Program and game device
Patent Information
- Application Number
- JP2025028301
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-02-25
- Publication Date
- 2026-09-04
AI Technical Summary
【0008】 本発明によれば、興趣性を向上させたゲームを提供することができる。
Smart Images

Figure 2026141617000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and a game device. [Background Art]
[0002] There exist games where two or more players compete against each other (e.g., Patent Document 1). This game proposes a game that does not require players to have skilled character operation and allows players to contribute to winning the game. [Prior Art Literature] [Patent Literature]
[0003] [Patent Document 1] Japanese Unexamined Patent Application Publication No. 2022-002689 [Summary of the Invention] [Problem to be Solved by the Invention]
[0004] In a game, effects capable of contributing to winning various games and character skills (abilities) are important for improving players' interest in the game.
[0005] Accordingly, an object of the present invention is to provide a program and a game device that provide a game with improved player interest. [Means for Solving the Problem]
[0006] One aspect of the present invention is a program that causes a computer to function as: battle field presenting means for presenting a battle field on which objects are arranged; arranging means for arranging a game element on the battle field; and effect range control means for changing an effect range affected by the game element in accordance with a type of the object on the battle field.
[0007] One aspect of the present invention is a game device comprising: a battle field presentation means for presenting a battle field on which objects are arranged; a placement means for placing game elements on the battle field; and an effect range control means for changing the effect range in which the game elements exert an influence according to the type of object on the battle field. [Effects of the Invention]
[0008] According to the present invention, it is possible to provide a game with improved entertainment value. [Brief explanation of the drawing]
[0009] [Figure 1] Figure 1 is a diagram showing the system configuration of the game system according to this embodiment. [Figure 2] Figure 2 shows an example of a game card P1 where the first game element is a pilot and its type is an attack type character. [Figure 3] Figure 3 shows an example of a game card M1 where the second game element is the piloted aircraft, and its type is an attack-type character with character information. [Figure 4] Figure 4 shows an example of a battle field in a match according to this embodiment. [Figure 5] Figure 5 shows an example of the types of battlefields. [Figure 6] Figure 6 is a front view of a game device 1 according to an embodiment of the present invention. [Figure 7] Figure 7 is a block diagram showing the functional configuration of a game device 1 according to an embodiment of the present invention. [Figure 8] Figure 8 shows an example of the game element database 190 (game element DB190). [Figure 9] Figure 9 illustrates an example where the attack range differs depending on the type of battle field. [Figure 10] Figure 10 illustrates how the attack range changes depending on the distance between the battle field and the ability-activating unit. [Figure 11] FIG. 11 is a block diagram showing the functional configuration of a server 2 according to an embodiment of the present invention. [Figure 12] FIG. 12 is an operation flowchart of attack range control. [Figure 13] FIG. 13 is a diagram illustrating an example where the effective range of an ability activation unit changes depending on the type of a base. [Figure 14] FIG. 14 is a diagram illustrating a change in the attack range depending on a separation distance between a base and an ability activation unit. [Figure 15] FIG. 15 is a diagram illustrating a change in the attack range depending on a separation distance between a base and an ability activation unit [Figure 16] FIG. 16 is an operation flowchart of controlling the attack range of an ability. [Figure 17] FIG. 17 is a display example of a battle field before change and the battle field after change. MODE FOR CARRYING OUT THE INVENTION
[0010] Embodiments of the present invention will be described.
[0011] <First Embodiment> <Overall Configuration> FIG. 1 is a diagram showing a system configuration of a game system according to the present embodiment. As shown in FIG. 1, the game system is configured to include one or more game devices 1 and a server 2. The one or more game devices 1 and the server 2 are connectable to a communication line N and can communicate with each other. The communication line N means a communication path enabling data communication. That is, the communication line N includes not only a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), but also communication networks such as a telephone communication network, a cable network, and the Internet, and the communication method may be either wired or wireless.
[0012] The game device 1 is a computer capable of executing a game program, can connect to a communication line N via a wireless communication base station or the like, and perform data communication with a server 2. The game device 1 is, for example, a commercial game device (arcade game device), a smartphone, a mobile phone, a portable game device, a stationary home game device, a personal computer, a tablet computer, a controller for a stationary home game device, or the like. Basically, there are a plurality of game devices 1, which are operated by respective players.
[0013] The server 2 is a server system configured including one or more server devices, storage devices, and the like. The server 2 provides various services for operating the game of the present embodiment, and can perform management of data necessary for operating the game, distribution of game programs and data necessary for executing the game on the game device 1, and the like. Further, when a player is identified when using the game device 1, that is, when a competitive game service is provided in a state where the player is identified, the server 2 updates information managed for each player based on the content of use (game play history).
[0014] In the present embodiment, with such a system configuration, a competitive game between players using a plurality of game devices 1 can be realized via the server 2 and the communication line N, but the present invention is not limited to competitive games between players (person-to-person), and also includes cases where one side of the players is a non-player character provided by the server 2. Further, the game for which a play experience is provided on the game device 1 is not limited to competitive games between players, and may include a game configured for single-player use.
[0015] In the embodiment described below, an example in which the present invention is applied to a game device that executes a competitive game that progresses by displaying a screen with game elements arranged on a competitive field will be described as an example of the game device. However, the present invention is applicable to any device capable of executing a game that progresses by displaying a screen with game elements arranged on a competitive field.
[0016] <Overview of game elements and competitive gameplay> To facilitate understanding of the configuration and other aspects of this embodiment, the game elements used in the competitive game according to this embodiment and an overview of the competitive game will be described below.
[0017] The competitive game according to this embodiment features multiple types of game elements. These game elements are characters (characters, vehicles, items, etc.) and are represented as images, virtual or physical objects, etc. Images include still images and videos. An example of a virtual or physical object is a game card, which is an object with physical volume (a real object). However, the object is not limited to a game card; it is any object configured in a way that allows the game element associated with the object to be identified. The object may be, for example, a figurine or other sculpted object that has the appearance of a game element.
[0018] In this embodiment, the multiple types of items are all tangible game cards, and each is described as being associated with one game element that appears in a competitive game provided by the game device 1. The game element to which a game card is associated can be determined by the game element reading unit, described later, acquiring the identification information (element ID) attached to the game card to identify the game element. The attachment of identification information (element ID) to a game card may be achieved, for example, by printing a one-dimensional or multi-dimensional code obtained by converting the identification information to identify the game element onto the game card, or by other methods such as recording it on a tag or IC chip for near-field communication (NFC) embedded in the game card.
[0019] In competitive games, each player can use multiple game elements, and prior to the start of the game (before the sequence in which the game elements are actually manipulated begins), information can be retrieved from the game card, allowing the game elements associated with that game card to be registered as game elements that will appear in the game (used by the player).
[0020] In this embodiment, there are multiple game elements that the player can introduce into the game, but there are mainly two: the first game element and the second game element. The first game element is the pilot, and the second game element is the aircraft that the pilot operates. Furthermore, each of the first and second game elements has multiple different types.
[0021] The first game element, the pilot type, can be categorized into, for example, attack type (Type 1) and defense type (Type 2). The attack type's primary objective is to attack the opponent's game elements, and it attacks the opponent's game elements without protecting the player's other game elements. The defense type's primary objective is to defend the player's other game elements, and it attacks the opponent's game elements in order to protect the player's other game elements. Note that the types and number are just examples and are not limited to these. For example, there may be multiple attack types that can attack only X types of the opponent's game elements, and attack types that can attack only Y types of the opponent's game elements, depending on the types of game elements the opponent has.
[0022] As a second game element, there are different types of mechs, such as attack types (first type) and defense types (second type). Attack types primarily aim to attack the opponent's game elements, attacking them without protecting the player's other game elements. Defense types primarily aim to defend the player's other game elements, attacking the opponent's game elements in order to protect the player's other game elements. As a further type, range (attack) types (third type) may be established, depending on the range (attack) of the weapons the mech can use. For example, if the usable weapon is a long-range weapon, it would be a long-range type, and if the usable weapon is a close-range weapon, it would be a close-range type, and so on. Note that the types and number are just examples and are not limited to these types and numbers.
[0023] These types do not necessarily have to correspond one-to-one with each game element; they can also correspond one-to-many. For example, the second game element, the mecha, could have two types: a defensive type and a long-range type. Mecha with such types can use long-range weapons to attack game elements located far away from the opposing player in order to protect the player's other game elements.
[0024] Furthermore, the first or second game element, in addition to character information about the type or category of the first or second game element, possesses various parameters (level, hit points, attack power, defense power, terrain suitability, weapon used, etc.) appropriate to that type. For example, an attack type would have parameters specialized for attack. Moreover, terrain suitability affects the battle on the battle field, which will be described later. In other words, the more suitable the terrain characteristics are for the battle field where the battle takes place, the more advantageous the battle will be. These various parameters may also be changed as the battle game progresses.
[0025] Furthermore, some first or second game elements possess special abilities called "abilities." These abilities are designed to give an advantage in the game and enhance the game elements. For example, an ability that, when certain activation conditions are met, can increase the attack power of an opposing player's game element for a predetermined period. Abilities can be activated automatically when the activation conditions are met, or they can be activated at will by the player when the conditions are met. Additionally, some abilities can only be activated once during a match, while others can be activated multiple times.
[0026] Figure 2 shows an example of a game card P1 where the first game element is a pilot and the type is attack-type character information. By reading the identification information etc. written on game card P1, the game device 1 can acquire the character information and abilities of game card P1. Figure 3 shows an example of a game card M1 where the second game element is a piloted machine, the type is attack-type, and the ability is crushing (attacks when an enemy unit that is locked on enters the attack range), and the terrain characteristics are "S" for ground, "B" for space, "A" for desert, and "C" for underwater (S, A, B, C are in order of suitability for the battle field). By reading the identification information etc. written on game card M1, the game device 1 can acquire the character information and abilities of game card M1.
[0027] Furthermore, in the competitive game of this embodiment, a game element called a unit (hereinafter sometimes referred to as a squad) appears. This unit consists of a pilot, which is a first game element, and a mecha, which is a second game element, and is composed of combinations of these two. In other words, a player can associate and register a pilot as an element that operates the mecha in the competitive game. This allows a player to put a unit consisting of a mecha and a pilot into the competitive game. Then, the player can compose as many units as are available for use in the game. To put it another way, the pilot, which is the first game element, and the mecha, which is the second game element, which constitutes the units used in the game, are the components that make up the deck.
[0028] A unit's capabilities can be, for example, the sum of the character information (various parameters) of the pilot, which is the first game element constituting the unit, and the character information (various parameters) of the mecha, which is the second game element. Furthermore, a unit has action characteristics that define (or restrict) what actions it can take in a battle of a competitive game. The action characteristics of a unit are subordinate to (dependent on) at least one of its constituent elements: the type (kind) of the pilot, which is the first game element, or the type (kind) of the mecha, which is the second game element.
[0029] If a unit's behavioral characteristics are subordinate only to the pilot type (type), which is the first game element, the type (type) of the mecha will not be reflected, and the behavioral characteristics will reflect the pilot type. For example, if the pilot that makes up a unit is of the defensive type and the mecha that makes up the unit is of the offensive type, the type of the mecha will not be reflected, and the unit's behavioral characteristics will be primarily aimed at protecting the player's game elements, with attacks on the opposing player's game elements being limited to protecting the player's other game elements. Also, if a unit's behavioral characteristics are subordinate only to the mecha type (type), which is the second game element, the pilot type (type) will not be reflected, and the behavioral characteristics will reflect the mecha type.
[0030] Thus, when a unit's behavioral characteristics are dependent on only one type of game element, the player must consider the types of pilots and mechs and select the pilots and mechs that make up the unit. This is because a unit's ability is, for example, the sum of the character information of its constituent game elements (pilot and mech), and if the wrong types are selected, the unit will not be able to perform its function. On the other hand, if the types of the constituent game elements (pilot and mech) are selected appropriately, for example, if the pilot type and mech type are both of the same defensive type, the unit will be able to perform its function in accordance with its behavioral characteristics.
[0031] On the other hand, the behavioral characteristics of a unit can also be made dependent on both the pilot type (type), which is the first game element, and the mecha type (type), which is the second game element. For example, if the pilot type (first game element) includes attack and defense types, and the mecha type (second game element) is range (attack) type, then the behavioral characteristics of a unit combining a defensive pilot and a range-type mecha will be such that it uses long-range weapons to attack the game elements of distant opposing players in order to defend against the player's other game elements. In this way, a game with a high degree of strategy can be provided to the player.
[0032] Furthermore, terrain suitability, possessed by either the first or second game element, can be added as a unit ability. Terrain suitability refers to the degree to which a unit is well-suited to the terrain of the battle field, which will be described later. The terrain to which terrain suitability is appropriate varies depending on the type of first or second game element. For example, some types are suited to ground combat, while others are suited to aerial combat, such as in space. Thus, depending on the type of terrain of the battle field, there is a type of first or second game element that is suitable. In this embodiment, the case in which the aircraft of the second game element possesses terrain suitability is described, but the pilot of the first game element may also possess terrain suitability. In addition, in this embodiment, terrain suitability has four levels of suitability, in descending order of suitability to the battle field: terrain suitability S, terrain suitability A, terrain suitability B, and terrain suitability C. Furthermore, for units composed of the first and second game elements, the higher the terrain suitability of the second game element, the higher the unit's parameters will be during battles on that terrain (giving it an advantage in battle). For example, terrain suitability S increases parameters by 10 percent, terrain suitability A increases parameters by 5 percent, terrain suitability B does not change parameters, and terrain suitability C decreases parameters by 5 percent.
[0033] Next, I will explain the basics of the competitive game.
[0034] In this embodiment of the competitive game, anyone can participate. Players pay a fee, and players compete against each other individually. Experience points are awarded based on the results of the matches. The player's rank is determined by the total amount of experience points awarded.
[0035] Next, we will explain what "competition" means in competitive games.
[0036] In this embodiment, the battle proceeds by deploying (positioning) registered units (units) for each player on a battle field of a predetermined size, and performing movement and attack actions (the execution of these actions is accepted by the operation input unit described later).
[0037] Figure 4 shows an example of a battle field in a match according to this embodiment. In one embodiment described below, there is a battle field 30. The battle field 30 has a player's base 31 and an opposing player's base 32. Each player wins the match by destroying the opposing player's base (reducing its durability to 0). In the following description, when describing the types of battle fields, the term "field" is used, and the field actually used in a match is referred to as the battle field.
[0038] Furthermore, the battle field 30 has multiple terrain categories. Figure 5 shows an example of the types of battle fields. In the example in Figure 5, the terrain categories include an underwater field that mimics the seabed, a space field that mimics outer space, a desert field that mimics a desert, and a ground field that mimics an urban area, etc. Also, each terrain category may include two or more types of battle fields. For example, the space category may include a space 1 field and a space 2 field.
[0039] Furthermore, the battle field is represented as a virtual 3D space, and the placement of units on the battle field is represented by 3D coordinates.
[0040] <Configuration of Game Device 1> Figure 6 is a front view of a game device 1 according to an embodiment of the present invention.
[0041] The game device 1 includes a display unit 10 that shows information necessary for the progress of the game, such as menus and battle fields; a first operation unit 11; first game element reading units 12a to 12e for registering first game elements (pilots) to appear in the battle game from game cards held by the player; second game element reading units 13a to 13e for registering second game elements (aircraft) to appear in the battle game from game cards held by the player; and a separate, independently provided physical second operation unit 14.
[0042] The display unit 10 displays games and various information. The display unit 10 is equipped with an integrated touch operation panel. This touch operation panel has the functions of the first operation unit 11.
[0043] The first operation unit 11 is for the player to input various operations related to the game, and outputs an operation input signal to the processing unit 20 according to the operation input.
[0044] The first game element reading units 12a to 12e are readers that read character information of pilots, which are the first game elements to be introduced into the game, from game cards. In this embodiment, the game device 1 is equipped with five first game element reading units 12a to 12e so that up to five pilots can be registered as playable game elements. By setting (placing) the game cards P of pilots (first game elements) to be introduced into the competitive game from the game cards the player possesses into the first game element reading units 12a to 12e, the first game element reading units 12a to 12e can read the identification information of the pilot (first game element) game card.
[0045] The second game element reading units 13a to 13e are readers that read character information of the mecha, which is the second game element to be used in the game, from the game cards. In this embodiment, the game device 1 is equipped with five second game element reading units 13a to 13e so that up to five mecha can be registered as playable game elements. By setting (placing) the game cards of the mecha (second game elements) to be used in the battle game from the game cards the player possesses into the second game element reading units 13a to 13e, the second game element reading units 13a to 13e can read the identification information of the game card of the mecha (second game element).
[0046] A game can be started by forming up to five units (squads), each consisting of one registered pilot and one aircraft. Specifically, the maximum number of aircraft that can be registered and the maximum number of pilots that can be registered are the same, set to five.
[0047] Furthermore, if, for example, a player has just started using game device 1 or does not have game cards with them, and the number of game cards from which information can be retrieved is less than the maximum number (upper limit) for each aircraft and pilot, then each game element constituting a unit (unit) does not necessarily need to be registered based on information retrieved from game cards. In this case, additional game elements provided by game device 1 may be registered, and the maximum number of aircraft and pilots may be registered, forming five units. Also, in a configuration where concepts such as cost are introduced during registration, the number of units (units) to be registered may be set to a number less than the maximum number.
[0048] Furthermore, although this embodiment describes registering one unit by associating one pilot with one aircraft, the implementation of the present invention is not limited to this. That is, the game elements constituting one unit may be such that multiple pilots are associated with one aircraft, or one pilot is associated with multiple aircraft.
[0049] The second control unit 14 is, for example, a physical button, switch, etc., and by pressing the button, the player can input various operations related to the game.
[0050] Figure 7 is a block diagram showing the functional configuration of a game device 1 according to an embodiment of the present invention.
[0051] The game device 1 comprises a display unit 10, a first operation unit 11, first game element reading units 12a to 12e, second game element reading units 13a to 13e, a second operation unit 14, a price detection unit 15, a user information reading unit 16, a sound output unit 17, a communication unit 18, a storage unit 19, and a processing unit 20.
[0052] The display unit 10 displays various game screens based on image signals output from the processing unit 20. The functions of the display unit 10 can be realized by a display device such as a flat panel display like an LCD, a projector, or a head-mounted display.
[0053] The first operation unit 11 is for the player to input various game-related operations and outputs an operation input signal to the processing unit 20 according to the operation input. Various icons are displayed at the player's operation input location, and when the player touches an icon, an operation input signal for that icon is output to the processing unit 20.
[0054] As described above, the first game element reading units 12a to 12e are five first game element reading units, which is the upper limit for the number of first game elements that can be registered. They are readers that read the character information of pilots, which are first game elements to be introduced into the game, from the game cards held by the player. Reading the first game elements from the game cards is possible, for example, by reading a one-dimensional or multi-dimensional code obtained by converting the identification information of the game card, which is printed on the game card. Alternatively, if the identification information of the game card is recorded on a tag or IC chip for near-field communication (NFC) embedded in the game card, the information is read from those tags or IC chips. The read information is output to the processing unit 20 along with the reading unit ID (for example, reading unit ID = 121), which is the identification information of the device.
[0055] As described above, the second game element reading units 13a to 13e are five second game element reading units, which is the upper limit for the number of second game elements that can be registered. They are readers that read character information of the aircraft, which is a second game element to be introduced into the game, from the game card held by the player. Reading the second game element from the game card is possible, for example, by reading a one-dimensional or multi-dimensional code obtained by converting the game card's identification information, etc., which is printed on the game card. Alternatively, if the game card's identification information, etc., is recorded on a tag or IC chip for near-field communication (NFC) embedded in the game card, the information is read from those tags or IC chips. The read information is output to the processing unit 20 along with the reading unit ID (for example, reading unit ID = 131), which is the identification information of the device itself.
[0056] A unit is composed of the first game element read by the first game element reading units 12a to 12e and the second game element read by the second game element reading units 13a to 13e. As described above, one unit is a combination of one first game element, a pilot, and one second game element, a mobile suit. Therefore, in order to make it easy for the player to identify the combination of the first game element, the pilot, and the second game element, the mobile suit, that constitutes a unit, the first game element reading units 12a to 12e and the second game element reading units 13a to 13e are arranged so that at least one side of the pair of first game element reading units 12a to 12e and one side of the second game element reading units 13a to 13e are adjacent to each other. For example, the lower side of the first game element reading unit 13a and the upper side of the second game element reading unit 13a are adjacent to each other, forming a pair vertically. This makes it easy for the player to understand that a unit is formed when the pilot on the game card read by the first game element reading unit 12a and the aircraft on the game card read by the second game element reading unit 13a form a pair. The same applies to other combinations of the first game element reading units 12b to 12e and the second game element reading units 13b to 13e.
[0057] The second operation unit 14 is a physical switch, button, etc., which receives input from the player and outputs an operation input signal corresponding to the input to the processing unit 20.
[0058] The payment detection unit 15 detects that payment has been made in the game device 1. Payment may be determined, for example, by detecting that a predetermined amount of coins or equivalent coins have been inserted into an unillustrated slot in the game device 1, or by detecting the completion of settlement processing based on communication with a chip related to a predetermined electronic money. In this embodiment, the game device 1 is described as starting to provide a service, including the provision of a series of game play experiences, based on the payment of the payment related to the start of service provision. Furthermore, payment can be detected even after the start of service provision.
[0059] The user information reading unit 16 retrieves information from an item that records a player ID (player identification information) in order to identify the player using the game device 1. In this embodiment, the item that records the player ID is a player card, which is configured in the form of a card.
[0060] The sound output unit 17 is a speaker or the like that outputs sound effects related to the game based on the sound signal output from the processing unit 10.
[0061] The communication unit 18 is a communication interface with an external device. The communication unit 18 can connect to an external device via a communication line N (whether wired or wireless) and enable the transmission and reception of data. For example, the communication unit 18 converts information input as data to be transmitted into a predetermined format and transmits it to an external device such as a server 2 via the communication line N. The communication unit 18 also receives information from an external device via the communication line N.
[0062] The recording medium 19 is a data-retaining storage device, such as a non-volatile memory or an HDD. The recording medium 19 stores not only the operating programs for each part of the game device 1, but also information on parameters necessary for the operation of each part, and various graphics data used in the competitive game executed by the game device 1.
[0063] Furthermore, the recording medium 19 stores a game element database 190 (game element DB 190). The game element DB 190 is a database that manages information (element information) about each of the game elements that appear in the game. In the game device 1 of this embodiment, when a player plays a game, they place a game card in the first game element reading units 12a to 12e and the second game element reading units 13a to 13e to acquire information, thereby making the game elements associated with the game card appear in the game. The element information managed for a single game element includes, for example as shown in Figure 8, an element ID (identification information) 191 that uniquely identifies the game element, type information 192 indicating the type of game assigned to the game element, rendering information 193 including graphics data used to generate the screen when the game element appears in the game, and character information 194 describing the name, attributes, etc. of the game element, as well as parameters defined for each element level of the game element, terrain suitability information 195, and ability information 196. The character information 194 and terrain suitability information 195 are information referenced in the game in which the game element appears and are involved in controlling the progress of the game. The ability information 196 is information about the abilities that the unit possesses.
[0064] In this embodiment, the game element DB190 stores graphics data, parameter information, terrain suitability information, etc., and the element information is described as including this data. However, the implementation of the present invention is not limited to this. The element information may also include information indicating the storage location of the data for each piece of information.
[0065] The processing unit 20 comprehensively controls the operation of the game device 1 based on programs and data stored in the memory unit 19, operation input signals from the first operation unit 11, the first game element reading unit 12, the second game element reading unit 13, and the second operation unit 14. The functions of the processing unit 20 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, or an IC memory. Specifically, the processing unit 20 controls the operation of each part by reading the operation programs of each part recorded in the recording unit 19, loading them into memory, and executing them. The processing unit 20 includes, as its main functional units, a game element acquisition unit 110, a unit configuration unit 111, a game execution unit 112, a matching request unit 113, and an ability management unit 104.
[0066] The game element acquisition unit 110 acquires the element ID 191 of the game card read by the first game element reading units 12a-12e and the second game element reading units 13a-13e. At this time, it also acquires the reading unit ID that identifies the first game element reading units 12a-12e and the second game element reading units 13a-13e that read the element ID 191 of the game card (hereinafter, the reading unit IDs of the first game element reading units 12a-12e will be referred to as 12a-12e, and the reading unit IDs of the second game element reading units 13a-13e will be referred to as 13a-13e). The game element acquisition unit 110 acquires the type information 192, drawing information 193, character information 194, and terrain suitability information 195 associated with the acquired game card element ID 191 from the game element DB 190. The game element acquisition unit 110 then associates the read unit ID with the game element ID 191, type information 192, drawing information 193, character information 194, and terrain suitability information 195, and outputs this information to the unit configuration unit 111 and the game execution unit 112. The first game element reading units 12a to 12e and the game element acquisition unit 110 function as a first game element registration means. The second game element reading units 13a to 13e and the game element acquisition unit 110 function as a second game element registration means.
[0067] The unit configuration unit 111 receives the reading unit ID, element ID 191, type information 192, drawing information 193, character information 194, and terrain suitability information 195 from the game element acquisition unit 110, and forms a unit (fleet) from a pair of first game elements, which is the pilot, and second game elements, which is the aircraft. The unit configuration unit 111 identifies the pair of first and second game elements from the reading unit ID. In this embodiment, the combinations of reading unit IDs (reading unit ID: 12a, reading unit ID: 13a), (reading unit ID: 12b, reading unit ID: 13b), (reading unit ID: 12c, reading unit ID: 13c), (reading unit ID: 12d, reading unit ID: 13d), and (reading unit ID: 12e, reading unit ID: 13e) correspond to the game elements that constitute a unit.
[0068] The unit configuration unit 111 identifies the first and second game elements that form a pair by identifying the element ID 191 associated with the reading unit ID of each pair. The unit configuration unit 111 then configures the unit using the type information 192, drawing information 193, parameter information 194, and terrain suitability information 195 associated with the element ID 191. The unit's capabilities are, for example, the sum of the character information (various parameters) of the pilot, which is the first game element constituting the unit, and the character information (various parameters) of the aircraft, which is the second game element. Furthermore, other information associated with the player ID read from the player card by the user information reading unit 16, such as the player's level and correction parameters for each game element, may also be reflected in the unit's capabilities. These parameters reflected in the unit may be referred to as initial parameters. In addition, the unit's behavioral characteristics are subordinate to (dependent on) at least one of the constituent elements: the type (category) of the pilot, which is the first game element, or the type (category) of the aircraft, which is the second game element.
[0069] Furthermore, the unit component 111 can add terrain suitability of the first or second game element as a unit capability. For example, if the aircraft of the second game element has terrain suitability, a unit that uses the aircraft of the second game element as a component can have the terrain suitability of the aircraft of the second game element. The unit component 111 uses the unit's terrain suitability information 195 to increase or decrease the unit's parameters according to the terrain category of the battle field. Then, before the battle, the terrain suitability of each unit for the terrain category of the battle field is presented to the player. This is to allow the player to configure a unit that is suitable for the battle field.
[0070] The game execution unit 112 controls the entire game (including the display of game images) from the start to the end of a competitive game. The game execution unit 112 starts the competitive game when the payment detection unit 15 detects that payment has been made. In a competitive game, the unit configuration unit 111 places the configured units (units) onto the battle field and controls the progress of the battle according to the operation input made by the players to the units. In addition, the game execution unit 112 calculates attack and defense using various parameters of each unit during the battle, determines whether a unit is in a battle-ready state or an un-battle-ready state, and proceeds with the game.
[0071] The Ability Management Unit 114 manages the abilities possessed by units. Units have a normal state and an ability-activated state. The normal state is when the ability is not activated, and the ability-activated state is when the ability is activated. The Ability Management Unit 114 manages whether each unit is in the normal state or the ability-activated state. In the following description, a unit in the normal state will be referred to as a normal unit, and a unit in the ability-activated state will be referred to as an ability-activated unit.
[0072] Abilities can be activated in two ways: automatically when the activation conditions are met (automatic activation), or manually when the player activates them at will when the activation conditions are met (manual activation). The Ability Management Unit 114 determines whether a unit meets the activation conditions. In the case of an automatically activated ability, when a unit meets the activation conditions, the ability is activated, and the unit transitions from its normal state to an ability-activated state. The unit's parameters are then modified to reflect the effects of the ability. On the other hand, in the case of a manually activated ability, even if the unit meets the activation conditions, the ability is not activated immediately. Instead, the unit waits for the player to take action on the unit (designating the unit and activating the ability). Once this action is taken, the ability is activated, and the unit's parameters are modified to reflect the effects of the ability. Note that parameter changes may include, for example, increasing the unit's attack power or defense power, but are not limited to these. For example, it could be a parameter that adds a special effect.
[0073] As mentioned above, there are several types of abilities, but the ability management unit 114 manages the range of effect that a unit with an activated ability (ability-activating unit) has. The typical range of effect of an ability-activating unit is the attack range. In this embodiment, the range of effect will be described as the attack range. However, the range of effect is not limited to this, and can be any range that broadly affects other units (changes parameters).
[0074] In this embodiment, the attack range of the ability-activating unit is determined in two stages.
[0075] The first stage is the type of battle field. Figure 9 is a diagram illustrating an example where the attack range differs depending on the type of battle field. In the example in Figure 9, the attack range 61 of the ability activation unit 61 when the battle field is a space field is smaller than the attack range 61 of the ability activation unit 61 when the battle field is a ground field. The ability management unit 114 determines a basic attack range for the same ability according to the type of battle field. This basic attack range according to the type of battle field is referred to as the standard attack range for each type of battle field. This standard attack range for each type of battle field is predetermined for each type of battle field and is determined by the battle field at the start of the battle.
[0076] The second stage involves changing the attack range during a battle based on the distance between the battle field and the ability activation unit. Figure 10 illustrates how the attack range changes depending on the distance between the battle field and the ability activation unit. For example, the attack range 74 of an ability activation unit 61 located at a distance 73 from the reference plane of the battle field 70 is greater than the attack range 72 of an ability activation unit 61 located at a distance 71 from the reference plane of the battle field 70. In other words, the ability management unit 114 controls the attack range to widen as the ability activation unit 61 moves further away from the reference plane of the battle field 70. For example, the ability management unit 114 can determine the attack range of the ability activation unit 61 using the following formula.
[0077] The attack range of Ability Activation Unit 61 = Standard attack range for each type of battle field × Distance between Ability Activation Unit 61 and the reference plane of Battle Field 70. In this way, the ability management unit 114 controls the attack range of the ability activation unit.
[0078] Next, we will describe Server 2 according to this embodiment.
[0079] Figure 11 is a block diagram showing the functional configuration of a server 2 according to an embodiment of the present invention. The server 2 comprises a processing unit 30, a storage unit 31, and a communication unit 32.
[0080] The processing unit 30 is, for example, a CPU, and controls the operation of each block in the server 2. Specifically, the processing unit 30 controls the operation of each block by, for example, reading the operation program of each block recorded in the recording unit 31, loading it into memory, and executing it. The processing unit 20 includes, as its main functional units, a player information management unit 301, a game execution management unit 302, and a matching unit 303.
[0081] The player information management unit 301 manages player information using the player database. The player database is a database that manages player information associated with each player for games that are provided as play experiences on the game device 1. Player information is stored in association with each player's identification information. The player information is updated sequentially according to the play results using the player card on the game device 1, using the player identification information obtained from that player card.
[0082] The game execution management unit 302 manages the execution of the entire game, including sending and receiving data for the execution of matches on the game device 1, and the rewards obtained from the matches.
[0083] The matching unit 303 matches the two game machines 1 to be used. The matching method involves matching game machines 1 that have submitted matching requests containing the same matching number, for example, matching game machines 1 that have submitted matching requests containing the same matching number.
[0084] The recording unit 31 is a data-retaining recording device, such as a non-volatile memory or HDD. The recording unit 31 stores the operation programs for each block of the server 2, as well as information such as parameters necessary for the operation of each block. The recording unit 31 also stores the player database.
[0085] The communication unit 32 is a communication interface with an external device. The communication unit 32 can connect to an external device via a communication line N (whether wired or wireless) and enable the transmission and reception of data. For example, the communication unit 32 converts information input as data to be transmitted into a predetermined format and transmits it to an external device such as the game device 1 via the communication line N. The communication unit 32 also receives information from an external device via the communication line N.
[0086] <Operation of Game Device 1> This section explains how the attack range control of abilities works. Figure 12 is a flowchart illustrating the operation of attack range control.
[0087] First, the ability management unit 114 determines whether the ability activation conditions are met (Step 100). In this embodiment, this is the consumption of cost held by the player. However, the ability activation conditions are not limited to this and may also include the use of special items, etc.
[0088] If the ability activation conditions are met (Step 101), the ability management unit 114 activates the ability and starts counting down the remaining time the ability is active (Step 102).
[0089] The Ability Management Unit 114 determines the type of battle field (Step 103) and determines the standard attack range for each battle field type (Step 104). Then, the Ability Management Unit 114 obtains the distance of the ability activation unit from the reference plane of the battle field 70 (Step 105) and determines the attack range of the ability activation unit (Step 106). For example, the Ability Management Unit 114, The attack range of Ability Activation Unit 61 = Standard attack range for each type of battle field × Distance between Ability Activation Unit 61 and the reference plane of Battle Field 70. This determines the effective range.
[0090] Next, the Ability Management Unit 114 determines the health parameter of the ability-activating unit (Step 107). The health parameter of the ability-activating unit decreases with attacks from enemy units. If the health parameter of the ability-activating unit is zero (Step 108), the Ability Management Unit 114 cancels the ability and renders the ability-activating unit incapacitated (Step 111). On the other hand, if the health parameter of the ability-activating unit is not zero, the Ability Management Unit 114 determines the remaining time for the ability to activate (Step 109). If the remaining time for the ability to activate is zero, the Ability Management Unit 114 cancels the ability (Step 111). On the other hand, if the remaining time for the ability to activate is not zero, the process returns to Step 105 and executes the attack range control process.
[0091] This concludes the explanation of how the ability activation process works.
[0092] In this embodiment, the effective range of the ability-activating unit is changed depending on the type of battle field. Even with the same ability, the attack range changes depending on the type of battle field, which enhances the tactical aspects of the game. Furthermore, the effective range of the ability-activating unit is also changed by the distance the unit is from the battle field. As the unit moves, the attack range also changes, and determining a more efficient attack range adds to the player's enjoyment.
[0093] <Example 1 of the Concept> In the embodiment described above, an example was explained in which the battle field does not change for a single battle game. However, the type of battle field may be changed as a game progresses. In this case, the effective range of the ability-activating unit is controlled in accordance with the changed type of battle field, in the same manner as described above.
[0094] Furthermore, when the battle field changes, as shown in Figure 17, both the battle field before the change and the battle field after the change are displayed simultaneously. Then, the battle field before the change is reduced in size while the battle field after the change is displayed across the entire screen. In this way, the player can recognize the change in the battle field.
[0095] <Second Embodiment> In the first embodiment, an example was described in which the effective range of the ability activation unit is changed depending on the type of battle field and the distance of the ability activation unit from the battle field.
[0096] In the second embodiment, an example is described in which the effective range of the ability activation unit is changed according to the type of base on the battle field associated with the ability activation unit, and the distance of the ability activation unit from that base.
[0097] As shown in Figure 4, bases exist on the battlefield. Units may be deployed from these bases or have some kind of relationship with them, such as being parent and child units. In such cases, if an ability associated with a base is activated by that ability-activating unit, the attack range of that ability-activating unit will change depending on the type of base and the distance of the ability-activating unit from that base.
[0098] Figure 13 illustrates an example where the effective range of an ability activation unit changes depending on the type of base. In the example in Figure 13, bases 80 and 81 are placed on the same battle field (space field). Base 81 is a larger base than base 80. In this case, the attack range of the ability activation unit associated with base 81 is larger than the attack range of the ability activation unit associated with base 80. The ability management unit 114 determines a basic attack range for the same ability depending on the type of base. This basic attack range according to the type of base is referred to as the base-specific standard attack range. This base-specific standard attack range is predetermined for each type of base and is determined by the bases placed on the battle field at the start of the battle.
[0099] The second stage involves changing the attack range during a battle based on the distance between the base and the ability-activating unit. Figure 14 illustrates how the attack range changes depending on the distance between the base and the ability-activating unit. For example, the attack range 88 of an ability-activating unit 61 located at a distance of 85 from base 81 is greater than the attack range 87 of an ability-activating unit 61 located at a distance of 84 from base 81. In other words, the ability management unit 114 controls the attack range to widen as the ability-activating unit 61 moves further away from the base. For example, the ability management unit 114 can determine the attack range of an ability-activating unit 61 using the following formula.
[0100] Attack range of ability-activating unit 61 = Base-specific standard attack range × Distance from base of ability-activating unit 61 With this type of control, as shown in Figure 15, the attack range increases the further away you are from the base.
[0101] <Operation of Game Device 1> This section explains how the attack range of an ability is controlled. Figure 16 is a flowchart illustrating the operation of controlling the attack range of an ability.
[0102] First, the Ability Management Unit 114 determines whether the ability activation conditions are met (Step 200). In this embodiment, this is the consumption of cost held by the player. However, the ability activation conditions are not limited to this and may also include the use of special items, etc.
[0103] If the ability activation conditions are met (Step 201), the ability management unit 114 activates the ability and starts counting down the remaining time the ability is active (Step 202).
[0104] The Ability Management Unit 114 determines the type of base associated with the unit on the battlefield (Step 203) and determines the standard attack range for each base type (Step 204). Then, the Ability Management Unit 114 obtains the distance from the base of the ability-activating unit (Step 205) and determines the attack range of the ability-activating unit (Step 206). For example, the ability-activating unit 61, Attack range of ability-activating unit 61 = Base-specific standard attack range × Distance from base of ability-activating unit 61 The effective range is determined by this.
[0105] Next, the Ability Management Unit 114 determines the health parameter of the ability-activating unit (Step 207). The health parameter of the ability-activating unit decreases with attacks from enemy units. If the health parameter of the ability-activating unit is zero (Step 208), the Ability Management Unit 114 cancels the ability and renders the ability-activating unit incapacitated (Step 211). On the other hand, if the health parameter of the ability-activating unit is not zero, the Ability Management Unit 114 determines the remaining time for the ability to activate (Step 209). If the remaining time for the ability to activate is zero, the Ability Management Unit 114 cancels the ability (Step 211). On the other hand, if the remaining time for the ability to activate is not zero, the process returns to Step 205 and executes the attack range control process.
[0106] This concludes the explanation of how the ability activation process works.
[0107] In this embodiment, the effective range of the ability-activating unit is changed depending on the type of base associated with the ability. Even with the same ability, the attack range changes depending on the type of base, which enhances the tactical aspects of the game. Furthermore, the effective range of the ability-activating unit is also changed by the distance the unit is from the base. As the unit moves, the attack range also changes, and determining a more efficient attack range adds to the player's enjoyment.
[0108] <Modifications of the first and second embodiments> It is also possible to combine the first and second embodiments described above.
[0109] In other words, it combines the effective range (attack range) corresponding to the type of battle field with the effective range (attack range) corresponding to the bases on the battle field.
[0110] In this case, a standard attack range is defined for each battle field and each type of base within that battle field. Then, at the start of the battle, the attack range of the ability-activating unit is determined by considering the distance of the ability-activating unit from the battle field and the distance of the ability-activating unit from its base, using the standard attack range of the battle field and the bases within that battle field.
[0111] In other words, the Ability Management Unit 114 is, Attack range of ability-activating unit = Standard attack range × Distance from ability-activating unit to battle field × Distance from ability-activating unit to base This determines the attack range.
[0112] By doing so, the game's tactics become more sophisticated, and we can provide a game that is more interesting for players.
[0113] Some or all of the above embodiments may also be described as follows, but are not limited to the following.
[0114] [Note 1] Computers, A means for presenting a battle field on which objects are placed, A means of arranging game elements on the battle field. A range control means that changes the range of effect affected by game elements depending on the type of object on the battle field. A program that makes it function as such.
[0115] [Note 2] The aforementioned effect range control means controls the effect range so that it is different for each type of object. The program described in Appendix 1.
[0116] [Note 3] The effect range control means changes the effect range of the game element according to the distance of the game element from the object. The program described in Appendix 1 or Appendix 2.
[0117] [Note 4] The effect range control means increases the effect range as the distance of the game element from the object increases. The program described in any of the appendices 1 through 3.
[0118] [Note 5] The aforementioned effect range control means changes the effect range of the game element based on the movement of the game element. The program described in any of the appendices 1 through 4.
[0119] [Note 6] The aforementioned effect range control means changes the effect range of the game element without being conditional on player operation. The program described in any of the appendices 1 through 5.
[0120] [Note 7] The aforementioned effect range control means changes the effect range affected by the game element according to the type of battle field. The program described in any of the appendices 1 through 6.
[0121] [Note 8] The effective range control means controls the effective range so that it is different for each type of battle field. The program described in any of the appendices 1 through 7.
[0122] [Note 9] The effect range control means changes the effect range of the game element according to the distance of the game element from the battle field. The program described in any of the appendices 1 through 8.
[0123] [Note 10] The aforementioned effect range control means increases the effect range as the distance of the game element from the battle field increases. The program described in any of the appendices 1 through 9.
[0124] [Note 11] A means for presenting a battle field on which objects are placed, A means of placing game elements on the battle field, A range control means that changes the range of effect affected by game elements depending on the type of object on the battle field, A game device equipped with the following features.
[0125] Although the present invention has been described above with reference to preferred embodiments, the present invention is not necessarily limited to the above embodiments and can be modified and implemented in various ways within the scope of its technical concept. [Explanation of Symbols]
[0126] 1 Game device 2 Servers 2 10 Display section 11 1st operation section 12. First game element reading unit 13. Second Game Element Reading Unit 14 2nd operation section 15 Price detection unit 16. User Information Reading Unit 17. Sound output section 18 Communications Department 19 Memory section 20 Processing Units 30 Processing Unit 31 Storage section 32 Communications Department 110 Game Element Acquisition Unit 111 Unit Components 112 Game Execution Unit 113 Matching Request Section 114 Ability Management Department
Claims
1. Computers, A means for presenting a battle field on which objects are placed, A means of arranging game elements on the battle field. A range control means that changes the range of effect affected by game elements depending on the type of object on the battle field. A program that makes it function as such.
2. The aforementioned effect range control means controls the effect range so that it is different for each type of object. The program according to claim 1.
3. The effect range control means changes the effect range of the game element according to the distance of the game element from the object. The program according to claim 1 or claim 2.
4. The effect range control means increases the effect range as the distance of the game element from the object increases. The program according to claim 3.
5. The aforementioned effect range control means changes the effect range of the game element based on the movement of the game element. The program according to claim 3.
6. The aforementioned effect range control means changes the effect range of the game element without being conditional on player operation. The program according to claim 3.
7. The aforementioned effect range control means changes the effect range affected by the game element according to the type of battle field. The program according to claim 3.
8. The effective range control means controls the effective range so that it is different for each type of battle field. The program according to claim 7.
9. The effect range control means changes the effect range of the game element according to the distance of the game element from the battle field. The program according to claim 7.
10. The aforementioned effect range control means increases the effect range as the distance of the game element from the battle field increases. The program according to claim 9.
11. A means for presenting a battle field on which objects are placed, A means of placing game elements on the battle field, A range control means that changes the range of effect affected by game elements depending on the type of object on the battle field, A game device equipped with the following features.
Citation Information
Patent Citations
Game system, game method, game program, and game server
JP2022002689A