the second game element reading unit 131 are arranged so that they are adjacent to each other to form a pair vertically. This allows the player to easily understand that the pilot of the game card read by the first game element reading unit 121 and the aircraft on the game card read by the second game element reading unit 131 form a pair to constitute a unit. The same applies to the other combinations of the first game element reading units 122-125 and the second game element reading units 132-135.
[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 DB190). 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, a player can place a game card on the first game element reading units 121-125 and the second game element reading units 132-135 during game play and cause information to be acquired, thereby causing the game element associated with the game card to appear in the game. 7, the element information managed for one game element includes type information 192 indicating a type in the game assigned to the game element in association with element ID (identification information) 191 that uniquely identifies the game element, drawing information 193 including graphics data and the like used to generate a screen when the game element appears in the game, parameter information (character information) 194 describing the name, attributes, etc. 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, etc. The parameter information 194 and ability information 195 are information referenced in the game in which the game element appears, and are involved in controlling the progress 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 state management section 113, and the transition time management section 114, will be described.
[0060] The game element acquisition unit 110 acquires element ID 191 of the game card read by the first game element reading units 121-125 and the second game element reading units 131-135. At this time, it also acquires reading unit IDs (hereinafter, the reading unit IDs of the first game element reading units 121-125 are denoted as 121-125, and the reading unit IDs of the second game element reading units 131-135 are denoted as 131-135) that identify the first game element reading units 121-125 and the second game element reading units 131-135 that read the element ID 191 of the game card. 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. Then, the game element acquisition unit 110 associates the reading unit 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. The first game element reading units 121-125 and the game element acquisition unit 110 function as a first game element registration means. The second game element reading units 131-135 and the game element acquisition unit 110 function as a second game element registration means.
[0061] The unit configuration unit 111 receives the reading unit ID, element ID 191, type information 192, drawing information 193, and parameter information 194 from the game element acquisition unit 110, and configures one unit (squad) from a pilot, which is a first game element, and a boarded aircraft, which is a second game element, which form a pair. The unit configuration unit 111 identifies the first game element and the second game element, which form a pair, from the reading unit ID. In this embodiment, the combinations of reading unit IDs (reading unit ID: 121, reading unit ID: 131), (reading unit ID: 122, reading unit ID: 132), (reading unit ID: 123, reading unit ID: 133), (reading unit ID: 124, reading unit ID: 134), and (reading unit ID: 125, reading unit ID: 135) correspond to the game elements that form one unit. The unit configuration unit 111 identifies the first game element and the second game element to be paired by identifying the element ID 191 associated with each pair of the reading unit ID. The unit configuration unit 111 then configures a unit using the type information 192, the drawing information 193, the parameter information 194, and the ability information 195 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. These parameters reflected in the unit may be referred to as initial parameters. 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.
[0062] Furthermore, the unit configuration unit 111 can add abilities of the first game element or the second game element as the capabilities of the unit. For example, if the boarding unit of the second game element has an ability, a unit that has the boarding unit of the second game element as a component can have the ability of the boarding unit of the second game element.
[0063] 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 competitive and non-competitive states of the units. Then, when it is determined that the unit is in a competitive non-competitive state, it notifies the state management unit 113 and the transition time management unit 114 of identification information that identifies the unit. The competitive and non-competitive states are states in which the player can operate the unit, and the non-competitive states are states in which the player cannot operate the unit. The game management unit 112 also displays various performance images that can identify the competitive and non-competitive states of the units, the activation of abilities, and other states.
[0064] The state management unit 113 is a unit that manages the state of the units set by the unit configuration unit 111. In addition to a battle-available state or a battle-unavailable state, which indicate whether the unit can battle or not, the unit's states include a normal state and an ability activation state, which indicate whether the unit's abilities are activated or not. The normal state is a state in which an ability is not activated, and the ability activation state is a state in which an ability is activated. The state management unit 113 manages whether each unit is in a normal state or an ability activation state. In the following description, a unit in a normal state is referred to as a normal unit, and a unit in an ability activation state is referred to as an ability activation unit.
[0065] There are two types of abilities: an ability that is automatically activated when an activation condition is met (automatic activation), and an ability that is voluntarily activated by a player's operation when the activation condition is met (voluntary activation). The state management unit 113 judges whether or not a unit satisfies the activation condition. In the case of an automatic activation ability, when a unit satisfies the activation condition, the ability is activated and the unit is transitioned from a normal state to an ability activation state. Then, the parameters of the ability activation unit are changed so that the unit has the effect of the content of the ability. On the other hand, in the case of a voluntary activation ability, even if a unit satisfies the activation condition, the ability is not activated immediately, but the player waits for an operation on the unit (designating the unit and activating the ability), and when the operation is performed, the ability is activated and the parameters of the ability activation unit are changed so that the unit has the effect of the content of the ability. The parameter change is, for example, to increase the attack power or defense power parameters of the unit, but is not limited thereto. For example, a parameter that activates a special effect may be added.
[0066] FIG. 8 is a diagram for explaining an example of an ability. The example in FIG. 8 shows an example of an ability called "Crush." When this ability is activated, it targets the opposing player's unit designated by the player as the target unit, and automatically tracks the target unit (locks on). When the target unit enters the attack range (range) of the unit that activated the ability, it automatically attacks (damages) the target unit. The attack range differs depending on the type of the unit that activated the ability. If the unit that activated the ability is a close-range attack type, the attack range will be narrow, and if the unit that activated the ability is a long-range attack type, the attack range will be wide.
[0067] Furthermore, the state management unit 113 also receives a notification from the game execution unit 112 and performs processing to transition the unit's state from an ability activation state to a normal state.
[0068] The transition time management unit 114 manages the transition time required for a unit to transition from an incapable of battle state to a capable of battle state. A unit is in a capable of battle state at the start of a game, but becomes incapable of battle due to destruction or defeat as it battles against the opponent player's units. In order to return these units from an incapable of battle state to a capable of battle state, the units that have become incapable of battle must be repaired. Therefore, in this embodiment, in order to produce the effect of repairing the unit, a predetermined time is required for the unit to return to a capable of battle state again. The time required for this unit to return to a capable of battle state again is referred to as the transition time T.
[0069] The transition time T can be made different depending on the state of the unit as follows: (1) When a player's regular unit renders the opposing player's unit unable to battle. The transition time T of the opponent player's unit is set to time T1, with time T1 being the reference time (transition time T=time T1). (2) When a player's unit activates an ability and renders the opposing player's unit unable to fight. The transition time T of the opponent player's unit is calculated by adding an extension time T2 to the time T1, that is, (time T1+time T2) (transition time T=time T1+time T2). (3) If the player's unit that activated the ability becomes unable to fight. The transition time T of the player's ability activation unit is time T1 plus the extension time T2, which is (time T1 + time T2) (transition time T = time T1 + time T2). The above is just one example, and other methods may be used. Furthermore, the time T2 may be a fixed time that is determined in advance, or may be a variable time depending on the type of ability.
[0070] FIG. 9 is a diagram for explaining an example of the transition time from an incapable of battle state to a capable of battle state. When a normal unit or an ability-activating unit is defeated, it enters a non-capable of battle state. In this state, the player cannot operate the unit. The transition time management unit 114 calculates the transition time T of the unit that has entered the non-capable of battle state.
[0071] The transition time T of a unit that has been put into a battle-ineligible state by a normal unit is time T1. When the transition time T (time T1) has elapsed, the transition time management unit 114 notifies the game execution unit 112 to put the unit that has been put into a battle-ineligible state into a battle-enabled state.
[0072] In addition, the ability called "Crush" described in the example of FIG. 8 has the effect of making the repair time of the target unit that has been rendered unable to fight by the ability-activating unit that is activating this ability longer than the repair time of the normal unit. Therefore, the transition time T of the target unit that has been rendered unable to fight by the ability-activating unit that is activating "Crush" is time (T1+T2) obtained by adding the extension time T2 to time T1. When the transition time T (=time (T1+T2)) has elapsed, the transition time management unit 114 notifies the game execution unit 112 to make the target unit that has become unable to fight able to fight. By introducing a unit with such an ability, it is possible to avoid repeated deployment of normal units with short repair times (transition times), and to increase the interest of the game.
[0073] Furthermore, when an ability activation unit becomes unable to fight, its transition time T is the transition time T1 of the normal unit plus an extension time T2 for the ability. In other words, the transition time T of the ability activation unit is time (T1+T2). When the transition time T (=time (T1+T2)) has elapsed, the transition time management unit 114 notifies the game execution unit 112 to change the target unit that has become unable to fight to a battle-ready state. In this way, by making the transition time (repair time) of the ability activation unit longer than the transition time (repair time) of the normal unit, it is possible to prevent the game balance from being disrupted by a unit with a powerful ability appearing for a long time, and the player must consider a strategy for how to fight while making the most of the unit with the ability, which increases the interest of the game.
[0074] Next, the server 2 according to the present embodiment will be described. Fig. 10 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.
[0075] 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.
[0076] 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.
[0077] 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.
[0078] 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).
[0079] 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.
[0080] In this embodiment, the player information may include, for example, as shown in FIG. 11, 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).
[0081] 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.
[0082] 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.
[0083] <Operation of Game Device 1> The operation of the game device 1 will now be described. Fig. 12 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).
[0084] 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).
[0085] 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.
[0086] 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. 13, a dialogue box is displayed to notify that up to five pilot cards and boarding machine cards each of the game cards owned by the player XXXX can be set (placed) in the first game element reading units 121-125 and the second game element reading units 131-135, and to press a set completion button when the setting (placement) is completed. The player sets (places) the pilot card of the pilot he / she wants to appear in the battle game in the first game element reading units 121-125, and sets (places) the boarding machine card of the boarding machine he / she wants to appear in the battle game in the second game element reading units 131-135, among the game cards he / she owns. Then, when the setting (placement) of the game cards is completed, the player presses the set completion button.
[0087] When the set completion button is pressed (Step 104), the first game element reading units 121-125 and the second game element reading units 131-135 read the element IDs printed on the game cards, and the read element IDs are output to the game element acquisition unit 110 together with the reading unit IDs of the first game element reading units 121-125 and the second game element reading units 131-135 (Step 105).
[0088] 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).
[0089] The game execution unit 112 counts the number of reading unit IDs of the first game element reading units 121-125 among the reading unit IDs, and determines whether the first game elements have reached the maximum number (upper limit) that can be registered (Step 107). For example, if the player sets (places) pilot cards in all of the first game element reading units 121-125, the number of reading unit IDs is five, 121-125, and the maximum number (upper limit) that can be registered has been reached.
[0090] When the number of the reading unit IDs of the first game element reading unit has reached the maximum number (upper limit) that can be registered, the game executing unit 112 counts the number of reading unit IDs of the second game element reading units 131-135 among the reading unit IDs, and determines whether the maximum number (upper limit) of the second game elements has been registered (Step 108). For example, if the player sets (places) boarding unit cards in all of the second game element reading units 131-135, the number of reading unit IDs is five, 131-135, and the maximum number (upper limit) that can be registered has been reached.
[0091] 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).
[0092] 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).
[0093] When the unit configuration section 111 has completed the configuration of the units, the game execution section 112 starts the battle process (Step 111).
[0094] Next, the operation of the ability activation process of a unit having an ability will be described. FIG. 14 is a flowchart of the operation of the ability activation process. 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 activated at the player's discretion when the activation condition is met. The ability targets the unit of the opposing player designated by the player as a target unit, automatically tracks the target unit, and automatically attacks (damages) the target unit when the target unit enters the attack range of the ability activation unit. Furthermore, the ability will be described as having the effect of lengthening the repair time (transition time) of the target unit when the target unit is rendered unable to fight by the attack (damage). Hereinafter, this ability will be described as "Crush". Although the activation of "Crush" will be described as being able to be activated only once during a fight, it may be possible to activate it multiple times.
[0095] The state management unit 113 determines the ability activation conditions of a unit that has an ability (Step 200). The ability activation conditions are, for example, that the player's cost, the elapsed time since the start of the match, etc., satisfy a certain capacity. Note that the ability activation conditions may be different for each type of ability.
[0096] When a unit with an ability meets the ability activation conditions (Step 201), the state management unit 113 displays that the unit can activate the ability (Step 202). Figure 15 is a diagram showing an example of a notification that an ability can be activated. In the example of Figure 15, an ability activation notification 301 is displayed to indicate a unit 300 that can activate an ability.
[0097] The state management unit 113 determines whether an operation to activate an ability has been performed for a unit that can activate an ability (Step 203). Fig. 16 is a diagram showing an example of an operation to activate an ability. In the example of Fig. 16, the player drags (operates) the icon of the unit 300 that will activate the ability upwards, thereby specifying the unit that will activate the ability and the activation of the ability.
[0098] When an operation to activate an ability is performed (Step 204), the state management unit 113 transitions the unit for which the ability has been activated from a normal state to an ability-activated state (Step 205). In this example, the ability that is activated is "Crush." The state management unit 113 then notifies the game execution unit 112 that the ability "Crush" has been activated (Step 206).
[0099] Upon receiving the notification that the ability "Crush" has been activated, the game execution unit 112 displays an effect image of the ability being activated on the unit that has activated the ability (Step 207). Fig. 17 is a diagram showing an example of an effect image when an ability is activated. In the example of Fig. 17, an effect image 302 is shown to notify that an ability (crush) has been activated and that a unit of the opposing player will be designated as a target unit.
[0100] The game execution unit 112 determines whether a target unit for the ability activation unit has been designated (Step 208). FIG. 18 is a diagram showing an example of designating a target unit. In the example of FIG. 18, a player designates a target unit by performing a touch operation on a unit of a desired opposing player. The game execution unit 112 attaches a target mark 304 to the designated unit so that it can be identified as a target unit 303. In addition, the game execution unit 112 displays a performance image 305 on the ability activation unit 300 while the ability is being activated so that the ability activation unit 300 can be visually distinguished from other normal units.
[0101] Once the target unit has been designated (Step 209), the game execution unit 112 determines whether the target unit is present (invading) within the attack range of the ability activation unit (Step 210). Note that the size of the attack range of the ability activation unit differs depending on the attack type of the ability activation unit (close-range attack type, long-range attack type), as shown in FIG.
[0102] If the target unit exists (enters) within the attack range of the ability activation unit (Step 211), the game execution unit 112 performs an attack process of the ability activation unit against the target unit (Step 212) and performs a damage determination for the target unit (Step 213). When the game execution unit 112 performs an attack process of the ability activation unit against the target unit, it notifies the state management unit 113 of that effect, regardless of whether the target unit is in a battle-ready or battle-unready state.
[0103] When the target unit is in a battle-incapable state due to damage (Step 214), the game execution unit 112 transitions the target unit to a battle-incapable state and notifies the transition time management unit 114 that the target unit has become battle-incapable (Step 215). Then, the game execution unit 112 displays a defeat effect image (Step 216) to let the player understand that the target unit has become battle-incapable due to the attack of the ability activation unit. FIG. 19 is a diagram showing an example of the defeat effect image. In the example of FIG. 19, the image notifies the player that the target unit has been defeated and that the repair time of the target unit will be extended. Meanwhile, the game execution unit 112 of the game device 1 on the opponent player's side displays a retreat effect image (Step 217) to let the player understand that the unit has been attacked by the ability activation unit and has become battle-incapable. FIG. 20 is a diagram showing an example of the retreat effect image. In the example of FIG. 20, the image notifies the player that the ally unit has been destroyed and that the repair time of the player's unit will be extended.
[0104] The game executing unit 112 receives notification of the transition time from the transition time management unit 114 and displays a repair effect image for the target unit (Step 218). The details of the repair effect image for the target unit will be described later.
[0105] The state management unit 113 transitions the ability activation unit to a normal unit (Step 219) in response to the execution of the ability activation unit's attack process from the game execution unit 112. Note that even if the ability activation unit is unable to put the target unit in a battle-ineligible state (Step 214), the state management unit 113 transitions the ability activation unit to a normal unit in response to the execution of the ability activation unit's attack process from the game execution unit 112 (Step 219).
[0106] Next, the operation of managing the transition time will be described with reference to a flowchart of FIG.
[0107] The transition time management unit 114 receives a report of a unit that has become unable to battle from the game execution unit 112 (Step 300). The transition time management unit 114 then determines the effect of the ability that caused the unit to become unable to battle (Step 301).
[0108] If the effect of the ability that caused the battle impossible state does not extend the transition time (Step 302), the transition time management unit 114 sets the transition time T (repair time) required to transition from the battle impossible state to the battle possible state as T1 (Step 303). On the other hand, if the effect of the ability that caused the battle impossible state extends the transition time (Step 302), the transition time management unit 114 adds T2 to T1 (T1+T2) in order to extend the transition time T (repair time) required to return from the battle impossible state to the battle possible state (Step 304).
[0109] At this time, the transition time management unit 114 may notify the game management unit 112 of the transition time T, and the game management unit 112 may display an effect image according to the transition time T. FIG. 22 is a diagram showing an example of a repair effect image for an opposing player's unit that has become unable to fight due to the ability "Crush". The example in FIG. 22 shows that the repair time for the opposing player's unit has been extended by T2 (+T2 extension). This allows the player to understand that the ability "Crush" has rendered the opposing player's unit unable to fight and extended the repair time.
[0110] The repair effect image may be designed to show the progress of the transition time (repair time) in detail. FIG. 23 is a diagram showing an example of a repair effect image according to the transition time T. In the example of FIG. 23, 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. When the transition time (repair time) is extended, the repair time T1 and the extended repair time T2 are distinguished, and the extended repair time T2 is 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 battleable units, which is convenient for the player. In addition, the extended repair time T2 may be displayed after the repair time T1 is displayed.
[0111] The transition time 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), notifies the game executing unit 112 of this (Step 307). The game executing unit 112 transitions the unit for which the transition time T has elapsed to a battle-ready state (Step 308).
[0112] This concludes the explanation of the game operation.
[0113] In this embodiment, a normal unit (game element) activates an ability, and is strengthened as an ability activation unit having the effect of the ability. Then, when the ability activation unit defeats an opponent's unit (game element) and renders it unable to fight, the transition time (repair time) of the opponent's unit is made longer than the transition time (repair time) of the normal unit. This extends the inability to fight state of the opponent player's unit, and can hinder the opponent player's strategy. In addition, it is possible to prevent a normal unit with a short transition time (repair time) from repeatedly sortieing, and to prevent the game from becoming monotonous. And, since the player needs to consider how to progress through the game while utilizing the unit with the ability, a game with high strategy can be provided. As a result, according to this embodiment, the interest of the game can be increased.
[0114] <Modification 1 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.
[0115] <Modification 2 of the First Embodiment> In the above embodiment, the extension time T2 of the transition time of a unit defeated by an ability activating unit is fixed. However, the extension time T2 may be variable. For example, a different extension time T2 may be set depending on the type of ability. In addition, when the parameters of a unit are changed by the activation of an ability, the extension time T2 may be variable according to the change in the parameters. For example, the extension time T2 may be a product of the rate of increase of the parameters and a constant time. In addition, the parameter increase may be made stepwise, multiple corresponding extension times T2 may be set, and the extension time T2 corresponding to the increase in the parameters may be adopted.
[0116] 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.
[0117] <Second embodiment> A second embodiment of the present invention will now be described. In the above-mentioned first embodiment, an example of changing the transition time (repair time) of a unit that is rendered incapable of fighting (destroyed) by an ability-activating unit has been described. However, when a unit activates an ability, the unit's parameters are changed to strengthen it as an ability-activating unit, and if the time it takes for a unit with a powerful ability to become in a combat-enabled state again is not adjusted, the game balance may be disrupted. Therefore, in the second embodiment, an example of changing the transition time (repair time) of an ability-activating unit that is rendered incapable of fighting will be described.
[0118] The differences from the first embodiment are the ability activation process and transition time management process. FIG. 24 is a flowchart of the operation of the ability activation process of the second embodiment. In the following description, an example will be described in which some second game elements have abilities, and units that have the second game elements as components also have the abilities. The abilities are assumed to be activated at the player's discretion when activation conditions are met, and an example will be described in which the attack power of the game element is doubled from activation (battle-ready state) until the battle-unplayable state (defeat) in which battle is not possible, but defensive or evasive action cannot be taken against attacks by the opponent player's units, etc. 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.
[0119] The state management unit 113 determines the ability activation conditions of a unit that has an ability (Step 400). The ability activation conditions are, for example, that the cost held by the player, the elapsed time since the start of the match, etc., meet a certain capacity. Note that the ability activation conditions may be different for each type of ability.
[0120] When a unit with an ability satisfies the conditions for activating the ability (Step 401), the state management unit 113 displays that the unit can activate the ability (Step 202). The display that the ability can be activated is similar to that shown in FIG.
[0121] The state management unit 113 determines whether or not an operation to activate an ability has been performed for a unit that can activate an ability (Step 403). The operation to activate an ability is the same as that shown in FIG.
[0122] When an ability activation operation is performed (Step 404), the state management unit 113 changes the initial parameters of the unit for which the ability has been activated (Step 405). The parameter changes vary for each ability, but in this example, the unit's initial attack power parameter is doubled. The state management unit 113 then notifies the game execution unit 112 of the parameter change (Step 406).
[0123] 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 407).
[0124] The game execution unit 112 determines the state of the unit (Step 408). The state is determined as to whether the ability activation unit is in a battle-ready state or a battle-unready state.
[0125] If the ability activation unit is in a battle-ready state (Step 409), the game execution unit 112 maintains the changed parameters (Step 410) and continues state determination (Step 408). On the other hand, if the ability activation unit is in a battle-unreadable state (Step 209), it notifies the state management unit 113 and the transition time management unit 114. The state management unit 113 changes the parameters to the initial parameters (Step 411) and notifies the game execution unit 112 of the parameter change (Step 412).
[0126] Upon receiving the notification of the parameter change, the game executing unit 112 stops displaying the effect image to the unit (Step 413). Next, the operation of managing the transition time will be described with reference to a flowchart of the operation of managing the transition time in the second embodiment.
[0127] The transition time management unit 114 receives a report of a unit that has become unable to battle from the game execution unit 112 (Step 500). Then, the transition time management unit 114 determines whether the unit that has become unable to battle is an ability activation unit (Step 501).
[0128] If the unit that is unable to battle is not an ability activation unit (Step 502), the transition time management unit 114 sets the transition time T (repair time) required for transition from the unable to battle state to the battle ready state as T1 (Step 503). On the other hand, if the unit that is unable to battle is an ability activation unit (Step 502), the transition time management unit 114 adds T2 to T1 (T1+T2) in order to lengthen the transition time T (repair time) required for returning from the unable to battle state to the battle ready state (Step 504).
[0129] At this time, the transition time management unit 114 may notify the game management unit 112 of the transition time T, and the game management unit 112 may display an effect image according to the transition time T. For example, the effect image is as shown in Fig. 23. This allows the player to understand that the repair time for his / her own unit has been extended.
[0130] The transition time management unit 114 compares the transition time T of the unit with the elapsed time (Step 505), and when the elapsed time exceeds the transition time T (Step 506), notifies the game execution unit 112 of this (Step 507). The game executing unit 112 transitions the unit for which the transition time T has elapsed to a battle-ready state (Step 508). This concludes the explanation of the game operation.
[0131] In the second 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.
[0132] A part or all of the above-described embodiments may be described as, but is not limited to, the following supplementary notes.
[0133] [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 match management means for managing a match-enabled state and a match-disabled state of the registered game elements; A state management means for managing normal states and specific states of the registered game elements; a transition time management means for changing a transition time required for the game elements of the opponent player to transition from the battle impossible state to the battle possible state when the game elements of the opponent player transition to the battle impossible state due to the game elements of the player in the specific state; A program that functions as a
[0134] [Appendix 2] the transition time management means does not change the transition time when a game element of the opponent player transitions to the battle impossible state due to a game element of the player in the normal state; 2. The program described in Appendix 1.
[0135] [Appendix 3] The change in the transition time is a change to lengthen the transition time. 2. The program according to claim 1 or 2.
[0136] [Appendix 4] the specific state is a state in which the game element of the player tracks the game element of the opposing player as a target, and when the targeted game element of the opposing player enters an attack range of the game element of the player, the game element of the player is capable of attacking the targeted game element; 4. A program according to any one of claims 1 to 3.
[0137] [Appendix 5] The attack range varies depending on the type of game element of the player. 5. A program according to any one of claims 1 to 4.
[0138] [Appendix 6] The transition time management means when the game elements of the opponent player are transitioned to the battle impossible state due to the game elements of the player in the normal state, a first transition time required for the game elements of the opponent player to transition from the battle impossible state to the battle possible state is set; when a game element of the opponent player transitions to the battle impossible state due to a game element of the player in the specific state, changing the transition time to a time obtained by adding a second transition time to the first transition time; 6. The program according to any one of claims 1 to 5.
[0139] [Appendix 7] The second transition time is a fixed time. 7. A program according to any one of claims 1 to 6.
[0140] [Appendix 8] The computer, when the game element of the opponent player transitions to the battle impossible state due to the game element of the player in the specific state, the notification means presents a notification that the game element of the opponent player has transitioned to the battle impossible state and that the transition time has been changed; 8. A program according to any one of claims 1 to 7.
[0141] [Appendix 9] the notification that the transition time has been changed is a notification that the transition time has been extended; 9. A program according to any one of claims 1 to 8.
[0142] [Appendix 10] the presentation means presents the passage of the transition time in such a manner that the first transition time and the second transition time can be distinguished from each other. 10. The program according to any one of claims 1 to 9.
[0143] [Appendix 11] The presenting means indicates the second transition time to be added. 11. The program according to any one of claims 1 to 10.
[0144] [Appendix 12] the presenting means presents the game elements in the normal state and the game elements in the specific state in a visually distinct manner; 12. A program according to any one of claims 1 to 11.
[0145] [Appendix 13] the state management means changes the game element from the normal state to the specific state on condition that a predetermined activation condition is satisfied. 13. A program according to any one of claims 1 to 12.
[0146] [Appendix 14] causing the computer to further function as an operation means capable of operating a game element; the state management means changes a designated game element to the specific state on the condition that an operation for designating the game element to be changed to the specific state is performed by the operation means; 14. A program according to any one of claims 1 to 13.
[0147] [Appendix 15] 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. 15. A program according to any one of claims 1 to 14.
[0148] [Appendix 16] A game element registration means for registering game elements to be included in the game; a match management means for managing a match-enabled state and a match-disabled state of the registered game elements; A state management means for managing normal states and specific states of the registered game elements; a transition time management means for changing a transition time required for the game elements of the opponent player to transition from the battle-unavailable state to the battle-available state when the game elements of the opponent player transition to the battle-unavailable state due to the game elements of the player in the specific state; A game device comprising:
[0149] 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]
[0150] 1. Game device 2 Server 10 Processing section 11 Display section 121-125 First game element reading unit 131-135 Second game element reading unit 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 Status Management Unit 114 Transition time management section
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; an ability activation management means for managing the activation of an ability that targets and automatically tracks a game element of a designated opposing player, and attacks the game element of the targeted opposing player when the game element of the targeted opposing player enters a predetermined attack range; It functions as The attack range varies in size depending on the type of game element. program.
2. The ability activation management means performs a visual effect that enables the player to visually recognize that an ability is being activated for a game element that has activated the ability. The program according to claim 1.
3. The ability is activated when the activation condition of the ability is satisfied and the player performs an activation operation. The program according to claim 1 or 2.
4. The ability can be activated only once during a match. The program according to claim 3.
5. The computer: when a game element of an opposing player targeted by a game element in an activated state of the player's ability becomes unavailable for battle, the transition time for transitioning the game element of the opposing player from the unavailable state to the available state for battle is made longer than the transition time normally required for the game element of the opposing player that has become unavailable for battle; The program according to claim 3.
6. A game element registration means for registering game elements to be included in a game; an ability activation management means for managing the activation of an ability that targets and automatically tracks a game element of a designated opposing player, and attacks the game element of the targeted opposing player when the game element of the targeted opposing player enters a predetermined attack range; Equipped with The attack range varies in size depending on the type of game element. Game device.