TW202014232A - Program, game device, and game system - Google Patents
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
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Abstract
Description
本發明係關於一種程式、遊戲裝置及遊戲系統,尤其是關於一種實現玩家間之對戰遊戲之電子遊戲。The invention relates to a program, a game device and a game system, in particular to an electronic game that realizes a game of battle between players.
具有如下電腦系統,即,玩家基於獲取之遊戲卡登錄角色,實現使所登錄之複數個角色出現之對戰遊戲(專利文獻1)。 [先前技術文獻] [專利文獻]It has a computer system in which a player logs in a character based on the acquired game card, and realizes a battle game in which a plurality of registered characters appear (Patent Document 1). [Prior Technical Literature] [Patent Literature]
[專利文獻1]日本專利特開2012-176269號公報[Patent Document 1] Japanese Patent Laid-Open No. 2012-176269
[發明所欲解決之問題][Problems to be solved by the invention]
然而,關於如專利文獻1所記載之對戰遊戲,考慮到與能夠獲取遊戲卡之期間或獲取數、或遊戲時間或遊戲次數成比例之成長(培育)要素之存在,可能成為對長時間玩遊戲之玩家有利之展開。其結果為,難以於對等之條件下進行對戰遊戲,剛開始遊戲之玩家或遊戲頻度不高之玩家等有可能會對遊戲失去興趣。However, with regard to the battle game described in
本發明之目的在於提供一種無論遊戲狀況如何,均確保對戰遊戲中之平等之趣味體驗的程式、遊戲裝置及遊戲系統。 [解決問題之技術手段]An object of the present invention is to provide a program, game device, and game system that ensure an equal and fun experience in a battle game regardless of the game situation. [Technical means to solve the problem]
本發明之程式使實現對戰遊戲之電腦執行:關於進行對戰遊戲之第1玩家與第2玩家之各者,取得參與對戰遊戲之進展控制之遊戲資訊的處理;以及以基於第1玩家之遊戲資訊與第2玩家之遊戲資訊而實現對戰遊戲之方式進行控制的處理;且以第1玩家之遊戲資訊與第2玩家之遊戲資訊不同作為條件,以變更第1玩家之遊戲資訊及第2玩家之遊戲資訊之至少任一者之方式進行調整,以基於該調整後之遊戲資訊而實現對戰遊戲的方式進行控制。 [發明之效果]The program of the present invention enables execution of a computer that implements a battle game: regarding the processing of game information for each of the first player and the second player who are engaged in the battle game to obtain progress control of participating in the game; and based on the game information of the first player The control process of the game with the game information of the second player is controlled; and the game information of the first player is different from the game information of the second player as a condition to change the game information of the first player and the game information of the second player The method of at least any one of the game information is adjusted to control the way the game is played based on the adjusted game information. [Effect of invention]
藉由此種構成,根據本發明,無論遊戲狀況如何,均可確保對戰遊戲中之平等之趣味體驗。With such a configuration, according to the present invention, regardless of the game situation, an equal and fun experience in the battle game can be ensured.
[實施形態] 以下,參照圖式,對本發明例示之實施形態進行詳細說明。再者,以下說明之一實施形態係說明對作為遊戲系統之一例之如下遊戲系統應用本發明之示例,該遊戲系統包括:遊戲裝置,其基於與遊戲用物品建立對應之資訊,進行玩家間所進行之對戰遊戲之進展控制;及遊戲伺服器,其進行該對戰遊戲之匹配及調整。但是,本發明可應用於能夠執行供複數個玩家參加進行之對戰遊戲之任意機器。[Embodiment] Hereinafter, the embodiments of the present invention will be described in detail with reference to the drawings. Furthermore, one embodiment described below is an example in which the present invention is applied to the following game system as an example of a game system. The game system includes a game device that performs player-to-player exchange based on information corresponding to game items. The progress control of the game played; and the game server, which performs matching and adjustment of the game. However, the present invention can be applied to any machine capable of executing a battle game in which a plurality of players participate.
本實施形態之遊戲裝置中能夠取得資訊之遊戲用物品設為以下兩種而進行說明。一種為玩家卡(玩家識別卡),其構成為,藉由進行資訊取得,能夠使遊戲裝置中執行反映與玩家卡建立對應之下述玩家資訊之遊戲。另一種為遊戲卡,其構成為,藉由進行資訊取得,能夠使遊戲裝置中執行使與該卡建立對應之遊戲要素(例如角色)出現之遊戲。更詳細而言,遊戲卡分類為作為本發明之第1類別之遊戲用物品之飛行卡與作為本發明之第2類別之遊戲用物品之機體卡,該飛行卡係於遊戲中與作為飛行員(pilot)發揮功能之人物角色(飛行員角色)建立對應,該機體卡係與構成為能夠供該飛行員搭乘之機體角色建立對應。In the game device of this embodiment, the following items will be described as game items that can obtain information. One is a player card (player identification card), which is configured to enable the game device to execute a game that reflects the following player information associated with the player card by performing information acquisition. The other type is a game card, which is configured to enable a game device to execute a game in which a game element (for example, a character) corresponding to the card appears by acquiring information. In more detail, the game cards are classified into flight cards as the game items of the first category of the present invention and body cards as the game items of the second category of the present invention. The flight cards are used in the game and as pilots ( pilot) The persona (pilot persona) that functions is associated with each other, and the body card is associated with the body role that can be used by the pilot.
本實施形態中,關於2種遊戲用物品,分別設為物品本身被賦予經編碼化之資訊,且構成為藉由取得該資訊,而能夠取得實現遊戲裝置中之遊戲之各種處理所需之遊戲資訊,以此進行說明。即,對玩家卡及遊戲卡各者賦予之資訊可為能夠識別各卡或與該卡建立對應之玩家或角色等之資訊,於遊戲裝置或遊戲伺服器中,基於該資訊,參與遊戲之進展控制,進行執行遊戲所需之遊戲資訊之取得及構成。然而,本發明之實施並不限於此,亦可構成為將執行遊戲所需之遊戲資訊(構成該遊戲資訊之部分資訊)本身賦予至遊戲用物品而能夠取得。於該情形時,關於資訊隨遊戲次數或遊戲狀況而發生變化之玩家卡,可構成為能夠重寫已被賦予之資訊。In the present embodiment, two types of game items are assumed to have encoded information given to the items themselves, and are configured to be able to obtain games necessary for realizing various processing of games in the game device by obtaining the information Information to explain. That is, the information given to each of the player card and the game card can be information that can identify each card or the player or character corresponding to the card, etc., in the game device or game server, based on the information, participate in the progress of the game Controlling, acquiring and configuring game information necessary to execute the game. However, the implementation of the present invention is not limited to this, and it may be configured that the game information (a part of the information constituting the game information) necessary for the execution of the game is given to the game item and can be obtained. In this case, the player card whose information changes according to the number of games or the game situation may be configured to be able to rewrite the information already given.
又,關於詳細情況將於下文敍述,基於對遊戲用物品賦予之資訊取得之遊戲資訊於玩家卡與遊戲卡中設為不同者。關於玩家卡取得之資訊係唯一地識別玩家之資訊,且係能夠取得與其建立對應地進行管理之玩家資訊之資訊。另一方面,關於遊戲卡取得之資訊係唯一地特定出與該遊戲卡建立對應之角色之資訊,且係能夠取得針對該角色進行管理之角色資訊之資訊。本實施形態中,將對遊戲用物品之資訊附加設為藉由印刷將轉換所賦予之資訊所得之編碼附加至物品表面而進行,以此進行說明。In addition, the details will be described below, and the game information obtained based on the information given to the game item is set to be different between the player card and the game card. The information obtained about the player card is the information that uniquely identifies the player, and is the information that can obtain the player information that is managed correspondingly with it. On the other hand, the information obtained on the game card uniquely specifies the information of the character corresponding to the game card, and can obtain the information of the character information managed for the character. In the present embodiment, the description will be made by adding the information to the game article as the code obtained by printing the information given by the conversion to the surface of the article.
對於玩家卡,將例如能夠唯一地識別該卡或玩家之包含玩家ID之可見編碼如圖4(a)所示賦予至背面。本實施形態之遊戲裝置中,玩家卡儲存用以識別玩家之資訊(玩家ID),藉由該玩家ID,可取得關於該玩家所進行之遊戲歷程、進行狀況、戰績等包含遊戲狀況之玩家資訊。因此,玩家可藉由在遊戲時自玩家卡取得資訊,而進行延續過去已進行之遊戲狀況之繼續遊戲。又,本實施形態之遊戲中,於得分排行榜顯示時或遊戲中,設置有作為玩家之分身使用之虛擬化身(avatar)角色,該虛擬化身角色之資訊亦包含於玩家資訊。For a player card, for example, a visible code including a player ID that can uniquely identify the card or player is given to the back as shown in FIG. 4(a). In the game device of this embodiment, the player card stores information for identifying the player (player ID), and the player ID can be used to obtain information about the player's game history, progress status, record, etc., including the game status. . Therefore, by acquiring information from the player card during the game, the player can continue the game by continuing the game conditions that have been played in the past. In addition, in the game of the present embodiment, when the score leaderboard is displayed or in the game, an avatar character used as a player's avatar is provided, and the information of the virtual avatar character is also included in the player information.
另一方面,對於遊戲卡,將例如包含能夠唯一地識別該卡之卡ID、及唯一地特定出與該卡建立對應之遊戲要素即角色之角色ID的編碼以能夠基於該編碼判別哪一面與載置面相接之方式賦予至正面及背面各者。如下所述,本實施形態之遊戲裝置100中,藉由在載置面板上對複數個遊戲卡進行移動操作,能夠實現關於遊戲之操作輸入,因此將構成為以較少之運算量便可檢測出位置、旋轉及移動之至少任一者之形態之二維碼印刷至遊戲卡。又,遊戲卡係以能夠視認到建立對應之角色之方式印刷該角色之角色圖像而構成者,提供關於遊戲內容之物品收集之趣味要素。因此,本實施形態中,對遊戲卡之編碼之印刷如圖4(b)所示設為藉由以無損物品之美觀之方式使用不可見墨水而進行。再者,本實施形態中,將與遊戲卡建立對應之遊戲要素設為飛行員角色與機體角色而進行說明,但本發明之實施並不限於此,當然,與遊戲卡建立對應之遊戲要素亦可為裝備、發動效果等其他要素。On the other hand, for a game card, for example, a code including a card ID that can uniquely identify the card and a character ID that uniquely identifies a game element corresponding to the card, so that it can be judged based on the code The way in which the mounting surfaces meet is given to each of the front and back. As described below, in the
又,本實施形態中,將構成為能夠供遊戲裝置取得資訊之遊戲用物品設為玩家卡及遊戲卡而進行說明,但只要為構成為能夠取得建立對應之資訊之物品,則遊戲用物品並不限於該等。例如,如遊戲卡般遊戲要素相關聯之遊戲用物品只要為構成為能夠特定出與該物品建立對應之遊戲要素之物品,則亦可為具有遊戲要素之外觀之人偶、玩具、鍵座等造形物。於遊戲用物品為造形物之情形時,用於取得各遊戲資訊之資訊可為能夠自該造形物之內部之記錄媒體、或附於該造形物之塗裝、標籤、印字等外觀之一部分取得。又,遊戲用物品不僅可為造形物,而且可為玩家卡或遊戲卡以外之紙媒體或標籤等任意物品。Moreover, in this embodiment, the game items configured to be able to obtain information from the game device are described as player cards and game cards. However, as long as the items are configured to obtain corresponding information, the game items are combined. Not limited to these. For example, as long as the game item associated with the game element like a game card is configured to identify the game element corresponding to the item, it can also be a puppet, toy, key base, etc. having the appearance of the game element Shaped objects. In the case where the game article is a shaped article, the information used to obtain the information of each game may be obtained from a part of the appearance of the recording medium inside the shaped article or the paint, label, printing, etc. attached to the shaped article . In addition, the game article may not only be a shaped article, but also an arbitrary article such as a paper card or a label other than a player card or a game card.
《遊戲系統之構成》 此處,使用圖1對本發明之實施形態之遊戲系統之系統構成進行說明。"Composition of Game System" Here, the system configuration of the game system according to the embodiment of the present invention will be described using FIG. 1.
如圖所示,遊戲系統構成為,藉由經由網路300,遊戲伺服器200與複數個遊戲裝置100各者能夠進行通信。本實施形態之系統中,對戰遊戲藉由如下方式實現,即,玩家於同一時期在2台遊戲裝置100中進行對戰遊戲開始之操作,以此為契機,遊戲伺服器200進行該等玩家(遊戲裝置100)之匹配。當然,能夠經由網路300連接於遊戲伺服器200之遊戲裝置100並不限於如圖所示之2台。遊戲伺服器200如下所述,構成為能夠管理使用遊戲裝置100進行之遊戲、及進行遊戲之玩家之各種資訊。As shown in the figure, the game system is configured so that the
<遊戲裝置100之構成>
首先,使用圖2之方塊圖對遊戲裝置100之功能構成進行說明。<Configuration of
控制部101例如為CPU(Central Processing Unit,中央處理單元),控制遊戲裝置100所具有之各區塊之動作。具體而言,控制部101例如藉由讀出記錄媒體102中記錄之各區塊之動作程式,於記憶體103中展開並執行,而控制各區塊之動作。The
記錄媒體102例如為非揮發性記憶體或HDD(Hard Disk Drive,硬碟驅動器)等能夠永久性保持資料之記錄裝置。記錄媒體102除記憶遊戲裝置100所具有之各區塊之動作程式以外,亦記憶各區塊之動作中所需之參數等資訊、或遊戲裝置100執行之遊戲所使用之各種圖形資料。記憶體103例如為揮發性記憶體等用於暫時之資料記憶之記憶裝置。記憶體103不僅用作各區塊之動作程式之展開區域,而且亦用作暫時記憶各區塊之動作中輸出之資料等之儲存區域。The
支付檢測部104檢測到於遊戲裝置100中進行了等價支付。等價支付例如可藉由檢測到硬幣之投入口已被投入規定金額之硬幣或相當之遊戲幣、或者基於與規定之電子貨幣之晶片之通信的決算處理完成等而進行判斷。本實施形態之遊戲裝置100係設為基於等價支付而開始伴有向玩家提供遊戲卡之服務而進行說明,但等價支付並非必要條件,亦可基於規定之開始指示而開始服務。The
提示控制部107負責遊戲裝置100中之對玩家之各種資訊提示之控制。本實施形態之遊戲裝置100中,作為對玩家之各種資訊提示之機構,設為具有進行圖像(遊戲畫面、選單畫面等)顯示之第1顯示部120及第2顯示部130、進行聲頻輸出之聲頻輸出部140者而進行說明,但資訊提示之機構並不限於該等,當然可進行替代或追加。The
提示控制部107例如包含GPU(Graphics Processing Unit,圖形處理器)等繪圖裝置,於欲產生使第1顯示部120及第2顯示部130顯示之畫面時進行規定之繪圖處理。具體而言,提示控制部107於遊戲裝置100之運轉中(遊戲中或等待狀態中),基於藉由控制部101進行之處理或命令,對所需之繪圖用物件執行適當之運算處理,進行畫面之繪圖。所產生之畫面被輸出至可為與遊戲裝置100為同一殼體內、或可裝卸地連接於遊戲裝置100之外部之顯示裝置的第1顯示部120或第2顯示部130,顯示於規定之顯示區域中,藉此對玩家進行提示。The
本實施形態之遊戲裝置100具有顯示遊戲畫面之如圖1所示之2種顯示裝置(第1顯示部120及第2顯示部130),提示控制部107針對各者進行遊戲畫面之產生。如圖所示,本實施形態中,第2顯示部130於其顯示區域上具有能夠供載置遊戲卡之板面(載置面板131)而構成。玩家於遊戲中之角色操作之順序(作戰階段)中,可藉由對載置面板131上載置之遊戲卡進行移動操作,而進行角色動作之一部分操作輸入。載置面板131上載置之遊戲卡於各順序中,進行資訊取得或狀態檢測。The
再者,本實施形態之第2顯示部130構成為,能夠一面顯示要變遷之遊戲畫面,一面使下述取得部105取得附於載置面板131上載置之遊戲卡之不可見編碼。例如,於第2顯示部130為液晶顯示裝置之情形時,只要設為如下構成即可,即,於載置面板131之下層設置有透光性液晶面板層與導光層,將光源配置於導光層之周圍(側面),於第2顯示部130之底面不具有成為遮蔽物之外殼。藉此,取得部105中所包含之未圖示之攝像部可自第2顯示部130之背側(遊戲裝置100之殼體內部)獲取能夠擷取載置面板131上載置之物品之編碼之圖像。又,第2顯示部130之構成並不限於此,例如即便採用背面投影方式,亦可同樣地拍攝到能夠擷取載置面板131上載置之遊戲卡之編碼之圖像。In addition, the
又,提示控制部107例如包含共振板或放大器等進行聲頻信號之輸出/放大之電路,於產生自聲頻輸出部140輸出之聲頻時進行規定之處理。具體而言,提示控制部107例如藉由基於預先記錄於記錄媒體102中之聲頻資料,確定同時進行輸出之聲頻資料,並將其轉換(D/A轉換)成電氣聲頻信號而輸出至聲頻輸出部140,從而進行聲頻輸出。聲頻輸出部140可為規定之揚聲器等,輸出基於所輸入之聲頻信號之聲波。In addition, the
取得部105針對本實施形態之遊戲裝置100相應於等價支付而提供遊戲體驗之遊戲,進行2種用途之資訊取得。The obtaining
一種用途係提供繼續遊戲之趣味要素之用途,經由讀卡器160進行附於玩家卡之資訊(玩家ID)之取得,自遊戲伺服器200取得與該資訊建立對應之玩家資訊,儲存至例如記憶體103。此時,讀卡器160藉由讀取以可見墨水附於玩家卡之編碼而進行資訊取得,輸出至取得部105。One use is to provide a fun element to continue the game, to obtain the information (player ID) attached to the player card through the
如圖8(a)所示,玩家資訊係與識別玩家(玩家卡)之玩家ID801建立關聯,而對表示玩家所登錄之虛擬化身角色之各種資訊之虛擬化身資訊802、及關於使用該玩家卡進行之遊戲表示其歷程、進行狀況、戰績等遊戲狀況之遊戲狀況資訊803進行管理。此處,本實施形態之遊戲系統中,將1個虛擬化身角色之資訊與玩家資訊建立關聯,虛擬化身資訊802中包含:虛擬化身名811、用以規定虛擬化身角色之外觀的外觀資訊812、表示相應於使用該虛擬化身角色之遊戲狀況而變化之虛擬化身角色之等級(虛擬化身等級)之等級資訊813、及表示對玩家賦予之裝備或效果(能夠應用於虛擬化身角色、機體角色、飛行員角色)等之附加資訊814。As shown in FIG. 8(a), the player information is associated with the
另一種用途係遊戲中進行之操作輸入用途,取得附於載置面板131上載置之遊戲卡之資訊,又,一面分別識別遊戲卡一面對其位置、旋轉及移動之至少任一者進行檢測。此時,取得部105例如包含如上所述自背側拍攝第2顯示部130之攝像部,藉由對利用攝像所取得之圖像應用規定之運算而讀取以不可見墨水附於各卡之編碼,藉此進行資訊取得,輸出至取得部105。取得部105關於自遊戲卡取得之資訊(包含特定出建立對應之角色之角色ID),除自下述角色DB106取得與該資訊建立對應之角色資訊以外,儲存至例如記憶體103中作為使用卡資訊。The other purpose is the operation input purpose in the game, to obtain the information of the game card attached to the placement panel 131, and to separately identify the game card and detect at least any one of its position, rotation and movement . At this time, the
詳細情況將於下文敍述,使用卡資訊係針對每個遊戲卡,例如圖8(b)所示,與該卡之卡ID821及角色ID822建立關聯,而對自下述角色DB106取得之相應之角色(與該卡建立對應之角色)之遊戲參數823、繪圖用資訊824、聲頻資料825、及表示載置面板131上之狀態(位置、旋轉及移動之至少任一者)之檢測資訊826進行管理。The details will be described below. The card usage information is for each game card, such as shown in FIG. 8(b), and is associated with the card ID821 and character ID822 of the card, and the corresponding character obtained from the following character DB106 (Character corresponding to the card)
再者,本實施形態之遊戲裝置100中,設置有讀卡器160與載置面板131,且相應於用途或卡之種類而將進行資訊取得之區塊設為不同,而進行說明,但本發明之實施並不限於此,進行資訊取得之區塊可共通。In addition, in the
角色DB106係管理關於作為遊戲中出現者預先設定之角色之各者之資訊(角色資訊)之資料庫。關於本實施形態之遊戲裝置100所提供之遊戲,於1次遊戲之遊戲中可出現複數個角色。遊戲裝置100中,玩家於遊戲時使用遊戲卡之情形時,能夠使用(操作)與該卡建立對應之角色作為例如玩家之使用角色出現於遊戲中。The
對1個角色進行管理之角色資訊可具有例如圖8(c)所示之資料構成。如圖所示,角色資訊包含:繪圖用資訊832,其包含用於與唯一地特定出角色之角色ID831建立關聯而使該角色出現於遊戲中時之畫面產生之圖形資料等;聲頻資料833,其同樣地用於聲頻提示;及遊戲參數834,其除記載有作為本發明之參照資訊之一例之角色之名稱、屬性等以外,亦記載有預先設定之體力(耐久力)、攻擊力、防禦力、發動技能、特殊技能等要素固有之能力。遊戲參數834係使角色出現之遊戲中加以參照之參與遊戲之進展控制之資訊,藉由使用該資訊,進行所提供之遊戲之進展控制。The role information for managing one role may have the data structure shown in FIG. 8(c), for example. As shown in the figure, the character information includes: drawing
本實施形態中,對作為遊戲中出現者設置之角色分別分配與建立對應之遊戲卡於遊戲中之稀少度(根據使用該遊戲卡之情形時之遊戲進行中之優勢性、該遊戲卡之製造數等規定之參數)對應之稀有度(rarity),遊戲參數834包含由相應之角色ID所決定之稀有度之資訊。稀有度例如可按照稀少度由低變高之順序設置有普通(C)、稀有(R)、非常稀有(Master rare)(M)、極其稀有(Perfect rare)(P)、活動卡(CP)、神秘卡(secret)(SEC)、紀念卡(ANNIV)等,針對每一角色ID進行設定。此處,當然亦針對同一角色提供複數種遊戲卡,因此稀有度係針對與遊戲卡建立對應之每一角色ID而決定。又,本實施形態之遊戲中,為了簡單起見,設定有稀有度越高(稀少度越高)之角色越有利於遊戲之進行之遊戲參數。In this embodiment, the roles set as the players appearing in the game are assigned and established correspondingly the rarity of the game card (according to the situation in which the game card is used, the advantage of the game in progress, the manufacture of the game card Parameters such as numbers) corresponding to the rarity, the
再者,本實施形態中,設為角色DB106中儲存圖形資料或聲頻資料,角色資訊包含該等資料而進行說明,但本發明之實施並不限於此。角色資訊亦可包含表示相應之資料之儲存位置之資訊。In addition, in this embodiment, it is assumed that the
又,本實施形態中,於角色DB106中,將角色ID與對各角色進行管理之角色資訊建立關聯,基於由取得部105自遊戲卡取得之角色ID,自角色DB106取得關於與該卡建立對應之角色之遊戲之進展控制所需之各種資訊,藉此構成使用卡資訊而能夠進行登錄,以此進行說明,但本發明之實施並不限於此。即,附於遊戲卡之遊戲資訊並非僅具有用以特定出角色ID等遊戲之進展控制所需之各種資訊之資訊而構成者,亦可包含遊戲之進展控制所需之各種資訊而構成。In this embodiment, in the
又,雖省略詳細情況,但於角色DB106中,用以與表示虛擬化身角色之角色ID建立關聯地構成虛擬化身之外觀之圖形資料或虛擬化身用聲頻資料可作為繪圖用資訊832及聲頻資料833進行管理。藉此,提示與玩家卡建立對應之虛擬化身角色時所需之資訊亦可自角色DB106取得而構成。Although details are omitted, in the
提供控制部108以針對基於等價支付之1次遊戲,通常提供1張遊戲卡之方式進行控制。由遊戲裝置100提供之遊戲卡係例如提供規定之遊戲(對操作角色進行操作之遊戲部)之遊戲順序開始前所提供之、即附有基本上不取決於遊戲內容而針對每個卡預先設定之(固定之)資訊之遊戲卡。卡提供部150例如為卡分配器,可為具有於鉛直方向上堆積遊戲卡之未圖示之堆積器,且具有根據由提供控制部108實施之提供命令提供一張保持於堆積器最下部之遊戲卡之機構之構成。所提供之遊戲卡於卡提供部150內置於與遊戲裝置100同一殼體內之情形時,可藉由自遊戲裝置100之外部引導至能夠進行存取之取出口151(參照圖1)而提供給玩家。自本實施形態之遊戲裝置100提供之遊戲卡為預先印刷製造之現成卡,固定地形成有印刷於遊戲卡表面之角色圖像或參數等設計。The
再者,本實施形態之遊戲裝置100係設為提供預先於工廠等進行印刷、發行之具有固定設計之現成卡者而進行說明,所提供之遊戲卡亦可為藉由所謂即需即印而能夠靈活地變更設計者。於該情形時,卡提供部150係對規定之紙媒體進行印刷之印刷裝置,只要將構成具有例如相應於遊戲之進行而由玩家或抽選處理所選擇之角色之角色ID的遊戲資訊,且藉由將其以遊戲卡用轉換方式進行轉換而獲得之編碼印刷至遊戲卡即可。In addition, the
另一方面,本實施形態之遊戲裝置100中提供之遊戲藉由使用玩家卡,能夠實現包含持續性趣味要素之提供之遊戲,但並未規定必須使用玩家卡。因此,本實施形態中,玩家卡並非由遊戲裝置100提供,例如設為商店配給物或商品附錄等所提供之所謂促銷(促進銷售)物、或以單獨體之形式銷售者而進行說明。然而,本發明之實施並不限於此,當然,亦可為玩家卡由遊戲裝置100提供之構成。On the other hand, the game provided in the
操作輸入部109係例如方向輸入用操作構件或決定輸入用操作構件或各種感測器等遊戲裝置100所具有之使用者介面。操作輸入部109若檢測到已進行對操作構件之操作輸入,則將與該操作輸入對應之控制信號輸出至控制部101。再者,本實施形態中,遊戲裝置100設為具備各種介面作為物理操作構件者而進行說明,例如亦可包含對在第2顯示部130之畫面上進行之觸控輸入進行檢測之觸控輸入檢測感測器等。The
通信部110係與遊戲裝置100所具有之外部裝置之通信介面。通信部110可經由可為網際網路等通信網或連接機器間之纜線的網路300(有線、無線均可)而與外部裝置連接,從而能夠進行資料之收發。通信部110例如將作為發送對象輸入之資訊轉換成規定形式之資料,經由網路300發送至遊戲伺服器200等外部裝置。The
<遊戲伺服器200之構成>
其次,使用圖3之方塊圖對遊戲伺服器200之功能構成進行說明。再者,於本實施形態之遊戲伺服器200中,不具有圖3之方塊圖中以虛線表示之構成。再者,以下說明中,關於遊戲裝置100與遊戲伺服器200中實現相同之功能之構成要素,對後者標附「伺服器」之前綴文字而嚴格區分。<Structure of
伺服器控制部201例如為CPU,控制遊戲伺服器200所具有之各區塊之動作。具體而言,伺服器控制部201藉由讀出例如伺服器記錄媒體202中記錄之各區塊之動作程式,於伺服器記憶體203中展開並執行而控制各區塊之動作。The
伺服器記錄媒體202例如為非揮發性記憶體或HDD等能夠永久性地保持資料之記錄裝置。伺服器記錄媒體202除記憶遊戲伺服器200所具有之各區塊之動作程式以外,亦記憶各區塊之動作中所需之參數等資訊。伺服器記憶體203例如為揮發性記憶體等用於暫時之資料記憶之記憶裝置。伺服器記憶體203不僅用作各區塊之動作程式之展開區域,而且亦用作暫時記憶各區塊之動作中輸出之資料等之儲存區域。The
玩家資訊DB204係關於流通之玩家卡之各者管理上述玩家資訊之資料庫。玩家資訊例如於在遊戲裝置100中使用玩家卡進行遊戲之情形時,使用附於該玩家卡之玩家ID進行登錄,而被管理。由玩家資訊DB204管理之玩家資訊於在遊戲裝置100中使用玩家卡執行遊戲之情形時,讀出具有與附於該玩家卡之玩家ID相同之玩家ID者,經由網路300自遊戲伺服器200取得。The player information DB204 is a database that manages the player information for each player card in circulation. The player information is registered using the player ID attached to the player card, for example, when the
匹配部205於在遊戲裝置100中進行下述對戰遊戲之遊戲請求之情形時,特定出同樣地進行對戰遊戲之遊戲請求之遊戲裝置100,從而實現該等遊戲裝置100間之對戰遊戲。即,匹配部205進行如下處理:於同一時間檢測出期望對戰遊戲之玩家,決定其中之2人玩家作為參加1個對戰遊戲之玩家。The
調整部206於在玩家間進行之對戰遊戲時,對參與至少任一玩家之遊戲之進展控制之資訊進行調整。詳細情況將於下文敍述,但於本實施形態之遊戲系統中,調整部206於進行特定規格之對戰遊戲之情形時,視需要進行參與遊戲之進展控制之資訊之調整。The
伺服器通信部207係與遊戲伺服器200所具有之外部裝置之通信介面。伺服器通信部207可經由可為網際網路等通信網或連接機器間之纜線的網路300(有線、無線均可)而與外部裝置連接,從而能夠進行資料之收發。伺服器通信部207將例如作為發送對象輸入之資訊轉換成規定形式之資料,經由網路300發送至遊戲裝置100等外部裝置。又,伺服器通信部207若經由例如網路自外部裝置接收資訊,則將該資訊解碼,儲存至伺服器記憶體203。The
再者,本實施形態中,設為於經由網路300連接之複數台遊戲裝置100之間進行供複數個玩家參加之對戰遊戲,而進行說明,但本發明之實施並不限於此。即,並不限於參加對戰遊戲之玩家分別使用不同之遊戲裝置100之態樣,例如於構成為在1台遊戲裝置100中能夠進行複數人玩家之對戰遊戲之態樣中,亦可實施本發明。於該情形時,遊戲伺服器200之匹配部205及調整部206所執行之功能亦可設置於遊戲裝置100。In addition, in this embodiment, it is assumed that a plurality of
又,進而,關於本實施形態之遊戲系統,設為無論於在哪一遊戲裝置100中使用玩家卡之情形時,均以能夠提供持續性遊戲之趣味要素之方式,於遊戲伺服器200中進行玩家卡之玩家資訊之管理,從而進行說明,但本發明之實施並不限於此。即,於在遊戲裝置100單獨體中實現複數個玩家參加之對戰遊戲之態樣中,玩家卡以能夠重寫資訊之方式構成,藉由對玩家卡賦予玩家資訊,不使用遊戲伺服器200,而使用遊戲裝置100單獨體即可實施本發明。又,於將使用玩家卡之持續性遊戲之趣味要素之提供限定為1個遊戲裝置100(僅於同一遊戲裝置100中,玩家能夠進行延續上一次之遊戲之遊戲)之態樣中,藉由對各遊戲裝置100設置玩家資訊DB204而管理玩家資訊,同樣能夠實施本發明。Furthermore, the game system of the present embodiment is set to be performed in the
《遊戲之概要》
以下,對在本實施形態之遊戲系統中向利用遊戲裝置100之玩家提供遊戲體驗之遊戲進行說明。遊戲係基於自玩家卡及遊戲卡取得之資訊及操作輸入而實施進展控制。又,遊戲構成為,至少能夠使用經由如上所述之網路300連接之複數台遊戲裝置100,於2人玩家間進行對戰遊戲。對戰遊戲可具有複數個遊戲模式,於各遊戲模式下提供不同趣味之對戰遊戲。"Summary of the Game"
Hereinafter, a game that provides a game experience to players using the
本實施形態之遊戲中,對戰遊戲基本上係關於玩家之各者,使用遊戲卡以卡包之形式登錄3個機體角色與3人之飛行員角色,藉此以該等角色作為操作對象而進行遊戲。此處,為了使說明簡單,設為於1人玩家進行對戰遊戲時,使用6張遊戲卡以卡包之形式登錄該等遊戲角色(操作角色)而進行說明,但本發明之實施並不限於此。即,於玩家未持有所需數量之遊戲卡之情形等時,不足之角色可不基於自遊戲卡之資訊取得,例如藉由將自預先設定之角色群利用抽選處理所選擇之相應角色登錄至卡包中而進行補充。又,例如登錄至卡包之角色數未必限於此,於本實施形態之遊戲中,若機體角色與飛行員角色之數量相同,則即便各角色未達3個,亦可構成卡包。In the game of this embodiment, the battle game is basically about each of the players, using the game card to register three body characters and three pilot characters in the form of card packs, thereby playing the game with these characters as operation objects . Here, in order to simplify the description, it is assumed that when one player plays a game, six game cards are used to register these game characters (operating characters) in the form of card packs, but the implementation of the present invention is not limited to this. That is, in the case where the player does not hold the required number of game cards, etc., the insufficient characters may not be obtained based on the information from the game cards, for example, by registering the corresponding characters selected from the pre-set character group by lottery processing to Supplement in the card package. In addition, for example, the number of characters registered in the card pack is not necessarily limited to this. In the game of the present embodiment, if the number of body characters and pilot characters are the same, the card pack can be formed even if there are less than three characters.
又,本實施形態之遊戲中,構成為,玩家藉由使用玩家卡進行遊戲,能夠使與該玩家卡建立對應之虛擬化身角色成長。虛擬化身角色雖然參與對戰遊戲之進展控制,但不成為直接之操作對象,而作為指揮由卡包構成之團隊之遊戲要素發揮功能。In addition, in the game of the present embodiment, the player is configured to grow a virtual avatar character corresponding to the player card by playing the player card. Although the avatar character participates in the control of the progress of the battle game, it does not become a direct operation object, but functions as a game element for directing the team composed of card packs.
更詳細而言,本實施形態之遊戲中,為了維持繼續進行遊戲之玩家之興趣,構成為,基本上對應於隨著直至目前所進行之遊戲的遊戲次數或戰績等遊戲狀況而成長之虛擬化身角色之等級,將卡包之角色之遊戲參數上調。即,構成為,遊戲以虛擬化身角色之等級越高,登錄至卡包之角色之遊戲參數越有利於遊戲進行之方式調整,因此例如可達成多樣之任務、可於對戰遊戲等中獲得好成績等向玩家提供之趣味要素增多。In more detail, in the game of the present embodiment, in order to maintain the interest of the player who continues to play the game, it is configured to basically correspond to a virtual avatar that grows with the game situation such as the number of games or the record of the game played so far. The character level increases the game parameters of the card pack character. That is to say, the higher the level of the game's avatar character, the more the game parameters of the character registered in the card package are more conducive to the way the game is adjusted. Therefore, for example, various tasks can be achieved, and good results can be obtained in the battle game More interesting elements are provided to players.
因此,本實施形態之遊戲系統中提供之遊戲係根據基於玩家卡取得之玩家資訊、及基於各種遊戲卡取得之角色資訊而進行進展控制。Therefore, the games provided in the game system of the present embodiment perform progress control based on player information obtained based on player cards and character information obtained based on various game cards.
另一方面,關於此種態樣,即便進行對戰遊戲,對於如上所述遊戲次數較少之玩家等,亦難以填補影響遊戲參數之虛擬化身角色之等級差異,於進行具有此種差異之匹配之情形時,當然可能變得不利。又,例如設定有較高稀有度之遊戲卡(稀少之遊戲卡)一般會對建立對應之角色設定有利於遊戲進行之遊戲參數,因此即便進行對戰遊戲之玩家之遊戲次數為雙方同等,根據是否更多地獲取了此種遊戲卡,亦可確定卡包本身之優劣。即,即便僅設置複數個玩家能夠參加之對戰遊戲,亦有在玩家間不成為對等條件之可能性,結果有可能降低一玩家對遊戲之興趣。On the other hand, regarding this aspect, even if the game is played, it is difficult for the players with a small number of games as described above to fill in the level differences of the virtual avatar characters that affect the game parameters. The situation may of course become unfavorable. In addition, for example, setting a game card with a higher rarity (rare game card) generally sets game parameters that are conducive to the game for establishing the corresponding character, so even if the number of games played by players playing the game is equal for both sides, depending on whether or not By acquiring more such game cards, you can also determine the pros and cons of the card package itself. That is, even if only a plurality of players can participate in the game, there is a possibility that the players will not become equal conditions, and as a result, it is possible to reduce one player's interest in the game.
因此,本實施形態之遊戲系統中,作為對於對戰遊戲所設置之複數個遊戲模式中之1個遊戲模式,設置降低玩家間可能產生之此種差異且提供對等條件下之對戰遊戲之「點數戰模式」。具體而言,於點數戰模式下,在虛擬化身角色之成長狀態(等級)存在差異之情形時,將該等級調整為同等(變更為同一等級值),且對角色之各者設置與稀有度對應之點數之概念,限制能夠登錄至卡包之角色之總點數。本實施形態中,例如圖5之表所示,根據對角色設置之稀有度為何者決定點數,將登錄至卡包之6個操作角色之點數之總和成為15規定為點數戰模式下對戰遊戲之必要條件。Therefore, in the game system of this embodiment, as one of the plurality of game modes set for the battle game, a setting is provided to reduce such differences that may occur between players and provide the "points" of the battle game under equivalent conditions. Counting mode". Specifically, in the point battle mode, when there is a difference in the growth status (level) of the avatar character, the level is adjusted to the same (change to the same level value), and each of the characters is set to be rare The concept of points corresponding to degrees limits the total points of characters who can log into the card pack. In this embodiment, for example, as shown in the table of FIG. 5, the points are determined according to the rarity of the characters set, and the sum of the points of the 6 operating characters registered in the card pack is 15 to be defined as the point battle mode The necessary conditions for the game.
再者,認為遊戲次數本身較少之玩家不會擁有充分數量之遊戲卡,難以構築包含較佳之6個操作角色在內之卡包,因此本實施形態中,點數戰模式之選擇能夠以例如虛擬化身角色之等級為規定值以上等關於玩家管理之遊戲狀況滿足規定之條件為必要條件。Furthermore, it is believed that players with fewer game times themselves will not have a sufficient number of game cards, and it is difficult to construct a card pack that includes the better 6 operating characters. Therefore, in this embodiment, the selection of the point battle mode can be The level of the virtual avatar character is above the prescribed value, etc. It is a necessary condition that the game conditions managed by the player satisfy the prescribed conditions.
《對戰遊戲處理》
使用圖6之流程圖對具有此種構成之本實施形態之遊戲系統之點數戰模式之對戰遊戲處理說明具體之處理。與該流程圖對應之處理可藉由使遊戲裝置100及遊戲伺服器200之各控制部(控制部101及伺服器控制部201)讀出例如記錄媒體中記憶之對應之處理程式,於記憶體中分別展開並執行而實現。"Handling Game"
The specific processing will be described using the flowchart of FIG. 6 to the game processing of the point game mode of the game system of this embodiment having such a configuration. The processing corresponding to this flowchart can be performed by causing each control unit (
再者,本對戰遊戲處理係設為例如於1個遊戲裝置100中決定點數戰模式下之對戰遊戲之執行時開始而進行說明。又,為了判定是否能夠進行點數戰模式之遊戲,於本對戰遊戲處理之前,取得來自利用遊戲裝置100之玩家之玩家卡之資訊(玩家ID),經由網路300將與該玩家ID建立對應之玩家資訊取入至遊戲裝置100中。In addition, the present battle game processing is assumed to be started when, for example, one
以下說明中,對1個遊戲裝置100與遊戲伺服器200之間進行之處理進行詳細說明,但應容易理解,於參加對戰遊戲之其他遊戲裝置100中,亦進行相同之處理。In the following description, the processing performed between one
S601中,控制部101開始卡包之操作角色之登錄處理。當開始登錄處理時,提示控制部107於控制部101之控制下,使指示將登錄至用於對戰遊戲之卡包之遊戲卡配置於載置面板131之遊戲畫面顯示於例如第1顯示部120。此時,遊戲畫面中可包含對遊戲卡之各稀有度分配之點數、卡包中能夠包含之遊戲卡之上限點數、卡包之剩餘點數(自最大點數減去已登錄之角色之總點數所得之數值;於開始時間點為0)之資訊。又,剩餘點數之資訊可於每次藉由其後之處理進行對卡包之角色登錄(對使用卡資訊之遊戲卡之資訊登錄)時更新。In S601, the
S602中,控制部101判斷是否已將尚未登錄至使用卡資訊之遊戲卡新載置於載置面板131。控制部101於判斷為已將尚未登錄至使用卡資訊之遊戲卡新載置於載置面板131之情形時,將處理移至S603,於判斷為未載置之情形時,移至處理S607。In S602, the
S603中,控制部101關於新載置之遊戲卡,基於取得部105所取得之角色ID之資訊,自角色DB106取得對應之角色資訊。In S603, the
S604中,控制部101參照與新載置之遊戲卡對應之角色資訊之遊戲參數834中所包含之稀有度之資訊,判斷當前載置於載置面板131之遊戲卡(包含重新載置之遊戲卡)之點數之總和是否超過上限點數。本步驟之判斷可藉由將已登錄至使用卡資訊之遊戲卡之點數之總和儲存至例如記憶體103,對其累計新載置之遊戲卡之點數而進行。控制部101於判斷為當前載置於載置面板131之遊戲卡之點數之總和超出上限點數之情形時,將處理移至S605,於判斷為未超出之情形時,將處理移至S606。In S604, the
S605中,提示控制部107於控制部101之控制下,提示卡包之總點數超出上限點數之通知、及促使變更所使用之遊戲卡之通知。且說,根據玩家,既可能存在未攜帶所有擁有之遊戲卡之情況,亦有以本身收斂於上限點數之總點數無法構成卡包之可能性。又,於對卡包登錄設定之時間內,亦有無法構築滿足點數之條件之卡包之可能性。本實施形態之遊戲系統中,於總點數未收斂於上限點數之情形時,藉由將至少一部分使用角色之遊戲參數下調而確保玩家間之平等性,從而能夠提供點數戰模式下之遊戲體驗。因此,於本步驟中提示之通知中,亦包含如下內容之通知:即便於卡包之總點數超出上限點數之情形時,亦能夠進行對戰遊戲之遊戲,但此時將遊戲參數下調。In S605, under the control of the
S606中,控制部101基於自新載置之遊戲卡取得之資訊及關於該遊戲卡取得之角色資訊,構成使用角色之資訊。,追加至使用卡資訊中。In S606, the
S607中,控制部101判斷是否已卸除載置於載置面板131之任一遊戲卡。控制部101於判斷為已卸除載置於載置面板131之任一遊戲卡之情形時,將處理移至S608,於判斷為未卸除之情形時,將處理移至S609。In S607, the
S608中,控制部101特定出已卸除之遊戲卡,自使用卡資訊刪除該遊戲卡之資訊。In S608, the
S609中,控制部101判斷是否滿足卡包登錄之結束條件。卡包登錄之結束條件可於經過對卡包登錄預先設定之時間之情形、或於已進行卡包確定之操作輸入之情形時滿足。控制部101於判斷為滿足卡包登錄之結束條件之情形時將處理移至S610,於判斷為不滿足之情形時將處理返回至S602。In S609, the
S610中,控制部101將關於1人玩家用於點數戰模式之對戰遊戲之進展控制之遊戲資訊與匹配請求一起經由通信部110發送至遊戲伺服器200。此處,遊戲資訊可包括於遊戲裝置100中進行對戰遊戲之玩家之玩家資訊與已被登錄之卡包之使用卡資訊。又,匹配請求包含唯一地特定出遊戲裝置100之機器ID之資訊。In S610, the
S611中,伺服器控制部201若接收匹配請求及遊戲資訊,則將當前為點數戰模式下匹配請求中之遊戲裝置100之資訊儲存至伺服器記憶體203。In S611, if the
S612中,匹配部205自當前為點數戰模式之匹配請求中之遊戲裝置100中,決定參加對戰遊戲之遊戲裝置100。參加對戰遊戲之遊戲裝置100之決定可依據例如資料通信速度、匹配請求時期等規定之決定基準進行。In S612, the
S613中,調整部206針對S205中所決定之參加對戰遊戲之2台遊戲裝置100,參照自各遊戲裝置100接收之遊戲資訊而進行調整處理。本實施形態之遊戲中,點數戰模式之調整係對卡包之角色全體之遊戲參數產生影響之虛擬化身角色之虛擬化身等級、及卡包中所包含之角色之遊戲參數之兩者進行調整。In S613, the
<調整處理>
以下,參照圖7之流程圖對本步驟中調整部206所進行之調整處理進行詳細說明。<Adjustment processing>
Hereinafter, the adjustment process performed by the
S701中,調整部206參照自參加對戰遊戲之2人玩家(參加玩家)所使用之遊戲裝置100中作為遊戲資訊接收之資訊中玩家資訊之等級資訊813,判斷虛擬化身角色之等級是否存在差異。調整部206於判斷為2人之參加玩家之虛擬化身角色之等級存在差異之情形時,將處理移至S702,於判斷為無差異之情形時,將處理移至S703。In S701, the
S702中,調整部206以參加玩家之虛擬化身角色之等級成為相同值之方式進行調整。本實施形態中,虛擬化身等級之調整設為以與較低之虛擬化身等級對應之形式進行。因此,調整部206將表示具有較高虛擬化身等級之虛擬化身角色之遊戲資訊之等級資訊813之值變更為由表示具有較低虛擬化身等級之虛擬化身角色之遊戲資訊之等級資訊813所表示之值而進行調整。該調整並非更新玩家資訊DB204中管理之對應之玩家資訊,而僅變更自此所進行之點數戰模式之對戰遊戲之遊戲資訊,為暫時性調整。In S702, the
再者,本實施形態中,設為於基於另一參加玩家之遊戲資訊中所包含之玩家資訊更新一參加玩家之遊戲資訊中所包含之玩家資訊時,對應於虛擬化身等級較低者而變更等級資訊813,從而進行說明,但本發明之實施並不限於此。即,遊戲資訊中所包含之玩家資訊之變更可以對應於虛擬化身等級較高者而變更等級資訊813之方式進行,可將兩者之等級資訊813調整為參加玩家之兩者之虛擬化身等級之平均值,亦可以成為固定之虛擬化身等級之方式調整雙方之等級資訊813。Furthermore, in this embodiment, when the player information included in the game information of one participating player is updated based on the player information included in the game information of another participating player, it is changed corresponding to the one with the lower level of the virtual avatar The
S703中,調整部206參照關於參加玩家之各者作為遊戲資訊接收之資訊中使用卡資訊之遊戲參數823,判斷卡包之總點數是否超出上限點數。調整部206於判斷為至少任一參加玩家之卡包之總點數超出上限點數之情形時,將處理移至S704,於判斷為兩參加玩家之卡包之總點數收斂於上限點數之情形時,完點數調整處理。In S703, the
S704中,調整部206根據超出上限點數之點數值下調總點數未收斂於上限點數之參加玩家之遊戲資訊中所包含之使用卡資訊之遊戲參數823。此處,成為遊戲參數823之調整之角色(遊戲卡)可為相應之卡包中所包含之角色之至少任一者。調整對象之角色例如於卡包登錄之完成時卡包之總點數超出上限點數時,可於遊戲裝置100中受理作為調整對象之角色之選擇,基於該選擇之資訊而決定。或者,可依照例如具有最高稀有度之角色、登錄至卡包之順序處於規定順序之角色、僅機體角色、僅飛行員角色等規定之基準,決定調整對象之角色。In S704, the
若如此進行調整處理,則於對戰遊戲處理之S614中,伺服器控制部201將兩參加玩家之調整後之遊戲資訊經由伺服器通信部207發送至參加對戰遊戲之2台遊戲裝置100之各者。If the adjustment process is performed in this way, in S614 of the battle game process, the
S615中,控制部101基於所接收到之調整後之遊戲資訊執行對戰遊戲。更詳細而言,控制部101關於使用本機之玩家之遊戲資訊與對戰對手之玩家之遊戲資訊之各者,基於調整後之玩家資訊之等級資訊813變更調整後之使用卡資訊之遊戲參數823而決定最終之遊戲參數,基於此進行對戰遊戲之各處理。再者,經由網路300於複數台遊戲裝置100中進行之對戰遊戲中之各種資訊交換可與先前之通信對戰遊戲相同,省略說明。本實施形態之遊戲中,依序發送對戰遊戲中載置面板131中之各遊戲卡之操作狀況(使用卡資訊中所包含之檢測資訊826),而進行對戰遊戲。In S615, the
S616中,控制部101判斷是否滿足對戰遊戲之結束條件。控制部101於判斷為滿足對戰遊戲之結束條件之情形時,完成本對戰遊戲處理,於判斷為不滿足之情形時,重複本步驟之處理。In S616, the
如此一來,根據本實施形態之遊戲系統,無論遊戲狀況如何,均確保對戰遊戲中之平等之趣味體驗。更詳細而言,根據本實施形態遊戲系統,即便是如遊戲狀況或擁有之遊戲卡存在差異之玩家,亦可於對等之條件下提供對戰遊戲之遊戲體驗,因此更容易使玩家維持對遊戲之興趣。In this way, according to the game system of the present embodiment, no matter what the game situation is, it ensures an equal and fun experience in the game. In more detail, according to the game system of the present embodiment, even players with different game conditions or game cards owned by them can provide the game experience of the game under the same conditions, making it easier for players to maintain the game Of interest.
再者,本實施形態中,設為以於點數戰模式之對戰遊戲中,參加玩家可於對等條件下進行遊戲之方式進行虛擬化身等級及操作角色之遊戲參數之調整,而進行說明。然而,本發明之實施並不限於此,若參與遊戲之進展控制之資訊於玩家間不同、或產生超出規定範圍之差異,則只要以減少其之方式進行調整即可。In addition, in the present embodiment, it is assumed that the participating players can adjust the game parameters of the virtual avatar level and the operating character in such a way that the player can play the game under the same conditions. However, the implementation of the present invention is not limited to this. If the information on the progress control of the participating games differs among players, or there is a difference that exceeds the prescribed range, it may be adjusted in a manner that reduces it.
例如,於如本實施形態般上調虛擬化身角色之參數包含於卡包中之所有角色之遊戲參數之態樣中,可基於虛擬化身等級之差僅調整虛擬化身等級,亦可基於虛擬化身等級之差,關於至少任一玩家之卡包,僅調整角色之遊戲參數。For example, in the state where the parameters of the virtual avatar character are included in the game parameters of all the characters in the card package as in this embodiment, only the virtual avatar level can be adjusted based on the difference of the virtual avatar level, or based on the virtual avatar level. Poor, regarding at least any player's card pack, only the character's game parameters are adjusted.
又,例如於不存在此種虛擬化身角色之概念之遊戲中,可以卡包中所包含之角色之遊戲參數之差為基準,以吸收該差之方式進行各遊戲參數之調整。此時,可以一遊戲參數為基準而進行另一遊戲參數之調整。即,本實施形態中,對作為點數戰模式,導入與稀有度對應之點數之概念,限制對戰遊戲模式所使用之可登錄至卡包之角色之組合,或於超出上限點數之情形時進行遊戲參數之下調之態樣進行了說明,但亦可以更平等地進行調整之方式,例如於參加玩家間,針對卡包中所包含之角色,對每一種遊戲參數取總和,以該等成為對等之方式調整至少任一卡包之角色之遊戲參數。此種調整亦可不設定點數之概念而進行。Also, for example, in a game that does not have such a concept of a virtual avatar character, the game parameter difference of the characters included in the card package can be used as a reference to adjust each game parameter in such a way as to absorb the difference. At this time, another game parameter can be adjusted based on one game parameter. That is, in this embodiment, the concept of points corresponding to rarity is introduced as a point battle mode, and the combination of characters that can be registered in the card pack used in the battle game mode is limited, or the case where the upper limit points are exceeded When the game parameters are adjusted downwards, it can be adjusted more equally. For example, among participating players, for each character included in the card package, each game parameter is summed up. Become a peer-to-peer way to adjust the game parameters of at least any card pack character. Such adjustments can also be made without setting the concept of points.
又,本實施形態中,若遊戲資訊中所包含之1個參數(虛擬化身等級)在參加玩家間存在差,則以使其成為相同值之方式進行調整,以此進行說明,但本發明之實施並不限於此。即,調整只要於調整後成為於遊戲之規定之評估基準下判斷為相同者之狀態即可,並非必須以使任一參數均變得相同之方式進行。是否進行調整之判定亦不限於以遊戲資訊中所包含之任一資訊不同作為條件,例如可基於是否處於虛擬化身等級之差為規定值以上、卡包點數之差為規定值以上、遊戲參數之差為規定值以上等無法判斷為相同者之狀態而進行。In addition, in this embodiment, if one parameter (virtual avatar level) included in the game information is different between participating players, it will be adjusted so that it becomes the same value. Implementation is not limited to this. That is, the adjustment only needs to be in a state of being judged to be the same under the prescribed evaluation criteria of the game after the adjustment, and it is not necessary to perform so that any parameters become the same. The determination of whether to make adjustments is not limited to any one of the information contained in the game information as a condition, for example, it can be based on whether the difference between the level of the virtual avatar is above the specified value, the difference between the card pack points is above the specified value, and the game parameters The difference is performed in a state where it cannot be judged to be the same as the predetermined value or more.
又,雖然於上述對戰遊戲處理中未接觸,但藉由將根據玩家資訊之附加資訊814中所示之遊戲狀況對玩家賦予之要素(裝備等)用於遊戲,而於對遊戲之進展控制產生影響之狀態下,變更遊戲參數或基於其之參數之態樣中,亦可如下所述進行調整。例如於藉由使用對玩家賦予之裝備,卡包中所包含之操作角色之遊戲參數等參與遊戲之進展控制之資訊發生變化之態樣中,於各玩家使用不同裝備、或使用之有無不同之情形時,可以使任一玩家所使用之裝備關於另一玩家亦成為使用狀態(此時,於已使用其他裝備之情形時,成為使用相同裝備取而代之的狀態)之方式進行調整。In addition, although there is no contact in the above-mentioned battle game processing, by using the elements (equipment, etc.) given to the player based on the game situation shown in the
再者,本實施形態中,對遊戲伺服器200自執行點數戰模式下之對戰遊戲之遊戲裝置100接收遊戲資訊,於匹配決定後,調整部206進行遊戲資訊之調整並返送至各遊戲裝置100之態樣進行了說明,但本發明之實施並不限於此。例如,亦可遊戲伺服器200僅進行匹配,遊戲資訊之調整於接收對戰對手之遊戲資訊之遊戲裝置100中進行。於該情形時,於參加對戰遊戲之遊戲裝置100之兩者中,藉由依據同一基準進行調整,調整後之各參加玩家之遊戲資訊於任一遊戲裝置100中均成為相同狀態。Furthermore, in the present embodiment, the
[變化例] 上述實施形態中,對規定基於遊戲卡之稀有度設定點數,且使用之卡包之總點數不超出上限點數作為卡包登錄之條件之態樣進行了說明,但根據卡包之組合方式,有無法確保對等之條件之可能性。例如,藉由刻意地減少卡包中所包含之角色數,亦可使每一張之平均點數上升,即,以少於上限數之4張或2張遊戲卡構成卡包,取而代之可使卡包中包含大量稀有度較高之遊戲卡,結果,亦存在遊戲平衡性變得不均等之可能性。[Variation] In the above embodiment, the point where the points are set based on the rarity of the game card is specified, and the total points of the card package used do not exceed the upper limit points as the conditions for card package registration, but according to the combination of card packages There is a possibility that the conditions of reciprocity cannot be ensured. For example, by deliberately reducing the number of characters included in the card package, the average points of each card can also be increased, that is, 4 or 2 game cards that are less than the upper limit are used to form the card package, instead of making The card package contains a large number of game cards with high rarity, and as a result, there is a possibility that the balance of the game becomes unequal.
因此,例如於卡包之構成中,亦可設為關於各稀有度,限制卡包中能夠包含之遊戲卡之張數之態樣。於該情形時,例如於登錄處理中,於具有與新載置之遊戲卡相同之稀有度之遊戲卡已於使用卡資訊中登錄了上限數之情形時,通知該內容,以不對該遊戲卡進行使用卡資訊之登錄之方式進行控制即可。或者,能夠使超出上限數之同一稀有度之遊戲卡包含於使用卡資訊中,但亦可以不滿足卡包登錄之結束條件直至成為上限數以下之方式構成。Therefore, for example, in the configuration of the card pack, it may be configured to limit the number of game cards that can be included in the card pack with respect to each rarity. In this case, for example, in the registration process, when a game card with the same rarity as the newly placed game card has been registered with the upper limit in the used card information, the content is notified so as not to You can control the way of using the card information to log in. Alternatively, it is possible to include game cards with the same rarity exceeding the upper limit number in the card usage information, but it may not be configured to satisfy the end condition of card package registration until the upper limit number is reached.
再者,於該態樣中,亦有玩家未攜帶可構築滿足條件之卡包之遊戲卡之可能性,因此只要超出上限數地將該稀有度之遊戲卡進行卡包登錄而進行對戰遊戲,則會提示下調遊戲參數。In addition, in this aspect, there is a possibility that the player does not carry a game card that can construct a card package that satisfies the condition. Therefore, as long as the upper limit is exceeded, the rare game card is registered in the card package to play the game, You will be prompted to lower the game parameters.
又,關於各稀有度規定之上限數亦可為複數個,就提供對等條件下之對戰遊戲中之較佳之遊戲體驗之觀點而言,關於各稀有度能夠進行卡包登錄之遊戲卡之張數可為1張。In addition, the upper limit of each rarity may also be plural. From the viewpoint of providing a better game experience in the game of competition under the same conditions, regarding the number of game cards that can be registered for each rarity The number can be one.
[其他實施形態] 本發明並不限定於上述實施形態,能夠於不脫離本發明之精神及範圍之情況下進行各種變更及變化。又,本發明之遊戲裝置亦可藉由使1台以上之電腦作為該遊戲裝置發揮功能之程式而實現。該程式可藉由記錄於電腦能夠讀取之記錄媒體中,或經由電氣通信線路而提供/配給。[Other embodiments] The present invention is not limited to the above-mentioned embodiments, and various changes and modifications can be made without departing from the spirit and scope of the present invention. In addition, the game device of the present invention can also be realized by making one or more computers function as the game device. The program can be provided/distributed by recording in a recording medium that can be read by a computer, or through an electrical communication line.
100:遊戲裝置 101:控制部 102:記錄媒體 103:記憶體 104:支付檢測部 105:取得部 106:角色DB 107:提示控制部 108:提供控制部 109:操作輸入部 110:通信部 120:第1顯示部 130:第2顯示部 131:載置面板 140:聲頻輸出部 150:卡提供部 151:取出口 160:讀卡器 200:遊戲伺服器 201:伺服器控制部 202:伺服器記錄媒體 203:伺服器記憶體 204:玩家資訊DB 205:匹配部 206:調整部 207:伺服器通信部 300:網路 801:玩家ID 802:虛擬化身資訊 803:遊戲狀況資訊 811:虛擬化身名 812:外觀資訊 813:等級資訊 814:附加資訊 821:卡ID 822:角色ID 823:遊戲參數 824:繪圖用資訊 825:聲頻資料 826:檢測資訊 831:角色ID 832:繪圖用資訊 833:聲頻資料 834:遊戲參數100: gaming device 101: Control Department 102: Recording media 103: Memory 104: Payment Detection Department 105: Acquisition Department 106: Character DB 107: Prompt Control Department 108: Provide control department 109: Operation input section 110: Ministry of Communications 120: the first display 130: Second display 131: Mounting panel 140: audio output section 150: Card provision department 151: Take the exit 160: card reader 200: game server 201: Server Control Department 202: Server recording media 203: Server memory 204: Player Information DB 205: Matching Department 206: Adjustment Department 207: Server Communication Department 300: Internet 801: Player ID 802: Virtual avatar information 803: Game status information 811: virtual avatar name 812: Appearance information 813: Level information 814: Additional information 821: Card ID 822: Character ID 823: Game parameters 824: Information for drawing 825: Audio data 826: Test Information 831: Character ID 832: Information for drawing 833: Audio data 834: Game parameters
圖1係表示本發明之實施形態之遊戲系統之構成的圖。
圖2係表示本發明之實施形態之遊戲裝置100之功能構成的方塊圖。
圖3係表示本發明之實施形態之遊戲伺服器200之功能構成的方塊圖。
圖4(a)、(b)係用以說明能夠取得關於本發明之實施形態之遊戲之資訊之卡的圖。
圖5係例示於本發明之實施形態之對戰遊戲之點數戰(cost battle)模式下導入之點數的圖
圖6係例示由本發明之實施形態之遊戲系統執行之對戰遊戲處理的流程圖。
圖7係例示由本發明之實施形態之遊戲伺服器200執行之調整處理之流程圖。
圖8(a)~(c)係表示本發明之實施形態之遊戲系統所使用之各種資訊之資料構成例的圖。FIG. 1 is a diagram showing the structure of a game system according to an embodiment of the present invention.
FIG. 2 is a block diagram showing the functional configuration of the
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| TWI842109B (en) * | 2021-10-15 | 2024-05-11 | 日商科樂美數碼娛樂股份有限公司 | Game systems, game control devices, programs and recording media |
| TWI855400B (en) * | 2021-12-28 | 2024-09-11 | 日商萬代股份有限公司 | Programs and gaming devices |
| TWI883350B (en) * | 2021-12-24 | 2025-05-11 | 日商萬代股份有限公司 | Game systems, game servers and programs |
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| JP7071454B2 (en) * | 2020-08-27 | 2022-05-19 | 株式会社バンダイ | Game support system, program and information communication terminal |
| JP7232857B2 (en) * | 2021-03-25 | 2023-03-03 | 株式会社バンダイ | Game program and game device |
| JP7159407B1 (en) * | 2021-07-08 | 2022-10-24 | 株式会社Cygames | Program, information processing system, information processing method |
| JP7320648B1 (en) | 2022-05-11 | 2023-08-03 | 株式会社バンダイ | Program and game device |
| CN116170611B (en) * | 2023-02-13 | 2024-08-23 | 百果园技术(新加坡)有限公司 | Live-broadcast-based game management method, device, equipment, storage medium and product |
| KR102749523B1 (en) * | 2023-02-16 | 2025-01-03 | (주)크래프톤 | Method and apparatus for providing rewards in battle royale game |
| JP7814353B2 (en) * | 2023-09-22 | 2026-02-16 | 株式会社コロプラ | Program, information processing system, and information processing method |
| JP7562810B1 (en) * | 2023-10-31 | 2024-10-07 | 株式会社バンダイ | Program, game device and game system |
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| JP3725143B2 (en) * | 2003-12-10 | 2005-12-07 | コナミ株式会社 | Card game system and cards used in the card system |
| JP2008043484A (en) * | 2006-08-14 | 2008-02-28 | Namco Bandai Games Inc | Program, information storage medium, and game system |
| JP2012081154A (en) * | 2010-10-14 | 2012-04-26 | Konami Digital Entertainment Co Ltd | Game device |
| JP5551210B2 (en) * | 2012-06-18 | 2014-07-16 | 株式会社コナミデジタルエンタテインメント | GAME CONTROL DEVICE, GAME CONTROL METHOD, PROGRAM, GAME SYSTEM |
| CN103801079A (en) * | 2012-11-12 | 2014-05-21 | 丰帅国际集团有限公司 | Card type game system |
| JP6368069B2 (en) * | 2013-01-31 | 2018-08-01 | 株式会社ソニー・インタラクティブエンタテインメント | GAME DEVICE, GAME CONTROL METHOD, GAME CONTROL PROGRAM, MATCHING SERVER, MATCHING CONTROL METHOD, AND MATCHING CONTROL PROGRAM |
| CN104102799B (en) * | 2013-04-01 | 2020-09-11 | 腾讯科技(深圳)有限公司 | Game data testing method and testing device |
| JP6184204B2 (en) * | 2013-06-28 | 2017-08-23 | 株式会社バンダイナムコエンターテインメント | Program and server system |
| JP6649785B2 (en) * | 2016-02-05 | 2020-02-19 | 株式会社バンダイ | Game device, program and game system |
| JP6094710B1 (en) * | 2016-06-09 | 2017-03-15 | 株式会社セガゲームス | Information processing apparatus and program |
| JP6158405B1 (en) * | 2016-08-25 | 2017-07-05 | グリー株式会社 | GAME PROCESSING PROGRAM, GAME PROCESSING METHOD, AND GAME PROCESSING SYSTEM |
| JP6748865B2 (en) * | 2018-03-30 | 2020-09-02 | 株式会社コナミデジタルエンタテインメント | Game management device, game system and program |
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2018
- 2018-08-23 JP JP2018156685A patent/JP6600395B1/en active Active
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2019
- 2019-06-27 CN CN201980053840.5A patent/CN112566704B/en active Active
- 2019-06-27 WO PCT/JP2019/025706 patent/WO2020039742A1/en not_active Ceased
- 2019-07-17 TW TW108125190A patent/TW202014232A/en unknown
Cited By (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| TWI842109B (en) * | 2021-10-15 | 2024-05-11 | 日商科樂美數碼娛樂股份有限公司 | Game systems, game control devices, programs and recording media |
| TWI883350B (en) * | 2021-12-24 | 2025-05-11 | 日商萬代股份有限公司 | Game systems, game servers and programs |
| TWI855400B (en) * | 2021-12-28 | 2024-09-11 | 日商萬代股份有限公司 | Programs and gaming devices |
Also Published As
| Publication number | Publication date |
|---|---|
| CN112566704B (en) | 2024-08-13 |
| WO2020039742A1 (en) | 2020-02-27 |
| CN112566704A (en) | 2021-03-26 |
| JP2020028514A (en) | 2020-02-27 |
| JP6600395B1 (en) | 2019-10-30 |
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