Game system, computer program used therefor, and control method
The game system improves originality by determining combination objects using user-specific elements, addressing the lack of uniqueness in existing games that rely on pre-defined monster groups.
Patent Information
- Application Number
- JP2024075909
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-05-08
- Publication Date
- 2025-11-20
AI Technical Summary
Existing games that determine monsters based on pre-defined color combinations in photographed images lack originality as the group of monsters is prepared in advance.
A game system that acquires related information from user images and determines a combination element using predetermined parameters to generate a unique combination object by combining it with a base object, enhancing originality.
Enhances the originality of game objects by generating unique combination objects based on user-specific elements, providing a more engaging and personalized gaming experience.
Smart Images

Figure 2025170990000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game system that provides a type of game in which a user is given a card corresponding to an object by utilizing a display device that displays a game screen including an object and an input device that inputs the user's playing actions related to the object. [Background technology]
[0002] There is a game system that provides a type of game in which a user is given a card corresponding to an object by utilizing a display device that displays a game screen including objects and an input device that inputs the user's play actions related to the object. For example, a computer device is known that extracts, from a group of monsters (game elements) prepared in advance, a monster associated with a combination of two colors in two areas of an image captured by a player with a camera (see, for example, Patent Document 1). Another prior art document related to the present invention is Patent Document 2. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2011-56030 [Patent Document 2] Patent No. 6256646 Summary of the Invention [Problem to be solved by the invention]
[0004] Patent Document 2 discloses a game in which object information is determined based on a photographed image of an object, and a monster is determined based on the object information. In both the games of Patent Document 1 and Patent Document 2, a group of monsters associated with elements such as color identified from the photographed image is prepared in advance, and a target monster is determined from there according to elements such as color contained in the actual photographed image. However, in both games, the group of monsters to be extracted is prepared in advance, so the originality is low.
[0005] Therefore, an object of the present invention is to provide a game system etc. that can improve the originality of objects. [Means for solving the problem]
[0006] The game system of the present invention is a game system that provides a type of game in which a user is given a card corresponding to an object by utilizing a display device that displays a game screen including an object and an input device that inputs the user's playing actions regarding the object, and is equipped with: a related acquisition means that, when image data is acquired from the user, acquires related information related to the image of the image data; and an element determination means that determines, based on the related information, a combination element identified by the related information by applying the combination element to the content of a predetermined parameter among multiple parameters of a base object to be combined with the combination element, so that a combination object combining the combination element and the base object is generated.
[0007] The computer program of the present invention is configured to cause a computer to function as each of the means of the game system described above.
[0008] The control method of the present invention utilizes a display device that displays a game screen including an object and an input device that inputs the user's playing actions regarding the object, and causes a computer incorporated in a game system that provides a type of game in which the user is given a card corresponding to the object to execute: a related acquisition procedure that acquires related information related to an image of image data when the image data is acquired from the user; and an element determination procedure that determines, based on the related information, a combination element identified by the related information by applying the content of a predetermined parameter among multiple parameters of a base object to be combined with the combination element, so that a combination object that combines the combination element and the base object is generated. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a diagram showing a schematic configuration of a network system to which a game system according to an embodiment of the present invention is applied; [Figure 2] FIG. 1 is a diagram illustrating an example of the appearance of a game machine. [Figure 3] FIG. 2 is a diagram showing the configuration of a main part of a control system of the network system. [Figure 4] FIG. 1 is an explanatory diagram for explaining an outline of an original character service. [Figure 5] FIG. 10 is an explanatory diagram for explaining details of synthesis of an original character. [Figure 6] FIG. 10 is an explanatory diagram illustrating an example of the content of a character card. [Figure 7] 10 is a flowchart showing an example of a procedure for a battle process. [Figure 8] 10 is a flowchart illustrating an example of a procedure for a print instruction process. DETAILED DESCRIPTION OF THE INVENTION
[0010] (Overall configuration of the network system) A game system according to an embodiment of the present invention will be described below. First, with reference to FIG. 1, the overall configuration of a network system to which a game system according to an embodiment of the present invention is applied will be described. FIG. 1 is a diagram showing a schematic configuration of a network system to which a game system according to an embodiment of the present invention is applied. As shown in FIG. 1, the network system 1 includes a center server 2 and a game machine GM as a client device connectable to the center server 2 via a predetermined network 3. The center server 2 is configured as a single logical server device by combining server units 2A, 2B, etc. as multiple computer devices. However, the center server 2 may also be configured by a single server unit. Alternatively, the center server 2 may be configured logically using cloud computing.
[0011] The game machine GM is a game device that provides a predetermined game, and functions as one form of the game system of the present invention in the network system 1 of the example of FIG. 1. The game machine GM may provide each game free of charge (however, it may include paid services as appropriate, such as the generation of cards described below), but as an example, it provides games for a fee. The game machine GM may include various game devices (computer devices) that provide games, and may include, for example, a user terminal device 5 described below. Below, as an example, a case will be described in which the game machine GM is configured as a commercial (commercial) game machine.
[0012] An arcade game machine is a game device that allows users to play games within a range corresponding to a predetermined play fee in exchange for the payment of the play fee. This type of game machine is sometimes called an arcade game machine. The play fee is not necessarily collected in cash, but may be collected using alternative currencies (including medals, tickets, card-like media, tokens, etc. that are valid only within a specific facility) or electronic payment methods (including code payments, credit cards, electronic money, etc.). The play fee is not necessarily collected each time a game is played, but may be collected by charging at an appropriate unit, such as a predetermined period or a predetermined progress. The game machine GM may be installed in any suitable location. In the example of FIG. 1, both are installed in an appropriate facility 4, such as a store, with the primary purpose of generating revenue by having many users repeatedly play the game.
[0013] The game machine GM provides a so-called video game that utilizes a display device that displays a game screen including objects and an input device that inputs user play actions related to the objects. The game machine GM also provides a card game as an example of various video games. A card game is a type of video game in which users are given cards corresponding to objects. The cards are not limited to physical cards and may be provided as electronic cards, for example, when a user terminal device 5 is used as the game machine GM. Furthermore, the physical cards may be configured appropriately, for example, to record object information via an IC chip or the like. Alternatively, the objects are not limited to cards and may be given to users via any medium, such as a medium having a three-dimensional shape like a doll. Below, we will explain, as an example, a card game in which the game machine GM generates physical cards via a printer and gives them to users.
[0014] A printer that generates (prints) physical cards may be provided as appropriate. For example, it may be provided in the facility 4 separately from the game machine GM so as to be shared by multiple game machines GM, and physical cards may be generated via that printer. That is, each game machine GM may be connected to the printer in the facility 4, and may use that printer to generate cards corresponding to objects and give them to users. A printer may be provided in the game machine GM, and the game machine GM may use that printer to generate cards corresponding to objects and give them to users. Furthermore, the printer in the facility 4 and the printer in the game machine GM may be used in combination. For example, when multiple types of physical cards (which may be distinguished by differences in, for example, the quality of the mount before printing or the ink used for printing) are prepared, the printer in the facility 4 and the printer in the game machine GM may be used separately depending on the types of physical cards that can be generated. Below, a case where a card corresponding to an object is generated by a printer provided in the game machine GM will be described as an example.
[0015] A card game may be any suitable game in which objects are assigned as cards. For example, the card game may be a simulation game using various objects, or may be a role-playing game. Similarly, the objects may be any suitable elements (images) displayed on the game screen. For example, characters (not limited to anthropomorphic objects, but may include various objects such as animals, cars, and items) may be used as an example of an object. Below, a case will be described in which the card game is provided as a battle-type game in which monster-type characters appearing as the user's allies (hereinafter sometimes referred to as user characters) battle monster-type characters appearing as the user's enemies (hereinafter sometimes referred to as enemy characters). In this example, the user characters and enemy characters function as the user objects and enemy objects of the present invention, respectively.
[0016] A user terminal device 5 may be connected to the center server 2 via the network 3. The user terminal device 5 is a computer device that can be connected to a network and is provided for the user's personal use. By implementing various computer software, the user terminal device 5 can allow the user to enjoy various services provided by the center server 2. The user terminal device 5 may be any of a variety of computer devices that can be connected to a network and is provided for the user's personal use, such as a portable game console, a portable tablet terminal device, a stationary or notebook personal computer, or a mobile terminal device such as a mobile phone (including a smartphone).
[0017] The network 3 is configured to realize network communication using, for example, the TCP / IP protocol. Typically, it is configured by combining the Internet as a WAN and an intranet as a LAN. In the example of Fig. 1, the center server 2 and the game machine GM are connected to the network 3 via a router 3a, and the user terminal device 5 is connected to the network 3 via an access point 3b.
[0018] The center server 2 provides various gaming machine services to the gaming machine GM or its user. The gaming machine services may include various services related to card games as appropriate. The gaming machine services include a distribution service, as an example. The distribution service is a service that distributes and updates programs or data via the network 3. The distribution service may also include a service that receives user identification information from the gaming machine GM and authenticates the user, and a service that receives and stores play data of the authenticated user from the gaming machine GM, or provides the stored play data to the gaming machine GM.
[0019] In addition, the game machine services may also include various other services related to the provision of card games, such as a matching service that matches users together when multiple users play a common game via network 3, a relay service that relays game information to be shared between matched game machine GMs, or a billing service that collects fees from users of game machine GMs.
[0020] The center server 2 also provides various web services to users of user terminal devices 5 via the network 3. Web services include various services related to the card game provided by the gaming machine GM. Web services may include, as appropriate, services such as information services, distribution services, community services, and ID services. Information services are services that provide various information related to the card game. Distribution services are services that distribute various data or software (including updates to data, etc.) to each user terminal device 5. Community services are services that provide a place for interaction such as information transmission, exchange, and sharing. ID services are services that assign user IDs to identify each user.
[0021] (Appearance of the game console) Next, the appearance of the game machine GM will be described. FIG. 2 is a diagram that schematically shows an example of the appearance of the game machine GM. As shown in FIG. 2, the game machine GM has a housing 6. A control panel CP, a monitor MO, two speakers SP, and a camera CA are provided on the top of the housing 6. The monitor MO is located above the control panel CP. The two speakers SP are located above the monitor MO so as to be spaced apart on the left and right. The camera CA is located above the monitor MO so as to be located near the center between the two speakers SP. The camera CA is located so as to include a user playing the game machine GM in its imaging range. In addition to the control panel CP, the game machine GM may be appropriately provided with various input devices and output devices that are included in ordinary commercial game machines, such as a volume control switch, a power switch, and a power lamp. These devices are not shown in FIG. 1.
[0022] The control panel CP is provided with a stick CP1 for selecting a direction, a push button CP2 for making a decision, a reader 7, and a coin slot SO. The reader 7 is a device for reading information recorded on a card 8. The cards 8 used in the game machine GM may include various types of cards. For example, the cards 8 may include a card 8 used to identify a user (hereinafter, sometimes referred to as a user card 8A) and a card 8 corresponding to a character (object) (hereinafter, sometimes referred to as a character card 8B). Appropriate information may be recorded on the card 8. The reader 7 may be configured as an appropriate device capable of reading that information. For example, if various information is recorded on a character card via an IC chip compatible with a short-range wireless standard, the reader 7 may be configured as a receiver capable of reading information from the IC chip in accordance with the same standard. For example, the card 8 is provided with a two-dimensional code generated in accordance with a predetermined standard, and various information is recorded via the two-dimensional code. The reader 7 is configured as a device that includes a camera that reads the two-dimensional code and outputs a signal corresponding to the reading result.
[0023] A card ejection opening EO1 and a coin ejection opening EO2 are provided on the front surface of the housing 6. The card ejection opening EO1 is an opening for ejecting a card 8 generated inside the housing 6. The coin ejection opening EO2 is an opening for ejecting coins for return. Note that the control panel CP may also be provided with various other operation units such as buttons that can be used to confirm operations, etc. These are not shown in the example of FIG. 2.
[0024] (Network system control system) Next, the main parts of the control system of the network system 1 will be described with reference to Figure 3. Figure 3 is a diagram showing the configuration of the main parts of the control system of the network system 1. As shown in Figure 3, the center server 2 includes a control unit 21 and a storage unit 22. The control unit 21 is configured as a computer that combines a CPU, which is an example of a processor that executes various arithmetic processes and operational control according to a predetermined computer program, with an internal memory and other peripheral devices required for its operation. Note that input devices such as a keyboard and output devices such as a monitor may be connected to the control unit 21 as appropriate. However, these are not shown in the figure.
[0025] The storage unit 22 is connected to the control unit 21. The storage unit 22 is a storage device realized by a unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 22 may be configured to hold all data in one unit, or may be configured to store data in a distributed manner across multiple units. The storage unit 22 stores a server program PG1 and server data SD.
[0026] The server program PG1 is a computer program that causes the control unit 21 to execute various processes necessary to provide various services to users. The server data SD is data that is referenced in conjunction with the execution of the server program PG1. The server data SD may include various types of data as appropriate. In the example of FIG. 3, character data CD is shown as an example of the server data SD.
[0027] The character data CD is data for managing each character used in playing the card game. In the card game, multiple characters are prepared as candidates for user characters and enemy characters. Each character is defined by various parameters. The parameters may be set appropriately and include, for example, basic parameters such as HP, attack power, and speed, level parameters, and image parameters that represent the appearance of each character.
[0028] The card game allows players to develop each character through play, and includes a training element in addition to a battle element. The development of each character may be appropriately expressed by changes in these parameters. As an example, each character's level parameters increase as the character develops. Each character has multiple levels based on the level parameters, and basic parameters such as HP, attack power, and speed are defined for each level. Therefore, the basic parameters also change as the level increases. Similarly, each character has multiple appearances based on the level, and the appearance changes according to the level based on the image parameters. In the character data CD, as an example, the parameters of each character are managed for each level. Furthermore, in this example, the basic parameters, level parameters, and image parameters that change as the character develops function as growth-related parameters in the present invention.
[0029] The server data SD may also include various other data, such as play data and ID management data. The play data is data in which various information related to the achievements of each card game is described for each user. The achievement information may include various achievements related to game play, such as the facility 4 where each user played, the type of game machine GM where the user played, the date and time of play, the characters used, or the items acquired. Furthermore, if the cards 8 are assigned electronically, the play data may be used to manage the cards 8 assigned to each user. The ID management data is data for managing various IDs, such as a user ID for identifying each user.
[0030] The control unit 21 is provided with a logical device realized by combining the hardware resources of the control unit 21 and the server program PG1 as software. The control unit 21 may be provided with appropriate logical devices. In the example of FIG. 2, a Web service management unit 23 and a game machine service management unit 24 are shown as examples of such logical devices. The Web service management unit 23 is a logical device that executes various processes to realize the above-mentioned Web services for the user terminal device 5. The game machine service management unit 24 is a logical device that executes various processes to realize the above-mentioned game machine services for the game machine GM.
[0031] The gaming machine GM is provided with a control unit 31 as a computer, and a storage unit 32. The control unit 31 is configured as a computer that combines a processor unit that executes various arithmetic processes and operation controls according to a predetermined computer program, with an internal memory and other peripheral devices required for that operation. The processor unit may include, as appropriate, units such as a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), and an NPU (Neural Network Processing Unit) (including cases where each processor unit is appropriately integrated, such as when a GPU is incorporated into the CPU).
[0032] The storage unit 32 is a storage device realized by a unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk or semiconductor storage device. The storage unit 32 may be configured to hold all data on one unit, or may be configured to store data in a distributed manner across multiple units. The storage unit 32 stores a game program PG2 and game data GD. The game program PG2 is a computer program that causes the control unit 31 to execute various processes necessary to provide a card game. The game program PG2 may include various programs appropriate for the processes to be executed by the control unit 31. In the example of FIG. 3, an analysis program AP is shown as an example.
[0033] The analysis program AP is a computer program for causing the control unit 31 to execute processing for implementing a predetermined analysis. The analysis program AP may be configured as appropriate. For example, the analysis program AP may be configured to cause the control unit 31 to execute processing for outputting analysis results based on predetermined logic (including predetermined rules such as rules). In the example of FIG. 3, the analysis program AP is configured to cause the control unit 31 (e.g., a GPU) to function as an artificial intelligence model that outputs analysis results, for example. Specifically, the analysis program AP is configured as an inference program incorporating learned data (parameters) LD that are output by having a learning program (for analysis) learn a learning dataset (for analysis).
[0034] The game data GD is data referenced in conjunction with the execution of the game program PG2. The game data GD may include various types of data as appropriate. In the example of FIG. 3, character data CD and learned data LD are shown as examples of the game data GD. The learned data LD is data that, in combination with the analysis program AP, causes the control unit 31 to function as an artificial intelligence model. The character data CD is the data as described above. The character data CD and learned data LD may be appropriately recorded in the storage unit 32. For example, the character data CD is provided to the game machine GM as needed from the center server 2 via a distribution service and stored in the storage unit 32. On the other hand, the learned data LD is recorded in advance in the storage unit 32, and the game machine GM is installed in the facility 4 with the learned data LD stored therein. However, the learned data LD may be appropriately updated via the distribution service.
[0035] The control unit 31 is provided with logical devices realized by combining the hardware resources of the control unit 31 with the game program PG2 as software. Appropriate logical devices may be provided in the control unit 31. In the example of Figure 3, a progress control unit 33, a camera control unit 34, a card generation unit 35, an analytical model unit 36, and a printer control unit 37 are shown as examples of such logical devices.
[0036] The progress control unit 33 is a logical device that executes various processes necessary for the progress of the card game. These processes include processes necessary for enjoying the services provided by the center server 2. For example, the progress control unit 33 executes processes such as identifying each user based on the user card 8A, recreating a character corresponding to the character card 8B in the card game, and progressing the card game based on the user's playing behavior regarding that character. The progress control unit 33 executes a battle process as an example of such a process. The details of the procedure for the battle process will be described later.
[0037] The card generation unit 35 is a logical device that executes various processes related to the generation of cards 8. For example, the game machine GM generates cards 8 by printing information corresponding to each character or each user on a mount (the print medium is not limited to paper and may be any suitable material) via the printer PR. Therefore, the processes executed by the card generation unit 35 include processes for preparing information necessary for the printer PR to print the cards 8. For example, the card generation unit 35 executes processes for identifying characters to be generated and for identifying information to be recorded on the cards 8. The card game also includes an original character service that provides users with original characters using the results of photography by the camera CA. Therefore, the card generation unit 35 also executes processes related to the provision of the original character service. The card generation unit 35 executes a print instruction process as an example of a process related to the provision of the original character service. Details of the original character service and the procedure for the print instruction process will be described later.
[0038] The camera control unit 34 and the printer control unit 37 are logical devices that respectively execute various processes related to the camera CA and the printer PR. The processes executed by the camera control unit 34 include, for example, a process for controlling the operation of the camera CA. For example, the camera control unit 34 executes a process for operating the camera CA to take a photograph when the card generation unit 35 instructs the camera CA to take the photograph as part of the original character service. Similarly, the processes executed by the printer control unit 37 include a process for controlling the operation of the printer PR. For example, the printer control unit 37 executes a process for acquiring information necessary for printing the card 8 from the card generation unit 35 and executing a process for operating the printer PR to print the necessary information on a mount based on the acquired information.
[0039] The analytical model unit 36 is a logical device formed by combining the analytical program AP and the learned data LD, and functions as an artificial intelligence model. The analytical model unit 36 executes a process for calculating a predetermined analysis. Details of the predetermined analysis realized by the analytical model unit 36 will be explained in detail in the original character service section.
[0040] The game machine GM is provided with appropriate output devices and input devices. In the example of FIG. 3, a monitor MO, a speaker SP, a camera CA, a printer PR, a reader 7, a stick CP1, and a push button CP2 are provided as examples of output devices. The monitor MO is an output device (display device) for displaying a game screen or the like in response to a signal from the control unit 31. The speaker SP is an output device for reproducing various sounds in response to a signal from the control unit 31. The printer PR is a well-known printing device (output device) for printing various images including symbols (including two-dimensional codes), characters, etc. on a mount (an example of a print medium). The printer PR operates to print characters, etc. on the mount in response to an output signal from the control unit 31.
[0041] The camera CA is an optical device that takes a photograph in response to a signal from the control unit 31 and inputs a signal corresponding to the photographed result to the control unit 31. The reader 7 is a device that reads the card 8 in response to a signal from the control unit 31 and inputs a signal corresponding to the read result to the control unit 31. The stick CP1 and the push button CP2 are types of input devices that input the user's play actions (various operations), and input signals corresponding to the play actions (operation results) to the control unit 31.
[0042] The game machine GM may be provided with various output devices and input devices as needed to function as an arcade game machine. For example, the game machine GM may be provided with well-known devices for collecting a predetermined amount of money, such as a coin detection device for detecting the insertion of a coin. However, these devices are not shown in the example of FIG. 3.
[0043] (Original character service) Next, the original character service will be described in detail with reference to FIGS. 4 and 5. The original character service is a service for creating an original character for each user. The original character is a character generated by combining a base character with combination elements obtained from footage captured by a camera CA. The base character may be set as appropriate, for example, as a dedicated character that does not appear as an enemy character. Alternatively, all or an appropriate portion of the multiple enemy characters provided in the card game may be set as base characters. Below, as an example, a case will be described in which a specific enemy character (hereinafter, sometimes referred to as a special character) from among the multiple enemy characters included in the card game is set as the base character. In this example, the special character functions as a specific enemy object of the present invention.
[0044] The original character service may be provided as appropriate. For example, it may be provided when a predetermined fee for the original character service is paid, separate from the normal play of the card game. In other words, it may be provided as a service independent of the normal play of the card game. It may also be provided when the play situation of the card game meets predetermined conditions. Alternatively, it may be provided as an event at a predetermined time. Below, we will explain the case where the original character service is provided when a special character corresponding to a base character meets the conditions for granting it.
[0045] The granting condition is a condition for determining whether or not an enemy character is granted to the user as a character card 8B. Therefore, the original character service is provided when a special character is granted as the target of the character card 8B. FIG. 4 is an explanatory diagram for explaining an overview of the original character service. As shown in FIG. 4, the original character service includes three processes: photographing, analyzing, and synthesizing. In the photographing process, the user is photographed via a camera CA, and a photographed image PI (image data) including an image PIu of the user is generated.
[0046] In the analysis process, elements related to the user are analyzed from the image PI captured by the camera CA. The elements related to the user may be any appropriate element, such as hairstyle, facial expression, or physical characteristics such as height. In the example of FIG. 4, the clothing worn by the user is used as an example of an element related to the user, and the user's clothing is analyzed from the captured image PI in the analysis process. Furthermore, the analysis target in the analysis process may be any appropriate element of the clothing. For example, elements such as the shape, type (shirt, sweater, etc.), or brand of the clothing may be analyzed. In the example of FIG. 4, the color and pattern of the clothing are, as an example, the analysis target, and the color and pattern of the clothing worn by the user are analyzed from the captured image PI. In this example, the captured image PI and its corresponding image data function as the image and its image data of the present invention, respectively.
[0047] The analysis of the clothing color and pattern may be performed as appropriate, and for example, may include a cutout procedure, a color detection procedure, and a pattern detection procedure, in that order. The cutout procedure is a procedure for cutting out (identifying) a person included in the captured image PI. The cutout of the person may be performed as appropriate. For example, a fixed area in the captured image PI (e.g., an area likely to include the user, such as the area around a chair when playing while sitting in a chair) may be considered to be an area corresponding to the person, and the fixed area may be cut out. Alternatively, the cutout procedure may be performed by identifying the person using an artificial intelligence model (so-called AI) that has performed machine learning to identify the person included in the captured image PI, and cutting out the person's outline. In the example of FIG. 4, for example, the cutout procedure is performed by detecting the person's outline using pattern matching technology that identifies an image that closely matches a pre-prepared template image (an image showing a person) as a person, and cutting out that part (hereinafter, sometimes referred to as the cutout part).
[0048] The color detection procedure is a procedure for detecting colors contained in the cutout portion. The color detection procedure may be implemented as appropriate as long as color detection is possible. For example, the colors (color codes) contained in a predetermined region (region corresponding to clothing) PIm of the cutout portion are identified and tallied on a pixel-by-pixel basis, and the two colors with the most frequent RGB values (frequent values) are determined. The RGB value identification or tallied may be performed by appropriately reducing the number of colors, such as 256, 64, or 8. Furthermore, the load of the color detection procedure may be appropriately reduced. For example, the image size (number of pixels) of the predetermined region PIm (or the captured image PI) may be reduced before the color reduction process to eliminate colors related to the detailed design of the clothing. In the example of FIG. 4, the most popular color detected from the predetermined region PIm is white, and the second most popular color is gray. In this example, the predetermined region PIm functions as the portion corresponding to the user's clothing in the present invention.
[0049] The two colors detected in the color detection procedure are not limited to the two most common colors (the first and second colors). For example, the color detection procedure may detect two colors: the first color (the most frequently occurring color) and a color farthest from the first color (a color that differs appropriately based on RGB values). The color farthest from the first color may be, for example, the color with the largest difference in RGB value, or a color that satisfies an appropriate condition based on RGB values, such as a color whose difference between the first color and any of the RGB colors is a predetermined value (e.g., 100) or more, or a color whose total difference between the first color and each of the RGB colors is a predetermined value (e.g., 300) or more. The two most common colors (the first and second colors) tend to be similar colors, and if they are similar colors, the difference may be difficult to distinguish when reflected on the base character. If a color farthest from the first color is selected as the second color, this possibility can be reduced.
[0050] The pattern detection procedure is a procedure for detecting the pattern of the region (outline of the person) cut out in the cutout procedure. The pattern detection procedure may be implemented as appropriate as long as the pattern can be detected. For example, the pattern detection procedure is implemented by an artificial intelligence model that uses machine learning to compare pattern features and perform an estimation process based on area. This estimation process (process for analyzing the pattern of the clothing) is performed by the analytical model unit 36 as the predetermined analysis described above. That is, in the pattern detection procedure, the analytical model unit 36 analyzes the pattern included in the predetermined region PIm of the cutout portion, and the analyzed pattern is determined as the pattern of the clothing worn by the user. For example, in the example of FIG. 4, a vertical striped pattern of the first and second colors (the number of colors may be appropriate; for example, the two colors detected in the color detection procedure) is determined as the pattern of the user's clothing. Note that if the person included in the captured image PI in the cutout procedure is identified by an artificial intelligence model, the storage unit 32 may be provided with a program and learned data for implementing the program. An artificial intelligence model combining these may be provided separately as a logical device in the control unit 31, separate from the analytical model unit 36. In this example, the two colors detected in the color detection procedure and the pattern determined in the pattern detection procedure function as the related information and color element information of the present invention.
[0051] In the synthesis process, an original character OC is generated by combining a base character with combination elements. The combination elements may be determined (specified) appropriately based on the captured image PI (image data). The elements of the base character to be combined with the combination elements may also be set appropriately. For example, the base character is defined by the same parameters as other characters, including image parameters. The image parameters also include parameters related to the color and pattern of the base character's appearance (hereinafter sometimes referred to as color-related parameters). The content of these color-related parameters is used as an example of an element of the base character to be combined with the combination elements. In other words, the content of the color-related parameters of the original character OC is determined as the combination element in the synthesis process based on the analysis results in the analysis process. In this example, the color-related parameters function as the predetermined parameters of the present invention. Furthermore, various parameters defining the base character, such as image parameters including color-related parameters, basic parameters, and level parameters, function as multiple parameters of the present invention.
[0052] Specifically, the colors and patterns to be applied to the color-related parameters of the original character OC are determined based on the colors and patterns of the clothes worn by the user as combination elements. The colors and patterns of the clothes worn by the user and the color-related parameters (combination elements) may be appropriately related. For example, the number of candidates prepared as the color-related parameters may be set to be fewer than the number of colors detectable in the analysis process, and the color closest to the color of the clothes detected as the analysis result may be selected from the candidates. In other words, the color of the clothes worn by the user and the color content of the color-related parameters may be in a similar color relationship. The same applies to the pattern of the clothes and the pattern content of the color-related parameters. The example in FIG. 4 shows a case where the same colors and patterns as the color and pattern of the clothes worn by the user are determined as combination elements to be applied to the color-related parameters. In this case, a character in which the combination elements (the color and pattern of the user's clothes) are reflected in the color-related parameters of the base character is generated (combined) as the original character OC. In this example, the original character OC functions as a combined object of the present invention.
[0053] The combination elements may be color-related parameters only, or may be limited to elements related to appearance. However, the combination elements may also include, for example, attribute parameters that determine the attributes of the original character OC. Specifically, a card game provides multiple attribute candidates, and an attribute corresponding to the color of the user's clothing is selected from these candidates and set as a combination element for the original character OC. The attribute parameters are a type of ability parameter related to the abilities of the original character OC. The attribute parameters may impart various abilities (effects) to the original character OC. Each attribute candidate (candidates with different effects) may be set as appropriate, and the number of attribute candidates may also be appropriate. For example, the number of attribute candidates may be the same as the number of detectable colors, or may be fewer. If the number is fewer, multiple colors may be combined into one attribute. For example, one of four attribute parameters, fire, water, wind, or earth, may be determined as a combination element.
[0054] FIG. 5 is an explanatory diagram for explaining the details of the synthesis of an original character OC. (1) in FIG. 5 shows an example of the appearance of a base character BC, and (2) shows an example of the appearance of the original character OC after synthesis. Both (1) and (2) in FIG. 5 show the case where the combination elements (the primary and secondary colors based on the color of the user's clothing, and the vertical stripe pattern formed by these colors) in the example of FIG. 4 are synthesized with the base character BC to generate the original character OC. As shown in (1) in FIG. 5, the appearance of the base character BC includes four types of parts classified based on the combination elements: a main color part, a sub-color part, a fixed color part, and a pattern display part. All of these parts are defined by the contents of color-related parameters.
[0055] The main color portion is the portion that reflects the primary color of the clothing worn by the user analyzed in the analysis process. Each portion of the base character BC's appearance may be appropriately classified into a main color portion, a sub-color portion, a fixed color portion, and a pattern display portion. In the example of FIG. 5, the main color portion includes the face, body surface, limbs, tail, and wings (bone portion). In this case, the combination element corresponding to the primary color of the user's clothing is applied to the color-related parameter content for displaying the main color portion of the face, etc., and is reflected in the color of the main color portion.
[0056] Similarly, the sub-color section is a section that reflects the second-ranked color of the clothing worn by the user analyzed in the analysis process. In the example of FIG. 5, the sub-color section includes the patterned portions of the wings (sail) and tail. The fixed color section is a section whose color is fixed regardless of the analysis results in the analysis process. In the example of FIG. 5, the fixed color section includes the horns and belly. The pattern display section is a section that reflects the pattern of the clothing worn by the user analyzed in the analysis process. In the example of FIG. 5, the pattern display section includes a scarf. In this case, the combination element corresponding to the second-ranked color of the user's clothing is applied to the color-related parameter content for displaying the sub-color section of the wings (sail), etc., and the combination element corresponding to the pattern of the user's clothing is applied to the color-related parameter content for displaying the pattern display section. The second-ranked color of the user's clothing is reflected in the color of the sub-color section, and the pattern of the user's clothing is reflected in the pattern of the scarf, respectively. On the other hand, the fixed color section of the horns, etc. is displayed in a fixed color regardless of the color of the user's clothing, etc.
[0057] FIG. 5(2) shows the appearance of the original character OC that is generated (combined) based on the analysis results of the example in FIG. 4, that is, when white is detected as the primary color, gray as the secondary color, and a vertical stripe pattern of the primary and secondary colors is detected as the pattern. In this case, as shown in FIG. 5(2), an original character OC is generated in which the primary color (white) is used as the main color portion. In addition, the secondary color (gray) is used as the sub-color portion of the original character OC. The original character OC has a scarf (pattern display portion) with vertical stripes of white and gray. In this example, the base character BC functions as the base object of the present invention.
[0058] (Character card) Next, the character card 8B will be described with reference to FIG. 6. In the card game, a user character is used in play, and when a predetermined generation condition is met, a character card 8B corresponding to the user character can be generated. Furthermore, when the granting condition and the generation condition are met in playing the card game, a character card 8B corresponding to an enemy character can also be generated. The generation condition may be set appropriately, for example, based on an appropriate play situation or a lottery result. Below, as an example, a case will be described in which the generation condition is met when the printing fee is paid after playing the card game.
[0059] FIG. 6 is an explanatory diagram illustrating an example of the contents of a character card 8B. An original character OC may also be made into a card, and the example in FIG. 6 schematically illustrates an example of a character card 8B corresponding to the original character OC. As shown in FIG. 6, the character card 8B includes a basic information area BA, a code information area CR, an image area IA, and a characteristic information area FA. In this example, the character card 8B functions as a card of the present invention.
[0060] The basic information area BA displays basic information about the character corresponding to the character card 8B. The basic information area BA may include various types of information. In the example of FIG. 6, the basic information area BA displays, for example, a name item ("Kiku") indicating the character's name, a name item ("Shoji") indicating the character's owner (user), an attribute item ("Mizu") indicating each character's attributes, a rarity item ("☆☆") indicating the rarity of a character with a higher number of stars, and basic items (e.g., basic parameters such as "HP" (102), "AT" (25), and "SP" (42)). In FIG. 6, the basic information area BA is primarily displayed using text, but may also display information using colors, patterns, or a combination of these and text. The character's name may be a fixed name set in advance, or may be any name registered by the user. When a user card 8A is used at the start of play, the character's owner is set to the user corresponding to that user card 8A.
[0061] The image area IA is an area for displaying a character image MC. The character image MC is an image representing a character corresponding to the character card 8B. For example, multiple character images MC are prepared for each character according to the level. For example, the original character OC includes two types of character images MC representing an adult and a baby, respectively, according to the level (degree of growth). Of these character images MC, the character image MC corresponding to the level represented by the character card 8B is displayed in the image area IA. In the example of FIG. 6, an image of the original character OC having the appearance of a baby is displayed as the character image MC corresponding to the character card 8B. In this example, the adult and baby function as the first and second forms of the present invention, respectively. Furthermore, the baby's appearance functions as the appearance corresponding to the other of the two types of appearances of the present invention.
[0062] In the card game, an appropriate image may be displayed based on the character card 8B as a character corresponding to the character card 8B. For example, an image resembling the character card 8B including a character image MC may be displayed. Furthermore, the character image MC corresponding to the original character OC may further include a character image MC representing an egg. When the character card 8B is initially generated, the character image MC representing the egg may be displayed in the image area IA. In this case, the same egg image may be used for the egg character image MC regardless of the combination elements. In other words, differences between the original character OC (differences in combination elements) may not be apparent from the egg character image MC. Furthermore, during the next play or when the original character OC has grown to an appropriate level, a character image MC representing the original character OC with an appearance that combines combination elements according to the user's clothing, such as a juvenile, may be displayed. In this case, if the original character OC that has grown into a juvenile or the like is again granted as a character card 8B, the character card 8B may display the grown-up character image MC (a character image MC with an appearance that corresponds to the user's clothing). When a character card 8B having an egg character image MC is generated, a service may be provided on the user terminal device 5 to display a grown-up character image MC corresponding to the egg character image MC (a character image MC having an appearance corresponding to the user's clothing) (in other words, a service to check the contents of the egg). This service may be provided as part of an information service, for example, by reading a two-dimensional code CG via a predetermined application. Therefore, the base character BC (or original character OC) is not limited to two types, a baby and an adult, and may have any number of appearances, including an egg.
[0063] The characteristic information area FA is an area for displaying characteristic information about each character. The characteristic information area FA may include various types of information as appropriate. In the example of FIG. 6, it includes information about a command item, a level item, an extra technique item, and an item item. The command item is information indicating a command (for example, an attack method). The commands (for example, "Miss" or "Attack") are options that a character can execute in the game. Each character fights against an enemy character through each command. The commands are classified into multiple categories (for example, "I" or "II") and are displayed in the characteristic information area FA so that the target for use is determined by lottery for each category (including lottery for the target category). The level item is information indicating the character's level ("LV1"). The extra technique item is information indicating a special technique ("Summon LV2") that a character can use in the game. For example, an extra technique has a greater impact on the opponent than each command. The item item is information indicating an item ("Shield") owned by the character.
[0064] The code information area CR is an area for displaying a two-dimensional code. The two-dimensional code is an example of a code generated in accordance with a predetermined standard. The two-dimensional code is generated to include reproduction information for reproducing a character corresponding to the character card 8B in a card game. In other words, a two-dimensional code including reproduction information for reproducing a character in a card game is displayed (printed) in the code information area CR.
[0065] The reproduction information may include various information about the character on the character card 8B as appropriate. As an example, the reproduction information includes the character ID, the user's name, the character's level, potential ability, and command and item information. The user's name is the name information displayed in the name field. The character's level is the level information displayed in the level field. The command is information about the position and content of each command, and is used to realize the command field. The item is the item information displayed in the item field.
[0066] Potential is information used to correct the content of the basic parameters set for each character's level. When the basic parameters of each character are defined by the character data CD, all characters owned by any user will be defined by the same basic parameters. Potential is an element that allows for differences (variation) between users of the same character. Potential can be any appropriate information that allows for variation within the same character, and is realized, for example, by information divided into multiple stages. For example, for stage 0, a value obtained by applying 100% to the basic parameters defined in the character data CD is used, and for stage 1, a value obtained by applying 103% is used in the same way. Such potential is set for each basic parameter, such as HP, and the information on potential for each basic parameter is included in the reproduction information.
[0067] Furthermore, in the case of an original character OC, the reproduction information further includes combination information regarding combination elements. The combination information is information about combination elements to be combined with the base character BC to realize the original character OC, and includes, for example, the primary color, secondary color, pattern, and attributes. Note that the reproduction information is not limited to the information described above and may include other appropriate information. Alternatively, conversely, the appropriate information described above may be omitted from the reproduction information. For example, the basic parameters are not uniformly defined by the character data CD, but may change uniquely depending on the play situation, etc., and the change (the value after the change or information that can identify it) may be recorded as reproduction information on each character card 8B. In this case, information about potential abilities may be omitted.
[0068] (Network system processing) Next, referring to Figs. 7 and 8, a battle process and a print instruction process will be described as examples of the processes of the network system 1. The battle process is a process for starting a battle between a user character and an enemy character in a card game. When a predetermined fee is collected after a start instruction for starting the card game, the progress control unit 33 starts the battle process of Fig. 7 and first grants a first reading opportunity (step S101). The first reading opportunity is an opportunity to read the user card 8A among the cards 8. Various information may be recorded on the user card 8A, such as the user's name (the name entered by the user), the user's icon, items acquired by the user, or various game values such as owned gold.
[0069] Next, the progress control unit 33 determines whether the user card 8A was read at the first reading opportunity (step S102). If the user card 8A was read within a predetermined time (step S102: Yes), the progress control unit 33 identifies each user based on information recorded on the user card 8A (e.g., the user's name) (step S103) and proceeds to step S104. In this case, the progress control unit 33 may, for example, communicate with the center server 2 and enable the use of items managed via play data, etc. (if there are items not recorded on the character card 8B). On the other hand, if the user card 8A was not read within the predetermined time (step S102: No), the progress control unit 33 skips step S103 and proceeds to step S104. In this case, the progress control unit 33 may treat the user as a guest player and, for example, restrict the use of various items, etc. managed by the play data in that one play. Note that an instruction to select the end of the first reading opportunity before the predetermined time has elapsed may be permitted.
[0070] Next, the progress control unit 33 provides a chapter selection opportunity (step S104). A card game has multiple developments. These can be selected as chapters at the start of play, and the enemy characters that appear in each chapter are fixed. The chapters are divided into stages, such as Chapter 1, Chapter 2, and Chapter 3, and the stronger the enemy characters that appear, the greater the chapter number. The chapter selection opportunity is an opportunity to select a chapter to play. The enemy characters may be fixed for each chapter, or a predetermined number (e.g., three) of enemy characters that will actually appear may be determined by lottery processing from a group of candidate enemy characters that can appear when a chapter is selected. A time limit may be set for chapter selection during the chapter selection opportunity, and if the user does not select a chapter within the time limit, a predetermined chapter (e.g., Chapter 1) may be automatically selected.
[0071] Next, the progress control unit 33 provides a second reading opportunity (step S105). The second reading opportunity is an opportunity to read a character card 8B to be used in play. In the card game, any appropriate user character may be used, and as an example, the use of up to three user characters is permitted. If three character cards 8B are not read within a predetermined time (step S106: No), the progress control unit 33 automatically replenishes the missing user characters to make up the three (for example, three characters if no card is read, or two characters if only one card is read) according to a predetermined rule such as a lottery, and proceeds to step S108. Note that an instruction to select the end of the second reading opportunity before the predetermined time has elapsed may be permitted.
[0072] On the other hand, if three character cards 8B are read within the predetermined time (step S106: Yes), the progress control unit 33 identifies the user character corresponding to the read character card 8B and reproduces it in the card game (step S107). Next, the progress control unit 33 starts play of the selected chapter (step S108). Specifically, the progress control unit 33 starts play of the chapter by making enemy characters appear in the game space so that a battle begins between a predetermined number (for example, three) of enemy characters that should appear in the selected chapter and the three user characters. Then, after starting play (battle) of the chapter, the progress control unit 33 ends the current battle processing. In this example, the predetermined number of enemy characters that appear as opponents of the user character function as some of the enemy characters of the present invention.
[0073] According to the procedure in the example of FIG. 7, each user is identified according to the user card 8A, and a user character corresponding to the character card 8B prepared by the user is reproduced in the card game. Then, a battle with an enemy character, that is, play of each chapter, begins through the user character. Note that details of the processing procedure for realizing the actual battle are omitted. Also, the order of the procedures in FIG. 7 may be changed as appropriate; for example, the order of the chapter selection opportunity and the second reading opportunity may be reversed.
[0074] The print instruction process is a process for causing the printer PR to print a character card 8B. The printing of the character card 8B may be possible at any time, and the characters to be generated (printed) may also be set appropriately. As an example, a card game provides an opportunity to generate character cards 8B so that characters (including both user characters and enemy characters) that appear in the card game are obtainable characters (generation targets). Therefore, each enemy character satisfies the granting condition when it appears in a battle as an opponent of the user character, and is determined to be a grant target (generation target). The example of FIG. 8 shows the print instruction process executed in this case.
[0075] After the battle between the enemy character and the user character ends and appropriate termination processing for the user character's growth presentation (level up, command change, etc.) is performed, the card generation unit 35 starts the print instruction processing of Fig. 8 and first provides a print selection opportunity (step S201). The print selection opportunity is an opportunity to select a character to be generated (printed) as a character card 8B. In the print selection opportunity, characters that appeared in the game (battle), i.e., three user characters and three enemy characters, are presented as generation candidates, and one of them is selected.
[0076] If a special character appears as an enemy character during a battle (if the special character satisfies the conditions for granting), the original character OC is also presented as an option (generation candidate) in the print selection opportunity. In this case, the option corresponding to the original character OC may be configured as appropriate, for example, it may be presented to show the special character, or it may be presented to show a character image MC printed on the character card 8B, such as a juvenile base character. In the print selection opportunity example of FIG. 8, as an example, the option corresponding to the original character OC is presented to show an image (design) of an egg. The special character during a battle appears, for example, as the adult appearance of the base character BC to which a predetermined combination element for an enemy character has been applied. Therefore, the special character appears differently in appearance during a battle and when acquired. In this example, the adult appearance functions as one of the two appearance types of the present invention.
[0077] The conditions for presenting options corresponding to original characters OC as generation candidates may be set appropriately, and may be set, for example, to conditions that are met when a special character appears in a battle and the special character remains available as a character to be acquired after the battle ends. In other words, the conditions for granting the original character may, for example, include the appearance of a special character in the battle as well as the existence of the special character after the battle ends. Note that the card game may include only one special character or multiple special characters. Furthermore, enemy characters may appear so that all enemy characters are special characters.
[0078] The conditions (appearance conditions) for a special character to appear as an enemy character may be set as appropriate, for example, as a lottery condition based on the result of a lottery, or may be set so that the special character appears as a fixed character in an appropriate development of a chapter, etc., like a normal enemy character. In the example of FIG. 8, the appearance condition is set as a predetermined initial condition, for example. The initial condition is a condition that is met when it is determined that the target user is playing the card game for the first time.
[0079] The first play may be determined as appropriate. For example, if the center server 2 manages each user's play history via play data or the like, it may be determined based on the user card 8A or other appropriate ID card (a card recording user identification information identifying each user, such as a user ID). Specifically, the first play may be determined based on whether or not the user identified by the ID card or the like has played the card game. If the character cards 8B owned by each user (e.g., having a record printed of game play using each user's identification information) are also managed as part of the play history, the center server 2 may manage the number of character cards 8B owned and the status of original characters OC owned (including whether or not a complete set of original characters OC corresponding to multiple special characters is available). Therefore, rather than a first-time condition, a condition that is satisfied based on, for example, whether or not an original character OC is owned, or whether or not an original character OC corresponding to a special character that can appear in each chapter is owned, may be adopted as the appearance condition.
[0080] As an example, the first-time condition is set to be satisfied when none of the character cards 8B are read in the second reading opportunity (step S105) in the example of Fig. 7. In other words, when none of the character cards 8B are read in the second reading opportunity, it is determined to be the first play, and a special character appears as an enemy character in the battle in that play.
[0081] Following step S201, the card generation unit 35 determines whether or not a character to be generated is selected within a predetermined time in the print selection opportunity (step S202). If a character to be generated is not selected within the predetermined time (step S202: No), the card generation unit 35 skips the subsequent processing and ends the current print instruction processing.
[0082] If a character to be generated is selected within a predetermined time in the print selection opportunity (step S202: Yes), the card generation unit 35 grants a payment opportunity (step S203). The payment opportunity is an opportunity to collect a fee (payment) for generating (printing) a character card 8B. Playing the card game may include a fee for generating a predetermined number of character cards 8B. In that case, step S203 may be skipped until the predetermined number of character cards 8B are generated. As an example, a fee may be set separately from the fee for playing the card game and generating the character cards 8B, and a predetermined fee is required for each generation of a character card 8B. If the fee is not paid within the predetermined time (step S204: No), the card generation unit 35 skips the subsequent processing and ends the current print instruction processing.
[0083] On the other hand, if the payment for generating the character card 8B is made within the predetermined time at the payment opportunity (step S204: Yes), the card generation unit 35 determines whether the character to be generated corresponds to the original character OC (step S205). If the character to be generated does not correspond to the original character OC (step S204: No), the card generation unit 35 proceeds to step S209.
[0084] If the object to be generated corresponds to an original character (step S204: Yes), the card generation unit 35 provides a photo opportunity so that the photo shooting process in the example of FIG. 4 is realized (step S206). The photo opportunity may be performed as appropriate, for example, by releasing the shutter at the user's instruction. As an example, the photo opportunity is provided so that a countdown is performed to take a photo when the count reaches zero. In this case, the card generation unit 35 instructs the camera control unit 34 to cause the camera CA to take a photo when the count reaches zero, and controls the camera CA via the camera control unit 34.
[0085] Next, the card generation unit 35 analyzes the captured image PI captured at the photo opportunity (step S207). This analysis is realized by the procedure in the analysis step of the example in Fig. 4. That is, the card generation unit 35 analyzes elements related to the user from the captured image PI captured by the camera CA through the above-mentioned clipping procedure, color detection procedure, and pattern detection procedure, and determines combination elements (contents of color-related parameters, etc.).
[0086] Next, the card generation unit 35 generates an original character OC based on the analysis results of step S207 (step S208). This generation is realized, for example, in the synthesis step in the example of Fig. 4. Specifically, the card generation unit 35 determines combination elements (color, pattern, and attributes of the main color portion, etc.) based on the analysis results of step S207 (color of the user's clothes, etc.), and generates the original character OC by combining the determined combination elements with a base character BC corresponding to the original character OC selected as the object to be generated.
[0087] Following step S209, or if the character to be generated in step S205 is not an original character OC, the card generation unit 35 issues a print instruction to the printer control unit 37, which controls the operation of the printer PR, so that a character card 8B corresponding to the character to be generated is generated (printed) (step S209). That is, the card generation unit 25 generates the character card 8B through a print instruction to the printer control unit 37. This print instruction includes various information (data) necessary for the printer PR to generate the character card 8B. Also, in the print selection opportunity, the options corresponding to the original character OC are displayed with an egg design as described above, but the character card 8B displays a juvenile character image MC. Therefore, the print instruction includes data for printing a juvenile character image MC (one that reflects the color and design of the user's clothing). Note that when the print instruction is executed, a printed flag is set for the character to be printed, preventing multiple copies of the same character from being printed during subsequent additional printing.
[0088] Next, the card generation unit 35 gives the user an opportunity to select whether or not additional printing is required. If additional printing is required, the process returns to step S201 and the subsequent steps are executed again. On the other hand, if additional printing is not required, the card generation unit 35 ends the current print instruction process. As a result, after the end of the battle, the character that appeared in the battle is generated as a character card 8B in exchange for a predetermined fee. Also, if the character to be generated is an original character OC, the steps of the example in FIG. 4, such as photographing, analyzing, and generating, are realized, and a character card 8B corresponding to the original character OC is generated.
[0089] As described above, according to this embodiment, the colors of the main color and sub-color portions of the appearance of the original character OC, and the pattern (combination element) of the pattern display portion are determined according to the top two most frequently appearing colors (related information) contained within a predetermined range of the captured image PI of the user. In other words, the main color portion and other portions constituting the original character OC reflect the color of the user's clothing contained in the captured image PI. This improves the originality of the original character OC. Furthermore, compared to pre-prepared characters, it is easier for the user to feel attached to the original character OC.
[0090] Furthermore, special characters that appear in battles with user characters can be used as base characters BC (which reflect the color of the user's clothing, etc.) that serve as the basis for original characters OC. This allows for a wider variety of original characters OC than, for example, when dedicated base characters are prepared for combinations. On the other hand, if a first-time condition is adopted as the appearance condition for special characters to appear as opponents, first-time players can be given preferential treatment by using special characters, and ultimately original characters OC that use the special characters as base characters BC. This can encourage first-time play of the game, which can ultimately lead to an expansion of the user base or to beginner users becoming enthusiastic about the game.
[0091] While a special character appears as an enemy character with the appearance of an adult, if an original character OC is generated with the appearance corresponding to its juvenile form, changes in appearance or abilities, such as growth into an adult (growth of image parameters) and improvements in various other ability values (growth of basic parameters, etc.), can be provided as one of the attractions. Furthermore, since the original character OC is generated as a character card 8B, the original character OC can be made collectible via the character card 8B.
[0092] In the above embodiment, the card generation unit 35 of the gaming machine GM functions as the related acquisition means of the present invention by executing step S207 of Fig. 8. Similarly, the card generation unit 35 of the gaming machine GM functions as the element determination means of the present invention by executing step S208 of Fig. 8.
[0093] The present invention is not limited to the above-described embodiment and may be embodied in an appropriate modified or altered form. Furthermore, the present invention may be embodied in an appropriate combination of various technical means included in the above-described embodiment and the following modified embodiment. For example, in the above-described embodiment, a camera CA is provided in the game machine GM, and a captured image PI captured by the camera CA is used to synthesize the original character OC. However, the present invention is not limited to this embodiment. For example, the captured image PI may be prepared by a user and provided to the game machine GM. In other words, the captured image PI does not have to be an image captured by the camera CA of the game machine GM. Therefore, the camera CA of the game machine GM may be omitted. Furthermore, the captured image PI does not necessarily include the user. Various images corresponding to image data provided by the user may be used as the captured image PI.
[0094] In the above-described embodiment, the initial condition is used as the condition for the appearance of the special character. Therefore, only one original character OC corresponding to the special character is generated in the first play. However, the present invention is not limited to this embodiment. For example, if the same condition as that for a normal enemy character is used as the condition for appearance, multiple special characters may appear as enemy characters. Alternatively, the original character OC as a user character and the special character may appear in the battle, and these two characters may function as candidates for the generation of a character card 8B.
[0095] In the above-described embodiment, the example of FIG. 4 shows the procedure for initially generating an original character OC. However, generation of an original character OC reflecting the same analysis may be performed at any time, not just at the initial generation. For example, if the original character OC grows as a result of playing with the original character OC, procedures such as photographing the user again, analyzing the photographed image PI, and combining the photographed image PI (including changing the attributes) may be performed when generating a character card 8B corresponding to the grown original character OC. For example, if the original character OC had a blue-based color and a water attribute (one example of an attribute) before growth, photographing it again may change the color to a red-based color and the attribute to a fire attribute (another example of an attribute), thereby reflecting the characteristics of the photographed image PI even after the second time. Furthermore, the user may be able to select whether to print (generate) the image with the changed color and attributes, or to keep the original color and attributes (before re-photographing) even after growth.
[0096] Furthermore, re-photographing may result in changes such as strengthening the same attribute or adding a different attribute. For example, the original character OC may be configured to allow multiple attributes to be set in advance. In the first photograph (when the original character OC is generated), a blue-based primary color is extracted from the photographed image PI, and the water attribute is set based on the blue primary color. On the other hand, in the second photograph, a red-based primary color is extracted from the photographed image PI, and in addition to the water attribute, a fire attribute is also added. As an example, multiple attributes may be set for one original character OC in this manner. A limit may be set on the number of attributes that can be set. In this case, when the attribute setting frame is filled (the nth photograph), an attribute based on the primary color (the primary color) extracted in the nth photograph may be set in place of one of the attributes already set (the replacement may be determined appropriately, for example, by user selection or lottery). In this case, the color of the original character OC may be a mixture of the initial color and the nth color (the colors to be mixed may be limited as appropriate, such as only the first and last). The mixing of colors may be realized by using a color obtained by mixing multiple colors as the number one color, or by setting in advance for each shooting session the parts of the original character OC to which the colors extracted in the second and subsequent shooting sessions should be reflected, or by reflecting the colors in each part of each shooting session. The same applies to attributes; for example, if a color with the same base as the original color of an attribute already set for the original character OC is extracted as the number one color in the nth shooting session, the level of that attribute may be increased (an upper limit may be set as appropriate).
[0097] In the above-described embodiment, the character grows after the battle. However, the present invention is not limited to this embodiment. The character growth (change) may be realized as appropriate. For example, at an appropriate time within the play area (before or after the battle), there may be provided an opportunity to perform peripheral processing such as character evolution, strengthening, character fusion, and processing to give a character an item.
[0098] In the above-described embodiment, card game play is provided on the premise of communication with the center server 2. However, the present invention is not limited to this embodiment. For example, the game machine GM may provide the card game in a state where communication with the center server 2 is unavailable (offline). When the card game is provided (operated) offline, the game machine GM may retain various game data GD (data assumed to be provided from the center server 2), such as character data CD, acquired the previous time (during online operation) and use that data for play. Furthermore, during offline operation, the use of user cards 8A may be disabled, and only guest play may be possible. In this case, the game machine GM may determine that second and subsequent character cards 8B have the same name as the user's name recorded on the first character card 8B read, and that these character cards 8B have the same name as the first character card 8B read. If the names of the second and subsequent character cards 8B are different from the first, some of the abilities of the characters corresponding to the second and subsequent character cards 8B may be limited.
[0099] In the above-described embodiment, the network system 1 includes the center server 2. However, the present invention is not limited to this embodiment. For example, the game machine GM may be configured as an offline-type game device that is played without being connected to the network 3, and in such cases, the center server 2 may be omitted as appropriate. When configured as an offline-type game device, the game machine GM may function alone as the game system of the present invention. Alternatively, conversely, some or all of the role of the game machine GM (for example, the processes of FIGS. 7 and 8) may be performed by the center server 2. For this reason, the center server 2 alone (including the case where it is configured by multiple server devices) in the case where the center server 2 performs all of the role of the game machine GM, or a combination of the game machine GM and the center server 2 (for example, the network system 1) in the case where the center server 2 performs some of the role of the game machine GM, may function as the game system of the present invention.
[0100] An example of the present invention obtained from the above content will be described below. In the following description, reference numerals of the accompanying drawings are added in parentheses to facilitate understanding of the present invention, but the present invention is not limited to the illustrated form.
[0101] The game system of the present invention is a game system (GM) that provides a type of game in which a user is given a card (8B) corresponding to an object (OC) using a display device (MO) that displays a game screen including an object (OC) and input devices (CP1, CP2) that input the user's play actions regarding the object, and is equipped with a related acquisition means (36) that acquires related information related to an image (PI) of image data when the image data is acquired from the user, and an element determination means (36) that determines, based on the related information, a combination element identified by the related information by applying the content of a predetermined parameter among multiple parameters of a base object (BC) to be combined with the combination element, so that a combination object (OC) combining the combination element and the base object is generated.
[0102] According to the present invention, the combination elements of a combination object are determined in accordance with related information based on the image data obtained from the user. In other words, the content of the image obtained from the user is reflected in the combination elements that make up the combination object. This can improve the originality of the combination object. Furthermore, compared to pre-prepared objects, it is easier for the user to feel attached to the combination object.
[0103] Objects may be used appropriately in a game. For example, an object may be a user object corresponding to a user (including not only so-called avatars, which represent the user in a game, but also objects broadly associated with the user, such as objects that appear as the user's allies, objects developed by the user, and objects that automatically act according to the user's instructions), or an enemy object that opposes the user. Furthermore, a base object may be an appropriate object in a game, and may be a user object or an enemy object. Furthermore, a base object may be a dedicated object that is neither a user object nor an enemy object. Similarly, a game may use one type of object or multiple types of objects. Furthermore, when multiple types of objects are used, all of them may be used as base objects, or some of them may be used as base objects.
[0104] For example, in one aspect of the game system of the present invention, the objects may include a user object corresponding to the user and an enemy object corresponding to an enemy battling the user object, and the enemy object that satisfies the conditions for granting in the game may be used as the base object. Also, in this aspect, the game may be provided with a plurality of enemy objects, and a specific enemy object from among the plurality of enemy objects may function as the base object. In these cases, since the enemy character can be used as a base object, the variety of combination objects can be expanded.
[0105] The use of a specific enemy object as a base object may be permitted as appropriate. For example, it may always be permitted, or it may be used as a base object unconditionally. Alternatively, it may be permitted to use as a base object only when a predetermined condition is met. For example, the use of a specific enemy object as a base object may be permitted in exchange for a predetermined fee. Alternatively, it may be permitted to use if a specific enemy object is won by lottery. Similarly, its use may be permitted depending on various other play situations. For example, when only some of a plurality of objects appear as enemies of a user object and a specific enemy object is included in those objects, in other words, when a specific enemy object actually appears as an enemy, the use of the specific enemy object as a base object may be permitted. Furthermore, the conditions under which a specific enemy object actually appears as an enemy object (appearance conditions) may be set as appropriate, for example, they may be set as lottery conditions based on the results of a lottery, or they may be set in advance so that the specific enemy object appears regularly in each predetermined development.
[0106] Specifically, for example, in a mode in which a game is provided with a plurality of enemy objects, some of the enemy objects may appear in the game as opponents of the user object, the granting condition may be satisfied by some of the enemy objects, and the specific enemy object may appear in the game as one of the enemy objects when a predetermined first-time condition is satisfied by which it is determined that the user is playing the game for the first time. In this case, a specific enemy object, and in turn a combination object using the specific enemy object as a base object, may be used to provide preferential treatment to users playing for the first time. This may encourage first-time plays of the game and ultimately lead to an expansion of the user base.
[0107] In a game, an object may grow through changes in various parameters, or may be configured to be unable to grow by fixing the parameters. If growth is possible, the growth of the object may be achieved by various methods. For example, the growth of an object may involve a change in appearance, or it may not involve a change in appearance. If a change in appearance is involved, the change may be achieved by a change in type. For example, if multiple types of objects are available, the growth of one type may be achieved by changing to another type.
[0108] Specifically, for example, in one aspect of the present invention, the game may be provided so that the combined object grows by changing the content of a parameter related to growth among the plurality of parameters through play using the combined object. In this aspect, the specific enemy object may include, as alternative appearances, two types of appearances corresponding to first and second forms that change sequentially as the combined object grows, and the specific enemy object may appear in the game with either one of the two types of appearances, and the combined object may be generated with an appearance corresponding to the other of the two types of appearances. In this case, the change in appearance can be provided as one of the entertainment features.
[0109] Appropriate elements constituting the combined object may be used as the combined elements. For example, the combined elements may be elements constituting the appearance of the combined object, or may be the contents of parameters related to the capabilities of the combined object. Similarly, the related elements may be various elements related to the image. For example, the related elements may be elements included in the image, or elements identified from elements included in the image (e.g., appropriate elements associated with elements of the image, such as a dark color identified from the black color included in the image).
[0110] For example, in one aspect of the game system of the present invention, the related information acquisition means may acquire information on a color element related to at least one of the color and pattern included in the image of the image data as the related information, the predetermined parameters may include a color-related parameter related to at least one of the color and pattern of the base object, and the element determination means may determine, as the combined element, at least one of the color and pattern element to be applied to the content of the color-related parameter based on the information on the color element so that at least one of the color and pattern corresponding to the color element is reflected in the color-related parameter. In this case, at least one of the color and pattern included in the image provided by the user can be reflected in at least one of the color and pattern of the combined object.
[0111] A card corresponding to an object may be assigned as appropriate. For example, a card corresponding to an object may be assigned electronically as a virtual card in the game. Alternatively, a card corresponding to an object may be assigned as a physical card. The physical card may be configured as appropriate, for example, a device including a display device, a storage device, etc., that displays an image corresponding to the object (which may be the object itself or an image related to the object) on the display device and stores information related to the object in the storage device. Alternatively, the physical card may be paper on which information related to the object is printed. Furthermore, the card may record various information about the object so that it is made public (displayed), or may record all or an appropriate portion of the information so that it is concealed. Similarly, a card corresponding to an object may or may not be used to reproduce (appear) the object in the game. When used to reproduce the object, information for reproducing the object may be recorded on the card using an appropriate method. For example, the information may be recorded electronically via an IC chip or the like, or via various codes conforming to a predetermined standard.
[0112] For example, in one aspect of the game system of the present invention, the game may be provided by using a printer (PR) that generates a physical card (8B) by printing information corresponding to the combination object on a mount, and then providing the physical card to the user as the card corresponding to the combination object. In this aspect, the physical card may be printed with a code (CG) generated in accordance with a predetermined standard so as to include reproduction information necessary to reproduce the combination object in the game. In these cases, the combination object can be made collectible.
[0113] The image data may correspond to an appropriate image acquired from a user. For example, the image data may correspond to an image (which may or may not include the user) prepared in advance by the user. Alternatively, the image data may be used to display a photographed image that includes the user. The image data (photographed image) may be prepared in advance by the user, or may be generated as a result of photographing by a photographing device connected to the game system (including both cases where the photographing device is connected via various networks and cases where the photographing device is included in the game system). For example, in one aspect of the game system of the present invention, the related information acquisition means may acquire, as the related information, information on color elements related to at least one of the color and pattern of a portion of the image of the image data corresponding to the user's clothing, the predetermined parameters may include color-related parameters related to at least one of the color and pattern of the base object, and the element determination means may determine, as the combination element, at least one of the color and pattern elements to be applied to the content of the color-related parameters based on the information on the color elements so that the color-related parameters reflect at least one of the color and pattern corresponding to the color element.
[0114] The computer program (PG2) of the present invention is configured to cause the computer (31) to function as each of the means of the game system described above.
[0115] The control method of the present invention uses a display device (MO) that displays a game screen including an object (OC) and input devices (CP1, CP2) that input a user's play behavior related to the object, to cause a computer (31) incorporated in a game system (GM) that provides a type of game in which the user is given a card (8B) corresponding to the object to execute the following steps: a related acquisition step for acquiring related information related to an image (PI) of image data when the image data is acquired from the user; and an element determination step for determining, based on the related information, a combination element identified by the related information by applying a predetermined parameter out of multiple parameters of a base object (BC) to be combined with the combination element, so that a combination object (OC) combining the combination element and the base object is generated. The game system of the present invention can be realized by the computer program or control method of the present invention. [Explanation of symbols]
[0116] 31 Control unit (computer, related acquisition means, element determination means) 8B Character Card (Card) BC Base Character (Base Object) CA Camera GM Game Console (Game System) MO monitor (display device) OC Original Character (Object, Combination Object) PI image (image) PR printer CP1 Stick (input device) CP2 push button (input device)
Claims
1. 1. A game system that provides a game of a type in which a card corresponding to an object is given to a user by utilizing a display device that displays a game screen including an object and an input device that inputs a user's play action related to the object, related information acquisition means for acquiring related information related to the image of the image data when the image data is acquired from the user; an element determination means for determining, based on the related information, a combination element specified by the related information so as to generate a combination object by combining the combination element and the base object by applying the combination element specified by the related information to a predetermined parameter among a plurality of parameters of a base object to be combined with the combination element; A game system comprising:
2. the objects include a user object corresponding to the user and an enemy object corresponding to an enemy fighting against the user object; The game system according to claim 1 , wherein the enemy object that satisfies the condition for granting in the game is used as the base object.
3. The game includes a plurality of enemy objects, The game system according to claim 2 , wherein a specific enemy object among the plurality of enemy objects functions as the base object.
4. In the game, some of the enemy objects appear as opponents of the user object; the granting condition is satisfied by the part of the enemy objects, The game system according to claim 3 , wherein the specific enemy object appears in the game as one of the enemy objects when a predetermined first condition is satisfied by which it is determined that the user is playing the game for the first time.
5. 3. The game system according to claim 2, wherein the game is provided so that the combined object can be grown by changing the content of a parameter related to growth among the plurality of parameters through play using the combined object.
6. the specific enemy object includes, as alternative appearances, two types of appearances corresponding to a first form and a second form that change sequentially as the specific enemy object grows, and appears in the game in either one of the two types of appearances; The game system according to claim 5 , wherein the combined object is generated with an appearance corresponding to the other of the two types of appearance.
7. the related information acquisition means acquires information on color elements related to at least one of a color and a pattern included in an image of the image data as the related information; the predetermined parameters include color-related parameters related to at least one of the color and pattern of the base object; A game system described in any one of claims 1 to 6, wherein the element determination means determines at least one of a color and a pattern element to be applied to the content of the color-related parameter based on information about the color element so that the color-related parameter reflects at least one of a color and a pattern corresponding to the color element as the combination element.
8. A game system according to any one of claims 1 to 6, wherein the game is provided by utilizing a printer that generates a physical card by printing information corresponding to the combination object on a backing, and providing the physical card to the user as a card corresponding to the combination object.
9. 9. The game system according to claim 8, wherein the physical card has printed thereon a code generated in accordance with a predetermined standard so as to include reproduction information necessary to reproduce the combination object in the game.
10. a camera for photographing the user; 7. The game system according to claim 1, wherein the related information acquisition means acquires, from the camera, a photographic result including the user, taken by the camera, as the image data.
11. the related information acquisition means acquires, as the related information, information on a color element related to at least one of a color and a pattern of a part corresponding to the user's clothing included in the image of the image data; the predetermined parameters include color-related parameters related to at least one of the color and pattern of the base object; The game system according to claim 10, wherein the element determination means determines, as the combined element, at least one of a color and a pattern to be applied to the content of the color-related parameter based on information about the color element so that the color-related parameter reflects at least one of a color and a pattern corresponding to the color element.
12. A computer program configured to cause a computer to function as each of the means of the game system according to any one of claims 1 to 6.
13. A computer incorporated in a game system that provides a game of a type in which a card corresponding to an object is given to a user by utilizing a display device that displays a game screen including an object and an input device that inputs a user's play action related to the object, a related information acquisition step for acquiring related information related to an image of the image data when the image data is acquired from the user; an element determination procedure for determining, based on the related information, a combination element specified by the related information so as to generate a combination object by combining the combination element and the base object by applying the combination element specified by the related information to a predetermined parameter among a plurality of parameters of a base object to be combined with the combination element; A control method for executing the above.
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