Game device and program
The game device enhances user engagement by using a threshold-based operation member and two-stage animations to manage display form transitions, addressing the issue of erroneous switching in limited display areas.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- BANDAI CO LTD
- Filing Date
- 2024-12-27
- Publication Date
- 2026-07-09
AI Technical Summary
Frequent switching of display forms due to erroneous operations in electronic games with limited display areas can create a complicated impression for users, reducing the interest and engagement.
A game device with an operation member that detects an accumulated amount of input and switches display forms only when the accumulated amount exceeds a threshold, using a two-stage animation process to enhance the appeal of display mode transitions.
Improves the appeal of display mode switching by providing a responsive and intuitive user experience, reducing accidental transitions and enhancing engagement through differentiated display animations.
Smart Images

Figure 2026116000000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game device and a program, and more particularly to an electronic game that progresses with switching of display forms.
Background Art
[0002] There is a game device capable of executing a cultivation game for cultivating a character (Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Incidentally, from the viewpoint of increasing the interest, an electronic game may be configured to provide a plurality of display forms for display elements and to be able to switch between them. In particular, in an electronic game that progresses using a small display area as in Patent Document 1, the range of the interest experience can be expanded by effectively using the switching of the display forms.
[0005] On the other hand, when the display form is switched in response to detection of an operation input to a specific operation member, frequent switching of the display form due to an erroneous operation of the operation member may give the user a complicated impression.
[0006] An object of the present invention is to provide a game device and a program that improve the interest related to the switching of the display form.
Means for Solving the Problems
[0007] One aspect of the present invention is a game device for running a game featuring characters, comprising: an execution means for running the game; a display control means for displaying the characters on a display means; and an operation input means for receiving operation inputs for the game, wherein the operation input means includes an operation member capable of detecting an accumulated amount related to the operation input, and an operation member for receiving an operation input to switch the display form of a display element related to a character from a first display form to a second display form, and the display control means, when the start of an operation input to the operation member is detected, changes the display size according to the accumulated amount and displays the display element in the first display form, provided that a first state is in which the accumulated amount related to the operation input does not exceed a threshold and the operation input is continuing, and switches from the first display form to the second display form and displays the display element, provided that a second state is in which the accumulated amount related to the operation input exceeds a threshold. [Effects of the Invention]
[0008] According to the present invention, it is possible to improve the appeal of switching between display modes. [Brief explanation of the drawing]
[0009] [Figure 1] A diagram illustrating the external configuration of a game device 100 according to embodiments and modified examples of the present invention. [Figure 2] Block diagram illustrating the hardware configuration of a game device 100 according to embodiments and modified examples of the present invention. [Figure 3] Figure illustrating various display modes that can be switched in a training game according to embodiments and modifications of the present invention. [Figure 4] A diagram illustrating the preliminary effects displayed when switching display modes in a training game according to embodiments and modifications of the present invention. [Figure 5] A diagram illustrating the switching effects displayed when switching display modes in a training game according to embodiments and modifications of the present invention. [Figure 6] Figure illustrating embodiments and modifications of the present invention related to a training game. [Figure 7] A diagram illustrating the status display in a training game according to embodiments and modifications of the present invention. [Figure 8] A flowchart illustrating the switching process performed in a game device 100 according to embodiments and modifications of the present invention. [Figure 9] A diagram illustrating an example of the data configuration referenced in a game device 100 according to embodiments and modifications of the present invention. [Modes for carrying out the invention]
[0010] [Embodiment] The embodiments will be described in detail below with reference to the attached drawings. Note that the following embodiments do not limit the invention as defined in the claims, and not all combinations of features described in the embodiments are essential to the invention. Two or more of the features described in the embodiments may be combined in any way. Furthermore, identical or similar configurations will be given the same reference numeral, and redundant descriptions will be omitted.
[0011] One embodiment described below illustrates an example of applying the present invention to a game device capable of running a game in which a character is raised (developed) (hereinafter referred to as a character-raising game), as an example of a game device. However, the present invention is applicable to any device capable of running an electronic game that includes an entertainment element for obtaining game elements. In other words, it goes without saying that the electronic games to which the present invention is applied are not limited to a specific genre of game such as character-raising games.
[0012] 《Game device configuration》 Figure 1 illustrates the external configuration of the game device 100 of this embodiment. In this embodiment, the game device 100 is configured as a portable toy and operates using power supplied from a battery or dry cell (not shown). In the battery-operated configuration, the game device 100 is equipped with a terminal (not shown) that can be connected to a power source, and the battery is configured to be rechargeable by electrically connecting a commercial power source or the like to the terminal via a power supply cable.
[0013] <Hardware Configuration of the Game Device> Next, the hardware configuration of the game device 100 will be described using FIG. 2. FIG. 2 is a block diagram illustrating the hardware configuration of the game device 100.
[0014] The control unit 101 is a processor such as a CPU, and performs various controls including operation control of each hardware included in the game device 100. Specifically, the control unit 101 reads out a necessary program stored in the storage device 102, expands it in the memory 103, and executes it to perform the corresponding control. In addition, the control unit 101 has a built-in clock and is configured to be able to acquire the current time.
[0015] The storage device 102 is a device capable of storing permanent information, such as a non-volatile memory. The storage device 102 stores information on parameters necessary for realizing various controls, in addition to programs related to the operation of the game device 100 and programs of the breeding game executed in the game device 100. In addition, the storage device 102 also functions as a database (character DB 121 and friend character DB 122) for various data related to the breeding game. The memory 103 is a storage device used for temporary data storage, such as a volatile memory. The memory 103 may be used not only as an expansion area for each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.
[0016] The character DB 121 is a database that manages, as records, information (character information) about characters that can be nurtured in a nurturing game. In the nurturing game executed on the game device 100 of the present embodiment, the user can nurture a character that grows through a plurality of growth stages. The character is configured such that its appearance differs each time the growth stage changes. The character DB 121 manages, as records, various types of information about each appearance that the character can take on at each growth stage. The character information related to one record is associated with a character ID 901 that uniquely identifies the character (appearance), for example, as shown in FIG. 9, and includes graphics information 902 for drawing the appearance of the character, a growth stage 903 indicating the growth stage at which the character takes on the appearance, and growth destination information 904 indicating the appearance from which the character can grow into the appearance. The growth destination information 904 may store the information of the corresponding character ID 901.
[0017] The display control device 104 performs display control to display various screens related to the nurturing game on the display 110. In the present embodiment, the display control device 104 also includes a drawing device such as a graphics chip or a GPU, and executes drawing processing for generating various screens related to the nurturing game. The display control device 104 includes a drawing memory (not shown), expands various graphics data read from the storage device 102, and performs predetermined operations to generate various images (screens) related to the nurturing game. The screens and images generated by the display control device 104 are presented to the user by being displayed on the display 110 included in the game device 100, for example. The display 110 is a device that performs information display included in the game device 100, such as a liquid crystal display.
[0018] The communication I / F 106 is a communication interface with an external device included in the game device 100. As described above, the game device 100 of the present embodiment includes connection terminals (not shown), and is configured such that information communication is possible with other game devices 100 by connecting the connection terminals to each other.
[0019] The operation I / F 105 is a user interface that receives operation inputs from the game device 100. When the operation I / F 105 detects that an operation input has been made, it outputs a control signal corresponding to the operation input to the control unit 101. In a configuration in which the display 110 is capable of detecting touch input, the operation I / F 105 may include a touch input detection sensor provided on the display 110. In addition, the operation I / F 105 may include various operating members provided on the exterior of the game device 100, for example.
[0020] (Operating component) Here, the various operating members of the game device 100 of this embodiment will be described in more detail with reference to Figure 1.
[0021] The game device 100 includes a dial-type operating member (hereinafter simply referred to as the dial) 131. The dial 131 is provided along an axis 132 extending radially from the side of the display 110 of the game device 100, and is equipped with a rotation mechanism that allows it to rotate around the axis 132. The user can input commands to the dial 131 by rotating the rotation mechanism.
[0022] The dial 131 is configured so that the input amount increases or decreases according to the amount of operation during the period from the initial detection of an operation input until the operation input continues. More specifically, during the period when the operation input continues, the operation I / F 105 accumulates the operation inputs made via the dial 131 as a series of operation inputs and uses this as the input amount. That is, the operation I / F 105 can output the input amount for a series of operation inputs by accumulating the difference in the state of the dial 131 detected moment by moment during the period when the dial 131 is being operated. The input amount is configured such that, for example, the absolute amount increases as the amount of rotation of the dial 131's rotation mechanism increases. Hereinafter, the input amount related to the operation input that increases or decreases due to the operation input to the dial 131 will be referred to as the "accumulated amount".
[0023] In an embodiment where the dial 131's rotation mechanism is rotatably configured, the operation I / F 105 may be configured to intermittently output the amount of rotation of the rotation mechanism that occurs over a predetermined period as the accumulated amount, for example, when the rotation mechanism is rotated from an idle state. Alternatively, in an embodiment where the dial 131's rotation mechanism is biased to always be at a fixed rotation angle (initial rotation angle) in the released state (idle state), the operation I / F 105 may be configured to intermittently output the amount of rotation of the rotation mechanism from the initial rotation angle as the accumulated amount. In this embodiment, the rotation mechanism is provided with a biasing mechanism (such as a swivel spring) that biases it to the initial rotation angle.
[0024] The rotation mechanism of the dial 131 is rotatable around the axis 132 in both a clockwise direction 133 and a counterclockwise direction 134, and the operation interface 105 detects rotation in each direction as a different operation input. That is, the operation interface 105 can output information on whether the operation input made to the dial 131 is in the clockwise direction 133 or the counterclockwise direction 134, as well as information on the amount of stored data.
[0025] The game device 100 also has operating members, including button-type operating members (hereinafter simply referred to as buttons) 141. In the example shown in Figure 1, three types of buttons 141 are provided on the surface of the game device 100 where the display 110 is located, below the display 110. In one embodiment, the three types of buttons 141 are used as operating members for changing the selection state of display items, with the button in the center being used as an operating member for determining the execution of a function corresponding to the selected display item.
[0026] In the breeding game executed on the game device 100 of the present embodiment, the dial 131 and the button 141 are configured to be mainly used for different purposes. More specifically, the dial 131 is mainly used to receive an operation input for switching the display form of display elements displayed in relation to a character to be bred (hereinafter referred to as a breeding character) in the breeding game. Here, the display elements refer to various graphics that constitute the screen displayed on the display 110 in relation to the breeding game. Although the details of the display form will be described later, in one aspect, the display elements may include graphics showing the appearance of the breeding character. Hereinafter, the display elements displayed in relation to the breeding character may sometimes be simply referred to as the "screen". On the other hand, the button 141 is mainly used to determine the execution of various functions (game elements (mainly taking care of the breeding character)) that cause effects acting on the breeding character, which are necessary for the progress of the breeding game. That is, the dial 131 and the button 141 have different roles in the breeding game in that the former is mainly used to switch the display form of the screen, while the latter is mainly used to determine the execution of functions acting on the breeding character. Note that the dial 131 may be used to change the display item in the selected state in relation to function selection.
[0027] Hereinafter, the operation input made to the dial 131 may sometimes be distinguished and referred to as "dial operation", and the operation input made to the button may be referred to as "button operation".
[0028] 《Game Outline》 Hereinafter, an overview of the game in which the play experience is provided in the game device 100 of the present embodiment will be described. In the present embodiment, the game will be described as a breeding game that provides elements of breeding a character to be bred, elements of communication between the user and the character to be bred, and elements of interaction between characters as interesting elements. However, the breeding game is merely one aspect of the game in which characters appear, and the implementation of the present invention is not limited thereto. The present invention is applicable to any game in which a character that is operationally controlled in response to an operation input performed by a user appears. Here, the operation control is not limited to that in which the user directly acts on the character, and also includes indirectly acting on the actions and operations of the character in response to changes in parameters and the environment as a result of evaluating the operation input performed by the user.
[0029] In the breeding game, the user can breed a character by performing an operation input related to taking care of the character. The breeding game starts, for example, from incubating an egg, and progresses through the growth stages by sequentially performing the necessary operation inputs related to taking care, presenting how the character grows while changing its appearance. The growth stage refers to, for example, each concept (egg stage (before birth), baby stage (infant stage), kids stage (young childhood stage), young stage (youth stage), friend stage (adult stage), etc.) obtained by separating the growth process (period) of the character to be bred in the breeding game into a plurality of stages, and progresses when conditions such as the elapsed breeding time are satisfied.
[0030] Here, the character at each growth stage is configured to show a predetermined appearance for that growth stage. In other words, in the breeding game of the present embodiment, the appearance that the character can take at each growth stage is predetermined, and for example, it is determined which appearance the character will grow into according to the selected egg and the situation of the care in the previous growth stages. As described above, the appearance of the character is defined as the graphics information 902 in the character information registered in the character DB 121.
[0031] 《Overview of Display Form Switching》 As described above, the breeding game of the present embodiment is provided with various functions for advancing the game. On the other hand, in order to use a specific function, the mode of having the user search for and select the function from a list of functions in which all functions are arranged is troublesome in terms of operation input, especially when a particularly large variety of functions are provided. In particular, in a device such as the game device of the present embodiment that has only a limited type of operation member or a device in which the number of pixels in the display area is limited, the user may need to operate the operation member many times before using the desired function. Such an operation method related to function utilization has low affinity with the content of the game content and is difficult to intuitively understand, so it takes time for the user to get used to it until they acquire the operation method.
[0032] Therefore, the breeding game of the present embodiment is configured to provide a plurality of types of display forms for the screen related to the breeding character and to vary the types of functions available for each display form. The functions available in each display form are configured to be related to the content shown as the screen in the display form, as will be described later. By doing so, the user can easily and intuitively understand which display form should be used to use the desired function, and after switching the screen to a display form with a high relevance to the function, the user can easily select the desired function from a smaller group of functions.
[0033] In the game device 100 of the present embodiment, the switching of the display form is configured to be executable by dial operation as described above. The breeding game has a plurality of types of display forms, and the user can play the breeding game on a screen of a display form different from the currently displayed display form by performing a dial operation.
[0034] Each display form is configured to include at least graphics of either the breeding character or the environment within the breeding game where the breeding character is placed. Each of the display forms is associated with the concept of the display scale related to the breeding game as described later, and shows the screen related to the breeding character in different scaling modes. That is, the dial operation corresponds to the screen scaling operation, and the user can play the breeding game by switching the screen to a display form with a different scaling mode by performing an operation input to the dial 131. As described above, the dial 131 is configured to be able to detect two types of operation inputs corresponding to the clockwise direction 133 and the counterclockwise direction 134 respectively, and receives an enlargement instruction to enlarge and display the display elements by a rotation operation in the former direction, and a reduction instruction to reduce and display the display elements by a rotation operation in the latter direction. Therefore, for example, when an operation input is made to rotate the dial 131 in the clockwise direction 133, the screen displayed on the display 110 is switched to a display form corresponding to a display scale enlarged by one step from the current display form. Also, for example, when an operation input is made to rotate the dial 131 in the counterclockwise direction 134, the screen displayed on the display 110 is switched to a display form corresponding to a display scale reduced by one step from the current display form. Hereinafter, in the breeding game of the present embodiment, it will be described that four types of display forms associated with different scaling modes are provided.
[0035] Note that the switching of the display form is not to change the state of the breeding character in the breeding game, but is configured to vary the scaling mode of the screen related to the breeding character while maintaining the state. That is, the function related to the switching of the display form enables the user to switch how to display the breeding character and the environment where the breeding character is placed without changing the environment and health state where the breeding character is placed. In other words, this function enables the user to observe the breeding character from various viewpoints, and enables the user to provide hints for deriving the care necessary for the breeding character in various modes.
[0036] 〈Each Display Form and Available Functions〉 Hereinafter, four types of display forms that can be switched in the breeding game of this embodiment will be specifically described with reference to the drawings. As described above, the four types of display forms each provide a screen related to the breeding character in a different scaling mode. Hereinafter, the display forms will be described in order from the one with a small display scale (small scaling mode) of the breeding character on the screen.
[0037] (Wide Area Display) The first display form is the "Wide Area Display".
[0038] The wide area display does not include graphics showing the appearance of the breeding character, and is a display form that captures the environment where the character is placed from a macro perspective. In the breeding game of this embodiment, the environment for breeding the breeding character is assumed to be one planet provided specifically for the game device, and the appearance of the planet is displayed in the wide area display. As shown in Fig. 3(a), in the wide area display, the screen is configured in a mode of overlooking the planet, which is the field where the breeding character is placed, in space.
[0039] As an element of communication with other users, the breeding game can utilize communication functions such as the communication and item exchange between breeding characters with other game devices 100. The communication function is performed in a mode where the breeding character visits from the planet related to one game device 100 to the planet related to the other game device 100. Therefore, the functions available in the wide area display include functions related to communication with other game devices 100. In one aspect, the function is provided as a "boarding a spaceship" function that utilizes the means of movement between planets.
[0040] In addition, since the planet is provided uniquely for the game device and is a user-specific display element that can also be presented to other users, a function of "decorating the planet" that allows the user to change the appearance of the planet is also provided to be available for wide-area display. In this function, for example, accessories obtained through the progress of a breeding game or accessories obtained using a communication function can be attached to the planet to show a unique appearance.
[0041] Moreover, in the cosmic space spreading outside the planet, stars are scattered, and some of them form constellations. Related to this, the functions available for wide-area display include the function of "observing stars". The constellations may be configured, for example, in a form imitating characters that satisfied predetermined conditions among the characters previously bred by the user. By doing so, it is possible to provide an interesting element that allows one to recall the characters bred in the past.
[0042] (Field display) The second display form is the "field display".
[0043] The field display is a display form that provides a viewpoint focused on a part of the area (field) distributed on the planet. The field display is basically a display form for allowing the user to observe the ecology of characters on the planet including the breeding characters. As shown in Fig. 3(b), different from the wide-area display, it includes graphics showing the appearance of the characters. In the breeding game of this embodiment, other characters besides the breeding characters can be displayed in the field, and in the field display, it is also possible to present the interaction between characters. The other characters can include characters that the user bred in the past and made independent (returned to the wild) (hereinafter referred to as wild characters).
[0044] Thus, since the field display provides a screen related to the living environment surrounding the breeding characters, the functions available in the field display include the "cleaning" function of arranging the living environment.
[0045] Furthermore, various facilities are placed in the field to enhance its appearance. These facilities are provided as gimmicks that can be used by characters, and when a character uses a facility, the character will perform a special motion, providing an interesting element related to observing the character's behavior. Accordingly, the functions available in the field display also include a "Focus" function that allows users to focus on a specific facility in the field and observe the field from there.
[0046] As will be explained in more detail later, the areas distributed on a planet are not limited to just one type, and the field display will also include a "field movement" function that allows you to move your character to a different area. In addition, a "independence" function that allows your character to become independent will also be available in the field display.
[0047] (Character display) The third display format is "character display".
[0048] The character display is a display mode specifically designed for displaying the character being trained, rather than the field display, and provides a screen that is an enlarged version of the field display's graphics for the character being trained and the background. In the character display, as shown in Figure 3(c), other wild characters on the field are not shown, and the graphics mainly displaying the appearance of the character being trained are displayed. In the training game of this embodiment, the character display is a display mode that allows the use of various functions for taking care of the character being trained, which directly affect the character being trained in the training game.
[0049] Such functions can include a "Meal & Snack" function for feeding the nurtured character meals and snacks, a "Items" function for giving items to the nurtured character, and a "Care" function for grooming the nurtured character, such as brushing and teeth brushing. Also, functions available in character display include a "Wound Treatment" function for treating injuries sustained by the nurtured character, a "Wake Up" function for waking up the nurtured character while sleeping, a "Put to Bed" function for putting the nurtured character in a waking state to sleep, etc., and functions available in limited states and time zones are also included.
[0050] (Internal Display) The fourth display form is the "Internal Display".
[0051] The internal display is a display form specialized in presenting changes that occur inside the nurtured character to the user, rather than changes that occur on the outer surface of the nurtured character. That is, the internal display is a display form that captures the nurtured character from a microscopic perspective. The internal display is not a display form that shows the appearance of the nurtured character, but a display form that shows the inside of the nurtured character, and in this embodiment, it is configured to display the cells existing inside the nurtured character as shown in Fig. 3(d).
[0052] In the nurturing game of this embodiment, the nurtured character may not only suffer from injuries but also get sick. A disease occurs with an abnormal state inside the nurtured character, and in the nurturing game, treatment requires treatment of the cells of the nurtured character. Therefore, the functions available in the internal display include a "Disease Treatment" function for treating the nurtured character when it gets sick. Diseases can be classified, for example, into viral ones such as colds and those caused by injuries, etc., and when the nurtured character is unwell, it is possible to provide an interesting element that allows the user to adaptively judge whether "Disease Treatment" in the internal display is required, whether "Wound Treatment" in the character display is required, or whether both are required.
[0053] Thus, the four display modes include both display modes that show the character's appearance and display modes that do not show the character's appearance. Specifically, as shown in Figure 3, the field display and character display are display modes that show the character's appearance, while the wide-area display and internal display are display modes that do not show the character's appearance. As illustrated, the display modes that show the character's appearance consist of both graphics related to the character (character image) and graphics related to the environment in which the character is placed (background image). On the other hand, the display modes that do not show the character's appearance consist of either graphics related to the environment in which the character is placed (planet image), as in the wide-area display, or graphics of the elements (cells) that make up the character, as in the internal display, which do not show the character's appearance. In other words, the display modes that do not show the character's appearance differ from the display modes that show the character's appearance in that they consist of only one of either graphics related to the character or graphics related to the environment in which the character is placed.
[0054] These display modes are configured to be switchable by inputting commands to the dial 131, as described above. The four display modes enlarge the display elements in the order of wide-area display → field display → character display → internal display, so the display modes are switched in this order by rotating the dial 131 clockwise 133. Conversely, the four display modes shrink the display elements in the order of internal display → character display → field display → wide-area display, so the display modes are switched in this order by rotating the dial 131 counterclockwise 134. In other words, the order of switching between the multiple display modes is predetermined, and the system is configured so that the display modes are switched either in the forward direction of the order or in the reverse direction depending on the direction of rotation of the dial 131.
[0055] 〈Display performance〉 Since these four display modes are provided for discrete scaling modes, the display effects are presented to ensure a smooth transition when switching between display modes.
[0056] Incidentally, as shown in Figure 1, the dial 131 is provided in a manner that protrudes from the outer circumference of the game device 100, so it can be accidentally operated, for example, when a finger bumps into it or when putting it in a pocket. Furthermore, since the training game of this embodiment is configured so that the available functions change depending on the display mode, such accidental operation may cause the display mode to switch unintentionally, potentially increasing the number of operations required for the user to use the desired function. Therefore, the display mode is not switched immediately upon detection of a dial operation, but is configured to switch only when the accumulated amount related to the dial operation exceeds a threshold. In other words, a so-called "play" area is provided for dial operation, and the system is configured so that no switching occurs until the accumulated amount exceeds the threshold.
[0057] On the other hand, a state in which no display change is shown until the accumulated amount related to dial operation exceeds a threshold may give the user the impression that the game device 100 is not operating properly. In other words, if the device is configured to disable dial operation until the accumulated amount reaches a threshold in order to avoid switching of display modes due to accidental operation, then even when the user is intentionally operating the dial 131, no display change will occur, which may give the impression of poor responsiveness and prevent the provision of a satisfactory user experience.
[0058] Therefore, the display animation for switching display modes consists of two stages. The first stage of the display animation is displayed after the start of a dial operation is detected, when the accumulated amount related to that dial operation does not exceed a threshold and the input state continues, that is, when a dial operation is being performed but a request to switch display modes has not yet occurred (hereinafter referred to as the first state). The second stage of the display animation is displayed after the start of a dial operation is detected, when the accumulated amount related to that dial operation exceeds a threshold, that is, when a request to switch display modes has actually occurred (hereinafter referred to as the second state). These display animations differ in content, as will be described later, and are presented with display changes corresponding to the input state of the dial operation. Hereinafter, the display animation displayed in the first state will be referred to as the "preliminary animation," and the display animation displayed in the second state will be referred to as the "switching animation." Furthermore, in the following explanation, the display mode of the screen before it is switched by the dial operation, that is, the current display mode, will be referred to as the "first display mode," and the display mode of the screen after it is switched due to the accumulated amount related to the dial operation exceeding a threshold will be referred to as the "second display mode."
[0059] The difference between the preliminary animation and the transition animation lies in which graphics are based on which display mode the displayed graphics are based. More specifically, the preliminary animation uses graphics from the first display mode to compose the display content, while the transition animation uses graphics from the second display mode to compose the display content. In contrast, both display animations basically involve centering the graphics of the character being trained (character image, cell image) or the graphics of the environment in which the character being trained is placed (planet image) in the display area of the display 110 and enlarging or shrinking them.
[0060] (Backup production) The preliminary effects displayed when the switch from the first display mode to the second display mode has not yet been confirmed are presented by changing the display size of the graphics that make up the first display mode according to the amount of data accumulated through dial operation. In other words, the preliminary effects are presented by scaling the graphics of the first display mode according to the amount of data accumulated.
[0061] More specifically, when the dial operation is an enlargement operation (the dial 131 is rotated clockwise 133), as shown in Figure 4(a), the graphics constituting the first display mode are controlled to display a screen enlarged from a predetermined standard size for the first display mode to a display size corresponding to the amount of data stored. Conversely, when the dial operation is a reduction operation (the dial 131 is rotated counterclockwise 134), as shown in Figure 4(b), the graphics constituting the first display mode are controlled to display a screen reduced from a standard size to a display size corresponding to the amount of data stored.
[0062] In this way, by configuring the system to display a preliminary animation even before the display mode switch is finalized, it is possible to inform the user that their operation of the dial 131 has been detected as an input by the game device 100. Furthermore, since the preliminary animation is configured to display different content depending on whether the dial operation is for zooming in or zooming out, even if the user forgets which direction to rotate the dial 131 to zoom in or out, the preliminary animation can inform the user without having to wait for the display mode switch.
[0063] (Transition effect) On the other hand, once the switch from the first display mode to the second display mode is confirmed, the transition animation displayed in place of the preliminary animation is presented by changing the display size of the graphics that constitute the second display mode. The transition animation is intended to seamlessly connect the display transition from the preliminary animation, where the accumulated amount related to the dial operation is at a threshold state, to the screen of the second display mode, and is configured to ultimately bring the display size of the graphics that constitute the second display mode to a predetermined standard size for that second display mode. For this reason, the transition animation starts with the graphics constituting the second display mode at a size different from the standard size. Here, the display size of the graphics at the start of the transition animation is changed by either an enlargement or reduction operation of the dial operation that initiated the switch.
[0064] More specifically, when the dial operation is an enlargement operation, as shown in Figure 5(a), the initial display size of the graphics constituting the second display mode is set to be smaller than the standard size. That is, during the transition process, the graphics constituting the second display mode are displayed with their display size gradually increasing. Conversely, when the dial operation is a reduction operation, as shown in Figure 5(b), the initial display size of the graphics constituting the second display mode is set to be larger than the standard size. That is, during the transition process, the graphics constituting the second display mode are displayed with their display size gradually decreasing.
[0065] By configuring the display to present a two-stage presentation—a preliminary presentation and a transition presentation—the entertainment value associated with switching the screen display format via dial operation can be enhanced.
[0066] From the perspective of enhancing the interest, in the display effect related to the switching of the display form, the state change related to the switching may also be reflected in the graphics of the cultivated character. For example, in the cultivation game of this embodiment, the character is treated by performing an operation that directly acts on the cells in the body of the cultivated character. Therefore, when switching from the character display to the internal display, a display effect may be presented along with a state change in the graphics in which the cultivated character behaves as if it opens its mouth by itself to observe the inside. That is, when transitioning to the internal display, in the preliminary effect, the graphics of the cultivated character may be in an open-mouthed state like a patient in a medical examination, and the viewpoint (camera) may be presented as if it enters the inside. At this time, by changing the opening amount of the cultivated character according to the accumulated amount related to the dial operation, a preliminary effect with a high sense of immersion linked to the dial operation can be presented. That is, by controlling the state change of the graphics so that the cultivated character is in a state of opening its mouth wider as the accumulated amount increases, the area occupied by the mouth of the cultivated character on the screen increases according to the dial operation, and the effect of entering the body of the cultivated character can be effectively produced.
[0067] In addition, as described above, in the cultivation game of this embodiment, the cultivated character is oviparous. In the egg stage, it is in the state of an egg, and by hatching, it obtains the appearance of a character-like and the growth stage progresses to the baby stage. Therefore, in the egg stage, there is no cultivated character for which the inside should be displayed. Therefore, the switching from the character display to the internal display may be accepted on the condition that the growth stage of the cultivated character is after the baby stage. That is, even if a dial operation is performed when the cultivated character is in the egg stage, the screen is controlled so as not to switch to the internal display, and the above-mentioned state control of the graphics for changing the opening amount is not performed.
[0068] Furthermore, the display effects may be configured to be presented not only when a change in display mode occurs, but also when a dial operation is performed. That is, for example, even if an enlargement operation is performed while the display is set to internal display, it is already the last display mode in the forward direction of the switching sequence, so it is not possible to switch to a display mode with further enlarged content. However, in order to provide a pleasant user experience even in such a situation, display control is performed to present a display effect. The display effect displayed at this time does not include a switching effect because the dial operation does not cause a switch, and only a preliminary effect is displayed. In other words, the display effect presented when an enlargement operation is performed in internal display changes (enlarges) the display size of the graphics (cell image) according to the accumulated amount related to the dial operation (enlargement operation), but even if the accumulated amount exceeds a threshold, a switching effect is not presented, and the graphics of the internal display continue to be displayed.
[0069] Similarly, even if a zoom-out operation is performed while the display is set to wide-area display, it is not possible to switch to a display format that is further reduced in size because it is already the last display format in the reverse order of the switching sequence. However, a display animation is presented in response to the dial operation. When a zoom-out operation is performed in wide-area display, the display size of the graphics (planetary image) is changed (reduced) according to the accumulated amount related to the dial operation (zoom-out operation). However, even if the accumulated amount exceeds a threshold, no switching animation is presented, and the wide-area display graphics continue to be shown.
[0070] The presentation of display effects based solely on such preliminary effects is not limited to wide-area display and internal display, which are the last display forms in the forward or reverse order of the switching sequence. As mentioned above, when the character being raised is in the egg stage, the switch to internal display is disabled, so the character display effectively becomes the last display form. Therefore, when the growth stage of the character being raised is the egg stage, a display effect based solely on preliminary effects may be presented even when a dial operation is made to switch from character display to internal display. More specifically, when an enlargement operation is performed in the egg stage, the display 110 presents a display effect that increases the display size of the graphics (egg image) constituting the character display from the standard size according to the amount accumulated by the dial operation.
[0071] (Display animation ends prematurely) Furthermore, the display effects related to switching display modes may be configured to terminate prematurely even if no switching request occurs. As mentioned above, the display effects are initiated when the start of a dial operation is detected, and when a dial operation is completed, the display effects must be terminated so that they can be presented when the start of the next dial operation is detected. For this reason, if the accumulated amount related to the dial operation does not exceed a threshold, that is, if the operation input to the dial 131 is completed without reaching the second state (hereinafter referred to as the third state), it is necessary to transition to a state in which the graphics of the first display mode are displayed at the standard size. On the other hand, during the period in the first state, a preliminary effect is presented in which the graphics of the first display mode are scaled according to the accumulated amount related to the dial operation, so immediately changing the graphics of the first display mode to the standard size may cause discomfort to the user. For this reason, when the third state is reached, the display effects are terminated prematurely by performing display control that gradually transitions the graphics of the first display mode from a display size according to the accumulated amount to the standard size.
[0072] Here, the transition to the third state may be determined not only when no operation input to the dial 131 is detected, but also when the state where the dial 131 has no operation (the state where there is no change in the accumulation amount) continues for a predetermined time.
[0073] 〈Aspect Display of Display Form〉 In the cultivation game of this embodiment, by switching four types of display forms associated with different scaling modes, the user can utilize various functions related to taking care of the cultivated character. In order to easily let the user grasp the relationship between such scaling modes and display forms and the order of switching of display forms, when the display form is switched, the screen may include an aspect display indicating which scaling mode the current display form corresponds to.
[0074] The aspect display may be composed of a plurality of display items 601 arranged at the lower part of the screen, as shown in FIG. 6 for example. In FIG. 6, the aspect display includes four display items 601a to d, each of which is associated with a different scaling mode. Specifically, the display item 601a is associated with the wide - area display, the display item 601b is associated with the field display, the display item 601c is associated with the character display, and the display item 601d is associated with the internal - body display.
[0075] The mode display also includes an instruction element 602 that indicates a display item corresponding to the current display form in the mode display. In the example of the figure, the instruction element 602 is composed of triangular graphics, and among the four display items 601, the display item 601 adjacent to the instruction element 602 indicates that it is the current display form. In this embodiment, the display item 601 corresponding to the current display form will be described as being distinguishable by attaching the instruction element 602, but the mode of explicitly indicating the display item 601 corresponding to the current display form is not limited to this. For example, instead of the triangular shape like the instruction element 602, a frame surrounding the entire circumference of the corresponding display item 601 may be displayed to explicitly indicate the display item 601 corresponding to the current display form. Alternatively, for example, in the mode display, only the display item 601 corresponding to the current display form may be displayed in an opaque state, and the display items 601 corresponding to other display forms may be displayed in a transparent state, so that the explicit indication may be made.
[0076] Here, since the order of the display items 601a to d is arranged corresponding to the order of switching the display forms, the user can grasp whether there is a display form with a display scale larger / smaller than the current display form by the mode display, and what degree of scale expansion / contraction mode the current display form is in the cultivation game. In the example of the figure, the display items 601 are arranged horizontally, and the display item 601 on the right corresponds to a display form that enlarges the screen related to the cultivation character more. Therefore, when an enlargement operation (dial operation in the clockwise direction 133) is performed, the display position of the instruction element 602 is changed so that it is adjacent to the display item 601 arranged one position to the right of the current adjacent display item 601 instead of the current adjacent display item 601. On the other hand, when a reduction operation (dial operation in the counterclockwise direction 134) is performed, the display position of the instruction element 602 is changed so that it is adjacent to the display item 601 arranged one position to the left of the current adjacent display item 601 instead of the current adjacent display item 601.
[0077] Note that such a mode display may be controlled to be displayed only for a predetermined time after the display form is switched in order to ensure the amount of information related to the cultivation game shown on the screen.
[0078] <Motion> In order to produce the effect that the character is a living organism inhabiting a planet, motion is set for at least a part of the graphics included in the screen of each display form. For example, in the wide-area display, the character display, and the internal display, the planet, the character, and the cell are each included in the screen as graphics, but it is difficult for the user to perceive that they are living organisms when they are in a stationary state. Therefore, for example, a predetermined motion such as moving up and down is set, and the state of the graphics changes sequentially within the screen according to the passage of time. Here, in the cultivation game of the present embodiment, in order to give the user a sense of familiarity, as shown in FIG. 3(a), the planet is also shown in a character-like manner (different from the cultivated character). That is, the planet is configured to have facial parts in appearance, be able to wear accessories, and be able to set motion.
[0079] Similarly, motion is set for some of the graphics arranged within the screen in the field display as well. In the field display, in addition to the cultivated character, for example, wild characters that the user has grown to the friend stage and made independent in the past are arranged and displayed in the field. Therefore, the motion is set for each of the cultivated character and the wild character that has been determined to be arranged in the field. The motion set for the character can include, for example, motions that define the actions of the character alone such as walking and jumping, as well as motions that utilize the gimmicks (equipment) arranged in the field.
[0080] The setting of the motion for such various graphics may be determined, for example, at the time when the switching to each display form is finalized (the time when the switching request occurs).
[0081] Furthermore, when a display mode is switched, the motion set for each graphic will be interrupted so that the display effects caused by the dial operation are emphasized. The interrupted motion should then be restarted when the dial operation reaches the third state and the first display mode continues to be displayed.
[0082] Incidentally, the motions set for various characters, especially in field displays, are configured to show them moving around the field, involving changes in their display position. From the perspective of character development, it is assumed that users will focus on the character being developed, so the field display is basically configured to center the character being developed. For this reason, information such as the display position of the various characters and the progress of their motions is managed for the field to be displayed, and the display buffer in memory 103 stores an overall image of the entire field. Then, by extracting a rectangular area of a predetermined number of pixels with the character being developed centered from this overall image, the screen related to the field display is generated.
[0083] On the other hand, the functions available in the field display include a "focus" function for observing the field by focusing on specific equipment within the field. This allows the user to display an area on the screen that is independent of the position of the character being raised in the overall image, allowing them to observe, for example, how previously raised wild characters are using the equipment. In other words, some functions may be configured to display a screen on the display 110 that is independent of the position of the character being raised, in order to provide elements of interest that are not limited to raising the character being raised.
[0084] On the other hand, the operation related to the switching of the display form received via the dial 131 aims to change the scaling mode of the screen related to the cultivated character and show it to the user. Therefore, when the start of the dial operation is detected, even if a screen not based on the position of the cultivated character is displayed on the display 110, display control shall be performed so that the cultivated character is centered in the display area. By doing so, as a display effect related to the switching of the display form, the graphics related to the cultivated character can be preferably scaled and presented, and as a result, a highly interesting play experience linked to the operation input for the dial 131 can be provided.
[0085] In addition, in this embodiment, it is described that display control is performed so that the cultivated character is arranged at the center of the display area when switching the display form, but the implementation of the present invention is not limited to this. For example, when the cultivated character is in the middle of the motion of using the facility, display control may be performed so that the facility used by the cultivated character rather than the cultivated character is arranged at the center so that it is clear which facility is being used. In this case, in the display area of the display 110, the graphics of the facility are displayed at a fixed position, and the display position of the cultivated character is controlled based on the facility by the motion of using the facility. As a result, the graphics of the cultivated character may not be arranged at the center in the display area.
[0086] 〈Function changes and display changes according to game progress〉 As described above, the cultivation game of this embodiment is configured to vary the types of available functions for each display form, so that both the interest for the user to spontaneously switch the display form and the convenience related to function selection can be improved. In order to further increase such an effect, the functions available in each display form and the screen configuration of each display form may be changed according to the progress of the cultivation game.
[0087] In the breeding game of this embodiment, a plurality of types of fields with different attributes are provided on the planet. In one aspect, the fields with different attributes can include flatlands, seaside areas, and highlands. Each of these fields may be configured to be distinguishable by having a high setting for the area occupied by land, the area occupied by water, and the area occupied by air in the background graphics displayed as the field.
[0088] As described above, the breeding game related to one breeding character starts from hatching from an egg in the egg stage and proceeds through the growth stages of the baby stage, kids stage, young stage, and friend stage. Among these, it is assumed that the attributes of the breeding character after the young stage are determined by what kind of care is provided in the baby stage and the kids stage. Here, the attributes of the character may be provided corresponding to, for example, the attributes of a plurality of types of fields.
[0089] In order to enable the breeding of characters with desired attributes, in one aspect, the determination of the attributes of the breeding character may involve the attributes of the field where the breeding character was placed in the baby stage and the kids stage. For example, in the breeding institution before the kids stage, a breeding character placed in a seaside field has a higher tendency to grow into a character with attributes corresponding to the seaside in the young stage and later. Therefore, the functions available in the field display include the "field movement" function. By using the "field movement" function, the user can change the field where the breeding character is placed.
[0090] In order to represent the concept of the character ecosystem in the breeding game, in the breeding game of this embodiment, the character with a determined attribute is configured to inhabit the field corresponding to the attribute. Therefore, the "field movement" function in the field display may be configured to be available only when the growth stage of the breeding character is in the baby stage or the kids stage, and may be controlled to be unavailable after the young stage. Here, the function being unavailable may be realized by not displaying the options of the corresponding function, or may be realized by controlling so that the options of the corresponding function are displayed but the function is not called even if selected.
[0091] Similarly, the "independence" function for making the breeding character that has grown up to the friend stage independent may be configured to be available only when the growth stage of the breeding character is in the friend stage. Note that the breeding character made independent by the "independence" function can be placed in the field in the breeding game as a wild character as described above. Here, since the character grown up to the friend stage has a determined attribute, it is assumed that the wild character is controlled to be placed in the field corresponding to the attribute of the character. In other words, in the field display, the wild character placed in the field is a character having an attribute corresponding to the current field among the characters that the user has bred and made independent in the past. Which wild character to place in the field displayed in the field display may be determined as the maximum predetermined number of characters from among the wild characters having an attribute corresponding to the attribute of the field managed as a wild character at the time of display. By configuring in this way, the atmosphere of the field of each attribute can be formed, the user can grasp the tendency of the ecosystem of the field, and a hint for breeding a character of a desired attribute can be given.
[0092] In addition, the appearance of the planet in the wide - area display can be configured to change according to the items achieved in the breeding game. For example, when the user has bred a large number of characters with attributes corresponding to flat land until the friend stage, the appearance of the planet may be configured to change to a state where the land has developed (such as an increase in the forest area and more greenery).
[0093] Also, the breeding game is configured such that the time within the game also progresses based on the time information set in the game device 100. That is, in the breeding game, the flow of time in the real world, where the time zone transitions from morning → mid - day → evening → night → morning → ···, is mimicked and presented within the game. Therefore, in the field display and character display, state changes of the background graphics (changes in brightness, color tone, etc.) according to the time zone are made and reflected on the screen. Also, for the breeding characters, state changes of the graphics are made according to the time zone, such as being active during mid - day, having the activity level gradually decrease in the evening, feeling sleepy and going to bed at night, and waking up in the morning, and are reflected on the screen.
[0094] In providing such interesting elements related to the passage of time, for example, among the functions available in the character display, the "wake up" function may be controlled to be available only during a predetermined period when the time zone within the game transitions from night to morning, and be controlled to be unavailable in other time zones. Similarly, the "put to bed" function may also be controlled to be available only during a predetermined period when the time zone within the game transitions from evening to night, and be controlled to be unavailable in other time zones.
[0095] Note that such state changes of the graphics according to the time zone within the game do not necessarily have to be limited to the display form showing the appearance of the breeding characters. For example, even in the wide - area display, by changing the state of the planet's graphics according to the time zone (such as the planet going to bed), without checking the appearance of the breeding characters, the user can be informed of what time zones are available for caring in the current breeding game.
[0096] The game device 100 of the present embodiment is configured to transition to a sleep state (standby state) in order to save power when a state such as an inoperative time continues for a predetermined time. The sleep state is configured to be released when an arbitrary operation input is made, and the game device 100 returns to a state where game play is possible again. In the breeding game of the present embodiment, it is assumed that a wide-area display is selected as the display form at the time of return. Therefore, changing the graphics according to the time zone in the wide-area display can indirectly show the state of the breeding character to the user and inform the user what operation (care) should be performed after the game device 100 returns.
[0097] As described above, in the breeding game of the present embodiment, the wide-area display is frequently presented to the user, and it is preferable that the progress of the breeding game can be easily grasped. Therefore, the wide-area display displayed at the time of return from the standby state may include a time display in the initial state. The time display may be displayed during the period until any operation input is detected, and may be controlled to become non-displayed when an operation input is detected. Note that the time display may be controlled to be displayed again when, for example, a period of inoperation such as 10 seconds occurs after it has been made non-displayed.
[0098] In addition, when the breeding character is in a state where it requires the user's treatment due to an injury, illness, etc., a state display informing the user of that state is displayed on the screen. More specifically, the state display is displayed when the health state of the breeding character is in a part of the state where a predetermined care by the user is required for state improvement such as an injury, illness, or near death. The state display is displayed on the screen in any display form, for example, as shown in FIG. 7, in order to inform the user of the health state of the breeding character. In the aspect of the figure, the state display is indicated by an icon 701. Icons 701 are prepared for each health state, and the icon corresponding to the relevant health state is selected and displayed.
[0099] By the way, when a character being trained is in a critical condition or otherwise unable to function, it is unnatural for the character to open its mouth during the display animation when switching from the character display to the internal body display. For this reason, when the character is in a certain health condition or otherwise in a health condition where it is not appropriate for it to open its mouth, the display animation when switching to the internal body display may be performed without including the character opening its mouth.
[0100] Switching process In the game device 100 of this embodiment, which has the above configuration, the switching process performed in relation to switching the display mode will be explained using the flowchart in Figure 8. The process corresponding to the flowchart can be realized by the control unit 101 reading the corresponding processing program stored in the storage device 102, for example, loading it into the memory 103 and executing it. This switching process will be explained as starting, for example, when the start of an operation input to the dial 131 is detected.
[0101] In S801, the control unit 101 determines whether the operation input to the dial 131 is an enlargement operation or a reduction operation. Based on the control signal output from the operation I / F 105, the control unit 101 identifies whether the operation input to the dial 131 is a rotation operation in the clockwise direction 133 or the counterclockwise direction 134, and makes the determination in this step.
[0102] In S802, the control unit 101 identifies the display mode after the switch (second display mode) when the display mode is switched by the detected dial operation, based on the determination result in S801. At this time, if the current display mode (first display mode) is the last display mode in the sequence of display mode switching, the control unit 101 identifies that there is no display mode after the switch.
[0103] In S803, the control unit 101 determines whether or not the display mode after the switch exists. If the control unit 101 determines that the display mode after the switch exists, it moves the process to S804; otherwise, it moves the process to S811.
[0104] In S804, the control unit 101 determines whether the dial operation has reached the second state. That is, the control unit 101 determines whether the accumulated amount related to the dial operation has exceeded a threshold. If the control unit 101 determines that the dial operation has reached the second state, it moves the process to S805; otherwise, it moves the process to S807.
[0105] In S805, the display control device 104, under the control of the control unit 101, displays a switching animation related to the display mode after the switch on the display 110, and then moves the processing to S806.
[0106] In S806, the display control device 104, under the control of the control unit 101, configures the screen for the switched display mode and displays it on the display 110. The control unit 101 also executes a process to change the functions that can be made available to the functions defined for the switched display mode, and completes this switching process. In other words, as a result of the processing in this step, the screen displayed on the display 110 is fixed to the screen for the switched display mode, and the types of functions that can be made available to the user from, for example, a menu screen are also changed to the functions associated with the switched display mode.
[0107] On the other hand, if the control unit 101 determines in S804 that the dial operation has not reached the second state, it determines in S807 whether the dial operation has reached the third state. That is, the control unit 101 determines whether the accumulated amount related to the dial operation has ended without exceeding a threshold. If the control unit 101 determines that the dial operation has reached the third state, it moves the process to S808; otherwise, it moves the process to S810.
[0108] In S808, the display control device 104, under the control of the control unit 101, performs display control to terminate the preliminary effects related to the current display mode. That is, the display control device 104 performs display control to gradually transition the graphics of the current display mode, which have been changed by the preliminary effects, back to the standard size, and then moves the processing to S809.
[0109] In S809, the display control device 104, under the control of the control unit 101, configures the screen in the current display mode and displays it on the display 110, completing the switching process.
[0110] On the other hand, if it is determined in S807 that the dial operation has not reached the third state, the display control device 104, under the control of the control unit 101, displays a preliminary animation related to the current display mode on the display 110 in S810, and returns the process to S804. In the preliminary animation displayed in this step, the graphics of the current display mode are scaled from a standard size according to the amount of data accumulated from the dial operation.
[0111] On the other hand, if the control unit 101 determines in S803 that there is no display mode after the switch, it determines in S811 whether the dial operation has been completed or not. If the control unit 101 determines that the dial operation has been completed, it moves the process to S812; otherwise, it moves the process to S814.
[0112] In S812, the display control device 104, under the control of the control unit 101, performs display control to terminate the preliminary animation related to the current display mode. That is, the display control device 104 performs display control to gradually transition the graphics of the current display mode, which have been changed by the preliminary animation, back to the standard size, and then moves the process to S813.
[0113] In S813, the display control device 104, under the control of the control unit 101, configures the screen in the current display mode and displays it on the display 110, thereby completing the switching process.
[0114] On the other hand, if it is determined in S811 that the dial operation has not been completed, the display control device 104, under the control of the control unit 101, displays a preliminary animation related to the current display mode on the display 110 in S814, and returns the process to S811.
[0115] As described above, the game device of this embodiment can improve the entertainment value related to switching display modes.
[0116] In this embodiment, the threshold for the amount of stored data used to determine whether or not to switch display modes is described as being the same, but the implementation of the present invention is not limited to this. The threshold may be configured to be changed for switching between some display modes. For example, in field display and character display, some common graphics (training character and background) are loaded into memory for screen generation, but in wide-area display and in-body display, the graphics loaded into memory will be different from these. Therefore, taking into account the time required to load the graphics, the threshold for switching between field display and wide-area display, and between character display and in-body display, may be set to be relatively larger than the threshold set between field display and character display.
[0117] [Example 1] In the embodiments described above, it was explained that the wide-area display is selected when the game device 100 resumes from sleep mode, but the implementation of the present invention is not limited to this. For example, in situations where treatment is urgently needed, the user may have to perform multiple dial operations to switch between display modes from the wide-area display to the character display or internal body display, during which time the disease of the character being raised may progress, putting the user at a disadvantage. Also, if the user is young, they may not be able to intuitively identify the display mode (character display or internal body display) that they should switch to and use when some action is required by the user.
[0118] Therefore, if the character being trained is in a predetermined state, the game device 100 may be configured to wake up from sleep mode with a display mode that allows the necessary functions to resolve that state to be available. For example, if the character being trained is in a health state that requires treatment for an illness, a screen showing the character's internal state, different from the wide-area display, may be displayed after the device wakes up. In other words, when the game device 100 is woken up from sleep mode, the display control device 104 displays a screen on the display 110 with a display mode appropriate to the character being trained's state.
[0119] By configuring the game device 100 in this way, when the device is woken from sleep mode, a display mode that allows users to change the status of the character being trained is automatically selected and displayed, making it possible to provide game content that is easy for young users to play.
[0120] [Differentiation 2] In the embodiments and modifications described above, a method of switching the display mode in response to an operation input to a dial 131 equipped with a rotatable rotating mechanism has been described, but the implementation of the present invention is not limited thereto. The operating member that receives the operation input related to switching the display mode may be any operating member that is configured to detect a state in which an operation input is being made continuously, to accumulate and hold the amount of operation input made in that continuous state, and to output a value corresponding to the accumulated amount. In one embodiment, the operating member may be a button configured to allow a long-press operation such that the accumulated amount increases during the period in which it is pressed. Alternatively, the above operating member may be realized by configuring the operating member and the operation I / F 105 configured to detect operation inputs to the operating member to accumulate and hold information on the number of operation inputs detected during a predetermined period after the first operation input is made, and to sequentially output the information on the accumulated number of operation inputs as an accumulated amount.
[0121] [Other embodiments] The invention is not limited to the embodiments described above, and various modifications and changes are possible within the scope of the gist of the invention.
[0122] [Summary of Embodiments] The above embodiments disclose at least the following game device and program.
[0123] (1) A game device that runs a game in which characters appear, An execution means for executing the aforementioned game, A display control means for displaying the aforementioned character on a display means, An input means for receiving input for the aforementioned game, Equipped with, The aforementioned operation input means includes an operation member capable of detecting the accumulated amount related to the operation input, and includes an operation member that receives an operation input to switch the display form of the display element related to the character from a first display form to a second display form. When the start of an operation input to the operating member is detected, the display control means, Conditional on the first state in which the accumulated amount related to the operation input does not exceed a threshold and the operation input continues, the display size is changed according to the accumulated amount and the display elements of the first display form are displayed. A game device that switches from the first display mode to the second display mode and displays the display elements, provided that the accumulated amount related to the operation input exceeds a threshold value, creating a second state.
[0124] (2) The game device according to (1), wherein the display control means displays the display elements of the first display form at a standard display size, provided that the accumulated amount related to the operation input for which the start was detected does not exceed the threshold and the operation input has ended in a third state.
[0125] (3) The game device according to (2), wherein the display control means displays the display elements of the first display form while gradually transitioning the display size to the reference display size, provided that the third state is in place.
[0126] (4) The game device according to any one of (1) to (3), wherein the first display mode and the second display mode display at least one of the character and the environment in which the character is placed in different scaling modes.
[0127] (5) The display control means, on the condition that the second state is in place, If the second display mode has a smaller corresponding scaling mode than the first display mode, the display elements of the second display mode are displayed while gradually reducing the display size. The game device according to (4), wherein if the second display mode has a larger corresponding scaling mode than the first display mode, the display elements of the second display mode are displayed by gradually increasing the display size.
[0128] (6) The display control means, on the condition that the first state is in place, If the second display mode has a smaller corresponding scaling mode than the first display mode, the display size is reduced according to the amount of data stored to display the display elements of the first display mode. The game device according to (4) or (5), wherein if the second display mode has a larger corresponding scaling mode than the first display mode, the display size is increased according to the amount of data stored to display the display elements of the first display mode.
[0129] (7) The display form of the display element includes a plurality of display forms, The game device according to any one of (4) to (6), wherein the plurality of display modes include a display mode that shows the appearance of the character and a display mode that does not show the appearance of the character.
[0130] (8) The game device according to (7), wherein the display form showing the appearance of the character includes the character and the environment in which the character is placed.
[0131] (9) The game device according to (7) or (8), wherein, when the first display mode shows the external appearance of the character and the second display mode shows the inside of the character, the display control means, provided that the first state is in place, causes the character to be in an open state and displays the display elements of the first display mode.
[0132] (10) The game device according to (9), wherein the display control means changes the opening amount of the character according to the amount of accumulation, provided that the first state is in place.
[0133] (11) The game device according to (9) or (10), wherein the display control means selectively switches whether or not to put the character in the open state, on the condition that the character is in the first state, depending on the state of the character.
[0134] (12) The game device according to (11), wherein the state of the character is the health state of the character.
[0135] (13) The game device according to any one of (4) to (12), wherein the display control means, on the condition that the growth stage of the character is a predetermined growth stage, does not switch to the second display form even in the second state, but displays the display elements in the first display form.
[0136] (14) The game device according to any one of (4) to (13), wherein the display control means causes the display means to further display an indication of which display form is being used, on the condition that the display form of the display element has been switched.
[0137] (15) The display form of the display element includes a plurality of display forms, The aforementioned representation includes a display item corresponding to each of the plurality of display forms, The game device according to (14), wherein the display control means causes the display item corresponding to each of the plurality of display modes to be displayed in a manner that can identify the display item corresponding to the current display mode of the display element.
[0138] (16) The display modes of the display elements are configured to be switchable in an order determined based on the corresponding scaling modes, The game device according to (15), wherein the aforementioned display of modes is configured by arranging the display items corresponding to each of the plurality of display modes in the aforementioned order.
[0139] (17) The game device according to any one of (14) to (16), wherein the display control means terminates the display of the mode display on the condition that it has been displayed for a predetermined time.
[0140] (18) The display form of the display element includes a plurality of display forms, The sequence in which the above-mentioned multiple display modes are switched is predetermined. The game device according to any one of (1) to (17), wherein the display control means determines the second display form based on the switching order.
[0141] (19) The game device according to (18), wherein the display control means, even when the first display form is the last display form in the switching sequence, changes the display size according to the amount of stored data and displays the display elements of the first display form, provided that the state is the first state.
[0142] (20) The game device according to (18) or (19), wherein the display control means displays the display elements in the first display form without switching to the second display form, even when in the second state, if the first display form is the last display form in the switching sequence.
[0143] (21) The game device according to any one of (18) to (20), wherein the operating member is configured to receive an operation input for switching the display form of the display element in the forward direction of the switching order and an operation input for switching the display form of the display element in the reverse direction of the switching order.
[0144] (22) The operation input means further includes other operation members that receive operation inputs relating to the selection of game elements that act on the character, The execution means changes the type of game element that can be selected by an operation input to the other operation member, provided that the display has switched from the first display mode to the second display mode, according to any one of (1) to (21).
[0145] (23) The game progresses with the time of day within the game changing, The display control means changes the display elements to reflect the time of day in the game in at least one of the first display mode and the second display mode. The game device according to (22), wherein the execution means further changes the type of game element that can be selected by operation input to the other operation member according to the time of day when the display element is displayed in a display form that reflects the time of day in the game.
[0146] (24) The game device according to any one of (1) to (23), wherein the display control means causes the display means to further display a status indicator showing the health status of the character.
[0147] (25) The game device according to (24), wherein the display control means causes the status display to be shown on the condition that the character's health status is in a predetermined health status.
[0148] (26) The game device according to (25), wherein the display control means causes the status display to be displayed regardless of the display form of the display element.
[0149] (27) The display control means is The display elements are displayed with a display effect corresponding to the progress of the game. The game device according to any one of (1) to (26), wherein the display effect is interrupted when the start of an operation input to the operating member is detected.
[0150] (28) The display effect includes changing the display position of the display element, The game device according to (27), wherein the display control means changes the display position of the display element to the center of the display area of the display means when the display performance is interrupted.
[0151] (29) The operating member is configured to include a rotatable rotation mechanism, The game device according to any one of (1) to (28), wherein the operation input means detects the rotation of the rotation mechanism as an operation input.
[0152] (30) The game device according to (29), wherein the operation input means detects the amount of rotation of the rotating mechanism that has occurred during a predetermined period after the rotating mechanism has started to rotate as the accumulated amount.
[0153] (31) The rotation mechanism is equipped with a biasing mechanism that biases it to an initial rotation angle, The game device according to (29), wherein the operation input means detects the amount of rotation from the initial rotation angle of the rotation mechanism as the accumulated amount.
[0154] (32) The rotation mechanism is rotatable clockwise and counterclockwise, The game device according to any one of (29) to (31), wherein the operation input means detects clockwise rotation and counterclockwise rotation of the rotation mechanism as different operation inputs.
[0155] (33) A program for causing a computer to function as one of the means of a game device described in any one of (1) to (32). [Explanation of Symbols]
[0156] 100: Game device, 101: Control unit, 104: Display control unit, 105: Operation interface, 110: Display, 131: Dial
Claims
1. A game device that runs a game featuring characters, An execution means for executing the aforementioned game, A display control means for displaying the aforementioned character on a display means, An input means for receiving input for the aforementioned game, Equipped with, The aforementioned operation input means includes an operation member capable of detecting the accumulated amount related to the operation input, and includes an operation member that receives an operation input to switch the display form of the display element related to the character from a first display form to a second display form. When the start of an operation input to the operating member is detected, the display control means, Conditional on the first state in which the accumulated amount related to the operation input does not exceed a threshold and the operation input continues, the display size is changed according to the accumulated amount and the display elements of the first display form are displayed. A game device that switches from the first display mode to the second display mode and displays the display elements, provided that the accumulated amount related to the operation input exceeds a threshold value, creating a second state.
2. The display control means displays the display elements of the first display form at a standard display size, provided that the accumulated amount related to the operation input for which the start was detected does not exceed the threshold and the operation input has ended, thus reaching a third state. The game device according to claim 1.
3. The display control means, provided that the third state is in place, displays the display elements of the first display form while gradually transitioning the display size to the reference display size. The game device according to claim 2.
4. The first display mode and the second display mode display at least one of the character and the environment in which the character is placed in different scaling modes. The game device according to claim 1.
5. The display control means, on the condition that the second state is in place, If the second display mode has a smaller corresponding scaling mode than the first display mode, the display elements of the second display mode are displayed while gradually reducing the display size. If the second display mode has a larger corresponding scaling mode than the first display mode, the display elements of the second display mode are displayed while gradually increasing the display size. The game device according to claim 4.
6. The display control means, on the condition that the first state is in place, If the second display mode has a smaller corresponding scaling mode than the first display mode, the display size is reduced according to the amount of data stored to display the display elements of the first display mode. If the second display mode has a larger corresponding scaling mode than the first display mode, the display size is increased according to the amount of data stored to display the display elements of the first display mode. The game device according to claim 4.
7. The display form of the aforementioned display element includes a plurality of display forms, The plurality of display modes include a display mode that shows the appearance of the character and a display mode that does not show the appearance of the character. The game device according to claim 4.
8. The display format showing the appearance of the character includes the character and the environment in which the character is placed. The game device according to claim 7.
9. When the first display mode shows the external appearance of the character and the second display mode shows the inside of the character, the display control means, provided that the first state is in place, displays the display elements of the first display mode with the character in an open state. The game device according to claim 7.
10. The display control means, provided that the first state is maintained, changes the opening amount of the character according to the accumulated amount. The game device according to claim 9.
11. The display control means selectively switches whether or not to display the character in the open state, depending on the state of the character, provided that it is in the first state. The game device according to claim 9.
12. The state of the aforementioned character is the health state of the aforementioned character. The game device according to claim 11.
13. The display control means, provided that the growth stage of the character is a predetermined growth stage, does not switch to the second display mode even in the second state, but instead displays the display elements in the first display mode. The game device according to claim 4.
14. The display control means, on the condition that the display mode of the display element has been switched, further causes the display means to display a mode indication indicating which display mode is being used. The game device according to claim 4.
15. The display form of the aforementioned display element includes a plurality of display forms, The aforementioned representation includes a display item corresponding to each of the plurality of display forms, The display control means displays the display items corresponding to each of the plurality of display modes in a manner that can identify the display items corresponding to the current display mode of the display element. The game device according to claim 14.
16. The display modes of the aforementioned display elements are configured to be switchable in an order determined based on the corresponding scaling modes. The aforementioned representation is configured by arranging the display items corresponding to each of the plurality of display forms in the aforementioned order. The game device according to claim 15.
17. The display control means terminates the display of the mode display after it has been displayed for a predetermined time. The game device according to claim 14.
18. The display form of the aforementioned display element includes a plurality of display forms, The sequence in which the above-mentioned multiple display modes are switched is predetermined. The display control means determines the second display mode based on the switching sequence. The game device according to claim 1.
19. Even if the first display mode is the last display mode in the switching sequence, the display control means, provided that it is in the first state, changes the display size according to the accumulated amount and displays the display elements of the first display mode. The game device according to claim 18.
20. The display control means, when the first display mode is the last display mode in the switching sequence, will display the display elements in the first display mode without switching to the second display mode, even when in the second state. The game device according to claim 18.
21. The operating member is configured to accept an operation input for switching the display format of the display element in the forward direction of the switching sequence, and an operation input for switching the display format of the display element in the reverse direction of the switching sequence. The game device according to claim 18.
22. The aforementioned operation input means further includes other operation members that receive operation inputs relating to the selection of game elements that act on the character, The execution means, on the condition that the display has switched from the first display mode to the second display mode, changes the type of game element that can be selected by operation input to the other operation member. The game device according to claim 1.
23. The aforementioned game progresses while the time of day within the game changes, The display control means changes the display elements to reflect the time of day in the game in at least one of the first display mode and the second display mode. The execution means further changes the type of game element that can be selected by input to the other operating member according to the time of day when the display element is displayed in a display format that reflects the time of day in the game. The game device according to claim 22.
24. The display control means further causes the display means to display a status indicator showing the health status of the character. The game device according to claim 1.
25. The display control means causes the status display to be shown on the condition that the character's health status is in a predetermined health state. The game device according to claim 24.
26. The display control means causes the status display to be displayed regardless of the display form of the display element. The game device according to claim 25.
27. The display control means is The display elements are displayed with a display effect corresponding to the progress of the game. When the start of an operation input to the operating member is detected, the display animation is interrupted. The game device according to claim 1.
28. The aforementioned display effect includes changing the display position of the display element, The display control means, when the display effect is interrupted, changes the display position of the display element to the center of the display area of the display means. The game device according to claim 27.
29. The operating member is configured to include a rotatable rotation mechanism, The aforementioned operation input means detects the rotation of the rotation mechanism as an operation input. The game device according to claim 1.
30. The operation input means detects the amount of rotation of the rotating mechanism that occurs during a predetermined period after the rotating mechanism has started to rotate as the accumulated amount. The game device according to claim 29.
31. The aforementioned rotation mechanism includes a biasing mechanism that biases it to an initial rotation angle, The operation input means detects the amount of rotation from the initial rotation angle of the rotation mechanism as the accumulated amount. The game device according to claim 29.
32. The aforementioned rotation mechanism is capable of rotating clockwise and counterclockwise. The aforementioned operation input means detects clockwise rotation and counterclockwise rotation of the rotation mechanism as different operation inputs. The game device according to claim 29.
33. A program for causing a computer to function as one of the means of a game device according to any one of claims 1 to 32.