Game program and game device
Patent Information
- Application Number
- JP2023023602
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-02-17
- Publication Date
- 2025-03-06
- Estimated Expiration
- 2041-03-25
AI Technical Summary
【0007】 本発明によれば、公平性を担保した対戦機能を実現するゲームプログラム及びゲーム装置を提供することが可能となる。
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game program and a game device, and more particularly to an electronic game having a function for players to play against each other. [Background technology]
[0002] There is a competitive electronic game that has a function for strengthening the characters used by leveling them up (Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2013-027525 A Summary of the Invention [Problem to be solved by the invention]
[0004] On the other hand, when a character with an outstanding level is used as a result of being strengthened as in Patent Document 1, the progress of the competitive game may become one-sided for one of the players.
[0005] An object of the present invention is to provide a game program and a game device that realize a battle function that ensures fairness. [Means for solving the problem]
[0006] One aspect of the game program of the present invention causes a computer to execute a registration process for registering a plurality of first type game elements associated with a player for a competitive game to be played, and a setting process for setting a single first level for the plurality of first type game elements associated with the player registered in the registration process. Effect of the Invention
[0007] According to the present invention, it is possible to provide a game program and a game device that realize a battle function that ensures fairness. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating a system configuration of a game system according to an embodiment and a modification of the present invention. [Diagram 2] FIG. 1 is a block diagram illustrating a functional configuration of a game device 100 according to an embodiment and a modification of the present invention. [Diagram 3] FIG. 13 is a diagram showing an example of the configuration of data used in the game system according to the embodiment and the modified example of the present invention. [Figure 4] FIG. 2 is a block diagram illustrating a functional configuration of a server 200 according to an embodiment and a modification of the present invention. [Diagram 5] FIG. 13 is a diagram illustrating a game screen of a fighting game according to an embodiment and a modified example of the present invention; [Figure 6] FIG. 13 is a diagram illustrating a focus map included in a game screen according to an embodiment and a modified example of the present invention; [Figure 7] FIG. 13 is a diagram illustrating a radar map that can be included in a game screen according to an embodiment and a modification of the present invention; [Figure 8] FIG. 13 is a diagram illustrating an example of a unit card that can be included in a game screen according to an embodiment and a modified example of the present invention. [Figure 9] FIG. 13 is a diagram illustrating a radar map at the time of troop deployment, which is included in a game screen according to an embodiment and a modified example of the present invention. [Figure 10] FIG. 13 is a diagram illustrating an example of a display effect that can be included in a game screen according to an embodiment and a modified example of the present invention; [Figure 11] FIG. 1 is a diagram illustrating an example of a configuration of functional modules realized by executing various processes according to an embodiment and a modification of the present invention; [Figure 12] A flowchart illustrating a unit registration process according to an embodiment of the present invention. [Figure 13] 1 is a flowchart illustrating a screen generation process according to an embodiment and a modification of the present invention; DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] [Embodiment] Hereinafter, the embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the invention according to the claims, and not all combinations of features described in the embodiments are essential to the invention. Two or more features among the multiple features described in the embodiments may be arbitrarily combined. In addition, the same reference numbers are used for the same or similar configurations, and duplicated descriptions are omitted.
[0010] In the embodiment described below, an example of a game device in which the present invention is applied to a game device that executes a game in which a plurality of game elements are registered and progressed will be described. However, the present invention can be applied to any device that is capable of executing a game in which a plurality of game elements are registered and progressed.
[0011] In addition, in this specification, "service provision" means temporarily granting the right to occupy and use the game device to a user (player) who has paid the fee, and providing a service including the experience of playing a series of games. The start of service provision for one player is conditional on the detection of payment of the fee while no service is being provided, and basically the provision ends after the execution of the functions of the game device made available for one service provision (including the execution of a series of games) is completed.
[0012] Game System Configuration 1 is a diagram showing the system configuration of a game system according to this embodiment. As shown in the figure, the game system is configured so that a server 200 and one or more game devices 100 can communicate with each other via a network 300.
[0013] In this embodiment, such a system configuration is configured to enable a competitive game between players using multiple game devices 100 via the server 200 and the network 300. Furthermore, games for which a play experience is provided on the game device 100 are not limited to competitive games between players, and may include games configured for one person.
[0014] As will be described in more detail later, when a player is identified when using the game device 100, i.e., when a service is provided after the player has been identified, the server 200 updates the information managed for each player based on the details of that player's use (game play history).
[0015] <Configuration of the Game Device> FIG. 2 is a block diagram showing a functional configuration of the game device 100 according to an embodiment of the present invention.
[0016] The control unit 101 is, for example, a CPU, and controls the operation of each block of the game device 100. Specifically, the control unit 101 reads out an operation program for each block recorded in, for example, a recording medium 102, and loads and executes the program in the memory 103 to control the operation of each block.
[0017] The recording medium 102 is a recording device capable of permanently retaining data, such as a non-volatile memory or a HDD. The recording medium 102 stores, in addition to the operation programs of each block of the game device 100, information on parameters required for the operation of each block, and various graphics data used in the game executed by the game device 100. The memory 103 is a storage device used for temporary data storage, such as a volatile memory. The memory 103 is used not only as an area for developing the operation programs of each block, but also as a storage area for temporarily storing data output in the operation of each block.
[0018] The payment detection unit 104 detects that a price has been paid in the game device 100. The payment of the price may be determined, for example, by detecting that a predetermined amount of coins or an equivalent coin has been inserted into an insertion slot (not shown) of the game device 100, or by detecting the completion of a settlement process based on communication with a chip related to a predetermined electronic money. The game device 100 of this embodiment will be described as starting to provide a service including the provision of a series of game play experiences based on the payment of the price for starting the provision of the service. The payment of the price is also configured to be detectable even after the start of the provision of the service.
[0019] The acquisition unit 105 is an interface provided in the game device 100 of this embodiment and related to information acquisition from objects. Specifically, the acquisition unit 105 includes a reader configured to be able to acquire information attached to a plurality of types of objects from the objects. Here, the description will be given assuming that the plurality of types of objects from which the acquisition unit 105 can acquire information are all objects (real objects) having a physical volume that are configured to be provided by the game device 100.
[0020] In this embodiment, the multiple types of items are all game cards, and each type is described as being associated with one game element (character, mount, item, etc.) that appears in a game in which a play experience is provided on the game device 100. The game element associated with a game card can be identified by the acquisition unit 105 acquiring information (identification information) for identifying the game element attached to the game card. The identification information may be added to the game card by, for example, printing a one-dimensional or multi-dimensional code obtained by converting the identification information onto the game card, or by other methods such as recording the identification information on a tag or IC chip for near field communication (NFC) included in the game card.
[0021] In this embodiment, the acquisition of information from multiple types of game cards is described as being performed by a single reader provided in the acquisition unit 105, but the implementation of the present invention is not limited to this. It goes without saying that the acquisition of information from multiple types of game cards may be performed by multiple types of readers.
[0022] In addition, the acquisition unit 105 also acquires information from an item on which a player ID is recorded in order to identify a player using the game device 100. In this embodiment, the item on which the player ID is recorded is a player card configured in the form of a card similar to a game card, and the description will be given assuming that information can be acquired via a reader common to game cards. However, the implementation of the present invention is not limited to this, and player identification may be achieved by adopting other items or methods.
[0023] The element DB 106 is a database that manages information (element information) about each game element that appears in the game. In the game device 100 of this embodiment, the player can place a game card during game play and acquire information, thereby making the game element associated with the game card appear in the game. The element information managed for one game element includes, for example, as shown in FIG. 3(a), type information 302 indicating the type in the game assigned to the game element in association with an element ID (identification information) 301 that uniquely identifies the game element, drawing information 303 including graphics data used to generate a screen when the game element appears in the game, and parameter information 304 that describes parameters defined for each element level of the game element and effects activated by using the game element in addition to the name, attributes, etc. of the game element. The parameter information 304 is information that is referenced in the game in which the game element appears, and is involved in the progress control of the game.
[0024] In this embodiment, the element DB 106 stores graphics data, and the element information includes the data, but the present invention is not limited to this. The element information may include information indicating the storage location of the corresponding data.
[0025] The presentation control unit 107 is responsible for controlling the presentation of various types of information to the player in the game device 100. The game device 100 of this embodiment will be described as having a display unit 120 that displays images (game screen, menu screen, etc.) as a means for presenting various types of information, but it goes without saying that the means for presenting information are not limited to these and can be replaced or added. The display unit 120, which is an example of a means for presenting information, is a display device that presents visual information, such as a liquid crystal display. In addition, in an aspect in which other means for presenting information is provided, an appropriate device, such as a speaker that presents auditory information, is connected so as to be controllable by the presentation control unit 107.
[0026] The presentation control unit 107 includes a drawing device such as a GPU, and performs a predetermined drawing process when generating a screen to be displayed on the display unit 120. Specifically, while the game device 100 is running (while a service is being provided or in standby mode), the presentation control unit 107 performs necessary arithmetic processing on necessary drawing objects (graphics data) based on the processing or command performed by the control unit 101, and draws the screen. The generated screen is output to the display unit 120 and displayed in a predetermined display area, thereby being presented to the player.
[0027] The supply control unit 108 controls the operation of the first supply unit 130, the second supply unit 140, and the third supply unit 150 so that game cards are provided in response to the payment of the price for the service usage. The first supply unit 130 and the second supply unit 140 are constituted by card dispensers configured to be able to provide the game cards stored in the storage units one by one. The game device 100 of this embodiment includes three types of card dispensers (the first supply unit 130, the second supply unit 140, and the third supply unit 150) inside the housing of the game device 100, and the supply control unit 108 controls which of the card dispensers will provide the game cards first. One card dispenser has a storage unit configured to be able to store game cards in a vertically stacked manner, and includes a mechanism for delivering one game card held in the lowest layer in response to a delivery command issued by the supply control unit 108. The delivered game card is guided to an accessible space via an outlet (not shown) and provided to the player.
[0028] As described above, game elements are associated with game cards provided by the game device 100 of this embodiment, and the game elements can appear in the game by using the game cards during game play. The progress of the game is controlled according to the parameter information 304 of the game elements that appear, and the more advantageously a game element has parameter information 304, the higher its value in the game. Therefore, in this embodiment, game cards are classified into two types according to the value in the game of the associated game elements.
[0029] The game device 100 of this embodiment is configured to be able to provide different types of game cards. Specifically, the first providing unit 130, the second providing unit 140, and the third providing unit 150 are configured such that different types of game cards are stored in the storage units, and the providing control unit 108 drives the corresponding providing unit based on the information on the providing type included in the providing command issued by the control unit 101, so that a specific type of game card can be provided. For this reason, game cards are delivered to the store or the like in which the game device 100 is installed by type (first type and second type), and when replenishing game cards, the storage unit of the first providing unit 130 stores a bundle of game cards of the first type, and the storage units of the second providing unit 140 and the third providing unit 150 store a bundle of game cards of the second type.
[0030] Here, the game cards stored in the second providing unit 140 and the third providing unit 150 are set to have a higher value in the game (performance of the associated game element, etc.) than the game cards stored in the first providing unit 130, and hereinafter, the game cards stored in the first providing unit 130 are referred to as normal cards, and the game cards stored in the second providing unit 140 and the third providing unit 150 are referred to as rare cards. That is, the game device 100 of this embodiment is configured to provide normal cards when the first providing unit 130 is driven, and provide rare cards when the second providing unit 140 and the third providing unit 150 are driven. Note that the game cards stored in the second providing unit 140 and the third providing unit 150 are both the same type of item from the viewpoint of rare cards, but the two may be different, for example, in terms of the type of game element that is associated with them, and are stored separately so that they can be provided separately according to the purpose.
[0031] The operation input unit 109 is a user interface of the game device 100, such as an operation member for inputting a decision, various sensors, etc. When the operation input unit 109 detects that an operation input has been made to an operation member, it outputs a control signal corresponding to the operation input to the control unit 101. Note that the operation input unit 109 may include, for example, a touch input detection sensor that detects a touch input made on the screen of the display unit 120.
[0032] The communication unit 110 is a communication interface with an external device that the game device 100 has. The communication unit 110 can connect to the external device via a network 300 (whether wired or wireless), which may be a communication network such as the Internet or a cable connecting devices, to enable transmission and reception of data. The communication unit 110 converts, for example, information input as a transmission target into data in a predetermined format, and transmits it to an external device such as a server 200 via the network 300. Furthermore, when the communication unit 110 receives information from an external device via the network 300, for example, it decodes the information and stores it in the memory 103.
[0033] Server Configuration Next, the functional configuration of the server 200 according to this embodiment will be described with reference to the block diagram of Fig. 4. In the description of the functional configuration of the server 200, the configuration that realizes the same functions as the configuration of the game device 100 will be indicated with the prefix "server" to clearly distinguish it from the configuration of the game device 100.
[0034] The server control unit 201 is, for example, a CPU, and controls the operation of each block of the server 200. Specifically, the server control unit 201 reads out an operation program for each block recorded in, for example, the recording medium 102, expands the program in the memory 103, and executes the program to control the operation of each block.
[0035] The server recording medium 202 is a recording device capable of permanently retaining data, such as a non-volatile memory or a HDD. The server recording medium 202 stores information such as parameters required for the operation of each block in addition to the operation programs of each block of the server 200. The server memory 203 is a storage device such as a volatile memory used for temporary data storage. The server memory 203 is used not only as an area for expanding the operation programs of each block, but also as a storage area for temporarily storing data output in the operation of each block.
[0036] The player DB 204 is a database that manages information (player information) indicating game usage status associated with each user (player) for a game for which a play experience is provided on the game device 100 in the game system of this embodiment. The player information is information for managing the usage history of game play functions for each player and various game elements that are available to the player. The player information is sequentially updated according to the play results of a game played using a player card on the game device 100, and is provided to the game device 100 when the player card is used again. This makes it possible to provide a game play in a state that reflects the previous game play on the game device 100.
[0037] In this embodiment, the player information may include, for example, as shown in FIG. 3(b), associated with a player ID 311 that identifies the player, progress status information 312 indicating the progress of the player's game play, ownership information 313 indicating game elements that are available for use in the game by the player, enhancement status information 314 indicating the enhancement status of each of the available game elements, and reward information 315 indicating rewards granted to the player (which may be other types of game elements).
[0038] Here, the progress status information 312 may include evaluation information 323 evaluating the playing status of the player in addition to progress information 321 indicating to what stage of a predetermined story the player has progressed, and performance information 322 indicating the performance of a battle game. The possession information 313 is configured by sequentially adding element IDs 301 of game elements associated with game cards used by the player when playing the game, that is, game elements available to the player, and the strengthening status information 314 may be configured to manage element levels 332 as indicators indicating parameters changed by strengthening, in association with element IDs 331 of game elements that have at least been strengthened (changed from the initial state). In this embodiment, in order to facilitate understanding of the invention, the strengthening status information 314 is described as being updated when the play result of the game performed on the game device 100 is obtained, but may be updated in response to, for example, obtaining information on the training result due to the use of a training function on the game device 100.
[0039] The matching processing unit 205 performs matching processing for a competitive game (player-versus-player battle) between players provided in the game system of this embodiment. Through the matching processing, a session is established for, for example, two game devices 100 that have transmitted matching requests at the same time among the game devices 100 connected to the server 200, and transition is made to a state in which information communication related to the competitive game is possible.
[0040] The management unit 206 manages the evaluation of a player related to a game based on the play content of the game played on the game device 100. More specifically, the management unit 206 evaluates the player based on the play content for each game play, and generates or updates evaluation information 323 of the player information related to the player.
[0041] The server communication unit 207 is a communication interface with an external device that the server 200 has. The server communication unit 207 can connect to an external device via a network 300 (whether wired or wireless), which may be a communication network such as the Internet or a cable connecting devices, to enable transmission and reception of data. The server communication unit 207 converts, for example, information input as a transmission target into data in a predetermined format, and transmits it to an external device such as the game device 100 via the network 300. Furthermore, when the server communication unit 207 receives information from an external device via the network 300, for example, it decodes the information and stores it in the server memory 203.
[0042] Overview of the game The service provided by the game device 100 of this embodiment includes the provision of a play experience of a series of games, including at least one play experience of a competitive game, which is played between a player and an opponent. Below, an overview of the competitive game for which the play experience is mainly provided by the game device 100 of this embodiment will be described.
[0043] In this embodiment, the competitive game includes a human-versus-machine battle in which a player competes against an opponent player who is playing the game using another game device 100 and who has been matched via the server 200, and a CPU-versus-CPU battle in which a player competes against an NPC (Non-Player Character) whose behavior is controlled by the control unit 101 without matching (the NPC selects the behavior of multiple game elements related to the opponent). In the following, various controls in a human-versus-machine battle are basically described, but the CPU-versus-machine battle is similar except that no operation by the player is required to register game elements related to the opponent player or to control the behavior of each game element.
[0044] In addition, in order to enhance the entertainment value of the competitive game, when the game device 100 is used in a state where the player is identified by acquiring information from the player card, the competitive game is configured to be able to execute the game in a state that reflects the progress (strengthening state) from the previous game play. Here, the elements that reflect the progress related to the previous game play may include, for example, a player level that is determined for the player and changes depending on the results of the competitive game, and an element level that is determined for each game element and changes depending on the result of the competitive game by being used in the competitive game. These elements are basically items that only progress (increase), and it is preferable that they do not regress (decrease) depending on the game result in order to improve the player's entertainment experience, but the implementation of the present invention is not limited to this.
[0045] As described above, such information on the progress status is included in the player information and managed in the player DB 204 of the server 200, and the player information on the player identified by acquiring information from the player card is provided from the server 200 to the game device 100, and the game device 100 may determine parameters related to the game elements to be used with reference to the player information, as described in detail below. Alternatively, the player information may not be provided to the game device 100, and the server 200 may determine parameters for the corresponding matching session. In this embodiment, the former mode is adopted for various displays on the game device 100, but either mode may be used in the implementation of the present invention. Needless to say, the parameters may be managed by both the game device 100 and the server 200, and synchronization processing may be performed between each game device 100 and the server 200 at a predetermined timing during the progress of the game, thereby achieving consistency.
[0046] <Registering game elements used> In the battle game, each player can use multiple game elements, and by acquiring information from a game card prior to the start of the game (before the sequence in which the game elements are actually operated to proceed begins), the game elements associated with the game card can be registered as game elements (used game elements) that will appear in the game (used by the player). In this embodiment, the usable game elements include two types: a boarding machine as a first type of game element according to the present invention, and a pilot as a second type of game element according to the present invention, which is an element that operates the boarding machine. In the battle game of this embodiment, up to five boarding machines can be registered as usable game elements, and the player can further associate and register a pilot for each boarding machine as an element that operates the boarding machine in the game. This allows the player to start the battle game by forming up to five sets of usable game elements (hereinafter referred to as a unit) consisting of a boarding machine and a pilot as one set. In other words, for a unit, the maximum number of boarding machines that can be registered and the maximum number of pilots that can be registered are set to the same number (5).
[0047] For example, when the number of game cards from which information can be acquired is less than the maximum number of aircraft and pilots, such as when the player has just started using the game device 100 or when the player does not carry a game card, each of the game elements constituting the squadron does not necessarily need to be registered based on information acquired from the game cards. In this case, it is sufficient that the game elements determined by the control unit 101 are additionally registered, the maximum number of aircraft and pilots are registered, and five squadrons are formed. Also, in an aspect in which a concept such as cost is introduced in the registration, the number of squadrons to be registered may be set to a number less than the maximum number.
[0048] In addition, in this embodiment, one pilot is associated with one aircraft and registered as one unit, but the implementation of the present invention is not limited to this. That is, the game elements that make up one unit may be associated with multiple pilots with one aircraft, or one pilot with multiple aircraft.
[0049] <Parameter determination> For each unit registered in this way, parameters for the battle game to be played are determined and managed. As mentioned above, two types of game elements (the aircraft and the pilot) are included in one unit, and the parameters of the unit are determined by taking into consideration the parameters according to the levels of these elements in a composite manner.
[0050] In the battle game of this embodiment, since the pilot is the element that operates the boarding machine, the strength of the unit in the battle game is configured to depend on the performance and reinforcement status of the boarding machine, and when determining the parameters of the unit, the influence of the boarding machine's parameters (parameters that indicate the strength of the action to disable the boarding machine of the opponent player, such as attack power) is dominant. On the other hand, the pilot is a game element that has a strong aspect of providing diversity to the strategies that can be selected in the battle game, and does not directly increase the parameters that disable the boarding machine of the opponent player, or even if it does increase, the influence is smaller than that of the boarding machine. In other words, the parameters determined for the unit are determined based on the parameters of the boarding machine and pilot that constitute the unit, but among them, the contribution of the boarding machine's parameters is set to be high and the contribution of the pilot's parameters is set to be low.
[0051] In such a case, if a player repeatedly strengthens a boarding unit that has superior performance in the game, the parameters of a unit that includes the boarding unit may become prominent, and the progress of the battle game may become one-sidedly advantageous for the player who uses the unit. Alternatively, the game may become monotonous, with the player being able to proceed advantageously without using other registered units. As a result, the way of playing the battle game may become less diverse, leading to a situation in which players lose interest in the battle game.
[0052] Therefore, in this embodiment, in order to ensure interest, parameters are adjusted for each type of game element when determining parameters for the unit, and a battle game with a suitable game balance is realized. More specifically, for the aircraft among the registered game elements, a single element level corresponding to the average value of all element levels is determined, and the parameters determined for the single element level for each aircraft are used to determine parameters for the unit including the aircraft. On the other hand, no adjustment is made for pilots who contribute less to the parameters, and the parameters determined for the corresponding element level for each pilot are used to determine parameters for the unit including the pilot.
[0053] For example, as a group of five, Level 20 Ship A + Level 3 Pilot F Level 11 Ship B + Level 2 Pilot G Level 10 Ship C + Level 5 Pilot H Level 30 Ship D + Level 5 Pilot I Level 4 E-plane + Level 1 J-pilot When is registered, the element level of the boarding aircraft will be set to (20+11+10+30+4)÷5=15, so the parameters of each unit that are ultimately managed for the battle game will be: Level 15 Ship A + Level 3 Pilot F Level 15 Ship B + Level 2 Pilot G Level 15 Ship C + Level 5 Pilot H Level 15 Vehicle D + Level 5 Pilot I Level 15 E-plane + Level 1 J-pilot In this case, for the unit including the boarding units A and D, the parameters are determined in a state that is weaker than the player's training state, and for the unit including the boarding units B, C, and E, the parameters are determined in a state that is stronger than the player's training state. By doing this, even if a boarding unit that is in an extremely strengthened state is registered, the parameters of the strengthened state itself are not necessarily registered, so the possibility of the game balance being biased can be reduced.
[0054] There are no particular limitations on the method for determining the parameters of a unit, but for example, the parameters may be derived by weighted addition of the parameters of the aircraft registered, which are set at an element level corresponding to the average element level of the registered aircraft, and the parameters of the pilot, which are set at the element level of the registered pilot, with a larger weight given to the former.
[0055] <Flow of the match game> The battle game of this embodiment progresses by deploying (placement) the troops registered for each player in a game field of a predetermined size and performing movement and attack actions (receiving operation inputs for carrying out these actions). In one aspect shown below, a base is provided in the game field corresponding to each player, and a player who destroys the opponent's base (reduces its durability value to 0) as a result of an attack action by any of his / her troops becomes the winner of the battle game. Therefore, each player needs to place a unit to perform an intercept action against the opponent player's unit that is attempting to perform an attack action against the base corresponding to the player, in order to obstruct the attack action, or to control the attack action of the unit to destroy the opponent's base before the opponent player's unit.
[0056] The success or failure of an action and the damage dealt by an attack action are determined by the parameters of the corresponding units. In other words, during the execution of the battle game, the progress of the game is controlled according to the parameters of all registered units and the operational inputs made to the stage.
[0057] At the start of the battle game, the information on the units registered by the opponent player is not known. At any time after the start of the battle game, the player can deploy each of the five units registered for himself / herself onto the game field, and the opponent player is notified of the game elements (aircraft and pilot) that the units are made up of at the time the units are deployed onto the game field. This configuration makes it possible to provide the player with the excitement of strategically developing the game while determining the units and actions of the opponent player.
[0058] Screen display and GUI during competitive games During the execution of the competitive game, a game screen is constructed in each game device 100 to inform the player of the progress of the competitive game, and is displayed on the display unit 120.
[0059] 5, the game screen 500 displayed to one player is configured to enable the player to confirm the game field and the location of the troops on the game field. The player can instruct the troops placed on the game field to move to a specific location or take a specific action by directly performing a touch operation on the display unit 120.
[0060] However, since a game that progresses from a fixed viewpoint tends to reduce the player's interest, it is more interesting to set the game field to a certain extent and to change the range of the game field presented as the viewpoint moves. On the other hand, since key points (bases) in the game field and the troops related to the two players are scattered and positioned in the game field, it is also necessary for the player to understand these situations. Therefore, in the battle game of this embodiment, in order to achieve both of these, the game screen 500 is configured using images in which the game field is drawn in two different ways.
[0061] One embodiment of the game field image included in the game screen 500 is a focus map 601 in which units and the field are depicted in detail as a first game field according to the present invention, as shown in Fig. 6. As shown in the figure, the focus map 601 does not show the entire game field, but shows only a partial area of the game field that is determined by a viewpoint that appropriately captures the units and the field that should be noted.
[0062] The focus map 601 is configured so that the exteriors of the aircraft 602 and base 603 of the unit placed in the game field can be confirmed, and the player can visually confirm the operation of the unit (movement behavior and attack behavior against other units or bases). Here, the units that can be confirmed on the focus map 601 are shown only by the exterior of the aircraft because the pilot is in the aircraft inside the aircraft to operate it. In addition, the focus map 601 may include a field edge 604 to notify the player of the range of the game field, and a terrain object 605 that the unit cannot enter (the unit cannot be placed).
[0063] In contrast, another aspect of the game field image included in the game screen 500 is a radar map 701 in which the units and the field are depicted in a reduced scale as a second game field according to the present invention, as shown in Fig. 7. As shown in the figure, the radar map 701 shows the entire game field, and is configured so that the distribution of bases and units can be confirmed.
[0064] On the other hand, simply displaying the game field in a reduced size would result in too much information, which would hinder the player from grasping the situation, so the radar map 701 shows the game field and the troops and bases placed in the field in a simple manner. More specifically, as shown in FIG. 7, the troops and bases are replaced with substitute figures and placed on the radar map 701 as an aircraft icon 702 and a base icon 703. In addition, the radar map 701 may include a field edge 704 for notifying the player of the range of the game field, and an inaccessible area 705 showing the outline of an area that is inaccessible due to a terrain object 605. Here, in the battle game of this embodiment, the game field is assumed to be a rectangular area, but in order to allow the player to easily grasp the direction in which the troops are to advance in the game field and to present the entire game field in a compact manner, the radar map 701 is drawn in a perspective projection of the rectangular area.
[0065] Here, the focus map 601 and the radar map 701 are images constructed by drawing the same game field in different ways, and the distribution of troops and bases in the game field corresponds to each other. More specifically, information on the deployment status of troops in the game field is managed based on the operational input that has been made, and the drawing of the focus map 601 and the radar map 701 is performed based on that information, so that the boarded aircraft 602 and the aircraft icon 702 related to the same unit are placed in corresponding positions on the focus map 601 and the radar map 701, respectively.
[0066] The focus map 601 and the radar map 701 thus configured are arranged in one screen area, thereby forming a game screen 500 as shown in Fig. 5. When forming the game screen 500, the radar map 701 is arranged so as to be superimposed in the area of the focus map 601. At this time, if the focus map 601 is blocked by the radar map 701, the amount of information that the player can obtain from the game screen 500 is reduced. Therefore, the radar map 701 is superimposed, for example, in a transparent state, and the game screen 500 is formed in such a manner that the focus map 601 below the radar map 701 is visible. Also, as shown in the figure, the radar map 701 is displayed in a smaller size than the focus map 601 in the game screen 500 so as not to hinder the operation of the boarding aircraft 602 in the focus map 601 by the player during the play of the battle game.
[0067] In addition, as shown in the figure, the game screen 500 includes remaining time 501 of the competitive game, player names 502 of each player currently playing the game, remaining durability 503 of bases related to each player, unit cards 504 showing each of five units registered for the player, an action gauge 505 showing the time elapsed until the unit related to the player can be deployed, and opponent unit cards 506 showing each of five units registered for the opponent player.
[0068] Here, the unit cards (unit card 504 and opponent unit card 506) indicating registered units in the battle game of this embodiment will be described with reference to another drawing.
[0069] During a battle game, the units registered for each player are displayed in the form of one card as the third form according to the present invention, as shown in Fig. 8(a). That is, when registering one unit, two game cards are required, one game card for the pilot and the other for the player. During a battle game, the units are presented as a GUI (only unit card 504) capable of accepting operation inputs related to unit placement on the game field in the form of one unit card having a design including both the pilot and the unit that constitute the unit. More specifically, the design of one unit card is such that a pilot image 802 showing the pilot of the unit is superimposed on a part of a pilot unit image 801 showing the pilot unit of the corresponding unit, as shown in the figure, and the player can easily grasp the game elements included in the unit in the unit card GUI.
[0070] In this embodiment, the pilot image 802 is superimposed on a part of the aircraft image 801 to form the design of the squadron card, but the present invention is not limited to this. The GUI that accepts operational inputs related to squadron deployment only needs to be configured in such a way that multiple types of game elements are at least partially overlapped in the design, and the degree of overlap and the order of overlap are not limited.
[0071] The unit card may include an indication of the status of the corresponding unit. For example, as shown in FIG. 8(b), when the corresponding unit is placed in the game field, a durability gauge 811 indicating the remaining durability of the unit and an action indication 812 indicating the action instructed for the unit may be presented. Alternatively, as shown in FIG. 8(c), when the corresponding unit is not placed in the game field, a retreat indication 821 indicating that the durability of the unit has become 0 and the unit is unable to act as a result of being placed in the game field and acting, or an impossible-to-place indication 831 indicating that the unit is not placed in the game field but cannot be placed because the action gauge 505 does not satisfy the placement possible condition as shown in FIG. 8(d) may be presented. Here, the placement condition of each unit may be, for example, determined by whether or not a gauge of a value determined according to the cost determined for at least one of the game cards of the aircraft and pilot constituting the unit, or a value determined according to the parameters of each unit after five units are registered, is filled in the action gauge 505, which increases over time. At least a portion of the display showing the status of such a unit may be shown only for the unit registered to the player, i.e., only for the unit card 504 on the game screen 500, and not for the opponent unit card 506.
[0072] As shown in FIG. 5, the unit cards 504 showing the five units registered in association with the player are arranged side by side (bottom left of the screen) of the radar map 701 on the game screen 500. That is, five unit cards 504 corresponding to the five units registered in association with the player are arranged on the side of the radar map 701. In contrast, the opponent unit cards 506 showing the five units registered in association with the opponent player are arranged side by side on the game screen 500 at the top right of the screen. In order to increase the interest of the battle game, the opponent unit cards 506 may be presented in a manner that shows only the units arranged on the game field, rather than always showing the details of the units as shown in FIG. 5, during the execution of the battle game.
[0073] As described above, the unit card 504 related to the player functions as a GUI that accepts operation inputs related to the placement of the corresponding unit on the game field, and when the player starts a touch operation on the unit card 504 related to an unplaced unit (the touch input state on the unit card 504 continues for a predetermined time), a placement process is executed to place the unit on the game field. Therefore, the unit card 504 is displayed on the game screen in a size larger than the aircraft icon 702 on the radar map 701 so that it is easy to accept operation inputs. When the placement process is executed, the player can decide where on the game field to place the unit. Here, the focus map 601 included in the game screen captures only a part of the game field, and there is a possibility that the desired position of placement is not included. For this reason, in the battle game of this embodiment, when the placement process is executed, the radar map showing the entire game field is enlarged and displayed (901) as shown in FIG. 9, and the input of the placement position is accepted. More specifically, the player can input the placement position of the unit that is maintaining the touch input state by dragging it to the desired position on the enlarged radar map 901 and then releasing the touch input state (moving and placing).
[0074] As shown in the figure, the enlarged radar map 901 has the same display mode of the deployed aircraft and bases as the radar map 701, but the perspective projection mode of the game field is changed and drawn. In the battle game of this embodiment, the radar map showing the entire rectangular area that is the game field is displayed in the form of a perspective view (radar map 701 in FIG. 5) to realize space saving during the period when the deployment process is not being executed, and is displayed in the form of a top view (radar map 901 in FIG. 9) to facilitate deployment of troops to desired positions during the period when the deployment process is being executed. However, the implementation of the present invention is not limited to this, and it is sufficient that the perspective drawing method is different between the period when the deployment process is being executed and the period when the deployment process is not being executed. Alternatively, the perspective drawing method may not be different, and only the size may be changed in the form of the radar map 901 during the battle game, for example.
[0075] However, it is not preferable to allow a unit to be placed at any position, since this may result in the loss of the strategic nature of the battle game. For example, if a new unit is allowed to be placed near any base, the possibility of achieving the victory condition without the need for a strategy increases, which may reduce the interest of the battle game. Therefore, in the battle game of this embodiment, the area in which the unit can be placed is limited on the radar map 901 displayed during the placement process. In FIG. 9, the area is visibly indicated by a placement possible area 902, and the player can place the unit by dragging the unit that is in a touch input state within the placement possible area 902 and releasing the touch input state. Note that the size of the placement possible area 902 may change according to the progress of the battle game, for example, by expanding according to the remaining time or the progress of the friendly unit.
[0076] As a result of such operations related to unit placement, the unit is placed on the game field and placed in the form of a boarded unit 602 or a unit icon 702 at the corresponding positions on the focus map 601 and the radar map 701, and displayed on the game screen 500. More specifically, the unit is newly placed on the radar map 701 in the form of an alternative figure to notify its position, and the boarded unit of the unit is newly placed on the focus map 601 in a form showing its external appearance, and displayed on the game screen 500 in a form capable of accepting operational input related to action instructions.
[0077] A unit deployed on the game field enters a retreat state when its durability reaches 0 due to, for example, an attack by another unit. A unit that has entered a retreat state is displayed with a retreat indicator 821 and a durability gauge 811 at 0 on the corresponding unit card, as shown in FIG. 8(c). The corresponding aircraft 602 or aircraft icon 702 is also removed from the focus map 601 and radar map 701.
[0078] It is not necessary that the radar map is expanded to present information as in radar map 901 only when an operation related to the deployment of troops by a player is accepted. For example, when a new unit is deployed by the opponent player, when a unit already deployed starts a specific action, when a unit already deployed is removed, when the result of a specific action is finalized, or when a predetermined change in state occurs related to the units or bases registered in the battle game, the radar map may be switched (expanded) from the radar map 701 to the radar map 901 to notify the fact. At this time, control may be performed to change the display mode so that the relevant icon (boarded aircraft 602 or base 603) can be distinguished in response to the notification.
[0079] In order to make the battle game more interesting, such a predetermined state change may be accompanied by a special effect such as displaying an image of the player watching the motion of the corresponding aircraft from a highly realistic viewpoint. In this case, the game screen may be configured by arranging the corresponding special effects instead of the focus map 601, radar map 701, and unit card 504, as shown in FIG.
[0080] <Module configuration related to unit registration> A module configuration for realizing the registration of a unit to be used in a battle game related to a player using the game device 100 of this embodiment will be described with reference to Fig. 11(a). Fig. 11(a) is a diagram illustrating a group of functional modules realized by the control unit 101 as a result of the game device 100 executing a program related to unit registration.
[0081] The registration module 1101 is a functional module that registers the units to be used in the battle game prior to the battle game. When the acquisition unit 105 acquires information from a game card, the registration module 1101 determines whether the game element associated with the game card is a boarding unit or a pilot, and registers five game elements for each type. At this time, the registration module 1101 associates the boarding unit and pilot related to the game card whose information has been acquired on a one-to-one basis, and registers and manages a unit set.
[0082] Here, for example, in a mode in which five card holders are provided on each of two sides with different inclinations and information is acquired from game cards, as shown on the operation panel surface of the game device 100 in Fig. 1, the aircraft and pilots to be included in one unit may be determined according to the position of the card holder holding the game card from which information has been acquired. Alternatively, without being limited to this, the composition of each unit may be determined based on the order in which information is acquired or the operation input made after the information is acquired.
[0083] The unit level determination module 1102 is a functional module that determines the element level of the boarding unit related to the current game play based on the element levels of the five registered boarding units. As described above, in the battle game of this embodiment, the parameters of the boarding unit have a dominant influence on the parameters of the determined unit, so that the unit level determination module 1102 determines a single element level for the five boarding units so as not to form a unit with a prominent element level. More specifically, the unit level determination module 1102 acquires the player's strengthening status for the five registered boarding units by referring to the strengthening status information 314 of the player information, and determines a single element level using the average value of the element levels of the corresponding boarding units cast into an integer type.
[0084] The pilot level determination module 1103 is a functional module that determines the element level of each of the five registered pilots related to the current game play. Unlike the aircraft level determination module 1102, the pilot level determination module 1103 determines the element level of each pilot individually. More specifically, the pilot level determination module 1103 acquires the player's training status for the five registered pilots by referring to the training status information 314 of the player information, and determines the element level of each pilot to be a value indicated by the training status information 314.
[0085] The parameter determination module 1104 is a functional module that determines the parameters of each registered unit to be referenced when controlling the progress of the battle game. More specifically, the parameter determination module 1104 acquires the parameters of the aircraft and the pilot constituting the unit for each registered unit, and determines the parameters of the unit based on these. Here, the parameters of the aircraft are parameters determined for a single element level determined by the aircraft level determination module 1102 among the parameter information 304 of the element information of the aircraft managed in the element DB 106. Moreover, the parameters of the pilot are parameters determined for the element level of the pilot determined by the pilot level determination module 1103 among the parameter information 304 of the element information of the pilot managed in the element DB 106.
[0086] <Unit registration process> Hereinafter, a specific process of unit registration processing for registering units related to a player and used in a battle game in the game device 100 of this embodiment will be described with reference to the flowchart of Fig. 12. The process corresponding to this flowchart can be realized by the control unit 101 reading out a corresponding processing program stored in the recording medium 102, for example, and developing and executing the program in the memory 103. More specifically, by executing this unit registration processing, the control unit 101 can realize each of the functional modules shown in Fig. 11(a) and perform the following processes. Note that this unit registration processing will be described as being started, for example, after the provision of a service in the game device 100 has started and the provision of normal cards has been completed.
[0087] In S1201, the control unit 101 judges whether or not information has been acquired from a new game card (one in which the corresponding game element has not been registered). If the control unit 101 judges that information has been acquired from a new game card, the process proceeds to S1202, and if not, the process proceeds to S1203.
[0088] In S1202, the registration module 1101 registers information on a game element corresponding to the acquired identification information as a used game element. More specifically, the registration module 1101 determines whether the game element specified by the acquired identification information is a boarded aircraft or a pilot, and registers it as a game element of the corresponding type. At this step, the registration of the used game element may be performed by, for example, registering the element ID and type information of the corresponding game element in a used game element table provided in the memory 103. The used game element table will be described as including, for example, an element table that manages information on each of the used game elements, and a unit table that manages information for each unit.
[0089] At this time, when five game elements of the same type identified by the identification information have already been registered, the registration module 1101 may determine whether or not to register the element. Note that, in this embodiment, in order to facilitate understanding of the invention, it will be described that the game elements associated with the game card are registered as used game elements while the game card is placed on the reader, and when the game card is no longer placed on the reader, the game elements are deleted from the used game elements.
[0090] In S1203, the control unit 101 judges whether or not the registration of the usable game elements has been completed. The completion of the registration of the usable game elements may be judged, for example, based on the condition that an operation input related to the completion of the registration has been made or a time limit related to the registration has elapsed. If the control unit 101 judges that the registration of the usable game elements has been completed, the process proceeds to S1204, and if the control unit 101 judges that the registration of the usable game elements has not been completed, the process returns to S1201.
[0091] In S1204, the registration module 1101 forms five units based on the registered used game elements. More specifically, the registration module 1101 identifies the aircraft and pilot to be associated based on the position in the reader where the game card used to register each game element was acquired, and forms these into one unit. The registration module 1101 adds information about the formed unit (for example, the unit ID, and the element IDs of the various game elements that form the unit) to the unit table of the used game element table.
[0092] Here, if the number of registered usable game elements is less than the number required to form a team of five, the registration module 1101 can supplement and register the information of the missing game elements in the element table of the usable game element table, for example by performing a lottery process, and then form a team.
[0093] For the sake of convenience, this embodiment will be described as configuring each unit after the registration of game elements has been completed, but it goes without saying that the units may also be configured at the time information is obtained from the game cards.
[0094] In S1205, the unit level determination module 1102, under the control of the registration module 1101, determines a single element level for the boarding unit among the registered game elements used. More specifically, the unit level determination module 1102 acquires element levels reflecting the strengthening status by the player for the five boarding units registered in the element table, determines a single element level based on the acquired element levels, and returns it to the registration module 1101. The registration module 1101 adds the single element level determined by the unit level determination module 1102 to the boarding unit information in the element table. Note that, if the element table includes a boarding unit that has been registered as a supplement, the unit level determination module 1102 may determine a single element level by setting the element level of the boarding unit as the initial level (1).
[0095] In S1206, the pilot level determination module 1103 determines an element level for each pilot among the registered used game elements under the control of the registration module 1101. More specifically, the pilot level determination module 1103 obtains an element level reflecting the strengthening status by the player for each of the five pilots registered in the element table, and returns it to the registration module 1101 as the element level of the pilot. The registration module 1101 adds the element level of the pilot determined by the pilot level determination module 1103 to the information of each pilot in the element table.
[0096] In S1207, the parameter determination module 1104 determines the parameters of each of the five squadrons under the control of the registration module 1101. More specifically, the parameter determination module 1104 determines and returns the parameters of each squadron based on the element levels and element information registered in the element table related to the aircraft and pilots constituting the squadron. The registration module 1101 adds the parameters of the squadron determined by the parameter determination module 1104 to the information of the corresponding squadron in the squadron table, and completes this squadron registration process.
[0097] In this way, the parameters of the troops that are referenced when the competitive game is being played can be changed and set in a manner that ensures fairness between players.
[0098] <Module configuration related to game screen generation during a competitive game> Next, a module configuration for generating a game screen when a fighting game is executed in the game device 100 of this embodiment will be described with reference to Fig. 11(b). Fig. 11(b) is a diagram illustrating a group of functional modules realized by the control unit 101 or the presentation control unit 107 as a result of the game device 100 executing a program related to the fighting game.
[0099] The placement module 1111 is a functional module that places the troops of the player and the opponent player on the game field that is the stage of the competitive game. The placement module 1111 stores placement information indicating that a unit is present at a corresponding position on the game field in response to an operational input related to unit placement on the game device 100 of the player or the opponent player. The placement information is sequentially changed by the placement module 1111 during the competitive game in response to action instructions given to the unit or actions taken by other stages.
[0100] The viewpoint determination module 1112 is a functional module that determines the viewpoint position and direction when drawing a focus map for the game field. The viewpoint position and direction may be determined based on a predetermined rule, particularly for elements that cause state changes, such as the placement information of a newly deployed unit or a unit that has been given a new action instruction, or the placement information of a base designated as an action target.
[0101] The behavior control module 1113 is a functional module that controls the behavior of each unit placed on the game field. The behavior control module 1113 controls the movement and state changes of all units based on the action instructions given to each unit.
[0102] The effect module 1114 is a functional module that performs an effect display when a predetermined condition is satisfied for a unit or a base in the progress of a battle game. In this embodiment, the effect display is described as being drawn and generated in real time using a 3D model provided for the corresponding game element, but the method of effect display is not limited to this.
[0103] The focus map drawing module 1115 is a functional module that draws a focus map related to the ongoing battle game. More specifically, the focus map drawing module 1115 develops a 3D model related to the game field (including the base) and a 3D model of the aircraft related to the unit arranged in the game field based on the arrangement information, and draws them based on the viewpoint position and direction determined by the viewpoint determination module 1112, thereby generating a focus map to be arranged on the game screen.
[0104] The radar map drawing module 1116 is a functional module that draws a radar map related to the ongoing battle game. More specifically, the radar map drawing module 1116 develops a rectangular object corresponding to the game field (and an object related to the inaccessible area 705), an aircraft icon 702 related to a unit in the game field, and a base icon 703 related to a base based on the placement information, and generates a radar map to be placed on the game screen by drawing these. The radar map drawing module 1116 also generates a radar map by further placing an object related to the placement possible area 902 and a display effect object for clearly indicating a specific icon as necessary.
[0105] In this embodiment, in order to present radar maps with different perspective views, the radar map drawing module 1116 generates the radar map by 3D rendering, but the present invention is not limited to this. That is, radar maps with different perspective views may be generated by modifying a 2D figure.
[0106] The card drawing module 1117 is a functional module that draws squad cards related to the player and the opponent player. For example, the card drawing module 1117 may generate an image of a squad card related to the squad by arranging 2D images managed in the drawing information 303 of the element information for the aircraft and pilots that constitute the squad.
[0107] The screen generation module 1118 generates a game image by arranging the focus map generated by the focus map drawing module 1115, the radar map generated by the radar map drawing module 1116, the unit cards of each unit generated by the card drawing module 1117, and various GUIs. When performing a performance display, the screen generation module 1118 generates a game screen by arranging the performance display generated by the performance module 1114 and various GUIs.
[0108] Screen Generation Processing Hereinafter, a specific screen generation process for generating a game screen during execution of a competitive game in the game device 100 of this embodiment will be described with reference to the flowchart in Fig. 13. The process corresponding to the flowchart can be realized by the control unit 101 reading out a corresponding processing program stored in the recording medium 102, for example, and executing the program by expanding it in the memory 103. More specifically, by executing this screen generation process, the control unit 101 and the presentation control unit 107 can realize each of the functional modules shown in Fig. 11(b) and perform the following processes. Note that this screen generation process is described as being started, for example, when the squad registration process is completed and it becomes possible to provide a playing experience of a competitive game, and is repeatedly executed for each of the drawing frames.
[0109] In S1301, the control unit 101 updates various states of the ongoing competitive game. The updates in this step are performed based on an action instruction given in advance by any of the players, and include changes to the states of each unit by the action control module 1113 and updates to placement information by the placement module 1111.
[0110] In S1302, the control unit 101 judges whether or not a state change has occurred that requires a performance display. If the control unit 101 judges that a state change has occurred that requires a performance display, the process proceeds to S1303, and if the control unit 101 judges that a state change has not occurred, the process proceeds to S1305.
[0111] In S1303, the presentation module 1114 generates a presentation display for the state change that has occurred.
[0112] In S1304, the screen generation module 1118 generates a game screen by arranging the effect display generated in S1303 and various GUIs.
[0113] On the other hand, if it is determined in S1302 that no state change has occurred that would cause a dramatic display, the viewpoint determination module 1112 determines information about the viewpoint for drawing the focus map in S1305.
[0114] In S1306, the focus map drawing module 1115 generates a focus map based on the viewpoint information determined in S1305.
[0115] In S1307, the card drawing module 1117 generates a unit card for each unit based on the current state of each unit.
[0116] In S1308, the control unit 101 judges whether or not an operational input related to unit deployment has been performed. If the control unit 101 judges that an operational input related to unit deployment has been performed, the process proceeds to S1309, and if the control unit 101 judges that an operational input related to unit deployment has not been performed, the process proceeds to S1310.
[0117] In S1309, the radar map drawing module 1116 generates a radar map in the form of an enlarged display.
[0118] On the other hand, if it is determined in S1308 that no operational input related to troop deployment has been made, the radar map drawing module 1116 generates a radar map in the normal display mode in S1310.
[0119] In S1311, the screen generation module 1118 generates a game screen by arranging the generated focus map, radar map, unit cards, and various GUIs.
[0120] In this way, two types of game fields in which game elements are arranged in different configurations can be presented, allowing the player to easily grasp the progress of the game.
[0121] In this embodiment, the units are displayed in the form of alternative graphics on the radar map during the battle game, but the implementation of the present invention is not limited to this. The radar map may take a form other than alternative graphics, such as icons or text, as long as it informs the player of the positions of the units on the game field and is different from the form of the units placed on the focus map.
[0122] In addition, in this embodiment, a single element level is determined based on the average value of the element levels of all the boarding units registered for the player in relation to the parameters of the unit, but the implementation of the present invention is not limited to this. The single element level may be determined based on, for example, the highest or lowest value of the element levels of the boarding units registered for the player, or may be determined based on the average value of the element levels of the boarding units registered for both players.
[0123] Furthermore, adjustment of the element level of the aircraft related to the parameters of the unit may be performed only when playing a competitive game against another player.
[0124] [Variation 1] In the above-described embodiment, a single element level is determined based on the element level of the registered aircraft, and the parameters of the force are set based on this, but the implementation of the present invention is not limited to this.
[0125] For example, if a player wants to strengthen game elements with low element levels overall, playing a battle game using only these game elements may put the game at a disadvantage and may not provide a favorable playing experience. On the other hand, if at least one strengthened boarding machine is included, the parameters of the unit can be advanced advantageously, but such an embodiment may bias the composition of the game elements used and reduce the player's interest in the game.
[0126] Therefore, the present invention may be configured to determine a single element level based on a player level that varies according to the results of a competitive game, taking into consideration players who have played the game many times and who are more likely to suffer such a disadvantage in progression. Alternatively, the aspect of determining a single element level based on a player level may be limited to cases where the player level is within a predetermined numerical range, and may be implemented in combination with the above-mentioned embodiment.
[0127] [Variation 2] In addition, in the aspect of determining a single element level based on any numerical value and setting the parameters of the squad, it may be difficult to determine the winner, particularly in a battle game between players whose element levels have been strengthened to the upper limit. For this reason, a third type of game element according to the present invention may be introduced that is different from the two game elements constituting the squad, and a specific tactical effect may be generated in the battle game when the other game element is registered. The other game element may be configured to be registerable (for example, selectable as an option when registering the game element to be used) when the player level is equal to or higher than a predetermined value, and may be configured to be usable during the battle game when registered. In this way, a diverse playing experience of the battle game can be provided even to players who have been using the game device 100 for a long time. In addition, in order to attract players to use the game device 100 for a longer period of time, the other game element may be configured to be different depending on the player level (the higher the level, the more tactical effects can be used during one battle game).
[0128] [Other embodiments] The present invention is not limited to the above-described embodiment, and various modifications and alterations are possible within the scope of the gist of the invention without departing from the spirit and scope of the present invention. The game device according to the present invention can also be realized by a program that causes one or more computers to function as the game device. The program can be provided / distributed by being recorded on a computer-readable recording medium or through an electric communication line. [Explanation of symbols]
[0129] 100: game device, 101: control unit, 102: recording medium, 103: memory, 104: payment detection unit, 105: acquisition unit, 106: element DB, 107: presentation control unit, 120: display unit, 108: provision control unit, 130: first provision unit, 140: second provision unit, 150: third provision unit, 109: operation input unit, 110: communication unit, 200: server, 201: server control unit, 202: server recording medium, 203: server memory, 204: player DB, 205: matching processing unit, 206: management unit, 207 : Server communication unit, 300: Network, 1101: Registration module, 1102: Aircraft level determination module, 1103: Pilot level determination module, 1104: Parameter determination module, 1111: Placement module, 1112: Viewpoint determination module, 1113: Action control module, 1114: Performance module, 1115: Focus map drawing module, 1116: Radar map drawing module, 1117: Card drawing module, 1118: Screen generation module
Claims
1. On the computer, a registration process for registering a plurality of first type game elements and a plurality of second type game elements, the second type game elements being different from the first type game elements, for a player in a competitive game to be played; a setting process for setting a single common level for the plurality of first type game elements related to the player registered in the registration process; a control process for controlling a progress of the competitive game based on the common level set in the setting process; A game program for executing a level that changes depending on a result of the competitive game is associated with each of the first type of game elements; the common level is set based on levels associated with the plurality of first type game elements registered in the registration process; A game program in which, in the registration process, one game element of the second type is associated with one game element of the first type.
2. The common level is set based on an average value of levels associated with the plurality of first type game elements registered in the registration process. The game program according to claim 1 .
3. A computer comprising: An identification process for identifying a player; a registration process for registering a plurality of first type game elements and a plurality of second type game elements, the second type game elements being different from the first type game elements, for a player in a competitive game to be played; a setting process for setting a single common level for the plurality of first type game elements related to the player registered in the registration process; a control process for controlling a progress of the competitive game based on the common level set in the setting process; A game program for executing Each of the players is associated with a player level that varies depending on the performance of the competitive game; The common level is set based on the player level of the player identified in the identification process, A game program in which, in the registration process, one game element of the second type is associated with one game element of the first type.
4. 4. The game program according to claim 1, wherein a maximum number of the first type of game elements and a maximum number of the second type of game elements that can be registered in the registration process are the same.
5. The game program according to claim 1 , wherein the second type of game element is an element that activates the first type of game element in the fighting game.
6. a management process for managing the associated first type game element and the associated second type game element as a set of game elements; a determination process for determining parameters in the competitive game to be played for each of the set of game elements; and causing the computer to further execute the steps: a parameter of the set of game elements is determined based on the common level of the first type of game elements included in the set of game elements and the level of the second type of game elements included in the set of game elements; 6. The computer-readable storage medium according to claim 1, wherein the control process controls progress of the competitive game based on parameters of the set of game elements determined in the determination process.
7. The game program according to claim 6 , wherein in determining the parameters of the set of game elements, a degree of contribution of a parameter corresponding to the common level related to the first type of game element included in the set of game elements is set to be large.
8. further causing the computer to execute a display control process for displaying a plurality of the set of game elements on a display means; The game program according to claim 6 or 7, wherein the display of the set of game elements shows at least a portion of one of the first type of game element and the second type of game element included in the set of game elements superimposed on the other.
9. The game program according to claim 8 , wherein the display of the set of game elements comprises displaying the first type of game element and the second type of game element included in the set of game elements in the form of a single card.
10. Each of the players is associated with a player level that varies depending on the performance of the competitive game; the registration process further registers a third type of game element related to the player, the third type of game element being different from the first type of game element and the second type of game element, based on the player level of the player; 10. The computer-readable storage medium according to claim 1, wherein in the control process, the third type of game element registered in the registration process is controlled to be usable in the competitive game.
11. The game program according to claim 10 , wherein a number of the third type of game elements registered in the registration process varies depending on the player level.
12. A game device for executing a competitive game, a registration means for registering a plurality of first type game elements and a plurality of second type game elements, the second type game elements being different from the first type game elements, for the competitive game to be played, which are associated with a player; a setting means for setting a single common level for the plurality of first type game elements related to the player registered by the registration means; a control means for controlling a progress of the competitive game based on the single common level set by the setting means; Equipped with a level that changes depending on a result of the competitive game is associated with each of the first type of game elements; the common level is set based on levels associated with the plurality of first type game elements registered by the registration means; The registration means is a game device that associates one of the second type of game elements with one of the first type of game elements.
13. A game device for executing a competitive game, comprising: An identification means for identifying a player; a registration means for registering a plurality of first type game elements and a plurality of second type game elements, the second type game elements being different from the first type game elements, for the competitive game to be played, which are associated with a player; a setting means for setting a single common level for the plurality of first type game elements related to the player registered by the registration means; a control means for controlling a progress of the competitive game based on the single common level set by the setting means; Equipped with Each of the players is associated with a player level that varies depending on the performance of the competitive game; the common level is set based on the player level of the player identified by the identification means, The registration means is a game device that associates one of the second type of game elements with one of the first type of game elements.
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