Program and information processing apparatus for causing characters to engage in battle

A system for generating unique characters in combat games by combining parts and acquiring new parts from battles addresses the lack of motivation by enabling character variety and engagement.

JP7705116B2Active Publication Date: 2025-07-09ANIPLEX INC +2
View PDF 8 Cites 0 Cited by

Patent Information

Application Number
JP2021060502
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-03-31
Publication Date
2025-07-09
Estimated Expiration
2041-03-31

AI Technical Summary

Technical Problem

In combat games, users lack motivation for gameplay due to the inability to obtain new characters, leading to repetitive use of the same characters.

Method used

A system that allows users to generate unique characters by combining multiple types of parts, enabling battles between user-generated characters and storing parts obtained from battle results.

Benefits of technology

Enhances gameplay motivation by allowing users to create unique characters and acquire new parts, increasing character variety and engagement.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007705116000001
    Figure 0007705116000001
  • Figure 0007705116000002
    Figure 0007705116000002
  • Figure 0007705116000003
    Figure 0007705116000003
Patent Text Reader

Abstract

To provide a technology for a user to generate a character.SOLUTION: A terminal device 10 includes: a parts storage unit 32 for storing a plurality of kinds of parts possessed by a user; an image generation unit 118 for displaying a parts selection image; an operation reception unit 102 for receiving a parts selection operation by the user; a synthesis unit 114 for synthesizing a plurality of kinds of selected parts and generating a character; a progress control unit 116 for causing the generated character to play against an enemy character: and an acquisition unit 112 for acquiring at least a portion of the plurality of kinds of parts constituting the enemy character on the basis of the result of the match, and storing it in the parts storage unit 32.SELECTED DRAWING: Figure 3
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a program and an information processing apparatus for causing characters to engage in battles.

Background Art

[0002] In combat games, the ability values of the characters used and the compatibility with enemy characters are important. In order to win the battle, the user selects a character that can effectively damage the enemy character.

Summary of the Invention

Problems to be Solved by the Invention

[0003] In a game, the user obtains characters by lottery or the like and selects a character to be used in the battle from among the multiple characters in their possession. Therefore, if the user cannot obtain new characters, they have to always use the same characters, which is one of the factors that does not increase the motivation for gameplay.

[0004] The present invention has been made based on the above problems, and one object is to provide a technology for improving the motivation for gameplay.

Means for Solving the Problems

[0005] In order to solve the above problems, a program according to an aspect of the present invention causes a computer to have a function of storing a plurality of types of parts possessed by a user in a parts storage unit, a function of generating a selection image of the parts, a function of displaying the selection image of the parts, a function of receiving a selection operation of the parts by the user, a function of synthesizing a plurality of types of parts selected by the user to generate a character, a function of causing the generated character and an enemy character to engage in battle, and a function of acquiring at least a part of a plurality of types of parts constituting the enemy character based on the battle result and storing it in the parts storage unit.

[0006] An information processing apparatus according to another aspect of the present invention is an information processing apparatus for causing a battle using a character composed of a plurality of types of parts, and includes a parts storage unit that stores a plurality of types of parts owned by a user, an image generation unit that displays a selection image of the parts, an operation reception unit that receives a selection operation of the parts by the user, a composition unit that composes the selected plurality of types of parts to generate a character, a progress control unit that causes the generated character and an enemy character to battle, and an acquisition unit that acquires at least a part of the plurality of types of parts constituting the enemy character based on the battle result and stores it in the parts storage unit.

[0007] Note that any combination of the above components, which is converted among a system, an information processing apparatus that executes a game program, a recording medium storing the game program, etc., is also effective as an aspect of the present invention.

Brief Description of the Drawings

[0008]

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

[0009] FIG. 1 shows a schematic configuration of a game system 1 according to an embodiment. The game system 1 includes a server 3 connected to a network 2 such as the Internet, and a plurality of terminal devices 10. The terminal device 10 according to the embodiment has a function of wirelessly communicating with a wireless station 4 which is a base station of a mobile phone or a wireless LAN router, and can be communicably connected to the server 3 via the network 2. The terminal device 10 is an information processing device installed with game software for conducting battles using characters, and is operated by a user. The terminal device 10 according to the embodiment may be a portable electronic device such as a smartphone or a tablet terminal, or may be a stationary electronic device such as a personal computer.

[0010] The server 3 is an information processing device that supports game progress in the game system 1, and may have a function of providing a social network service (SNS). The server 3 provides data requested by the terminal device 10 to the terminal device 10, and enables another terminal device 10 to access the data provided from the terminal device 10. In the game system 1 according to the embodiment, a user generates an original character independently and uses it for battles against enemy characters. The user can upload data (battle data) that enables the generated original character to battle with another user to the server 3, and can use the battle data uploaded by another user to the server 3 to battle with a character generated by another user.

[0011] Figure 2 shows the hardware configuration of the terminal device 10. The terminal device 10 includes an input unit 12, a camera 14, a processor 16, a communication unit 18, a display unit 20, an audio output unit 22, a storage unit 24, and a motion sensor 26. These components are connected by a bus 28. The terminal device 10 of the embodiment installs game software and operates as a game device.

[0012] The input unit 12 is a user interface for the user to input operations. When the terminal device 10 is a smartphone, the input unit 12 may be a touch screen that enables touch operations. If the terminal device 10 is a personal computer, the input unit 12 may be a keyboard or a mouse. In any case, the input unit 12 may be any device that allows the user to input operations to the game program.

[0013] The camera 14 is an imaging device that periodically captures the real space. The camera 14 may be a stereo camera that can acquire depth information. The game program of the embodiment may have an AR (Augmented Reality) function of synthesizing and displaying game images on the real images captured by the camera 14 in the real space.

[0014] The processor 16 is a unit that comprehensively controls the operation of the terminal device 10 and typically may include a CPU (Central Processing Unit). The processor 16 reads and executes the game program stored in the storage unit 24 and generates game images and game sounds. Therefore, it is preferable that the processor 16 includes a GPU (Graphics Processing Unit) specialized for image processing.

[0015] The communication unit 18 has a wireless communication function and is connected to the server 3 via the wireless station 4 and the network 2. The communication unit 18 may download game software including a game program from the server 3 and install it in the storage unit 24. The communication unit 18 may also upload battle data to the server 3 that allows a character generated by the user to battle another user. Note that, although the embodiment assumes an environment in which the communication unit 18 has a wireless communication function and is wirelessly connected to the wireless station 4, the communication unit 18 may also be connected to a router or the like via a wired cable to be communicatively connected to the server 3.

[0016] The display unit 20 is a display device that displays game images generated by the processor 16. The terminal device 10 may be equipped with a touch panel in which the display unit 20, which is a display, and the input unit 12, which is a touch screen, are superimposed, and a user can directly touch and operate a GUI (Graphical User Interface) displayed on the display unit 20. The audio output unit 22 may be a speaker that outputs game sounds generated by the processor 16.

[0017] The storage unit 24 is a storage device including a RAM, which is a volatile memory, and a ROM, which is a non-volatile memory. The storage unit 24 stores game software downloaded from the server 3. The storage unit 24 in the embodiment stores data of parts owned by the user and data of characters generated by the user.

[0018] The motion sensor 26 may include a three-axis acceleration sensor and a three-axis gyro sensor. Sensor information detected by the motion sensor 26 may be used to detect the position and attitude of the terminal device 10.

[0019] Figure 3 shows the functional blocks of the processing unit 100 in the terminal device 10. The processing unit 100 includes an operation reception unit 102, a camera image acquisition unit 104, a sensor information acquisition unit 106, a game control unit 110, a download processing unit 130, a provision unit 132, and an image synthesis unit 134. The download processing unit 130 downloads game software 30 including a game program from the server 3 and stores it in the storage unit 24.

[0020] The operation reception unit 102 receives a user's operation on the game input to the input unit 12 and passes the user's operation information to other functional blocks. For example, when the input unit 12 is a touch screen, the operation reception unit 102 acquires coordinate values (xy coordinate values) indicating the touch position of the touch screen from the input unit 12. The camera image acquisition unit 104 acquires a real image captured by the camera 14 of the real space at a predetermined period and supplies it to the image synthesis unit 134. The sensor information acquisition unit 106 acquires sensor information detected by the motion sensor 26 at a predetermined period and supplies it to the game control unit 110.

[0021] The game control unit 110 is an execution unit that executes the game software 30, and includes an acquisition unit 112, a synthesis unit 114, a progress control unit 116, an image generation unit 118, and an audio generation unit 120. The progress control unit 116 controls the game progress and has a function of, for example, making a character used by the user fight against an enemy character. The image generation unit 118 generates a game image to be displayed on the display unit 20, and the audio generation unit 120 generates audio to be output from the audio output unit 22.

[0022] The storage unit 24 includes a part storage unit 32 that stores a plurality of types of parts owned by the user, and a character storage unit 34 that stores character data generated by combining a plurality of types of parts.

[0023] Each functional block shown in FIG. 3 can be implemented in hardware by elements and electronic circuits such as a computer's processor 16 and memory in the storage unit 24, and mechanical devices, and can be implemented in software by system software, game software 30, etc. Here, however, a functional block realized by their cooperation is depicted. In the embodiment, the game software 30 is installed in the storage unit 24, and the processor 16 of the terminal device 10 reads the game software 30 into the main memory and executes it, whereby the functions of each block of the processing unit 100 are realized. It is understood by those skilled in the art that these functional blocks can be realized in various forms by combinations of hardware and software.

[0024] In the battle game of the embodiment, the character selected by the user and the enemy character serving as the battle opponent automatically engage in battle. In the embodiment, the battle opponent is an NPC (non-player character) operated by a computer (game program), but the battle opponent may be another user. The character is composed of multiple types of parts, and the user can combine the multiple types of parts they possess to generate a unique character. The character is generated in the form of a card. In the embodiment, a character is generated by combining three parts: "head", "body", and "background".

[0025] In the worldview of this game, there are multiple basic characters. The basic characters are characters preset in the game software 30 by the game maker and are composed of a predetermined combination of parts. The user can obtain the parts of the basic characters and combine the "head", "body", and "background" parts to generate a user's own original character.

[0026] The parts storage unit 32 stores multiple types of parts owned by the user. As will be described later, when the user wins against an enemy character in a battle game, the user obtains multiple types of parts that make up the enemy character, namely, parts for the "head", "body", and "background". The enemy character is composed of a combination of parts of multiple basic characters, but may also be a basic character itself. In the embodiment, it is assumed that the user obtains all the parts of the enemy character, but it is sufficient if at least some parts can be obtained, and it is not necessary to obtain all the parts. The user may obtain multiple types of parts by summoning a character by executing a predetermined command (summoning command), or may also obtain multiple types of parts by clearing another quest.

[0027] FIG. 4 shows an example of a screen for selecting parts. The image generation unit 118 generates a selection image of the parts stored in the parts storage unit 32 and displays it on the display unit 20. The parts selection screen includes a plurality of thumbnail images 40 of basic characters in which the user has at least one part, and information indicating the parts that the user has among the multiple types of parts that make up each basic character. The parts selection screen may not include thumbnail images of basic characters that the user does not have parts for. In this example screen, a head mark 50, a body mark 52, and a background mark 54 are displayed in association with the thumbnail image 40 of each basic character. A mark filled with a predetermined color indicates that the user has it, and an unfilled mark indicates that the user does not have it.

[0028] For example, looking at the basic character in the upper left corner, since all the marks are filled with a predetermined color, the user has all the head parts, body parts, and background parts of the basic character. Also, looking at the second basic character from the left in the upper row, since only the background mark 54 is filled with a predetermined color, the user only has the background part of the basic character and does not have the head part and the body part. In this way, by generating and displaying the part selection image by the image generation unit 118, the user can instantly grasp the parts they have and the parts they do not have.

[0029] The possession number display column 42 indicates the number of parts the user has. In this example, there are a total of 100 basic characters, and since one character is composed of 3 parts, the total number of parts is 300, indicating that the user has 108 parts. The user can freely select the parts for generating the character from the part selection screen.

[0030] FIG. 5 shows an example of a screen for synthesizing characters. The image generation unit 118 generates a character synthesis screen and displays it on the display unit 20. On the character synthesis screen, a head setting area 60 for setting the head part, a body setting area 62 for setting the body part, and a background setting area 64 for setting the background part are provided. When the user touches the setting area for setting the part, the operation reception unit 102 receives that the setting area has been selected, and the image generation unit 118 generates a part selection image and displays it on the display unit 20. At this time, the image generation unit 118 may generate the part selection image shown in FIG. 4, or may generate a part selection image in which only the thumbnail images 40 of the basic characters having the parts corresponding to the selected setting area are arranged.

[0031] FIG. 6 shows a state in which the user has selected a head part on the character synthesis screen. When the user touches the head setting area 60, a part selection screen for selecting a head part is displayed on the display unit 20 (see FIG. 4). When the user touches the thumbnail image 40 of the basic character having the head part to select the head part, the operation reception unit 102 receives the part selection operation by the user, and the image generation unit 118 generates a character synthesis screen in which the thumbnail image 40 of the basic character selected by the user is arranged in the head setting area 60 and displays it on the display unit 20. The user performs the same operation on the body setting area 62 and the background setting area 64 to select all parts.

[0032] FIG. 7 shows a state in which the user has selected all types of parts on the character synthesis screen. When the user touches the synthesis button 68 in a state where all types of parts have been selected, the operation reception unit 102 receives the synthesis instruction and provides it to the synthesis unit 114. When receiving the synthesis instruction, the synthesis unit 114 synthesizes a plurality of types of parts selected by the user to generate a character.

[0033] FIG. 8 shows an example of the generated character 70. The character 70 is generated by synthesizing the head part of the basic character set in the head setting area 60, the body part of the basic character set in the body setting area 62, and the background part of the basic character set in the background setting area 64. This character 70 is completely different from the basic character and is a character uniquely generated by the user.

[0034] The synthesis unit 114 creates a name for the character 70 based on a plurality of types of parts selected by the user. Specifically, the synthesis unit 114 may create a name for the character 70 by connecting a part of the name of the basic character including the synthesized parts.

[0035] The synthesis unit 114 divides the name of the basic character including the synthesized parts into three parts. Hereinafter, a part of the name of the basic character divided into three parts is shown. · Name of the basic character using the head part "Jill ●● ○○" - Name of the basic character using body parts "★★ GAME ☆☆" - Names of basic characters using background parts "▲▲ △△ Elite" The synthesis unit 114 divides the name of the basic character into three parts, and connects the first division name of the head part, the second division name of the body part, and the third division name of the background part to create "Jilgamesh Light."

[0036] Furthermore, the synthesis unit 114 may set the attributes, abilities, rarity, class, etc. of the character 70 to be generated based on the multiple types of parts selected. In this way, the user can generate a character 70 with a unique appearance, name, attributes, etc. by selecting multiple types of parts.

[0037] The synthesis unit 114 generates battle data 72 that allows another user to battle the generated character 70. The battle data 72 includes at least data on the parts that make up the character 70, and allows the terminal device 10 of the other user that reads the battle data 72 to reproduce the character 70. In the embodiment, the battle data 72 is generated as a QR code (registered trademark), but may be generated as a code in another format.

[0038] When the user operates the share button 74, the operation acceptance unit 102 accepts it as an operation to upload the battle data 72 to the SNS, and the providing unit 132 provides a message including the battle data 72 to the SNS.

[0039] Another user can read the battle data 72 uploaded to the SNS using the terminal device 10 and battle against the character 70 included in the battle data 72. In the game of the embodiment, if a user wins a battle, he or she can obtain parts of the enemy character, so that if a user shares the battle data 72 on the SNS, various users can battle against the character 70 and obtain the parts.

[0040] FIG. 9 shows an example of a screen for selecting a character to be used in a battle. On the battle character selection screen, the whole body of the synthesized character is displayed in card form. The user can register up to 10 synthesized characters in the character storage unit 34. In this example, a state where 5 synthesized characters are registered is shown. The character storage unit 34 stores data (part information) constituting the synthesized character. When the user aligns the selection frame 80 with a specific character, the attributes of the character are displayed in the right column. When the user touches the decision button 82, the operation reception unit 102 receives it as a decision operation of the character surrounded by the selection frame 80, and the progress control unit 116 starts the progress control of the battle against the enemy character.

[0041] FIG. 10 shows an example of a battle preparation screen. The image generation unit 118 arranges the enemy character on the left side and the character selected by the user on the right side. When the user touches the battle start button 84, the operation reception unit 102 receives it as a battle start operation, and the progress control unit 116 starts the battle.

[0042] FIG. 11 shows an example of a screen during battle. The progress control unit 116 causes the user's character and the enemy character to battle by means of an automatic battle function. FIG. 12 shows an example of a screen where the user's character has won. FIG. 13 shows the parts of the character obtained as a victory reward. When the user's character wins, the acquisition unit 112 acquires at least a part of a plurality of types of parts constituting the enemy character and stores it in the part storage unit 32. The acquisition unit 112 may acquire all of the plurality of types of parts constituting the enemy character. In this way, the user can increase the number of parts in possession by winning the battle. By increasing the number of parts in possession, the user can generate characters of various combinations.

[0043] The progress control unit 116 may execute a battle game using virtual reality. At this time, the image composition unit 134 may synthesize the game image generated by the image generation unit 118 with the captured image of the real space acquired by the camera image acquisition unit 104, so that the augmented reality image is displayed on the display unit 20.

[0044] As described above, the present invention has been described based on the embodiments. These embodiments are illustrative, and it is understood by those skilled in the art that various modifications are possible for each component and the combination of each processing process described in the embodiments, and such modifications are also within the scope of the present invention.

Description of Reference Numerals

[0045] 1... Game system, 3... Server, 10... Terminal device, 12... Input unit, 14... Camera, 16... Processor, 18... Communication unit, 20... Display unit, 22... Audio output unit, 24... Storage unit, 26... Motion sensor, 28... Bus, 30... Game software, 32... Parts storage unit, 34... Character storage unit, 100... Processing unit, 102... Operation reception unit, 104... Camera image acquisition unit, 106... Sensor information acquisition unit, 110... Game control unit, 112... Acquisition unit, 114... Composition unit, 116... Progress control unit, 118... Image generation unit, 120... Audio generation unit, 130... Download processing unit, 132... Provision unit, 134... Image composition unit.

Claims

1. A computer, has a function of storing in a parts storage unit a plurality of types of parts owned by a user, a function of generating a selection image of parts including thumbnail images of a plurality of basic characters composed of a plurality of types of predetermined parts, a first mark indicating parts owned by the user among the plurality of types of parts constituting each basic character, and a second mark different from the first mark indicating parts not owned by the user among the plurality of types of parts constituting each basic character, a function of receiving a parts selection operation by the user, a function of synthesizing a plurality of types of parts selected by the user to generate a character, a function of causing the generated character to fight against an enemy character, a function of obtaining at least a part of a plurality of types of parts constituting the enemy character based on the battle result and storing it in the parts storage unit, and a program for realizing the above.

2. The selection image of parts does not include thumbnail images of basic characters that the user does not own the parts of. The program according to claim 1, characterized in that.

3. The function of generating a character includes a function of creating a name of the character based on a plurality of types of parts selected by the user. The program according to claim 1 or 2, characterized in that.

4. A computer, has a function of generating battle data that enables the generated character to fight against another user, and a function of providing the battle data to a social network service. The program according to any one of claims 1 to 3 for realizing the above.

5. An information processing apparatus for performing a battle using a character composed of a plurality of types of parts, a parts storage unit for storing a plurality of types of parts owned by the user, an image generation unit for displaying a selection image of parts including thumbnail images of a plurality of basic characters composed of a plurality of types of predetermined parts, a first mark indicating parts owned by the user among the plurality of types of parts constituting each basic character, and a second mark different from the first mark indicating parts not owned by the user among the plurality of types of parts constituting each basic character, an operation reception unit for receiving a parts selection operation by the user, a synthesis unit for synthesizing a plurality of types of selected parts to generate a character, and a progress control unit for causing the generated character to fight against an enemy character. An acquisition unit that acquires at least a part of a plurality of types of parts constituting an enemy character based on a battle result and stores the parts in the part storage unit; An information processing apparatus characterized by comprising the above.

Citation Information

Patent Citations

  • Skin display method, device and equipment of virtual roles

    CN109603151A

  • Game apparatus and information memory medium

    JP2000037561A

  • Enemy character figure editing system for game apparatus

    JP2006087481A

  • Game system, and method for preparing composite object image

    JP2009000419A

  • Program and information processing device

    JP2016059605A