Game program, game system, and game control method
The game program and system enable users to understand game element changes by visually comparing pre-change and post-change data, addressing the challenge of comprehending updates or bug fixes.
Patent Information
- Application Number
- JP2025123288
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-07-23
- Publication Date
- 2025-10-03
AI Technical Summary
Users often struggle to understand the changes made to game elements after updates or bug fixes, making it difficult to grasp the extent of modifications.
A game program and system that includes data acquisition and comparison means to display pre-change and post-change data side by side, allowing users to visually compare and interact with game elements before and after changes.
Facilitates easy understanding of game element changes by visually comparing pre-change and post-change data, enabling users to experience and comprehend modifications effectively.
Smart Images

Figure 2025146883000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game program, a game system, and a game control method. [Background technology]
[0002] In a game system that realizes a computer game, some game elements may be changed, for example, by updating the game (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Special Publication No. 2011-526825 Summary of the Invention [Problem to be solved by the invention]
[0004] After changing some of the game elements, it may be difficult for the user to understand how much of the game element has been changed.
[0005] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a game program, a game system, and a game control method that make it easier for the user to understand the changes in game elements before and after the change. [Means for solving the problem]
[0006] In order to solve the above problem, a game program according to one aspect of the present invention causes a computer to function as a data acquisition means for acquiring change data for changing some of the multiple game elements that make up a game, and a comparison means for outputting the contents of the pre-change data for the game elements to be changed based on the change data so that they can be compared with the contents of the post-change data for the game elements to be changed.
[0007] According to the above game program, the contents of the pre-change data and the contents of the post-change data are output so that they can be compared, making it easier for the user to understand the changes between the game elements before and after the change.
[0008] The comparison means may display a pre-change image indicating the content of the pre-change data and a post-change image indicating the content of the post-change data side by side on the game screen at the same time so that they can be compared, thereby making it easier for the user to understand the changes before and after the change in the game element because the pre-change image and the post-change image are displayed side by side at the same time.
[0009] The before-change image and the after-change image may each include an image of a player object, and the comparing means may simultaneously move the player object in both the before-change image and the after-change image in response to a user operation, thereby allowing the user to actually operate the game element and experience the changes before and after the change.
[0010] The game element to be changed may be a parameter related to the game.
[0011] The game elements to be changed include the time from when a predetermined operation is performed by the user to when a game effect corresponding to the predetermined operation occurs, the time from when the game effect occurs to when the game effect disappears, and the time when the game effect disappears. to the time at which the next game effect can occur.
[0012] In the game, a plurality of objects are arranged within a game space, and the computer is further made to function as: area arrangement means that arranges a first determination area for the object when the object performs a predetermined action, and that arranges a second determination area for the object regardless of whether the object has performed the predetermined action; and contact determination means that determine whether a first determination area arranged for a first object of the plurality of objects comes into contact with a second determination area arranged for a second object of the plurality of objects that is different from the first object. The game elements to be changed may be a position of the first determination area for the first object, a size of the first determination area, the number of first determination areas arranged for the first object, a shape of the first determination area, a position of the second determination area for the second object, a size of the second determination area, the number of second determination areas arranged for the second object, or a shape of the second determination area.
[0013] The game element to be changed may be a game element that is invisible to the user on a game play screen displayed while playing the game, and the comparison means may display the game element to be changed so that it is visible to the user in a pre-change image showing the contents of the pre-change data and in a post-change image showing the contents of the post-change data, respectively.
[0014] The change may be a correction of a bug, the pre-change image may be a game image showing a situation in which the bug occurred, and the post-change image may be a game image showing a situation in which the bug did not occur.
[0015] The data acquisition means may acquire, as part of the modification data or separately from the modification data, comparison data including both a pre-modification image showing the contents of the pre-modification data and a post-modification image showing the contents of the post-modification data, and the comparison means may display the comparison data.
[0016] A game system according to one aspect of the present invention includes a program storage unit that stores the game program described above, and a computer that executes the program stored in the program storage unit.
[0017] The program storage unit storing the game program is a readable / writable or readable storage device or storage medium that is built into or external to a device included in the game system, and may be, for example, a hard disk, flash memory, optical disk, etc. The program stored in the program storage unit may be executed in a device to which the program storage unit is directly connected, or may be downloaded and executed in a device connected to the program storage unit via a network (e.g., the Internet).
[0018] A game control method according to one aspect of the present invention is a game control method for controlling a game that progresses in accordance with user operations, and includes a data acquisition step for acquiring change data for changing some of the game elements that make up the game, and a comparison step for outputting the contents of pre-change data for the game elements to be changed based on the change data so that they can be compared with the contents of post-change data for the game elements to be changed. [Effects of the Invention]
[0019] According to one aspect of the present invention, the change in game elements before and after the change can be easily understood by the user. It is possible. [Brief explanation of the drawings]
[0020] [Figure 1] 1 is a block diagram showing the hardware configuration of a game system according to an embodiment. [Figure 2] FIG. 2 is an external view showing a controller of the game device. [Figure 3] FIG. 10 is a diagram illustrating an example of a menu screen. [Figure 4] FIG. 10 is a diagram showing an example of a game play screen. [Figure 5] FIG. 10 is a schematic diagram showing the flow from the start to the end of an attacking action of an object. [Figure 6] FIG. 2 is a block diagram showing the functional configuration of a control unit in the game system. [Figure 7] 10 is a flowchart showing the flow of a change confirmation process. [Figure 8] FIG. 10 is a diagram illustrating an example of a change content selection screen. [Figure 9] FIG. 10 is a diagram illustrating an example of a comparison screen. [Figure 10] FIG. 10 is a diagram showing another example of the comparison screen according to the first modification. [Figure 11] FIG. 10 is a diagram showing an example of a menu screen according to Modification 2. DETAILED DESCRIPTION OF THE INVENTION
[0021] <Embodiment> A game system and a game program according to one embodiment of the present invention will be described below with reference to the drawings.
[0022] [Hardware configuration] First, the configuration of a game system 1 according to an embodiment of the present invention will be described. 1 is a block diagram showing the hardware configuration of a game system 1. As shown in FIG. The system 1 includes a plurality of game devices 2 and a communication network between each of the game devices 2. The system includes a server device 4 that can be connected for communication via the network.
[0023] The game device 2 includes a game device main body 20 and a The device includes one or more controllers 31 (corresponding to an operation unit), a display 32 (corresponding to a display unit, an output unit), and a speaker 33 (acoustic output unit, an output unit).
[0024] The game device main body 20 is provided with a control unit 21, which is a computer that controls the operation of the game device main body 20. The control unit 21 includes a processor such as a CPU (Central Processing Unit). In the system, a media I / F unit 22, a storage unit 23, a network I / F unit 24 (communication unit), a wireless communication control unit 25, a graphics processing unit 26, and an audio processing unit 27 are connected to each other via a bus 21a. is connected.
[0025] The media I / F unit 22 is an interface into which game media 34 for executing a game can be loaded. The game media 34 is a disc-type recording medium such as a DVD-ROM, and stores a game program 34a and game data 34b necessary for executing the game. The game data 34b contains various data necessary for executing the game. Included.
[0026] The storage unit 23 is configured, for example, with an HDD, which is a large-capacity recording medium, a ROM, which is a semiconductor memory such as a mask ROM or a PROM, and a RAM, which is a DRAM or an SRAM. Game data 34b, save data, etc. are recorded. At startup, all game data 34b in the game media 34 is not read, and the progress of the game is not recorded. The game data that is required as needed depending on the game program 34a and the game data 34b stored in the storage unit 23 is read. Not all of the data may be read from the game media 34, but may be downloaded from the server device 4, etc. It may also be downloaded via the Internet.
[0027] The network I / F unit 24 is an interface that connects the game device 2 to a communication network NW such as the Internet or a LAN. The game device 2 can communicate with other game devices 2 and the server device 4 via the communication network NW. For example, when the game device 2 is playing a game while communicating with the outside, the game device 2 can communicate with the server device 4 via the communication network NW. Data is transmitted and received between other game devices 2 and / or the server device 4 via the network.
[0028] The wireless communication control unit 25 is wirelessly connected to a controller 31 attached to the game device main body 20, and is capable of transmitting and receiving data to and from the controller 31. The controller 31 is an operation device that accepts operations by the user. When the controller 31 is operated by the user, input information corresponding to the operation is sent from the controller 31 to the control unit 21 of the game device 2 via the wireless communication control unit 25. The control unit 21 receives the input from the controller 31. Progress through the game based on information.
[0029] FIG. 2 is an external view of the controller 31 shown in FIG. 1. The controller 31 is roughly U-shaped, and is operated by a user holding handles 201L, 201R on both wings with both hands. The controller 31 has a plurality of controls. For example, operation button groups 210, 220 and analog sticks 212, 222 are provided on the left and right upper surfaces of the controller 31, a right shoulder button 211 is provided on the right front surface of the controller 31, and a left shoulder button 221 is provided on the left front surface of the controller 31. The operation button group 210 and the analog stick 212 are operated with the thumb of the user's right hand, and the operation button group 220 and the analog stick 222 are operated with the thumb of the user's left hand. The right shoulder button 211 and the left shoulder button 221 are operated with the index finger of the user's right hand and the index finger of the user's left hand, respectively.
[0030] Furthermore, the controller 31 includes a touchpad 230 between the operation button group 210 and the operation button group 220. The touchpad 230 has a horizontally long rectangular shape, and as is well known, when a user touches or brings a fingertip or the like close to the surface of the touchpad 230, the touchpad 230 is activated. The touch pad 230 outputs position information (coordinates) of the point (input point) to the control unit 21 in FIG. 1. Furthermore, the touch pad 230 also functions as an operation button when the entire touch pad is pressed. Therefore, a series of operations performed by the user on the controller 31 may be referred to as a "command."
[0031] Returning to FIG. 1, the graphics processing unit 26 draws game images in a moving image format in accordance with instructions from the control unit 21. The game images drawn by the graphics processing unit 26 are displayed as a game screen on the display 32. The display 32 is a display device that displays game images. The display 32 is, for example, a liquid crystal display.
[0032] The audio processing unit 27 plays and synthesizes digital game sounds in accordance with instructions from the control unit 21. The audio processing unit 27 is also connected to an external speaker 33. The game sounds played and synthesized by the audio processing unit 27 are output to the outside from the speaker 33, which serves as an audio output unit. For example, the speaker 33 may be a stationary speaker or a wearable speaker such as headphones.
[0033] The server device 4 includes a control unit 41, which is a computer that controls the operation of the server device 4. The control unit 41 includes a processor such as a CPU (Central Processing Unit). , a storage unit 42, and a network I / F unit 43 are connected via a bus 41a. The server device 4 may be provided with an input device such as a keyboard and a liquid crystal display as needed. The device may be equipped with an output device such as (i).
[0034] The storage unit 42 is composed of, for example, an HDD which is a large-capacity recording medium, a ROM which is a semiconductor memory such as a mask ROM or PROM, and a RAM which is made up of a DRAM or SRAM. A game program 42a and game data 42b are stored in the storage unit 42. The network I / F unit 43 is an interface which connects the server device 4 to a communication network NW such as the Internet or a LAN. The server device 4 can communicate with multiple game devices 2 via the communication network NW.
[0035] [Game Overview] Next, an overview of the game realized by the game system 1 of this embodiment will be explained. The game described in this embodiment is played from the game device 2 via the communication network NW. This realizes a battle game that allows users accessing the server device 4 to play against each other.
[0036] Specifically, this fighting game is a fighting game in which multiple types of selectable objects appear. In the fighting game, a user controls an object selected from multiple types of objects, and the selected object engages in a one-on-one fight in a virtual space with an opponent object. Hereinafter, for convenience of explanation, a player object controlled by a user will be referred to as a user object, and an object that fights against the user object may be referred to as an opponent object. Furthermore, any of the user object and the opponent object may be simply referred to as an object.
[0037] FIG. 3 is a diagram showing an example of the menu screen D1. The game has several game modes, and the user plays the game in a game mode selected from these game modes. The game modes of the game include an online battle mode, a CPU battle mode, and a change confirmation mode. On the menu screen D1, the game mode can be selected from the online battle mode, the CPU battle mode, and the change confirmation mode.
[0038] The online battle mode is a game mode in which a user competes against other users online. When a user selects the online battle mode as the game mode, the game device 2 However, the game device 2 synchronizes with other game devices 2 through a known matching process, and the user object operated by the user is displayed. The player object and an opponent object, which is a player object operated by another user, fight each other.
[0039] The CPU battle mode is a game mode in which the user plays against the computer. In the CPU battle mode, the user can select one of several predetermined difficulty levels. When the user selects the CPU battle mode as the game mode and then selects a difficulty level, a user object controlled by the user and an opponent object, which is a non-player object automatically controlled by the computer, fight each other. The actions of the opponent object are controlled based on a predetermined game program corresponding to the difficulty level selected by the user.
[0040] FIG. 4 shows an example of a gameplay screen D2 displayed during game play, i.e., a gameplay screen D2 when a battle mode such as an online battle mode or a CPU battle mode is selected. The gameplay screen D2 shows an image of the game space S captured by the virtual camera. The game space S contains a user object Pa and an opponent object Pb. Any one of the user object Pa and the opponent object Pb will be simply referred to as an object P.
[0041] A virtual camera is placed in the game space S. The virtual camera moves and zooms depending on the positions of the two objects P. Basically, the virtual cameras are positioned to Therefore, in the game play screen D2, one of the two objects P is located on the right side of the screen, and the other is located on the left side. Located on the left side of the screen.
[0042] The game play screen D2 includes various game elements. For example, two vitality gauges 71 and 72 are arranged at the top of the game play screen D2, spaced apart from each other in the left-right direction. The two vitality gauges 71 and 72 indicate the vitality values of two objects P, respectively. Between the two stamina gauges 71, 72 on the ray screen D2, a time display area 73 is arranged, which indicates, for example, the remaining time of the battle. Also, at the bottom of the game play screen D2, two skill gauges 74, 75 are arranged at a distance in the left-right direction. The two skill gauges 74, 75 are consumed when a specific skill (for example, a special move) specific to the two characters P is activated. Shows skill points.
[0043] As shown in FIG. 4, each object P has a collision detection area Q. When the object P attacks, an attack detection area R is placed in a predetermined part of the object P during the attacking action. In FIG. 4, the collision detection area Q and the attack detection area R are divided into two areas. Although shown surrounded by a chain line, the hit determination area Q and the attack determination area R are not visible to the user on the game play screen D2. In addition, in FIG. 4, since only the user object Pa is in the attacking action, the attack determination area R is arranged only for the user object Pa. Specifically, when the user object Pa is in the middle of an attacking action of punching, an attack determination area R is arranged around the arm of the user object Pa that is punching.
[0044] The position, size, shape, etc. of the hit detection area Q change depending on the posture (standing posture, crouching posture, etc.) and action (for example, jumping or performing a skill) of the object P. When a user object Pa starts an attacking action, an attack judgment area R is placed in a predetermined part of the object P, and at the same time, the hit judgment area Q placed on the object P may also change. For example, when a user object Pa is in the middle of an attacking action of punching, an attack judgment area R is placed around the arm of the user object Pa that punched, and the hit judgment area Q also overlaps part of the attack judgment area R. In addition, when a predetermined condition is met, the collision detection area Q is For example, if object P is knocked down by an attack, the object P may not be placed on the object P for a certain period of time. The hit determination area Q may disappear. Also, while the object P is performing a predetermined technique, the hit determination area Q may disappear for that object P.
[0045] When the attack detection area R of one of the two competing objects P touches the collision detection area Q of the other object, the attack of one object will hit the other object. When a hit is detected, the health of the object that was attacked is reduced by the amount of damage caused by the attack.
[0046] The attack determination area R occurs only during a part of the period from when the object P starts to when the object P finishes its attacking action. This will be described with reference to FIG.
[0047] FIG. 5 is a schematic diagram showing the flow from the start to the end of an attack action of user object Pa. FIG. 5 shows that an attack determination area (hereinafter also referred to as an "attack determination") is generated for user object Pa a short time after the user makes an input corresponding to a predetermined attack action to the controller 31 (time of operation input). In this specification, the time from the time an operation input for an attack action is accepted to the time an attack determination is generated is referred to as the "generation time." The generation time is an example of the time from the time a predetermined operation is performed by the user to the time a game effect corresponding to the predetermined operation is generated.
[0048] FIG. 5 also shows that the attack judgment disappears a short time after a certain time has elapsed since the attack judgment was generated. In this specification, the time from the time the attack judgment was generated until the time the attack judgment disappears is referred to as the "duration." If the attack judgment comes into contact with the opponent object's hit detection area during the duration, the attack is determined to be a hit. The duration is an example of the time from the time the game effect is generated until the time the game effect disappears.
[0049] 5 also shows that the user object Pa can start the next action after a certain time has passed since the attack determination was eliminated. In this specification, the time from the time the attack determination was eliminated to the time the next action can be started is referred to as the "rigid time." The rigid time is an example of the time from the time the game effect was eliminated to the time the next game effect can be generated.
[0050] In this way, when object P performs one attack action, the occurrence time, duration, stiffness The time occurs in this order. The occurrence time, duration time, and stiffness time are determined by the type of object P. The timing of occurrence, duration, and stiffness are managed in frames, which are units obtained by dividing one second into equal intervals (for example, 60). Note that part or all of the hit detection area may appear and disappear in the same way as the attack detection area. In this case, the timing of occurrence and disappearance may differ between the hit detection area and the attack detection area. For example, Even after the attack detection area has disappeared, the hit detection area may remain.
[0051] Returning to FIG. 3, the change confirmation mode is a mode that allows the user to confirm changes when there are changes to some of the game elements that make up the game.
[0052] Specifically, it has been common practice to change some of the multiple game elements that make up a game. For example, after the game has begun to be played, an update may be made that changes the status of characters appearing in the game or the game's specifications, or changes may be made to fix bugs in the game. After these types of changes are made, it may be difficult for the user to understand which parts have changed and to what extent. The change confirmation mode of this game assists the user in understanding the differences between game elements before and after the change. The change confirmation mode will be described in more detail below.
[0053] [Functional configuration] FIG. 6 is a block diagram showing the functional configuration of the game system 1 according to this embodiment. 6, a control unit 5 (computer) of the game system 1, which is configured by the control unit 21 of the game device 2 and the control unit 41 of the server device 4 working together, executes game programs 34a and 42a, thereby functioning as game progression means 51, object control means 52, area placement means 53, collision determination means 54, data acquisition means 55, and comparison means 56.
[0054] The game progression means 51 progresses the game. For example, the game progression means 51 generates a three-dimensional virtual game space S in which a user object Pa and an opponent object Pb are placed. However, the game progression means 51 may also generate a two-dimensional virtual game space S in which a user object Pa and an opponent object Pb are placed. For example, the game progression means 51 may generate a virtual game space S when the battle starts. Before the battle, an object selection screen for selecting an object is displayed on the display 32, and during the battle, various parameters such as the strength value of each object Pa, Pb and the remaining time of the battle are managed.
[0055] When the game progression means 51 acquires change data for changing game elements using the data acquisition means 55 described below, it progresses the game in which the changed game elements are reflected in accordance with the user's operation of the controller 31.
[0056] The object control means 52 controls the user object Pa to perform an action corresponding to the input information based on the input information indicating the operation content of the user on the controller 31. For example, the user operates the controller 31 to move the user object Pa in the game space S The user object Pa can move within the game space, or the user object Pa can attack the opponent object Pb.
[0057] Furthermore, when the game mode is the online battle mode, the object control means 52 receives input information indicating the operation content of the opponent user from the game device 2 of the opponent user. When the game mode is a CPU battle mode or the like, the object control means 52 controls the behavior of the opponent object Pb based on a predetermined game program.
[0058] The area arrangement means 53 arranges the area of the object P when the object P performs an attack action, which is a predetermined action. The area placement means 53 places an attack determination area R for the object P. Regardless of whether or not an attack action is performed, the object P is hit. The hit detection area Q is placed. The attack detection area R corresponds to the first detection area. The hit detection area Q is This corresponds to the second judgment area.
[0059] The collision determination means 54 determines whether a first object, which is one of the plurality of objects P, The attack area R placed against the first object is an object other than the first object. It is determined whether or not a certain second object has come into contact with the collision detection area Q. When the game is being played in a battle mode such as an online battle mode or a CPU battle mode, the contact determination means 54 determines whether the attack determination area R is located relative to the first object, When it is determined that the second object has come into contact with the collision detection area Q, The game progression means 51 reduces the physical strength parameter of the second object that has been attacked by an amount corresponding to the amount of damage caused by the attack of the first object.
[0060] The data acquisition means 55 acquires change data for changing some of the game elements that make up the game. The change data may be, for example, data acquired to update the game or data acquired to fix bugs in the game. The change data may include a program. In this specification, acquisition of data may mean one or both of receiving data and generating data.
[0061] After the data acquisition means 55 acquires the change data, the game progression means 51, object control means 52, area placement means 53, and collision determination means 54 execute game processing using the change data.
[0062] There are no particular limitations on the game elements that are to be changed based on the change data.
[0063] For example, the game element to be changed may be related to the appearance of an object appearing in the game. For example, the game element to be changed may be the size, shape, or position of an object P that can be operated by the user. In addition to the object P that can be operated by the user, it may be an object that represents an item, wall, object, etc. that is placed in the game space S.
[0064] For example, the game elements to be changed are those related to the movement of objects that appear in the game. For example, the game element to be changed may relate to a change in the movement of an object in response to a predetermined command from the user.
[0065] For example, the game elements to be changed may be not only those related to visible objects but also those related to the size, shape, or position of invisible objects. For example, the game elements may be those related to the attack determination area R and the hit determination area R, which are invisible during game play (for example, during a battle). It may be the size, shape, or location of the region Q.
[0066] For example, the game element to be changed may be a parameter related to the game. For example, the parameter may be the maximum strength value of an object, the amount of damage inflicted on an opponent object by various attacks, or a stun value. In a case where a predetermined game effect is generated by consuming a predetermined parameter such as a skill gauge, the parameter may be consumed, such as the amount of decrease in the skill gauge. In a case where a predetermined parameter such as a skill gauge increases over time, the game element to be changed may be the rate at which the parameter increases.
[0067] For example, the game element to be changed may be a condition for generating a predetermined game effect, or may be a game effect that occurs when the condition is satisfied. If an object has a technique that includes a projectile, the game effect may be the speed of the projectile. If a first object guards an attack from a second object, the game effect may be the distance the first object moves away from the second object as a result of guarding the attack. If the first object is attacked by the second object, the game effect may be the distance the first object moves away from the second object as a result of receiving the attack. If the first object throws the second object, the game effect may be the distance the second object is thrown. If one of the object's attack techniques involves movement, such as a technique that involves jumping or tackling an opponent object, the game effect may be the distance the object moves when the technique is activated.
[0068] For example, the game element to be changed may be the occurrence time, duration, or stiffness time of the attack determination described above. It may also be related to changing the timing of disappearance.
[0069] The change data acquired by the data acquisition means 55 includes both pre-change data indicating the content of the game element to be changed before the change, and post-change data indicating the content of the game element to be changed after the change.
[0070] The comparison means 56 outputs the content of the pre-change data for the game element to be changed based on the change data so that the content of the post-change data for the game element to be changed can be compared. In this embodiment, the comparison means 56 displays on the display 32 a pre-change image showing the content of the pre-change data and a post-change image showing the content of the post-change data side by side simultaneously on the game screen so that the two can be compared.
[0071] [Change confirmation process] Next, the flow of the change confirmation process, which is game processing related to changes in game elements, will be described with reference to FIG.
[0072] 7 is a flowchart showing the flow of the change confirmation process. In the change confirmation process, first, the data acquisition means 55 acquires change data for changing some of the game elements that make up the game (step S1).
[0073] In this embodiment, in the game device 2, the data acquisition means 55 acquires the data from the storage unit 42 of the server device 4. The server device 4 receives the change data stored in the game device 2 via the communication network NW and stores it in the storage unit 23. For example, a download button for selecting download of the change data may be provided on the menu screen D1 of the game. The user may select and execute the download button to download the change data from the server device 4 to the game device 2.
[0074] When change data for changing game elements is acquired, the game progression means 51 is able to progress the competitive game in which the changed game elements are reflected in accordance with the user's operation of the controller 31.
[0075] Next, the comparison means 56 selects the change content of the game element based on the change data (step S2).
[0076] In this embodiment, after acquiring the change data, the game progression means 51 displays a selectable change confirmation mode on the menu screen D1 or the like based on the change data (see FIG. 3). When the change confirmation mode is selected, the comparison means 56 displays a change content selection screen D3.
[0077] FIG. 8 shows an example of the change content selection screen D3. For example, if the change data acquired in step S1 relates to changes to multiple game elements, the change content selection screen D3 displays selectable items 81, 82, and 83 indicating the changes to the multiple game elements, respectively. Note that the change content selection screen D3 shown in FIG. 8 displays, as an example of the changes, "Character A's attack determination area" and "Character B's attack determination area" as options. ", "Character B's projectile speed," and "Character C's attack duration." In other words, the change content selection screen D3 shows that at least three game elements have been changed by the acquired change data.
[0078] When the user selects the change content, the comparison means 56 displays a comparison screen for comparing the game elements before the change with the game elements after the change (step S3).
[0079] FIG. 9 shows an example of the comparison screen D4. The comparison screen D4 includes a pre-change image area 91 where the pre-change image is displayed, and a post-change image area 92 where the post-change image is displayed. The pre-change image shows the content of the pre-change data. The post-change image shows the content of the post-change data. In this embodiment, the change data acquired in step S1 includes both pre-change data that shows the content of the game element to be changed before the change, and post-change data that shows the content of the game element to be changed after the change. The comparison means 56 extracts the pre-change data and the post-change data from the acquired change data, generates a pre-change image from the pre-change data, and generates a post-change image from the post-change data.
[0080] The pre-altered image area 91 and the post-altered image area 92 are arranged side by side in the left-right direction. The comparison means 56 displays the pre-altered image and the post-altered image side by side at the same time on the display 32 so that they can be compared.
[0081] The comparison screen D4 in Figure 9 shows a character A, an object appearing in the game, performing a punching motion. This is to confirm that the attack determination area that is placed when making a change has become larger compared to before the change, that is, compared to before the change data was acquired. For example, the comparison screen D4 in FIG. 9 will be displayed when "Character A's attack determination area" is selected on the change content selection screen D3 shown in FIG. This is a more transitional screen.
[0082] The pre-change image in the pre-change image area 91 and the post-change image in the post-change image area 92 each include images of user objects Pa1 and Pa2 operated by the user. The user objects Pa1 and Pa2 are both objects of the same type, that is, objects of the character A type whose attack judgment area has been changed.
[0083] Furthermore, the before-change image in the before-change image area 91 and the after-change image in the after-change image area 92 each include images of opponent objects Pb1 and Pb2 for receiving punches from the user objects Pa1 and Pa2. The opponent objects Pb1 and Pb2 are the same type of object. The opponent objects Pb1 and Pb2 are positioned to receive punches. After receiving attacks from the user objects Pa1 and Pa2, the opponent objects Pb1 and Pb2 may be able to be reset to their initial positions by a user operation on the controller 31.
[0084] Furthermore, the opponent objects Pb1 and Pb2 may automatically return to their original positions and postures after being attacked by the user objects Pa1 and Pa2. In this case, the opponent objects Pb1 and Pb2 basically do not move other than returning to their original postures after being attacked. For example, if one of the opponent objects Pb1 and Pb2 is attacked by the user object and the other is not attacked by the user object, immediately after that, the distance (range) between the user object and the opponent object that received the attack may differ from the distance (range) between the user object and the opponent object that did not receive the attack. If the distance between the user object and the opponent object changes between the pre-change image area 91 and the post-change image area 92, it becomes impossible to compare the changes in the attack judgment area of the user object thereafter. To prevent this from happening, the position and posture of the opponent object are reset, allowing the difference in the opponent object's reaction when the user object simultaneously performs the same action to be confirmed between the pre-change image area 91 and the post-change image area 92.
[0085] The user may be able to specify in advance the action details and action procedures of the opponent objects Pb1 and Pb2. For example, by setting the action details of the opponent objects Pb1 and Pb2 through a predetermined setting screen, the user may be able to make the opponent objects Pb1 and Pb2 repeat designated actions such as guarding or jumping, or perform the actions designated by the user in an order designated by the user.
[0086] The types of opponent objects Pb1 and Pb2 are character A, whose attack area has been changed, and The types of the opponent objects Pb1 and Pb2 may be selected by the user operating the controller 31.
[0087] Except for the portions where changes have been made to the game elements, the same moving images are basically displayed in the before-change image area 91 and the after-change image area 92. That is, the comparison means 56 simultaneously moves the user objects Pa1 and Pa2 in both the before-change image and the after-change image in accordance with the user's operation on the controller 31. For example, when the user inputs an operation corresponding to a punch on the controller 31, the user objects Pa1 and Pa2 are controlled to throw a punch.
[0088] In this example, the target of change is the size of the attack detection area to be placed for the punching action of character A. When the user object Pa1 included in the pre-change image area 91 performs a punching motion, The attack detection area before the change is placed around the arm of the user object Pa1. Image after the change When the user object Pa2 included in the area 92 performs a punching motion, the changed attack determination area is disposed around the arm of the user object Pa2.
[0089] In the comparison screen D4, the attack determination area is invisible to the user, just like in the normal gameplay screen. However, a change in the size of the attack judgment area may result in a difference between the pre-change image and the post-change image. That is, depending on the distance between the user objects Pa1, Pa2 and the opponent objects Pb1, Pb2, even if the collision judgment means 54 judges that the attack judgment area of the user object Pa1 does not come into contact with the collision judgment area of the opponent object Pb1 in the pre-change image area 91, the post-change image area 92 may not be visible. It is possible that the attack judgment area of the player object Pa2 is judged to be in contact with the hit judgment area of the opponent object Pb2. From such a difference between the pre-change image and the post-change image, the user can determine how much larger the attack judgment area of the character A has become compared to before the change. You can check the price etc.
[0090] (Action and effect) To summarize the above, the game program 34a of this embodiment causes the control unit 5 (computer) to function as a data acquisition means 55 that acquires change data for changing some of the multiple game elements that make up the game, and a comparison means 56 that outputs the contents of the pre-change data for the game elements to be changed based on the change data so that they can be compared with the contents of the post-change data for the game elements to be changed.
[0091] According to the game program 34a of this embodiment, the contents of the data before the change and the data after the change Since the contents of the game element are output in a manner that allows comparison with the contents of the game element, the user can easily understand the changes before and after the change.
[0092] In this embodiment, the comparison means 56 displays a pre-change image showing the contents of the pre-change data and a post-change image showing the contents of the post-change data side by side on the game screen at the same time so that they can be compared. This allows the user to more easily understand the changes before and after the change in the game elements, as the pre-change image and the post-change image are displayed side by side at the same time.
[0093] In this embodiment, the before-change image and the after-change image each include images of user objects Pa1 and Pa2, which are player objects, and the comparison means 56 simultaneously moves the user objects Pa1 and Pa2 in both the before-change image and the after-change image in response to a user operation, thereby allowing the user to actually operate the game elements and experience the changes before and after the change.
[0094] For example, the distance between user objects Pa1, Pa2 and opponent objects Pb1, Pb2 can be freely adjusted, so even if the game element to be changed is an invisible game element to the user, such as an attack detection area or a hit detection area, as in this example, the user can experience how much of a change has occurred to the invisible game element.
[0095] (Variation 1) Figure 10 is a diagram showing a comparison screen D5 that is different from the comparison screen D4 shown in Figure 9. On the comparison screen D5, attack determination areas Ra1 and Ra2 are displayed so as to be visible to the user. That is, the comparison means 56 displays the attack determination areas Ra1 and Ra2, which are game elements that are not displayed on the game play screen, so as to be visible to the user on the pre-change image showing the contents of the pre-change data and the post-change image showing the contents of the post-change data of the comparison screen D5.
[0096] Specifically, when a user object Pa1 included in the pre-change image area 91 performs a punching motion, When the user object Pa2 included in the changed image area 92 performs a punching motion, the attack determination area Ra1 before the change is visibly displayed around the arm of the user object Pa1. The changed attack determination area Ra2 is visibly displayed around the arm of the user object Pa2.
[0097] In this way, the attack determination areas Ra1 and Ra2, which are game elements that are not displayed on the game play screen (i.e., the actual battle screen) in a battle mode such as online battle mode or CPU battle mode, are made visible on the comparison screen D5, so that the difference before and after the change can be clearly grasped. Note that the comparison means 56 may visibly display not only the game elements to be changed, but also game elements that are not to be changed, in the before-change image and the after-change image. For example, The stage 56 includes not only the attack judgment areas Ra1 and Ra2 but also the hit judgment areas arranged for each object P. The fixed area may or may not be displayed visibly.
[0098] (Variation 2) In the above embodiment, the comparison means 56 simultaneously moved the player objects in both the before-change image and the after-change image in response to the user's operation, but the player objects in both the before-change image and the after-change image do not have to move in response to the user's operation.
[0099] The data acquisition means 55 may acquire comparison data including both a pre-change image showing the content of the pre-change data and a post-change image showing the content of the post-change data as part of the change data or separately from the change data. For example, the data acquisition means 55 may acquire comparison data including both a pre-change image showing the content of the pre-change data and a post-change image showing the content of the post-change data from the server device 4 as part of the change data or separately from the change data. Additionally, video data explaining the changes to be made to the change target may be received as comparison data and stored in the storage unit 23. The comparison means 56 may display the comparison data on the display 32.
[0100] FIG. 11 shows a menu screen D6 that is different from the menu screen D1 shown in FIG. 3. After the data acquisition means 55 acquires the change data, the game progression means 51 displays a message on the menu screen D6 or the like indicating that a game element has been changed. In the example shown in FIG. 11, the menu screen D6 displays a message notifying the user of a game update as a message indicating that a game element has been changed. The menu screen D6 also includes a video confirmation button for each change. When the user selects and executes the video confirmation button, the comparison means 56 reads video data corresponding to the selected change from the comparison data stored in the storage unit 23 and displays it on the display 32.
[0101] For example, the comparison data may be video data including an image in which a pre-change image area displaying a pre-change image and a post-change image area displaying a post-change image are arranged side by side in the horizontal direction, as in the comparison screen D4 shown in FIG. 9. That is, in the comparison screen D4 of FIG. 9, the user objects Pa1 and Pa2 in both the pre-change image and the post-change image move simultaneously through manual operation by the user, whereas in the video of the comparison data, the user objects Pa1 and Pa2 in both the pre-change image and the post-change image move simultaneously automatically. Other than this, the video of the comparison data may be displayed in the same manner as the comparison screen D4. The comparison data does not have to be a video in which the pre-change image area and the post-change image area are displayed side by side in the horizontal direction, and may be any video that allows comparison of changes in game elements before and after the change.
[0102] <Other embodiments> The present invention is not limited to the above-described embodiment, and various modifications are possible without departing from the gist of the present invention.
[0103] For example, the game program 34a does not have to be recorded on the game media 34. For example, it may be downloaded to the game device 2 from an external source via the communication network NW. For example, the game device 2 provided in the game system of the present invention is a mobile information device such as a smartphone. The device may be a terminal, and the operation unit and display unit may be a touch screen, etc. The display unit that displays the game screen may be a head-mounted display, etc.
[0104] In the above embodiment, the game system 1 includes a game device 2 and a server device 4. However, the game system of the present invention may not include a server device.
[0105] The game program of the present invention may be executed by at least one computer of the game device 2 and the server device 4. For example, a part of the game program of the present invention may be stored in the server device, and the rest of the game program of the present invention may be downloaded to the game device or recorded on a recording medium to be read by the game device. For example, the control unit 41 of the server device 4 may may function as part or all of the functional units 51 to 56 by executing the above. In this case, the game program of the present invention is a program stored in the server device 4 or stored in a distributed manner in the game device 2 and the server device 4.
[0106] In the above embodiment, the before-change image area and the after-change image area are arranged side by side in the left-right direction, but the arrangement of the before-change image area and the after-change image area is not limited to this. The comparison means may display the before-change image and the after-change image side by side simultaneously in the left-right direction, or may display the before-change image and the after-change image side by side simultaneously in the up-down direction.
[0107] In the above embodiment, the comparison means 56 displayed a pre-change image indicating the contents of the pre-change data and a post-change image indicating the contents of the post-change data side by side on the game screen simultaneously on the display 32 so that they could be compared, but the present invention is not limited to this. For example, the comparison means may sequentially display a pre-change image indicating the contents of the pre-change data and a post-change image indicating the contents of the post-change data on the display 32. In this case, the pre-change image may be displayed first, or the post-change image may be displayed first.
[0108] The game screens described in the above embodiments are merely examples. For example, the change confirmation mode may be included in a training mode, which is a game mode in which the user practices manipulating objects.
[0109] The change data acquired by the data acquisition means may include both pre-change data indicating the content of the game element to be changed before the change and post-change data indicating the content of the game element to be changed after the change, or the change data may be data separate from the pre-change data. For example, the change data may include only the post-change data of the pre-change data and post-change data, and the pre-change data may be data that was stored in the storage unit before the change data was acquired by the data acquisition means.
[0110] Furthermore, the pre-change data and post-change data output by the comparison means do not have to be output via the display 32. For example, the comparison means may output the content of the pre-change data for the game element to be changed based on the change data and the content of the post-change data for the game element to be changed as sound via an audio output unit such as a speaker. Furthermore, the comparison means may output the content of the pre-change data for the game element to be changed based on the change data and the content of the post-change data for the game element to be changed as vibrations of the controller. The output manner is not particularly limited as long as it can output the content of the pre-change data for the game element to be changed and the content of the post-change data for the game element to be changed so that they can be compared. Any method may be used to compare the content of the pre-change data and the content of the post-change data.
[0111] The game elements to be changed are not limited to those exemplified in the above embodiment.
[0112] The game element to be changed does not have to be the determination area arranged for the user object Pa, but may be, for example, a determination area arranged for the object Pb that the user object Pa is fighting against. For example, if the change target is the opponent object Pb1, , Pb2, the size of the collision detection area of the user objects Pa1, Pa2 and the opponent By changing the distance to the objects Pb1 and Pb2 and testing whether the attack detection areas of the user objects Pa1 and Pa2 collide with the collision detection areas of the opponent objects Pb1 and Pb2, the change in the size of the collision detection areas of the opponent objects Pb1 and Pb2 can be confirmed.
[0113] The type of opponent object displayed on the comparison screen may be selected from a plurality of types of objects by a user operation, or may be automatically selected. The displayed opponent object does not have to be an object selected from among the multiple types of objects that the user can select during the battle, but may be an object for comparison. The comparison object may be an object that has an average body shape of the multiple types of objects that the user can select, but does not have elements such as a face or clothing. In this way, by using an object that does not have elements such as clothing that are unnecessary for comparing the game elements before and after the change as the comparison object, it becomes easier to compare the game elements before and after the change.
[0114] The game element to be changed may relate to whether a certain combo attack will be successful in response to a certain operation input. For example, when operating an object, a combo attack that would not have been performed with a certain operation input to the operation unit before change data was acquired may be performed with the same operation input after change data is acquired. In this case, a video in which a certain operation input does not result in a combo attack may be displayed in the pre-change image area, and a video in which the same operation input results in a combo attack may be displayed in the post-change image area.
[0115] In a fighting game, if an upper limit is set on the number of consecutive attacks that an object can perform when performing a combo attack in the air, the game element to be changed may be the set upper limit.
[0116] The game element to be changed may be related to the process of whether a first object falls in front of or behind another second object when the first object falls directly on top of the second object.
[0117] The game element to be changed may be a parameter set for each object that appears in the game, such as the fragility of the object, etc. The object that appears in the game may be an object that can be controlled by the user, or an object that represents an item, wall, object, etc. that is placed in the game space.
[0118] The game element to be changed may be the frame rate, which is the number of game images displayed per second. In this case, the object remains the same between the before-change image area where the before-change image is displayed and the after-change image area where the after-change image is displayed on the comparison screen for comparing the before-change game element with the after-change game element, but the frame rate differs between the two areas.
[0119] For example, the present invention can be applied not only to online games but also to offline games. Furthermore, in the above embodiment, a fighting game was described as an example of a competitive game, but the present invention is not limited to this. For example, the present invention can be applied not only to competitive fighting games, but also to action games, role-playing games, shooting games, sports games, racing games, and the like.
[0120] For example, in the case of FPS (First Person Shooter) games, the game elements that can be changed are Examples of game elements that can be changed include weapon and skill power, recovery amount, movement speed, movement speed limit, time until immobilization, skill effect range, bomb envelopment range, barrier durability, change of skill activation conditions, cooldown adjustment, vehicle movement speed, durability, passenger capacity limit, jumping power, guided missile guidance power, time until skill effect is achieved, object durability, and material consumption. For example, in the case of a racing game, examples of game elements that can be changed include the driver's status, such as the maximum speed, acceleration, durability, grip, and drifting performance of each vehicle. In addition, in the case of a puzzle game, examples of game elements that can be changed include the degree of interference with the opponent due to chain reactions and the effect of skills.
[0121] If the change to a game element is to correct a bug, the pre-change image may be a game image showing a situation in which the bug occurred, and the post-change image may be a game image showing a situation in which the bug did not occur.
[0122] In the above embodiment, when the data acquisition means 55 acquired change data, the game elements after changes based on the change data were automatically reflected in the game. However, the user may be able to select whether or not to reflect the game elements after changes based on the change data in the game. When the change data acquired by the data acquisition means 55 relates to one or more change targets, i.e., changes to one or more game elements, the game progression means 51 may be able to reflect only the change target selected by the user's operation of the controller from among the one or more change targets in the game. As a result, the game progression means 51 progresses the game in which the game elements selected by the user are reflected, in accordance with the user's operation of the controller 31. In this way, allowing the user to select whether or not to change the game elements based on the change data allows the user to play a game that provides a high level of satisfaction to the user.
[0123] In this case, the data acquisition means 55 may acquire change data that was previously stored in a server device or the like, or change data that was previously downloaded from a server device, and may enable the user to change game elements based on the past change data (i.e., reflect the change data in the game) at any time they like.
[0124] When a certain game element is changed multiple times, the user may be able to select which change to the game element to reflect in the game. The data acquisition means may be able to acquire change data selected by the user from multiple pieces of change data for changing the certain game element. For example, a certain game element (e.g., a video effect of a game character's special move) may be updated from version 1 to version 2, and then from version 2 to version 3, but the change to the game element in version 3 may not be satisfactory to the user. In such a case, the data acquisition means may be able to select change data for version 2, which is the version previous to version 3, from the server device through a user operation, download the change data for version 2 from the server device to the user's game device, and reflect the change data for version 2 in the game.
[0125] Furthermore, when a certain game element is changed three or more times, the comparison means may be able to output the contents of the three or more changes to the game element so that they can be compared with each other. For example, when a certain game element is changed sequentially from version 1 to version 2 to version 3, the comparison means may be able to output the contents of the data of the third version of the game element to be changed and the contents of the data of the one version of the game element to be changed so that they can be compared with each other. When a certain game element is changed three or more times, the comparison means may be able to output all of the contents of the pre-change data and the three or more post-change data of the game element to be changed so that they can be compared with each other, or may be able to output two of the contents of the pre-change data and the three or more post-change data of the game element to be changed selected by the user so that they can be compared with each other.
[0126] The comparison screen displayed by the comparison means for comparing the game elements before and after the change may be displayed in a manner different from the game play screen in a battle mode such as online battle mode or CPU battle mode. For example, as explained in the above-mentioned modified example 2, the judgment area, which is a game element not displayed on the game play screen, may be displayed visibly on the comparison screen. Also, the comparison screen may display an image (including text) explaining the changed part of the game element. For example, if the stiffness time of a certain object's technique is changed, If there is, the comparison screen may display the number of frames of the stiffness time that is not displayed on the game play screen.
[0127] Furthermore, if the changed game element is a visible element, the changed game element may be highlighted on the comparison screen displayed by the comparison means, unlike on the game play screen. For example, if there is a change in the amount of damage caused by an attack by a certain object to an opponent object, the health gauge of the opponent object may be highlighted on the comparison screen by lighting up or flashing, or by surrounding it with a red frame, etc.
[0128] Furthermore, if the difference in the changed game element can be easily recognized by the user performing a predetermined operation, the comparison screen displayed by the comparison means may display an image (including text) urging the user to perform the predetermined operation. If there is a change in the amount of damage to the opponent object caused by a predetermined attack technique X of a certain object, the comparison screen may display a message such as "Attack A message such as "Try attack technique X!" may be displayed to prompt the user to perform attack technique X. Furthermore, for example, if there is a change in the stiffness time of a technique of a certain object, the comparison screen may display a message such as "Press the jump button!" near the end of the stiffness time of that technique to prompt the user to perform an operation to make the object jump. Because there is a difference in stiffness time between the object in the before-change image area and the object in the after-change image area, it is possible that the user may press the jump button during the stiffness time of the object in the before-change image area and outside the stiffness time of the object in the after-change image area. In this case, one of the object in the before-change image area and the object in the after-change image area will jump and the other will not jump, so the user will understand the change in stiffness time.
[0129] Furthermore, when there is a change in the movement of an object such as a character, the movement of the changed object may be displayed in slow motion on the comparison screen so that the user can easily understand the difference in movement. For example, when there is a change in the animation of a technique of an object, when the object in the pre-change image area and the object in the post-change image area perform a technique through a user operation, the animation may be played in slow motion from the start of the animation of the technique to the end of the animation of the technique compared to the gameplay screen of the actual match. The playback speed may be freely changeable by the user.
[0130] In the above-described second modification, the data acquisition means 55 received video data explaining the changes to be made as the comparison data. However, the data acquisition means may also generate video data explaining the changes to be made as the comparison data. The data acquisition means 55 may also generate video data comparing game elements before and after the changes based on the change data received from the server device. For example, if the game element to be changed is the movement of an object, the data acquisition means may identify the object and its movement related to the change based on the received change data, and generate video data as comparison data so that the object and its movement related to the change are included. For example, when changes to game elements are displayed on the change selection screen D3, when one change is selected by the user, the comparison means may generate video data for comparing game elements before and after the changes, related to the selected change.
[0131] The generation of video data explaining the changes to be made to the change targets does not have to be performed by the game device, but may be generated by, for example, a server device. In this case, the generated video data may be automatically sent from the server device to the game device each time the game is updated, or may be sent manually by a user operation. For example, the video data may be sent from the server device to the game device by the user operating the game device to download video data related to the change targets selected by the user.
[0132] For example, when generating video data, the data acquisition means may generate the video data as comparison data so as to include game elements selected by the user (game elements that are not to be changed). For example, the user may operate the controller to select the type of object to be included in the image of the video data (e.g., an object that is not to be changed and that will be an opponent of the object to be changed) or the type of space (e.g., a stage) in which the object is placed, and the data acquisition means may generate the video data as comparison data so as to include the game elements selected by the user. This generates comparison data that makes it easy for the user to manage the changes.
[0133] For example, the comparison data may be any type of video that allows a comparison of changes in game elements before and after the change. For example, the comparison data may be a video that simultaneously displays a pre-change image and a post-change image side by side in a horizontal direction, or a video that simultaneously displays a pre-change image and a post-change image side by side in a vertical direction. Furthermore, the comparison data may be a video that sequentially displays a pre-change image showing the contents of the pre-change data and a post-change image showing the contents of the post-change data, in which case either the pre-change image or the post-change image may be displayed first.
[0134] The comparison data may also be video that highlights changes in game elements before and after the change. For example, if there is a change in the amount of damage an attack from an object causes to an opponent object, the comparison data may be video that highlights the opponent object's health gauge by lighting or flashing it, or by surrounding it with a red frame, etc. For example, if there is a change in the freeze time of a technique of an object, the comparison data may be video that displays different frame numbers for the freeze time before and after the change, or video that makes the object in the before-change image area and the object in the after-change image area jump at the end of the freeze time of the technique, so that the change in freeze time can be seen from the difference in jump timing. For example, if there is a change in the movement of an object such as a character, the comparison data may be video that plays the changed movement in slow motion.
[0135] The effects of the present invention can be achieved even when these other embodiments are adopted. Furthermore, this embodiment, the modified examples, and other embodiments can be combined as appropriate.
[0136] [Disclosure Summary] Each of the following sections discloses a preferred embodiment.
[0137] [Item 1] Computer, a data acquisition means for acquiring change data for changing some of the game elements among a plurality of game elements that constitute the game; and a comparison means for outputting a comparison between the content of pre-change data for a game element to be changed based on the change data and the content of post-change data for the game element to be changed; A game program that functions as a
[0138] According to item 1, the contents of the pre-change data and the contents of the post-change data are output so that they can be compared, making it easier for the user to understand the changes in the game elements before and after the change.
[0139] [Item 2] The game program described in item 1, wherein the comparison means displays a pre-change image showing the contents of the pre-change data and a post-change image showing the contents of the post-change data side by side on the game screen simultaneously so that they can be compared.
[0140] According to item 2, the before-change image and the after-change image are displayed side by side at the same time, making it easier for users to understand the changes before and after the change in game elements.
[0141] [Item 3] the before-change image and the after-change image each include an image of a player object; 3. The game program according to claim 2, wherein the comparison means simultaneously moves the player object in both the pre-change image and the post-change image in response to a user operation.
[0142] According to item 3, this allows the user to actually operate the game and experience the changes before and after the change in game elements.
[0143] [Item 4] 4. A game program according to any one of items 1 to 3, wherein the game element to be changed is a parameter related to the game.
[0144] [Item 5] The game element to be changed is: the time from when a predetermined operation is performed by the user to when a game effect corresponding to the predetermined operation is generated; The time from when the game effect occurs to when the game effect disappears, and 4. A game program according to any one of items 1 to 3, including at least one of the time from when the game effect disappears to when the next game effect can occur.
[0145] [Item 6] In the game, a plurality of objects are placed in a game space, The computer an area placement means for placing a first determination area for the object when the object performs a predetermined action, and for placing a second determination area for the object regardless of whether the object performs the predetermined action; and the control unit further functions as a collision determination unit that determines whether or not a first determination area arranged for a first object of the plurality of objects comes into contact with a second determination area arranged for a second object of the plurality of objects that is different from the first object, 4. The game program according to any one of items 1 to 3, wherein the game element to be changed is a position of the first determination area relative to the first object, a size of the first determination area, the number of the first determination areas arranged for the first object, a shape of the first determination area, a position of the second determination area relative to the second object, a size of the second determination area, the number of the second determination areas arranged for the second object, or a shape of the second determination area.
[0146] [Item 7] the game element to be changed is a game element that is invisible to the user on a game play screen that is displayed during play of the game, A game program described in any of items 1 to 3, wherein the comparison means displays the game element to be changed in a manner that is visible to the user in a pre-change image showing the contents of the pre-change data and in a post-change image showing the contents of the post-change data.
[0147] [Item 8] The change is a correction of a defect, the pre-change image is a game image showing a situation in which the malfunction has occurred, 4. A game program according to any one of items 1 to 3, wherein the changed image is a game image showing a situation in which the malfunction does not occur.
[0148] [Item 9] the data acquisition means acquires, as part of the change data or separately from the change data, comparison data including both a pre-change image showing the content of the pre-change data and a post-change image showing the content of the post-change data; 3. The game program according to item 1 or 2, wherein the comparison means displays the comparison data.
[0149] [Item 10] A program storage unit that stores the game program according to any one of items 1 to 9; A game system comprising: a computer that executes the program stored in the program storage unit.
[0150] [Item 11] A game control method for controlling a game that progresses in response to a user's operation, comprising: a data acquisition step of acquiring change data for changing some of the game elements among the plurality of game elements that constitute the game; and a comparison step of outputting the content of pre-change data for the game element to be changed based on the change data and the content of post-change data for the game element to be changed so as to be comparable; A game control method comprising: [Explanation of symbols]
[0151] 1: Game System 2: Game device 4: Server device 5: Control section 21: Control unit 23: Storage section 31: Controller 32: Display 33: Speaker 34a: Game program 34b: Game Data 41: Control unit 42: Storage section 42a: Game program 42b: Game data 51: Game progression method 52: Object control means 53: Area placement means 54:Contact determination means 55: Data acquisition method 56: Comparison means
Claims
1. Computer, a data acquisition means for acquiring change data for changing some of the game elements among a plurality of game elements that constitute the game; and a comparison means for outputting a comparison between the content of pre-change data for a game element to be changed based on the change data and the content of post-change data for the game element to be changed; A game program that functions as a
2. 2. The game program according to claim 1, wherein the comparison means displays a pre-change image showing the contents of the pre-change data and a post-change image showing the contents of the post-change data side by side on the game screen at the same time so that they can be compared.
3. the before-change image and the after-change image each include an image of a player object; The computer-readable storage medium according to claim 2 , wherein the comparing means simultaneously moves the player object in both the pre-change image and the post-change image in response to a user operation.
4. 4. The game program according to claim 1, wherein the game element to be changed is a parameter related to the game.
5. The game element to be changed is: the time from when a predetermined operation is performed by the user to when a game effect corresponding to the predetermined operation is generated; The time from when the game effect occurs to when the game effect disappears, and 4. The game program according to claim 1, further comprising at least one of: a time from when the game effect disappears to when the next game effect can occur.
6. In the game, a plurality of objects are placed in a game space, The computer an area placement means for placing a first determination area for the object when the object performs a predetermined action, and for placing a second determination area for the object regardless of whether the object has performed the predetermined action; and the control unit further functions as a collision determination unit that determines whether or not a first determination area that is arranged for a first object among the plurality of objects comes into contact with a second determination area that is arranged for a second object that is different from the first object among the plurality of objects; 4. The game program according to claim 1, wherein the game elements to be changed are a position of the first determination area relative to the first object, a size of the first determination area, the number of the first determination areas arranged for the first object, a shape of the first determination area, a position of the second determination area relative to the second object, a size of the second determination area, the number of the second determination areas arranged for the second object, or a shape of the second determination area.
7. the game element to be changed is a game element that is invisible to the user on a game play screen that is displayed during play of the game, A game program as described in any one of claims 1 to 3, wherein the comparison means displays the game element to be changed in a manner that is visible to the user in a pre-change image showing the contents of the pre-change data and a post-change image showing the contents of the post-change data.
8. The change is a correction of a defect, the pre-change image is a game image showing a situation in which the malfunction has occurred, 4. The game program according to claim 1, wherein the changed image is a game image showing a state in which the malfunction does not occur.
9. the data acquisition means acquires, as part of the change data or separately from the change data, comparison data including both a pre-change image showing the content of the pre-change data and a post-change image showing the content of the post-change data; 3. The game program according to claim 1, wherein the comparison means displays the comparison data.
10. a program storage unit that stores the game program according to any one of claims 1 to 3; A game system comprising: a computer that executes the program stored in the program storage unit.
11. A game control method for controlling a game that progresses in response to a user's operation, comprising: a data acquisition step of acquiring change data for changing some of the game elements among the plurality of game elements that constitute the game; and a comparison step of outputting the content of pre-change data for the game element to be changed based on the change data and the content of post-change data for the game element to be changed so as to be comparable; A game control method comprising:
Citation Information
Patent Citations
Online game provision system and method using a storage medium
JP2011526825A