Game program, game system, game method, information processing device, and server
The game system ensures clear visibility of digital play mats in TCGs by displaying them across both players' fields, addressing recognition issues in digital TCGs and enhancing user engagement.
Patent Information
- Application Number
- JP2024014371
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-02-01
- Publication Date
- 2025-10-24
- Estimated Expiration
- 2044-02-01
AI Technical Summary
In digital trading card games (TCGs), it is difficult for users to recognize play mats when they are covered by digital trading cards due to the limited display area of devices like smartphones, making it challenging to distinguish between the user's and opponent's play fields.
A game system that allows the user's play mat to be displayed across both the user's and opponent's play field areas during their respective turns, ensuring the play mat is always visible in the correct orientation on both players' screens, regardless of screen orientation.
Enables both players to fully recognize the user's play mat without needing to rotate their devices, stimulating interest in acquiring new play mats and increasing motivation to complete in-game events or missions.
Smart Images

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Figure 0007759971000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game program, a game system, a game method, an information processing device, and a server, and more particularly to a game program, a game system, a game method, an information processing device, and a server that can execute a digital trading card game. [Background technology]
[0002] Conventionally, trading card games (TCGs) in which users play against each other using real cards (analog cards) are known. For example, a card game toy is known in which multiple cards with predetermined battle abilities are used, and players repeatedly engage in offense and defense with opponent cards, ultimately determining victory or defeat by reducing the cards' preset stamina to zero (see, for example, Patent Document 1). In the card game toy described in Patent Document 1, users can play the TCG in the real world using real trading cards, a battle board, etc. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2001-204874 Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, when TCG gameplay is performed in a virtual space, i.e., when a digital TCG is played, various items used in the TCG, such as trading cards and play mats (hereinafter sometimes referred to as "TCG items"), are digitized and used. Digital TCGs are often played on smartphones, tablet devices, or personal computers, and therefore, compared to real-world TCGs, the TCG items must be displayed in the limited area of a display screen. Therefore, in a digital TCG, unlike the real world, if the TCG items, such as a digital play mat, are covered by digital trading cards, it may be difficult for the user to recognize the image of the play mat.
[0005] Therefore, an object of the present invention is to provide a game program, a game system, a game method, an information processing device, and a server that can make it easier for a user to recognize predetermined digital TCG items in a digital trading card game (TCG). [Means for solving the problem]
[0006] In order to achieve the above-mentioned object, the present invention provides a game program for causing a computer having a processor and a memory to execute a digital trading card game (TCG), the game program causing the processor to execute the steps of: selecting a first play mat from a plurality of play mats for the TCG in response to a user's operation; outputting the first play mat across the user's play field area and the user's opponent's play field area during the user's turn in game play of the TCG; and not outputting the first play mat during the opponent's turn in game play. [Effects of the Invention]
[0007] The game program, game system, game method, information processing device, and server according to the present invention can provide a game program, game system, game method, information processing device, and server that can make it easier for users to recognize specific digital TCG items in a digital trading card game (TCG). [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a schematic diagram of a game system according to an embodiment of the present invention. [Figure 2] FIG. 1 is a functional block diagram of a game system according to an embodiment of the present invention. [Figure 3] FIG. 2 is a diagram showing the data structure of a storage unit included in the game system according to the present embodiment. [Figure 4] FIG. 2 is a flowchart of processing in the game system according to the present embodiment. [Figure 5] FIG. 2 is a diagram showing an output screen in the game system according to the present embodiment. [Figure 6] FIG. 2 is a diagram showing an output screen in the game system according to the present embodiment. [Figure 7] FIG. 2 is a diagram showing an output screen in the game system according to the present embodiment. [Figure 8] FIG. 2 is a diagram showing an output screen in the game system according to the present embodiment. [Figure 9] FIG. 2 is a diagram showing an output screen in the game system according to the present embodiment. [Figure 10] FIG. 2 is a diagram showing an output screen in the game system according to the present embodiment. [Figure 11] FIG. 2 is a diagram showing an output screen in the game system according to the present embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0009] [Embodiment Mode] <Game System 1 Overview> FIG. 1 shows an overview of the game system according to this embodiment.
[0010] The game system 1 according to the present embodiment is a system capable of executing a game in which a user and an opponent of the user can play against each other using digital cards and the like. As an example, the present embodiment will be described using a digital trading card game (TCG) in which a user plays against an opposing user (opponent) using various digital items, including digital cards, under predetermined rules. The game system 1 can also execute a TCG between a user and a predetermined server constituting the game system 1, rather than a human-to-human game (in this case, the opponent's information terminal in the following description is replaced with a server, and a control unit of the server executes the TCG with the user). The following description will be given using a TCG between a user and an opponent as an example. That is, the game system 1 executes a digital TCG on the information terminals of the user and the opponent, which are connected to each other for bidirectional communication. A digital TCG is a game in which the user and the opponent each possess a plurality of digital trading cards (hereinafter sometimes referred to as "digital cards"), each associated with a predetermined playing ability. The user and the opponent repeatedly play offense and defense using the digital cards on a predetermined digital playing field, and victory or defeat is determined by achieving predetermined conditions. In a TCG, a user's steps and an opponent's steps are repeated. The game system 1 executes the TCG in a virtual space (that is, in a digital space).
[0011] In a TCG, users collect digital cards and organize the digital cards they use in battles from among the collected digital cards. This organization is referred to as "organizing a deck." Digital cards are granted to users by, for example, purchasing a "pack" containing multiple digital cards and opening the pack, receiving a predetermined bonus in the game, executing a predetermined lottery in the game, and / or opening a pack that the user acquires by completing a predetermined game (e.g., a mini-game or a predetermined mission in the game). Users can also acquire digital cards by directly purchasing them from a predetermined store (a store provided by a predetermined server), by being granted a digital card directly by completing a mini-game or a predetermined mission in the game, and / or by exchanging a digital card owned by another user for a digital card owned by the user. Users organize decks using one or more digital cards that they acquire and possess.
[0012] In addition, users can collect digital play mats (hereinafter sometimes simply referred to as "play mats") and select a desired play mat from the collected play mats to use in TCGs. The play mat is displayed overlaid on the play field in the virtual space. Here, the play field includes a first play field area where the user's game play with digital cards is mainly performed and a second play field area where the opponent's game play with digital cards is mainly performed, and the first play field area and the second play field area are continuously connected. There are no particular limitations on the shape of the play field, and various shapes such as a circle, a rectangle, a triangle, a polygon, or a star can be used depending on the game. The shapes of the first play field area and the second play field area are also not particularly limited as long as they fit within the play field, and various shapes such as a circle, a rectangle, or the like can be used depending on the game.
[0013] Play mats are also provided to users for free or with a fee in the same manner as digital cards. Users can acquire play mats by purchasing them from a designated store, completing designated games or missions, and / or exchanging them with other users. The play mat is configured to span both the first and second play field areas. The play mat displays images of objects (e.g., characters, items, etc.) as patterns, backgrounds, and / or descriptions, and different images and backgrounds may be displayed depending on the rarity and attributes of the objects. Gameplay involving digital cards includes, for example, dealing, placing, moving, revealing, and discarding digital cards. In digital TCGs, gameplay is performed by displaying the play mat and digital cards in that order on a digital field (corresponding to a table or other surface in the real world). The game progresses by displaying the play mat placed on the field, and displaying digital cards being dealt, placed, moved, revealed, etc. in designated positions on the play mat.
[0014] Specifically, the game system 1 according to this embodiment is a game system capable of outputting play mats owned by a user and / or an opponent in a TCG match between the user and the opponent. As shown in FIG. 1(a), the game system 1 includes a user's information terminal 3, an information terminal 4 of the user's opponent, and a server 7 that executes various game processes. The information terminal 3, the information terminal 4, and the server 7 are each connected to each other via a communication network 5 for two-way communication. In the game system 1, the user plays a TCG with the opponent in real time via the information terminal 3, and the opponent plays a TCG with the user in real time via the information terminal 4. Note that the game system 1 may be a server-client type game system. While FIG. 1(a) illustrates an example in which one information terminal 3 and one information terminal 4 are connected to the server 7 via the communication network 5, multiple information terminals used by different users may each be connected to the server 7 via the communication network 5. In the following description, for simplicity, an example in which one information terminal 3 (the user's information terminal 3) and one information terminal 4 (the opponent's information terminal 4) are connected to the server 7 via the communication network 5 will be described.
[0015] First, the game system 1 accepts a selection of a play mat (a play mat owned by the user) to be used in the game in response to a selection instruction from the user. Then, as shown in FIG. 1(b), during game play, the game system 1 causes the output unit 100a (i.e., display unit) of the information terminal 3 to output (i.e., display the entire screen) the digital TCG play mat 510 selected by the user in accordance with the user's instructions using the information terminal 3. In this case, the game system 1 superimposes the play mat 510 on the play field 500. Here, the play mat 510 is displayed across the user's play field area 502 and the opponent's play field area 504. In the example of FIG. 1(b), the substantially circular play mat 510 is superimposed across the substantially semicircular play field area 502 and the play field area 504 within the substantially circular play field 500, and an image of a predetermined character is displayed on the play mat 510.
[0016] Furthermore, for a user using information terminal 3, the front side (the lower side in FIG. 1(b)) is the user's playfield area 502, and the back side (the upper side in FIG. 1(b)) is the opponent's playfield area 504. A boundary 506 exists between playfield area 502 and playfield area 504. The user places a digital card (e.g., digital card 700) in their own playfield area 502, and the opponent also places a digital card (e.g., digital card 702) in their own playfield area 504 to play the TCG.
[0017] Here, the play mat 510 may have a set orientation. For example, the play mat 510 may have a predetermined normal position and a reverse position that is upside down from the normal position. When the game system 1 causes the output unit 100a of the user's information terminal 3 to output the play mat 510 in the user's sequence, the game system 1 causes the play mat 510 to be output in the normal position and superimposed on the play field 500 as shown in FIG. 1(b). Then, the game system 1 also causes the output unit 100b of the opponent's information terminal 4 in the user's sequence to output the play mat 510 in the normal position and superimposed on the play field 500 as shown in FIG. 1(c). Note that for the opponent using the information terminal 4, the near side (the lower side in FIG. 1(c)) is the opponent's play field area 504, and the far side (the upper side in FIG. 1(c)) is the user's play field area 502.
[0018] 1(b) and 1(c) show an example in which the information terminal is oriented vertically (an example of "vertical holding"), but the game system 1 can also output the playfield, play mat, digital cards, etc. to the information terminal when the information terminal is oriented horizontally (an example of "horizontal holding"). For example, as shown in FIG. 1(d), when the user's information terminal 3 is oriented horizontally, the game system 1 causes the play mat 510 to be positioned upright and superimposed on the playfield 500, and outputs them from the horizontally oriented output unit 100a. In this case, the playfield and play mat are output wider in the horizontal direction (width direction) than when the information terminal 3 is oriented vertically. Similarly, in the output unit 100b of the opponent's information terminal 4 in the user's sequence, when the information terminal 4 is oriented horizontally as shown in FIG. 1(d), the game system 1 causes the play mat 510 to be positioned upright and superimposed on the playfield 500, and outputs them from the horizontally oriented output unit 100b.
[0019] As described above, in the game system 1, the play mat selected by the user is output in the same orientation on both the output unit 100a of the user's information terminal 3 and the output unit 100b of the opponent's information terminal 4, and the entire play mat is output across the play field area 502 and the play field area 504. Furthermore, the game system 1 can output the play mat selected by the user in the same orientation on the output unit of each information terminal, whether the information terminal 3 and / or the information terminal 4 is oriented vertically or horizontally. As a result, in the game system 1, both the user and the opponent perceive the entire user's play mat in the same orientation. Note that the boundary 506 shown by the dashed line in Figures 1(b) and 1(c) is shown for illustrative purposes only, and it is not necessary to have the output unit 100a and the output unit 100b output the boundary 506.
[0020] Similarly, the game system 1 accepts the selection of a play mat (a play mat owned by the opponent) to be used in the game in response to the opponent's selection instruction, as described above. Then, during the opponent's turn of the game, the game system 1 causes the output unit 100b of the information terminal 4 to output the entire play mat selected by the opponent, superimposed on the play field 500. The play mat is displayed across the user's play field area 502 and the opponent's play field area 504. In this case, as with the user's play mat 510, the opponent's play mat may also have a set orientation. When the game system 1 outputs a play mat on the output unit 100b of the opponent's information terminal 4 during the opponent's turn, the game system 1 outputs the play mat in the upright position, superimposed on the play field 500. Furthermore, during the opponent's turn, the game system 1 also outputs the play mat on the output unit 100a of the user's information terminal 3, superimposed on the play field 500 in the upright position. In other words, when it is the user's turn, the game system 1 causes the output unit 100a of the information terminal 3 and the output unit 100b of the information terminal 4 to output the play mat selected by the user in the correct position, and when it is the opponent's turn, the output unit 100a of the information terminal 3 and the output unit 100b of the information terminal 4 switch from outputting the play mat selected by the user to outputting the play mat selected by the opponent in the correct position.
[0021] As described above, the game system 1 according to the present embodiment can superimpose the entire play mat selected by the user on the TCG playfield during a TCG match, displaying it not only in the user's playfield area but also in the opponent's playfield area. Furthermore, the game system 1 can display the user's play mat in the correct position on the opponent's information terminal 4. Therefore, even with an output unit with a limited output area, such as an information terminal (e.g., a smartphone), the game system 1 allows both the user and the opponent to fully recognize the entire user's play mat. Furthermore, the opponent can recognize the user's play mat in the correct position, allowing them to view the user's play mat without having to rotate the information terminal. The same applies when the opponent's turn comes during a TCG match, and the entire play mat selected by the opponent is superimposed on the TCG playfield. As described above, the game system 1 allows the user and the opponent to recognize the play mat selected by the other player. For example, the user and / or the opponent can learn about the types of play mats available that the user does not own, and can develop an interest in the opponent's play mat. That is, since the game system 1 allows a user to see the opponent's play mat, if the user does not own that play mat, it can stimulate the user's desire to own that play mat. This can increase the user's desire to purchase a new play mat, or, if a play mat is a reward for an in-game event, mission, or the like, can increase the user's motivation to complete the event, mission, or the like. Furthermore, the game system 1 allows a user who has set up play mat output to present that play mat to their opponent, thereby satisfying the user's desire to show off their play mat to a third party.
[0022] The information terminals (i.e., information terminal 3 and information terminal 4) are information terminals such as mobile phones, smartphones, laptops, tablet PCs, PCs, portable game consoles, and / or home game consoles. When multiple information terminals are present, the types of the information terminals may be different. Details of the game system 1 according to this embodiment will be described below, but it should be noted that the names and numerical values in the above and following descriptions are merely examples, the present invention is not limited to these proper names and numerical values, and these proper names and numerical values do not necessarily relate to real proper names and numerical values.
[0023] <Details of Game System 1> Fig. 2 shows an example of the functional configuration of the game system according to this embodiment. Fig. 3 shows an example of the data configuration of each storage section of the storage unit of the game system according to this embodiment. Note that the following explanation mainly focuses on an example in which the information terminal is oriented vertically.
[0024] [Game System 1 Configuration Overview] The game system 1 according to this embodiment includes an output unit 100 that outputs images of digital cards, digital play mats, etc., an output control unit 102 that controls the output of the output unit 100, an input unit 104 that receives instructions from the user, a setting unit 110 that sets the play mat to be used in the game, a play mat control unit 112 that controls the output of the play mat, a presentation unit 114 that controls predetermined presentations in the output of the play mat, a control unit 116 that controls various functions and operations of the game, and a storage unit 118 that stores various information used in the game. The storage unit 118 also includes a user information storage unit 120 that stores information about the user, and a game information storage unit 122 that stores information about the game.
[0025] The game system 1 may include the above-described multiple components in the same physical device or location, or some of the multiple components may be located in physically separate locations. In this case, the components may be connected via a communication network such as the Internet. For example, the game system 1 may have some of the functions of the components performed by an external server. The game system 1 may also be configured as one or more servers. In this case, the game system 1 is configured by combining an information terminal, components of one server, and components of another server. In this embodiment, a collection of predetermined components can be considered as a single "information processing device," and the game system 1 may be formed as a collection of multiple information processing devices. The allocation of multiple functions required to realize the game system 1 according to this embodiment to one or more pieces of hardware can be determined appropriately in consideration of the processing capabilities of each piece of hardware and / or the specifications required for the game system 1. Furthermore, the various pieces of information stored in the storage unit 118 may be updated based on user instructions or information received via the input unit 104, or may be updated as needed by obtaining predetermined information from a predetermined server external to the game system 1.
[0026] [Gaming System 1 Configuration Details] In the following, an example will be described in which a game provided by the game system 1 is played mainly by a user using an information terminal 3 and by an opponent using an information terminal 4. Furthermore, the information terminal 3 and the information terminal 4 are each configured to have at least an output unit 100 as a display unit and an input unit 104. The user's information terminal 3 and the opponent's information terminal 4 have substantially the same configuration and / or function, and the same applies whether the "user" is replaced with the "opponent" or whether the "opponent" is replaced with the "user" (that is, the same applies whether the information terminal 3 is replaced with the information terminal 4 in the following description), so the following description will mainly focus on the functions and output of the information terminal 3 used by the user, and a detailed description of the functions and output of the information terminal 4 will be omitted.
[0027] (control unit 116) The control unit 116 controls the progress of the game based on predetermined game data. For example, the control unit 116 starts the game in accordance with an operation from the user. The control unit 116 also progresses the game in accordance with an operation from the user. The progress of the game may include, for example, the following processes: -Game stage selection - Opponent matching process · Choice of game elements (e.g., choice of digital playmat for TCG, choice of digital cards, choice of mini-games, choice of battles with opponents, etc.) Playing games (e.g., playing mini-games, battling opponents, etc.) -Receive rewards at the end of the game
[0028] The control unit 116 also communicates between the information terminal 3 and the server 7, and controls the progress of the user's game play based on various information received from the information terminal 3. The control unit 116 can also control the operation of each component included in the game system 1. For example, the control unit 116 controls predetermined lottery processing and / or processing such as granting predetermined digital cards, play mats, predetermined characters, items, etc. to the user based on various instructions from the user acquired as game play progresses.
[0029] Furthermore, the control unit 116 executes various game processes in response to user operation inputs received via the input unit 104. For example, the control unit 116 executes game processes such as storing information about the user himself / herself in the storage unit 118, storing information about play mats and digital cards acquired by the user in the storage unit 118, acquiring items, play mats, and / or digital cards by the user for a fee or free of charge, acquiring in-game virtual currency, consuming items owned by the user, and instructing the output control unit 102 to output predetermined information to the output unit 100.
[0030] (Storage Unit 118) 3 stores various information supplied from other components of the game system 1 and various information related to the game system 1. Each storage section of the storage unit 118 supplies predetermined information to a predetermined component in response to a request from the other component of the game system 1.
[0031] (Storage unit 118: User information storage section 120) The user information storage unit 120 stores, in association with a user ID that identifies a user, user information, information about a digital play mat owned by the user (owned play mat information), and / or play information related to game play, etc. The user information storage unit 120 may also store information about digital cards owned by the user (for example, a card ID that identifies a digital card and various information related to the digital card that is associated with the card ID).
[0032] User information may include, for example, a username set by the user, a login ID, a password, the user's gender and date of birth, and / or information regarding the in-game virtual currency held by the user (information regarding the amount of virtual currency held and consumed, including, for example, information regarding the amount of virtual currency held by the user that has been granted to the user free of charge and information regarding the amount of virtual currency held by the user that has been granted to the user for a fee).
[0033] The owned playmat information is information about one or more digital playmats owned by the user. Examples of this information include a playmat ID that identifies the playmat, the name of the playmat, how the playmat was obtained (e.g., whether it was obtained from a specific store in the game or outside the game, by completing a specific mini-game or mission in the game, by winning a lottery in the game, or from another user), the rarity of the playmat, an image of the playmat, a description of the playmat, and / or the number of the playmat (i.e., if the user owns multiple playmats, how many of the playmats they have).
[0034] Play information is information related to game play, such as various information about the game currently being played, various information about games played, information about completed events and missions, results of TCG matches, details of the deck composition used by the user in the TCG, information about the opponent's play mat in the TCG, play time, owned items, in-game currency, etc.
[0035] (Storage unit 118: Game information storage section 122) The game information storage unit 122 stores various game information related to the game, play mat information related to the play mat, etc. The game information includes, for example, information about objects that appear in the game (for example, digital cards, packs containing multiple digital cards, characters, and / or items), object IDs that identify objects, names of the objects, rarity of the objects, images of the objects, descriptions of the objects, etc.
[0036] Examples of playmat information include information about a digital playmat that can be used in the game, a playmat ID that identifies the playmat, the name of the playmat, the rarity of the playmat, an image of the playmat, a description of the playmat, etc. If a rarity is associated with an object and / or a playmat, the form of the object and / or playmat (for example, if the object is a playmat, the design of the playmat, the design of the character displayed on the playmat, the background design of the character displayed on the playmat, etc.) may be changed depending on the rarity.
[0037] (output unit 100, output control unit 102) The output unit 100 is controlled by the output control unit 102 and outputs various information related to the game, including a play mat provided to the user, a play mat owned by the user, digital cards used in the TCG, and / or other information. The output unit 100 outputs various processing results and information stored in the storage unit 118 in a manner that is perceptible to the user. Specifically, the output control unit 102 causes the output unit 100 to output various processing results in each component and information stored in the storage unit 118 as data in a predetermined format, still images, moving images, and / or text, audio, etc. The output unit 100 may output information received from an external server. The output unit 100 may be a display unit or the like included in the information terminal 3. The output unit 100 may be configured to include elements such as a display unit, an audio output unit that outputs audio, a vibration unit that emits vibrations, and / or a light-emitting unit that emits light.
[0038] (input unit 104, input surface 106, input control unit 108) The input unit 104 accepts inputs such as predetermined instructions and operations from the user. The input unit 104 supplies the instructions to predetermined components of the game system 1. Each component that accepts the instructions performs its respective predetermined function. For example, the input unit 104 is a touch panel, a tablet, a mouse, a motion sensor, etc. In this embodiment, an example will be described in which the input unit 104 is a touch panel provided in the information terminal 3. Note that the touch panel may be capable of detecting multi-touch. Specifically, the touch panel serving as the input unit 104 has an input surface 106 onto which operations and the like from the user are input, and an input control unit 108 that acquires information related to the operations input to the input surface 106. The touch panel is disposed overlaid on a display unit that is the output unit 100, and the surface of the touch panel corresponds to the input surface 106.
[0039] For example, the output unit 100 is provided with an area for receiving a predetermined instruction, and the input surface 106 detects the predetermined instruction at a position designated by a user's operation (e.g., touch operation, tap operation, swipe operation, drag operation, flick operation, etc.) on the area of the input surface 106. The input surface 106 supplies the detected information, i.e., information indicating the predetermined instruction at the detected position, to the input control unit 108. The input control unit 108 acquires the information indicating the predetermined instruction from the input surface 106 and supplies the information to a predetermined component of the game system 1.
[0040] (Setting unit 110) The setting unit 110 sets a TCG play mat owned by the user as the play mat to be used in the TCG. For example, the control unit 116 references owned play mat information stored in the user information storage unit 120 and causes the output unit 100 of the information terminal 3 to output images of one or more play mats owned by the user. The setting unit 110 then accepts a user's instruction to select a play mat via the input unit 104 and sets the play mat selected by the user as the play mat to be used in the TCG. The setting unit 110 can accept play mat settings before the start of the TCG, immediately after the start of the TCG, and / or during the TCG. Note that, from the perspective of allowing the user to easily concentrate on playing the TCG, it is preferable that the setting unit 110 accepts play mat settings before the start of the TCG. The setting unit 110 also sets TCG play mats owned by opponents in the same way as for the user.
[0041] Furthermore, if the user does not own a play mat, i.e., if the owned play mat information in the user information storage unit 120 is "Null," the setting unit 110 may set a predetermined default play mat or set a play mat that will not be used. The setting unit 110 may set a play mat for an opponent who does not own one, in the same way as for the user. The default play mat may have the same design as the playing field, for example. The setting unit 110 supplies information about the set play mat to the play mat control unit 112.
[0042] (Play mat control unit 112) The play mat control unit 112 superimposes the play mat set by the setting unit 110 on the playfield and outputs it from the output unit 100. Specifically, the play mat control unit 112 outputs to the output unit 100 a state in which a play mat (first play mat) is superimposed across the user's playfield area and the opponent's playfield area on the playfield during the user's turn (turn) in game play of the TCG. For example, the control unit 116 progresses the TCG by repeating the user's turn and the opponent's turn. When the control unit 116 starts a user turn, the play mat control unit 112 superimposes the user's play mat set by the setting unit 110 on the playfield and outputs it to the output unit 100. Note that in the case of the opponent's turn, the play mat control unit 112 outputs to the output unit 100 the opponent's play mat (second play mat) set by the setting unit 110.
[0043] The play mat control unit 112 then executes control not to output the user's play mat set by the setting unit 110 onto the play field during the opponent's turn in TCG game play. Specifically, when the control unit 116 ends the user's turn or starts the opponent's turn, the play mat control unit 112 terminates output of the user's play mat set by the setting unit 110 from the output unit 100. For example, the play mat control unit 112 terminates output of the user's play mat by switching the output unit 100 from the user's play mat during the user's turn to the output of the opponent's play mat held by the setting unit 110 or a predetermined default play mat (third play mat). Also, if the setting unit 110 sets that the opponent's play mat will not be used, the play mat control unit 112 can terminate output of the user's play mat from the output unit 100 from the user's turn and switch the output unit 100 to output only the play field. When the opponent's step ends or the user's step starts, the play mat control unit 112 terminates the output from the output unit 100 of the opponent's play mat set by the setting unit 110, just as in the case of the user, and switches to the output of the user's play mat.
[0044] Furthermore, in TCG game play, the control unit 116 enables the user to play the TCG on the user's information terminal 3, and the opponent to play the TCG on the opponent's information terminal 4. The play mat according to this embodiment may have a set orientation relative to the play field. In this case, the play mat control unit 112 outputs the play mat in the same orientation on both the user's information terminal 3 and the opponent's information terminal 4 while the control unit 116 is executing the user's steps. For example, the play mat may have a predetermined normal position and a reverse position that is upside down from the normal position, and the play mat control unit 112 outputs the play mat in the normal position on the output units of both the information terminal 3 and the information terminal 4. Similarly, while the control unit 116 is executing the opponent's steps, the play mat control unit 112 outputs the opponent's play mat in the same orientation on the output units of the information terminal 3 and the information terminal 4.
[0045] The setting unit 110 may set multiple play mats selected by the user as play mats to be used in the TCG. In this case, the play mat control unit 112 may sequentially or randomly change the play mat to be superimposed on the play field each time the user takes a turn in game play. The play mat control unit 112 may accept a setting for the order of play mat changes in response to a user instruction received via the input unit 104, and may change the play mat each time the user takes a turn in game play according to the accepted setting. The setting unit 110 may also set multiple play mats for the opponent, as in the case of a user. In this case, the play mat control unit 112 may superimpose each of the opponent's multiple play mats on the play field and output it to the output unit 100, as in the case of a user.
[0046] (Direction Department 114) The effect unit 114 executes a predetermined effect when outputting a play mat to the output unit 100 at the start of TCG gameplay, the start of a user's move, and / or the start of an opponent's move. Specifically, the effect unit 114 executes a predetermined effect when outputting the user's or opponent's play mat to the output unit 100 at the start of TCG gameplay. Then, when the play mat control unit 112 switches the user's play mat, which has been output to the output unit 100 during the user's move, to the opponent's play mat held by the opponent set by the setting unit 110 or a predetermined default play mat, the effect unit 114 executes a predetermined effect when the output of the user's play mat stops, the output of the opponent's play mat starts, and / or the output of the default play mat starts. The predetermined effect is an effect that emphasizes or changes the way the play mat is output at the timing when the output of the play mat starts and the timing when the output of the play mat stops. The predetermined effect may be, for example, rotation, swing, expansion / contraction, slide-in / slide-out of the play mat, dissolving from one play mat to another, etc. Similarly, when the play mat control unit 112 switches the opponent's play mat that has been output to the output unit 100 during the opponent's step to the output of the user's play mat held by the user set by the setting unit 110, the effect unit 114 executes a predetermined effect when the output of the opponent's play mat stops and the output of the user's play mat starts.
[0047] [Processing flow of game system 1] Fig. 4 shows an example of the processing flow in the game system according to this embodiment, and Fig. 5 to Fig. 11 show an example of an outline of an output screen in the game system according to this embodiment.
[0048] First, the setting unit 110 sets a user's play mat to be used in the TCG in response to a selection instruction from the user received via the input unit 104 (step 10; hereinafter, step will be abbreviated as "S"). That is, the setting unit 110 selects a play mat from multiple play mats for the TCG in response to a user's operation, and sets the selected play mat as the user's play mat. For example, the setting unit 110 sets a play mat before game play of the TCG begins. The setting unit 110 similarly sets the opponent's play mat in response to the opponent's selection instruction received via the information terminal 4. Then, the setting unit 110 supplies information about the set play mat to the play mat control unit 112.
[0049] The control unit 116 controls the progress of the TCG game play of each of the user and the opponent. When the control unit 116 starts the user's procedure (Yes in S12), the play mat control unit 112 outputs the user's play mat set by the setting unit 110, superimposed on the play field (S14). At this time, the direction unit 114 can execute a direction in which the entire play mat 510 is displayed on the output unit 100 and then zoomed in to display the play mat 510. For example, when the play mat control unit 112 outputs the user's play mat 510 to the output unit 100, the direction unit 114 outputs the entire play mat 510 to the output unit 100 at the start of output of the play mat 510, as shown in FIG. 5(a). Next, the production unit 114 causes the output unit 100 to output a state in which the play mat 510 is enlarged on the play field 500 (a state in which the play mat 510 is zoomed in), as shown in FIG. 5(b) (the area in which the play mat 510 is output to the output unit 100 in FIG. 5(b) is wider than that in FIG. 5(a), and part of the play mat 510 is not displayed). Then, the production unit 114 further enlarges the play mat 510, as shown in FIG. 5(c), and causes the output unit 100 to output a state in which the play mat 510 is displayed over almost the entire play field 500 (the area in which the play mat 510 is output to the output unit 100 in FIG. 5(c) is wider than that in FIG. 5(b), and part of the play mat 510 is not displayed). This allows the user to understand that the play mat 510 is displayed over almost the entire play field 500.
[0050] 6, the playfield 500 has a substantially circular shape and is composed of a substantially semicircular playfield area 502 on which the user's digital card (such as digital card 700) is deployed, and a substantially semicircular playfield area 504 on which the opponent's digital card (such as digital card 702) is deployed. The playfield area 502 and the playfield area 504 are separated by a boundary 506. In addition, one or more placement areas (such as a substantially rectangular placement area 600) are set in the playfield area 502 where the user's digital card is placed, and in the playfield area 504, one or more placement areas (such as a substantially rectangular placement area 602) are set where the opponent's digital card is placed. The playmat control unit 112 then outputs the playmat 510 set in the setting unit 110, superimposed on the playfield 500.
[0051] Note that the roughly rectangular dotted line in Fig. 6 indicates the area of the output unit of the information terminal. In other words, the area within the dotted line frame (i.e., the display range) is actually displayed on the information terminal. In the game system 1, the play field 500, the entire play field 500, and various objects on the play field 500 (such as the play mat and digital cards) are first generated as an area to be output to the output unit. Then, the game system 1 sets the portion to be output to the output unit (i.e., the display range within the dotted line frame in Fig. 6), and executes processing to cause the output unit to actually output the content within the display range. Similarly, roughly rectangular dotted lines in Figs. 7 to 11 indicate the actual display range of the output unit of the information terminal, and the same internal processing as described above is executed.
[0052] For example, the play mat control unit 112 causes the output unit 100 of the user's information terminal 3 to output the user's play mat 510 superimposed on the play field 500 as shown in FIG. 7 (in FIG. 7, the lower side of the figure is the user's play field area 502, and the upper side is the opponent's play field area 504). Here, a predetermined arrangement direction is set for the play mat 510. For example, in the example of FIG. 7, a character's face is displayed on the play mat 510, and as an example, an arrangement in which the character's eyes are up and the mouth is down is set as the first arrangement of the play mat 510, and an arrangement in which the character's eyes are down and the mouth is up is set as the second arrangement of the play mat 510. Then, the play mat control unit 112 causes the output unit 100 of the information terminal 3 to output the play mat 510 in the first arrangement.
[0053] Furthermore, the play mat control unit 112 causes the output unit 100 of the opponent's information terminal 4 to output the play mat 510 superimposed on the play field 500 as shown in FIG. 8 (in FIG. 8, the lower side of the figure is the opponent's play field area 504, and the upper side is the user's play field area 502). In this case, the play mat control unit 112 causes the output unit 100 of the information terminal 4 to output the play mat 510 in the first arrangement. In this way, if a TCG were played in the real world, the opponent would view the play mat 510 in the second arrangement, but in the game system 1, the opponent can view the play mat 510 in the first arrangement, just like the user. The play mat control unit 112 continues to output the user's play mat 510 superimposed on the play field 500 until the user's procedure is completed (No in S16).
[0054] Then, after the control unit 116 has ended the user's sequence (Yes in S16) or has started the opponent's sequence (No in S12), the play mat control unit 112 outputs the opponent's play mat set by the setting unit 110, superimposed on the play field (S18). For example, the play mat control unit 112 outputs the opponent's play mat 512 superimposed on the play field 500 to the output unit 100 of the opponent's information terminal 4, as shown in FIG. 9 (in FIG. 9, the lower side of the figure is the opponent's play field area 504, and the upper side is the user's play field area 502). Here, a predetermined arrangement direction is also set for the play mat 512. For example, in the example of FIG. 9, a lightning bolt pattern is displayed on the play mat 512, and as an example, an arrangement in which the thick side of the lightning bolt is on top and the tip is down is set as the first arrangement of the play mat 512, and an arrangement in which the thick side of the lightning bolt is on bottom and the tip is up is set as the second arrangement of the play mat 512. Then, the play mat control unit 112 causes the output unit 100 of the information terminal 4 to output the play mat 512 in the first arrangement.
[0055] Furthermore, the play mat control unit 112 outputs the play mat 512 superimposed on the play field 500 as shown in FIG. 10 to the output unit 100 of the user's information terminal 3 (in FIG. 10, the lower side of the figure is the user's play field area 502, and the upper side is the opponent's play field area 504). In this case, the play mat control unit 112 outputs the play mat 512 in the first arrangement to the output unit 100 of the information terminal 3. In this way, in the game system 1, the user can view the play mat 512 in the first arrangement, just like the opponent. The play mat control unit 112 continues to output the opponent's play mat 512 superimposed on the play field 500 until the opponent's step is completed (No in S20).
[0056] If the setting unit 110 has not set the opponent's play mat, the play mat control unit 112 may output a default play mat 514 superimposed on the play field, as shown in FIG. 11 . The design of the default play mat 514 is not particularly limited as long as it allows the play field area 502 and the play field area 504 to be distinguished from each other. For example, the pattern and color of the play field area 502 may be different from the pattern and color of the play field area 504. If the setting unit 110 has not set the opponent's play mat, it may be set not to output a play mat. In this case, the play field 500 is output to the output units 100 of the information terminal 3 and the information terminal 4 during the opponent's turn in the game play. Furthermore, the same process may be performed if the setting unit 110 has not set the user's play mat.
[0057] Furthermore, even if the setting unit 110 has set the opponent's play mat, the play mat control unit 112 can also not output the opponent's play mat onto the playfield in response to a user instruction (hide instruction) received via the input unit 104. The play mat control unit 112 may receive a hide instruction from the user via the input unit 104 before the start of TCG game play or at any timing during game play. When receiving a hide instruction, the play mat control unit 112 may, for example, output a default play mat 514 superimposed on the playfield. In this way, for example, if the user does not want to see the opponent's play mat, the game system 1 can hide the opponent's play mat to prevent the user from feeling uncomfortable.
[0058] When the opponent's steps have ended (Yes in S20), the control unit 116 determines whether a predetermined condition has been met, and determines whether the game has ended, that is, whether the user or the opponent has won (S22). When the control unit 116 determines that the game has not ended (No in S22), the steps from S14 onwards are repeated. On the other hand, when the control unit 116 determines that the game has ended (Yes in S22), the control unit 116 causes the output units 100 of the information terminals 3 and 4 to output the TCG battle results (S24).
[0059] [Game Program] Each of the components of the game system 1 according to this embodiment shown in FIGS. 1 to 11 can be realized by having a processor such as a central processing unit (CPU) execute a program (i.e., a game program), that is, by software processing. Alternatively, each component can be realized by writing the program in advance to hardware such as an integrated circuit (IC), an electronic component. The processor is hardware for executing an instruction set written in a program, and is composed of an arithmetic unit, registers, peripheral circuits, etc. Alternatively, software and hardware can be used together.
[0060] That is, the game program according to this embodiment is a game program for causing a computer having a processor and memory to execute a digital trading card game (TCG). The game program according to this embodiment can be pre-installed in, for example, an IC or a ROM. The game program can also be provided as a computer program by recording it in an installable or executable file format on a computer-readable recording medium, such as a magnetic recording medium, an optical recording medium, or a semiconductor recording medium. The recording medium storing the program may be a non-transitory recording medium, such as a CD-ROM or a DVD. Furthermore, the game program can be pre-stored on a computer connected to a communications network, such as the Internet, and provided by downloading it via the communications network.
[0061] The game program of this embodiment acts on the CPU and the like to cause the game program to function as the output unit 100, output control unit 102, input unit 104, input surface 106, input control unit 108, setting unit 110, play mat control unit 112, production unit 114, control unit 116, and storage unit 118 described in Figures 1 to 11.
[0062] [Effects of the embodiment] The game system 1 according to the present embodiment allows the user and / or opponent to select a play mat they own and display the selected play mat on the play field during the TCG. In this case, the game system 1 can display the entire play mat across the user's play field area and the opponent's play field area. This allows the game system 1 to allow the user and opponent to view the entire play mat owned by the other player even within the limited output area of the output unit of the information terminal, thereby stimulating the user and / or opponent's interest in the play mat.
[0063] Furthermore, the game system 1 can set a predetermined orientation for the play mat and output the play mat in the same orientation to the output unit 100 of the user's information terminal 3 and the output unit 100 of the opponent's information terminal 4. As a result, the game system 1 allows the user and / or opponent to view the play mats they own in the same orientation even during a game match. This is a way of viewing a play mat that is impossible in the real world.
[0064] Although the embodiments of the present invention have been described above, the above-described embodiments do not limit the scope of the invention as claimed. It should be noted that not all of the combinations of features described in the embodiments are necessarily essential to the means for solving the problems of the invention. Furthermore, the technical elements of the above-described embodiments may be applied independently, or may be divided into multiple parts, such as program components and hardware components, and then applied.
[0065] Additionally, the functions performed by the components described herein may be implemented in circuitry or processing circuitry, including general-purpose processors, application-specific processors, integrated circuits, Application Specific Integrated Circuits (ASICs), a Central Processing Unit (CPU), conventional circuits, and / or combinations thereof, programmed to perform the described functions. A processor includes transistors and other circuits and is considered to be circuitry or processing circuitry. A processor may also be a programmed processor that executes a program stored in memory. In this specification, a circuit, unit, or means is hardware that is programmed to perform or executes the described functions. The hardware may be any hardware disclosed herein or any hardware known to be programmed to perform or execute the described functions. When the hardware is a processor, which is considered a type of circuitry, the circuit, means, or unit is a combination of hardware and software used to configure the hardware and / or processor. [Explanation of symbols]
[0066] 1. Game System 3, 4 Information terminal 5. Communication Network 7 Server 100 Output section 100a, 100b output section 102 Output control section 104 Input section 106 Input Surface 108 Input control section 110 Setting section 112 Playmat Control Unit 114 Production Department 116 Control Unit 118 Storage Unit 120 User information storage section 122 Game information storage section 500 Playfield 502, 504 Playfield area 506 Boundary 510, 512, 514 Playmats 600, 602 Placement area 700, 702 Digital Card
Claims
1. A game program for causing a computer having a processor and a memory to execute a digital trading card game (TCG), comprising: The game program causes the processor to: selecting a first play mat from a plurality of play mats for a TCG in response to a user operation; outputting the first play mat across the user's playfield area and the user's opponent's playfield area during the user's sequence of gameplay of the TCG; not outputting the first play mat during the opponent's steps in the game play; A game program that executes the above.
2. The game play of the TCG progresses by repeating the steps of the user and the steps of the opponent, The computer-readable storage medium according to claim 1 , wherein the outputting step starts outputting the first play mat when the user's procedure starts.
3. The user runs the TCG on the user's information terminal, and the opponent runs the TCG on the opponent's information terminal; The first play mat has a set orientation, 2. The game program according to claim 1, wherein the outputting step outputs the first play mat in the same orientation on both the information terminal of the user and the information terminal of the opponent during the user's action.
4. 2. The game program according to claim 1, wherein the step of not outputting the first play mat prevents the first play mat from being output by switching the first play mat output during the user's procedure to a second play mat selected in response to the opponent's operation or a predetermined third play mat.
5. 5. The game program according to claim 4, wherein the step of not outputting includes executing a predetermined effect when switching the first play mat to output the second play mat or the third play mat.
6. A game system comprising means for executing all of the steps executed in the invention according to any one of claims 1 to 5.
7. A gaming method executed by a computer having a processor and a memory, wherein the processor executes all of the steps executed in the invention according to any one of claims 1 to 5.
8. 6. An information processing device comprising a control unit and a storage unit, wherein the control unit executes all of the steps executed in the invention according to any one of claims 1 to 5.
9. A server comprising a control unit and a storage unit, wherein the control unit executes all of the steps executed in the invention according to any one of claims 1 to 5.
Citation Information
Patent Citations
Card game toy
JP2001204874A
JPP7386953B