Program, method, and system
By determining play order and granting game effects to the second player in a battle game, the system addresses the issue of uneven advantages and disadvantages, enhancing game interest and dynamics.
Patent Information
- Application Number
- JP2023208098
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-08
- Publication Date
- 2025-06-19
AI Technical Summary
In battle games where players take turns using a deck of game media, the action order can lead to uneven advantages and disadvantages, reducing game interest.
A system that determines the play order for players and grants the second player the right to generate a game effect that can advantageously progress their battle over the first player, allowing for the generation and cancellation of game effects based on player operations.
This configuration enhances game interest by reducing advantages and disadvantages based on action order, allowing for dynamic gameplay through the use of game effects.
Smart Images

Figure 2025092298000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to programs, methods, and systems.
Background Art
[0002] Conventionally, a technique for providing a user with a battle game using a deck including a predetermined number of game media (for example, digital cards) selected from a plurality of game media each associated with an attribute is known.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Generally, in a battle game as described above, an action order is assigned among a plurality of players playing the battle game, for example, first turn / second turn. In such a case, it is desired to further improve the interest of the battle game by reducing the advantages and disadvantages according to the order of actions.
[0005] Therefore, one of the problems to be solved by the present disclosure is to provide a program, a method, and a system capable of further improving the interest of a battle game.
Means for Solving the Problems
[0006] A program as an example of the present disclosure is a program for providing a battle game in which each of a plurality of players conducts battles in turn using a deck including a plurality of game media, the program causing at least one computer to determine a play order of the plurality of players in the battle game, to grant to a first player in a first play order a right to generate a game effect for favorably advancing the battle over a second player in a second play order that is prior to the first play order, to generate a game effect in response to a first operation of the first player, and to cancel the generation of the game effect corresponding to the first operation in response to a second operation of the first player.
[0007] Further, a method as another example of the present disclosure is a method executed by at least one computer for providing a battle game in which each of a plurality of players conducts battles in turn using a deck including a plurality of game media, the method including determining a play order of the plurality of players in the battle game, granting to a first player in a first play order a right to generate a game effect for favorably advancing the battle over a second player in a second play order that is prior to the first play order, generating a game effect in response to a first operation of the first player, and canceling the generation of the game effect corresponding to the first operation in response to a second operation of the first player.
[0008] Further, a system as still another example of the present disclosure is a system for providing a battle game in which each of a plurality of players conducts battles in turn using a deck including a plurality of game media, the system being configured to determine a play order of the plurality of players in the battle game, to grant to a first player in a first play order a right to generate a game effect for favorably advancing the battle over a second player in a second play order that is prior to the first play order, to generate a game effect in response to a first operation of the first player, and to cancel the generation of the game effect corresponding to the first operation in response to a second operation of the first player.
Brief Description of the Drawings
[0009]
Figure 1
Figure 2
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Embodiments for Carrying Out the Invention
[0010] Hereinafter, embodiments of the program, method, and system according to the present disclosure will be described with reference to the drawings. The configurations of the embodiments described below, as well as the actions and effects brought about by the configurations, are merely examples and are not limited to the following description.
[0011] Also, in the following, ordinal numbers such as "first" and "second" are used as necessary, but these ordinal numbers are used for convenience of identification and do not indicate a specific priority order.
[0012] FIG. 1 is an exemplary and schematic diagram showing the configuration of a system according to an embodiment.
[0013] As shown in FIG. 1, the system according to the embodiment includes a plurality of terminal devices 110 including a display 110A having a touch panel, and a server device 120. The terminal device 110 and the server device 120 are communicably connected to each other via a network 150 such as the Internet, for example.
[0014] Note that the configuration shown in FIG. 1 is merely an example and does not limit the technical idea of the present disclosure. For example, in FIG. 1, as an example of the terminal device 110 including the display 110A, terminal devices 111 and 112 configured as tablet computers including displays 111A and 112A are illustrated. However, the number of the terminal devices 110 may be three or more, and the terminal device 110 may be configured as an electronic device other than a tablet computer as long as it has a configuration equivalent to that of a general computer (a specific example will be described later with reference to FIG. 12).
[0015] With the above configuration, in the embodiment, a battle game is realized among users of the terminal device 110 via the network 150. For example, in the embodiment, the battle game is a turn-based battle game using a deck including a predetermined number of cards selected from, for example, digital cards (hereinafter simply referred to as "cards") as a plurality of game media each associated with an attribute (hereinafter referred to as "class"). In the embodiment, in the progress of the battle game, first, the play order of a plurality of (hereinafter only exemplified in the case of two players, but may be three or more players) players who will battle is determined. After the start of the battle game, the battle game progresses in such a form that each player consumes their turn in order according to the determined play order. Each player can play a game medium by appropriately consuming play points (points required to play a game medium within a turn, hereinafter may be simply referred to as "PP" for simplification) set in advance for each turn in their own turn.
[0016] For example, in the embodiment, a user of each terminal device 110 digitally acquires, by lottery or the like, cards provided by the operator of the battle game, owns them, selects a predetermined number of cards in consideration of the class from the owned cards to compile a deck, and uses the compiled deck to play a battle game with other users via the server device 120.
[0017] Also, in the embodiment, the server device 120 records, for example, player information regarding a user (player) who plays a battle game for each user participating in the battle game. The player information is, for example, information regarding the cards owned by the player and information regarding the decks compiled by the player in the past. Then, the server device 120 updates the recorded player information or controls the progress of the battle game based on the information output from the terminal device 110 in response to the user's operation.
[0018] FIG. 2 is an exemplary and schematic block diagram showing the functional configuration of the terminal device 110 according to the embodiment.
[0019] As shown in FIG. 2, the terminal device 110 includes a reception processing unit 201, a management processing unit 202, a game control processing unit 203, and a display processing unit 204.
[0020] The reception processing unit 201 receives inputs of various operations of the user using the terminal device 110. For example, before the start of a battle game, the reception processing unit 201 receives a selection of the format (battle format) of the battle game, receives a selection of the class of cards to be included in the deck used in the battle game, and after the selection of the class, receives a selection of the cards to be included in the deck.
[0021] The management processing unit 202 manages the deck compiled according to the user's operations. For example, the management processing unit 202 manages the group identifier of the game media that can be included in the deck based on the format selected by the user.
[0022] The game control processing unit 203 controls the progress of the battle game while cooperating with the server device 120 through communication. Also, the display processing unit 204 controls the output of the images related to the battle game to the display 110A.
[0023] Based on the functional configuration as described above, when providing a battle game to the user, the terminal device 110 according to the embodiment executes various processes while cooperating with the server device 120 in the flow as shown in FIG. 3 below.
[0024] FIG. 3 is an exemplary and schematic sequence diagram showing the flow of processes executed by the terminal device 110 and the server device 120 according to the embodiment.
[0025] As shown in FIG. 3, in the embodiment, the terminal device 110 (for example, the game control processing unit 203) first executes, in S311, a login request process for obtaining player information of the user of the terminal device 110 from the server device 120, and transmits login information including the identification information of the user to the server device 120. The process of S311 is executed, for example, at the start of an application installed in the terminal device 110 to provide a battle game.
[0026] Then, in S321, the server device 120 executes a login process based on the login information received from the terminal device 110, extracts the corresponding player information from the player information it has recorded, and transmits the extracted player information to the terminal device 110.
[0027] Then, the terminal device 110 (for example, the reception processing unit 201, the management processing unit 202, and the display processing unit 204) executes, in S313, a deck compilation process for compiling a deck used in the battle game according to the user's operation, and transmits deck information regarding the compiled deck to the server device 120. Although details will be described later, the deck compilation process is a process in which the reception processing unit 201 receives the user's operation and the management processing unit 202 manages the deck while various images (screens) are displayed on the display 110A by the display processing unit 204 as necessary.
[0028] Then, in S322, the server device 120 executes a deck information storage process for storing the deck information received from the terminal device 110 and updating the player information it has recorded.
[0029] Then, the terminal device 110 (for example, the reception processing unit 201, the game control processing unit 203, and the display processing unit 204) and the server device 120 each execute game execution processing for executing a battle game while cooperating with each other through communication in S313 and S323. The game execution processing is processing for controlling the progress of the game by the game control processing unit 203 while receiving the user's operation by the reception processing unit 201 and displaying various images (screens) on the display 110A by the display processing unit 204.
[0030] Incidentally, generally, in the above-described battle game, an action order is assigned among a plurality of players who play the battle game, such as first player / second player. In such a case, it is desired to further improve the interestingness of the battle game by reducing the advantages and disadvantages according to the order of actions.
[0031] Therefore, in the embodiment, in the game execution processing of S323 described above, under the leadership of the server device 120, the play order of a plurality of players in the battle game is determined, and for the first player with the first play order (for example, the second player in the case of a two-player battle), the right to generate a game effect for more advantageously progressing the battle than the second player with the second play order earlier than the first play order (for example, the first player in the case of a two-player battle) is granted.
[0032] Note that the above-mentioned granting of the right is executed after the processing of granting one or more initial game media playable from a plurality of game media included in the deck to each of the first player and the second player, more specifically, at the start of the battle. The initial game media is the game media granted to each player as the game media that can be used from the beginning of the battle.
[0033] In addition, the game effects generated by the above rights are, for example, effects not associated with the above initial game medium, and are effects that temporarily increase the above PP as points set for each turn so as to decrease according to the play of the game medium during the battle. The PP increased by the game effect (hereinafter sometimes referred to as extra PP) is PP that can be used (consumed) only once during the battle before a predetermined condition (details will be described later) under which the game effect becomes irrevocable is satisfied. When the predetermined condition is satisfied, it becomes impossible to use it thereafter (the right itself becomes unusable). Hereinafter, only an example in which the game effect generated by the right is an effect that temporarily increases the PP will be described, but in the embodiment, rights that generate other effects can also be adopted. Examples of rights that generate other effects include, for example, the right to strengthen the played game medium (evolution right), the right to extend the limited time when determining the game medium to be played (right to think carefully), and the like.
[0034] Here, with reference to FIG. 4, the flow of granting the above rights will be described.
[0035] FIG. 4 is an exemplary and schematic sequence diagram showing an example of the flow of granting rights according to the order of actions in the game execution process according to the embodiment. The flow of the process shown in this FIG. 4 is executed at the start of the battle as described above.
[0036] As shown in FIG. 4, in the embodiment, the server device 120 first determines, in S821, the order of actions (for example, first attack or second attack) of each player who will conduct the battle, and notifies the determined order of actions to the terminal device 110 of each player. Then, in S811, the terminal device 110 displays the order of actions (for example, first attack or second attack) notified from the server device 120 on the display 110A.
[0037] Then, in S822, the server device 120 determines the initial game medium to be given to each player who will play the battle by drawing from each player's deck, and notifies each player's terminal device 110 of the determined initial game medium. Then, in S812, the terminal device 110 displays the initial game medium notified from the server device 120 on the display 110A.
[0038] Here, in the battle game according to the embodiment, it is set that part or all of the initial game medium can be exchanged only once according to the instruction of each player. Therefore, in S813, the terminal device 110 receives the exchange instruction of the initial game medium from the player, and notifies the received exchange instruction to the server device 120.
[0039] Then, in S823, when the server device 120 receives the exchange instruction from the terminal device 110, it re-determines the initial game medium by re-drawing from each player's deck, and notifies each player's terminal device 110 of the re-determined initial game medium. Then, in S814, the terminal device 110 displays the initial game medium (re-determined initial game medium) notified from the server device 120 on the display 110A. In the embodiment, when there is no exchange instruction of the initial game medium from the player, the processes of S813, S823, and S814 are skipped.
[0040] Then, in S824, the server device 120 grants the above-mentioned right to the second-turn player, more specifically, the right to generate a game effect that can make the battle proceed more advantageously than the first-turn player, and notifies the terminal device 110 of the second-turn player to that effect. Then, in S815, the terminal device 110 displays a battle screen as shown in FIG. 4 below on the terminal device 110.
[0041] FIG. 5 is an exemplary and schematic diagram showing an example of the battle screen according to the embodiment.
[0042] The image 400 shown in FIG. 5 is an example of a battle screen displayed on the terminal device 110 of the second player when a battle between two players starts. This image 400 includes an area 410 as a self-PP information display area where information related to one's own PP is displayed, and an area 420 as an other-PP information display area where information related to the play points of the opponent in the battle is displayed. The area 410 as the self-PP display area includes images 411 and 412 as the PP display area, an image 413 as the turn end button, an image 414 as a timer gauge that changes over time to indicate the time limit for each turn, and an image 415 as the button for using the second-player right.
[0043] Also, the image 400 shown in FIG. 4 includes an image 401 showing the game media that one can use (playable) in the battle at the current time, and an image 402 showing the game media that the opponent can use in the battle at the current time. In the battle game according to the embodiment, when each player plays a game media in each turn, the image corresponding to the game media is displayed in the game field 401A provided in the image 400. The image is displayed so as to represent parameters indicating the strength (for example, attack power and defense power, etc.) preset for the corresponding game media. For example, in the example shown in FIG. 4, an image 405 corresponding to a predetermined game media played by oneself is displayed in the game field 400A, and this image 405 indicates that the attack power and defense power set for the corresponding game media are both 1.
[0044] Then, in the embodiment, in each turn, the parameters indicating the strength (for example, attack power and defense power, etc.) preset for the images (the game media of each player corresponding thereto) displayed in the game field 401A are compared to determine the victory or defeat between the game media. As a result, the battle game proceeds in such a way that the superiority / inferiority of each player in each turn is determined within the game field 401A.
[0045] In addition, in the image 400 shown in FIG. 4, in addition to the above, a region 450 where a character indicating an opponent in the battle or the like is displayed is provided on the opponent's side (that is, the upper side of the image 400). A numerical value indicating the physical strength of the opponent in the battle (20 in the example shown in FIG. 4) is also displayed in this region 450. In the embodiment, a battle game progresses with the aim of ultimately reducing the physical strength of the opponent to zero by the game medium played against the above game field 401A. Although not shown in the example shown in FIG. 4 because it is almost hidden by the image 401, a region similar to the above region 450 where a character indicating oneself or the like is displayed can be provided on the player's own side (that is, the lower side of the image 400).
[0046] Here, with reference to FIG. 6, the above self-PP display region will be described in more detail.
[0047] FIG. 6 is an exemplary and schematic diagram for explaining the details of the self-PP display region according to the embodiment.
[0048] The example shown in FIG. 6 illustrates the transition of the self-PP display region according to the state of the rights granted to the second-playing player. In the example shown in FIG. 6, the left image 510 shows the self-PP display region in a state where the granted rights have not been used yet, the middle image 520 shows the self-PP display region in a state where the granted rights have been used, and the right image 530 shows the self-PP display region in a state where the granted rights have already been used and are no longer available for use.
[0049] In the left image 510, images 511 and 512 are the PP display areas. In the embodiment, as in image 511, information regarding the PP of the current turn is visually distinguishable in a manner that can separately show additional PP (see image 511A) that can increase based on the rights given to the second player, PP that can be consumed in the current turn (see image 511B), PP that has already been consumed in the current turn (see image 511C), and PP that cannot be consumed unless it is in subsequent turns (see image 511D). Also, in the embodiment, as in image 512, information regarding the PP of the current turn is also displayed as character information.
[0050] Also, in the left image 510, image 513 is the turn end button, and image 514 is the timer gauge. By pressing a turn end button like image 513, the player can pass the turn to the opponent (that is, end their own turn and as a result start the opponent's turn). Also, by checking a timer gauge like image 514, the player can, for example, check the remaining time of their own turn.
[0051] Also, in the left image 510, image 515 is the second player right use button. By pressing a second player right use button like this image 515, the player can use the above-mentioned rights granted due to being the second player and produce a game effect of temporarily increasing the PP. Note that image 515 includes an area 515A whose display mode (for example, lighting state) changes according to the state of the right. Thus, in the embodiment, when the right granted to the second player has not been used yet, the second player right use button is displayed in a display mode that can accept an operation to use the right.
[0052] Note that when the second player right use button in the above-mentioned left image 510 is pressed, the image 510 transitions to the middle image 520 as described next.
[0053] In the middle image 520, images 521 and 522 are PP display areas. In an embodiment, as in image 521, information regarding the PP of the current turn is visually distinguishable in a manner that includes additional PP (see image 521A) that can increase based on the rights granted to the second player, PP that can be consumed in the current turn (see image 521B), PP that has already been consumed in the current turn (see image 521C), and PP that cannot be consumed until subsequent turns (see image 521D). Also, in an embodiment, as in image 522, information regarding the PP of the current turn is also displayed as character information. Note that, as described above, since the state in which the middle image 520 is displayed is a state where the granted rights have been used, area 521A is displayed in a manner different from the corresponding image 511A of the left image 510, which indicates a state where the granted rights have not been used yet.
[0054] Also, in the middle image 520, image 523 is an end-turn button, and image 524 is a timer gauge. The player can pass the turn to the opponent (that is, end their own turn and as a result start the opponent's turn) by pressing an end-turn button such as this image 523. Also, the player can check, for example, the remaining time of their own turn by checking a timer gauge such as image 524.
[0055] Also, in the middle image 520, image 525 is a second-player right use button. The player can cancel the occurrence of a game effect corresponding to the operation of image 515 of the left image 510 by pressing a second-player right use button such as this image 525. This image 525 includes an area 525A whose display mode (for example, lighting state) changes according to the state of the right. Note that when the occurrence of a game effect is cancelled by pressing image 525, the middle image 520 transitions to the above-mentioned left image 510.
[0056] As described above, in the embodiment, when an operation of using the right to play second is received via the left image 510 and a predetermined condition under which the game effect cannot be canceled is not satisfied, the middle image 520 including a button for using the right to play second, which is displayed in a display mode that can receive an operation to cancel the occurrence of a game effect according to the specification of the right, is displayed. Note that the predetermined condition under which the game effect cannot be canceled is, for example, when 1 or more PP is consumed according to the operation of the game medium, or when the end turn button is pressed while a game effect according to the use of the right to play second is occurring.
[0057] Here, when the end turn button (see image 523) is pressed while the middle image 520 is being displayed, the middle image 520 transitions to the right image 530 as described below.
[0058] In the right image 530, images 531 and 532 are PP display areas. In the embodiment, as in image 531, information regarding the PP of the current turn is displayed in a visually distinguishable manner as additional PP (see image 531A) that can increase based on the right given to play second, PP that can be consumed in the current turn (see image 531B), PP that has already been consumed in the current turn (see image 531C), and PP that cannot be consumed unless in subsequent turns (see image 531D). Also, in the embodiment, as in image 532, information regarding the PP of the current turn is also displayed as character information. Note that as described above, since the state in which the right image 530 is being displayed is a state in which the given right has already been used and is no longer available, area 531A is displayed in a manner different from the corresponding image 511A in the left image 510 and the corresponding image 521A in the middle image 520.
[0059] Also, in the right image 530, image 533 is the turn end button, and image 534 is the timer gauge. By pressing a turn end button such as this image 533, the player can pass the turn to the opponent (that is, end their own turn and as a result start the opponent's turn). Also, by checking a timer gauge such as image 534, the player can, for example, check the remaining time of their own turn.
[0060] As described above, the state in which the right image 530 is displayed is a state where the granted right becomes unusable when the turn ends after the granted right is used. More specifically, it is a state where the turn ends after playing the game medium using the extra PP after the extra PP is granted, and a state where the turn ends without using the extra PP (including the case where the granted extra PP is cancelled) after the extra PP is granted. Therefore, unlike the left image 510 and the middle image 520, the turn end button for using the second player right is not displayed in the right image 530. At this time, an image 531A indicating additional PP (extra PP) may also be displayed together. Also, in the embodiment, for example, when the original PP is increased by the extra PP, the extra PP is preferentially used over the original PP.
[0061] In the embodiment, when the extra PP is used (i.e., the game medium is played) after the extra PP is granted according to the use of the granted right, before the turn end button is pressed, the display mode of the middle image 520 above can be switched to a display mode indicating that the game effect cannot be canceled (for example, the state where the button for using the right of the second player shown by the image 525 cannot be pressed and the display of the area 525A in the image 525 disappears). Then, when the turn end button is pressed in this state, the display switches to the right image 530 above. In the embodiment, when the extra PP is used after the extra PP is granted according to the use of the granted right, regardless of whether the turn end button is pressed, the display may switch to the right image 530 above.
[0062] The above example illustrates a configuration in which, when oneself is the second player and the opponent is the first player, information regarding the right granted to oneself due to oneself being the second player is displayed on one's own battle screen (in the own PP display area). However, in the embodiment, as shown in FIG. 6 below, when oneself is the first player and the opponent is the second player, it is also possible to display information regarding the right granted to the opponent on one's own battle screen (in the other PP display area).
[0063] FIG. 7 is an exemplary and schematic diagram for explaining details of the other PP display area according to the embodiment.
[0064] The example shown in FIG. 7 illustrates the transition of the other PP display area displayed on the own terminal device 110 according to the state of the rights granted to the opponent in the case where the user is the first player and the opponent is the second player (the transition of the other PP display area displayed on the opponent's terminal device 110 according to the state of the rights granted to the user in the case where the user is the second player and the opponent is the first player). In the example shown in FIG. 7, the upper image 610 shows the self-PP display area in a state where the granted rights have not been used yet, the middle image 620 shows the self-PP display area in a state where the granted rights have been used, and the lower image 630 shows the self-PP display area in a state where the granted rights have already been used and are no longer available.
[0065] The upper image 610 includes an area 611 whose display mode (for example, lighting state) changes according to the state of the opponent's rights. When the opponent uses the second player's rights while the upper image 610 is being displayed, the image 610 transitions to the middle image 620 as described below.
[0066] The middle image 620 includes an area 621 whose display mode (for example, lighting state) changes according to the state of the opponent's rights. As described above, since the state in which the middle image 620 is displayed is a state where the granted rights have been used, the area 621 is displayed in a different mode from the area 611 that indicates the state where the granted rights have not been used yet.
[0067] Note that when the occurrence of the game effect is canceled while the middle image 620 is being displayed, the middle image 620 transitions to the upper image 610. Also, when the game effect becomes uncancellable while the middle image 620 is being displayed, that is, when the second player's rights granted to the opponent have already been used and are no longer available, the middle image 620 transitions to the lower image 630 as described below.
[0068] The lower image 630 does not include areas corresponding to the area 611 of the upper image 610 and the area 621 of the middle image 620. This is to clearly show the player that since the game effect cannot be canceled, the right of the second player to make a move, which has been granted to the opponent, has already been used and is no longer available.
[0069] The transition of the PP display areas (the self-PP display area and the other-PP display area) as described above is executed based on the management of each player's PP on the server device 120 side, for example, as shown in FIG. 8 below.
[0070] FIG. 8 is an exemplary and schematic flowchart showing an example of the flow of the PP management process executed by the server device 120 according to the embodiment. The following process is executed when it is the turn of the player to whom the extra PP has been granted and it is determined that the extra PP is available for use. This determination is made by the server device 120.
[0071] As shown in FIG. 8, in the embodiment, first, in S901, the server device 120 outputs an instruction to the terminal device 110 to display the PP display area in the first display mode. The instruction to the terminal device 110 of the second player is to display the self-PP display area in a display mode such as the left image 510 in FIG. 6 above (an example of the "first display mode" in the claims), and the instruction to the terminal device 110 of the first player is to display the other-PP display area in a display mode such as the upper image 610 in FIG. 7 above.
[0072] Then, in S902, the server device 120 determines whether a first operation (an operation to use the above-mentioned right specific to the second player) has been received by the terminal device 110 of the second player. The process of S902 is repeated until it is determined that the first operation has been received. And if it is determined in S902 that the first operation has been received, the process proceeds to S903.
[0073] Then, in S903, the server device 120 outputs an instruction to the terminal device 110 to display the PP display area in the second display mode. This instruction for the terminal device 110 of the second player is to cause the self-PP display area to be displayed in a display mode such as the middle image 520 in FIG. 6 above (an example of the "second display mode" in the claims), and this instruction for the terminal device 110 of the first player is to cause the other-PP display area to be displayed in a display mode such as the middle image 620 in FIG. 7 above. At this time, the server device 120 updates, for example, a status preset to indicate the usage status of the extra PP so as to record that the extra PP is in a used state. Based on this status, the server device 120 determines whether the extra PP is in a usable state, which is one of the processes in the stage before S901.
[0074] Then, in S904, the server device 120 determines whether a second operation (an operation to cancel the use of the above-mentioned right specific to the second player) has been received by the terminal device 110 of the second player. In S904, if it is determined that the second operation has been received, the process returns to S901. On the other hand, in S904, if it is determined that the second operation has not been received, the process proceeds to S905. At this time, the server device 120 updates the above-mentioned status and the like so as to record that the extra PP is in a usable state (substantially unused state).
[0075] Then, in S905, the server device 120 determines whether a predetermined condition under which the game effect cannot be canceled has been satisfied. As described above, the predetermined condition corresponds to, for example, a case where 1 point or more of PP is consumed in response to an operation of the game medium, or the turn end button is pressed in a state where a game effect corresponding to the use of the right given to the second player has occurred. In S905, if it is determined that the predetermined condition is not satisfied, the process returns to S904. On the other hand, in S905, if it is determined that the predetermined condition is satisfied, the process proceeds to S906.
[0076] Then, in S906, the server device 120 outputs an instruction to the terminal device 110 to display the PP display area in the third display mode. The instruction for the terminal device 110 of the second player changes the self-PP display area displayed in a display mode such as the middle image 520 in FIG. 6 above to a display mode indicating that the game effect based on the second player's right cannot be canceled (an example of the "third display mode" in the claims, for example, a state where the second player's right use button shown by the image 525 cannot be pressed and the display of the area 525A in the image 525 disappears). The instruction for the terminal device 110 of the first player causes the other-PP display area to be displayed in a display mode indicating that the opponent cannot cancel the game effect based on the right. At this time, the server device 120 can execute a process of deleting the right to use the extra PP granted to the player (or, for example, updating the above status to used and setting the parameter related to the player's right to use the extra PP to a value indicating unusable).
[0077] In the embodiment, when the turn end button is pressed after the process of S904 above, the server device 120 can output an instruction to cause the terminal device 110 of the second player to display the self-PP display area in a display mode such as the right image 530 in FIG. 6 above (that is, to make the second player's right use button non-displayed), and an instruction to cause the terminal device 110 of the first player to display the other-PP display area in a display mode such as the lower image 620 in FIG. 7 above. In this way, the server device 120 manages the PP of each player.
[0078] As described above, the system according to the embodiment is a system for providing a battle game in which each of a plurality of players conducts battles in turn using a deck including a plurality of game media, determines the play order of the plurality of players in the battle game, and confers on the first player with the first play order the right to generate a game effect for more advantageously advancing the battle than the second player with the second play order prior to the first play order, generates a game effect in response to the first operation of the first player, and cancels the generation of the game effect corresponding to the first operation in response to the second operation of the first player. According to such a configuration, by conferring rights according to the play order, it is possible to reduce advantages and disadvantages according to the order of the play order, so that the interest of the battle game can be further improved.
[0079] Further, the system according to the embodiment is configured to, at the start of the battle, confer on each of the first player and the second player one or more initial game media playable from the plurality of game media included in the deck, and after the initial game media are conferred, confer on the first player a right not associated with the initial game media. According to such a configuration, it is possible to confer rights at an appropriate timing at the start of the battle.
[0080] Further, the system according to the embodiment is configured to display, on the first player side, a first image (self PP display area) indicating the state of the right. According to such a configuration, the first player can easily confirm the state of the right conferred on himself / herself by the first image.
[0081] Further, the system according to the embodiment is configured to be able to display, on the second player side, a second image (other PP display area) indicating the state of the right conferred on the first player. According to such a configuration, the second player can easily confirm the state of the right conferred on the opponent by the second image.
[0082] Finally, the hardware configurations of the terminal device 110 and the server device 120 according to the above-described embodiments will be described. The terminal device 110 and the server device 120 according to the embodiments are configured as an information processing device 700 having a hardware configuration equivalent to that of a general computer, as shown in, for example, FIG. 9 below.
[0083] FIG. 9 is an exemplary and schematic block diagram showing the hardware configuration of the information processing device 700 that constitutes the terminal device 110 and the server device 120 according to the embodiment.
[0084] As shown in FIG. 9, the information processing device 700 includes a processor 710, a memory 720, a storage 730, an input / output interface (I / F) 740, and a communication interface (I / F) 750. These hardware components are connected to a bus 760.
[0085] The processor 710 is configured as, for example, a CPU (Central Processing Unit), and comprehensively controls the operations of each part of the information processing device 1300.
[0086] The memory 720 includes, for example, a ROM (Read Only Memory) and a RAM (Random Access Memory), and realizes volatile or non-volatile storage of various data such as programs executed by the processor 710, and provides a working area for the processor 710 to execute programs.
[0087] The storage 730 includes, for example, an HDD (Hard Disk Drive) or an SSD (Solid State Drive), and stores various data in a non-volatile manner.
[0088] The input / output interface 740 controls the input of data from input devices (input units), such as pointing devices (e.g., touch panels and mice), game controllers, keyboards, microphones, GPS, and various sensors (e.g., acceleration sensors, optical sensors, pressure sensors, barometric pressure sensors, etc.) to the information processing device 700, and the output of data from the information processing device 700 to output devices (output units), such as displays (display devices), speakers (audio devices), and actuators (driving devices for providing feedback to the user, such as vibration or tactile feedback).
[0089] The communication interface 750 enables the information processing device 700 to communicate with other devices.
[0090] The functional configuration (see FIG. 2) of the terminal device 110 according to the embodiment is realized as a group of functional modules through the cooperation of hardware and software as a result of the processor 710 executing a program pre-stored in the memory 720 or the storage 730. However, in the embodiment, some or all of the group of functional modules shown in FIG. 2 may be realized only by hardware such as a circuit designed specifically for that purpose. Furthermore, in the embodiment, at least a part of the group of functional modules shown in FIG. 2 may be realized on the server device 120 side.
[0091] Note that the above-described program does not necessarily have to be pre-stored in the memory 1220 or the storage 1230. For example, the above-described program may be provided as a computer program product recorded in an installable or executable format on a computer-readable medium, such as various magnetic disks (e.g., flexible disks (FD)) or various optical disks (e.g., DVDs (Digital Versatile Disks)).
[0092] In addition, the above-described program may be provided or distributed via a network such as the Internet. That is, the above-described program may be provided in such a form that it accepts downloads via a network while being stored on a computer connected to a network such as the Internet.
[0093] As described above, embodiments of the present disclosure have been described. However, these embodiments are presented as examples and are not intended to limit the scope of the invention. These novel embodiments can be implemented in various other forms, and various omissions, replacements, and changes can be made without departing from the gist of the invention. These embodiments and their modifications are included in the scope or gist of the invention and are also included in the invention described in the claims and its equivalent scope.
Explanation of Reference Numerals
[0094] 110 Terminal device 120 Server device 201 Reception processing unit 202 Management processing unit 203 Game control processing unit 204 Display processing unit
Claims
1. A program for providing a turn-based battle game in which each of a plurality of players battles using a deck including a plurality of game media, determining a play order of the plurality of players in the battle game, granting a right to generate a game effect for favorably advancing the battle to a first player in a first play order over a second player in a second play order prior to the first play order, generating a game effect in response to a first operation of the first player, canceling the generation of the game effect according to the first operation in response to a second operation of the first player, A program for causing at least one computer to execute.
2. at the start of the battle, granting one or more initial game media playable from the plurality of game media included in the deck to each of the first player and the second player, after the initial game media is granted, granting the right not associated with the initial game media to the first player, The program according to claim 1, for causing the at least one computer to execute.
3. displaying a first image indicating the state of the right on the first player side The program according to claim 1, for causing the at least one computer to execute.
4. when the right is granted, displaying the first image in a first display mode capable of accepting the first operation, when the first operation is received via the first image, changing the display mode of the first image from the first display mode to a second display mode capable of accepting the second operation, The program according to claim 3, for causing the at least one computer to execute.
5. When the second operation is received via the first image displayed in the second display mode, changing the display mode of the first image from the second display mode to the first display mode, and when a predetermined condition under which the game effect cannot be canceled is satisfied while the first image is being displayed in the second display mode, changing the display mode of the first image from the second display mode to a third display mode indicating that the game effect cannot be canceled. The program according to claim 4, for causing the at least one computer to execute.
6. The second display mode is a display mode capable of notifying the first player that the generation of the game effect can be canceled by the second operation. The program according to claim 4 or 5.
7. Displaying, on the second player side, a second image indicating the state of the right granted to the first player. The program according to claim 1, for causing the at least one computer to execute.
8. Displaying the second image in a display mode capable of identifying whether or not the first player has generated the game effect. The program according to claim 7, for causing the at least one computer to execute.
9. The game effect is an effect of increasing points set for each turn so as to decrease according to the play of the game medium during the battle. The program according to claim 1.
10. A method executed by at least one computer to provide a battle game in which each of a plurality of players battles in a turn-based manner using a deck including a plurality of game media. Determining the play order of the plurality of players in the combat game; Granting the first player in the first play order the right to generate a game effect for favorably advancing the combat compared to the second player in the second play order that is earlier than the first play order; Generating a game effect according to the first operation of the first player; Canceling the generation of the game effect according to the first operation according to the second operation of the first player; A method comprising the above.
11. A system for providing a combat game in which each of a plurality of players conducts combat in turn using a deck including a plurality of game media, comprising: Determining the play order of the plurality of players in the combat game; Granting the first player in the first play order the right to generate a game effect for favorably advancing the combat compared to the second player in the second play order that is earlier than the first play order; Generating a game effect according to the first operation of the first player; Canceling the generation of the game effect according to the first operation according to the second operation of the first player; A system configured as described above.
Citation Information
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