Game program, game processing method, and game system
The game system addresses user dissatisfaction in cooperative battle games by enabling individual battles on customizable stages with varying difficulty, enhancing playability and reducing cooperation needs.
Patent Information
- Application Number
- JP2024127718
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-08-02
- Publication Date
- 2025-07-15
- Estimated Expiration
- 2041-10-06
AI Technical Summary
Existing battle games that involve multiple attacking users cooperating to conquer a defending user's game stage can be troublesome for some players, leading to dissatisfaction.
A game system that allows users to create multiple game stages with varying difficulty levels and user matching methods, reducing the need for cooperation by enabling individual battles with a focus on acquiring treasure chests within a time limit.
The system provides a more accessible and enjoyable gaming experience by minimizing user cooperation requirements, allowing individual play with elements of team competition and increased gameplay complexity through key acquisition and stage customization.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game program, a game processing method, and a game system.
Background Art
[0002] There are team-versus-team battle games in which attacks and defenses are carried out for battle (for example, Patent Document 1). For example, there are battle games in which a defending user and an attacking user battle using a game stage created by the defending user, and there are those called so-called tower defense games.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In a battle game in which a defending user and an attacking user battle using a game stage created by the defending user, one of the pleasures of the game is for a plurality of attacking users to cooperate to conquer the game stage created by the defending user. However, on the other hand, there are also users who find such cooperative play troublesome.
[0005] One of the objects of some aspects of the present invention is to provide a game program, a game processing method, and a game system in which the cooperation element between users is reduced in a battle game by a plurality of users.
[0006] Another object of the present invention is to provide a game program, a game processing method, and a game system that enable the effects described in the embodiments to be achieved later.
Means for Solving the Problem
[0007] In order to solve the above-described problems, one aspect of the present invention is a game program that executes matching processing for an opponent in a battle game in which an attacking user and a defending user play a battle using a game stage created by the defending user. The defending user can create a plurality of the game stages, and causes a computer to determine, by a matching method selected from a plurality of matching methods having different ranges of users to be matched, a game stage among the plurality of game stages that can be used for the battle play. And a step of matching the defending user who plays the battle play using any one of the determined usable game stages and the attacking user. It is a game program for execution.
[0008] Also, one aspect of the present invention is a game processing method executed by a computer that executes matching processing for an opponent in a battle game in which an attacking user and a defending user play a battle using a game stage created by the defending user. The defending user can create a plurality of the game stages, and determines a game stage among the plurality of game stages that can be used for the battle play by a matching method selected from a plurality of matching methods having different ranges of users to be matched. And a step of matching the defending user who plays the battle play using any one of the determined usable game stages and the attacking user. It is a game processing method including.
[0009] In addition, one aspect of the present invention is a game system including a game device that executes processing of a battle game in which an attacking user and a defending user play a battle using a game stage created by the defending user, and a game server that executes matching processing for a battle opponent in the battle game. The defending user can create a plurality of the game stages, and the game server determines, by a matching method selected from a plurality of matching methods having different ranges of users to be matched, a game stage among the plurality of game stages that can be used for the battle play, and a matching unit that matches the defending user who plays the battle play using any of the determined available game stages and the attacking user.
Brief Description of the Drawings
[0010]
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Mode for Carrying Out the Invention
[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. [First Embodiment] First, the first embodiment of the present invention will be described. FIG. 1 is a schematic block diagram showing an example of the configuration of a game system 1 according to the present embodiment. The game system 1 includes a plurality of game devices 10 (10-1, 10-2, 10-3, ···) and a game server 30. The plurality of game devices 10 and the game server 30 are communicably connected via a network NW. Since the game devices 10-1, 10-2, and 10-3 have the same configuration, when not particularly distinguished, the descriptions such as “-1” and “-2” are omitted and described as “game device 10” for explanation. Here, three game devices 10 are illustrated, but any number of game devices 10 may be communicably connected to the game server 30 via the network NW.
[0012] The game device 10 is a computer device that can play a game by a user's operation. For example, it is a home game machine (a stationary or portable game machine), a PC (Personal Computer), a tablet PC, a mobile phone such as a smartphone or a feature phone, a personal digital assistant (PDA), a business-use (commercial) game machine installed in a game center, etc.
[0013] The game server 30 stores and manages user information of each user who plays a game using each of the plurality of game devices 10. In addition, when a plurality of users play a competitive game by communicating using their respective game devices 10, the game server 30 executes a process of matching opponents (hereinafter referred to as “matching process”). For example, by matching a user who plays using the game device 10-1 and a user who plays using the game device 10-2 as opponents, a competitive game can be performed via the network NW. Note that the matching of opponents is not limited to one-to-one matching, and may be one-to-many matching or many-to-many matching.
[0014] The network NW is a communication network constituted by, for example, the Internet, a mobile phone network, a VPN (Virtual Private Network) network, a dedicated communication line network, a WAN (Wide Area Network), a LAN (Local Area Network), a PSTN (Public Switched Telephone Network), or a combination thereof.
[0015] Note that the game device 10 can also directly communicate with other game devices 10 by P2P (Peer to Peer) connection or the like to play a battle game.
[0016] 〔Overview of the game〕 Next, an example of a game played by a user using the game device 10 according to this embodiment will be described. The game according to this embodiment is, for example, a battle game between one defensive user and a plurality (e.g., 10) of offensive users. In the battle play of this battle game, based on the operations of each of the defensive user and the offensive users, while moving their respective characters within the game stage, the game is advanced by destroying obstacles within the game stage or attacking the battle opponent using bombs.
[0017] The game stage includes a game field (game space) for moving and attacking characters based on the play operations of each of the defensive user and the offensive users. The game field is, for example, a virtual space having three-dimensional information, but may also be a two-dimensional virtual space. In the game field, there are placed restriction objects (e.g., blocks) that restrict the movement of characters, as well as game objects and items that can be acquired by the user using the characters. Also, the game stage includes game rules such as the restricted time for battle play in the battle game. That is, the game stage includes elements necessary for executing the battle game.
[0018] For the game stage used in the battle game, the one created by the defending user can be used. Note that the game stage used in the battle game may be one prepared in advance for the battle game, or one in which a part of the pre-prepared game stage is modified by the defending user.
[0019] A character is a person, animal, object (e.g., vehicle), etc. that appears in the game. For example, in this battle game, it is a warrior that is the target of the user's operation. Based on the user's operation, it is possible to move the character that is the operation target within the game field, attack using the character, and acquire various game objects and items arranged within the game field using the character. The defending user takes the defending user's character as the operation target, and the attacking user takes the attacking user's character as the operation target. Note that the characters that appear in the game may include NPCs (Non Player Characters) controlled by the game device 10 (computer).
[0020] FIG. 2 is a diagram showing an example of a game screen displayed by the game device 10 according to the present embodiment. In the illustrated game screen G10, a game field GF of a game stage where the user plays a battle game in the battle game is displayed. For example, in the game screen G10, a partial area of the game field GF during the battle play and a map MA corresponding to the entire area of the game field GF are displayed. Which area of the game field GF is displayed on the game screen G10 is controlled for each game device 10 so as to include the position of the character played by the user within the game field GF. Also, which area of the entire game field GF is displayed on the game screen G10 is indicated by a rectangular area CA on the map MA.
[0021] In the example shown in this figure, on the game screen G10, among the characters existing within the game field GF, one defensive user's character DC and three attacking user's characters AC1, AC2, and AC3 are displayed. For example, the game screen G10 shown in this figure is an example of a game screen displayed on the game device 10 played by an attacking user who takes character AC1 as the operation target.
[0022] Within the game field GF, blocks BL that restrict the movement of characters are arranged. The blocks BL are arranged as obstacles that restrict the characters from moving. For example, they are objects in the shape of a rectangular cube, but they can also be objects of any shape. For example, the blocks BL include soft blocks and hard blocks. The soft blocks are destroyed and disappear by the blast when the bomb BM explodes. When the soft block is destroyed and disappears, the location where the soft block was arranged becomes passable for the characters. On the other hand, the hard blocks are not destroyed by the blast of the bomb BM.
[0023] Also, within the game field GF, a plurality of treasure chests are arranged. The treasure chests are an example of game objects arranged within the game field GF and are specific game objects that affect the outcome of the battle play. On the map MA of the game screen G10, treasure chest icons TR indicating the locations where the treasure chests are arranged are displayed. The attacking user moves the character in the direction of approaching the treasure chest with reference to the positions of the treasure chest icons TR on the map MA. When the location where the treasure chest is arranged enters the area of the game field GF displayed on the game screen G10, the treasure chests are also displayed within the game field GF.
[0024] In this example, five treasure chests are arranged in one location within the game field GF. Note that the number of treasure chests is not limited to five, and it can be one or any arbitrary number. Also, the location where they are arranged is not limited to one location. For example, a plurality of treasure chests may be arranged in separate locations.
[0025] In addition, although the battle game according to this embodiment is played in a multi-player battle, it is basically an individual battle. For example, a plurality of attacking users operate characters within the same game field GF and battle against the defending user, but at the same time, the attacking users are not allies but opponents in the battle. Therefore, the blast of the bomb BM set off by the attacking user affects (damages) not only the character of the defending user but also the characters of other attacking users. Since it is an individual battle, even with a large number of people, there is no need to cooperate or consult with other users as allies, and one can easily participate in the battle game.
[0026] The maximum number of people is set for each of the attacking side and the defending side (for example, 10 people on the attacking side, 1 person on the defending side, etc.). The defending user includes the user who created the game stage used in the battle play. A predetermined time limit (for example, 10 minutes) is set for the game stage, and the battle play is carried out within this time limit. On the game screen G10, time limit information TL indicating the remaining time until the time limit is displayed, and it is counted down as time passes from the start of the battle play until the time limit is reached.
[0027] (Victory and defeat conditions for the attacking and defending sides) The victory condition for the attacking user to win is to obtain one of a plurality (for example, 5) of treasure chests placed within the game field GF. The attacking user can obtain the treasure chest by moving the character to be operated to the position where the treasure chest is placed. In addition, the attacking user may be able to obtain the treasure chest by performing an operation to open the treasure chest and obtain the contents after moving the character to the position where the treasure chest is placed. That is, obtaining the treasure chest also includes obtaining the contents of the treasure chest.
[0028] When the attacking user who has obtained the treasure chest wins at that moment as they have satisfied the victory condition (or the victory is confirmed), the battle play ends. On the other hand, for the other attacking users, the battle play continues until the victory condition is satisfied or the time limit is reached. For example, if there are 5 treasure chests, the maximum number of winning attacking users is 5. An attacking user who fails to obtain a treasure chest within the time limit loses and ends the battle play as they have satisfied the defeat condition. That is, an attacking user who can obtain a treasure chest within the time limit wins (is a winner), and an attacking user who cannot obtain a treasure chest within the time limit loses (is a loser).
[0029] In addition, a winning reward corresponding to victory may be given to the attacking user who has satisfied the processing conditions. The reward given is, for example, the contents of the treasure chest obtained by the attacking user who has satisfied the processing conditions.
[0030] Note that the attacking user who has obtained the treasure chest wins (is a winner) at that moment (or the victory is confirmed) and ends the battle play. However, after the attacking user who has ended the battle play cannot participate in the battle play anymore, but they may be able to watch the battle play.
[0031] The victory condition for the defending user is to protect the treasure chest from the attacking users until the time limit. If all of the multiple treasure chests are obtained (stolen) by the attacking users, the defending user loses and is considered defeated (a loser), but it is not limited to this. The defending user may also lose if a predetermined number or a predetermined percentage of the multiple treasure chests are stolen. If the defending user maintains a state where the above defeat condition is not satisfied until the time limit, the defending user wins (is a winner) as they have satisfied the victory condition.
[0032] In this way, based on the acquisition status of the treasure chests placed in the game field GF by the attacking users, in other words, based on the remaining status of the treasure chests that have not been obtained by the attacking users and remain, the wins and losses of the attacking users and the defending users are determined.
[0033] Note that the defending user is basically the user who created the game stage used for play, but there may also be multiple defending users. Even when there are multiple defending users, the user who created the game stage used for play must always be included.
[0034] Also, when there are multiple defending users, it may be a team battle only for the defending side, or the victory or defeat of the defending side may be determined only at the team level. In this case as well, the attacking side will always be an individual battle.
[0035] Note that if it is a battle game with rules such that parameters such as HP (Hit Point) are set for the characters that the attacking users operate, and the attacking user who operates the character loses when the HP becomes zero, the defending user may win (be the winner) when the victory condition is satisfied when the HP of all the characters of all the attacking users becomes zero.
[0036] (End conditions of the battle game) The end conditions of the battle game are that all the treasure chests are acquired by the attacking users by the time limit, or the time limit has elapsed. When the end conditions of the battle game are satisfied, the battle play of all the users ends, and the battle game ends.
[0037] Note that when parameters such as HP are set for the characters, the number of surviving characters (characters whose HP has not become zero) of the defending users or the attacking users becoming zero may also be an end condition of the battle game.
[0038] (Items required to acquire treasure chests) In order for the attacking user to acquire a treasure chest, a "key", which is an item necessary for acquisition, is required. The key is placed somewhere in the game field GF so that the attacking user can acquire it. Since the attacking user cannot acquire the treasure chest unless they have acquired this key, they will first acquire the key.
[0039] The position of the key is approximately shown on the map MA displayed on the game screen G10, for example, and the attacking user will search for the key based on this information. Also, a key mark is displayed on the character holding the key, and this key is also displayed on the map MA. Alternatively, the position of the key may not be known to the attacking user in the initial state at the start of the battle play. The attacking user may cause the key to appear when destroying an obstacle such as a block (e.g., a soft block) at the position where the key is located by the blast of the bomb BM or the like. By doing so, the gameplay of searching for the key can be provided.
[0040] Note that the position of the key in the game field GF may also be indicated by an icon on the map MA, similar to the treasure box.
[0041] The attacking user can obtain the key by moving the character to be operated by himself / herself to the position where the key is placed. Note that the attacking user may be able to obtain the key by performing an operation to pick up the key after moving his / her character to the position where the key is placed. As a result, the attacking user will not simply head towards the position of the treasure box, so the elements for conquering the game stage will increase.
[0042] Note that the attacking user who has obtained the key once may maintain the holding state of possessing the key, but it may also be possible for the attacking users to snatch it from each other. For example, when damaging the character of another attacking user who holds the key with the blast of the bomb BM, the ownership of the key may be changed to the character of the attacking user who has caused the damage. Also, when damaging the character of another attacking user who holds the key with the blast of the bomb BM, the character holding the key may drop the key on the game field GF so that it falls. The dropped key may be made available for the attacking user to obtain on a first-come, first-served basis.
[0043] Incidentally, it may also be possible for the defending user to retrieve the key from the attacking user using the bomb BM as well. When the defending user retrieves it, the key will be placed at any location within the game field GF. The location where the key is placed may be any of the preset locations or any location within the game field GF.
[0044] Incidentally, if it is a battle game where parameters such as HP are set for the character to be operated by the attacking user and the character whose HP has become zero respawns (restarts from a predetermined position after once dying), when the HP becomes zero, the key of that character may be made non - held and the key may be dropped at the position where the HP became zero.
[0045] When the attacking user who holds the key acquires a treasure chest, the key held will disappear. The number of keys placed within the game field GF may basically be the same as the number of treasure chests, but the number of keys may also be more than the number of treasure chests. Increasing the number of keys compared to the number of treasure chests can lower the difficulty of obtaining keys.
[0046] Incidentally, even if the attacking user who holds the key acquires a treasure chest, the key held may not disappear and may be dropped onto the game field GF. In this case, regarding the relationship between the number of keys and the number of treasure chests, conversely, the number of keys may be less than the number of treasure chests. Decreasing the number of keys can increase the difficulty of obtaining keys because competition for keys will occur.
[0047] Also, the number of keys placed in the game field GF is determined as an initial number (e.g., 3) at the start of the battle play, and may be newly placed and added based on additional conditions based on the passage of time (e.g., 5 minutes after the start of the battle play) or additional conditions based on the progress of the battle play (e.g., all of the initial 3 keys are used up and disappear). Also, the number of keys that can exist simultaneously in the game field GF may be restricted (e.g., restricted to 2). By restricting the number of keys that can exist simultaneously, it is possible to promote the competition for keys among the attacking users.
[0048] (Notification of the remaining status of the treasure chests) When an attacking user obtains a treasure chest and there is a change in the remaining status of the treasure chests remaining in the game field GF, as shown in FIG. 3, it may be notified to the users during the battle play. FIG. 3 is a diagram showing an example of the notification of the remaining status of the treasure chests according to the present embodiment. The game screen G11 shown in this figure notifies that, during the battle play of the game screen G10 shown in FIG. 2, one of the attacking users obtained a treasure chest, and the number of treasure chests remaining in the game field GF decreased from 5 to 4. On the game screen G11, as information indicating that there are 4 treasure chests left, text information and the patterns of 4 treasure chests are displayed.
[0049] (Creation of the game stage) The user can create a game stage to be used in the battle play. The game stage created by the user can be used when participating in the battle play as a defending user. That is, the user creates a game stage assuming a battle with an attacking user as a defending user. The creation of the game stage includes the creation of the game field GF for performing the battle play and the setting of the game rules.
[0050] FIG. 4 is a diagram showing an example of a game stage creation screen according to the present embodiment. In the center of the illustrated game stage creation screen G20, an initial-set game field GF is displayed. Here, a game field GF in a rectangular shape is schematically shown, but it may have an arbitrary shape, or a partial area of the game field GF may be displayed.
[0051] The icons lined up on the left side of the game field GF are operation buttons for selecting objects and the like that can be installed in the game field GF. The user selects any one of these icons and places an object at an arbitrary position in the game field GF. Icons B11 and B12 are operation buttons for selecting blocks that prevent the intrusion of characters. Icon B11 is a soft block, and icon B12 is a hard block. Icon B13 is an operation button for selecting a weapon such as a cannon for attacking an attacking character. Icon B14 is an operation button for selecting an NPC for attacking an attacking character. Similar to an object, an NPC can be placed within the game field GF. Icon B15 is an operation button for selecting a trap to set for an attacking character. Icon B16 is an operation button for selecting a block where an item that improves the ability of a character appears.
[0052] When any icon is selected, an explanation of the object installed with the selected icon is displayed below the game field GF. In the illustrated example, icon B11 is selected, and an explanation of the soft block is displayed. The objects that can be installed in the game field GF are not limited to the above example, and any object can be included.
[0053] For example, after the user selects an object to be placed on the game field GF from among icons B11 to B16, the user moves the cursor CS to the position where the object is to be placed within the game field GF and determines the placement. Operations such as selection of an icon, movement of the cursor CS, and determination of placement can be performed using the operation buttons provided in the game device 10 or the operation buttons of a controller connected to the game device 10.
[0054] Also, icon B17 is an operation button for switching menus. When icon B17 is selected, the menu switches from the menu for selecting the currently displayed icons B11 to B16 and placing them on the game field GF to another menu (for example, a menu for setting game rules).
[0055] Also, icon B18 is an operation button for selecting test play. After the user creates a game stage, the user can perform test play by selecting this icon B18.
[0056] Note that a plurality of initial-set game stages serving as a basis for creating a game stage are set in advance, and the user may create a game stage based on the game stage selected from among the plurality of initial settings.
[0057] FIG. 5 is a diagram showing an example of a selection screen for an initial - setting game stage according to the present embodiment. In the illustrated game - stage selection screen G21, a plurality of base game stages are displayed so as to be selectable. Each of the icons B21, B22, B23, B24, ··· is associated with an initial - setting game stage as a base. The initial - setting game stage (for example, "Stage A") associated with the selected icon among the icons B21, B22, B23, B24, ··· is displayed above these icons. When the user performs an operation to determine the selection in this state, the initial - setting game stage as a base is determined, and the game - stage creation screen G20 (FIG. 3) where the game field GF of the determined game stage is displayed is transitioned to. Operations such as icon selection and game - stage determination can be performed using the operation buttons provided in the game device 10 or the operation buttons of a controller connected to the game device 10.
[0058] Also, in the creation of a game stage, game - rule settings such as a time limit, the number of players in a battle (for example, the number of attacking - side users), the number of treasure chests, and the number of keys can be performed. When creating a game stage as a defending - side user, by changing the game - rule settings, the difficulty level for the attacking - side users of that game stage changes. For example, when the time limit is lengthened, the difficulty level for the attacking - side users decreases, and when the time limit is shortened, the difficulty level for the attacking - side users increases. The number of players in a battle is the setting of the upper limit of the number of attacking - side users. Also, the number of treasure chests and the number of keys can be set arbitrarily. For example, the locations of the treasure chests and the keys are preset in the selected game stage when selecting an initial - setting game stage. The locations are determined, but the numbers can be freely set. Note that the locations of the treasure chests and the keys may also be set to arbitrary locations.
[0059] (Upload of Game Stage) When playing a battle game using a game stage created by a user, the created game stage may be uploaded to the game server 30 in advance, or the game stage data may be transmitted from the game device 10 of the defending user to the game device 10 of the attacking user when playing the battle game. Also, only game stages that have cleared the test play (game stages that have won in the test play as the attacking user) may be uploadable. In this case, the uploaded game stage may be used by a user different from the user who created the game stage when playing a battle game as the defending user.
[0060] 〔Hardware Configuration of Game Device〕 FIG. 6 is a block diagram showing an example of the hardware configuration of the game device 10 according to the present embodiment. The game device 10 includes, for example, a CPU (Central Processing Unit) 11, a communication unit 12, an input unit 13, a display unit 14, and a storage unit 15, and communicates with a game server 30 and other devices connected via a network NW through the communication unit 12. These components are communicably connected to each other via a bus. The CPU 11 executes various programs such as game programs stored in the storage unit 15 and controls each part of the game device 10.
[0061] Based on the control by the CPU 11, the communication unit 12 communicates game data and the like with the game server 30 and other devices via the network NW. Also, the communication unit 12 may communicate game data and the like with other game devices 10 using short-range wireless communication or the like.
[0062] The input unit 13 is configured to include a plurality of operation buttons for inputting user operations, and outputs the input operation information to the CPU 11. Note that the input unit 13 may be an input device such as a touch panel integrated with a display, a controller provided with a plurality of operation buttons, a keyboard, a mouse, a touch pad, or a microphone for inputting various instructions by voice. Further, the input unit 13 may be a controller connected to the game device 10 or the like.
[0063] The display unit 14 is configured to include, for example, a liquid crystal display panel, an organic EL (ElectroLuminescence) display panel, or the like. For example, various game screens in the above-described battle game are displayed on the display unit 14. Note that the display unit 14 may be an external display device such as a television or a monitor.
[0064] The storage unit 15 includes, for example, an HDD (Hard Disk Drive), an SSD (Solid State Drive), an EEPROM (Electrically Erasable Programmable Read-Only Memory), a ROM (Read-Only Memory), a RAM (Random Access Memory), etc., and stores game programs, game data, and the like. Note that the storage unit 15 is not limited to being built into the game device 10, and may include an external storage device connected by a digital input / output port such as a USB.
[0065] Note that the game device 10 may be configured to include a hardware configuration such as a speaker (not shown), a voice output terminal, a camera, a gyro sensor, a GPS (Global Positioning System) reception module, or the like.
[0066] 〔Hardware Configuration of Game Server〕 FIG. 7 is a block diagram showing an example of the hardware configuration of the game server 30 according to the present embodiment. The game server 30 includes, for example, a CPU 31, a communication unit 32, an input unit 33, and a storage unit 35, and communicates with a plurality of game devices 10 and other devices connected via a network NW through the communication unit 32. These components are communicably connected to each other via a bus. The CPU 31 executes various programs stored in the storage unit 35 and controls each part of the game server 30.
[0067] The communication unit 32 communicates with a plurality of game devices 10 and other devices via the network NW based on the control by the CPU 31. The input unit 33 is, for example, other input devices such as a keyboard, a mouse, a touch pad, and a microphone through which various instructions are input by voice.
[0068] The storage unit 35 includes, for example, an HDD, an EEPROM, a RAM, etc., and stores a game control program, an application program, various setting information and history information necessary for the game. Note that the storage unit 35 is not limited to being built in the game server 30, and may include an external storage device connected by a digital input / output port such as a USB. Further, the storage unit 35 may be an external storage device physically separated from the game server 30, and may be connected to the game server 30 via the network NW. Further, the game server 30 may be configured to include a hardware configuration such as a display unit, a speaker, and a voice output terminal (not shown).
[0069] 〔Functional configuration〕 Next, with reference to FIG. 8, the functional configurations of the game device 10 and the game server 30 included in the game system 1 will be described. FIG. 8 is a block diagram showing an example of the functional configurations of the game device 10 and the game server 30 according to the present embodiment.
[0070] 〔Functional configuration of the game device〕 First, the functional configuration of the game device 10 will be described. The game device 10 includes a game processing unit 110 as a functional configuration realized by the CPU 11 executing a game program stored in the storage unit 15. The game processing unit 110 controls the game processing of a battle game based on the user's operation on the input unit 13. For example, the game processing unit 110 includes a game stage management unit 111, a battle request unit 112, a play progress management unit 113, a game data exchange unit 114, a character control unit 115, an acquisition management unit 116, a play management unit 117, and a display control unit 118. The storage unit 15 includes a user data storage unit 151, a game stage storage unit 152, and an owned data storage unit 153.
[0071] The game stage management unit 111 performs processes such as creating a game stage by the user, saving, and uploading the created game stage. For example, as described with reference to FIGS. 4 and 5, the game stage management unit 111 performs the creation process of the game field GF based on the user's operation on the game stage creation screen G20, the initial setting game stage selection screen G21, etc., and sets the game rules for the battle of the game stage, such as the time limit, the number of players in the battle, the number of treasure boxes, and the number of keys set by the user.
[0072] The game stage management unit 111 stores the data of the created game stage (game stage data) in the game stage storage unit 152. The game stage data includes a game stage ID as identification information for identifying the game stage, information on the base game stage (e.g., stage A), the arrangement information of objects and items in the game field GF, the setting information of the game rules, etc. Also, the game stage management unit 111 permits uploading for the game stage that has been cleared in the test play, and when a request for uploading is received from the user, it associates the user ID as the identification information of the user (creator) who created the game stage with the game data and uploads it to the game server 30 via the communication unit 12. Note that the user information (user ID, user name, etc.) of the user playing on the game device 10 is stored in the user data storage unit 351.
[0073] When the user participates in a battle game, the battle request unit 112 transmits a battle request to the game server 30 via the communication unit 12 based on the user's operation. At this time, the user selects whether to participate in the battle game on the defense side or the attack side. When the user participates on the defense side, the battle request unit 112 selects a game stage to be used in the battle from the game stages created by the user itself. When transmitting a battle request to participate on the defense side, the battle request unit 112 associates the game stage data of the selected game stage with the battle request as the defense side and transmits it to the game server 30. Also, when transmitting a battle request to participate on the attack side, the battle request unit 112 transmits the battle request as the attack side to the game server 30.
[0074] In response to the battle request being transmitted to the game server 30 by the battle request unit 112, the game server 30 performs matching processing between the defense-side user and the attack-side user. When the matching result is obtained from the game server 30, the play progress management unit 113 executes processing to start the battle play. Also, when starting the battle play, the play progress management unit 113 counts the elapsed time from the start of the battle play and manages the time limit of the battle play.
[0075] The game data transfer unit 114 transfers game data of the users participating in the battle play. The game data transfer unit 114 transmits the play data of the user playing on this game device 10 (information about the position of the character, the position of the placed bomb BM, the acquisition of treasure boxes and keys, etc.) to other game devices 10 via the game server 30. Also, the game data transfer unit 114 acquires the play data of the users playing on other game devices 10 from other game devices 10 via the game server 30. Thereby, the play status of the users participating in the battle play can be shared among the respective game devices 10, and the status of the battle play can be synchronized.
[0076] In a battle play of a battle game, the character control unit 115 moves each character within the game field GF created by the defending user based on the operations of each of a plurality of attacking users. For example, the character control unit 115 moves the character of the attacking user who plays on its own game device 10 based on the operations of the attacking user. On the other hand, the character control unit 115 moves the character of the attacking user who plays on another game device 10 based on the play data acquired by the game data transmission / reception unit 114 from another game device 10 via the game server 30 based on the operations of the attacking user.
[0077] Also, in a battle play of a battle game, when the user who plays on its own game device 10 is the defending user, the character control unit 115 moves the character of the defending user based on the operations of the defending user. On the other hand, when the defending user plays on another game device 10, the character control unit 115 moves the character of the defending user based on the play data acquired by the game data transmission / reception unit 114 from another game device 10 via the game server 30 based on the operations of the defending user.
[0078] When any of the characters of the attacking users reaches a key placed within the game field GF, the acquisition management unit 116 causes the attacking user who operates the character to acquire the key that the character has reached. For example, when the character of the attacking user moves to the position of the key placed within the game field GF or an operation for picking up and acquiring the key is performed after the movement, the acquisition management unit 116 causes the attacking user to acquire the key.
[0079] Note that the acquisition management unit 116 may allow an attacking user to obtain a key that has already been obtained by another attacking user. For example, by damaging the character of another attacking user who has already obtained the key with the blast of a bomb BM or the like and causing the key to drop, the attacking user can obtain the key. The acquisition management unit 116 causes the character of the attacking user to move to the position of the key dropped by another attacking user, or an operation for picking up and obtaining the key is performed after the movement, thereby allowing the attacking user to obtain the key.
[0080] In addition, when any of the characters of the attacking user reaches a treasure chest placed in the game field GF, the acquisition management unit 116 causes the attacking user who operates the character to obtain the treasure chest that the character has reached. For example, the acquisition management unit 116 causes the character of the attacking user to move to the position of a treasure chest placed in the game field GF, or an operation for obtaining the contents of the treasure chest is performed after the movement, thereby allowing the attacking user to obtain the treasure chest.
[0081] Here, the acquisition management unit 116 sets the condition for obtaining a treasure chest as having already obtained a key. Specifically, when any of the characters of an attacking user who has already obtained a key reaches any of the multiple treasure chests placed in the game field GF, the acquisition management unit 116 causes the attacking user who operates the character to obtain the treasure chest that the character has reached. On the other hand, even if the character of an attacking user who has not obtained a key reaches a treasure chest, the acquisition management unit 116 does not allow the attacking user to obtain the treasure chest.
[0082] In addition, the data of the treasure chests and keys obtained by the attacking user are stored in the possession data storage unit 153 in association with the user ID as the user's possession data.
[0083] The play management unit 117 ends the battle play of the attacking user who has obtained the treasure chest among the multiple attacking users, assuming that the victory condition has been satisfied. On the other hand, the play management unit 117 continues the battle play of the attacking users other than the attacking user who has obtained the treasure chest. Further, every time another attacking user obtains the treasure chest, the play management unit 117 ends only the battle play of the attacking user who has obtained it, assuming that the victory condition has been satisfied. Then, if all of the multiple attacking users have obtained the treasure chest before the time limit elapses, the play management unit 117 ends all the battle plays of the attacking users, assuming that the victory conditions of all the attacking users have been satisfied. On the other hand, the play management unit 117 ends the battle play of the attacking user who has not obtained the treasure chest before the time limit elapses, assuming that the defeat condition has been satisfied.
[0084] In addition, if the remaining status of the treasure chests remaining without being obtained by the attacking users is maintained so as not to reach a predetermined remaining status (for example, the remaining treasure chests are zero) from the start of the battle play until the time limit elapses, the play management unit 117 ends all the battle plays of the defending user and the attacking users (the attacking users who are continuing the battle play at that time), assuming that the victory condition of the defending user has been satisfied. Also, if all of the multiple attacking users have obtained the treasure chest before the time limit elapses, the play management unit 117 ends the battle play, assuming that the defeat condition of the defending user has been satisfied.
[0085] Note that the play management unit 117 may give a reward corresponding to victory to the attacking user who has obtained the treasure chest and satisfied the victory condition. For example, the play management unit 117 stores in the user data storage unit 151 reward acquisition information associating the information indicating the contents of the treasure chest obtained by the attacking user with the user ID of the attacking user. Also, when the play management unit 117 stores the reward acquisition information in the user data storage unit 151, the game data transmission / reception unit 114 transmits this reward acquisition information to the game server 30 and stores it in the user data storage unit 351 as well.
[0086] The display control unit 118 generates drawing data of the video to be displayed on the game screen in the battle game and causes the display unit 14 to display it. For example, the game screen includes various game screens such as the game screen G10 in FIG. 2, the game screen G11 in FIG. 3, the game stage creation screen G20 in FIG. 4, and the game stage selection screen G21 in FIG. 5.
[0087] In addition, the game processing unit 110 executes various other game processes. For example, the game processing unit 110 controls the placement of the bomb BM based on an operation to set the bomb BM by the attacking user or the defending user, and controls to detonate the bomb BM to damage the characters existing in a predetermined range by the blast (for example, reducing the HP).
[0088] Also, the game processing unit 110 may newly place a key in the game field GF based on a predetermined additional condition. For example, the game processing unit 110 may newly place and add a key in the game field GF based on a condition based on the passage of time since the start of the battle play (for example, 5 minutes after the start of the battle play) or an additional condition based on the progress of the battle play (for example, all of the initial three keys have been used and disappeared).
[0089] 〔Functional Configuration of Game Server 30〕 Next, the functional configuration of the game server 30 will be described. The game server 30 includes a server processing unit 310 as a functional configuration realized by the CPU 31 executing the game program stored in the storage unit 35. For example, the server processing unit 310 includes a server-side game processing unit 311 that executes server-side processing in the game processing of the battle game, and a matching processing unit 314 that performs matching processing for the battle opponent in the battle game. The storage unit 35 includes a user data storage unit 351, a game stage storage unit 352, and an owned data storage unit 353.
[0090] The user data storage unit 351 stores user information (such as user ID, user name, etc.) of a plurality of users (registered users) who can participate in the battle game. In addition, the user data storage unit 351 stores information indicating the relevance among a plurality of users (for example, friend information) as user information.
[0091] The game stage storage unit 352 stores the game stage data of the game stage created and uploaded by the user in association with the user ID of the creator.
[0092] The possession data storage unit 353 stores the possession data of a plurality of attacking users during the battle play. For example, the possession data storage unit 353 stores the data of the treasure boxes and keys acquired by each attacking user during the battle play in association with the user ID of each attacking user.
[0093] The server-side game processing unit 311 includes a game stage management unit 312 and a game data transmission / reception unit 313. The game stage management unit 312 associates the game stage data uploaded from the game device 10 with the user ID of the creator and stores them in the game stage storage unit 352. In addition, the game stage management unit 312 provides the game stage based on the stored game stage data so that it can be used in the battle game. For example, the game stage management unit 312 may provide the uploaded game stage so that users other than the creator can use it.
[0094] The game data transmission / reception unit 313 acquires the game data of the users participating in the battle play from each game device 10 of the users participating in the battle play. In addition, the game data transmission / reception unit 313 transmits the game data of each user acquired from each game device 10 to each game device 10 participating in the battle play. The play status among the users participating in the battle play can be shared by each game device 10, and the status of the battle play can be synchronized.
[0095] The matching processing unit 314 executes matching processing for matching a defensive user and an attacking user who perform a battle play in a battle game. For example, when the matching processing unit 314 acquires a battle request for participating in a battle game on the defensive side or the attacking side transmitted from each game device 10, it selects a defensive user and an attacking user from among the users who transmitted the battle request. When the matching is successful, it transmits the matching result to the game devices 10 of the matched users and starts the battle play. Details of this matching processing will be described in the second embodiment.
[0096] 〔Operation of game processing〕 Next, the operation of the game processing executed by the CPU 11 of the game device 10 will be described. FIG. 9 is a flowchart showing an example of key acquisition processing by an attacking user according to the present embodiment.
[0097] The CPU 11 determines whether or not there has been an operation to move the character by the attacking user (step S101). If the CPU 11 determines that there has been no operation to move the character (step S101: NO), it performs the processing of step S101 again. On the other hand, if the CPU 11 determines that there has been an operation to move the character (step S101: YES), it moves the character according to the operation (step S103).
[0098] Next, the CPU 11 compares the position of the character after movement with the position of the key (step S105). Then, based on the comparison result between the position of the character after movement and the position of the key, the CPU 11 determines whether or not the character of the attacking user has reached the position of the key (step S107).
[0099] When the CPU 11 determines that the character of the attacking user has not reached the key position (step S107: NO), it returns to the process of step S101. On the other hand, when the CPU 11 determines that the character of the attacking user has reached the key position (step S107: YES), it causes the attacking user to acquire the key and stores it as possession data in the possession data storage unit 153 (step S109).
[0100] FIG. 10 is a flowchart showing an example of the treasure chest acquisition process by the attacking user according to the present embodiment.
[0101] The CPU 11 determines whether there has been an operation to move the character by the attacking user (step S201). When the CPU 11 determines that there has been no operation to move the character (step S201: NO), it performs the process of step S101 again. On the other hand, when the CPU 11 determines that there has been an operation to move the character (step S201: YES), it moves the character according to the operation (step S203).
[0102] Next, the CPU 11 compares the position of the character after movement with the position of the treasure chest (step S205). Then, the CPU 11 determines whether the character of the attacking user has reached the position of the treasure chest based on the comparison result between the position of the character after movement and the position of the treasure chest (step S207).
[0103] When the CPU 11 determines that the character of the attacking user has not reached the position of the treasure chest (step S207: NO), it returns to the process of step S201. On the other hand, when the CPU 11 determines that the character of the attacking user has reached the position of the treasure chest (step S207: YES), it refers to the possession data stored in the possession data storage unit 153 and determines whether the attacking user has already acquired the key (step S209).
[0104] When the CPU 11 determines that the attacking user who has reached the position of the treasure chest has not obtained the key (step S209: NO), it returns to the process of step S201. On the other hand, when the CPU 11 determines that the attacking user who has reached the position of the treasure chest has already obtained the key (step S209: YES), it allows the attacking user to obtain the treasure chest and stores it as possession data in the possession data storage unit 153 (step S211).
[0105] FIG. 11 is a flowchart showing an example of the start and end processes of the battle play of the attacking user according to the present embodiment.
[0106] Based on the user's operation, the CPU 11 sends a battle request as the attacking side to the game server 30 (step S301). After sending the battle request, when the matching is established, the CPU 11 obtains the matching result (step S303). Then, when the CPU 11 obtains the matching result, it starts the battle play (step S305).
[0107] In the battle play, the CPU 11 determines whether the attacking user has obtained the treasure chest (step S307). When the CPU 11 determines that the attacking user has obtained the treasure chest (step S307: YES), it determines that the victory condition is satisfied and ends the battle play of the attacking user who has obtained the treasure chest (step S309).
[0108] On the other hand, when the CPU 11 determines that the attacking user has not obtained the treasure chest (step S307: NO), it continues the battle play of the attacking user (step S311). Then, the CPU 11 determines whether the limited time has elapsed since the start of the battle play (step S313).
[0109] When the CPU 11 determines that the time limit has not elapsed (step S313: NO), it returns to the process of step S307. On the other hand, when the CPU 11 determines that the time limit has elapsed (step S313: YES), it determines that the defeat condition is satisfied and ends the battle play of the attacking user who has not obtained the treasure box (step S315).
[0110] FIG. 12 is a flowchart showing an example of the start and end processes of the battle play of the defending user according to the present embodiment.
[0111] The CPU 11 transmits a battle request as the defending side to the game server 30 based on the user's operation (step S401). After transmitting the battle request, when the matching is established, the CPU 11 acquires the matching result (step S403). Then, when the CPU 11 acquires the matching result, it starts the battle play (step S405).
[0112] In the battle play, the CPU 11 determines whether the remaining status of the treasure boxes remaining without being acquired by the attacking user has reached a predetermined remaining status (for example, the remaining treasure boxes are zero) (step S407). When the CPU 11 determines that the remaining status of the treasure boxes has reached the predetermined remaining status (step S407: YES), it determines that the defeat condition is satisfied and ends the battle play of the defending user (step S411).
[0113] On the other hand, when the CPU 11 determines that the remaining status of the treasure boxes has not reached the predetermined remaining status (step S407: NO), it determines whether the time limit has elapsed since the start of the battle play (step S409). When the CPU 11 determines that the time limit has not elapsed (step S409: NO), it returns to the process of step S407.
[0114] On the other hand, when the CPU 11 determines that the time limit has elapsed (step S409: YES), it determines that the victory condition is satisfied and ends the battle play of the defending user (step S413).
[0115] Summary of the First Embodiment As described above, the game system 1 according to the present embodiment includes a game device 10 and a game server 30 that communicates with the game device 10, and executes a battle game process between a plurality of attacking users and at least one defending user. For example, the game device 10 includes a character control unit 115, an acquisition management unit 116, and a play management unit 117. In the battle play of the battle game, the character control unit 115 moves each character within a game field GF (an example of a game space) created by the defending user based on the operations of each of the plurality of attacking users. When any one of the characters of the attacking user reaches a treasure box (an example of a specific object) arranged within the game field GF, the acquisition management unit 116 causes the attacking user who operates the character to acquire the treasure box that the character has reached. The play management unit 117 ends the battle play of the attacking user who has acquired the treasure box as if the victory condition has been satisfied, and continues the battle play of the other attacking users. In addition, if the remaining status of the treasure boxes remaining without being acquired by the attacking users is maintained so as not to reach a predetermined remaining status (for example, the number of remaining treasure boxes becomes zero) until the limit time (an example of a predetermined time) elapses from the start of the battle play, the play management unit 117 ends all the battle plays of the defending user and the attacking users, assuming that the victory condition of the defending user has been satisfied. Note that the treasure box is an example, and any specific object may be used instead of the treasure box.
[0116] Thereby, even in a battle game between a plurality of attacking users and a defending user, since the game system 1 is basically a one-on-one battle, it is possible to provide a game in which the cooperation element between users is reduced in a battle game by a plurality of users. Therefore, there is no need to cooperate or consult with other users as friends, and users can easily participate in the battle game.
[0117] Furthermore, if all of the attacking users acquire the treasure chest before the time limit elapses, the play management unit 117 determines that the victory conditions of all attacking users are met and ends all of the match-ups between the attacking users and the defending users. In this case, the play management unit 117 determines that the defeat conditions of the defending users are met and ends the match-ups.
[0118] As a result, in the game system 1, the outcome between the attacking user and the defending user is determined based on whether or not all of the multiple attacking users obtain the treasure chest within the time limit. Therefore, although it is an individual battle, it also provides an element of a team battle, since the final defeat of the defending user is determined by the play results of each of the attacking users.
[0119] Furthermore, a key (an example of an item) required for the attacking user to obtain the treasure chest is placed within the game field GF so that the attacking user can obtain it. When one of the characters of the attacking user who has obtained a key reaches one of the multiple treasure chests placed within the game field GF, the acquisition management unit 116 allows the attacking user operating the character to obtain the treasure chest that the character has reached. On the other hand, even if the character of the attacking user who has not obtained the key reaches the treasure chest, the acquisition management unit 116 does not allow the attacking user to obtain the treasure chest. Note that the key is just an example, and any item may be used instead of the key.
[0120] As a result, in the game system 1, the attacking user does not simply move towards the location of the treasure chest, so that the number of elements to conquer a game stage increases, and the playability of the game can be improved.
[0121] For example, an attacking user can acquire keys that are placed in the game field GF and keys that have already been acquired by other attacking users. For example, the attacking user can acquire a key by causing damage to a character of another attacking user who has already acquired a key, such as by using the blast of a bomb BM, causing the character to drop the key.
[0122] As a result, the game system 1 can also have the attacking users snatch the key from each other, so that the difficulty of reaching the treasure chest while having the key can be increased.
[0123] The keys placed in the game field GF are newly placed in the game field GF based on a predetermined additional condition.
[0124] As a result, at the start of the battle play, the game system 1 can promote the attacking users to snatch the keys from each other by making the number of keys less than that of the treasure chests.
[0125] The predetermined additional condition for newly placing a key in the game field GF is a condition based on the passage of time since the start of the battle play (for example, 5 minutes after the start of the battle play, etc.).
[0126] As a result, at the start of the battle play, the game system 1 can promote the attacking users to snatch the keys from each other by making the number of keys less than that of the treasure chests. Note that the predetermined additional condition for newly placing a key in the game field GF may be an additional condition based on the progress of the battle play (for example, all of the initial three keys have been used and disappeared, etc.).
[0127] When creating the game field GF, the defending user can customize at least the blocks (an example of a restrictive object) that restrict the movement of the characters within the game field GF. For example, when creating the game field GF, the defending user may be able to place soft blocks or hard blocks within the game field GF, or move or eliminate the placed blocks.
[0128] As a result, the game system 1 can create a game stage by adjusting the difficulty of the movement of the character of the attacking user. For example, the defending user can use game stages with different difficulties for each battle by creating a plurality of game stages with different difficulties.
[0129] [Second Embodiment] Next, a second embodiment of the present invention will be described. In this embodiment, the details of the matching process for matching a defending user and an attacking user who play a battle game will be described.
[0130] As described in the first embodiment, in the game system 1, using the game stage created by the defending user, various users can play a battle game. There are restrictions on the available game stages depending on the matching method for determining the battle opponent when playing the battle game.
[0131] When a user plays a battle game, first, the user selects whether to participate in the battle game as an attacker or as a defender, and then selects a matching method. Basically, the defending user becomes the owner during matching. The owner refers to the user who created the room. A room is for inviting an attacking user to play a battle on the game stage created by the defending user, and accepts participation in the battle game from users other than the owner. There are, for example, four types of matching methods: quick match, conditional match, friend match, and designated match. The user can arbitrarily select from the four types of matching methods.
[0132] FIG. 13 is a diagram showing an example of a selection screen for the matching method according to the present embodiment. The illustrated matching method selection screen G30 is displayed on the display unit 14 of the game device 10 for the user to select a matching method before the start of the battle play of this battle game. The icon B31 is an operation button for selecting quick match. The icon B32 is an operation button for selecting conditional match. The icon B33 is an operation button for selecting friend match. The icon B34 is an operation button for selecting designated match. Whether the user participates as an attacking side or a defending side, the user selects a matching method by operating on the matching method selection screen G30 shown in FIG. 13. After selecting either the attacking side or the defending side, the user selects a matching method on the matching method selection screen G30 shown in FIG. 13 and participates in the battle game.
[0133] When the user performs an operation of selecting any one of the icons B31 to B34 on the game device 10, a battle request is transmitted from the game device 10 to the game server 30, and the game server 30 executes matching processing according to the selected matching method. When the matching is established in the game server 30, the matching result is transmitted to the game device 10, and the battle play is started. Each matching method will be described with reference to FIG. 14.
[0134] FIG. 14 is a diagram showing an example of the matching method according to the present embodiment. This figure shows the matching range and the presence or absence of room selection for each matching method. The matching range is the range of users to be matched, and it is determined whether to match unspecified users (unspecified users) or specific users (specific users). Specific users are users who have a predetermined relationship (for example, a friend relationship) with the owner, or users specified by the operation of the owner. Unspecified users are users who are not based on the above specific users (including both specific users and users other than specific users). Also, the presence or absence of room selection is determined by whether the attacking user can select a room (users to play with and game stage) that they want to participate in.
[0135] 〔Quick Match〕 When the defending user selects quick match, the game device 10 sends a battle request to participate as the defending side in a battle game using the game stage created by that user to the game server 30. If a plurality of game stages created by that user are stored, the user may be allowed to select which game stage to use. When the attacking user selects quick match, the game device 10 sends a battle request to participate as the attacking side in a battle game to the game server 30. The game server 30 automatically matches with one of the defending users who are currently making battle requests. There are no particular conditions for the users to be matched, and matching is performed with unspecified users. Basically, since the battle opponent is an unknown user, a matching that requires fairness is achieved. Note that in quick match, there is no room selection.
[0136] 〔Condition Match〕 In conditional matching, unspecified users are matched in the same way as in quick matching. However, unlike quick matching for attacking users, there is a room selection. The defending user can create a room and recruit and invite attacking users to participate in the game stage created by the defending user. The attacking user can participate in the battle game using the game stage of the selected room by selecting the room they want to join.
[0137] Figure 15 is a diagram showing an example of a room selection screen according to this embodiment. On the room selection screen G40 shown in this figure, room labels R41, R42,... that describe information about each room created by users participating in the battle game as the defending side, and icons B41, B42,... as operation buttons for selecting to participate in each room are displayed. The room labels display the creator of the game stage (i.e., the owner of the room), the clearance status of the test play, the game rules (such as the time limit, the number of treasure boxes, etc.), comments by the creator (comments for attacking users), and so on. By checking the content of the room label, the attacking user can participate in the battle game after understanding to some extent what kind of game stage it is. For example, in the case of a game stage where "test play" is "not cleared", the attacking user can participate after understanding in advance that it may be a game stage with a high difficulty level (maybe impossible to clear), thus reducing the feeling of unfairness that the user may feel after actually participating in the battle game.
[0138] 〔Friend Match〕 In friend matching, there is also a room selection as in conditional matching, but it is a matching limited to specific users who are friends with the defending user for the attacking user. For users in a friend relationship, to some extent, the degree of freedom of the game stage available in the battle game is allowed.
[0139] 〔Designated Match〕 In the specified match, a specific user who is relatively close to the defending user, such as an acquaintance, is matched as the attacking user. For example, the match is made by the defending user directly specifying the user ID of the attacking user. In addition, the attacking user may enter a password previously determined with the defending user and participate in the battle game using the game stage created by the defending user. Alternatively, the game devices 10 may communicate with each other using short-range communication such as Bluetooth (registered trademark) or infrared rays, and the matching of users who can battle each other may also be possible. For users in an intimate relationship, basically, there are no restrictive conditions (limitations) on the game stages that can be used in the battle game. Note that in the specified match, there is no room selection.
[0140] FIG. 16 is a diagram showing an example of the restrictive conditions of the game stage by each matching method according to the present embodiment. Each matching method is provided with restrictive conditions for the game stages that can be used. Depending on how these restrictive conditions are set, the difficulty level of the game stage for the attacking user is different.
[0141] The restrictive conditions of the game stage are defined for the clear status of the test play and the game rules. For a game stage where the test play is not cleared, the user who created it may not have cleared it in the test play or may not have conducted the test play. Therefore, a game stage where the test play is not cleared may be more difficult than a game stage where the test play has been cleared. If the clear status of the test play is not included in the restrictive conditions, the game stage with a high difficulty level will be included. Therefore, by including the fact that the test play has been cleared in the restrictive conditions of the game stage, at least the game stage with a difficulty level so high that the attacking side cannot win can be excluded.
[0142] Regarding the game rules, constraint conditions such as the time limit for battle play, the number of attacking users, the number of treasure chests, and the number of keys are set. The longer the time limit, the lower the difficulty level of the game stage for the attacking users, and the shorter the time limit, the higher the difficulty level of the game stage for the attacking users. Also, the fewer the number of attacking users, the lower the difficulty level of the game stage for each of the attacking users, and the more the number of attacking users, the higher the difficulty level of the game stage for each of the attacking users. Also, the more the number of treasure chests, the lower the difficulty level of the game stage for the attacking users, and the fewer the number of treasure chests, the higher the difficulty level of the game stage for the attacking users. Also, the more the number of keys, the lower the difficulty level of the game stage for the attacking users, and the fewer the number of keys, the higher the difficulty level of the game stage for the attacking users. By setting these constraint conditions of the game rules, the difficulty level of the available game stages can be adjusted compared to the case where there are no constraint conditions.
[0143] In the illustrated example, the game stages available for "Quick Match" have passed the test play, with a time limit of 10 minutes or more, the number of attacking users of 10 or less, the number of treasure chests of 5 or more, and the number of keys of 7 or more. The game stages available for "Condition Match" have no constraint conditions regarding the clear status of the test play, but have a time limit of 5 minutes or more, the number of attacking users of 15 or less, the number of treasure chests of 3 or more, and the number of keys of 5 or more. The game stages available for "Friend Match" have no constraint conditions regarding the clear status of the test play, but have a time limit of 5 minutes or more, the number of attacking users of 15 or less, the number of treasure chests of 2 or more, and the number of keys of 3 or more. Note that there are no constraint conditions for the game stages available for "Designated Match".
[0144] That is, the constraints are set so that the quick match has the lowest game stage difficulty, and next, the conditional match has constraints set so that the game stage difficulty is low. By setting such constraints, in the case of matching with unspecified users, it is possible to prevent the situation where the game stage is unreasonably difficult for an unknown opponent.
[0145] On the other hand, since the friend match is a match with a user in a friend relationship rather than an unknown user, the constraints are set so that there can also be a match in a game stage with a higher difficulty compared to the quick match and the conditional match. In the designated match, since it is a relationship where the defending user directly designates the attacking user of the opponent for matching, no constraints are set, and it can be used for a match in a game stage of any difficulty.
[0146] In this way, depending on the matching method, the constraints for the game stages available for battle play among a plurality of game stages are set. And based on whether the user to be matched is an unspecified user or not, the constraints for the game stages available for battle play are different, and the matching with an unspecified user is set so that the game stage difficulty for the attacking user is lower than the matching with a specific user.
[0147] Note that in the example shown in FIG. 16, the constraints for the test play are set only for the quick match. In such a case, some or all of the constraints of the game rules set for the quick match may be included in the play content of the test play. For example, the play content of the test play may be set as a time limit of 10 minutes, the number of treasure boxes being 5, etc., as long as it meets the conditions of the quick match. For example, by including all the constraints of the game rules of the quick match in the test play, the constraints for the game stage in the quick match may be set only as having cleared the test play.
[0148] 〔Configuration of Matching Processing Unit〕 Next, with reference to FIG. 17, the details of the matching processing unit 314 provided in the game server 30 will be described.
[0149] FIG. 17 is a diagram showing an example of the functional configuration of the matching processing unit 314 according to the present embodiment. The functional configuration of the matching processing unit 314 shown in this figure is a specific example of the matching processing unit 314 shown in FIG. 8. The matching processing unit 314 includes a target stage determination unit 3141 (an example of a stage determination unit) and a matching unit 3142.
[0150] The target stage determination unit 3141 determines a game stage that can be used for battle play among a plurality of game stages by a matching method selected from a plurality of matching methods with different matching ranges. For example, the target stage determination unit 3141 determines the constraint conditions (see FIG. 16) of a game stage that can be used for battle play among a plurality of game stages by the selected matching method.
[0151] For example, as the matching range, there are cases where unspecified users are the target of matching and cases where specific users are the target of matching. The target stage determination unit 3141 determines the above constraint conditions so that the difficulty levels of the game stages that can be used for battle play are different depending on whether the matching method uses unspecified users as the matching range (for example, quick match and condition match) or a matching method that uses specific users as the matching range (for example, friend match and designated match).
[0152] That is, the target stage determination unit 3141 determines such that the difficulty levels of the game stages available for battle play are different based on whether the matching range is an unspecified user or not. More specifically, for example, as described with reference to FIG. 16, the target stage determination unit 3141 determines the restriction conditions (clear status of test play and restriction conditions of game rules) of the available game stages such that the difficulty levels of the game stages available for battle play are different for each of the four matching methods of quick match, condition match, friend match, and designated match.
[0153] The matching unit 3142 performs matching between a defending user and an attacking user who conduct battle play using any one of the available game stages determined by the target stage determination unit 3141. For example, the matching unit 3142 performs matching between a defending user and an attacking user based on the selected matching method and the restriction conditions of the game stage.
[0154] In the case of a quick match, the matching unit 3142 matches any one of the users (defending users) who selected quick match and made a battle request as the defending side with any one of the users who selected quick match and made a battle request as the attacking side. At this time, the users (matching range) to be matched are unspecified users. Also, the available game stages satisfy the restriction conditions in the case of the quick match shown in FIG. 16. For example, the matching unit 3142 selects any one of the users who selected quick match and made a battle request as the attacking side as the matching target of the user (defending user) who selected quick match and made a battle request as the defending side. Specifically, for example, the matching unit 3142 randomly selects from among the users who made a battle request as the attacking side (selects so that the probability of each user being selected is equal). Also, the matching unit 3142 may select in the order in which the battle requests were made from among the users who made a battle request as the attacking side. The matching unit 3142 selects the number of attacking users according to the game rules from among the users selected as the matching target and performs matching with the defending user.
[0155] In the case of a condition match, the matching unit 3142 matches either a user who selected a condition match and made a battle request as the defending side (defending-side user) or a user who selected a condition match and made a battle request as the attacking side. At this time, the users to be matched (matching range) are unspecified users as in the case of quick match. Also, the available game stages satisfy the constraint conditions in the case of the condition match shown in FIG. 16. For example, on the game device 10 of a user who selected a condition match and made a battle request as the attacking side, a selection screen (for example, the room selection screen G40 shown in FIG. 15) for selecting a room created by a user who selected a condition match and made a battle request as the defending side (defending-side user) is displayed, and based on the room selection result on the selection screen, the matching unit 3142 matches the defending-side user and the attacking-side user.
[0156] In the case of a friend match, the matching unit 3142 matches a user who selected a friend match and made a battle request as the defending side (defending-side user) and a user who selected a friend match and made a battle request as the attacking side. At this time, the users to be matched (matching range) are users who are friends with each other. The available game stages satisfy the constraint conditions in the case of the friend match shown in FIG. 16.
[0157] In the case of a designated match, the matching unit 3142 matches the user designated by the user who selected a designated match and made a battle request as the defending side (defending-side user) as the attacking-side user. Also, the matching unit 3142 matches the user designated by the user who selected a designated match and made a battle request as the attacking side (attacking-side user) as the defending-side user. There are no constraint conditions for the available game stages.
[0158] 〔Operation of Matching Process〕 Next, the operation of the matching process executed in the game system 1 will be described. First, the operation of the battle request transmission process executed by the CPU 11 of the game device 10 will be described. FIG. 18 is a flowchart showing an example of the battle request transmission process according to the present embodiment. This battle request transmission process corresponds to specific examples of the processes in step S301 of FIG. 11 and S401 of FIG. 12.
[0159] The CPU 11 controls the display of the display unit 14 to the matching method selection screen G30 (see FIG. 13) (step S501). Based on the user's operation on the matching method selection screen G30, the CPU 11 selects a matching method from among four types of matching methods: quick match, conditional match, friend match, and designated match (step S503).
[0160] Then, the CPU 11 transmits a battle request to the game server 30 in association with information indicating the selected matching method (step S505). For example, when participating in a battle game as the attacking side, the CPU 11 transmits a battle request as the attacking side to the game server 30 in association with information indicating the selected matching method. On the other hand, when participating in a battle game as the defending side, the CPU 11 transmits a battle request as the defending side to the game server 30 in association with information indicating the selected matching method. In addition, when a plurality of game stages created by the defending side user are stored, the selection information of the game stage to be used may also be transmitted to the game server 30 in association with the battle request.
[0161] Next, the operation of the matching process executed by the CPU 31 of the game server 30 will be described. FIG. 19 is a flowchart showing an example of the matching process according to the present embodiment.
[0162] The CPU 31 acquires the battle request transmitted from the game device 10 (step S601). For example, the CPU 31 acquires the battle requests as the attacking side and the battle requests as the defending side transmitted from each of the plurality of game devices 10.
[0163] The CPU 31 determines a game stage available for battle play among a plurality of game stages according to the matching method (the matching method selected by the user participating as the defending side or the attacking side) associated with the battle request acquired in step S601 (step S603). For example, the CPU 31 determines the constraint conditions of the game stage available for battle play according to the selected matching method.
[0164] Next, the CPU 31 performs matching between the defending user and the attacking user who conduct battle play using any of the available game stages determined in step S603 (step S605). For example, the CPU 31 performs matching between the defending user and the attacking user who conduct battle play using any of the game stages that satisfy the constraint conditions of the available game stages determined in step S603 according to the selected matching method and the constraint conditions of the game stage. Specifically, for example, if the selected matching method is quick match, the CPU 31 randomly extracts and matches the defending user and the attacking user from among the defending user and the attacking user who have made a battle request in quick match. Also, for example, if the selected matching method is conditional match, the CPU 31 matches the attacking user who has made a battle request to the room with the owner (defending user) who created the room in the order of arrival until the room reaches its capacity. Also, when the selected matching method is friend match, for example, the point that the public destination of the room is limited to users (for example, friends) having a predetermined relationship with the owner (defending user) is different from conditional match. For example, in the case of friend match, the CPU 31 matches the friend (attacking user) who has made a battle request to the room with the owner (defending user) who created the room in the order of arrival until the room reaches its capacity.
[0165] Note that when the user creates a room, the CPU 31 may notify a user (for example, a friend) having a predetermined relationship with the said user of an invitation to the said room (invitation to battle).
[0166] Then, the CPU 31 transmits the matching result including the user information of the matched defensive user, the user information of the attacking user, and the information of the game stage used in the battle play, etc., to the game device 10 of the matched user (step S607).
[0167] 〔Summary of the Second Embodiment〕 As described above, the game system 1 according to the present embodiment includes a game device 10 and a game server 30 that communicates with the game device 10, and executes a matching process for a battle opponent in a battle game in which an attacking user and a defensive user play a battle using a game stage created by the defensive user. The defensive user can create a plurality of game stages. The game server 30 includes a matching processing unit 314 that executes the matching process. For example, the matching processing unit 314 includes a target stage determination unit 3141 (an example of a stage determination unit) and a matching unit 3142. The target stage determination unit 3141 determines a game stage available for battle play from among a plurality of game stages by a matching method selected from a plurality of matching methods in which the range of users to be matched (for example, the matching range) is different. The matching unit 3142 performs matching between a defensive user who plays a battle using any of the available game stages determined by the target stage determination unit 3141 and an attacking user.
[0168] Thereby, in the battle game in which the game system 1 battles using the game stage created by the user, the game stage available for battle play is determined according to the difference in the range of users to be matched, so that the dissatisfaction of the user regarding the game stage can be reduced.
[0169] For example, the target stage determination unit 3141 determines a game stage available for battle play based on whether the user to be matched is an unspecified user.
[0170] As a result, the game system 1 can vary the game stages available for battle play depending on whether it is matching with unspecified users or specific users, so it is possible to reduce user dissatisfaction regarding the game stages.
[0171] In this embodiment, when the user selects a matching method, an example has been described in which the difficulty level of the game stage available for battle play is determined to be different based on whether the users to be matched (matching range) in the selected matching method are unspecified users or not. Conversely, a configuration may be adopted in which, when the user selects a game stage, the available matching methods can be presented for selection according to the selected game stage.
[0172] Also, it is possible to use the game stage created by the defending user and have the defending user himself / herself act as the attacking user to conduct a test play of the battle play. Also, the difficulty level of the game stage for the attacking user differs based on whether the attacking user was able to win in the test play. And the target stage determination unit 3141 determines so that the difficulty level of the game stage available for battle play differs depending on whether the users to be matched are unspecified users or not.
[0173] As a result, the game system 1 can judge the difficulty level of the game stage created by the defending user based on the clear status of the test play, and can vary the difficulty level of the game stage available for battle play depending on whether it is matching with unspecified users or specific users, so it is possible to reduce user dissatisfaction regarding the game stages.
[0174] Also, the difficulty level of the game stage for the attacking user is different based on the game rules for conducting the battle play set for the game stage by the defending user. And the target stage determination unit 3141 determines such that the difficulty level of the game stage available for the battle play is different depending on whether the user to be matched is an unspecified user or not.
[0175] Thereby, the game system 1 can judge the difficulty level of the game stage created by the defending user based on the game rules, and can vary the difficulty level of the game stage available for the battle play when matching with an unspecified user and when matching with a specific user, so that the dissatisfaction of the user regarding the game stage can be reduced.
[0176] Also, the game rules include a constraint condition on the number of attacking users.
[0177] Thereby, the game system 1 can judge the difficulty level of the game stage created by the defending user based on the constraint condition on the number of attacking users, and can vary the difficulty level of the game stage available for the battle play when matching with an unspecified user and when matching with a specific user.
[0178] Also, one or more treasure chests (an example of a specific object) are arranged in the game stage, and in the battle play, the victory or defeat of the defending user and the attacking user is determined based on the acquisition status of the treasure chests by the attacking user until the limit time (an example of a predetermined time) elapses from the start of the battle play. And the game rules include a constraint condition on the number of treasure chests arranged in the game stage or a constraint condition on the limit time.
[0179] As a result, the game system 1 can determine the difficulty level of the game stage created by the defending user based on the constraint condition of the number of treasure chests placed in the game stage or the constraint condition of the time limit, and can vary the difficulty level of the game stage available for battle play depending on whether it is matched with an unspecified user or a specific user.
[0180] In addition, the key (an example of an item) required for the attacking user to obtain the treasure chest is placed in the game stage so that the attacking user can obtain it, and the game rules include the constraint condition of the number of keys placed in the game stage.
[0181] As a result, the game system 1 can determine the difficulty level of the game stage created by the defending user based on the constraint condition of the number of keys placed in the game stage, and can vary the difficulty level of the game stage available for battle play depending on whether it is matched with an unspecified user or a specific user.
[0182] In addition, when creating a game stage, the defending user can customize the blocks (an example of restricted objects) that restrict the movement of at least the characters that move according to the operations of the attacking user within the game stage.
[0183] As a result, the game system 1 can adjust the difficulty level of the game stage according to the number and position of the blocks within the game stage when the defending user creates the game stage.
[0184] In addition, when there are multiple game stages created by the defending user, the game system 1 presents the attacking user so that only the game stages available for battle play can be selected according to the matching method.
[0185] As a result, the game system 1 can make it easier for the attacking user to select the defending user to fight when participating in the battle game.
[0186] [Modification Example] As described above, the embodiments of the present invention have been described in detail with reference to the drawings. However, the specific configuration is not limited to the above-described embodiments, and designs and the like within the scope not departing from the gist of the present invention are also included. For example, the above-described respective configurations can be arbitrarily combined.
[0187] In the above embodiment, an example of the specification in which the attacking user cannot obtain the treasure chest without possessing the key has been described. However, a specification in which a key is not required to obtain the treasure chest may also be used. Further, in the above embodiment, the attacking user satisfies the victory condition by obtaining the treasure chest due to reaching the treasure chest. However, the victory condition may be satisfied by reaching the treasure chest.
[0188] In the above embodiment, an example in which the victory condition for the attacking user is to obtain one treasure chest has been described. However, it is not limited to one, and a plurality may be used. That is, the victory condition for the attacking user may be to obtain a plurality (for example, two, three, etc.) of treasure chests. The greater the number of treasure chests that the attacking user must obtain to win, the higher the difficulty for the attacking user to win.
[0189] In the above embodiment, the defending user also operates a character in the battle play in the same manner as the attacking user. However, the defending user does not necessarily have to have a character to be operated. For example, the defending user may only check whether the treasure chest can be protected until the time limit by the set traps or the like in the game stage created by the user himself / herself. Alternatively, the elements for the defending user to intervene in the battle play may only be operations for operating weapons such as cannons and traps (for example, firing a cannon, spawning an NPC, activating a trap for dropping blocks, etc.).
[0190] Also, a program for realizing the functions of the above-described game processing unit 110 or server processing unit 310 may be recorded on a computer-readable recording medium, and the program recorded on this recording medium may be read into a computer system and executed to perform part or all of the processing as the game processing unit 110 or server processing unit 310. Here, "reading and executing the program recorded on the recording medium by a computer system" includes installing the program in the computer system. The "computer system" as used herein shall include hardware such as an OS and peripheral devices. Further, the "computer system" may include a plurality of computer devices connected via a network including a communication line such as the Internet, WAN, LAN, or dedicated line. Also, the "computer-readable recording medium" refers to a portable medium such as a flexible disk, magneto-optical disk, ROM, CD-ROM, or a storage device such as a hard disk built into a computer system. Thus, the recording medium storing the program may be a non-transitory recording medium such as a CD-ROM. Also, the recording medium includes an internal or external recording medium provided so as to be accessible from a distribution server for distributing the program. The code of the program stored in the recording medium of the distribution server may be different from the code of the program in a form executable on the terminal device. That is, any form stored in the distribution server is acceptable as long as it can be downloaded from the distribution server and installed in an executable form on the terminal device. Note that the program may be divided into a plurality of parts, downloaded at different timings, and then combined on the terminal device, or the distribution servers for distributing the divided programs may be different. Furthermore, the "computer-readable recording medium" shall also include a volatile memory (RAM) inside a computer system that becomes a server or client when a program is transmitted via a network and holds the program for a certain period of time. Also, the above program may be for realizing a part of the above-described functions.Furthermore, the above-mentioned functions may be realized in combination with a program already recorded in the computer system, that is, a so-called differential file (differential program).
[0191] Furthermore, the above-mentioned game processing unit 110 or the server processing unit 310 may be partly or entirely realized as an integrated circuit such as an LSI (Large Scale Integration). Each of the above-mentioned functions may be individually implemented as a processor, or partly or entirely integrated into a processor. The integrated circuit implementation method is not limited to LSI, and may be implemented using a dedicated circuit or a general-purpose processor. Furthermore, if an integrated circuit implementation technology that can replace LSI appears due to advances in semiconductor technology, an integrated circuit based on that technology may be used.
[0192] Furthermore, a part of the configuration of the above-mentioned game processing unit 110 may be included in the server processing unit 310. For example, the game server 30 may be responsible for most of the game processing, and the game device 10 may be responsible for displaying game images based on the game processing executed by the game server 30 and inputting user operations.
[0193] The game server 30 may be configured as a single computer device, or may be configured as a plurality of computer devices. For example, the game server 30 may be configured as a plurality of computer devices connected via a network NW. As an example, a server that performs the matching process of the game server 30 and a server that performs the game process may be configured as separate computer devices. After the matching process is performed by the game server 30, the matched game devices 10 may perform P2P communication to play against each other.
[0194] At least a part of the configuration of the game processing unit 110 of the game device 10 may be provided in the game server 30. For example, a so-called cloud game configuration may be adopted in which the game device 10 only performs user operation input, drawing of images on the game screen, and sound reproduction, and the game server 30 performs game processing including generation of drawing data and sound data.
[0195] [Appendix A] From the above description, the present invention can be understood as follows. For the convenience of understanding the present invention, reference numerals in the accompanying drawings are appended in parentheses, but the present invention is not limited to the illustrated embodiments thereby.
[0196] For example, in a battle game where a defense-side user and an attack-side user battle using a game stage created by the defense-side user, one of the pleasures of the game is for a plurality of attack-side users to cooperate to play and capture the game stage created by the defense-side user. However, on the other hand, there are also users who find such cooperative play troublesome.
[0197] One of the objectives of some aspects of the present invention is to provide a game program, a game processing method, and a game system with reduced cooperation elements among users in a battle game for multiple users.
[0198] (Appendix A1) A game program according to one aspect of the present invention is a game program for executing processing of a competitive game between a plurality of attacking users and at least one defending user, the game program including the steps of: moving each character of the plurality of attacking users within a game space (e.g., a game field GF) created by the defending user based on the operation of each of the attacking users in a competitive play of the competitive game (S103, S203); and, when one of the characters of the attacking users reaches a specific object (e.g., a treasure chest) located within the game space, causing the attacking user operating the character to acquire the specific object that the character has reached. The method executes the following steps (S211): ending the battle play of one of the multiple attacking users that has acquired the specific object, as the victory condition has been satisfied, and allowing the other attacking users to continue the battle play (S307, S309, 311); and if the remaining status of the specific object that has not been acquired by the attacking user and remains is maintained so as not to reach a predetermined remaining status (e.g., no treasure chests remaining) until a predetermined time (e.g., a time limit) has elapsed from the start of the battle play, determining that the victory condition of the defending user has been satisfied, and ending the battle play for all of the defending users and the attacking users (S413, S315).
[0199] According to the configuration of appendix A1, even if a competitive game is between multiple attacking users and defending users, it is basically an individual game, so that a game with reduced cooperation elements between users can be provided in a competitive game between multiple users. Therefore, it is possible to easily participate in a competitive game without the need for cooperation or consultation with other users as friends.
[0200] (Appendix A2) Also, one aspect of the present invention is a game program as described in Appendix A1, in which the computer executes a step (S309, S411) of ending the competitive play of all of the defending users and the attacking users, assuming that the victory conditions of all of the attacking users are satisfied if all of the multiple attacking users have acquired the specific object (e.g., a treasure chest) before the predetermined time (e.g., a time limit) has elapsed.
[0201] According to the configuration of Appendix A2, the outcome between the attacking user and the defending user is determined by whether or not all of the multiple attacking users acquire a specific object (e.g., a treasure chest) within a specified time (e.g., a time limit). Therefore, although it is an individual battle, an element of a team battle can also be provided, since the final defeat of the defending user is determined by the play results of each of the attacking users.
[0202] (Appendix A3) Also, one aspect of the present invention is a game program as described in Appendix A1 or Appendix A2, wherein an item (e.g., a key) required by the attacking user to acquire the specific object (e.g., a treasure chest) is placed within the game space (e.g., game field GF) so as to be acquireable by the attacking user, and in the acquisition step, when one of the characters of the attacking user who has acquired the item reaches one of a plurality of specific objects placed in the game space, the attacking user who controls the character is caused to acquire the specific object reached by the character.
[0203] According to the configuration of Appendix A3, the attacking user no longer simply heads towards the location of a specific object (e.g., a treasure chest), which increases the number of elements to conquer in the game space (e.g., the game field GF), thereby improving the playability of the game.
[0204] (Appendix A4) Another aspect of the present invention is the game program described in Appendix A3, wherein the attacking user is able to acquire the items (e.g., keys) placed within the game space (e.g., game field GF) and items that have already been acquired by other attacking users.
[0205] According to the configuration of Appendix A4, attacking users can compete with each other for items (e.g., keys), thereby increasing the difficulty of reaching a specific object (e.g., a treasure chest) after acquiring an item (e.g., a key).
[0206] (Appendix A5) Also, one aspect of the present invention is a game program as described in Appendix A3 or Appendix A4, in which the item (e.g., a key) placed in the game space (e.g., a game field GF) is newly placed in the game space based on a predetermined additional condition.
[0207] According to the configuration of Appendix A5, at the start of competitive play, the number of items (e.g., keys) is made less than the number of specific objects (e.g., treasure chests), thereby encouraging attacking users to compete for the items (e.g., keys).
[0208] (Appendix A6) Also, one aspect of the present invention is the game program according to appendix A5, wherein the predetermined additional condition is a condition based on the passage of time from the start of the battle play.
[0209] According to the configuration of Appendix A6, at the start of competitive play, the number of items (e.g., keys) is set to be less than the number of specific objects (e.g., treasure chests), thereby encouraging attacking users to compete for the items (e.g., keys).
[0210] (Appendix A7) Further, one aspect of the present invention is a game program according to any one of Appendices A1 to A6, wherein when creating the game space (e.g., game field GF), the defending user can customize at least a restriction object (e.g., block) that restricts the movement of the character within the game space.
[0211] According to the configuration of Appendix A7, it is possible to create a game space (e.g., game field GF) by adjusting the difficulty level of the movement of the attacking user's character. For example, the defending user can create a plurality of game spaces (e.g., game field GF) with different difficulty levels, and thus use a game space (e.g., game field GF) with a different difficulty level for each battle.
[0212] (Supplementary Note A8) Further, a game processing method according to an aspect of the present invention is a game processing method executed by a computer that executes processing of a battle game between a plurality of attacking users and at least one defending user. In the battle play in the battle game, based on the operations of each of the plurality of attacking users, each character is moved within a game space (for example, game field GF) created by the defending user (steps S103 and S203); when any of the characters of the attacking users reaches a specific object (for example, a treasure box) arranged within the game space, the attacking user who operates the character is caused to acquire the specific object that the character has reached (step S211); among the plurality of attacking users, when the battle play of the attacking user who has acquired the specific object is terminated assuming that the victory condition is satisfied, the battle play of the other attacking users is continued (steps S307, S309, 311); when the remaining state of the specific object remaining without being acquired by the attacking users is maintained so as not to become a predetermined remaining state (for example, the remaining treasure boxes are zero) until a predetermined time (for example, a time limit) has elapsed since the start of the battle play, the victory condition of the defending user is assumed to be satisfied, and all the battle plays of the defending user and the attacking users are terminated (steps S413, S315).
[0213] According to the configuration of Supplementary Note A8, even in a battle game between a plurality of attacking users and a defending user, since it is basically a one-on-one battle, it is possible to provide a game in which the cooperative elements between users are reduced in a battle game by a plurality of users. Therefore, there is no need to cooperate or consult with other users as partners, and users can easily participate in the battle game.
[0214] (Appendix A9) Further, a game system (1) according to an aspect of the present invention includes a game device (10) and a game server (30) that communicates with the game device, and is a game system that executes processing of a battle game between a plurality of attacking users and at least one defending user. In the battle play in the battle game, a character control unit (S103, S203) that moves each character within a game space (for example, game field GF) created by the defending user based on the operations of each of the plurality of attacking users, and when any of the characters of the attacking users reaches a specific object (for example, treasure box) arranged within the game space, an acquisition management unit (S211) that causes the attacking user who operates the character to acquire the specific object that the character has reached. Among the plurality of attacking users, when the battle play of the attacking user who has acquired the specific object is terminated assuming that the victory condition is satisfied, the battle play of the other attacking users is continued (S307, S309, 311). If the remaining state of the specific object remaining without being acquired by the attacking users is maintained so as not to reach a predetermined remaining state (for example, the remaining treasure boxes are zero) until a predetermined time (for example, a time limit) has elapsed since the start of the battle play, it is assumed that the victory condition of the defending user is satisfied, and all the battle plays of the defending user and the attacking users are terminated (S413, S315). A play management unit (117) is provided.
[0215] According to the configuration of Appendix A9, even in a battle game between a plurality of attacking users and a defending user, since it is basically a one-on-one battle, it is possible to provide a game in which the cooperation elements between users are reduced in a battle game by a plurality of users. Therefore, there is no need to cooperate or consult with other users as partners, and users can easily participate in the battle game.
[0216] [Appendix B] The present invention can be understood, for example, as follows. For the sake of facilitating the understanding of the present invention, reference numerals in the accompanying drawings are appended in parentheses for convenience, but the present invention is not limited to the illustrated embodiments by this.
[0217] For example, in a battle game in which users battle using a game stage created by a user, the difficulty level of the created game stage may not be appropriate, or may be deliberately too high. Therefore, other users who play using such a game stage may be dissatisfied with the game stage.
[0218] One of the objects of some aspects of the present invention is to provide a game program, a game processing method, and a game system that reduce user dissatisfaction regarding a game stage in a battle game in which users battle using a game stage created by a user.
[0219] (Appendix B1) A game program according to one aspect of the present invention is a game program that executes matching processing for opponents in a battle game in which an attacking user and a defending user perform battle play using a game stage created by the defending user. The defending user can create a plurality of the game stages, and causes a computer to determine, by a matching method selected from a plurality of matching methods in which the range of users to be matched (for example, the matching range) is different, a game stage among the plurality of game stages that can be used for the battle play (step S603), and perform matching between the defending user who performs the battle play using any one of the determined usable game stages and the attacking user (step S605).
[0220] According to the configuration of Appendix B1, in a battle game in which users battle using a game stage created by a user, since a game stage that can be used for battle play is determined based on the difference in the range of users to be matched, user dissatisfaction regarding the game stage can be reduced.
[0221] (Appendix B2) Further, one aspect of the present invention is the game program described in Appendix B1, wherein in the step of making the determination, based on whether the user to be matched is an unspecified user or not, the game stage available for the battle play is determined.
[0222] According to the configuration of Appendix B2, since the game stage available for the battle play can be made different between the case of matching with an unspecified user and the case of matching with a specified user, dissatisfaction of the user regarding the game stage can be reduced.
[0223] (Appendix B3) Further, one aspect of the present invention is the game program described in Appendix B1 or Appendix B2, wherein it is possible to perform a test play of the battle play with the defensive user himself / herself as the attacking user using the game stage created by the defensive user, the difficulty level of the game stage for the attacking user differs based on whether the attacking user has won in the test play or not, and in the step of making the determination, based on whether the user to be matched is an unspecified user or not, the difficulty level of the game stage available for the battle play is determined to be different.
[0224] According to the configuration of Appendix B3, the difficulty level of the game stage created by the defensive user is judged based on whether the attacking user has won in the test play or not, and since the difficulty level of the game stage available for the battle play can be made different between the case of matching with an unspecified user and the case of matching with a specified user, dissatisfaction of the user regarding the game stage can be reduced.
[0225] (Appendix B4) Another aspect of the present invention is the game program described in any one of Appendices B1 to B3, wherein the difficulty level of the game stage for the attacking user is different based on the game rules for the battle play set by the defending user in the game stage, and in the step of determining, depending on whether the user to be matched is an unspecified user or not, the difficulty level of the game stage available for the battle play is determined to be different.
[0226] According to the configuration of Appendix B4, since the difficulty level of the game stage created by the defending user is judged based on the game rules, and the difficulty level of the game stage available for the battle play can be made different between the case of matching with an unspecified user and the case of matching with a specific user, dissatisfaction of the user regarding the game stage can be reduced.
[0227] (Appendix B5) Another aspect of the present invention is the game program described in Appendix B4, wherein the game rules include a constraint condition on the number of attacking users.
[0228] According to the configuration of Appendix B5, since the difficulty level of the game stage created by the defending user is judged based on the constraint condition on the number of attacking users, and the difficulty level of the game stage available for the battle play can be made different between the case of matching with an unspecified user and the case of matching with a specific user.
[0229] (Appendix B6) Another aspect of the present invention is the game program described in Appendix B4 or Appendix B5, wherein one or more specific objects (for example, treasure chests) are arranged in the game stage, and in the battle play, the victory or defeat of the defending user and the attacking user is determined based on the acquisition status of the specific object by the attacking user until a predetermined time (for example, a time limit) elapses from the start of the battle play, and the game rules include a constraint condition on the number of specific objects arranged in the game stage or a constraint condition on the predetermined time.
[0230] According to the configuration of Appendix B6, when determining the difficulty level of the game stage created by the defending user based on the constraint condition of the number of specific objects (e.g., treasure chests) arranged in the game stage or the constraint condition of the time from the start of the battle play, the difficulty level of the game stage available for the battle play can be made different between the case of matching with an unspecified user and the case of matching with a specific user.
[0231] (Appendix B7) Further, one aspect of the present invention is the game program described in Appendix B6, wherein items (e.g., keys) necessary for the attacking user to acquire the specific objects (e.g., treasure chests) are arranged in the game stage so that the attacking user can acquire them, and the game rules include a constraint condition on the number of the items arranged in the game stage.
[0232] According to the configuration of Appendix B7, when determining the difficulty level of the game stage created by the defending user based on the constraint condition of the number of items (e.g., keys) arranged in the game stage, the difficulty level of the game stage available for the battle play can be made different between the case of matching with an unspecified user and the case of matching with a specific user.
[0233] (Appendix B8) Further, one aspect of the present invention is the game program described in any one of Appendix B5 to Appendix B7, wherein when creating the game stage, the defending user can customize a restriction object (e.g., a block) that restricts the movement of a character that moves at least in response to the operation of the attacking user within the game stage.
[0234] According to the configuration of Appendix B8, when the defending user creates a game stage, the difficulty level of the game stage can be adjusted by the number and position of the restriction objects (e.g., blocks) within the game stage.
[0235] (Appendix B9) Further, a game processing method according to an aspect of the present invention is a game processing method executed by a computer that executes matching processing for a battle opponent in a battle game in which an attacking user and a defending user play a battle using a game stage created by the defending user. In this game processing method, the defending user can create a plurality of the game stages, and a game stage usable for the battle play is determined from among a plurality of the game stages by a matching method selected from a plurality of matching methods having different ranges of users to be matched (for example, matching ranges) (step S603). Then, the method includes a step (S605) of matching the defending user who plays the battle using any of the determined usable game stages and the attacking user.
[0236] According to the configuration of Appendix B9, in a battle game in which battles are played using game stages created by users, since the game stages usable for the battle play are determined based on the difference in the ranges of users to be matched, dissatisfaction of users regarding the game stages can be reduced.
[0237] (Appendix B10) Further, a game system according to an aspect of the present invention includes a game device (10) that executes processing of a battle game in which an attacking user and a defending user play a battle using a game stage created by the defending user, and a game server (30) that executes matching processing for a battle opponent in the battle game. In this game system, the defending user can create a plurality of the game stages, and the game server includes a game stage determination unit (3141, S603) that determines a game stage usable for the battle play from among a plurality of the game stages by a matching method selected from a plurality of matching methods having different ranges of users to be matched (for example, matching ranges), and a matching unit (3142, S605) that matches the defending user who plays the battle using any of the determined usable game stages and the attacking user.
[0238] According to the configuration of Supplementary Note B10, in a battle game where battles are conducted using game stages created by users, the dissatisfaction of users regarding game stages can be reduced because the game stages available for battle play are determined based on the difference in the range of users targeted for matching.
Explanation of Signs
[0239] 1 Game system, 10 Game device, 11 CPU, 12 Communication unit, 13 Input unit, 14 Display unit, 15 Storage unit, 30 Game server, 31 CPU, 32 Communication unit, 35 Storage unit, 110 Game processing unit, 111 Game stage management unit, 112 Battle request unit, 113 Play progress management unit, 114 Game data transfer unit, 115 Character control unit, 116 Acquisition management unit, 117 Play management unit, 118 Display control unit, 151 User data storage unit, 152 Game stage storage unit, 153 Possessed data storage unit, 310 Server processing unit, 311 Server-side game processing unit, 312 Game stage management unit, 313 Game data transfer unit, 314 Matching processing unit, 3141 Target stage determination unit, 3142 Matching unit, 351 User data storage unit, 352 Game stage storage unit, 353 Possessed data storage unit
Claims
1. A game program that executes processing of a battle game between a plurality of attacking users and at least one defending user, causing a computer to in the battle play in the battle game, moving each character within the game space created by the defending user based on the respective operations of the plurality of attacking users; causing the attacking user operating the character to acquire a specific object arranged within the game space; ending the battle play of the attacking user who has acquired the specific object among the plurality of attacking users as if the victory condition has been satisfied, and continuing the battle play of the other attacking users; if the remaining state of the specific object is maintained so as not to reach a predetermined remaining state until a predetermined time has elapsed from the start of the battle play, ending all the battle plays of the defending user and the attacking users as if the victory condition of the defending user has been satisfied; A game program for causing the above to be executed.
2. causing the computer to if all of the plurality of attacking users have acquired the specific object before the predetermined time has elapsed, ending all the battle plays of the defending user and the attacking users as if the victory conditions of all the attacking users have been satisfied; The game program according to claim 1, for causing the above to be executed.
3. The defending user can customize at least a restriction object that restricts the movement of the character within the game space when creating the game space. The game program according to claim 1.
4. A game processing method executed by a computer that executes processing of a battle game between a plurality of attacking users and at least one defending user, in the battle play in the battle game, moving each character within the game space created by the defending user based on the respective operations of the plurality of attacking users; causing the attacking user operating the character to acquire a specific object arranged within the game space; Among the plurality of attacking users, when the battle play of the attacking user who has acquired the specific object ends with the victory condition being satisfied, and the battle play of the other attacking users is continued; When the remaining status of the specific object is maintained so as not to become a predetermined remaining status until a predetermined time has elapsed from the start of the battle play, the victory condition of the defending user is considered satisfied, and all the battle plays of the defending user and the attacking users are ended; A game processing method including the above.
5. A game system including a game device and a game server that communicates with the game device, and executes processing of a battle game by a plurality of attacking users and at least one defending user, In the battle play in the battle game, a character control unit that moves each character within a game space created by the defending user based on the operations of each of the plurality of attacking users; An acquisition management unit that causes the attacking user who operates the character to acquire a specific object arranged within the game space; Among the plurality of attacking users, when the battle play of the attacking user who has acquired the specific object ends with the victory condition being satisfied, and the battle play of the other attacking users is continued, and when the remaining status of the specific object is maintained so as not to become a predetermined remaining status until a predetermined time has elapsed from the start of the battle play, the victory condition of the defending user is considered satisfied, and all the battle plays of the defending user and the attacking users are ended; a play management unit; A game system comprising the above.
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