System, method, and program for providing game

The game system addresses the monotony of conventional games by allowing players to strategically select and utilize new attack participants in response to dynamically arranged enemy objects, enhancing player engagement and strategic depth.

JP2025086781APending Publication Date: 2025-06-09DENA CO LTD
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Patent Information

Application Number
JP2023201065
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-11-28
Publication Date
2025-06-09

AI Technical Summary

Technical Problem

Conventional games that involve attacking enemy objects on a game field often become monotonous due to the lack of strategic complexity, leading to a decrease in player interest.

Method used

A game system that repeatedly arranges new enemy objects on a game field and allows players to select candidate participating objects to add as new attack participants based on attack information, including an attack range, thereby advancing the game and enhancing strategic engagement.

Benefits of technology

The system improves player engagement and strategic depth by requiring players to dynamically select and utilize different attack participants in response to newly arranged enemy objects and changing game conditions.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance interest in a game for attacking an opponent object disposed on a game field.SOLUTION: A game providing server 10 provides a game to a user who operates a player terminal 30 communicably connected via a communication network 20. The server 10 provides a game that progresses by repeatedly executing processing for disposing a new opponent object on a game field, and processing for attacking an opponent object on the basis of attacking information set to an attack participation object, requests a player to add an appropriate attack participation object while considering new opponent objects disposed repeatedly and set attack information since an attack participation object selected by the player is added according to sufficiency of a predetermined additional condition in the game, and improves strategic characteristics in the game.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to a system, a method, and a program for providing a game.

Background Art

[0002] Conventionally, games have been provided in which enemy objects such as enemy characters arranged on a game field are attacked. For example, Patent Document 1 below discloses a game in which a friendly unit and an enemy unit arranged on a game field alternately act to fight. In such games, typically, an attack is performed based on attack information (attack range, and / or attack power, etc.) possessed by the friendly unit.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in conventional games as described above, the battles through the alternately performed actions may become monotonous. For example, in a game in which only an attack based on attack information possessed by a friendly unit arranged on a game field is repeated, it cannot be said that sufficient strategicity is required. Therefore, an improvement in the interest in such games is desired.

[0005] One object of an embodiment of the present invention is to improve the interest in a game in which an enemy object arranged on a game field is attacked. Other objects of the embodiments of the present invention will become apparent by referring to the entire specification.

Means for Solving the Problems

[0006] A system according to an embodiment of the present invention includes one or more computer processors and is a system for providing a game. The one or more computer processors repeatedly execute a process of arranging a new enemy object on a game field and a process of attacking one or more arranged enemy objects on the game field by the one or more attack participating objects based on attack information set for each of the one or more attack participating objects and including an attack range on the game field, thereby advancing the game, and execute a step of ending the game in response to satisfaction of a first condition. The step of advancing the game includes presenting one or more candidate participating objects to the player from among a plurality of player objects in response to satisfaction of a second condition, and executing a process of adding the candidate participating object selected by the player from among the one or more candidate participating objects as a new attack participating object.

[0007] A method according to an embodiment of the present invention is executed by one or more computers and is a method for providing a game. The method includes repeatedly executing a process of arranging a new enemy object on a game field and a process of attacking one or more arranged enemy objects on the game field by the one or more attack participating objects based on attack information set for each of the one or more attack participating objects and including an attack range on the game field, thereby advancing the game, and a step of ending the game in response to satisfaction of a first condition. The step of advancing the game includes presenting one or more candidate participating objects to the player from among a plurality of player objects in response to satisfaction of a second condition, and executing a process of adding the candidate participating object selected by the player from among the one or more candidate participating objects as a new attack participating object.

[0008] A program according to an embodiment of the present invention is a program for providing a game, which causes one or more computers to perform a process of arranging a new enemy object on a game field, and attack information set for each of one or more attack participating objects, based on the attack information including an attack range on the game field, performing a process of attacking one or more arranged enemy objects on the game field by the one or more attack participating objects, and repeating the above processes to advance the game, and ending the game in response to satisfaction of a first condition. The step of advancing the game includes presenting one or more candidate participating objects to the player from among a plurality of player objects in response to satisfaction of a second condition, and executing a process of adding the candidate participating object selected by the player from among the one or more candidate participating objects as a new attack participating object.

Advantages of the Invention

[0009] Various embodiments of the present invention improve the interest in a game of attacking enemy objects arranged on a game field.

Brief Description of the Drawings

[0010]

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Mode for Carrying Out the Invention

[0011] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In each drawing, the same or similar components may be assigned the same reference numerals.

[0012] FIG. 1 is a configuration diagram schematically showing the configuration of a network including a game providing server 10 according to an embodiment of the present invention. As shown in the figure, the server 10 is communicably connected to a player terminal 30 via a communication network 20 such as the Internet. In FIG. 1, only one player terminal 30 is shown, but the server 10 can be communicably connected to a plurality of player terminals 30. The server 10 provides a game to a user who operates the player terminal 30. The game providing server 10 is an example of a device that implements all or part of the system of the present invention.

[0013] First, the hardware configuration of the game providing server 10 will be described. The game providing server 10 is configured as a general computer and includes, as shown in FIG. 1, a computer processor 11, a main memory 12, an input / output I / F 13, a communication I / F 14, and a storage (storage device) 15, and these components are electrically connected via a bus or the like (not shown).

[0014] The computer processor 11 is configured as a CPU, GPU, or the like, reads various programs stored in the storage 15 or the like into the main memory 12, and executes various instructions included in the programs. The main memory 12 is configured by, for example, DRAM or the like.

[0015] The input / output I / F 13 includes various input / output devices for exchanging information with an operator or the like. The input / output I / F 13 includes, for example, information input devices such as a keyboard and a pointing device (e.g., a mouse, a touch panel, etc.), a voice input device such as a microphone, and an image input device such as a camera. The input / output I / F 13 also includes an image output device such as a display and a voice output device such as a speaker.

[0016] The communication I / F 14 is implemented as hardware such as a network adapter, various communication software, or a combination thereof, and is configured to enable wired or wireless communication via a communication network 20 or the like.

[0017] The storage 15 is configured by, for example, a magnetic disk, a flash memory, or the like. The storage 15 stores various programs including an operating system and various data. For example, as shown in FIG. 1, the storage 15 has various tables 151 that store various information for providing a game. Further, for example, the storage 15 stores a server-side program 40 according to an embodiment of the present invention. The program 40 is a program for causing the game providing server 10 to function as all or part of a system for providing a game. At least a part of the server-side program 40 may be configured to be executed on the player terminal 30 side via a terminal-side program 42 described later.

[0018] In the present embodiment, the game providing server 10 can be configured using a plurality of computers each having the above-described hardware configuration. For example, the server 10 can be configured by one or more server devices.

[0019] The game providing server 10 configured as described above has functions as a web server and an application server, executes various processes in response to requests from the terminal-side program 42 installed in the player terminal 30, and transmits screen data (e.g., HTML data), control data, etc. corresponding to the results of the processes to the player terminal 30. On the player terminal 30, a web page or other screen based on the received data is output.

[0020] Next, the hardware configuration of the player terminal 30 will be described. The player terminal 30 is configured as a general computer and, as shown in FIG. 1, includes a computer processor 31, a main memory 32, an input / output I / F 33, a communication I / F 34, and a storage (storage device) 35, and these components are electrically connected via a bus or the like (not shown).

[0021] The computer processor 31 is configured as a CPU, GPU, etc., reads various programs stored in the storage 35, etc. into the main memory 32, and executes various instructions included in the programs. The main memory 32 is constituted by, for example, DRAM or the like.

[0022] The input / output I / F 33 includes various input / output devices for exchanging information with an operator or the like. The input / output I / F 33 includes, for example, information input devices such as a keyboard, a pointing device (e.g., a mouse, a touch panel, etc.), a voice input device such as a microphone, and an image input device such as a camera. Further, the input / output I / F 33 includes an image output device such as a display and a voice output device such as a speaker.

[0023] The communication I / F 34 is implemented as hardware such as a network adapter, various communication softwares, and combinations thereof, and is configured to enable wired or wireless communication via a communication network 20 or the like.

[0024] The storage 35 is constituted by, for example, a magnetic disk or a flash memory. The storage 35 stores various programs including an operating system and various data. The programs stored in the storage 35 can be downloaded and installed from an application market or the like. Further, the storage 35 stores the above-described terminal-side program 42. The program 42 is configured as a web browser or other application (for example, an application for a game), and can be configured to execute at least a part of the above-described server-side program 40.

[0025] In the present embodiment, the player terminal 30 can be configured as a smartphone, a tablet terminal, a wearable device, a personal computer, or a dedicated game terminal.

[0026] The user (game player) of the player terminal 30 configured as described above can play a game provided by the server 10 by executing communication with the server 10 via the terminal-side program 42 installed in the storage 35 or the like.

[0027] Next, the functions of the game providing server 10 configured as described above will be described. As shown in FIG. 1, the computer processor 11 of the server 10 is configured to function as a management function control unit 111 and a game progress control unit 113 by executing instructions included in a program (for example, at least a part of the server-side program 40) read into the main memory 12.

[0028] The management function control unit 111 is configured to execute various processes related to the control of the game management function. For example, the management function control unit 111 transmits screen data, control data, etc. of various screens related to the management function to the player terminal 30, executes various processes in response to operation inputs by the player via the screen output on the player terminal 30, and transmits screen data, control data, etc. corresponding to the result of the process to the player terminal 30. The management functions controlled by the management function control unit 111 include, for example, login processing (user authentication), billing control, and player account management, etc.

[0029] The game progress control unit 113 is configured to execute various processes related to the control of the game progress. For example, the game progress control unit 113 transmits screen data, control data, etc. of various screens for advancing the game to the player terminal 30, executes various processes in response to operation inputs by the player via the screen output on the player terminal 30, and transmits screen data, control data, etc. corresponding to the result of the process to the player terminal 30.

[0030] In the present embodiment, the game progress control unit 113 is configured to advance the game by repeatedly executing a process of arranging a new enemy object on the game field and a process of attacking the arranged enemy objects on the game field by the attack participating objects based on the attack information set for each attack participating object. These processes are repeatedly executed alternately, or at least one of the processes may be continuously executed. The attack information includes the attack range on the game field, and typically, an attack is performed on a part or all of one or more enemy objects within the attack range.

[0031] In addition, the game progress control unit 113 is configured to end the game in response to the satisfaction of a predetermined end condition. The end condition includes various conditions. For example, it includes the process of arranging the above-described new enemy object, and / or the number of repetitions of the process of performing an attack (for example, it can be managed as the "number of turns") reaching a predetermined value, or defeating a boss character, etc.

[0032] In addition, the game progress control unit 113 is configured to present one or more candidate objects for participation to the player from among a plurality of player objects (for example, player objects held by the player, or player objects available to the player, etc.) in response to the satisfaction of a predetermined additional condition, and execute a process of adding the object selected by the player from among these candidate objects for participation as a new attack participation object. For example, the game progress control unit 113 presents the candidate object for participation to the player by transmitting screen data and control data, etc. of a screen for displaying such a candidate object for participation to the player terminal 30.

[0033] In this way, the game providing server 10 in the present embodiment provides a game that progresses by repeatedly executing a process of arranging a new enemy object on the game field and a process of attacking the enemy object based on the attack information set in the attack participation object. In the game, in response to the satisfaction of a predetermined additional condition, the player object (candidate object for participation) selected by the player is added as an attack participation object. Therefore, while considering the newly arranged enemy objects and the set attack information, the player is required to add an appropriate attack participation object, which improves the strategic nature in the game. That is, the game providing server 10 improves the interest in the game of attacking the enemy objects arranged on the game field.

[0034] In this embodiment, the game progress control unit 113 may be configured to perform an attack by a plurality of attack participating objects in response to a single instruction by the player in the process of performing an attack. For example, the attack may be performed simultaneously by a plurality of attack participating objects (in this case, the attack information of each of the plurality of attack participating objects is combined), or may be performed continuously in a predetermined order. Such a configuration promotes a good game tempo.

[0035] Also, in the process of adding the selected candidate participating object as a new attack participating object, the game progress control unit 113 may be configured to present a candidate participating object randomly selected from among a plurality of player objects. Such a configuration gives the player a sense of enjoyment regarding the selection of the candidate participating object.

[0036] Also, in the process of arranging a new enemy object, the game progress control unit 113 may be configured to arrange the new enemy object based on the arrangement status of the enemy objects already arranged at that time. For example, the game field is composed of a plurality of squares, and an upper limit value of the number of enemy objects that can be arranged is set for each of these plurality of squares. The game progress control unit 113 is configured to arrange a new enemy object for any of the plurality of squares so as not to exceed the upper limit value. For example, if the upper limit number of enemy objects is arranged in the square where the new enemy object is to be arranged, the new enemy object is arranged in another square. In this way, the plurality of squares may include squares where two or more enemy objects can be arranged. Such a configuration enables the arrangement of a new enemy object based on the arrangement status of the enemy objects.

[0037] In addition, in the process of arranging new enemy objects, the game progress control unit 113 may be configured to arrange a special enemy object different from a normal enemy object as a new enemy object in response to the number of repetitions of the process reaching a predetermined value. That is, in this case, until the number of repetitions of the process of arranging new enemy objects reaches a predetermined value, the game progress control unit 113 arranges a normal enemy object as a new enemy object. The special enemy object is configured as an enemy object with a larger value of a parameter such as defense power compared to a normal enemy object. Such a configuration gives the player a sense of enjoyment regarding the arrangement of the special enemy object.

[0038] In addition, in the process of performing an attack, the game progress control unit 113 may be configured to perform a strengthened attack when the values of the attributes of two or more attack participating objects included in a plurality of attack participating objects have a predetermined relationship (for example, are the same, are in a predetermined combination, or are in a predetermined magnitude relationship, etc.). The strengthened attack is realized, for example, by improving the attack power (for example, multiplying by a coefficient greater than 1). Such a configuration requires a strategy for adding attack participating objects, and as a result, improves the interest in the game.

[0039] In addition, in the process of adding the selected candidate participating object as a new attack participating object, the game progress control unit 113 may be configured to present a number of candidate participating objects based on the value of a predetermined parameter that the player has, from among a plurality of player objects. The predetermined parameters include, for example, level, rank, etc., and the larger the value of the parameter, the larger the number of candidate participating objects presented. Such a configuration improves the interest in adding attack participating objects.

[0040] In this embodiment, the attack participation object may be arranged in the game field. For example, the game field is composed of a plurality of squares, and the attack participation object is arranged in one predetermined square included in these plurality of squares. Such a configuration promotes the smooth addition of the attack participation object.

[0041] Next, a specific example of one aspect of the game providing server 10 of this embodiment having such a function will be described. In this example, the game providing server 10 provides a social card game, and as a mini-game in a limited-time event (campaign), provides a battle game in which an enemy character arranged on the game field is attacked. The player character and the enemy character in the battle game use the characters in the social card game which is the main game.

[0042] First, in this example, the information managed by each table included in the various tables 151 will be described. FIG. 2 illustrates the information managed by the player information table 1511 in this example. The player information table 1511 in this example manages information regarding the players of the game, and as shown in the figure, in association with the "player account" that identifies an individual player, "basic information" including the account name, gender, date of birth, etc., "each stage clear status" which is information regarding the clear status of each stage of the battle game, "each stage high score information" which is information regarding the high score obtained in each stage, "total high score" which is the total of the high scores of each stage, "total high score ranking" which is the ranking (position) among players of the total high score, "stage clear count" which is the number of times the stage in the battle game is cleared, "battle game level" which gradually increases according to the increase in the number of times the stage is cleared, and other information are managed.

[0043] Figure 3 illustrates the information managed by the player character information table 1512 in this example. The player character information table 1512 in this example manages information regarding player characters available to the player in a battle game, and as illustrated, associates with a "player character ID" that identifies an individual player character, information such as "name", "image information", "attack information" which is information used when attacking enemy characters, and "character classification" which indicates the classification (type) of the player character. The attack information, which will be described in detail later, is information for specifying the attack range and attack power in the game field.

[0044] Figure 4 illustrates the information managed by the enemy character information table 1513 in this example. The enemy character information table 1513 in this example manages information regarding enemy characters appearing in a battle game, and as illustrated, associates with an "enemy character ID" that identifies an individual enemy character, information such as "name", "image information", "maximum HP" which is the maximum value (initial value) of HP (hit points), and "boss flag" which indicates whether it is a boss character (special enemy object).

[0045] Figure 5 illustrates the information managed by the stage information table 1514 in this example. The stage information table 1514 in this example manages information regarding the stages of a battle game, and as illustrated, associates with a "stage ID" that identifies an individual stage, information such as "name", "norma score" which is the score required for clearing, and "available player character information" which is information regarding available player characters. The "available player character information" includes player character IDs that identify each player character.

[0046] FIG. 6 illustrates the information managed by the turn information table 1515 in this example. The turn information table 1515 in this example manages information regarding turns in each stage, and as illustrated, manages information such as "additional enemy character information", which is information regarding an additional enemy character, in association with a combination of a "stage ID" that identifies an individual stage and a "turn number" that identifies an individual turn in each stage. The "additional enemy character information" includes an enemy character ID that identifies each enemy character and a position on the game field where each enemy character is to be placed.

[0047] FIG. 7 illustrates the information managed by the play management table 1516 in this example. The play management table 1516 in this example manages information regarding the play of a battle game, and as illustrated, manages information such as a "stage ID" that identifies a stage to be played, "attack participating character information", which is information regarding a player character registered as an attack participating character that participates in an attack on an enemy character among the player characters available in this stage, "placed enemy character information", which is information regarding the enemy characters placed on the game field, a "score", which is the acquired score, etc., in association with a combination of a "player account" that identifies an individual player and a "play ID" that identifies an individual play in that player. The "attack participating character information" includes a player character ID that identifies each attack participating character. The "placed enemy character information" includes an enemy character ID that identifies each placed enemy character, the placement position of each enemy character, and the current value of the HP of each enemy character.

[0048] As described above, in this example, the information managed by each table has been explained. Next, in this example, the processing executed by the server 10 and the screens output on the player terminal 30 and the like will be explained. FIG. 8 illustrates an event top screen 50 output on the player terminal 30. The screen 50 is a screen for starting to play a battle game provided as a time-limited event. As shown in the figure, it has a basic information display area 52 for displaying basic information of the event, a stage selection area 54 for selecting a stage to play, and a start button 56 with the text "Challenge Start" added thereto.

[0049] The basic information display area 52 displays, as basic information, the event holding period (which can also be said to be the period during which the battle game can be played), the total high score, which is the total value of the high scores in each stage by the corresponding player, and the ranking among the players with the total high score.

[0050] The stage selection area 54 displays information regarding a specific stage. Specifically, it displays the high score obtained by the corresponding player in the corresponding stage, the normal score of the stage, the name of the stage, and an image of the boss character of the stage. The stage selection area 54 is configured such that the displayed stage can be switched by flick operations and slide operations in the left-right direction and the like.

[0051] In this example, as the stages of the battle game, 10 stages from stage 1 to stage 10 are prepared. The stage that can be played in the initial state is stage 1. When a score equal to or higher than the normal score is obtained in each stage, the stage is cleared and the next stage becomes playable.

[0052] The start button 56 is an object for starting the play of the stage selected via the stage selection area 54. FIG. 9 illustrates a stage screen 60 output on the player terminal 30 instead of the event top screen 50 in response to the selection of the start button 56. The screen 60 is a screen for playing an individual stage. As shown in the drawing, it has a basic information display area 62 for displaying the basic information of the stage, a game field display area 64 for displaying the game field, a character selection button 66 with the text "Character Pick" added thereto, and an attack participation character display area 68 for displaying the attack participation character which is the player character participating in the attack.

[0053] The basic information display area 62 displays the name of the stage ("Stage 4" in the example of FIG. 9), the current score, the current turn number with respect to all the turn numbers ("1st / 8th turn" in the example of FIG. 9), and the normal score of this stage.

[0054] FIG. 10 illustrates the details of the game field display area 64. The game field display area 64 displays a game field 200 as shown in the drawing. The game field 200 is composed of a plurality of cells 202 having a regular hexagonal shape. In the example of FIG. 10, columns of 5 cells 202 arranged side by side in the vertical direction are arranged in 7 columns in the horizontal direction. That is, the game field 200 is composed of 35 (5×7 = 35) cells 202. The player cell 2021 located at the center of the 35 cells 202 is where only the player character is arranged and no enemy characters are arranged. The player cell 2021 has an appearance different from that of the other cells 202 (for example, a different background image). In this example, at least a part of the plurality of stages differ from each other in the number of cells 202 in the game field 200 and their arrangement. Also, the shape of the cell 202 may be a shape other than a regular hexagon (for example, a square or a rectangle, etc.).

[0055] Return to the stage screen 60 in FIG. 9. In the attack participation character display area 68, a plurality of (eight in the example of FIG. 9) individual display areas 681 each displaying an individual attack participation character are arranged side by side. In the initial state, no attack participation character is set, and all the individual display areas 681 are in an empty state.

[0056] FIG. 11 is a flowchart illustrating the processing executed by the server 10 in response to the start of playing a stage. First, as illustrated, the server 10 arranges new enemy characters in the game field (step S110). Specifically, according to the additional enemy character information (managed in the turn information table 1515) preset for each turn of each stage, one or more enemy characters are arranged in the game field. The additional enemy character information includes the type (enemy character ID) of the enemy character to be added and the arrangement position (the square to be arranged), as described above. When a new enemy character is arranged, the arranged enemy character information in the corresponding record is updated in the play management table 1516.

[0057] FIG. 12 illustrates the details of the game field display area 64 after the arrangement of enemy characters in the first turn. As illustrated, in the example of FIG. 12, three types of enemy characters 204A to C are arranged on the squares 202 of the game field 200. Specifically, two enemy characters 204A, two enemy characters 204B, and one enemy character 204C are arranged.

[0058] Returning to the flowchart of FIG. 11, after arranging new enemy characters, next, the server 10 registers new attack participation characters (step S120). Specifically, candidates for attack participation characters are presented to the player, and the characters selected by the player are registered as attack participation characters.

[0059] The presentation of candidates for attack participating characters is performed via the screen output on the player terminal 30. FIG. 13 illustrates an attack participating character selection screen 70 that is output overlaid on the screen 60 in response to the selection of the character selection button 66 on the stage screen 60. As shown in the figure, on the screen 70, three individual display areas 72 each displaying candidates for individual attack participating characters are arranged side by side in the horizontal direction, and a selection button 74 with the text "Pick" added is arranged below each individual display area 72. The individual display area 72 displays the image, name, etc. of the corresponding player character.

[0060] In this example, among the player characters available in each stage (managed in the stage information table 1514), three player characters are randomly selected from the player characters excluding those that have already been registered as attack participating characters (managed in the play management table 1516), and are displayed on the attack participating character selection screen 70 as candidates for newly registered attack participating characters.

[0061] FIG. 14 illustrates a player character details screen 80 that is output in response to the selection of the individual display area 72 on the attack participating character selection screen 70. The screen 80 has a basic information display area 82 that displays basic information about the corresponding player character (the player character displayed in the selected individual display area 72), and an attack information display area 84 that displays attack information for the player character. The basic information of the player character displayed in the basic information display area 82 includes an image, a name, and a classification.

[0062] The attack information display area 84 displays the game field 200, and in the squares 202 within the attack range that can damage enemy characters among the plurality of squares 202 that make up the game field 200, the attack power (the value of the damage to be given) is displayed. For example, in the example of FIG. 14, the six squares 202 surrounding the player's square 2021 are within the attack range, and 3 points of damage can be given to the enemy characters arranged in these squares 202. Also, the four squares 202 on the upper, lower, left, and right of the outermost side are also within the attack range, and 2 points of damage can be given to the enemy characters arranged in these squares 202. In this way, the player can know the attack information (attack range and attack power) of the candidates for the attack participating characters via the player character details screen 80.

[0063] FIG. 15 illustrates an attack participating character registration screen 90 output in response to the selection of the selection button 74 on the attack participating character selection screen 70. The screen 90 includes a basic information display area 91 that displays basic information (e.g., an image) regarding the player character corresponding to the selected selection button 74, a classification bonus display area 92 that displays the classification bonus after registering the player character as an attack participating character, an attack information display area 94 that displays the attack information for the entire attack participating characters after registering the player character as an attack participating character, and a determination button 96.

[0064] The classification bonus displayed in the classification bonus display area 92 is a bonus that occurs when two or more player characters of the same classification are included in the attack participating characters. The attack participating character registration screen 90 illustrated in FIG. 15 is a screen for registering the first attack participating character in the first turn, and the classification bonus is not displayed in the classification bonus display area 92.

[0065] Similar to the attack information display area 84 on the player character details screen 80, the attack information display area 94 displays the game field 200 and, via the game field 200, displays attack information. As described above, since the attack participation character registration screen 90 illustrated in FIG. 15 is a screen for registering the first attack participation character, the attack information of the corresponding player character is displayed as it is in the attack information display area 94.

[0066] When the decision button 96 is selected, the corresponding player character is registered as a new attack participation character. When a new attack participation character is registered, the attack participation character information in the corresponding record is updated in the play management table 1516.

[0067] FIG. 16 illustrates the game field display area 64 after the first attack participation character is registered. In the game field display area 64 in this state, as shown in the figure, in the player square 2021 at the center of the game field 200, the first registered attack participation character 206 is displayed, and the squares 202 within the attack range at that time become attack range squares 2022. The attack range squares 2022 have a different appearance (for example, a different background image) from the squares 202 that are not included in the attack range at that time. Note that the appearance of the attack range squares 2022 may be changed according to the magnitude of the attack power (damage given to enemy characters). In this example, only the first attack participation character 206 is displayed in the player square 2021, and the second and subsequent attack participation characters registered later are not displayed.

[0068] FIG. 17 illustrates the attack participating character display area 68 of the stage screen 60 after the first attack participating character is registered. In the attack participating character display area 68 in this state, as shown in the figure, in the upper left individual display area 681, the newly registered first attack participating character 6811 is displayed. Thereafter, the second and subsequent attack participating characters are sequentially displayed in the right individual display area 681. When the four upper individual display areas 681 are filled, they are sequentially displayed from the left in the four lower individual display areas 681.

[0069] Returning to the flowchart of FIG. 11, when a new attack participating character is registered, next, the server 10 receives an attack instruction from the player (step S130). FIG. 18 illustrates the stage screen 60 after the first attack participating character is registered. In the stage screen 60 in this state, an attack button 67 is arranged between the game field display area 64 and the attack participating character display area 68 instead of the character selection button 66. According to the selection of the button 67, an attack instruction from the player is received.

[0070] Returning to the flowchart of FIG. 11, subsequently, the server 10 executes an attack on the enemy characters by the attack participating characters (step S140). Specifically, damage is given to the enemy characters within the attack range according to the attack information of all the attack participating characters at that time. In response to the infliction of damage on the enemy characters, the arranged enemy character information in the corresponding record in the play management table 1516 is updated. When the HP of the damaged enemy character becomes 0, the enemy character disappears.

[0071] Also, in response to the infliction of damage on the enemy characters, the score in the corresponding record in the play management table 1516 is updated (added). The points added to the score increase as the damage given to the enemy characters increases.

[0072] FIG. 19 illustrates the game field display area 64 when an attack is executed. In the game field display area 64 in this state, as shown in the figure, among the plurality of squares 202 that make up the game field 200, at the target square 2024 that is included in the attack range and where the enemy character 204 is placed, a predetermined animation display (for example, blinking display) is performed, and instead of the enemy character whose HP has become 0, the defeat object 208 is displayed. The defeat object 208 disappears after a predetermined time has elapsed.

[0073] Returning to the flowchart of FIG. 11, when an attack is executed, subsequently, if the turn at that time is not the final turn (NO in step S150), the server 10 increments the turn count by 1 (step S160) and returns to the placement of new enemy characters (step S110).

[0074] FIG. 20 illustrates the game field display area 64 after a new enemy character is placed from the state illustrated in FIG. 19. In the game field display area 64 in this state, as shown in the figure, a new enemy character 204D is placed in the game field 200. Also, in the second square 202A from the top in the third column from the right, two enemy characters (204A and 204D) are placed. In this example, up to three enemy characters can be placed on one square 202. When two or more enemy characters are placed on one square 202, if the square 202 is attacked, damage is given to the enemy characters placed earlier.

[0075] Also, in this example, when placing a new enemy character, if there are three enemy characters remaining in the target square for placement, the new enemy character is randomly placed in a square selected from among the six surrounding squares where the number of remaining enemy characters is two or less.

[0076] FIG. 21 illustrates the player character details screen 80, and FIG. 22 illustrates the attack participating character registration screen 90 when registering the player character shown in the screen 80 illustrated in FIG. 21 as the second attack participating character. The attack information display area 94 of the screen 90 overlays and displays the attack information of two attack participating characters via the game field 200, and when the same square 202 is within the attack range, the attack powers of the two attack participating characters are added together.

[0077] FIG. 23 illustrates the stage screen 60 after the determination button 96 of the attack participating character registration screen 90 illustrated in FIG. 22 is selected. In the stage screen 60 in this state, as shown in the figure, in response to the registration of the second attack participating character, in the game field display area 64, a new attack range square 2022 is added in the game field 200, and in the attack participating character display area 68, the second attack participating character 6811 is displayed.

[0078] Returning to the flowchart of FIG. 11, thereafter, the server 10 executes a second attack in response to receiving an attack instruction (steps S130 to S140). Such new enemy character placement, new attack participating character registration, and attack execution are repeated until the turn at that point becomes the final turn.

[0079] FIG. 24 illustrates the classification bonus display area 92 of the attack participating character registration screen 90 when the above-described classification bonus occurs. The example of FIG. 24 corresponds to the case where two player characters of "classification a" are registered as attack participating characters. In this case, the attack power of each square within the attack range of these two player characters is doubled.

[0080] FIG. 25 illustrates the game field display area 64 after the boss character 208 is arranged as a new enemy character. The boss character 208 in this example is set as an enemy character added, for example, in the final turn of each stage. Also, the boss character 208 is arranged across four adjacent squares 202 in the up, down, left, and right directions, and when it is attacked, damage corresponding to the total attack power of the four squares 202 is given.

[0081] Also, in this example, if there is an enemy character remaining in any of the four squares 202 that the boss character 208 is to be arranged in, the enemy character is forcibly removed.

[0082] Returning to the flowchart of FIG. 11, when the turn at that time becomes the final turn (YES in step S150), the server 10 registers the game result (step S170). Specifically, when the high score of that stage is updated, the high score information for each stage, the total high score, and the total high score ranking in the player information table 1511 are updated. Also, when that stage is cleared (a score equal to or higher than the norm score is obtained), the number of stage clearances in the player information table 1511 is updated. Also, when that stage is cleared for the first time, the clearance status of each stage in the player information table 1511 is updated.

[0083] In the above example, a new attacking participating character is registered in each turn (as the turn progresses), but the conditions for registering a new attacking participating character are not limited to this. For example, new attacking participating characters may be registered each time the score reaches a threshold value, or each time the number of defeated enemy characters reaches a threshold value.

[0084] In the above example, the game field 200 is configured by a plurality of squares 202, but the form of the game field in this embodiment is not limited to this, and it may be a game field not partitioned by squares.

[0085] In the above example, the game is ended at the final turn, but the conditions for ending the game are not limited to this. For example, the game may be ended when the boss character 208 is defeated.

[0086] In the above example, the attacking participating character is arranged on one player's square 2021, but it may be arranged on any of the plurality of squares 202.

[0087] In the above example, on the attacking participating character selection screen 70, three player characters are displayed as candidates for the newly registered attacking participating character, but the number of such candidates may vary according to the player's battle game level (for example, as the level increases, the number of displayed player characters increases).

[0088] The game providing server 10 according to the present embodiment described above provides a game (for example, a battle game) that progresses by repeatedly executing a process of arranging a new enemy object on the game field and a process of attacking the enemy object based on the attack information set for the attacking participating object. In this game, according to the fulfillment of a predetermined additional condition (for example, as the turn progresses), the player object selected by the player is added as an attacking participating object. Therefore, while considering the newly repeatedly arranged enemy objects and the set attack information, the player is required to add an appropriate attacking participating object, which improves the strategic nature in the game. That is, the game providing server 10 improves the interest in the game of attacking the enemy objects arranged on the game field.

[0089] In another embodiment of the present invention, some or all of the functions of the game providing server 10 in the above-described embodiment may be realized by the cooperation of the game providing server 10 and the player terminal 30, or may be realized by the player terminal 30. That is, the system of the present invention may be constituted by the game providing server 10, or may be constituted by the game providing server 10 and the player terminal 30, or may be constituted by the player terminal 30.

[0090] The processes and procedures described in this specification can be realized by software, hardware, or any combination thereof, in addition to those explicitly described. For example, the processes and procedures described in this specification can be realized by implementing the logic corresponding to the processes and procedures in a medium such as an integrated circuit, volatile memory, non-volatile memory, or magnetic disk. Also, the processes and procedures described in this specification can be implemented as a computer program corresponding to the processes and procedures and can be executed on various computers.

[0091] Even if it is described that the processes and procedures described in this specification are executed by a single device, software, component, or module, such processes or procedures can be executed by a plurality of devices, a plurality of software, a plurality of components, and / or a plurality of modules. Also, the software and hardware elements described in this specification can be realized by integrating them into fewer components or decomposing them into more components.

[0092] In this specification, even if a component of the invention is described as either singular or plural, or is described without being limited to either singular or plural, unless the context requires otherwise, the component may be either singular or plural.

Explanation of Reference Numerals

[0093] 10 Game providing server 11 Computer processor 111 Management Function Control Unit 113 Game Progress Control Unit 15 Storage 151 Various Tables 1511 Player Information Table 1512 Player Character Information Table 1513 Enemy Character Information Table 1514 Stage Information Table 1515 Turn Information Table 1516 Play Management Table 30 Player Terminal 40 Server - side Program 42 Terminal - side Program 50 Event Top Screen 60 Stage Screen 70 Attack Participation Character Selection Screen 80 Player Character Detail Screen 90 Attack Participation Character Registration Screen

Claims

1. A system comprising one or more computer processors for providing a game, wherein the one or more computer processors perform: repeatedly executing a process of placing a new enemy object on the game field and a process of attacking one or more placed enemy objects on the game field by the one or more attack participating objects based on attack information set for each of the one or more attack participating objects, the attack information including an attack range on the game field, to advance the game; executing a step of ending the game in response to satisfaction of a first condition; The step of advancing the game includes presenting, to the player, one or more candidate participating objects selected from among a plurality of player objects in response to satisfaction of a second condition, and executing a process of adding, as a new attack participating object, the candidate participating object selected by the player from among the one or more candidate participating objects. System.

2. The process of performing the attack is to perform the attack by the one or more attack participating objects in response to one instruction by the player. The system according to Claim 1.

3. The process of adding the selected candidate participating object includes presenting, to the player, the one or more candidate participating objects randomly selected from among the plurality of player objects. The system according to Claim 1.

4. The process of placing the new enemy object places the new enemy object based on the placement status of the one or more placed enemy objects at that time. The system according to Claim 1.

5. The game field is composed of a plurality of squares, an upper limit value of the number of enemy objects that can be placed is set for each of the plurality of squares, the process of placing the new enemy object places the new enemy object on any one of the plurality of squares so as not to exceed the upper limit value. The system according to Claim 4.

6. The game field is composed of a plurality of squares including squares on which two or more enemy objects can be placed, the process of placing the new enemy object places the new enemy object on any one of the plurality of squares. The system of claim 1.

7. The process of placing the new enemy object is to place a special enemy object different from the normal enemy object as the new enemy object in response to the number of repetitions of the process of placing the new enemy object reaching a predetermined value. The system of claim 1.

8. The process of performing the attack is to perform a strengthened attack when the values of the attributes of two or more of the one or more attack participating objects included in the one or more attack participating objects have a predetermined relationship. The system of claim 1.

9. The process of adding the selected participation candidate object is to present a number of the one or more participation candidate objects based on the value of a predetermined parameter possessed by the player from among the plurality of player objects. The system of claim 1.

10. The game field is composed of a plurality of squares, The one or more attack participating objects are arranged on one predetermined square included in the plurality of squares. The system of claim 1.

11. A method executed by one or more computers to provide a game, comprising: a step of repeatedly executing a process of placing a new enemy object on a game field and a process of performing an attack on one or more arranged enemy objects arranged on the game field by the one or more attack participating objects based on attack information set for each of the one or more attack participating objects and including an attack range on the game field to advance the game; a step of ending the game in response to the satisfaction of a first condition; The step of advancing the game is to present one or more participation candidate objects to the player from among a plurality of player objects in response to the satisfaction of a second condition, and execute a process of adding the participation candidate object selected by the player from among the one or more participation candidate objects as a new attack participating object. Method.

12. A program for providing a game, which causes one or more computers to A step of advancing the game by repeatedly executing a process of placing a new enemy object on the game field and a process of performing an attack on one or more placed enemy objects on the game field by the one or more attack participating objects based on attack information set for each of the one or more attack participating objects and including an attack range on the game field. A step of ending the game in response to satisfaction of a first condition is executed. The step of advancing the game presents one or more candidate participating objects to the player from among a plurality of player objects in response to satisfaction of a second condition, and executes a process of adding, as a new attack participating object, the candidate participating object selected by the player from among the one or more candidate participating objects. Program.

Citation Information

Patent Citations

  • Game program and recording medium

    JP2018057568A