Electronic game provision system, electronic game provision program, and electronic game provision method
By introducing random and dynamic turn order and command object selection in electronic games, the problem of less strategic in existing electronic games is solved, and higher game strategy and dynamics are achieved.
Patent Information
- Application Number
- JP2023180252
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-10-19
- Publication Date
- 2025-05-02
AI Technical Summary
In existing video games, the order of enemy-to-eight attacks is fixed, with low strategic nature and lack of dynamics and randomness.
A video game system is designed to improve the effect of the command object by setting multiple player and enemy turns and randomly determining the order in each turn, using randomly selected command objects to fight, and assigning enhancement parameters according to the results of the battle to improve the effect of the command object.
Improve the strategic and dynamic nature of video games, making the game more fun and challenging, while increasing the uncertainty and diversity of the game through random and dynamic turn order and command object selection.
Smart Images

Figure 2025070145000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an electronic game providing system, an electronic game providing program, and an electronic game providing method. [Background technology]
[0002] A technology related to an electronic game in which a character's actions are reserved and played against an enemy character is disclosed (Patent Document 1). The system has a control means for managing multiple reservation slots in which action reservations of a first character or a second character other than the player can be registered, action orders, effects, and registered characters in association with each other, and displaying reservation slots in association with effects and registered characters according to the action order, an action reservation receiving means for registering an action reservation in the reservation slot with the earliest action order among unregistered reservation slots when an action reservation of a character that has become available for action reservation is received, and an action execution means for executing the action of the character by reflecting the effect set in the reservation slot if there is an effect set in the reservation slot according to the action order when the action of the character associated with the reservation slot is executed. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2017-086923 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the prior art, the order of attacks between friendly characters and enemy characters was determined in advance, which did not allow for a high level of strategy in electronic game battles. [Means for solving the problem]
[0005] One aspect of the present invention is an electronic game provision system that provides an electronic game in which a player character, whose actions are decided by the player, competes against an enemy character, the electronic game provision system comprising: a turn setting means for setting the order of a player turn in which the player character takes an action and an enemy turn in which the enemy character takes an action; and a battle setting means for setting a command object to be used in the player turn set by the turn setting means, the command objects each having different effects in the electronic game being stored in association with each player; the turn setting means for setting the player turn and the enemy turn multiple times each, and the order being set randomly.
[0006] Here, it is preferable that a screen display means is provided for displaying a first object indicating the player's turn and a second object indicating the enemy's turn on a screen, and that the order of the player's turn and the enemy's turn is indicated by the display manner of the first object and the second object.
[0007] It is also preferable that the battle setting means sets a command object to be used in the player's turn indicated by the first object by arranging a command object on the first object.
[0008] It is also preferable that the command objects that can be set by the battle setting means are selected at random from the command objects stored in a command object database.
[0009] It is also preferable that an enhancement parameter is given to each player, and by using the enhancement parameter, the effect given in the electronic game when the command object is used is enhanced.
[0010] It is also preferable that the strengthening parameters are given to the player according to the results of a match in the electronic game.
[0011] It is also preferable that at least one command object associated with a player can be set as a command object that can be used by other players.
[0012] It is also preferable that the battle setting means is capable of setting a command object that has been set as usable by the other player as a command object to be used during the player's turn.
[0013] It is also preferable that the number of times that the other players can use the command objects is limited.
[0014] It is also preferable that the outcome of the battle is determined in accordance with the vitality parameter set for the enemy character.
[0015] Another aspect of the present invention is an electronic game providing program for providing an electronic game in which a player character, whose action is determined by the player, competes against an enemy character, the electronic game providing program comprising: a computer that functions as a turn setting means for setting an order of a player turn in which the player character takes an action and an enemy turn in which the enemy character takes an action; and a battle setting means that sets a command object to be used in the player turn set by the turn setting means, the player turn and the enemy turn each being set multiple times in the turn setting means, and the order being set randomly.
[0016] Another aspect of the present invention is a method for providing an electronic game in which a player character, whose action is determined by the player, competes against an enemy character, the method comprising the steps of: causing a computer to execute a turn setting step of setting an order of a player turn, in which the player character takes an action, and an enemy turn, in which the enemy character takes an action; and an object setting step of setting a command object to be used in the player turn set in the turn setting step, the command objects each having a different effect in the electronic game being stored in association with each player; and wherein, in the turn setting step, the player turn and the enemy turn are each set multiple times, and the order is set randomly. Effect of the Invention
[0017] According to the present invention, it is possible to provide an electronic game with a higher level of strategy. Other objects of the embodiments of the present invention will become apparent by referring to the entire specification. [Brief description of the drawings]
[0018] [Figure 1] 1 is a diagram showing a configuration of an electronic game providing system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram showing a configuration of a server according to an embodiment of the present invention. [Diagram 3] FIG. 2 is a diagram showing a configuration of a client according to an embodiment of the present invention. [Figure 4] FIG. 4 is a diagram showing an example of a character database in the embodiment of the present invention. [Diagram 5] FIG. 2 is a diagram showing types of cards according to an embodiment of the present invention. [Figure 6] FIG. 4 is a diagram showing an example of an object command database in the embodiment of the present invention. [Figure 7] FIG. 13 is a diagram showing a card setting screen according to the embodiment of the present invention. [Figure 8]FIG. 13 is a diagram showing a card strengthening setting screen in the embodiment of the present invention. [Figure 9] 13 is a flowchart showing an electronic game providing process according to the embodiment of the present invention. [Figure 10] FIG. 2 is a diagram showing a battle setting screen in the embodiment of the present invention. [Figure 11] FIG. 2 is a diagram showing a battle setting screen in the embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0019] [System Configuration] As shown in Fig. 1, an electronic game providing system 100 according to an embodiment of the present invention includes a server 102 and a client 104. The client 104 may be a single client or a plurality of clients. The server 102 and the client 104 are connected to each other via an information and communication network 106 such as the Internet so as to be able to exchange information with each other.
[0020] The information and communication network 106 is not limited to the Internet, but may be anything that can communicatively connect the server 102 and the client 104 to each other. For example, it may be a dedicated line, a public line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, etc., or it may be a combination of the Internet and these.
[0021] As shown in FIG. 2, the server 102 includes a processing unit 10, a storage unit 12, an input unit 14, an output unit 16, and a communication unit 18. The processing unit 10 includes a means for performing arithmetic processing such as a CPU. The processing unit 10 executes an electronic game providing server program stored in the storage unit 12, thereby realizing a process for executing an electronic game in the electronic game providing system 100 in this embodiment. The storage unit 12 includes a storage means such as a semiconductor memory or a memory card. The storage unit 12 is connected to the processing unit 10 so as to be accessible, and stores the electronic game providing server program and information required for the process. The input unit 14 includes a means for inputting information. The input unit 14 includes, for example, a keyboard, a touch panel, a button, etc. for receiving input from an administrator. The output unit 16 includes a means for outputting a processing result in the server 102, such as a user interface screen (UI) for receiving input information from the administrator. The output unit 16 includes, for example, a display for presenting an image to the administrator. The communication unit 18 includes an interface for communicating information with the client 104 via the information and communication network 106. The communication by the communication unit 18 may be wired or wireless.
[0022] The server 102 accepts access via an information and communication network 106 from clients 104 of users who wish to receive services providing electronic games, and provides the services via the information and communication network 106 to each user.
[0023] As shown in FIG. 3, the client 104 includes a processing unit 20, a storage unit 22, an input unit 24, an output unit 26, and a communication unit 28. The client 104 is also called a communication terminal. The processing unit 20 includes a means for performing arithmetic processing such as a CPU. The processing unit 20 realizes the function of a client terminal in the electronic game providing system 100 in this embodiment by executing an electronic game providing client program stored in the storage unit 22. The storage unit 22 includes a storage means such as a semiconductor memory or a memory card. The storage unit 22 is connected to the processing unit 20 so as to be accessible, and stores the electronic game providing client program and information required for the processing. The input unit 24 includes a means for inputting information. The input unit 24 includes, for example, a keyboard, a touch panel, a button, a motion sensor, a microphone, etc. that receive input from a user. The output unit 26 includes a means for outputting information required for processing in the client 104, such as a screen for receiving input information from a user and a display for displaying image information such as a user interface screen (UI). The communication unit 28 includes an interface for communicating information with the server 102 via the information communication network 106. The communication by the communication unit 28 may be wired or wireless.
[0024] Various information processing devices capable of executing a client program for providing an electronic game service can be used as the client 104. For example, the client 104 can be a stationary or portable game console, a stationary or portable personal computer (PC), a tablet computer, a smartphone, a mobile phone terminal, a PHS (Personal Handy-phone System) terminal, a personal digital assistant (PDA), a multi-function television receiver equipped with an information processing function (a so-called smart TV), etc.
[0025] In order to ensure a secure access from the client 104 to the server 102, a process such as user authentication may be performed when the client 104 accesses the server 102. The user authentication process may be performed, for example, by having the client 104 input a user ID and password from the input unit 24 of the client 104, and authenticating access to the server 102 from the client 104 if the inputted user ID and password match a combination of the user ID and password stored in advance in the storage unit 12 of the server 102.
[0026] [Electronic games overview] The processing of the electronic game provided by the electronic game providing system 100 in this embodiment will be described below.
[0027] In this embodiment, a battle-type electronic game in which a player character operated by a player fights against an enemy character operated by a computer or another player will be described. However, the scope of application of the present invention is not limited to battle-type electronic games.
[0028] In the electronic game of this embodiment, each player can use game media called command objects to progress in a competitive game between multiple players or between a player and a computer. The command objects can be, for example, playing cards (hereinafter, simply called cards). However, the command objects are not limited to cards, and can be medals, figures, characters, items, and other objects that can be used in electronic games.
[0029] A predetermined number of cards are given to each player. For example, ten cards may be given to each player when starting an electronic game. The player owns the cards given to him / her. The player selects cards to be used in the electronic game from the cards he / she owns and plays the electronic game.
[0030] A match between a player character and an enemy character is called a battle. Depending on the outcome of the battle with the enemy character, the player character acquires electronic game parameters, Electromagnetic Wave Points and Command Experience Points. Electromagnetic Wave Points indicate the level of the player character. Command Experience Points are used to increase the effects in the electronic game obtained by using cards.
[0031] Information regarding the player characters is stored as a character database in the storage unit 12 of the server 102. In the character database, as shown in Fig. 4, a player ID for identifying the player who owns the player character, a character ID for identifying the player character, electromagnetic wave points, command experience points, cooperative relationships with other players, past battle records, etc. are stored in association with each other.
[0032] One battle is made up of multiple rounds. For example, the number of rounds per battle is set to three. However, the number of rounds per battle is not limited to this, and may be set appropriately depending on the contents of the electronic game, the electromagnetic wave points of the player character, the strength of the enemy character, etc. One round is made up of multiple turns. For example, the number of turns per round is set to two for each of the player character and the enemy character (four turns in total) or three for each of the enemy characters (six turns in total). However, the number of turns per round is not limited to this, and may be set appropriately depending on the contents of the electronic game, the electromagnetic wave points of the player character, the strength of the enemy character, etc. One card is used in the turn of the player character and the enemy character to progress the battle between the player character and the enemy character.
[0033] In electronic games, for example, the damage to be inflicted on the opponent character's vitality parameter (HP) is determined according to the attacking power of the player character and the defensive power of the enemy character, and the outcome of the battle is determined according to the vitality parameters (HP) of the player character and the enemy character.
[0034] There are multiple types of battle results. For example, there can be four types: "perfect" (complete victory), "win" (victory), "draw" (draw), and "lose" (defeat). For example, if the enemy character's vitality parameter (HP) can be reduced to 0 as a result of the battle, it is "perfect". Also, for example, if the enemy character's vitality parameter (HP) is greater than the enemy character's vitality parameter (HP), it is "win". Also, for example, if the enemy character's vitality parameter (HP) and the player character's vitality parameter (HP) are equal as a result of the battle, it is a "draw". Also, for example, if the player character's vitality parameter (HP) is less than the enemy character's vitality parameter (HP), or if the player character's vitality parameter (HP) becomes 0 as a result of the battle, it is a "lose". The player character's battle results are stored as a battle record in the character database in association with the player character.
[0035] However, the progress of the electronic game is not limited to this, and it is sufficient that the battle is carried out using parameters in the electronic game. The battle processing of the electronic game may be carried out by applying an existing method.
[0036] Depending on the results of these battles, the player character is given electromagnetic wave points and command experience points. For example, depending on the battle results, the number of electromagnetic wave points and command experience points given to the player may decrease in the order of "perfect," "win," "draw," and "lose." The electromagnetic wave points and command experience points given to the player character are stored in the character database of the storage unit 12 of the server 102.
[0037] The enemy characters are selected according to the resonance wave points of the player character. That is, the enemy characters that appear in the battle change according to the resonance wave points of the player character.
[0038] In the electronic game of this embodiment, the rules of the battle are changed depending on the enemy character. For example, the initial vitality parameter (HP), the level of the cards held by the enemy character, the number of cards that can be used per round, the initial cost parameter, the cost parameter recovered per round, and the number of cards dealt from the deck per round are changed depending on the enemy character. With the exception of the level of the cards held, these parameters are applied not only to the enemy character but also to the player character.
[0039] FIG. 5 shows an example of cards used in an electronic game. Various kinds of cards are used in an electronic game. For example, there are provided "attack cards" that inflict damage on the opponent's character, "strong attack cards" that inflict strong damage on the opponent's character, "charge cards" that recover cost parameters in the electronic game, "counter cards" that reflect the attack of the opponent's character and inflict damage on the opponent's character, "barrier cards" that block the attack of the opponent's character, and "recovery cards" that recover the physical strength parameter (HP) of the player's character.
[0040] A card can be used by consuming a cost parameter that is set for each battle. A cost parameter value required to use the card is set for each card. Therefore, the card can be used in an electronic game by consuming the set value of the cost parameter.
[0041] As described above, the initial cost parameter value for the player character and the cost parameter value recovered each round are set before the start of the battle in accordance with the settings of the enemy character.
[0042] An "attack card" has the effect of causing the player's character who used the card to attack an enemy character. By using an "attack card", it is possible to deal damage by reducing the opponent's character's vitality parameter (HP) according to the attack parameter (shown as AT in the diagram). In order to use an "attack card", a cost parameter (shown as COST in the diagram) is consumed according to the value set in the cost parameter.
[0043] A "Strong Attack Card" has the effect of causing the player's character who used the card to attack an enemy character. By using a "Strong Attack Card", it is possible to deal damage by reducing the opponent's character's vitality parameter (HP) by a greater amount than the "Attack Card" depending on the attack parameter (shown as AT in the diagram). To use a "Strong Attack Card", a cost parameter (shown as COST in the diagram) is consumed by the value set in the cost parameter.
[0044] A "charge card" has the effect of recovering the cost parameter of the player's character who uses the card. By using a "charge card", the cost parameter (indicated as COST in the figure) can be recovered by the value set in the cost parameter.
[0045] The "counter card" has the effect of reflecting an attack from the opponent's character in the next or subsequent turn and attacking the opponent's character. By using the "counter card", the player can inflict damage by decreasing the opponent's physical strength parameter (HP) according to the attack parameter (indicated as AT in the figure). If the card used by the opponent's character in the next or subsequent turn is not an "attack card" or a "strong attack card" that attacks the player's character, the effect of the "counter card" is not obtained. However, the effect of the "counter card" may continue over multiple turns or rounds. In addition, the effect of the attack from the opponent's character may be further increased by using the "counter card" to inflict damage on the opponent's character. In order to use the "counter card", the cost parameter (indicated as COST in the figure) is consumed by the value set in the cost parameter.
[0046] The "barrier card" has the effect of reducing damage from attacks from the opponent's character in the next and subsequent turns. By using the "barrier card", the decrease in the player character's physical strength parameter (HP) due to attacks from the opponent's character can be suppressed according to the attack parameter (indicated as AT in the figure). If the card used by the opponent's character in the next and subsequent turns is not an "attack card" or a "strong attack card" that attacks the player character, the effect of the "barrier card" is not obtained. However, the effect of the "barrier card" may be made to last over multiple turns or rounds. If the "barrier card" is used multiple times in one round, the effects may not be made to overlap. To use the "barrier card", a cost parameter (indicated as COST in the figure) is consumed by the value set in the cost parameter.
[0047] A "recovery card" has the effect of recovering the vitality parameter (HP) of the player's character who uses the card. By using a "recovery card", the player's character's vitality parameter (HP) can be recovered according to the vitality parameter (indicated as HP in the figure). In order to use a "recovery card", a cost parameter (indicated as COST in the figure) is consumed in an amount equal to the value set in the cost parameter.
[0048] Cards owned by each player are stored as a command object database in the storage unit 12 of the server 102, as shown in Fig. 6. In the command object database, a player ID for identifying each player, a command object ID for identifying a card owned by each player, a command object type indicating a type of card, the level (Lv) of the card, command experience points set in the card, parameters that affect the progress of the electronic game such as an attack parameter (AT), a vitality parameter (HP), a cost parameter (COST), image data for displaying the card, and the like are stored in association with each other.
[0049] The command object database may be stored in the storage unit 22 of the client 104 via the information and communication network 106. In this case, only information associated with a player ID that identifies the player using the client 104 may be transmitted to the client 104 and stored in the storage unit 22. When a card owned by a player and its parameters are changed, the contents of the command object database of the server 102 and the client 104 are also updated.
[0050] 7 shows a card setting screen 200 in an electronic game. When a player instructs to display the card setting screen 200 using the input unit 24 of the client 104, the card setting screen 200 is displayed on the output unit 26 of the client 104. On the card setting screen 200, the player can make settings for cards that he or she owns.
[0051] The card setting screen 200 includes an acquired electromagnetic wave point display area 202, a battle record display area 204, a player character display area 206, a command setting area 208, a card display area 210, and a command experience point display area 212. The card setting screen 200 is displayed on the output unit 26 of the client 104.
[0052] The acquired electromagnetic wave point display area 202 displays the electromagnetic wave points acquired by the player character in the past. The battle record display area 204 displays the results of past battles for the player character. The command experience point display area 212 displays the command experience point acquired by the player character. The electromagnetic wave points, battle record, and command experience point are displayed by referring to a character database stored in the storage unit 12 of the server 102.
[0053] An image 206a of the player character is displayed in the player character display area 206. A battle start button 206b is also displayed in the player character display area 206. The player starts a battle between the player character and the enemy character by selecting (e.g., tapping) the battle start button 206b.
[0054] Information on cards owned by the player is displayed in the command setting area 208. Information on each card is displayed in the card display area 210a. The card information preferably includes the type of card, the level of the card, and various parameters related to the card.
[0055] Additionally, an enhancement setting button 210b and a friendship card setting button 210c are displayed corresponding to each of the card display areas 210a.
[0056] The player can level up each card by selecting (tapping, etc.) the strengthening setting button 210b. In this embodiment, the level of the card can be increased by applying command experience points, and the effect obtained by using the card can be enhanced. The player can increase the level of the card by using the command experience points he / she holds for each of the cards he / she owns. For example, it is possible to set it so that the card is increased from level 1 to level 2 by allocating 10 command experience points to one of the cards he / she owns, and the card is increased from level 2 to level 3 by allocating 30 command experience points. By increasing the level of the card, the effect of each card in the electronic game can be increased.
[0057] The degree of enhancement of the effect obtained by using a card may be varied depending on the type of card to which the command experience points are applied. Also, the command experience points for enhancing the effect obtained by using a card may be varied depending on the type and level of the card.
[0058] 8 shows a card strengthening setting screen 300. The card strengthening setting screen 300 includes a card information display area 302, an experience point display area 304, an strengthening decision button 306, and a back button 308. The card strengthening setting screen 300 is displayed on the output unit 26 of the client 104 by selecting (e.g., tapping) the strengthening setting button 210b corresponding to any one of the card display areas 210a on the card setting screen 200.
[0059] The card information display area 302 displays the type of the selected card, information on the parameters of the current card, and information on the parameters of the card after strengthening. The experience point display area 304 displays the value of the acquired command experience point and the value of the command experience point required to strengthen the card. The strengthening decision button 306 is a button for deciding to strengthen the card. By selecting (tapping, etc.) the strengthening decision button 306, the player can strengthen the selected card and increase its level. When the level is increased, command experience point is used only for the required experience point displayed in the experience point display area 304. The back button 308 is a button for not strengthening the card. By selecting (tapping, etc.) the button 308, the player can return to the card setting screen 200 without strengthening the selected card.
[0060] Also, cards owned by players other than the player engaged in a battle may be made available as friendship cards. Friendship cards can be used in battles by players who own the cards by setting them as friendship cards. Cards set as friendship cards are displayed on the game screens of other players, and are available for use by other players.
[0061] The player can set the card displayed in the card display area 210a as a friendship card by turning on the toggle button of the friendship card setting button 210c provided corresponding to each of the card display areas 210a displayed in the command setting area 208.
[0062] The number of cards that can be set as friendship cards may be limited. For example, the number of cards that can be set as friendship cards may be limited to one. If a limit is set, when setting a new friendship card other than a card already selected as a friendship card exceeds the limit, one of the cards already set as a friendship card may be automatically removed from the friendship card list and a new friendship card may be set.
[0063] In addition, a limit may be placed on the number of times that a friendship card can be used in one battle. For example, a friendship card may be limited to one use in one battle. In this case, once a friendship card is used in a battle, other friendship cards cannot be used in that battle.
[0064] In addition, the friendship cards that can be used in battle can be cards that are set as friendship cards among the cards owned by a randomly selected player. In this case, the friendship cards that can be used in battle are selected at random.
[0065] Furthermore, players can have a cooperative relationship. In this embodiment, a state in which players are in a cooperative relationship is indicated as "comrades in arms," and a state in which players are not in a cooperative relationship is indicated as "non-comrades in arms." For example, when a card owned by a "non-comrade" player is used as a friendship card, a request can be made to the player to become a "comrade in arms." When a player who has received a request to become a "comrade in arms" accepts the request, the player who made the request and the player to whom the request is made are associated in a cooperative relationship and enter the "comrade in arms" state. The cooperative relationship between players is stored in the character database in association with the player characters.
[0066] In addition, command experience points may be awarded in response to the use of a friendship card. For example, when a friendship card set by a player is used by another player, command experience points may be awarded to the player who set the friendship card. In this case, for example, when the card setting screen 200 is displayed, a message indicating that a friendship card has been used and the value of the command experience points awarded in response to the use may be displayed.
[0067] In addition, the command experience points granted when a friendship card is used may differ depending on whether the player who used the friendship card is a "comrade" or a "non-comrade". For example, the command experience points granted in the case of a "comrade" relationship may be greater than those granted in the case of a "non-comrade" relationship. In addition, when a friendship card set by a player becomes available for use in the player's battles and is used by the player himself, the command experience points granted may be greater than those granted in the case of a friendship card used by another player.
[0068] [Electronic game provision processing] A method for providing an electronic game in this embodiment will be described below with reference to the flowchart in Fig. 9. The following process is realized by executing an electronic game providing server program in the server 102 and executing an electronic game providing client program in the client 104. The electronic game providing client program is provided to the client 104 as an electronic game application or a browser application by the client 104 accessing the server 102 in advance.
[0069] In step S10, an initial setting process is performed so that a player can play an electronic game. The process in this step causes the electronic game providing system 100 to function as an initial setting means. If a user using the client 104 is not registered as a player of the electronic game, the client 104 accesses the server 102 and performs a login registration process as a player. When the login registration process as a player is performed, a new player ID is assigned to the user using the client 104 in association with the login information, and the player ID is registered in the character database.
[0070] In addition, a player character selection process is performed by the player. Information on the selected player character, such as the character ID, is stored in the character database in association with the player ID. In addition, a predetermined number of cards are given to a newly registered player. This enables the player to play the electronic game.
[0071] Furthermore, if a user using the client 104 has already been registered as a player of the electronic game, the client 104 accesses the server 102 and performs a login process as a player. When the login process is performed, a player ID associated with the login information is assigned to the user using the client 104. This enables the player to play the electronic game.
[0072] In step S12, a setting process is performed for the card. Through the process in this step, the electronic game providing system 100 functions as a command object setting means. The server 102 displays a card setting screen 200 on the output unit 26 of the client 104 used by the player. On the card setting screen 200, information on the player's player character is displayed by referring to the character database and the command object database stored in the storage unit 12 of the server 102. As described above, the player can perform setting processes for the card, such as strengthening the card and setting the friendship card, on the card setting screen 200.
[0073] When the settings for the cards are completed and the player selects (eg, taps) the battle start button 206b, the process proceeds to step S14.
[0074] In step S14, a process for setting an enemy character is performed. Through the process in this step, the electronic game providing system 100 functions as an enemy character setting means. The server 102 refers to the character database and sets an enemy character according to the electromagnetic wave points of the player character. Since the electromagnetic wave points are a parameter indicating the level of the player character, through this process, an enemy character according to the level of the player character is set.
[0075] Depending on the enemy character that is set, the initial health parameter (HP), the level of the cards that the enemy character possesses, the number of cards that can be used per round, the initial cost parameter, the cost parameter that is recovered per round, and the number of cards that are dealt from the deck per round are set. The same settings are applied to the player character as well, except for the level of the cards that the enemy character possesses.
[0076] In step S16, a process for setting turns in a battle is performed. Through the process in this step, the electronic game providing system 100 functions as a turn setting means. One battle is made up of multiple rounds, and one round is made up of multiple turns. For example, the number of turns per round is set to two for each of the player character and the enemy character (four turns in total) or three for each of the player character and the enemy character (six turns in total).
[0077] In this embodiment, a player character takes an action in a player turn and an enemy character takes an action in an enemy turn, each of which is set multiple times, and the order is set randomly. The server 102 randomly sets the order of the player turn and the enemy turn. For example, the order may be set alternately, such as player turn, enemy turn, player turn, enemy turn, player turn, enemy turn, or non-alternately, such as player turn, enemy turn, enemy turn, enemy turn, player turn, player turn.
[0078] In step S18, the players make settings related to the battle. Through the processing in this step, the electronic game providing system 100 functions as a battle setting means. The players make settings related to the battle of the electronic game on the battle setting screen displayed on the output unit 26 of the client 104. The set information is transmitted from the client 104 to the server 102, stored in the storage unit 12 of the server 102, and used for the battle processing of the electronic game.
[0079] 10 shows an example of a battle setting screen 400. The battle setting screen 400 includes an acquired electromagnetic wave point display area 402, a battle record display area 404, an enemy character display area 406, a turn setting area 408, a usable card display area 410, a friendship card display area 412, and a setting completion button 414. The battle setting screen 400 is displayed on the output unit 26 of the client 104.
[0080] The acquired electromagnetic wave points display area 402 displays the electromagnetic wave points acquired by the player character in the past. The battle record display area 404 displays the results of past battles for the player character. The electromagnetic wave points and battle records are displayed by referring to a character database stored in the storage unit 12 of the server 102.
[0081] In the enemy character display area 406, an enemy character 406a that will be the opponent is displayed. The server 102 reads out image data of the enemy character set in step S14, and displays it as the enemy character 406a in the enemy character display area 406 in the output unit 26 of the client 104. In the enemy character display area 406, a round display area 406b is provided. In the round display area 406b, the number of rounds in the current battle is displayed. For example, when three rounds are held in one battle, it is preferable to display the first round as 1 / 3, the second round as 2 / 3, the third round as 3 / 3, etc.
[0082] The turn setting area 408 displays turns in the battle. The server 102 causes the output unit 26 of the client 104 to display the turns set in step S16 in the turn setting area 408. Each turn is displayed by a first object 408a indicating the turn of the player character (player's turn) and a second object 408b indicating the turn of the enemy character (enemy's turn). That is, the first object 408a and the second object 408b are displayed along a predetermined direction in the order of the turns set in step S16.
[0083] In the example of the battle setting screen 400 in FIG. 10, a first object 408a, a second object 408b, a second object 408b, a first object 408a, a second object 408b and a first object 408a are displayed in turn setting area 408 from left to right, indicating that the battle will proceed in the following order: player's turn, enemy's turn, enemy's turn, player's turn, enemy's turn, player's turn.
[0084] The order of turns in a battle is not limited to this, but is set randomly in step S16. In addition, the example of the battle setting screen 400 in Fig. 10 shows a case where one round is performed six times in total, that is, three "own turns" and three "enemy turns", but the same processing can be performed in a case where one round is performed four times in total, that is, two "own turns" and two "enemy turns".
[0085] Moreover, the turn setting area 408 may be provided with an enemy character information display area 408c showing enemy information such as the enemy character's battle state, vitality parameter (HP), cost parameter (COST), etc., and a player character information display area 408d showing player character information such as the player character's battle state, vitality parameter (HP), cost parameter (COST), etc. For example, when a counter card is used and a counter is activated, the words "Counter Activated" are displayed in the enemy character information display area 408c and the player character information display area 408d.
[0086] The usable card display area 410 displays cards that can be currently used among the cards owned by the player. The number of cards that can be used in a match is preset, and the usable card display area 410 displays cards owned by the player other than cards that have already been used randomly selected from the deck 410b as usable cards 410a. The number of usable cards may be preset to a fixed number, may be set according to the level of the enemy character, or may be set according to other conditions.
[0087] In the example of the battle setting screen 400 in FIG. 10, the number of usable cards is set to three, and an "attack card", a "barrier card", and a "strong attack card" are displayed as usable cards 410a.
[0088] A player can use the cards to battle by selecting one of the available cards 410a and placing it on the first object 408a in the turn setting area 408. Specifically, for example, the player can set the card to be used in the battle by dragging and dropping one of the available cards 410a displayed in the available card display area 410 onto the first object 408a. When the available card 410a is placed on the first object 408a, the available card 410a is removed from the available card display area 410, and a new card from the deck 410b is displayed in the available card display area 410 as the available card 410a.
[0089] Fig. 11 shows an example of the battle setting screen 400 when the usable cards are set in the turn setting area 408. Fig. 11 shows an example in which an "attack card" displayed as an usable card 410a in the usable card display area 410 of the battle setting screen 400 of Fig. 10 is placed and set in the first object 408a indicating the first (leftmost) "own turn" in the turn setting area 408. Accordingly, the display of the used usable card 410a is erased from the usable card display area 410, and a "charge card" is displayed from the deck 410b as the new usable card 410a.
[0090] In the turn setting area 408, the second object 408b indicating the "enemy turn" before the next "player turn" displays a card used by the enemy character. The card is displayed upside down so that the player cannot know the contents of the card before the start of the battle. The card used by the enemy character is selected according to the level of the card set in step S14.
[0091] The friendship card display area 412 displays cards that other players have set as friendship cards 412a. The friendship card display area 412 displays randomly selected cards that other players have set as friendship cards, excluding cards that have already been used in battle. The number of cards that can be used as friendship cards may be set to a fixed number in advance, may be set according to the level of the enemy character, or may be set according to other conditions.
[0092] Each friendship card 412a may display a player ID that identifies the player who set the friendship card 412a. In this case, the display method of the player ID may be different depending on whether the player is a "comrade" or a "non-comrade". For example, the display color of the player ID may be different when the player who set the friendship card 412a is a "comrade" and when the player is a "non-comrade".
[0093] The friendship card 412a displayed in the friendship card display area 412 can also be used in a battle. In this case, the player can select one of the friendship cards 412a displayed in the friendship card display area 412 and place it on the first object 408a in the turn setting area 408 to use the selected card in a battle. For example, the card to be used in a battle can be set by dragging and dropping one of the friendship cards 412a displayed in the friendship card display area 412 onto the first object 408a. Accordingly, the display of the used friendship card 412a is erased from the friendship card display area 412, and a new friendship card is randomly selected and displayed in the friendship card display area 412 as the friendship card 412a.
[0094] As described above, a card is selected from the available cards 410a displayed in the available card display area 410 and the friendship cards 412a displayed in the friendship card display area 412, and the card is repeatedly placed on the first object 408a indicating the "own turn" in the turn setting area 408. This allows the card to be set for use in the battle within the range of the cost parameters possessed by the player character. Note that the number of times that a friendship card can be used in one battle may be limited.
[0095] When cards are set for all first objects 408a indicating "your turn" or when the cost parameter becomes 0, the player can instruct the start of a battle by selecting (e.g., tapping) the setting completion button 414. When the start of a battle is instructed, the process proceeds to step S20.
[0096] In step S20, a battle process is performed. Through the process in this step, the electronic game providing system 100 functions as a battle processing means. The server 102 performs a battle process between the player character and the enemy character based on the card set for each turn in step S18. In the battle scene, the cards set for each turn are opened in order, and an effect in the electronic game is given to the player character and the enemy character according to the card. The effect in the electronic game when each card is used is as described above. The vitality parameters (HP) of the player character and the enemy character are changed as the battle progresses.
[0097] In step S22, a battle end determination process is performed. Through the process in this step, the electronic game providing system 100 functions as a battle end determination means. The server 102 shifts the process to step S24 when the battle has ended for a preset number of rounds. In addition, even if the battle has not ended for the preset number of rounds, the server 102 shifts the process to step S24 when the vitality parameter (HP) of either the player character or the enemy character becomes 0. If none of these conditions is met, the process returns to step S16. At this time, the cost parameters of the player character and the enemy character are restored according to the cost parameters restored for each round.
[0098] In step S24, the result of the battle is processed. Through the processing in this step, the electronic game providing system 100 functions as a battle result processing means. In this embodiment, a reward is given to the player character according to the result of the battle. The server 102 determines whether the result of the battle is "perfect," "win," "draw," or "lose," and gives the player character electromagnetic wave points and command experience point according to the result. The given electromagnetic wave points and command experience point are stored in the character database of the memory unit 12 of the server 102 in association with the player character.
[0099] In addition, a process is performed to grant command experience points in response to the use of a friendship card. When a player uses a friendship card in a battle, the server 102 performs a process to grant command experience points to the player character of the other player who set the friendship card. At this time, the command experience points granted may differ depending on whether the player who used the friendship card is a "comrade" or a "non-comrade". In addition, when a player uses a friendship card that the player himself set in a battle, a process is performed to grant command experience points to the player character of the player. When command experience points are granted, a process may be performed to notify the player to whom the command experience points have been granted and to present the value of the command experience points.
[0100] As described above, according to this embodiment, it is possible to provide an electronic game with a higher level of strategy.
[0101] [Configuration of the invention] [Configuration 1] An electronic game providing system for providing an electronic game in which a player character, whose action is determined by a player, plays against an enemy character, comprising: a turn setting means for setting an order of a player turn in which the player character takes an action and an enemy turn in which the enemy character takes an action; a battle setting means for setting a command object to be used in the turn set by the player, the command object having a different effect in the electronic game being stored in association with each of the players; Equipped with The electronic game providing system according to the present invention is characterized in that in the turn setting means, the player's turn and the opponent's turn are each set multiple times, and the order is set randomly. [Configuration 2] The electronic game providing system according to configuration 1, a screen display means for displaying a first object representing the player's turn and a second object representing the enemy's turn on a screen; An electronic game providing system, characterized in that the order of the player's turn and the opponent's turn is indicated by the display manner of the first object and the second object. [Configuration 3] The electronic game providing system according to configuration 2, The electronic game providing system is characterized in that the battle setting means sets a command object to be used in the player's turn indicated by the first object by placing a command object on the first object. [Configuration 4] The electronic game providing system according to any one of configurations 1 to 3, A system for providing an electronic game, comprising: a battle setting unit for setting a battle command object; a battle setting unit for setting a battle command object; [Configuration 5] The electronic game providing system according to any one of the first to fourth aspects, Each player is given strengthening parameters, The electronic game providing system is characterized in that, by using the enhancement parameter, the effect given in the electronic game when the command object is used is enhanced. [Configuration 6] The electronic game providing system according to configuration 5, The electronic game providing system is characterized in that the strengthening parameters are given to players according to the results of a match in an electronic game. [Configuration 7] The electronic game providing system according to any one of the first to sixth aspects, An electronic game providing system, characterized in that at least one command object associated with a player can be set as a command object usable by other players. [Configuration 8] The electronic game providing system according to configuration 7, The electronic game providing system according to the present invention, wherein the battle setting means is capable of setting a command object that has been set as usable by the other player as a command object to be used during the player's turn. [Configuration 9] The electronic game providing system according to the seventh or eighth aspect, The electronic game providing system is characterized in that the number of times that the other players can use the command objects is limited. [Configuration 10] The electronic game providing system according to any one of the first to ninth aspects, A system for providing electronic games, characterized in that a battle result is determined according to a vitality parameter set for the enemy character. [Configuration 11] An electronic game providing program for providing an electronic game in which a player character, whose action is determined by a player, plays against an enemy character, comprising: Computer, a turn setting means for setting an order of a player turn in which the player character takes an action and an enemy turn in which the enemy character takes an action; a battle setting means for setting a command object to be used in the turn set by the player, the command object having a different effect in the electronic game being stored in association with each of the players; and make it work. The electronic game providing program, wherein the turn setting means sets the player's turn and the opponent's turn multiple times, and the order is set randomly. [Configuration 12] 1. A method for providing an electronic game in which a player character, whose action is determined by a player, plays against an enemy character, comprising the steps of: On the computer, a turn setting step of setting an order of a player turn in which the player character takes an action and an enemy turn in which the enemy character takes an action; a plurality of command objects each having a different effect in the electronic game are stored in association with each other for each player, and an object setting step of setting a command object to be used in the turn set in the turn setting step; Run the command, A method for providing an electronic game, wherein in the turn setting step, the player's turn and the opponent's turn are each set multiple times, and the order is set randomly. [Explanation of symbols]
[0102] 10 Processing unit, 12 Memory unit, 14 Input unit, 16 Output unit, 18 Communication unit, 20 Processing unit, 22 Memory unit, 24 Input unit, 26 Output unit, 28 Communication unit, 100 Electronic game providing system, 102 Server, 104 Client, 106 Information and communication network, 200 Card setting screen, 202 Acquired sensory wave point display area, 204 Battle record display area, 206 Player character display area, 206a Player character image, 206b Battle start button, 208 Command setting area, 210 Card display area, 210a Card display area, 210b Strengthening setting button, 210c Friendship card setting button, 212 Command experience point display area, 300 Card strengthening setting screen, 302 Card information display area, 304 Experience point display area, 306 Strengthening decision button, 308 Button, 400 Battle setting screen, 402 acquired sensor wave points display area, 404 battle record display area, 406 enemy character display area, 406a enemy character image, 406b round display area, 408 turn setting area, 408c enemy character information display area, 408d player character information display area, 410 usable card display area, 410a usable cards, 410b deck, 412 friendship card display area, 412a friendship card, 414 setting completion button.
Claims
1. An electronic game providing system for providing an electronic game in which a player character, whose action is determined by a player, plays against an enemy character, comprising: a turn setting means for setting an order of a player turn in which the player character takes an action and an enemy turn in which the enemy character takes an action; a battle setting means for setting a command object to be used in the turn set by the player, the command object having a different effect in the electronic game being stored in association with each of the players; Equipped with The electronic game providing system according to the present invention is characterized in that in the turn setting means, the player's turn and the opponent's turn are each set multiple times, and the order is set randomly.
2. 2. The electronic game providing system according to claim 1, a screen display means for displaying a first object representing the player's turn and a second object representing the enemy's turn on a screen; An electronic game providing system, characterized in that the order of the player's turn and the opponent's turn is indicated by the display manner of the first object and the second object.
3. 3. The electronic game providing system according to claim 2, The electronic game providing system is characterized in that the battle setting means sets a command object to be used in the player's turn indicated by the first object by placing a command object on the first object.
4. 2. The electronic game providing system according to claim 1, A system for providing electronic games, comprising: a battle setting unit for setting a battle command object; a battle setting unit for setting a battle command object;
5. 2. The electronic game providing system according to claim 1, Each player is given strengthening parameters, An electronic game providing system, characterized in that by using the enhancement parameter, the effect given in the electronic game when a command object is used is enhanced.
6. 6. The electronic game providing system according to claim 5, The electronic game providing system is characterized in that the strengthening parameters are given to players according to the results of a match in an electronic game.
7. 2. The electronic game providing system according to claim 1, An electronic game providing system, characterized in that at least one command object associated with a player can be set as a command object usable by other players.
8. 8. The electronic game providing system according to claim 7, The electronic game providing system according to the present invention, wherein the battle setting means is capable of setting a command object that has been set as usable by the other player as a command object to be used during the player's turn.
9. 9. The electronic game providing system according to claim 7 or 8, The electronic game providing system is characterized in that the number of times that the other players can use the command objects is limited.
10. 2. The electronic game providing system according to claim 1, A system for providing electronic games, characterized in that a battle result is determined according to a vitality parameter set for the enemy character.
11. An electronic game providing program for providing an electronic game in which a player character, whose action is determined by a player, plays against an enemy character, comprising: Computer, a turn setting means for setting an order of a player turn in which the player character takes an action and an enemy turn in which the enemy character takes an action; a battle setting means for setting a command object to be used in the turn set by the player, the command object having a different effect in the electronic game being stored in association with each of the players; and make it work. The electronic game providing program, wherein the turn setting means sets the player's turn and the opponent's turn multiple times, and the order is set randomly.
12. 1. A method for providing an electronic game in which a player character, whose action is determined by a player, plays against an enemy character, comprising the steps of: On the computer, a turn setting step of setting an order of a player turn in which the player character takes an action and an enemy turn in which the enemy character takes an action; a plurality of command objects each having a different effect in the electronic game being stored in association with each other for each player, an object setting step for setting a command object to be used in the turn set in the turn setting step; Run the command, A method for providing an electronic game, wherein in the turn setting step, the player's turn and the opponent's turn are each set multiple times, and the order is set randomly.
Citation Information
Patent Citations
Information processing device and program
JP2017086923A