Program and game device

The implementation of event and detection processing with timed parameter accumulation in electronic games addresses the lack of user engagement by offering a highly engaging gameplay experience through character evolution and interactive mechanics.

JP7852115B1Active Publication Date: 2026-04-27BANDAI CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
BANDAI CO LTD
Filing Date
2025-03-25
Publication Date
2026-04-27

AI Technical Summary

Technical Problem

Existing electronic games fail to maintain user engagement by not providing sufficient interest elements due to the absence of active operation inputs affecting character affection parameters, leading to a less engaging gameplay experience.

Method used

Implement event processing that generates events, detection processing to identify operation inputs, and accumulation processing to collect functional parameters based on the elapsed time from event occurrence, incorporating first and second amounts of parameters based on threshold times for different stages of input detection.

Benefits of technology

Enhances gameplay engagement by providing a highly interesting experience through dynamic character evolution and interactive gameplay mechanics.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a highly engaging gameplay experience. [Solution] A program that causes a computer running a game featuring characters to execute an event processing function that generates an event, a detection processing function that detects an operation input for the event, and an accumulation processing function that accumulates functional parameters for executing a predetermined function based on the operation input for the event, wherein the accumulation processing function accumulates functional parameters according to the elapsed time from the occurrence of the event to the detection of an operation input for the event.
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Description

Technical Field

[0001] The present invention relates to a program and a game device, and particularly to an electronic game in which characters appear.

Background Art

[0002] In the process of growing a character, an event that requires user operation occurs, and in response to the fact that a specific operation input defined for the event is received within a predetermined time from the occurrence, there is an electronic game that treats the event as having satisfied the achievement condition (Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the electronic game described in Patent Document 1, the presence or absence of an operation input for an event affects the parameter of the affection degree of the character being grown, and changes the display mode of the character according to the parameter. That is, the operation input for an event acts on the display mode of the character, and a user who is less interested in the display mode may not actively respond to the event, and as a result, there is a possibility that the interest elements of the electronic game cannot be sufficiently provided to the user.

[0005] An object of the present invention is to provide a program and a game device that provide a highly interesting play experience.

Means for Solving the Problems

[0006] One aspect of the present invention is a program that causes a computer running a game in which characters appear to execute an event processing that generates an event, a detection processing that detects an operation input for the event, and an accumulation processing that accumulates functional parameters for executing a predetermined function based on the operation input for the event, wherein the accumulation processing accumulates functional parameters according to the elapsed time from the occurrence of the event to the detection of an operation input for the event. Another aspect of the present invention is a program that causes a computer running a game in which characters appear to execute an event processing function that generates an event, a detection processing function that detects an operation input for the event, and an accumulation processing function that accumulates functional parameters for executing a predetermined function based on the operation input for the event, wherein the event collects first game elements related to the character based on the operation input for the event, and the accumulation processing accumulates functional parameters according to the elapsed time from the occurrence of the event until the operation input for the event is detected. A further aspect of the present invention is a program that causes a computer running a game in which characters appear to execute an event processing for generating an event, a detection processing for detecting an operation input for the event, and an accumulation processing for accumulating functional parameters for executing a predetermined function based on the operation input for the event, wherein the event includes a first event that collects first game elements generated from a character to be operated on based on an operation input for the event, and the accumulation processing accumulates functional parameters according to a first elapsed time from the occurrence of the first event until an operation input for the first event is detected. A further aspect of the present invention is a program that causes a computer running a game in which characters appear to execute an event processing for generating an event, a detection processing for detecting an operation input for the event, and an accumulation processing for accumulating functional parameters for executing a predetermined function based on the operation input for the event, wherein the event includes a first event that collects first game elements generated from a character to be operated on based on an operation input for the event, and the accumulation processing accumulates a first amount of functional parameters when the first elapsed time from the occurrence of the first event to the detection of an operation input for the first event exceeds a first threshold, and accumulates a second amount of functional parameters when the first elapsed time falls below the first threshold. [Effects of the Invention]

[0007] According to the present invention, it becomes possible to provide a highly engaging gameplay experience. [Brief explanation of the drawing]

[0008] [Figure 1]A diagram illustrating the external configuration of a game device 100 according to embodiments and modified examples of the present invention. [Figure 2] Block diagram illustrating the hardware configuration of a game device 100 according to embodiments and modified examples of the present invention. [Figure 3] A diagram illustrating an example of the data configuration referenced in a game device 100 according to embodiments and modifications of the present invention. [Figure 4] This figure illustrates a meter screen displayed on an energy meter in a game device 100 according to embodiments and modified examples of the present invention. [Figure 5] A flowchart illustrating the recovery process performed in a game device 100 according to embodiments and modifications of the present invention. [Modes for carrying out the invention]

[0009] [Embodiment] The embodiments will be described in detail below with reference to the attached drawings. Note that the following embodiments do not limit the invention as defined in the claims, and not all combinations of features described in the embodiments are essential to the invention. Two or more of the features described in the embodiments may be combined in any way. Furthermore, identical or similar configurations will be given the same reference numeral, and redundant descriptions will be omitted.

[0010] One embodiment described below illustrates an example of applying the present invention to a game device, which is an example of a game device, that can run a game in which a character appears, and in which at least one target character exists, and the appearance of the target character changes as the game progresses. However, the present invention is applicable to any device that can run an electronic game in which a character appears.

[0011] As one embodiment to which the present invention applies, the electronic game exemplified in the following embodiment is configured to provide the user with an enjoyable experience of growing a target character while sequentially changing its appearance. For example, the appearance after growth may change depending on how the user cares for the target character. Hereinafter, the electronic game exemplified in this embodiment will be referred to as an "evolution game" in terms of the fact that the appearance evolves as the target character grows. It should be noted that the evolution game is merely one embodiment of an electronic game to which the present invention applies, and the implementation of the present invention is not limited to a specific genre of game such as evolution games.

[0012] 《Game device configuration》 Figure 1 illustrates the external configuration of the game device 100 of this embodiment. In this embodiment, the game device 100 is configured as a portable toy and operates using power supplied from a battery or dry cell (not shown). In the battery-operated configuration, the game device 100 is equipped with a terminal (not shown) that can be connected to a power source, and the battery is configured to be rechargeable by electrically connecting a commercial power source or the like to the terminal via a power supply cable.

[0013] <Hardware configuration of the game device> Next, we will explain the hardware configuration of the game device 100 using Figure 2. Figure 2 is a block diagram illustrating the hardware configuration of the game device 100.

[0014] The control unit 101 is a processor such as a CPU and performs various controls, including the operation control of each hardware component of the game device 100. Specifically, the control unit 101 performs the relevant control by, for example, reading the necessary program stored in the storage device 102, loading it into the memory 103, and executing it. The control unit 101 also has an internal clock and is configured to acquire the current time.

[0015] The storage device 102 is a device capable of permanent information storage, such as non-volatile memory. The storage device 102 stores programs related to the operation of the game device 100, programs for the evolutionary game executed on the game device 100, and parameter information necessary for realizing various controls. In addition, the storage device 102 also functions as a database (character DB 121) for various data related to the evolutionary game. Memory 103 is a storage device used for temporary data storage, such as volatile memory. Memory 103 may be used not only as an area for deploying each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various control processes.

[0016] The Character DB 121 is a database that manages information about characters that can be raised in the evolution game (character information) as records. In the evolution game executed in the game device 100 of this embodiment, the user can raise a character that grows through multiple growth stages. The character is configured so that its appearance changes with each growth stage. The Character DB 121 manages various types of information as records for each of the appearances that the character can take at each growth stage. The character information for one record is configured to include, for example as shown in Figure 3, graphics information 302 for drawing the appearance of the character, a growth stage 303 indicating the growth stage at which the character will have that appearance, and growth destination information 304 indicating the appearances that the character can grow into from that appearance, all associated with a character ID 301 that uniquely identifies the character (and its appearance). The growth destination information 304 may store the information of the corresponding character ID 301.

[0017] The display control device 104 performs display control to cause the display 110 to display various screens related to the evolution game. In the present embodiment, the display control device 104 also includes a drawing device such as a graphics chip or GPU, and executes drawing processing for generating various screens related to the evolution game. The display control device 104 includes a drawing memory (not shown), develops various graphics data read from the storage device 102, performs predetermined operations, and generates various images (screens) related to the evolution game. The screens and images generated by the display control device 104 are presented to the user by being displayed on the display 110 included in the game device 100, for example. The display 110 is a device for information display included in the game device 100, such as a liquid crystal display.

[0018] The communication I / F 106 is a communication interface with an external device included in the game device 100. As described above, the game device 100 of the present embodiment includes connection terminals (not shown), and information communication is configured to be possible with other game devices 100 by connecting the connection terminals to each other.

[0019] The operation I / F 105 is a user interface that receives operation inputs included in the game device 100. When the operation I / F 105 detects that an operation input has been made, it outputs a control signal corresponding to the operation input to the control unit 101. In an aspect where the display 110 is configured to be able to detect touch inputs, the operation I / F 105 can include a touch input detection sensor provided on the display 110. In addition, the operation I / F 105 can include various operation members provided on the exterior of the game device 100, for example.

[0020] 《Overview of the Game》 Hereinafter, an overview of the evolution game in which a play experience is provided in the game device 100 of the present embodiment will be described.

[0021] In evolution games, users can raise a character by performing actions related to caring for that character. Evolution games begin, for example, by hatching an egg, and by performing the necessary care actions in sequence, the character progresses through different stages of growth (progression), showing how the character grows while changing its appearance. Growth stages are concepts that refer to each of the stages in which the growth process (period) of the character in an evolution game is separated (e.g., egg stage (pre-birth), baby stage (infancy), kids stage (early childhood), young adult stage (adolescence), adult stage (maturity)), and progress is made when certain conditions, such as the amount of time spent raising the character, are met.

[0022] Here, each character at each growth stage is configured to exhibit a predetermined appearance for that growth stage. In other words, in the evolution game of this embodiment, the appearances that the target character can take at each growth stage are predetermined, and the character will grow into which it has an appearance determined, for example, depending on the selected egg and the care it has received up to that growth stage. As described above, the appearance of the character is defined as graphics information 302 in the character information registered in the character DB 121. In short, the evolution game is configured so that as the growth of the target character progresses, the appearance of the target character changes to one of several predetermined appearances.

[0023] Each of the multiple predefined appearances that a character can take on in the evolution game has a unique name, and each appearance can be considered as a separate character with its own name. In other words, each character that can appear in the evolution game has a unique name, and the change in appearance due to a character's growth can be seen as evolution from character A (name) before growth to character B (name) after growth. Users can repeatedly play the evolution game with the character that hatches from an egg, for example, by obtaining a new egg, and in the process, the character can "evolve into a specific character." For this reason, in the following explanation, "the change in the appearance of a character to that of a specific character" may simply be referred to as "evolving into a specific character."

[0024] <Caregiving Event> The care-related inputs accepted for raising the target character include those accepted when events (hereinafter referred to as care events) occur in the evolution game concerning the target character or the environment (sometimes referred to as the field) in which the target character is placed. A care event is basically an event that requires an operation input corresponding to the care event (i.e., an operation input related to care) within a predetermined time after it occurs. Care events may be controlled to occur randomly during the course of the evolution game, or they may be controlled to occur when a predetermined change occurs in a parameter (hereinafter referred to as a character parameter) that is defined for the state of the target character. Such care events have aspects such as the user helping the target character grow in the evolution game, and the success or failure of the event is configured to change the character parameters managed for the target character (e.g., mood, hunger level). Care events may include, for example, a meal event that requests food when the target character becomes hungry, a defecation event that occurs when the character defecates in accordance with digestion after eating, and an injury / illness event that occurs when the character becomes injured or ill and requires treatment.

[0025] In this defecation event, the target character defecates. When defecation occurs, the feces are basically placed and displayed on the field where the target character is positioned. That is, in the evolution game displayed on the display 110 of the game device 100, after the defecation event occurs, an image of the feces may be displayed along with the target character on the game screen, including the field.

[0026] Incidentally, leaving feces unattended is generally unhygienic, and in evolution games, if feces are left on the field, the game is controlled to result in undesirable game progression, such as the target character becoming more susceptible to illness or becoming irritable. For this reason, when a defecation event occurs, the game is configured to request an input for cleaning up the feces the target character has excreted (an input related to care). Hereafter, the input related to cleaning up feces will be referred to as the cleaning operation.

[0027] In conventional evolution games, such as those described in Patent Document 1, inputting commands for defecation events affected the affection level parameter of the target character. However, in the evolution game of this embodiment, in order to encourage users to actively clean the field, a specific function becomes executable when feces are collected through cleaning. Details of this specific function will be described later, but this function can provide the user with other elements of interest. Therefore, in the evolution game of this embodiment, since the collection of feces is required to execute the specific function, it is possible to make users more aware of cleaning the environment in which the target character is placed, and as a result, the target character's health status is maintained, which can prolong the provision of a pleasant gameplay experience.

[0028] From the perspective of keeping the field clean, it is preferable that feces excreted by the target character be collected by performing a cleaning operation as soon as possible. That is, when a defecation event occurs, it is preferable that the cleaning operation for that defecation event be performed as soon as possible after the event occurs. For this reason, in the evolution game of this embodiment, the earlier the cleaning operation is performed after a defecation event occurs, the more favorable it is in terms of the execution of specific functions.

[0029] In the embodiment described below, the feces collected by the cleaning operation are converted into energy (biofuel) used to perform a specific function and are sequentially stored in an energy meter. The above preferential treatment is realized in such a manner that the earlier the cleaning operation is performed after a defecation event, the greater the amount of energy stored in the energy meter.

[0030] The defecation event related to the target character is structured to proceed through the following stages.

[0031] The conditions for a defecation event to occur are met, for example, when the hunger parameter of the target character (which shows a maximum value when full) decreases a predetermined number of times. After the conditions are met, the defecation event will occur, for example, after a predetermined amount of time has elapsed.

[0032] When a defecation event occurs, the first stage begins with the target character experiencing the urge to defecate. In this first stage, the user can understand the character's urge to defecate from their appearance, such as the character becoming restless. This first stage is configured to last, for example, 20 seconds. If a cleaning operation is performed during this period, the character will be prompted to defecate as a result of the operation, and the feces will be collected immediately after defecation. In other words, if a cleaning operation is performed in the first stage, the user can collect the feces without soiling the field. This process, in which the target character defecates in response to user input and the feces are collected immediately, is presented to the user as a dedicated display animation (first collection animation) for the cleaning operation in the first stage.

[0033] Furthermore, if 20 seconds elapse after a defecation event occurs without any cleaning operation being performed, the defecation event transitions from the first stage to the second stage. Since the user did not prompt the character to defecate in the first stage, the character will have voluntarily relieved themselves when the event transitions to the second stage. Therefore, at the start of the second stage, the feces excreted by the character will be placed on the field and may be displayed along with the character on the game screen showing the field.

[0034] Thus, since cleaning in the first stage results in earlier stool collection than cleaning in the second stage, the energy meter is set to accumulate a larger amount. In other words, if a user performs a cleaning operation in the first stage in response to a defecation event, they can accumulate more energy in the energy meter than if they perform the cleaning operation in the second stage. Specifically, the control unit 101 controls the value of the parameter indicating the amount of energy accumulated in the energy meter to increase by +2 if the elapsed time from the occurrence of a defecation event to the cleaning operation for that event is 20 seconds or less, and by +1 if it exceeds 20 seconds. This control gives an advantage to users who respond to defecation events earlier in terms of energy meter accumulation. In addition, if a cleaning operation is performed in the first stage, it may be further advantageous by configuring the system so that the character parameter related to the target character's mood increases more than if the cleaning operation is performed in the second stage.

[0035] Furthermore, as mentioned above, the conditions for a defecation event to occur are met regardless of whether or not feces are present in the field. Therefore, multiple defecation events can occur simultaneously for the target character. In other words, if a cleaning operation is not performed for the most recent defecation event related to the target character, and the next defecation event occurs for the target character, multiple feces related to multiple defecation events that occurred at different times may be placed in the field at the same time. For this reason, the control unit 101 independently manages the time elapsed since the occurrence of each defecation event related to each piece of feces.

[0036] In addition, in the evolution game of this embodiment, characters other than the target character (hereinafter referred to as wild characters) that are not controlled by the user are placed on the field. To show that they also inhabit the field in the same way as the target character, wild characters are also configured to defecate, and defecation events occur not only when the target character defecates. That is, if one or more wild characters are placed on the field, when the conditions for occurrence are met and a defecation event occurs for the target character, defecation events for one or more wild characters may also occur in parallel.

[0037] On the other hand, since the evolution game is structured to progress primarily by keeping the target character on the game screen, it is difficult for the user to perform the first-stage cleaning operation for defecation events that occur for wild characters that are not on screen. For this reason, defecation events involving wild characters will be uniformly controlled to proceed to the second stage unconditionally. In other words, when a defecation event involving a wild character occurs, the amount of feces placed on the field will always increase by one, and if a cleaning operation is performed for that defecation event, the amount of energy meter accumulated will increase by +1 regardless of the elapsed time.

[0038] Thus, as defecation events occur in parallel for the target character and wild characters, a large number of feces can be placed on the field. However, requiring the user to input a cleaning operation for each of the numerous feces would impose cumbersome input on the user. Therefore, the evolution game of this embodiment is configured to allow a single cleaning operation for defecation events occurring simultaneously. That is, when one or more defecation events are occurring that are placing feces on the field, when a cleaning operation is performed, it is controlled as if the cleaning operation has been performed for all of these defecation events. In other words, a cleaning operation for a defecation event that has progressed to the second stage, which is placing feces on the field, is treated as an operation input for the field in which the target character is located, rather than an operation input for the target character. In one embodiment, when a cleaning operation is performed on the field, the user is shown a display (second collection display) showing the target character patrolling multiple fields that are provided to be movable, and collecting the feces placed in each field all at once.

[0039] This allows the user to efficiently collect multiple stools when they are placed on the field, thereby increasing the amount of energy stored in the energy meter. In this case, the amount of energy stored in the energy meter increases by +1 for each ongoing defecation event.

[0040] By the way, in the evolution game of this embodiment, as described above, the amount of energy accumulated for cleaning operations performed in the first stage, that is, the period from the occurrence of a defecation event until 20 seconds have elapsed, is given preferential treatment, and a first recovery animation is presented that is limited to that period only. In other words, the first recovery animation is a display animation with rarer presentation conditions compared to the second recovery animation, and is specially presented only to users who are able to sense that the target character is feeling the urge to defecate. Therefore, it is preferable to prioritize the presentation of the first recovery animation over the presentation of the second recovery animation. For this reason, in the evolution game of this embodiment, when a cleaning operation is performed, if the first stage, a defecation event, exists, that is, if a display animation indicating that the target character is feeling the urge to defecate is being presented, the cleaning operation performed is processed as a cleaning operation for the target character. In other words, if a first-stage defecation event exists when a cleaning operation is detected, the control unit 101 prioritizes executing a process that prompts the target character to defecate and immediately collects the feces, rather than executing a process that presents a second collection sequence to collect all the feces on the field at once.

[0041] (Storage amount display) Thus, an energy meter, in which the amount of energy stored changes in response to a defecation event through a cleaning operation, is presented to the user via a meter screen 400, such as the one shown in Figure 4(a). As illustrated, the meter screen 400 includes an energy container 401 that shows the maximum capacity of the energy meter, and the amount of energy stored is shown to the user by the amount of energy container 401 filled.

[0042] The initial value of the energy meter may be 0, and the meter screen 400 shows the user how energy accumulates in the empty energy container 401. The meter screen 400 is controlled to be displayed on the display 110 when there is a change in the amount of energy accumulated in the energy meter, that is, when the character's feces are collected. The accumulation of energy in the energy container 401 may be in the form of liquid fuel being accumulated from the feces, or it may be shown as the accumulation of the feces itself which will be converted into fuel later. The energy meter has a maximum value set, and the amount filled in the energy container 401 is the ratio of the energy meter value (total accumulated amount) to the maximum value.

[0043] In this embodiment of the evolution game, the energy accumulated in this way is used for a specific function called the "travel" function. The travel function is a function that provides an interesting experience within the evolution game by visiting a location different from the field where the target character is placed. In this embodiment, the energy accumulated in the energy meter is positioned to be used, for example, as fuel for a mobile vehicle used for travel to and from the travel destination, and the travel function becomes available on the condition that a predetermined amount or more of energy is accumulated in the energy meter. To facilitate understanding of the invention, in this embodiment, the travel function is described as being configured to become available on the condition that the maximum amount of energy is accumulated in the energy meter.

[0044] By visiting different locations through the travel function, game elements such as items originating from those locations are added to the evolution game. These game elements may be of a type that can be used to decorate the target character, or of a type that causes the target character's evolution to change when used, or they may provide an element of interest related to collection, such as achievements.

[0045] Thus, since the travel function becomes available depending on the energy meter's accumulation status, the meter screen 400 is configured to be displayed on the display 110 at any time, not just when a defecation event occurs, so that the user can check the accumulation status. For example, the meter screen 400 may be configured to be displayed when a predetermined menu call operation is made while the game screen related to the evolution game is being displayed. The meter screen 400 displayed by such call includes display items 411 for accepting the use of the travel function, as shown in Figure 4(b).

[0046] To clearly indicate whether the travel function is available or not, display item 411 is shown in different display modes depending on whether it is available or unavailable. In the unavailable state, i.e., when the energy meter does not contain the maximum amount of energy, display item 411 is displayed in a way that prevents the user from receiving input related to using the travel function, such as being grayed out. On the other hand, in the available state, i.e., when the energy meter contains the maximum amount of energy, display item 411 is not grayed out and is displayed in a way that allows the user to receive input related to using the travel function. Therefore, when the meter screen 400 is displayed and display item 411 is in a display mode that allows the user to receive input, the user can perform an input related to using the travel function and use the function.

[0047] Since the travel function is executed on the condition that the stored energy is consumed, when the use of the travel function is accepted, the amount of energy stored in the energy meter decreases. In the evolution game of this embodiment, the travel function is executed on the condition that the maximum amount of energy in the energy meter is consumed, so when the travel function is executed, the amount of energy stored in the energy meter is reset to its initial value of 0.

[0048] 《Recovery Process》 The following describes the specific retrieval process performed in the game device 100 of this embodiment in relation to a defecation event, using the flowchart in Figure 5. The process corresponding to the flowchart can be realized by the control unit 101 reading the corresponding processing program stored in the storage device 102, for example, loading it into the memory 103 and executing it. This retrieval process will be described as being started, for example, when a single defecation event occurs.

[0049] In S501, the control unit 101 starts measuring the time elapsed since the occurrence of the defecation event related to this collection process.

[0050] In S502, the control unit 101 determines whether the time since measurement started in S501 (hereinafter referred to as the occurrence time) has exceeded 20 seconds. If the control unit 101 determines that the occurrence time has exceeded 20 seconds, it moves the process to S506; otherwise, it moves the process to S503.

[0051] In S503, the control unit 101 executes processing related to the first stage of the defecation event. As described above, the processing related to the first stage includes the process of displaying a visual effect indicating that the target character is experiencing the urge to defecate on the display control device 104.

[0052] In S504, the control unit 101 determines whether or not the cleaning operation has been accepted. If the control unit 101 determines that the cleaning operation has been accepted, it moves the process to S505; otherwise, it returns the process to S502.

[0053] In S505, the control unit 101 completes the collection process by executing a process to collect feces and accumulate energy for the defecation event related to this collection process. That is, the control unit 101 executes a process to increase the value of the energy meter by 2. At this time, the control unit 101 also controls the display control device 104 to display the first collection animation.

[0054] On the other hand, if the control unit 101 determines in S502 that the occurrence time has exceeded 20 seconds, in S506 the control unit 101 determines the placement position of the stool field related to this collection process and executes the processing related to the second stage of the defecation event. The placement position of the stool is determined only once, and once determined, it remains fixed until this collection process is completed, and the stool is placed and displayed when the field display including that placement position is performed.

[0055] In S507, the control unit 101 determines whether or not the cleaning operation has been accepted. If the control unit 101 determines that the cleaning operation has been accepted, it moves the process to S508; otherwise, it returns the process to S502.

[0056] In S508, the control unit 101 completes the recovery process by executing a process to collect the stool associated with all currently occurring defecation events and accumulate energy. That is, the control unit 101 simultaneously performs a process to increment the energy meter value by the number of ongoing defecation events. At this time, the control unit 101 also controls the display control device 104 to display the second recovery animation.

[0057] As described above, the game device of this embodiment can provide a highly engaging gameplay experience.

[0058] [Example 1] In the embodiments described above, after a defecation event occurs and progresses to the second stage, cleaning operations are accepted at any time to collect the feces placed on the field and accumulate energy in the energy meter. However, the implementation of the present invention is not limited to this. As mentioned above, leaving feces on the field is not hygienically desirable and may result in penalties, such as affecting the health of the target character. Therefore, it is preferable to collect the feces as early as possible. For this reason, in order to promote early collection of feces, the feces that accumulate energy through cleaning operations may be limited to those that have been placed on the field within a predetermined time. In one embodiment, the predetermined time is set to 60 minutes, and as a result, after 60 minutes and 20 seconds have elapsed since the occurrence of a defecation event, even if the feces are collected, energy will not accumulate in the energy meter.

[0059] To clearly indicate stools with different amounts of accumulated energy, for example, the display method of stools placed in the field may be configured to differ depending on whether a predetermined time has elapsed or not. In one embodiment, stools placed in the field may be shown in yellowish-brown during periods when the generation time does not exceed a predetermined time, but in black when the predetermined time has been exceeded.

[0060] [Differentiation 2] In the embodiments and modifications described above, the energy meter value increases in response to a cleaning operation to collect feces during a defecation event, but the implementation of the present invention is not limited thereto. The present invention generates an event that accumulates functional parameters that need to be accumulated in relation to the execution of a predetermined function, and controls the accumulation of said parameters according to the elapsed time from the occurrence of the event until an operation input for said event is detected, so the type of event and the type of parameters can be modified.

[0061] [Difference 3] In the embodiments and modifications described above, a shorter elapsed time from the occurrence of an event to the detection of an operation input for that event is described in which a greater number of functional parameters for the execution of a predetermined function are accumulated. However, the implementation of the present invention is not limited to this. For example, in an embodiment in which the event relates to fruit harvesting, a longer elapsed time from the occurrence of an event such as fruit setting may result in an increase in the parameters accumulated by the harvest.

[0062] [Other embodiments] The invention is not limited to the embodiments described above, and various modifications and changes are possible within the scope of the gist of the invention.

[0063] [Summary of Embodiments] The above embodiments disclose at least the following programs and game devices.

[0064] (1) A computer running a game featuring characters, Event handling that generates an event, A detection process for detecting an operation input for the aforementioned event, Based on the operation input for the aforementioned event, a storage process is performed to accumulate functional parameters for executing a predetermined function, A program that executes, The aforementioned storage process is a program that stores the functional parameters according to the elapsed time from the occurrence of the event until an operation input for that event is detected.

[0065] (2) The program according to (1), wherein the accumulation process accumulates a first amount of the function parameter when the elapsed time from the occurrence of the event to the detection of an operation input for the event exceeds a first threshold, and accumulates a second amount of the function parameter when the elapsed time falls below the first threshold.

[0066] (3) The program described in (2), wherein the second quantity is greater than the first quantity.

[0067] (4) The program described in (3), wherein the event is an event that accepts an operation input for at least one of the character and the environment in which the character is located.

[0068] (5) The program causes the computer to further execute a management process that manages character parameters of the characters in the game, which are different from the functional parameters. The program described in (4) is an event in which the character parameter is changed in response to the detection of an operation input for the event.

[0069] (6) The event includes a first event caused by the character being controlled in the game and a second event caused by a character other than the character being controlled. The program according to (4) or (5), wherein the accumulation process accumulates the first amount of the function parameter for the second event, regardless of the elapsed time related to the second event.

[0070] (7) The first event and one or more of the second events can occur at the same time, The aforementioned detection process is: If the time elapsed since the occurrence of the first event falls below the first threshold, only the operation input for that first event is detected. The program according to (6), which, if the time elapsed since the occurrence of the first event exceeds the first threshold, detects all operation inputs for one or more second events occurring at the same time as the operation input for the first event.

[0071] (8) The program according to (7), wherein the storage process, when detecting an operation input for the first event and an operation input for one or more second events at the same time, stores the first amount of the function parameter for one of the events occurring at the same time.

[0072] (9) The program according to any one of (2) to (8), wherein the accumulation process does not accumulate the functional parameters when the elapsed time exceeds a second threshold which is greater than the first threshold.

[0073] (10) The event collects a first game element related to the character based on the operation input to the event, The program described in (9) further causes the computer to perform a first display control process that displays an image containing the first game element together with a character on a display device.

[0074] (11) The program according to (10) wherein the first display control process causes the display of the first game element to differ according to the time elapsed since the occurrence of the event.

[0075] (12) The program according to (11) wherein the first display control process changes the display mode of the first game element when the time elapsed since the occurrence of the event exceeds the second threshold.

[0076] (13) The program according to any one of (1) to (12), wherein the program further causes the computer to perform a second display control process that causes the computer to display an accumulation amount image showing the accumulation amount of the functional parameter on a display device.

[0077] (14) The program described above A reception process that accepts the execution of the aforementioned predetermined function, A provision process that provides the predetermined function when the execution of the predetermined function is accepted, The computer is then made to perform the following: The accumulated image includes display items related to the predetermined function, The reception process is the program described in (13) which accepts the execution of the predetermined function when an operation input is made for the display item.

[0078] (15) The program described in (14) wherein the reception process accepts the execution of the predetermined function on the condition that the accumulated amount of the function parameters is equal to or greater than a predetermined amount.

[0079] (16) The program described in (15) wherein the second display control process causes the display of the display item to be displayed differently depending on whether the accumulated amount of the functional parameter is equal to or greater than a predetermined amount.

[0080] (17) The program described in any one of (14) to (16), wherein the provisioning process includes a process for adding a second game element relating to the game.

[0081] (18) The program according to any one of (14) to (17) wherein the storage process reduces the amount of storage of the function parameters on the condition that the execution of the predetermined function has been accepted.

[0082] (19) The program described in (18) wherein the accumulation process returns the amount of the accumulated function parameter to its initial value, on the condition that the execution of the predetermined function has been accepted.

[0083] (20) A game device that runs a game in which characters appear, Event triggering means, A detection means for detecting an operation input for the aforementioned event, Based on the operation input for the aforementioned event, a storage means for accumulating functional parameters for executing a predetermined function, Equipped with, The storage means is a game device that stores the functional parameters according to the elapsed time from the occurrence of the event until an operation input for the event is detected. [Explanation of symbols]

[0084] 100: Game device, 101: Control unit, 104: Display control unit, 105: Operation I / F, 110: Display

Claims

1. On a computer running a game featuring characters, Event handling that generates an event, A detection process for detecting an operation input for the aforementioned event, Based on the operation input for the aforementioned event, a storage process is performed to accumulate functional parameters for executing a predetermined function, A program that executes, The aforementioned event includes a first event that collects a first game element generated from the character being controlled, based on the operation input to the aforementioned event. The accumulation process is a program that accumulates a first amount of the function parameter when the first elapsed time from the occurrence of the first event to the detection of an operation input for the first event exceeds a first threshold, and accumulates a second amount of the function parameter when the first elapsed time falls below the first threshold.

2. The second quantity is greater than the first quantity mentioned above. The program according to claim 1.

3. The first event is an event that receives an operation input for at least one of the character being operated on and the environment in which the character being operated on is located. The program according to claim 2.

4. The program further causes the computer to perform a management process that manages character parameters of the target character in the game, which are different from the functional parameters. The first event is an event that changes the character parameter in response to the detection of an operation input for the first event. The program according to claim 3.

5. The event further includes a second event that collects a second game element generated by a character other than the character being manipulated, based on the input to the event. The storage process further stores the first amount of the function parameters regardless of the second elapsed time from the occurrence of the second event to the detection of an operation input for the second event. The program according to claim 3.

6. The first event and one or more of the second events can occur at the same time. The aforementioned detection process is: If the time elapsed since the occurrence of the first event falls below the first threshold, only the operation input for that first event is detected. If the time elapsed since the occurrence of the first event exceeds the first threshold, one or more operation inputs for the second event occurring at the same time as the operation input for the first event are detected collectively. The program according to claim 5.

7. The storage process, when detecting operation inputs for the first event and operation inputs for one or more second events at once, stores a first amount of the function parameters for each event occurring at the same time. The program according to claim 6.

8. The accumulation process does not accumulate the functional parameters if the first elapsed time exceeds a second threshold which is greater than the first threshold. The program according to claim 1.

9. The program further causes the computer to perform a first display control process that displays an image containing the first game element together with the character to be operated on a display device. The program according to claim 8.

10. The first display control process changes the display mode of the first game element according to the time elapsed since the occurrence of the first event. The program according to claim 9.

11. The first display control process changes the display mode of the first game element when the time elapsed since the occurrence of the first event exceeds the second threshold. The program according to claim 10.

12. The program further causes the computer to execute a second display control process that causes the computer to display an accumulation amount image showing the accumulated amount of the functional parameter on a display device. The program according to any one of claims 1 to 11.

13. The aforementioned program, A reception process that accepts the execution of the aforementioned predetermined function, A provision process that provides the predetermined function when the execution of the predetermined function is accepted, The computer is then made to perform the following: The accumulated image includes display items related to the predetermined function, The aforementioned reception process accepts the execution of the predetermined function when an operation input is made for the display item. The program according to claim 12.

14. The aforementioned acceptance process accepts the execution of the predetermined function on the condition that the accumulated amount of the functional parameters is equal to or greater than a predetermined amount. The program according to claim 13.

15. The second display control process causes the display of the display item to be displayed differently depending on whether the accumulated amount of the functional parameter is equal to or greater than a predetermined amount. The program according to claim 14.

16. The aforementioned provision process includes a process for adding a third game element related to the game, The program according to claim 13.

17. The aforementioned storage process reduces the amount of storage of the function parameters, provided that the execution of the predetermined function has been accepted. The program according to claim 13.

18. The aforementioned storage process, on the condition that the execution of the predetermined function has been accepted, returns the amount of storage of the function parameter to its initial value. The program according to claim 17.

19. A game device that runs a game featuring characters, Event triggering means, A detection means for detecting an operation input for the aforementioned event, Based on the operation input for the aforementioned event, a storage means for accumulating functional parameters for executing a predetermined function, Equipped with, The aforementioned event includes a first event that collects a first game element generated from the character being controlled, based on the operation input to the aforementioned event. The storage means stores a first amount of the function parameter when the first elapsed time from the occurrence of the first event to the detection of an operation input for the first event exceeds a first threshold, and stores a second amount of the function parameter when the first elapsed time falls below the first threshold.

Citation Information

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