Game program, recording medium, and game processing method
The game program addresses the issue of high data usage in online games by enabling players to delete unused data, reducing storage demands and enhancing gameplay efficiency.
Patent Information
- Application Number
- JP2021040852
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-03-12
- Publication Date
- 2025-06-10
- Estimated Expiration
- 2041-03-12
AI Technical Summary
In online games, the increasing data size distributed from servers to information processing apparatuses leads to higher data usage, which is not efficiently managed after game software installation.
A game program that enables an information processing apparatus to function as a game execution processing unit, a recording processing unit, a first reception processing unit, and a data deletion processing unit, allowing players to instruct the deletion of used game data at predetermined timings, thereby reducing data usage.
This solution effectively reduces the data usage amount on information processing apparatuses in online games by allowing players to manage and delete unused game data, thereby optimizing storage capacity and improving gameplay efficiency.
Smart Images

Figure 0007690303000001 
Figure 0007690303000002 
Figure 0007690303000003
Abstract
Description
Technical Field
[0001] The present invention relates to a game program, a recording medium, and a game processing method.
Background Art
[0002] An online game is known in which game software is installed from a server device to a player's terminal device via a network, and the game is played on the terminal device.
[0003] For example, Patent Document 1 describes an information processing apparatus that displays a first selection screen for selecting a play mode to be installed first from among a plurality of play modes when installing game software for the first time, and then displays a second selection screen for selecting a play mode not to be installed or a play mode to be installed.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] In an online game, various data are distributed from a server device to an information processing apparatus as the game progresses, and the data size tends to increase. In the above prior art, there is still room for further improvement in reducing the data usage amount of the information processing apparatus after the installation of game software.
[0006] The present invention has been made in view of such problems, and an object thereof is to provide a game program, a recording medium, and a game processing method capable of reducing the data usage amount of an information processing apparatus in an online game.
Means for Solving the Problems
[0007] In order to achieve the above object, the game program of the present invention causes an information processing apparatus communicably connected to a server apparatus to function as a game execution processing unit that executes an installed game program, a recording processing unit that receives data used during execution of the game program from the server apparatus and records it in a recording apparatus, a first reception processing unit that receives an instruction to enable or disable the deletion function of the data from a player, and a data deletion processing unit that deletes at least a part of the used data recorded in the recording apparatus at a predetermined timing when an instruction to enable the deletion function of the data is received.
[0008] In order to achieve the above object, the recording medium of the present invention is a recording medium readable by an information processing apparatus, which records the above game program.
[0009] Also, in order to achieve the above object, the game processing method of the present invention is a game processing method executed by an information processing apparatus communicably connected to a server apparatus, and includes steps of executing an installed game program, receiving data used during execution of the game program from the server apparatus and recording it in a recording apparatus, receiving an instruction to enable or disable the deletion function of the data from a player, and deleting at least a part of the used data recorded in the recording apparatus at a predetermined timing when an instruction to enable the deletion function of the data is received.
Effects of the Invention
[0010] According to the game program and the like of the present invention, it is possible to reduce the data usage amount of the information processing apparatus in an online game.
Brief Description of the Drawings
[0011]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Figure 12
Figure 13
Embodiments for Carrying Out the Invention
[0012] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0013] <1. Overall Configuration of the Game System> First, an example of the overall configuration of the game system 1 according to this embodiment will be described with reference to FIG. 1. As shown in FIG. 1, the game system 1 includes a plurality of terminal devices 3 (only one is shown in FIG. 1) operated by a plurality of players, and a server device 5. Each terminal device 3 and the server device 5 are communicably connected via a network NW such as a LAN or the Internet. Note that the network NW may be either wireless or wired. In FIG. 1, the server device 5 is configured by a single computer, but it may be configured by a plurality of computers.
[0014] The terminal device 3 (an example of an information processing device) is, for example, a smartphone, a tablet computer, a portable game machine, or the like. However, it is not limited thereto, and it may be, for example, a desktop computer, a notebook computer, a stationary game machine, or the like. The terminal device 3 has a touch panel 7 on which various displays and various input operations by the player are performed. The player performs a desired operation input by contacting the touch panel 7 with a finger, a pen, or the like.
[0015] The detection method of the touch panel 7 is not particularly limited, and various detection methods such as a resistive film method, a capacitance method, an optical method, and an electromagnetic induction method can be adopted. Note that the terminal device 3 may include an input unit such as buttons, switches, levers, joysticks, etc., and a display unit such as a liquid crystal panel instead of or in addition to the touch panel 7. It may also include an audio output unit such as a speaker.
[0016] The server device 5 is a so-called server computer. The server device 5 receives access from the terminal devices 3 of each player who receives the game service via the network NW, accumulates and manages the game information of each player in a recording device, and provides an online game service to each player via the network NW.
[0017] As a form of providing a game service by the server device 5, instead of implementing a game program (also referred to as application software) on the server device 5 and executing the game on the terminal device 3, there is a form in which the game is executed on the server device 5 in response to the operation input of the player on the terminal device 3, and the execution result is transmitted to the terminal device 3 of each player. For example, the server device 5 may provide a so-called browser game that can be played by a web browser installed on the terminal device 3 of each player. Further, the server device 5 may provide a so-called cloud game in which a game video as a result of executing a game on the server device 5 is transmitted to the terminal device 3 in a streaming format or the like. Alternatively, the server device 5 may provide a so-called social game that is executed by application software created based on an operating environment such as an API (Application Programming Interface) that operates on a web browser in an SNS (Social Networking Service).
[0018] Note that a part or all of the game program may be installed in the terminal device 3 so that game processing is partially executed not only in the server device 5 but also in the terminal device 3, or game processing may be mainly executed in the terminal device 3.
[0019] In the game system 1 according to the present embodiment, a part or all of a game program (also referred to as a so-called "native application") is installed in the terminal device 3, and game processing is mainly executed in the terminal device 3. The game program may be downloaded from the server device 5 or installed from other recording media or the like. The terminal device 3 downloads in-game data related to the content of the game to be executed from the server device 5. The in-game data may be downloaded from the server device 5 at the time of installing the game program, or may be downloaded from the server device 5 during the execution of the installed game program (during game play).
[0020] Note that the game executed on the terminal device 3 is not particularly limited to a specific genre. For example, it can execute various genres of games such as simulation games, role-playing games, adventure games, action games, fighting games, etc.
[0021] <2. Functional Configuration of Terminal Device and Server Device> Next, with reference to FIGS. 2 to 4, an example of the functional configuration of the terminal device 3 and the server device 5 will be described. Note that only the database configuration of the server device 5 is illustrated, and other functional configurations are omitted.
[0022] As shown in FIG. 2, the server device 5 has multiple types of game programs. In FIG. 2, for example, game programs A, B, and C related to three types of games are illustrated. Note that the number of types of game programs possessed by the server device 5 is not limited to multiple types, and it may be one type or even have a larger number of types of game programs. Also, the server device 5 has a video database 9, a still image database 11, and an audio database 13 for each game. Game data related to the content of the corresponding game is stored in these databases 9, 11, and 13. Specifically, the video database 9 stores video data such as animations used for specific events or effects, etc. The still image database 11 stores still image data such as backgrounds used for specific events or effects, etc. The audio database 13 stores audio data such as the voices of game characters, BGM, and sound effects used for specific events or effects, etc. Note that each game does not necessarily have the above databases 9, 11, and 13, and a configuration having at least one of the databases 9, 11, and 13 may also be used depending on the game.
[0023] When the terminal device 3 downloads and installs a game program from the server device 5, or after the installation, it is possible to download all the in-game data stored in the corresponding databases 9, 11, and 13 at once. Also, during the execution of the installed game program, the terminal device 3 can download only the necessary amount of in-game data stored in the databases 9, 11, and 13 at an appropriate timing according to, for example, the progress of the game.
[0024] The terminal device 3 includes a game execution processing unit 15, a recording processing unit 17, a first reception processing unit 19, a data deletion processing unit 21, a second reception processing unit 23, an invalidation processing unit 25, and a recording device 27.
[0025] The game execution processing unit 15 executes the installed game program and advances the game according to the input content of the player. For example, while making each player character act according to the input content of each player, non-player characters such as other in-game characters and enemy characters are automatically controlled by a predetermined algorithm (so-called game AI) defined by the game program. Also, using the in-game data downloaded from the server device 5, various events, effects, etc. are executed to advance the game.
[0026] Note that the player character operated by the player and the non-player character that is automatically controlled may be a human character or something else. For example, it may be an animal other than a human, a living thing other than a human or an animal, a virtual living thing (e.g., a monster, a ghost, a yokai, etc.), a robot, an object such as an item or an object.
[0027] The recording processing unit 17 receives in-game data related to the content of the game executed by the game execution processing unit 15 from the databases 9, 11, and 13 of the server device 5 and records it in the recording device 27. The recording device 27 includes, for example, memories such as ROM 503 and RAM 505, and a recording device 517 such as a hard disk (see FIG. 13 described later). The recording device 27 may be a built-in device of the terminal device 3, or an external device or a recording medium.
[0028] The first reception processing unit 19 receives an instruction from the player to enable or disable the deletion function of the in-game data recorded in the recording device 27. For example, the first reception processing unit 19 displays a reception screen for receiving an instruction to enable or disable the deletion function of the in-game data based on the player's operation during the execution of the game play.
[0029] FIG. 3 shows an example of the reception screen by the first reception processing unit 19. The setting screen shown in FIG. 3 is displayed when, for example, the player performs a predetermined operation to display the setting screen at an arbitrary timing during the game play. On the setting screen, for example, "System", "Sound", "Quest", and "Notification" are prepared as settable items, and selection buttons 29, 31, 33, and 35 for selecting each item are displayed. Note that the above setting items are just examples, and other items may be settable instead of or in addition to these. In FIG. 3, for example, the selection button 29 is operated and "System" is selected.
[0030] On the "System" setting screen (an example of the reception screen), a batch download setting display section 37 and a data deletion function setting display section 39 are displayed. The batch download setting display section 37 will be described later. On the data deletion function setting display section 39, an "On" button 41, an "Off" button 43, and an explanation column 45 are displayed. In the explanation column 45, as an explanation of the data deletion function, it is explained that when it is turned on, unnecessary data will be deleted from the recording device 27 when the game is started next time. The "unnecessary data" is at least a part of the in-game data such as videos, still images, and audio data used for the above-mentioned specific events and effects.
[0031] In addition, in the setting items of "Sound", for example, the volume settings of various sounds such as BGM, sound effects, and character voices can be set (see FIG. 9 described later). Also, in the setting items of "Quest", for example, settings related to quests (such as objectives, tasks, missions, etc.) imposed on the player character or partner game characters in the game can be set. In the setting items of "Notification", for example, settings such as when to notify the player can be set.
[0032] When the player operates the "ON" button 41, the first reception processing unit 19 receives an instruction to enable the deletion function of in-game data. When the player operates the "OFF" button 43, the first reception processing unit 19 receives an instruction to disable the deletion function of in-game data. In FIG. 3, for example, the "ON" button 41 is operated and the deletion function is enabled.
[0033] With the above setting screen, the player can freely switch between enabling and disabling the deletion function of data during the game play. For example, when switching from the "ON" setting to the "OFF" setting, the in-game data up to the previous game play is deleted when the game is started this time, but is not deleted from the in-game data of this game play. Also, for example, when switching from the "OFF" setting to the "ON" setting, the in-game data up to the previous game play is recorded in the recording device 27, and the in-game data of this game play is also recorded, but those in-game data will be deleted when the game is started next time.
[0034] Note that it is time-consuming for the player to perform an operation to display the setting screen during the game play. Therefore, the first reception processing unit 19 may display a reception screen for receiving an instruction to enable or disable the deletion function of in-game data, for example, at the timing of starting the execution of the game program.
[0035] Fig. 4 shows an example of the reception screen in this case. As shown in Fig. 4, for example, on the screen where the player has entered an ID, password, etc. to execute an online game and the login has been completed, it may be possible to set the activation or deactivation of the data deletion function. In the example shown in Fig. 4, on the login completion screen (an example of the reception screen), a confirmation message 47 for asking the player whether to use the data deletion function for the game, an "On" button 41, an "Off" button 43, and an explanation column 45 similar to the above are displayed.
[0036] In this case, since the player can set the activation or deactivation of the in-game data deletion function at the start of the game, the trouble of performing an operation to display the setting screen during the game play can be saved, and the player can concentrate on the game play.
[0037] Returning to Fig. 2, when the data deletion processing unit 21 receives an instruction to activate the in-game data deletion function from the first reception processing unit 19, it deletes at least a part of the used in-game data recorded in the recording device 27 at a predetermined timing. "Used in-game data" refers to in-game data such as videos, still images, and audio data used for the above-mentioned specific events and effects, etc., that have been played or displayed at least once. Also, "at least a part of the in-game data" refers to in-game data such as videos, still images, and audio data used for the above-mentioned specific events and effects, etc., that have a strong relevance to the story and are generally considered not to be watched again by the player once they have watched it. In this case, for example, in-game data that has a weak relevance to the story and may be watched by the player many times regardless of the progress of the game may not be deleted. Also, regardless of such relevance to the story, all in-game data used for specific events and effects, etc. may be deleted. Also, the "predetermined timing" is, for example, the timing at the next startup of the game program. Alternatively, for example, it may be the timing of logging in to the server device 5 after the next startup of the game program.
[0038] The second reception processing unit 23 receives an instruction from the player as to whether to receive all in-game data from the server device 5 at once. For example, the second reception processing unit 23 displays, based on the player's operation during the execution of the game play, a reception screen for receiving an instruction as to whether to receive all in-game data at once.
[0039] An example of the reception screen by the second reception processing unit 23 is shown in FIG. 3 described above. As shown in FIG. 3, in the setting screen (an example of the reception screen) of the item "System" in the setting screen, a batch download setting display section 37 is displayed. In the batch download setting display section 37, a "Download" button 49 and an explanation column 51 are displayed. In the explanation column 51, as an explanation of the batch download function, it is explained that in-game data necessary for the execution of the game is downloaded all at once. The "data necessary for the execution of the game" is all of the in-game data such as videos, still images, and audio data used for the specific events and effects described above.
[0040] When the player operates the "Download" button 49, the second reception processing unit 23 receives an instruction to receive all in-game data at once. In this case, the game execution processing unit 15 downloads all in-game data from the server device 5 at once, records it in the recording device 27, and advances the game while reading it from the recording device 27 at an appropriate timing. When the player does not operate the "Download" button 49, the second reception processing unit 23 does not receive an instruction to receive all in-game data at once. In this case, the game execution processing unit 15 downloads the necessary in-game data from the server device 5 at an appropriate timing according to the progress of the game, records it in the recording device 27, and advances the game.
[0041] Although not shown in the figure, similar to the setting of the above-described data deletion function, the second reception processing unit 23 may display a reception screen for receiving an instruction as to whether to receive all in-game data at once at the timing of starting the execution of the game program. In this case, for example, as shown in FIG. 4, it may be displayed on a login completion screen or the like.
[0042] Returning to FIG. 2, when the invalidation processing unit 25 receives an instruction from the second reception processing unit 23 to receive all the in-game data at once, it invalidates the in-game data deletion function regardless of the reception by the first reception processing unit 19. For example, in the setting screen shown in FIG. 3 described above, when the player operates the "Download" button 49, the invalidation processing unit 25 automatically switches to the state where the "Off" button 43 is operated when the "On" button 41 of the data deletion function is being operated, and may also invalidate it so that the "On" button 41 cannot be operated. Also, when the "Off" button 43 of the data deletion function is being operated in the above, it may be maintained as it is and the "On" button 41 may be invalidated so that it cannot be operated.
[0043] Note that the processing etc. in each processing unit described above are not limited to the examples of the sharing of these processes. For example, they may be processed by an even smaller number of processing units (for example, one processing unit), or may be processed by further subdivided processing units. Also, the functions of each processing unit described above are implemented by a game program executed by the CPU 501 (see FIG. 13 described later), but for example, a part of them may be implemented by an actual device such as an ASIC or FPGA, or other electric circuits. Furthermore, each processing unit described above is not limited to the case where all are implemented on the terminal device 3 side, and a part of them may be implemented on the server device 5 side.
[0044] <3. Processing Procedure Executed by Terminal Device> Next, with reference to FIG. 5, an example of the processing procedure executed by the CPU 501 of the terminal device 3 will be described. Note that this flowchart is started when the player performs an operation (such as touching an icon) to start a specific game installed on the terminal device 3.
[0045] In step S10, the terminal device 3 starts the game by executing the game program of the game for which the start operation was performed by the game execution processing unit 15.
[0046] In step S20, the terminal device 3 determines, by the second reception processing unit 23, whether all of the in-game data has been received in a batch. If the in-game data has been received in a batch (step S20: YES), the process proceeds to step S50 described later. On the other hand, if the in-game data has not been received in a batch (step S20: NO), the process proceeds to step S30.
[0047] In step S30, the terminal device 3 determines, by the first reception processing unit 19, whether the deletion function of the in-game data is turned on. If the deletion function of the in-game data is turned off (step S30: NO), the process proceeds to step S50 described later. On the other hand, if the deletion function of the in-game data is turned on (step S30: YES), the process proceeds to step S40.
[0048] In step S40, the terminal device 3 deletes at least a part of the used in-game data recorded in the recording device 27 by the data deletion processing unit 21.
[0049] In step S50, the terminal device 3 executes "game execution processing" in which the game execution processing unit 15 advances the game while using the necessary in-game data according to the player's input content. At this time, if the in-game data has been downloaded in a batch and recorded in the recording device 27, the game execution processing unit 15 reads the in-game data from the recording device 27 and executes various events, effects, etc. On the other hand, if the in-game data has not been downloaded in a batch and the in-game data has been deleted in step S40 by enabling the deletion function of the in-game data, the game execution processing unit 15 downloads the insufficient in-game data from the server device 5 as necessary and executes various events, effects, etc.
[0050] In step S60, the terminal device 3 determines whether or not the player has given an instruction to end the game. If there is no game end instruction (step S60: NO), it returns to step S50 above to continue the game. On the other hand, if there is a game end instruction (step S60: YES), this flowchart ends.
[0051] Note that the above-described processing procedure is an example, and at least a part of the above procedure may be deleted or changed, or procedures other than the above may be added. Also, the order of at least a part of the above procedures may be changed, or a plurality of procedures may be combined into a single procedure.
[0052] <4. Effects of the Embodiment> The game program of this embodiment causes the terminal device 3 communicably connected to the server device 5 to function as a game execution processing unit 15 that executes the installed game program, a recording processing unit 17 that receives in-game data related to the content of the executed game from the server device 5 and records it in the recording device 27, a first reception processing unit 19 that receives an instruction to enable or disable the deletion function of in-game data from the player, and a data deletion processing unit 21 that deletes at least a part of the used in-game data recorded in the recording device 27 at a predetermined timing when an instruction to enable the deletion function of in-game data is received.
[0053] In this embodiment, when the game program installed in the terminal device 3 is executed, in-game data related to the content of the game is received from, for example, the server device 5, recorded in the recording device 27, and used. The in-game data includes, for example, animation movies, background images, voice data of game characters, etc. used in specific events or effects. Such data has a relatively large capacity and increases as the game progresses, so there is a possibility of straining the capacity of the recording device 27 of the terminal device 3.
[0054] In this embodiment, the player can instruct to enable or disable the function of deleting in-game data. When the player enables the deletion function, at least a part of the used in-game data recorded in the recording device 27 is deleted at a predetermined timing. Thereby, the data usage amount of the recording device 27 of the terminal device 3 in the online game can be reduced.
[0055] On the other hand, when using the deleted in-game data again, a new download from the server device 5 is required. For this reason, for example, when downloads are frequently performed by playing past events or performances again, etc., it may put pressure on the communication capacity of the terminal device 3, and there is a possibility that the game play may be frequently interrupted due to the download of in-game data, resulting in a decrease in comfort.
[0056] Therefore, the player can enable the deletion function when wanting to reduce the data usage amount of the recording device 27 of the terminal device 3 according to their own play style, and can disable the deletion function when wanting to reduce the communication capacity of the terminal device 3 or enjoy comfortably without interrupting the game play.
[0057] Also in this embodiment, the data deletion processing unit 21 may delete at least a part of the in-game data when the game program is started next time.
[0058] If the in-game data related to events, performances, etc. is deleted immediately after use, since it is conceivable that the player may want to play or watch the events, performances, etc. again during the same game execution, a new download will be required. Also, since the data deletion process will be executed in parallel with the game play process, the processing burden on the terminal device 3 will increase, and there is also a possibility of affecting the game play.
[0059] In this embodiment, by deleting the game program when it is launched next time, the possibility of requiring re-download can be reduced. Also, since data can be deleted in parallel with the startup process, in-game data can be deleted without being noticed by the player without affecting the game play. Further, since in-game data is deleted every time the game is launched, no old data remains, and deletion omission of data can be prevented.
[0060] Also in this embodiment, the game program may further function as a second reception processing unit 23 that receives from the player an instruction on whether to receive all in-game data from the server device 5 in a batch, and an invalidation processing unit 25 that invalidates the in-game data deletion function regardless of the reception by the first reception processing unit 19 when an instruction to receive all in-game data in a batch is received.
[0061] When the player selects to receive all in-game data in a batch, it is conceivable that the player reduces the communication capacity of the terminal device 3 or enjoys comfortably without interrupting the game play. In such a case, enabling the in-game data deletion function goes against the player's intention. Therefore, when batch reception of in-game data is selected, the in-game data deletion function can be automatically invalidated to make a setting in line with the player's intention.
[0062] Also in this embodiment, the first reception processing unit 19 may display a reception screen for receiving an instruction to enable or disable the in-game data deletion function at the timing of starting the execution of the game program.
[0063] Thereby, the player can set whether to enable or disable the in-game data deletion function at the start of the game, so that the trouble of performing an operation to transition to or display the setting screen during the game play can be saved, and the player can concentrate on the game play.
[0064] In this embodiment, the first reception processing unit 19 may also display a reception screen for receiving an instruction to enable or disable the deletion function of in-game data based on the player's operation during the execution of the game play.
[0065] As a result, the player can freely switch between enabling and disabling the data deletion function during the game play. Therefore, when the player wants to keep the currently executing events, effects, etc., the function can be disabled, and when the player thinks it is not necessary to keep them, the function can be enabled. That is, the settings can be switched flexibly in consideration of the content immediately after the execution of events, effects, etc.
[0066] <5. Modifications, etc.> Note that the present invention is not limited to the above-described embodiment, and various modifications are possible without departing from the spirit and technical idea thereof. Hereinafter, such modifications will be described.
[0067] (5-1. When applied to a game that plays music) In the above embodiment, the specific content of the game to be executed was not particularly described. However, for example, the present invention may be applied to a game in which a player organizes a plurality of game characters and plays music with the organized game characters.
[0068] An example of the functional configuration of the terminal device 3 and the server device 5 in this modification will be described with reference to FIGS. 6 to 9. Similar to the above-described embodiment, only the database configuration of the server device 5 is illustrated, and other functional configurations are omitted.
[0069] As shown in FIG. 6, the server device 5 illustrates game programs D, E, and F related to, for example, three types of games. In FIG. 6, for example, the game executed by the game program D is a game including the content in which game characters play music. The server device 5 has a video database 9, a still image database 11, an audio database 13, and a music database 53 in the game program D. Since the databases 9, 11, and 13 are the same as those in the above-described embodiment, the description thereof is omitted.
[0070] The music database 53 stores sound source data of preset music. The sound source data is included in in-game data related to the content of the executed game. The genre of music is not particularly limited and may include various genres such as classical, pop, rock, jazz, and the like. The sound source data includes off-the-shelf version data generated in advance for each music regardless of the character composition, and instrument version data for which the character composition is valid. The off-the-shelf version data is sound source data generated by a preset instrument according to the type of music regardless of the composition content of the game character by the player. Since the off-the-shelf version data is generated as, for example, single sound source data for each music, the data capacity is relatively small. On the other hand, the instrument version data is sound source data generated for each instrument for each music, and one sound source data corresponds to one instrument. In addition to the different timbres according to the instruments, the instrument version data also has different melodies, ranges, etc., for example, and a plurality of instrument version data are combined and reproduced according to the type of music. Therefore, the data capacity becomes relatively large.
[0071] Figure 7 shows an example of the types of musical instruments used in the musical instrument version data and their ranges. As shown in Figure 7, for example, string instruments, woodwind instruments, and brass instruments are set as the types of musical instruments. The ranges are divided into, for example, the high range, the middle range, the low range, and the lowest range. As string instruments, for example, the violin is set in the high range, the viola in the middle range, the cello in the low range, and the double bass in the lowest range. As woodwind instruments, for example, the flute or oboe is set in the high range, the clarinet in the middle range, and the bassoon in the low range. As brass instruments, for example, the trumpet is set in the high range, the horn in the middle range, the trombone in the low range, and the tuba in the lowest range.
[0072] Note that it is not necessary to set the musical instrument version data of all the musical instruments shown in Figure 7 for each piece of music. It is sufficient if the musical instrument version data of at least some musical instruments is set according to the type of music. Also, in the game of this modified example, for example, for the violin, two violins, the 1st violin and the 2nd violin, are set, and the player character (the protagonist) operated by the player is set as the 1st violin.
[0073] Note that the musical instruments and ranges shown in Figure 7 are just examples, and other musical instruments and ranges may be added instead of or in addition to these. Also, there may be only one violin, or the protagonist may be, for example, a conductor who does not play a musical instrument.
[0074] Returning to FIG. 6, the game execution processing unit 15 includes an arrangement processing unit 55 and a sound source playback processing unit 57. The arrangement processing unit 55 arranges a plurality of game characters, each associated with a musical instrument preset in advance, in an arbitrary combination based on the player's input. As described above, the 1st violin is set for the player character, and musical instruments for each of the other game characters that appear are also set. For example, the player may operate the player character to find a game character that plays a desired musical instrument and make it a member, and thus arrange performance members such as an orchestra, a musical band, a concert band, or a band. The method of collecting game characters may be, for example, by having the player character go on an adventure or a journey in the game, or by deepening friendship in the story. Also, game characters (including character cards) may be collected by a lottery game so-called "gacha".
[0075] FIG. 8 shows an example of an arrangement screen by the arrangement processing unit 55. In the example shown in FIG. 8, for example, six arrangement frames 59a to 59f are displayed, and up to six performance members can be arranged. The player can add a game character selected from among friend game characters (or owned character cards, etc.) to the arrangement by operating the plus symbol 61 in the arrangement frame 59, for example. In the arranged arrangement frame 59, for example, the appearance and status of the game character (such as level, musical instrument, performance ability, etc.) are displayed. In the example shown in FIG. 8, game characters are already arranged in, for example, four of the six arrangement frames 59a to 59d.
[0076] Below the arrangement frames 59a to 59f, an "OK" button 63 and a "Cancel" button 65 are displayed. When the player operates the "OK" button 63 after arranging game characters in all or part of the arrangement frames 59a to 59f, the arrangement of the performance members is determined. Also, when the player operates the "Cancel" button 65, for example, the arrangement is reset and a new arrangement can be made again.
[0077] In addition, a "recommended arrangement" button 67 is displayed on the arrangement screen. In this embodiment, recommended instruments are set for each piece of music. When the player operates the "recommended arrangement" button 67, game characters corresponding to the recommended instruments are automatically arranged.
[0078] Note that the number of arrangement frames may be made even less than 6 or even more. Also, the player character may be included in the arrangement frame. For example, the player character may be in the position of a conductor or a concertmaster and does not necessarily need to be included in the arrangement frame. Further, a part of the arrangement frame may be set as a guest frame, and for example, it may be possible to borrow game characters of other players in an online game for arrangement. Also, as the status of each game character, more detailed statuses such as, for example, a sense of rhythm, harmony with members, and accuracy of pitch may be displayed. Furthermore, for example, statuses of all performance members such as overall performance ability and balance ability may be displayed.
[0079] Returning to FIG. 6, the sound source playback processing unit 57 plays back the sound source data of the music recorded in the recording device 27 using the game characters arranged by the above-described arrangement processing unit 55. When character arrangement is set to be valid, the sound source playback processing unit 57 plays back the music using the instrument version data corresponding to each instrument of the arranged game characters respectively. On the other hand, when character arrangement is set to be invalid, the music is played back using the above-described existing version data that has nothing to do with character arrangement.
[0080] The third reception processing unit 69 receives an instruction from the player to enable or disable the compilation of game characters during the reproduction of sound source data by the sound source reproduction processing unit 57. When the recording processing unit 17 receives an instruction to enable from the third reception processing unit 69, it receives from the server device 5 the sound source data (the aforementioned instrument version data) generated for each instrument based on the compiled game characters, and records it in the recording device 27 as the sound source data of the music piece. Also, when the recording processing unit 17 receives an instruction to disable from the third reception processing unit 69, it receives from the server device 5 the predetermined sound source data (the aforementioned existing version data) as the sound source data of the music piece regardless of the compiled game characters, and records it in the recording device 27. The sound source reproduction processing unit 57 reproduces the music piece using the sound source data recorded in the recording device 27.
[0081] FIG. 9 shows an example of a reception screen by the third reception processing unit 69. In FIG. 9, in the setting screen shown in FIG. 3 described above, for example, the selection button 31 is operated and "Sound" is selected.
[0082] On the "Sound" setting screen (an example of the reception screen), a character compilation performance setting display section 71 and a volume setting display section 73 for each sound are displayed. On the character compilation performance setting display section 71, an "On" button 75, an "Off" button 77, and an explanation column 79 are displayed. In the explanation column 79, as an explanation of the character compilation performance function, it is explained that when it is turned on, the performance instrument changes according to the character compilation.
[0083] When the player operates the "On" button 75, the third reception processing unit 69 receives an instruction to enable character compilation during music reproduction. When the player operates the "Off" button 77, the third reception processing unit 69 receives an instruction to disable character compilation during music reproduction. In FIG. 9, for example, the "On" button 75 is operated and the character compilation performance function is enabled.
[0084] In the setting display unit 73, for example, the player can set the volume of various sounds such as BGM, sound effects (SE), and character voices by operating the slider 81.
[0085] In addition, the configurations other than those shown in FIG. 6 are the same as those in the foregoing embodiment (FIG. 2), and thus the description thereof is omitted. However, in this modification example, music data is further included in the in-game data such as videos, still images, and audio data in the foregoing embodiment. That is, the recording processing unit 17 receives in-game data such as videos, still images, audio data, and music data from the databases 9, 11, 13, and 53 of the server device 5 and records the data in the recording device 27. Further, when the deletion function of the in-game data is enabled, the data deletion processing unit 21 deletes at least a part of the used in-game data recorded in the recording device 27 at a predetermined timing. The "used in-game data" refers to the in-game data such as videos, still images, audio data, and music data used for the specific events and effects described above, which have been played or displayed at least once.
[0086] Next, an example of the processing procedure executed by the CPU 501 of the terminal device 3 will be described with reference to FIG. 10. Note that this flowchart represents a part of the processing content executed within the "game execution processing" in step S50 in FIG. 5 in this modification example. Steps S10 to S40 and step S60 are the same as those in the foregoing embodiment, and thus the description thereof is omitted.
[0087] In step S510, the terminal device 3 determines whether or not there is an instruction to play a predetermined piece of music by the player (for example, an instruction to start playing by the performing members). If there is no instruction to play the music (step S510: NO), the process proceeds to step S60 shown in FIG. 5. On the other hand, if there is an instruction to play (step S510: YES), the process proceeds to step S520.
[0088] In step S520, the terminal device 3 determines, by means of the second reception processing unit 23, whether all of the sound source data has been received in a batch. If the sound source data has been received in a batch (step S520: YES), the process proceeds to step S560 described below. On the other hand, if the sound source data has not been received in a batch (step S520: NO), the process proceeds to step S530.
[0089] In step S530, the terminal device 3 determines, by means of the third reception processing unit 69, whether the character composition performance function is on. If the character composition performance function is on (step S530: YES), the process proceeds to step S540. In step S540, the terminal device 3 downloads the sound source data (instrument version data) corresponding to each musical instrument of the composed game character from the server device 5 and records it in the recording device 27.
[0090] On the other hand, in step S530 above, if the character composition performance function is off (step S530: NO), the process proceeds to step S550. In step S550, the terminal device 3 downloads, for example, single sound source data (ready-made version data) generated in advance according to the type of music piece and records it in the recording device 27.
[0091] In step S560, the terminal device 3 reproduces the sound source data recorded in the recording device 27 by means of the sound source reproduction processing unit 57. Thereafter, the process proceeds to step S60 in FIG. 5 described above. Thus, this flowchart ends.
[0092] Note that in this modification example, the sound source data of the music piece is included in the in-game data, and when the deletion function of the in-game data is enabled, the sound source data is also set to be a deletion target. However, it is not limited to this. For example, even if the sound source data of the music piece is not included in the in-game data and the deletion function of the in-game data is enabled, the sound source data may be excluded from the deletion target.
[0093] In the modification described above, a player can arbitrarily combine and arrange a plurality of game characters, each associated with a musical instrument. Then, using the arranged game characters, the sound source data of the music recorded in the recording device 27 is reproduced. At this time, in this modification, the player can instruct whether to enable or disable the arrangement of the game characters when reproducing the sound source data. When the player enables the arrangement, the terminal device 3 receives from the server device 5 the sound source data generated for each musical instrument according to the arranged game characters, combines them, and records them in the recording device 27 as the sound source data of the music. By the sound source reproduction processing unit 57 reproducing the sound source data, the music will be reproduced by different musical instruments according to the player's arrangement, and the interestingness of the music can be improved. On the other hand, since a plurality of different types of sound source data for each musical instrument will be downloaded, the data volume will increase, which may put pressure on the capacity of the recording device 27.
[0094] On the other hand, when the player disables the arrangement, the terminal device 3 receives from the server device 5 the sound source data generated by a musical instrument predetermined as the sound source data of the music regardless of the arrangement, and records it in the recording device 27. By generating, for each music, for example, single sound source data by a typical musical instrument, the sound source data to be downloaded is one, so the data volume can be reduced. Thereby, the data usage amount of the recording device 27 of the terminal device 3 in the online game can be reduced.
[0095] Therefore, the player can enable the arrangement when, for example, enjoying the music created by their own arrangement according to their own playing style, or when wanting to enjoy the same music played by various musical instruments. When the player wants to reduce the data usage amount and communication capacity of the recording device 27 of the terminal device 3 rather than enjoying the music, the player can disable the arrangement.
[0096] (When setting the details of the data deletion function) In the above description, when the data deletion function is enabled, the data deletion processing unit 21 deletes a preset unnecessary part of the used in-game data recorded in the recording device 27. However, this is not the only case. Since the types of in-game data considered unnecessary may vary depending on the player, for example, the player may be able to select the types of data to be deleted.
[0097] FIG. 11 shows an example of a detailed setting screen for the data deletion function. This screen may be displayed as a screen for further detailed settings when, for example, the "ON" button 41 of the data deletion function is operated on the setting screen shown in FIG. 3 described above. As shown in FIG. 11, a checkbox 83 is displayed for each selection method. The player can select the selection method to either "Select All" or "Select Individually" by operating the checkbox 83. When "Select All" is selected, all preset types of in-game data are selected.
[0098] When "Select Individually" is selected, a data type selection field 85 is displayed. In the data type selection field 85, a checkbox 87 is displayed for each type of in-game data. The player can select the types of in-game data to be deleted, such as "animation movie", "character voice", "background image", "music", etc. by operating the checkbox 87. In the example shown in FIG. 11, for example, "background image" is selected.
[0099] (When setting the details of character composition performance) In the above modification example (5-1), when the character composition performance is enabled, a music piece is generated using all the sound source data of the musical instruments of the composed characters. However, this is not the only case. It is also possible to reduce the data volume while enabling the character composition performance.
[0100] Fig. 12 shows an example of a detailed setting screen for the character arrangement performance function. This screen may be displayed as a screen for further detailed settings when, for example, the "On" button 75 of the character arrangement performance function is operated on the setting screen shown in Fig. 9 described above. As shown in Fig. 12, check boxes 89 are displayed for each type of arrangement. The player can select the type of arrangement as either "Full Arrangement" or "Partial Arrangement" by operating the check box 89. When "Full Arrangement" is selected, a music piece is generated using all the sound source data of the instruments of the arranged characters.
[0101] When "Partial Arrangement" is selected, a priority item selection field 91 is displayed. In the priority item selection field 91, for example, check boxes 93 are displayed for each priority item. The player can select the priority item as either "Range Emphasis" or "Instrument Emphasis" by operating the check box 93. When "Range Emphasis" is selected, priority is given to covering the entire range of the music piece to be played (as wide a range as possible if only a part of the range can be covered), and for example, when there are overlapping instruments in the same range, the sound source data of at least one of the instruments is omitted. When "Instrument Emphasis" is selected, priority is given to covering all the types of instruments set in the music piece to be played (for example, giving priority to the instrument playing the main melody or the instrument that matches the atmosphere of the music piece if only a part of the instruments can be covered), and for example, when there are overlapping instruments of the same type (string instruments, woodwind instruments, or brass instruments), the sound source data of at least one of the instruments is omitted. In the example shown in Fig. 12, for example, "Range Emphasis" is selected.
[0102] By doing so, it is possible to some extent reproduce music pieces with different instruments according to the player's arrangement, and at the same time, the data usage amount and communication capacity of the recording device 27 of the terminal device 3 can be reduced to some extent. Therefore, it is possible to achieve both the musical interestingness and the reduction of data usage amount.
[0103] In addition to what has been described above, the methods according to the above embodiments and each modification example may be used in appropriate combination. Although not exemplified one by one, the above embodiments and each modification example may be implemented with various changes made within the scope not departing from the gist thereof.
[0104] <6. Hardware Configuration of Server> Next, with reference to FIG. 13, an example of the hardware configuration of the terminal device 3 that realizes each processing unit implemented by the program executed by the CPU 501 described above will be described. Note that the server device 5 may have a similar hardware configuration.
[0105] As shown in FIG. 13, the terminal device 3 includes, for example, a CPU 501, a ROM 503, a RAM 505, a GPU 506, a dedicated integrated circuit 507 constructed for a specific use such as an ASIC or an FPGA, an input device 513, an output device 515, a recording device 517, a drive 519, a connection port 521, and a communication device 523. These components are connected to be able to transmit signals to each other via a bus 509, an input / output interface 511, etc.
[0106] The game program can be recorded, for example, in a recording device 517 such as a ROM 503, a RAM 505, or a hard disk that constitutes the aforementioned recording device 27.
[0107] In addition, the game program can be temporarily or permanently (non-temporarily) recorded on a removable recording medium 525 such as a magnetic disk such as a flexible disk, various optical disks such as CDs, MO disks, DVDs, or a semiconductor memory. Such a recording medium 525 can also be provided as so-called packaged software. In this case, the game program recorded on these recording media 525 may be read by the drive 519 and recorded on the recording device 517 via the input / output interface 511, the bus 509, etc.
[0108] Also, the game program can be recorded, for example, on a download site, another computer, another recording device, etc. (not shown). In this case, the game program is transferred via a network NW such as a LAN or the Internet, and the communication device 523 receives this program. Then, the program received by the communication device 523 may be recorded in the recording device 517 via the input / output interface 511, the bus 509, etc.
[0109] Also, the game program can be recorded, for example, in an appropriate external connection device 527. In this case, the game program is transferred via an appropriate connection port 521 and may be recorded in the recording device 517 via the input / output interface 511, the bus 509, etc.
[0110] Then, when the CPU 501 executes various processes according to the program recorded in the recording device 517, the processes by the aforementioned game execution processing unit 15, recording processing unit 17, first reception processing unit 19, data deletion processing unit 21, second reception processing unit 23, invalidation processing unit 25, etc. are realized. At this time, the CPU 501 may, for example, directly read and execute the program from the recording device 517, or may execute it after once loading it into the RAM 505. Further, when the CPU 501 receives a program via the communication device 523, the drive 519, or the connection port 521, for example, it may directly execute the received program without recording it in the recording device 517.
[0111] Also, the CPU 501 may perform various processes based on signals and information input from the input device 513 including the aforementioned touch panel 7 and, for example, a mouse, keyboard, microphone, etc.
[0112] The GPU 506 performs processes for image display such as rendering processing, for example, in response to an instruction from the CPU 501.
[0113] Then, the CPU 501 and the GPU 506 output the result of executing the above processing from an output device 515 including the aforementioned touch panel 7 and a voice output unit (not shown) such as a speaker or headphones. Further, the CPU 501 and the GPU 506 may transmit this processing result via the communication device 523 or the connection port 521 as necessary, or may record it in the recording device 517 or the recording medium 525.
Description of Reference Numerals
[0114] 3 Terminal device (information processing device) 5 Server device 15 Game execution processing unit 17 Recording processing unit 19 First reception processing unit 21 Data deletion processing unit 23 Second reception processing unit 25 Invalidation processing unit 27 Recording device 55 Compilation processing unit 57 Sound source reproduction processing unit 69 Third reception processing unit 525 Recording medium
Claims
1. An information processing apparatus communicably connected to a server device, a game execution processing unit that executes an installed game program, a recording processing unit that receives in-game data related to the content of the executed game from the server device and records it in a recording device, a first reception processing unit that receives an instruction from a player to enable or disable the deletion function of the in-game data, a data deletion processing unit that deletes at least a part of the used in-game data recorded in the recording device at a predetermined timing when an instruction to enable the deletion function of the in-game data is received, functioning as, the first reception processing unit, receives from the player a selection of the type of the in-game data to be deleted, the data deletion processing unit, deletes the in-game data of the type selected by the player among the used in-game data, the game execution processing unit, an arrangement processing unit that arranges a plurality of game characters each associated with a musical instrument set in advance in an arbitrary combination based on the player's input, and a sound source reproduction processing unit that reproduces the sound source data of a music piece, which is the in-game data recorded in the recording device, using the arranged game characters, the information processing apparatus, a third reception processing unit that receives from a player an instruction to enable or disable the arrangement of the game characters when the sound source data is reproduced, functioning further as, the recording processing unit, when receiving an instruction to enable the arrangement of the game characters, receives from the server device the sound source data generated for each musical instrument based on the arranged game characters respectively, and records it in the recording device as the sound source data of the music piece, when receiving an instruction to disable the arrangement of the game characters, receives from the server device the predetermined sound source data as the sound source data of the music piece regardless of the arranged game characters, and records it in the recording device, a game program.
2. The data deletion processing unit, deletes at least a part of the in-game data when the game program is started next time, The game program according to claim 1.
3. The information processing apparatus, a second reception processing unit that receives from a player an instruction as to whether to receive all of the in-game data from the server device at once, When receiving an instruction to receive all of the in-game data at once, an invalidation processing unit that invalidates the deletion function of the in-game data regardless of the reception by the first reception processing unit, The game program according to claim 1 or 2, further functioning as.
4. The first reception processing unit, Displays a reception screen for receiving an instruction to enable or disable the deletion function of the in-game data at the timing of starting the execution of the game program. The game program according to any one of claims 1 to 3.
5. The first reception processing unit, Displays a reception screen for receiving an instruction to enable or disable the deletion function of the in-game data based on the player's operation during the execution of the game play. The game program according to any one of claims 1 to 3.
6. A recording medium readable by an information processing device, recording the game program according to any one of claims 1 to 5.
7. A game processing method executed by an information processing device communicably connected to a server device, comprising: Executing the installed game program; Receiving in-game data related to the content of the executed game from the server device and recording it in a recording device; Receiving an instruction to enable or disable the deletion function of the in-game data from the player; When receiving an instruction to enable the deletion function of the in-game data, deleting at least a part of the used in-game data recorded in the recording device at a predetermined timing; Having, The step of receiving the instruction from the player, Receiving a selection of the type of the in-game data to be deleted from the player, The step of deleting, Deleting the in-game data of the type selected by the player among the used in-game data, The step of executing the game program, Composing a plurality of game characters each associated with a musical instrument preset for each in an arbitrary combination based on the player's input; Using the composed game characters to reproduce the sound source data of the music, which is the in-game data recorded in the recording device. And having, The game processing method, Receiving an instruction from the player to enable or disable the composition of the game characters during the reproduction of the sound source data. further comprising wherein the recording step when receiving an instruction to activate the formation of the game character, receives from the server device each of the sound source data generated for each musical instrument based on the formed game character, and records the sound source data in the recording device as the sound source data of the music piece; when receiving an instruction to deactivate the formation of the game character, receives the sound source data predetermined as the sound source data of the music piece from the server device regardless of the formed game character, and records the sound source data in the recording device; game processing method.
Citation Information
Patent Citations
Typing game apparatus and game system
JP2006192138A
Game device, game interruption program, storage medium in which game interruption program is stored
JP2011062470A
Information processing apparatus and download progress display method
JP2017037482A
Information processing device and installation method
JP2020170361A