Game system, game progress method, and program
The game system addresses turn-based waiting in online games by rolling pseudo dice for asynchronous piece movement and battles, reducing stress and improving efficiency.
Patent Information
- Application Number
- JP2024124089
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-30
- Publication Date
- 2026-02-12
AI Technical Summary
Online games often involve waiting for opponents' turns, increasing stress and time inefficiency.
A game system that rolls multiple pseudo dice, allows players to select one result, and moves pieces asynchronously based on the selected roll, with battles occurring when pieces land on the same square, transferring items between players.
Players can move pieces with reduced stress and without waiting for turns, enhancing game efficiency and engagement.
Smart Images

Figure 2026022572000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game system, a game progression method, and a program. [Background technology]
[0002] Patent Document 1 discloses a system that realizes a table game as a video game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2003-225462 Summary of the Invention [Problem to be solved by the invention]
[0004] Online, waiting for your opponent's turn to proceed tends to increase waiting time.
[0005] The present invention has been made in view of the above background, and aims to provide a technique that allows pieces to be moved in a game with less stress. [Means for solving the problem]
[0006] The main invention of the present invention for solving the above problems is a game system comprising a dice control unit that rotates a plurality of pseudo dice, a dice selection unit that outputs the rolled numbers of the dice and allows the player to select the dice, and a piece advancement unit that advances a piece on a map according to the rolled number of the selected dice.
[0007] Other problems and solutions disclosed in this application will be made clear in the section on preferred embodiments of the invention and the drawings. [Effects of the Invention]
[0008] According to the present invention, pieces can be moved in a game with low stress. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 1 is a diagram illustrating an example of the overall configuration of an information processing system. [Figure 2] 2 is a diagram illustrating an example of the hardware configuration of a player terminal 1. FIG. [Figure 3] FIG. 2 is a diagram illustrating an example of the software configuration of the player terminal 1. [Figure 4] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server 2. [Figure 5] FIG. 2 illustrates an example of the software configuration of a server 2. [Figure 6] FIG. 10 is a diagram illustrating the operation of the server 2. DETAILED DESCRIPTION OF THE INVENTION
[0010] <System Overview> A game system according to one embodiment of the present invention will be described below. The game system of this embodiment is an information processing system that provides online games. In the game system of this embodiment, the system rolls three dice, and the player selects one of the results of the three dice and moves their piece the number of times indicated by the selected result. Players do not take turns, and players can move their pieces asynchronously and independently. When multiple players' pieces land on the same square, the players battle, and the winner acquires the loser's item.
[0011] A game system according to one embodiment of the present invention will be described below. The game system of this embodiment is an information processing system that provides online games. In the game system of this embodiment, the system throws multiple simulated dice, and the player selects one of the results of the multiple dice and moves the piece forward by the number of the selected result.
[0012] 1 is a diagram showing an example of the overall configuration of an information processing system. The information processing system of this embodiment is configured to include a server 2. The server 2 is communicably connected to player terminals 1 via a communication network. The communication network is, for example, the Internet, and is constructed using a public telephone line network, a mobile phone line network, a wireless communication path, Ethernet (registered trademark), etc.
[0013] <Player terminal 1> The player terminal 1 is a computer operated by a player. The player terminal 1 can be, for example, a smartphone, a tablet computer, or a personal computer. The player terminal 1 can output (screen display, audio output, etc.) the processing results of the game program transmitted from the server 2 via a game application or a web browser.
[0014] FIG. 2 is a diagram showing an example of the hardware configuration of a player terminal 1. Note that the configuration shown in the figure is an example, and other configurations may also be used. The player terminal 1 includes a CPU 101, a memory 102, a storage device 103, a communication interface 104, an input device 105, and an output device 106. The storage device 103 stores various data and programs, and is, for example, a hard disk drive, a solid state drive, or a flash memory. The communication interface 104 is an interface for connecting to a communication network, and is, for example, an adapter for connecting to Ethernet (registered trademark), a modem for connecting to a public telephone network, a wireless communication device for wireless communication, a USB (Universal Serial Bus) connector or an RS232C connector for serial communication, etc. The input device 105 is, for example, a keyboard, a mouse, a touch panel, buttons, a microphone, etc. for inputting data. The output device 106 is, for example, a display, a printer, a speaker, etc. for outputting data. Note that a touch panel display or the like equipped with the input device 105 and the output device 106 may also be used. In addition, each functional unit of the player terminal 1 described below is realized by the CPU 101 reading a program stored in the storage device 103 into the memory 102 and executing it, and each storage unit of the player terminal 1 is realized as part of the storage area provided by the memory 102 and the storage device 103.
[0015] 3 is a diagram showing an example of the software configuration of the player terminal 1. The player terminal 1 includes an operation information receiving unit 111, a game operation unit 112, and a game information storage unit 131.
[0016] The game information storage unit 131 stores information necessary for the operation of the game (hereinafter referred to as game information). The game information may include a program executed by the player terminal 1, image data for generating images, audio data for generating sounds, etc. The game information storage unit 131 can also store various game parameters acquired from the server 2.
[0017] The operation information receiving unit 111 receives game-related operations from the player. The operation information receiving unit 111 receives operations (e.g., touches, swipes, etc.) using the input device 104. The operation information receiving unit 111 outputs the received operation content to the game operation unit 112.
[0018] The game operation unit 112 executes processing to operate the game. The game operation unit 112 operates the game based on game information stored in the game information storage unit 131 and operations input from the input device 104. The game operation unit 112 can, for example, generate images for the game from image data included in the game information and output the generated images to the output device 105. The game operation unit 112 can output sounds from the output device 105 based on audio data included in the game information. Note that the game operation unit 112 may be omitted, and the server 2 may generate all game images and sounds as processing results.
[0019] The server 2 can manage various parameters necessary for the progress of the game. The server 2 can manage, for example, the stamina and points of the players, the squares on the map on which the pieces are placed, and the like. The game operation unit 112 can update the parameters managed by the server 2 by communicating with the server 2. The game operation unit 112 can receive the updated parameters from the server 2 and continue the progress of the game based on the updated parameters.
[0020] <Server 2> The server 2 may be a general-purpose computer such as a workstation or a personal computer, or may be logically realized by cloud computing.
[0021] FIG. 4 is a diagram illustrating an example of the hardware configuration of the server 2. Note that the illustrated configuration is an example, and other configurations may also be used. The server 2 includes a CPU 201, a memory 202, a storage device 203, a communication interface 204, an input device 205, and an output device 206. The storage device 203 stores various data and programs, and is, for example, a hard disk drive, a solid state drive, or a flash memory. The communication interface 204 is an interface for connecting to a communication network, and is, for example, an adapter for connecting to Ethernet (registered trademark), a modem for connecting to a public telephone network, a wireless communication device for wireless communication, a USB (Universal Serial Bus) connector or an RS232C connector for serial communication, etc. The input device 205 is, for example, a keyboard, a mouse, a touch panel, a button, a microphone, etc. for inputting data. The output device 206 is, for example, a display, a printer, a speaker, etc. for outputting data. Each functional unit of server 2, which will be described later, is realized by CPU 201 reading a program stored in storage device 203 into memory 202 and executing it, and each storage unit of server 2 is realized as part of the storage area provided by memory 202 and storage device 203.
[0022] 5 is a diagram showing an example of the software configuration of the server 2. The server 2 includes a game execution unit 211, a screen data generation unit 212, and a player information storage unit 231.
[0023] The player information storage unit 231 stores information about players (hereinafter, player information). The player information can include, in association with a player ID that identifies the player, a player name, information about the player's status (hereinafter, status information), information about items owned by the player (hereinafter, item information), and the like.
[0024] Status information may include, for example, values of various parameters such as the player's level, attack power, defense power, and stamina, information identifying the map being played on, and information identifying the square on the map that the piece is currently on.
[0025] The item information may include the number of items held, etc., in association with an item ID that identifies the item. Storing an item in the item information sets the item as available for use in the game.
[0026] The game execution unit 211 executes processing to progress the game in accordance with the game program. The game execution unit 211 includes a dice control unit 221, a dice selection unit 222, a piece progression unit 223, and a battle execution unit 224.
[0027] The dice control unit 221 rolls a plurality of pseudo dice. The dice control unit 221 randomly generates an integer value between 1 and 6 and sets this value as the result of the pseudo dice. The dice control unit 221 executes this process multiple times and sets the result of each dice. The number of dice can be set arbitrarily. In this embodiment, three dice are used, but the present invention is not limited to this.
[0028] The dice selection unit 222 allows the player to select dice based on roll information of multiple dice. The dice selection unit 222 transmits the roll information to the screen data generation unit 212, displays multiple dice and their rolls on the screen of the player terminal 1, receives input information from the player terminal 1, and identifies the dice selected by the player.
[0029] The piece progression unit 223 advances the player's piece on the map based on the roll information of the selected dice. The piece progression unit 223 obtains current position information of the player's piece from the player information storage unit 231, and advances the piece on the map by the number of rolls of the selected dice. If there are multiple destinations for the piece, the piece progression unit 223 has the player select the destination via the screen data generation unit 212. The piece progression unit 223 updates and records the new position information of the piece in the player information storage unit 231.
[0030] In this embodiment, it is assumed that multiple players asynchronously select dice and advance their pieces. Therefore, there are no player turns. For example, at regular intervals, the dice control unit 221 generates multiple dice results, the dice selection unit 222 presents these results to the players, accepts the player's selection, and the piece advancement unit 223 advances the piece according to the selected dice result. This series of processes is performed only once within a predetermined time after the dice are rolled.
[0031] When multiple pieces are placed on one square on the map, a battle game is played between the players corresponding to the pieces. The battle execution unit 224 executes the battle game. The battle execution unit 224 can transfer items held by the losing player to the winning player of the battle. The transfer of items can be performed by updating player information.
[0032] == Example of how to run a battle game == The battle game may take any form. For example, the following battle execution methods are possible, but are not limited to these.
[0033] (1) Dice game The battle execution unit 224 can have each player throw a die and determine the player who rolls the most as the winner.
[0034] (2) Card battle system The battle execution unit 224 can execute a card game using cards owned by each player. The cards are assigned numerical values such as attack power and defense power, and the outcome can be determined by comparing these numerical values.
[0035] (3) Quiz Battle Format The battle execution unit 224 can pose quizzes to players and have them compete for the number of correct answers and the speed of answering.
[0036] (4) Mini-game format The battle execution unit 224 can execute simple battle-type mini-games (for example, rock-paper-scissors, number guessing games, etc.).
[0037] (5) Status comparison method The battle executing unit 224 can compare the status (level, attack power, defense power, etc.) of the players and determine the superior player as the winner.
[0038] ==Example of how to transfer items== The battle execution unit 224 transfers items possessed by the losing player to the winning player of the battle, and the item transfer method can be, for example, the following methods. However, the method is not limited to the following methods.
[0039] (1) All item transfer method The battle execution unit 224 can transfer all items possessed by the loser to the winner.
[0040] (2) Random relocation method The battle execution unit 224 can transfer a certain number of items randomly selected from the items possessed by the loser to the winner.
[0041] (3) Selective relocation method The battle execution unit 224 can present the winner with a list of items possessed by the loser and allow the winner to select a certain number of items from the list to transfer.
[0042] (4) Value-proportional transfer method The battle executing unit 224 can determine which items to transfer from among the items possessed by the loser with a probability according to the value of the items. In this case, the higher the value of the item, the lower the transfer probability can be set.
[0043] (5) Conditional Transfer Method The battle executing unit 224 can determine the number and type of items to be transferred depending on the outcome of the battle (for example, the difference in life points).
[0044] The screen data generation unit 212 generates screen data for displaying a game screen on the player terminal 1. The generated screen data is transmitted to the player terminal 1, and the game screen is displayed on the player terminal 1.
[0045] <Operation> FIG. 6 is a diagram illustrating the operation of the server 2.
[0046] The dice control unit 221 rolls multiple pseudo dice and outputs the results (S301). For example, it is possible to initialize a random number generator using the current time as a seed value, call a random number function that generates integer values from 1 to 6 three times, and set each result as the results of the three dice.
[0047] The dice selection unit 222 allows the player to select a dice within a predetermined time (S302). For example, it is possible to display three dice and their respective results on the screen of the player terminal 1, set a selectable area for each die, detect the player's input (tap or click), determine which die's hit box the input coordinates are within, and obtain the result of the selected die.
[0048] The piece progression unit 223 advances the piece of the user who selected the dice by the number on the selected dice (S303). For example, it acquires current piece position information from the player information storage unit 231, refers to map data, calculates the position advanced from the current position by the number on the selected dice, and if there is a branching point during the progression, has the player select a direction of progression at each branching point, updates the position of the piece according to the selected direction, and sets the final position of the piece in the player information storage unit 231. The piece progression unit 223 may generate a piece progression animation.
[0049] Here, the game execution unit 211 evaluates the updated game state, checks the special effects (item acquisition, event occurrence, etc.) of the square at the new position, performs corresponding processing as necessary, and can also check whether there are any other players' pieces at the new piece position.
[0050] If two pieces are placed on one square (S304: YES), the battle executing unit 224 executes a battle game between the two players (S305), and transfers items owned by the loser to the winner (S306).
[0051] As described above, according to the game system of this embodiment, a player can select a convenient number from the numbers on multiple dice and move their piece, allowing them to move their piece with less stress. Also, in the game system of this embodiment, a player can move their piece asynchronously, eliminating the need to wait for their opponent's turn, allowing them to move their piece with less stress.
[0052] Although the present embodiment has been described above, the above embodiment is intended to facilitate understanding of the present invention and is not intended to limit the present invention. The present invention may be modified or improved without departing from the spirit thereof, and equivalents thereof are also included in the present invention.
[0053] For example, the processing by each of the above-described functional units of the server 2 may be performed by any of the functional units. Also, a different functional unit that performs part of the processing by each of the above-described functional units may be added. Also, the functional units of the server 2 may be provided in a distributed manner on multiple computers.
[0054] Furthermore, the information stored in each storage unit of the server 2 may be stored in any of the storage units. That is, the information stored in the above-mentioned multiple storage units may be stored in one storage unit, or part of the information stored in one of the above-mentioned storage units may be stored in another storage unit.
[0055] Furthermore, in this embodiment, online battles between multiple player terminals 1 are assumed, but the present invention is not limited to this, and multiple players may participate in a game using a single player terminal 1. In this case, the function units and storage units of the server 2 may be provided in the player terminal 1, and communication between the server 2 and the player terminal 1 may be omitted.
[0056] <Option generation method> Furthermore, in this embodiment, "dice" are used to determine the number of times the piece is advanced, but more abstractly, this can be understood as "option generation means." The option generation means can generate a plurality of options to be presented to the player. The option generation means has the following characteristics. (1) Randomness: The choice generator generates choices in an unpredictable way. (2) Plurality: The option generation means generates multiple options simultaneously. (3) Numericality: Each option has a quantitative value such as a number or symbol. (4) Visibility: The generated options are displayed in a way that is easily recognizable to the player.
[0057] The option generation means does not necessarily have to take the form of physical dice, and can be implemented in a variety of ways, such as by randomly drawing cards with numbers written on them, by spinning a roulette wheel, or by using computer-generated random numbers.
[0058] <Progress status display means> Furthermore, in this embodiment, "pieces" are used to indicate the player's progress, but more abstractly, they can be understood as "progression status display means." The progress status display means may be anything that visually represents the player's current position and progress status within the game. The progress status display means has the following characteristics: (1) Position representation: The progress display means indicates the player's current position within the game space. (2) Movability: The progress display means can be moved to different positions as the game progresses. (3) Distinguishability: When there are multiple players, the progress display means of each player is distinguishable from one another. (4) Interactivity: When multiple progress status display means are present in the same location, some in-game event (e.g., a battle) occurs.
[0059] The progress display means does not necessarily have to take the form of a physical piece, but can be implemented in a variety of ways, such as a character icon moving on a map, a gauge showing the progress, or numerical coordinates.
[0060] <Modification of the dice control unit 221> The dice control unit 221 may use, for example, weighted dice. In this case, the dice control unit 221 can set different appearance probabilities for each outcome. For example, the following appearance probabilities can be set: (a) Beginner support mode: The probability of high numbers (5, 6) appearing is set higher than usual. (b) Challenge mode: The probability of low numbers (1, 2) appearing is set higher than usual.
[0061] The dice control unit 221 may use dice with special numbers such as those shown below, in addition to the usual numbers 1 to 6. (a) Directional dice: The result indicates the direction of up, down, left, or right. (b) Event Dice: The result indicates an event such as "forward," "backward," or "warp." (c) Composite Dice: A combination of numbers and special effects
[0062] The dice control unit 221 may record past dice roll results and adjust them to prevent extreme bias. For example, if the same number appears consecutively, the dice control unit 221 may control the next roll so that a different number is more likely to appear.
[0063] <Modification of the dice selection unit 222> The dice selection unit 222 may use 3D graphics to display animation of the dice rolling, using a physics engine to reproduce the realistic behavior of the dice rolling.
[0064] The dice selection unit 222 may be configured to allow the player to set a time limit for selecting a die, in which case, if no die is selected within the time limit, a random die may be automatically selected.
[0065] The dice selection unit 222 may support the player in making a selection. For example, the dice selection unit 222 can analyze the current state of the board and recommend and display the optimal dice, or display the past selection rate of each die and statistics on the results after selection.
[0066] The dice selection unit 222 may be configured to allow multiple dice to be selected simultaneously on a touch screen device. For example, a special rule may be adopted in which the piece moves based on the total value of the rolls of the selected dice.
[0067] <Modification of the frame progression section 223> The piece progression unit 223 may control the progression of the piece by taking into account the terrain characteristics of each square on the map. For example, it may be possible to move twice the normal distance on an ice square, to cost two squares to progress on a sand square, and to move instantly to another designated square on a warp square.
[0068] The piece progression unit 223 can also grant special abilities to each player's piece. For example, it is possible to grant a player the ability to fly, ignoring obstacles, the ability to slip through other players' pieces, or the ability to teleport, allowing the player to warp to any square by the number of dice rolls.
[0069] The piece progression unit 223 can provide the player with options for progression routes, allowing the player to select a destination from multiple reachable squares when progressing the number indicated by the roll of the dice.
[0070] The piece progression unit 223 may represent the movement of the pieces with smooth animation.
[0071] <Variation 1: Variable number of dice> In Modification 1, the game system can change the number of dice used depending on the situation. In this case, the game execution unit 211 of the server 2 can newly include a dice number determination unit. The dice number determination unit can determine the number of dice taking into account the following factors: (1) Player level: The number of dice increases with each level increase. (2) Game progress: The number of dice increases as the game progresses (3) Use of special items: When using a "dice increase item," the number of dice is temporarily increased.
[0072] The number of dice used can vary from 2 to 6.
[0073] The dice control unit 221 generates the number of dice determined by the dice number determination unit and assigns a random number to each dice.
[0074] The dice selection unit 222 displays a variable number of dice on the screen and allows the player to select one. The display position can be dynamically adjusted.
[0075] <Variation 2: Polyhedral Dice> In Modification 2, the game system can use not only regular six-sided dice but also dice with various numbers of sides. In this case, the game execution unit 211 can newly include a dice type management unit. The dice type management unit can manage dice types such as four-sided dice (numbers 1 to 4), six-sided dice (numbers 1 to 6 (standard)), eight-sided dice (numbers 1 to 8), twelve-sided dice (numbers 1 to 12), and twenty-sided dice (numbers 1 to 20).
[0076] The dice type management unit can determine the dice type based on, for example, the type of map (high-difficulty maps have dice with more sides), the player's skill (a dice type that is advantageous when using a specific skill is selected), and random factors (a different dice type than usual is selected with a certain probability).
[0077] The dice control unit 221 sets a random number generation range corresponding to each dice type and generates a result.
[0078] The dice selector 222 can visually represent each dice type using 3D models of different shapes.
[0079] The piece progression unit 223 may apply a special effect for each die type when advancing the piece according to the roll of the selected die.
[0080] <Variation 3: Automatic Dice Selection> In Modification 3, instead of the player directly selecting the dice, the system can automatically select the dice based on conditions. In this case, the dice selection unit 222 can include an automatic selection unit. The automatic selection unit can select the dice based on, for example, the player's current location, the distance to the target point, the location of special squares on the map, the locations of other players, the items and ability values possessed by the player, etc. The automatic selection unit can select the dice using an algorithm, for example, simulating the situation after movement for each roll of the dice, calculating evaluation points for each situation (e.g., proximity to the target point, arrival at an advantageous square, etc.), and selecting the dice that will obtain the highest evaluation points.
[0081] The dice selection unit 222 may highlight the automatically selected dice and briefly display the reason for the selection on the screen.
[0082] Players can customize the priority of the automatic selection, for example, by setting selection policies such as "safety-oriented," "aggressive," or "balanced."
[0083] <Variation 4: Multiple dice combination selection> In Variation 4, the player is allowed to select a combination of multiple dice. In this case, the dice selection unit 222 may newly include a combination selection unit. The combination selection unit may, for example, enable / disable the multiple selection mode, set the maximum number of selectable dice, calculate the combination results of the selected dice, and so on. The combination selection unit may provide an interface such as a check box for each dice, a real-time display of the total value of the selected dice, a selection confirmation button, and a selection reset button. The combination selection unit may have operation modes such as an addition mode (adding all rolls of the selected dice), a maximum value mode (using the maximum roll of the selected dice), and an average value mode (using the average value (rounded down) of the rolls of the selected dice).
[0084] Selecting certain combinations may also trigger additional effects, such as doubling the roll when two dice with the same number are selected, granting a bonus move when three dice with consecutive numbers are selected, or granting two moves when the highest and lowest dice are selected.
[0085] The piece progression unit 223 can advance the piece based on the result received from the combination selection unit. If multiple movements are required, the player is prompted to select the direction of each movement.
[0086] <Variation 5: Special Mass Effect> In Variation 5, special squares are placed on the map, and additional effects are generated when a piece stops on one of those squares. In this case, the piece progression unit 223 can include a new special square management unit. The special square management unit can, for example, define the types and effects of special squares, manage the placement of special squares on the map, and execute processing to activate effects when a piece stops on a special square.
[0087] The special square management unit can manage, for example, warp squares that instantly move you to another designated square, boost squares that add to the next dice roll, chance squares that cause random events (such as obtaining an item or temporarily increasing your abilities), trap squares that make you unable to act for one dice roll or force you to move to a designated square, shop squares where you can buy or sell items, etc. Note that multiple effects may be applied to one square.
[0088] The screen data generating unit 212 can display special cells so that they are visually distinguishable from normal cells, for example, by color coding or by displaying special icons.
[0089] After the piece moves, the piece progression unit 223 checks whether the arrived square is a special square, and if it is a special square, it instructs the special square management unit to activate an effect, and can update player information and the game state according to the activated effect.
[0090] The special square management unit may dynamically change the placement and effects of the special squares as the game progresses. For example, the effect of the special squares may be strengthened after a certain number of plays.
[0091] <Variation 6: Direction Selection> In Modification 6, the player can select the direction in which the piece will move. In this case, the piece progression unit 223 can include a new direction selection unit. The direction selection unit, for example, calculates the directions in which the piece can move from the current position based on the map and provides the player with a direction selection interface, and the piece progression unit 223 moves the piece based on the selected direction.
[0092] The direction selection unit can calculate the direction in which movement is possible based on the shape of the map (presence or absence of dead ends or obstacles), the roll of the dice (number of spaces that can be moved), the player's special ability (for example, the ability to overcome obstacles), etc.
[0093] The direction selection unit can provide an interface such as a direction selection wheel centered on the current position, highlighting of available directions, and preview of the destination when each direction is selected.
[0094] The direction selection unit, for example, can move one square at a time rather than moving the amount of movement equal to the dice roll all at once, and after moving each square, can reselect the direction to move in with the remaining movement power, providing the option of ending the movement at any time.
[0095] The direction selection unit may implement special movement rules such as a straight-line bonus (if you move three or more consecutive squares in the same direction, you move one additional square), a U-turn penalty (if you go back in the opposite direction from where you came, you consume two squares of movement power), and diagonal movement (allows you to move diagonally, but consumes 1.4 squares of movement power).
[0096] The piece progression unit 223 advances the piece based on the movement instruction received from the direction selection unit. If the piece stops on a special square, it can apply an effect in cooperation with the special square management unit.
[0097] <Variation 7: Card and Mini-Game Battle> In Modification 7, the battle executing unit 224 executes battles using card games or mini-games instead of simple dice games. In this case, the battle executing unit 224 may newly include a battle game selecting unit. The battle game selecting unit may provide functions such as managing multiple battle game formats, randomly selecting a game format at the start of a battle, and activating a battle executing module according to the selected game format.
[0098] The battle execution unit 224 may include a card battle module that executes card battles. The card battle module may provide functions such as assigning a unique card deck to each player, allowing players to play cards in turns, comparing the effects and values of cards, and introducing elements that change the flow of the battle by using special cards.
[0099] The battle execution unit 224 may include a mini-game module that executes various mini-games, such as a real-time reflex game (e.g., whack-a-mole), a puzzle game (e.g., Tetris-style block erasing), or a quiz game (which tests knowledge of the game world).
[0100] The battle execution unit 224 can determine the outcome based on the results of the selected game format. For example, in the case of a card battle, the outcome can be determined based on the remaining life points and the state of the cards on the field. For example, in the case of a mini-game, the outcome can be determined based on the points acquired and the speed at which they are achieved.
[0101] The battle executing unit 224 can also reflect the player's in-game skills and ability values in the battle. For example, if the player has high attack power (attack power greater than a predetermined threshold), the battle executing unit 224 can add a bonus to the attack value of the card or extend the time limit of the mini-game. The higher the attack power, the higher the bonus that can be added. Furthermore, if the player has high agility (agility greater than a predetermined threshold), the battle executing unit 224 can increase the number of attacks of the card or extend the time limit of the mini-game.
[0102] <Modification 8: Reflecting the results of multifaceted battles> In Modification 8, the battle results affect not only the movement of items but also ability values and special effects. The battle execution unit 224 can include a new battle result reflection unit. The battle result reflection unit can provide functions such as analyzing and evaluating battle results, determining multifaceted effects based on the results, and updating player information.
[0103] The battle result reflecting unit can, for example, increase the player's offensive power if the player wins consecutively or decrease it if the player loses consecutively, depending on the battle result. The battle result reflecting unit can, for example, increase the player's defensive power if the player loses by a narrow margin or decrease it if the player loses by a large margin, depending on the battle result. The battle result reflecting unit can, for example, increase the player's luck value if the player wins unexpectedly or decrease it if the player loses unexpectedly, depending on the battle result.
[0104] The battle result reflecting unit can, for example, impart special effects depending on the content of the battle. For example, when a combo technique is used in a battle, the battle result reflecting unit can increase the power of the same technique when used in the next battle. For example, when a player achieves a come-from-behind victory in a battle, the battle result reflecting unit can assign advantageous weighting to the next dice selection. For example, when a player achieves a complete victory in a battle, the battle result reflecting unit can set the player to an invincible state in which other players cannot challenge the player to a battle for a certain period of time.
[0105] The battle result reflecting unit can also vary the effects of items possessed by the player. For example, the battle result reflecting unit can be set so that the effects of frequently used items gradually increase when weapon proficiency increases. For example, the battle result reflecting unit can be set so that the effects of items used when defeated are temporarily reduced. For example, the battle result reflecting unit can be set so that a new item becomes available to the player when a specific victory condition is achieved.
[0106] The battle result reflecting unit can grant experience points to the player based on the battle results and manage level-up. For example, the battle result reflecting unit can allow the player to gain experience points when winning, unlock new abilities and skills by leveling up, and grant additional bonuses for victories with a large level difference.
[0107] The battle result reflecting unit can update the data in the player information storage unit 231 based on the determined effect.
[0108] <Modification 9: Cooperative Play Example> In the ninth modification, players can cooperate to progress through the game. In this case, the game execution unit 211 can newly include a cooperation mode management unit. The cooperation mode management unit can, for example, manage the cooperative relationships between players, control the execution of cooperative actions, and reflect the results of cooperative play.
[0109] The cooperative mode management unit can provide a matching function that performs automatic matching based on the player's abilities and play style, matching by manual invitation from a friend list, or random matching, for example.
[0110] The cooperative mode management unit can implement cooperative actions such as combined dice, which move the sum of the dice rolls of two players, skill sharing, which temporarily grants one's own skills to another player, item transfer, which transfers owned items to another player, and support attacks, which allow a player to participate in and support other players' battles.
[0111] The cooperative mode management unit can provide special missions to be accomplished by multiple players. For example, the cooperative mode management unit can give players a mission to reach a specific square together within a time limit, a mission to defeat a boss character together, or a mission to reach a target point in a relay format.
[0112] The cooperative mode management unit can distribute rewards to players based on the results of cooperative play. For example, the cooperative mode management unit can distribute rewards progressively according to the degree of contribution, grant special cooperative play-only items, and provide cumulative bonuses according to the number of times cooperation is performed.
[0113] <Variation 10: Real-time display of other players> In Modification 10, the movements of other players are displayed in real time to enhance interaction. In this case, the game execution unit 211 may newly include a real-time synchronization unit. The real-time synchronization unit may provide functions such as real-time updating of player position information, synchronization of player action information, and maintaining consistency of the game state.
[0114] The real-time synchronization unit can perform location information synchronization processing, such as periodically updating each player's current location (e.g., every 0.5 seconds), displaying interpolated movement animations, and displaying mini icons of other players on the map.
[0115] The real-time synchronization unit can also perform action synchronization such as visually sharing the action of rolling dice, displaying effects when using items, and sharing performances at the start of battle.
[0116] The real-time synchronization unit enables real-time interaction between players. For example, the real-time synchronization unit may include a chat function between nearby players, an emote function (expressing emotions or simple actions), a challenge sending function to other players, etc.
[0117] The real-time synchronization unit may provide a function for spectating the gameplay of other players. The real-time synchronization unit may provide functions such as a camera focus function for a specific player, display of detailed information during a battle, display of the number of spectators and reflecting the ranking, etc.
[0118] The real-time synchronization unit may dynamically generate events based on the relative positions of players, for example, by starting a mini-game between nearby players, triggering a boss event in a location where many players gather, or varying the item drop rate depending on the density of players.
[0119] <Modification 11: Multiple map switching> In Variation 11, the game system provides multiple different maps, and the player plays by switching between these maps as the game progresses. In this case, the game execution unit 211 can newly include a map management unit. The map management unit can store multiple map data and manage the currently active map. The map management unit can switch maps, for example, when the player reaches a specific square (portal square), when a certain number of turns have passed, or when a specific event occurs (e.g., defeating a boss, obtaining an item).
[0120] When a map switch occurs, the map management unit can, for example, save the current map data, load new map data, place the player's piece at the starting position of the new map, and set a background image and background music corresponding to the new map.
[0121] Each map can have its own unique characteristics. For example, map A has the normal progression rules, map B has gravity reversed and pieces move upwards, and map C has many warp points.
[0122] <Variation 12: Time limit / number of times limit> In the twelfth modification, a time limit or a limit on the number of times the dice can be rolled can be introduced into the game system, thereby putting time pressure on the player. In this case, the game execution unit 211 can newly include a limit management unit. The limit management unit can manage the limits on the time and the number of times the dice can be rolled, and can execute processing when the limits are reached.
[0123] When setting a time limit, the limit management unit can, for example, set an overall time limit (e.g., 30 minutes) when the game starts, display a countdown of the remaining time on the screen, and provide a function to forcibly terminate the game and tally the results when the time limit has elapsed.
[0124] When setting a number of times limit, the limit management unit can, for example, set the maximum number of times the dice can be rolled (e.g., 50 times) at the start of the game, display the remaining number of times on the screen, consume one number of times each time the player rolls the dice, and provide a function to forcibly terminate the game and tally the results when the limit is reached.
[0125] The time limit and the number of times limit may be combined. For example, a time limit (for example, 30 seconds) may be set for each turn, or if no action is taken within the time limit, the minimum value die may be automatically selected.
[0126] Special items that can be acquired by the player may include a time extension item that extends the time limit by a certain amount (e.g., 5 minutes for Eva), or a number addition item that adds a certain number of times to the limit (e.g., 5 times).
[0127] The above-mentioned modifications can be applied independently or in combination with each other. For example, a plurality of maps can be prepared, and different time limits or number of times limits can be set for each map.
[0128] <Disclosures> The present disclosure also includes the following configurations. [Item 1] a dice control unit that rotates a plurality of pseudo dice; a dice selection unit that outputs the results of the dice and allows a player to select the dice; a piece advancement unit that advances a piece on a map according to the selected roll of the dice; A game system comprising: [Item 2] The game system according to item 1, A plurality of players asynchronously select the dice and advance the pieces; A game system that features: [Item 3] The game system according to item 1, a battle execution unit that executes a battle game between the corresponding players when a plurality of the pieces appear on one square on the map; A game system that features: [Item 4] Item 3: The game system according to item 3, the battle executing unit transfers items possessed by the loser player to the winner player of the battle; A game system that features: [Item 5] rolling a plurality of simulated dice; outputting the results of the dice and having a player select the dice; a step of moving a piece on a map according to the selected roll of the dice; A game progression method characterized by being executed by a computer. [Item 6] rolling a plurality of simulated dice; outputting the results of the dice and having a player select the dice; a step of moving a piece on a map according to the selected roll of the dice; A program that causes a computer to execute the following. [Explanation of symbols]
[0129] 1. Player terminal 2 Server
Claims
1. a dice control unit that rotates a plurality of pseudo dice; a dice selection unit that outputs the results of the dice and allows a player to select the dice; a piece advancement unit that advances a piece on a map according to the selected roll of the dice; A game system comprising:
2. 2. The game system according to claim 1, A plurality of players asynchronously select the dice and advance the pieces; A game system characterized by:
3. 2. The game system according to claim 1, a battle execution unit that executes a battle game between the corresponding players when a plurality of the pieces appear on one square on the map; A game system characterized by:
4. 4. The game system according to claim 3, the battle executing unit transfers items possessed by the loser player to the winner player of the battle; A game system characterized by:
5. rolling a plurality of simulated dice; outputting the results of the dice and having a player select the dice; a step of moving a piece on a map according to the selected roll of the dice; A game progression method characterized by being executed by a computer.
6. rolling a plurality of simulated dice; outputting the results of the dice and having a player select the dice; a step of moving a piece on a map according to the selected roll of the dice; A program that causes a computer to execute the following.
Citation Information
Patent Citations
Game machine, game control program and recording medium with the program recorded thereon
JP2003225462A