Program and game device
The program and game device address the need for intuitive game element setting visualization by associating game images with registered elements, using color-coded frames to enhance player understanding of their decks.
Patent Information
- Application Number
- JP2024227331
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-12-24
- Publication Date
- 2025-09-09
AI Technical Summary
There is a demand for a game screen display that allows players to visually and intuitively grasp the settings of game elements in a competitive game.
A program and game device that include an execution means for constructing a deck, a deck registration means, and a presentation means for presenting game images associated with registered first and second types of game elements, allowing players to intuitively understand their settings through color-coded frames or decorations based on the leader card's color information.
Enables players to visually and intuitively grasp the settings of their decks, enhancing the game experience by providing a clear visual representation of the currently selected deck.
Smart Images

Figure 2025131507000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and a game device. [Background technology]
[0002] There is a technology for displaying a game screen that allows players and spectators to enjoy a competitive game (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-054838 Summary of the Invention [Problem to be solved by the invention]
[0004] There is a demand for a game screen display that allows players to visually and intuitively grasp the settings of game elements and the like used in a competitive game. SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a program and a game device that allow settings to be visually and intuitively grasped. [Means for solving the problem]
[0005] One aspect of the present invention is a program that causes a computer to function as an execution means for constructing a deck and playing a competitive game, a deck registration means for registering a deck including a first type of game elements and a second type of game elements, and a presentation means for presenting game images used in the competitive game, wherein the presentation means presents game images in a manner associated with the first type of game elements, provided that a deck including the first type of game elements and the second type of game elements is registered.
[0006] One aspect of the present invention is a game device comprising an execution means for constructing a deck and playing a competitive game, a deck registration means for registering a deck including a first type of game elements and a second type of game elements, and a presentation means for presenting game images used in the competitive game, wherein the presentation means presents the game images in a manner associated with the first type of game elements, provided that a deck including the first type of game elements and the second type of game elements is registered. [Effects of the Invention]
[0007] According to the present invention, the settings can be visually and intuitively grasped. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram showing an example of the overall configuration of a game system according to this embodiment. [Figure 2] FIG. 2 is a diagram showing an example of the device configuration of a notebook computer, which is an example of the player terminal 1. As shown in FIG. [Figure 3] FIG. 3 is a diagram for explaining an example of the front side of the reader card 21. As shown in FIG. [Figure 4] FIG. 4 is a diagram for explaining an example of the back side of the reader card 21. As shown in FIG. [Figure 5] FIG. 5 is a diagram for explaining an example of the front side of the battle card 22. [Figure 6] FIG. 6 is a diagram for explaining an example of the back side of the battle card 22. [Figure 7] FIG. 7 is a diagram for explaining an example of the front side of the extra card 23. [Figure 8] FIG. 8 is a block diagram showing an example of the functional configuration of the player terminal 1. As shown in FIG. [Figure 9] FIG. 9 is a diagram showing an example of the player information database D1. [Figure 10] FIG. 10 is a diagram showing an example of the game element database D2. [Figure 11] FIG. 11 is a diagram showing an example of the deck setting database D3. [Figure 12] FIG. 12 is a diagram showing an example of a battle game screen. [Figure 13] FIG. 13 is a diagram showing an example of the home screen. [Figure 14] FIG. 14 is a diagram showing an example of changing the settings of the home screen. DETAILED DESCRIPTION OF THE INVENTION
[0009] An embodiment of the present invention will be described. <Overall structure> Fig. 1 is a diagram showing an example of the overall configuration of a game system in this embodiment. As shown in Fig. 1, the game system is configured to include a player terminal 1 provided for each of game players A and B, and a game server 2. The player terminal 1 and the game server 2 can be connected to a communication line N and can communicate with each other.
[0010] The communication line N refers to a communication path that allows data communication. In other words, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, regardless of whether the communication method is wired or wireless.
[0011] The player terminal 1 is a computer capable of executing a game program, and is connected to a communication line N via a wireless communication base station or the like, and is capable of performing data communication with the game server 2. The player terminal 1 is, for example, a personal computer, a smartphone, a mobile phone, a portable game device, a stationary home game device, an arcade game device, a tablet computer, a controller for a stationary home game device, etc. Basically, there are multiple player terminals 1, and each is operated by a player.
[0012] The game server 2 is a server system configured to include one or more server devices, storage devices, etc. The game server 2 provides various services for operating the game of this embodiment, and can manage data necessary for operating the game, distribute game programs and data necessary for running the game on the player terminals 1, etc.
[0013] Fig. 2 is a diagram showing an example of the device configuration of a laptop computer, which is an example of the player terminal 1. As shown in Fig. 2, the player terminal 1 includes a display 11 and a keyboard 12, which is an operating means. The player terminal 1 also includes a control board, a built-in battery, a power button, a volume control button, a speaker, etc., which are not shown.
[0014] The control board is equipped with various microprocessors such as a CPU, GPU, and DSP, various IC memories such as an ASIC, VRAM, RAM, and ROM, and a wireless communication module for wireless communication with a mobile phone base station. The control board also is equipped with a so-called I / F circuit (interface circuit), such as a driver circuit for the touch operation panel 12. These elements equipped on the control board are electrically connected to each other via a bus circuit or the like, and are connected to enable reading and writing of data and sending and receiving of signals. The game in this embodiment features a number of different game elements, each of which will be explained below.
[0015] <First type of game element> The first type of game element is an object in which a character is embodied, and is represented through an image. The image includes a still image and a video. The object may be an intangible or tangible object. For example, it may be a virtual game card displayed on a computer, or a physical game card. Note that the object is not limited to a card, as long as it is configured to identify the game element associated with the object. The object may also be, for example, a shaped object such as a figurine having the appearance of a game element. In the following explanation, the first type of game element will be explained using an example in which a virtual game card in which a character is embodied.
[0016] In the game of this embodiment, there are multiple types of game cards, which are the first type of game element. The information written on the surface of the game card differs depending on the type of game card. There may be any number of types of game cards, but the following explanation will use three types of game cards as examples: leader cards 21 (first type of first game element), battle cards 22 (first type of second game element), and extra cards 23 (first type of third game element). What all types of game cards have in common is that they are associated with character images from the work. A character image is an image of a character that appears in the work, but in this embodiment, an image of a scene including a character that appears in the work will also be described as a character image. Furthermore, there may be multiple game cards with different character designs even for the same character, and each is treated as a different game card.
[0017] A player builds a deck in advance using the acquired game cards and places the game cards in the play area to play the game. When building a deck, the total number of cards in the deck and the number of cards of each type are predetermined. In this embodiment, a deck containing a total of 50 cards, including one leader card 21, will be described as an example, but the number of cards can be any number as long as it is predetermined.
[0018] Furthermore, game cards have an upright position, which is the state in which the contents written on the game card can be read as is from the player's perspective. There are multiple game card placement states. In the following explanation, the state in which the game card is upright is called the active state, and the state in which the game card is rotated 90 degrees and placed sideways is called the rest state. Furthermore, the state in which the game card is rotated 180 degrees and placed in the reverse position in a predetermined area (energy area) within the play area is called the active state. Note that a predetermined orientation may be determined in advance as the active state, and the state in which the orientation of the game card is changed from the predetermined orientation may be determined as the rest state.
[0019] <Leader Card 21> The leader card 21 (first type of first game element) will be described. FIGS. 3 and 4 are diagrams showing an example of the leader card 21. FIG. 3 is a diagram for explaining an example of the front side of the leader card 21. FIG. 4 is a diagram for explaining an example of the back side of the leader card 21. The leader card 21 is a card that is constituted by one card in a deck. The leader card 21 is a game card that is used in a battle against the opponent's leader card 21 or battle card 22.
[0020] Character information 10 and card information 11 are written on the front and back of the leader card 21. The leader card 21 is placed so that the front side is visible at the start of the game, but is placed so that the back side is visible when certain conditions are met. The reader card 21 includes character information 10 and card information 11, The character information 10 includes a character name 101 , a character image 102 , power information 103 , and effect information 104 .
[0021] The character name 101 is the name of the character associated with the card. In the example shown in Figures 3 and 4, "Sakurakoji" is written. The character image 102 is an image of the character associated with the card.
[0022] The ability information 103 is a parameter of the ability of the character associated with the game card. In this embodiment, a case will be described in which the power value of the character is written as the ability information. A victory is achieved when the power value is greater than the power value of the opponent's battle card 22. In the example of FIG. 3, a power value of "15000" is written, and in the example of FIG. 4, a power value of "20000" is written.
[0023] The effect information 104 includes skill information about the effect that is activated when attacking, and awakening information about the conditions and effects for flipping a card from face up to face down. In the example of Figure 3, the skill information is "When attacking: Draw one card," and the awakening information is "If life is 4 or less, draw one card. Then flip this card over." Although the ability information 103 and effect information 104 may be included in the character information 10, the following description will be given using an example in which the ability information 103 and effect information 104 are not included in the character information.
[0024] The card information 11 includes front and back information 111, card type name 112, card type symbol 113, color information 114, rarity 115, and card identification information .
[0025] The front / back information 111 is information that clearly indicates the front and back of the leader card 21. Any information that identifies the front and back may be used, such as a character string, an illustration, or a symbol mark. In the example shown in FIG. 3, the character string "front" is used as the front / back information to indicate that it is the front side, and in the example shown in FIG. 4, the character string "back" is used as the front / back information to indicate that it is the back side. Note that the front / back information only needs to be on the back side. This is because the appearance of the card itself is also important for game cards in card games, and it is preferred that no unnecessary information is written on the front side.
[0026] The card type name 112 is information indicating the type of card. The card type name 112 indicates information on either a leader card, a battled card, or an extra card, but in the example of the leader card 21 shown in Figures 3 and 4, the card type name 112 indicates "Leader."
[0027] The card type symbol 113 is marked with any one of symbols that distinguish between the leader card 21, the battle card 22, and the extra card 23. A leader symbol indicating that it is a leader card is marked on the leader card 21. This leader symbol (first symbol) is preferably a symbol that can evoke the role of the leader card 21 so that it can be visually understood to be the leader card.
[0028] The color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and builds a deck using battle cards 22 and extra cards 23 with the same color information. The rarity 115 indicates the rarity level of the game card 2. The rarity level may be displayed in any manner as long as it is set in advance, but in this embodiment, the case where the rarity is divided into five levels will be described. The example shown in Figures 3 and 4 illustrates a case where the rarity level is 1.
[0029] The card identification information 116 is written with identification information that uniquely identifies the game card 2. In the examples of Figures 3 and 4, "001" is written as the card identification information 116. The leader card 21 differs from other game cards in that it has a card type symbol 113 (leader symbol) and ability information 103 or effect information 104 written on the front and back of the card. The ability information 103 or effect information 104 is different on the front and back. This allows one card to represent the evolution or awakening of one character, and also makes it possible to identify the card as a leader card from the display on the front and back.
[0030] <Battle Card 22> The battle cards 22 (first type of second game element) will now be described. FIG. 5 is a diagram illustrating an example of the front side of a battle card 22. FIG. 6 is a diagram illustrating an example of the back side of a battle card 22. As shown in FIG. 5, the battle cards 22 have an image of the associated character printed only on the front side. The back sides of all battle cards 22 are the same. The battle cards 22 are cards that attack the leader card 21 or battle card 22 of the opposing player. The battle cards 22 are cards that can be placed in the battle area of the play area.
[0031] The battle card 22 includes character information 10 and card information 11. The character information 10 includes, like the leader card 21, a character name 101, a character image 102, power information 103, and effect information 104. In addition, combo information 105 and cost information 106 are also included.
[0032] The character name 101 is the name of the character associated with the card, similar to the leader card 21. In the example shown in Fig. 5, "Umekoji" is written. The character image 102, like the leader card 21, is an image of a character associated with the card.
[0033] The ability information 103 is a parameter of the ability of the character associated with the card, similar to the leader card 21. In the example of Fig. 5, a power value of "20000" is written. The effect information 104 describes skill information related to the effect that is activated when attacking. In the example of Fig. 5, the skill information states "When you are attacked by this card and lose, one life point is reduced."
[0034] The combo information 105 is information about the power value that is exerted when the card is placed in the combo area of the play area. In the example shown in Figure 5, "+5000" is written as the combo information 105. The cost information 106 is information about the cost required to place the battle card 22 from the hand onto the battle area of the play area. In other words, by changing the number of game cards 2 placed in the energy area of the play area from active to rest, equal to the number of game cards 2 listed in the cost information 106, the battle card 22 can be placed onto the battle area of the play area. In the example of FIG. 5, "3" is listed as the cost information 106. In the following explanation, changing the game cards 2 placed in the energy area of the play area from active to rest will be referred to as "paying the cost."
[0035] The card information 11 includes a card type name 112, a card type symbol 113, color information 114, a rarity level 115, and card identification information 116. The card type name 112 is information indicating the type of card. In the example of the battle card 22 shown in Figure 5, the card type name 112 is written as "Battle."
[0036] The card type symbol 113 is marked with a battle symbol (second symbol) indicating that it is a battle card 22. This battle symbol is preferably a symbol that can evoke the role of the battle card 22 so that it can be visually understood that it is a battle card. The color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and builds a deck using battle cards 22 and extra cards 23 with the same color information.
[0037] The rarity 115 indicates the rarity level of the game card 2. In the example shown in FIG. The card identification information 116 is written with identification information that uniquely identifies the game card 2. In the example of Fig. 5, "002" is written as the card identification information 116.
[0038] <Extra Card> The extra card 23 (third game element of the first type) will now be described. Fig. 7 is a diagram illustrating an example of the front side of the extra card 23. As shown in Fig. 7, the front side of the extra card 23 shows an image of the associated character.
[0039] The back side of the extra card 23 is the same as that of the battle card 22. Therefore, the back side of the extra card 23 is the same as that of the battle card 22 shown in FIG. The extra card 23 includes character information 10 and card information 11.
[0040] The character information 10 includes a character name 101, a character image 102, effect information 104, and cost information 106. The character name 101 is the name of the character associated with the card. In the case of the extra card 23, it is the name of a characteristic scene, scenery, landscape, background, building, character's possession, event, etc. that appears in the work. In the example of Figure 7, "Mizumengiri" is written.
[0041] The character image 102 is an image of the character associated with the card, and is an image that depicts the character along with characteristic scenes, scenery, landscapes, backgrounds, buildings, the character's possessions, events, etc. that appear in the work. The effect information 104 describes skill information related to the effect that is activated when attacking. In the example of Fig. 7, the skill information describes "power value is doubled for one turn."
[0042] The cost information 106 is information about the cost required to place the extra card 23 from the hand onto the battle area of the play area. In the example of Figure 7, "3" is written as the cost information 106. The card information 11 includes a card type name 112, a card type symbol 113, color information 114, a rarity level 115, and card identification information .
[0043] The card type name 112 is information indicating the type of the card. In the example of the extra card 23 shown in Figure 7, the card type name 112 is written as "Extra." The card type symbol 113 is marked with an extra symbol (third symbol) that indicates that it is an extra card 23. This extra symbol is preferably a symbol that can evoke the role of the extra card 23 so that it can be visually understood that it is an extra card.
[0044] The color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and builds a deck using battle cards 22 and extra cards 23 with the same color information. The rarity 115 indicates the rarity level of the game card 2. In the example shown in FIG.
[0045] The card identification information 116 is written with identification information that uniquely identifies the game card 2. In the example of Fig. 7, "003" is written as the card identification information 116.
[0046] <Second type of game element> The second type of game element will now be explained. In this embodiment, the second type of game elements are game elements used for transactions within the game and are called in-game currency. The second type of game elements include paid second type game elements (second type first game elements) that players can acquire by paying a price, and free second type game elements (second type second game elements) that are provided by the game operator. The paid second type of game elements (second type first game elements) and free second type of game elements (second type second game elements) are mainly used to exchange (purchase) the above-mentioned first type of game elements (game cards) and the like. In the following description, paid second type of game elements (second type first game elements) will be referred to as paid currency, and free second type of game elements (second type second game elements) will be referred to as free currency.
[0047] [Device 1 Configuration] Next, the configuration of each device will be described.
[0048] FIG. 8 is a block diagram showing an example of the functional configuration of the player terminal 1. As shown in FIG. The terminal 1 includes a display unit 51 , a game element reading unit 52 , an operation input unit 53 , a sound output unit 54 , a communication unit 55 , a storage unit 56 , and a processing unit 57 . The display unit 51 displays various game screens based on input image signals. The functions of the display unit 51 can be realized by a display device such as a flat panel display such as a liquid crystal display, a cathode ray tube (CRT), a projector, or a head-mounted display. In the example of the personal computer shown in FIG. 2, the display unit 51 corresponds to the display 11.
[0049] The game element reading unit 52 is a reader that reads character information to be made to appear in the game from an actual game card. By setting (placing) a character to be made to appear in the competitive game from a game card held by a player in the game element reading unit 52, the game element reading unit 52 can read the identification information etc. of the game card.
[0050] The operation input unit 53 allows the player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 57. The functions of the operation input unit 53 can be realized by elements that are directly operated by the player's fingers, such as a keyboard, mouse, touch pad, home button, button switch, joystick, or trackball, as well as elements that detect movement or posture, such as an acceleration sensor, angular velocity sensor, tilt sensor, or geomagnetic sensor. In the example of the personal computer shown in FIG. 2, the operation input unit 53 corresponds to the keyboard 12.
[0051] The sound output unit 54 outputs sound effects and the like related to the game based on the input sound signal. The communication unit 55 realizes communication by connecting to the communication line N. The function of the communication unit 55 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, or the like.
[0052] The storage unit 56 stores in advance or temporarily stores each time processing is performed programs for operating the terminal 2 and realizing various functions of the terminal 2, and data used during execution of these programs. The storage unit 56 can be realized by, for example, RAM, ROM, a solid state drive using IC memory such as flash memory, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or DVD, or the like.
[0053] The storage unit 56 stores a system program and a game program. The system program is a program for realizing the basic functions of the player terminal 1 as a computer. The game program is a program for causing the processing unit 57 to perform functions described below. This program is distributed from the game server 2 or another application distribution server, etc., once the player has completed account registration. The storage unit 56 also stores databases necessary for running the game. In this embodiment, the storage unit 56 stores a player information database D1, a game element database D2, a title list D3, and a reward database D4.
[0054] The player information database D1 is a database that stores various pieces of player information. Fig. 9 is a diagram showing an example of the player information database D1. The player information database D1 includes a field for a player ID, a field for a player name, a field for player information, a field for level, a field for rank, a field for profile card information, a field for owned game card information, a field for deck information, a field for owned currency information, a field for purchase history information, and a field for last update date and time, and each piece of information is stored in association with each other.
[0055] The player ID field is a field in which identification information for identifying a player is entered. The player name field is a field in which, for example, a nickname is entered. The player information field is a field in which experience points and the like obtained by participating in a competitive game are entered. The level field is a field in which a player's level obtained by accumulating experience points is entered. The rank field is a field in which a player's level obtained by accumulating experience points is entered. The profile card information field is a field in which player image information, background image information, rank information, badge information, and title information set by the player to be displayed on the profile card are entered. The owned game card information field is a field in which game card identification information (game card IDs) of game cards owned by the player are entered. The deck information field is information about decks constructed from game cards by the player, and is a field in which the game card IDs of the game cards that constitute the deck for each deck are entered. The owned currency information field is a field in which the number of in-game currencies owned by the player is entered, and the number of paid currencies and free currencies is entered. The purchase history information field is a field in which the purchase history of the game cards, currency, etc. purchased by the player is recorded. The last update date and time field is a field in which the last update date and time of the player information database D1 is recorded.
[0056] The game element database D2 is a database in which information about game cards is stored. FIG. 10 is a diagram showing an example of the game element database D2. The game element database D2 includes a field for a game card ID, a field for character information, and a field for a game card image, and each piece of information is stored in association with one another. The game card ID field is a field in which identification information (game card ID) that identifies a game card is written. The character information field is a field in which character information (e.g., profile information, ability values, etc.) of the character embodied in the game card is written. The game card image field is a field in which image data of the game card and image data of the character embodied in the game card are written. Note that image data includes still images and videos. These databases can be downloaded from the game server 2 as characters used in the game are added or changed.
[0057] The deck setting database D3 stores decks set by players. At least one deck set by a player is registered in the deck setting database D3. FIG. 11 is a diagram showing an example of the deck setting database D3. The deck setting database D3 stores deck identification information that uniquely identifies a deck and identification information (game card IDs) that identify the game cards that make up the deck, in association with each other. These databases can be downloaded by the game server 2 as characters used in the game are added or changed.
[0058] The processing unit 57 comprehensively controls the operation of the terminal 1 based on programs and data stored in the storage unit 56, various input signals from the operation input unit 53, etc. The functions of the processing unit 57 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, an IC memory, etc. The processing unit 27 includes, as its main functional units, a player information management unit 60, a deck setting unit 61, a game execution control unit 61, and a game screen presentation control unit 62.
[0059] The player information management unit 60 manages player information using the player information database D1. When there is an update to player information such as a player ID, a player name, etc., or information on game elements such as owned game cards, in-game currency, and a deck constructed by a player, the player information management unit 60 updates the player information database D1 and records the update date.
[0060] The deck setting unit 61 performs various processes related to decks, such as organizing (creating), duplicating, and deleting decks. When organizing a deck, the deck setting unit 61 stores in the deck setting database D3 when a player registers a deck using cards owned by the player on the deck (deck editing) screen. The deck setting unit 61 also holds, as battle deck information, the identification information of the selected deck that the player selected on the deck editing screen as the deck to be used in the battle. The deck setting unit 61 controls so that a deck that includes battle cards and extra cards with color information different from that to which the leader card belongs cannot be used in the battle game.
[0061] The game execution control unit 61 controls and manages the progress of the entire game.
[0062] The game execution control unit 61 executes a competitive game between players, and when the outcome of the game is determined, it updates the player information, level, etc. in the player information database D1 and the rank, etc. in the profile information D6 based on the match result and the experience points, level, rank, etc. that have changed as a result of the match.
[0063] The game screen presentation control unit 62 displays a battle game screen (a game screen for a battle game) and non-battle game screens (a home screen, a deck screen, and a store screen), and executes processing selected by the player. The game image for a non-battle game has an invariable layout area and a variable layout area, and the game screen presentation control unit 62 changes the display mode of the variable layout area according to the leader card that makes up the selected deck selected by the player.
[0064] FIG. 12 is an example of a game screen for a competitive game. FIG. 12 is an example of a screen for a competitive game. In the example shown in FIG. 12, the top of the screen for the competitive game is shown as the opponent's side. A plurality of areas (regions) are allocated to the screen for the competitive game. These multiple areas indicate areas where game cards are displayed. In FIG. 12, there is an example where there is a leader area, a battle area, an energy area, and a drop area. In the fighting game of this embodiment, a plurality of fighting modes (battle types) are prepared, such as solo play in which players fight against non-player characters, and ranked matches in which players compete online for rankings.
[0065] FIG. 13 is a diagram showing an example of a home screen 170, which is one of the game screens for a non-competitive game. The home screen is a screen on which a player selects a battle mode (battle type) when playing a battle game and is used to start the battle game. In the home screen 170 of this embodiment, the display mode of the home screen, for example, the color of the frame of the displayed image, changes depending on the leader card constituting the selected deck selected by the player. The frame color corresponds to the color information of the leader card. The home screen 170 of FIG. 13 includes a selected deck information display section 171 that displays the selected deck, a leader card information display section 172 for the selected deck, and a battle mode setting button 173 for starting the battle game.
[0066] <Home screen display behavior> The home screen display will be explained using Figure 14. In the following explanation, it is assumed that decks 1 (Sakurakoji) and 2 (Homura Ouji) have already been registered, and the home screen will be displayed with a red frame (solid frame in the example of Figure 14) for deck 1, and with a green frame (dotted frame in the example of Figure 14) for deck 2. When the player selects the action of displaying the home screen, the game screen presentation control unit 62 checks the currently set selected deck. If Deck 1 (Sakurakoji) is set as the selected deck, the game screen presentation control unit 62 displays the home screen with a red frame (solid frame in the example of Figure 13) as shown in Figure 14(a). If Deck 2 (Flame Prince) is set as the selected deck, the game screen presentation control unit 62 displays the home screen in a green frame (dotted frame in the example of FIG. 14) as shown in FIG. 14(b).
[0067] According to the above embodiment, when the player selects a battle mode, the player can ascertain the currently selected deck from the color of the home screen, which allows the player to visually and intuitively grasp the currently selected deck.
[0068] <Other Example 1> In the above embodiment, the color information of the leader card is of one type, but multiple types may be associated. In that case, the frame color is set to a frame using the same multiple colors as the color information of the leader card.
[0069] <Other Example 2> In the above embodiment, the color of the frame is changed to correspond to the color information of the leader card, but other color variations are also possible. For example, the frame decoration may be a solid line, a dotted line, or the like, as shown in Fig. 13. Furthermore, the color or decoration of the entire image, the color or decoration of a part of the image, or the color or decoration of an item displayed in the image may be changed according to the leader card.
[0070] <Other Example 3> In the above embodiment, the color of the frame of the home screen, which is the game image of a non-competitive game, was changed to correspond to the color information of the leader card, but it may also be a game image of another non-competitive game or a game image of a competitive game.
[0071] <Other Example 4> In the above embodiment, the color of the frame is changed to correspond to the color information of the leader card, but it may be associated with each leader card.
[0072] It should be noted that the above embodiments do not limit the scope of the invention, and not all of the combinations of features described in the embodiments are necessarily essential to the invention. Two or more of the features described in the embodiments may be combined in any desired manner.
[0073] Some or all of the above-described embodiments may also be described as in the following supplementary notes, but are not limited to the following.
[0074] [Appendix 1] Computer, An execution means for constructing a deck and executing a competitive game; a deck registration means for registering a deck including a first type of game element and a second type of game element; a presentation means for presenting a game image used in the competitive game; It functions as the presentation means presents the game image in a manner associated with the first type of game element, on condition that a deck including the first type of game element and the second type of game element is registered; program.
[0075] [Appendix 2] the presentation means presents a game image in a manner in which at least a part of the game image is associated with the first type of game element; The program described in Appendix 1.
[0076] [Appendix 3] the first type of game element and the second type of game element have attribute information; the presentation means presents a game image in a manner associated with the attribute information of the first type of game element; 1. A program according to claim 1 or 2.
[0077] [Appendix 4] the first type of game element and the second type of game element include color information as the attribute information; the presentation means presents the game element using a color corresponding to the color information of the first type of game element in at least a part of the game image; 1. A program according to any one of appendices 1 to 3.
[0078] [Appendix 5] the first type of game element includes a plurality of color information; the presentation means presents a game image including a plurality of colors corresponding to the color information of the first type of game element; 1. A program according to any one of appendices 1 to 4.
[0079] [Appendix 6] the game image includes a variable area whose appearance changes depending on the color information of the first type of game element, and an invariable area whose appearance does not change depending on the color information of the first type of game element; 1. A program according to any one of appendices 1 to 5.
[0080] [Appendix 7] the game image includes a frame; the presentation means presents a game image including a frame of a color associated with the color information of the first type of game element; 1. A program according to any one of appendices 1 to 6.
[0081] [Appendix 8] the game images include a first type of game image that is an image of a fighting game, and a second type of game image that is different from the first type; the presentation means presents a second type of game image in a manner associated with the first type of game element; 10. A program according to any one of appendices 1 to 7.
[0082] [Appendix 9] the deck registration means controls to enable registration of the second game element including attribute information identical to attribute information of the first type of game element; 10. A program according to any one of appendices 1 to 8.
[0083] [Appendix 10] An execution means for constructing a deck and executing a competitive game; a deck registration means for registering a deck including a first type of game element and a second type of game element; a presentation means for presenting a game image used in the competitive game; and The presentation means presents the game image in a manner associated with the first type of game element, on the condition that a deck including the first type of game element and the second type of game element is registered. [Explanation of symbols]
[0084] 1. Game device 2 Server
Claims
1. Computer, an execution means for executing a competitive game using a selected deck set as a deck to be used in the competitive game from among the registered decks; a deck registration means for registering at least one deck including a first type of game element having attribute information and a second type of game element; a presentation means for presenting a battle game screen and a non-battle game screen; It functions as the presentation means presents a frame of at least one of the fighting game screen and the non-fighting game screen in a manner associated with an attribute of the first type of game element, on the condition that the selected deck is set; program.
2. the first type of game element and the second type of game element include color information as the attribute information; the presentation means presents a frame of at least one of the fighting game screen and the non-fighting game screen in a color corresponding to the color information of the first type of game element; The program according to claim 1.
3. the first type of game element includes a plurality of color information; the presentation means presents a frame of at least one of the fighting game screen and the non-fighting game screen in a plurality of colors corresponding to color information of the first type of game element; The program according to claim 2.
4. the frame is a variable region whose appearance changes depending on attribute information of the first type of game element; The program according to claim 1.
5. the deck registration means controls to enable registration of the second type of game element including attribute information identical to attribute information of the first type of game element; The program according to claim 1.
6. an execution means for executing a competitive game using a selected deck set as a deck to be used in the competitive game from among the registered decks; a deck registration means for registering at least one deck including a first type of game element having attribute information and a second type of game element; a presentation means for presenting a competitive game screen and a non-competitive game screen; Equipped with the presentation means presents a frame of at least one of the fighting game screen and the non-fighting game screen in a manner associated with an attribute of the first type of game element, on the condition that the selected deck is set; Game device.
Citation Information
Patent Citations
Information processing apparatus, information processing method and information processing program
JP2019054838A