TWI863761B - Programs and gaming devices - Google Patents
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Abstract
本發明之目的在於提供一種高趣味性之遊戲。 本發明係一種可執行對戰遊戲之程式。玩家作為以下機構發揮功能:登錄機構,其可登錄遊戲要素;對戰場域提示機構,其提示登錄之遊戲要素可移動之對戰場域;及遊戲執行機構,其將登錄之遊戲要素配置於對戰場域,執行對戰遊戲。對戰場域提示機構根據對戰遊戲之執行時期,提示不同之對戰場域。 The purpose of the present invention is to provide a highly interesting game. The present invention is a program that can execute a battle game. The player functions as the following mechanisms: a login mechanism that can log in game elements; a battle field prompting mechanism that prompts a battle field where the logged-in game elements can move; and a game execution mechanism that arranges the logged-in game elements in the battle field to execute the battle game. The battle field prompting mechanism prompts different battle fields according to the execution period of the battle game.
Description
本發明關於一種程式及遊戲裝置。The present invention relates to a program and a game device.
存在可使遊戲之盤面(Field:場域)之設計變化之遊戲。(例如專利文獻1)。 [先前技術文獻] [專利文獻] There is a game that can change the design of the game board (Field). (For example, Patent Document 1). [Prior Art Document] [Patent Document]
[專利文獻1]日本專利特開2007-301076號公報[Patent Document 1] Japanese Patent Publication No. 2007-301076
[發明所欲解決之問題][The problem the invention is trying to solve]
但,因盤面(場域)之變化多為無法活用玩家所持之遊戲要素之盤面,結果存在玩家對遊戲之趣味性減弱之情形。However, since the changes in the board (field) often make it impossible to utilize the game elements held by the players, there is a situation where the players' interest in the game is weakened.
因此,本發明提供一種不減弱趣味性而提供高趣味性之遊戲之程式及遊戲裝置。 [解決問題之技術手段] Therefore, the present invention provides a program and a game device that provide a highly interesting game without reducing the fun. [Technical means for solving the problem]
本發明之一態樣係一種程式,其係可執行對戰遊戲者,作為以下機構發揮功能:登錄機構,其可登錄遊戲要素;對戰場域提示機構,其提示登錄之遊戲要素可移動之對戰場域;及遊戲執行機構,其將登錄之遊戲要素配置於對戰場域,執行對戰遊戲;且對戰場域提示機構根據對戰遊戲之執行時期,提示不同之對戰場域。One aspect of the present invention is a program that can execute a fighting game and functions as the following mechanisms: a login mechanism that can log in game elements; a battle field prompting mechanism that prompts a battle field where the logged-in game elements can move; and a game execution mechanism that arranges the logged-in game elements in the battle field to execute the fighting game; and the battle field prompting mechanism prompts different battle fields according to the execution period of the fighting game.
本發明之一態樣係一種遊戲裝置,其具備:登錄機構,其可登錄遊戲要素;對戰場域提示機構,其提示登錄之遊戲要素可移動之對戰場域;及遊戲執行機構,其將登錄之遊戲要素配置於對戰場域,執行對戰遊戲;且對戰場域提示機構根據對戰遊戲之執行時期,提示不同之對戰場域。 [發明之效果] One aspect of the present invention is a gaming device, which comprises: a registration mechanism, which can register game elements; a battle field prompting mechanism, which prompts a battle field where the registered game elements can move; and a game execution mechanism, which arranges the registered game elements in the battle field and executes the battle game; and the battle field prompting mechanism prompts different battle fields according to the execution period of the battle game. [Effect of the invention]
根據本發明,可提供一種高趣味性之遊戲。According to the present invention, a highly interesting game can be provided.
說明本發明之實施形態。The implementation form of the present invention is described.
<第1實施形態> <全體構成> 圖1係顯示本實施形態之遊戲系統之系統構成之圖。如圖1所示,遊戲系統具備1個以上之遊戲裝置1與伺服器2而構成。1個以上之遊戲裝置1與伺服器2可連接於通信線路N,且可相互通信。通信線路N意指可進行資料通信之通信路。即,通信線路N除了用於直接連接之專用線(專用纜線)或乙太網路(註冊商標)等之LAN(Local Area Network:區域網路)外,亦包含電話通信網或纜線網、網際網路等之通信網,通信方法不拘於有線/無線。 <First Implementation Form> <Overall Configuration> FIG. 1 is a diagram showing the system configuration of the game system of this implementation form. As shown in FIG. 1, the game system is composed of one or more game devices 1 and a server 2. One or more game devices 1 and the server 2 can be connected to a communication line N and can communicate with each other. The communication line N means a communication path that can perform data communication. That is, in addition to a LAN (Local Area Network) such as a dedicated line (dedicated cable) or Ethernet (registered trademark) for direct connection, the communication line N also includes a telephone communication network or a cable network, the Internet, and the communication method is not limited to wired/wireless.
遊戲裝置1係可執行遊戲程式之電腦,經由無線通信基地台等連接於通信線路N,可與伺服器2進行資料通信。遊戲裝置1例如為業務用遊戲裝置(街機遊戲裝置)、智慧型手機、可攜式電話機、可攜式遊戲裝置、固定型家庭用遊戲裝置、個人電腦、平板型電腦、固定型家庭用遊戲裝置之控制器等。遊戲裝置1基本上存在複數個,由各玩家操作。The game device 1 is a computer that can execute game programs, is connected to a communication line N via a wireless communication base station, etc., and can communicate data with a server 2. The game device 1 is, for example, a business game device (arcade game device), a smart phone, a portable phone, a portable game device, a fixed home game device, a personal computer, a tablet computer, a controller of a fixed home game device, etc. There are basically plural game devices 1, which are operated by each player.
伺服器2係包含單個或複數個伺服器裝置或記憶裝置等而構成之伺服器系統。伺服器2提供用於運營本實施形態之遊戲之各種服務,可進行遊戲之運營所需之資料之管理、於遊戲裝置1執行遊戲所需之遊戲程式或資料之發佈等。又,稍後敘述細節,伺服器2於使用遊戲裝置1時識別出玩家之情形時,即於識別出是哪個玩家之狀態下,進行對戰遊戲之服務提供之情形時,基於其之使用內容(遊戲之競技歷程)更新對各玩家管理之資訊。The server 2 is a server system composed of a single or multiple server devices or memory devices. The server 2 provides various services for operating the game of this embodiment, and can manage the data required for the operation of the game, publish the game program or data required for executing the game on the game device 1, etc. In addition, as described in detail later, when the server 2 identifies the player when using the game device 1, that is, when the service of the battle game is provided in the state of identifying which player it is, the server 2 updates the information managed for each player based on the usage content (game competition history).
於本實施形態中,藉由該種系統構成,而構成為可經由伺服器2及通信線路N實現使用複數個遊戲裝置1之玩家間之對戰遊戲,但並不限於玩家間(人人間)之對戰遊戲,亦包含玩家之一者為由伺服器2提供之非玩家角色之情形。又,遊戲裝置1中提供競技體驗之遊戲不限於玩家間之對戰遊戲,亦可包含構成為1個人用之遊戲。In this embodiment, by means of such a system configuration, a battle game between players using a plurality of game devices 1 can be realized via the server 2 and the communication line N, but it is not limited to a battle game between players (between people), and also includes a case where one of the players is a non-player character provided by the server 2. In addition, the game that provides a competitive experience in the game device 1 is not limited to a battle game between players, and can also include a game configured for one person.
於以下說明之實施形態中,說明將本發明應用於作為遊戲裝置之一例之執行使遊戲場域顯示配置有遊戲要素之畫面而進行之對戰遊戲的遊戲裝置。但,本發明亦可應用於可執行於遊戲場域顯示配置有遊戲要素之畫面而進行之遊戲的任意機器。In the embodiments described below, the present invention is applied to a gaming device that executes a battle game by displaying a screen with game elements arranged on a gaming field as an example of a gaming device. However, the present invention can also be applied to any machine that can execute a game by displaying a screen with game elements arranged on a gaming field.
<遊戲要素及對戰遊戲之概要> 為了容易理解以下之本實施形態中之構成等,對本實施形態之對戰遊戲使用之遊戲要素及對戰遊戲之概要進行說明。 <Overview of Game Elements and Battle Game> In order to facilitate understanding of the structure of the present embodiment below, the game elements used in the battle game of the present embodiment and the overview of the battle game are explained.
本實施形態之對戰遊戲中,複數種遊戲要素登場。遊戲要素為角色(角色、搭乘物、道具等),具體化為圖像、假想性或存在實體之物品等而表現。圖像包含靜態圖像及動態圖像。作為假想性或存在實體之物品之一例,例如為具有實體體積之物品(現實物品)之遊戲卡。另,物品不限於遊戲卡,只要為構成為可特定與物品建立對應之遊戲要素之物品,則不限於遊戲卡。物品可為例如具有遊戲要素之外觀之玩偶等之造形物。In the battle game of this embodiment, multiple game elements appear. Game elements are characters (characters, vehicles, props, etc.), which are embodied as images, imaginary or real objects, etc. Images include static images and dynamic images. As an example of an imaginary or real object, for example, a game card with a physical volume (real object). In addition, the object is not limited to the game card, as long as it is an object that constitutes a game element that can be specifically associated with the object, it is not limited to the game card. The object can be a doll with the appearance of a game element.
於本實施形態中,複數種物品均為有形物之遊戲卡,且分別作為與於遊戲裝置1中提供競技體驗之對戰遊戲中登場之1個遊戲要素建立對應者進行說明。遊戲卡與哪個遊戲要素建立對應,可藉由後述之遊戲要素讀取部取得用於特定附設於該遊戲卡之遊戲要素之識別資訊(要素ID)而特定。對遊戲卡附加識別資訊(要素ID),例如可藉由以印刷等將轉換用於特定遊戲要素之識別資訊而得之1維或多維之編碼附設於遊戲卡而實現,亦可為以記錄於遊戲卡內含之近距離通信(NFC:Near Field Communication)用之標籤或IC(Integrated Circuit:積體電路)晶片等其他方式實現。In this embodiment, the plurality of items are tangible game cards, and are described as corresponding to one game element appearing in a battle game that provides a competitive experience in a game device 1. The game element to which the game card is corresponding can be identified by obtaining identification information (element ID) for identifying the game element attached to the game card by a game element reading unit described later. Attaching identification information (element ID) to the game card can be achieved, for example, by attaching a one-dimensional or multi-dimensional code obtained by converting the identification information for specifying the game element to the game card by printing, etc., or by other methods such as recording a tag for near field communication (NFC) or an IC (Integrated Circuit) chip contained in the game card.
於對戰遊戲中,各玩家可使用複數個遊戲要素,於遊戲開始之前(於實際操作遊戲要素進行之順序開始之前),自遊戲卡取得資訊,藉此可將與該遊戲卡建立對應之遊戲要素作為遊戲中登場(玩家使用)之遊戲要素登錄。In a battle game, each player can use multiple game elements. Before the game starts (before the actual operation of the game elements begins), information is obtained from the game card, and the game elements corresponding to the game card can be registered as game elements that appear in the game (used by the player).
於本實施形態中,玩家在遊戲中登場之遊戲要素有複數個,但主要有第1遊戲要素與第2遊戲要素之兩者。且,第1遊戲要素為飛行員,第2遊戲要素為飛行員操作之搭乘物。再者,第1遊戲要素與第2遊戲要素各者分為複數種。In this embodiment, there are multiple game elements that players can play in the game, but they are mainly two types: the first game element and the second game element. The first game element is the pilot, and the second game element is the vehicle operated by the pilot. Furthermore, the first game element and the second game element are each divided into multiple types.
作為第1遊戲要素即飛行員之種類,例如有攻擊類型(第1種)與防禦類型(第2種)。攻擊類型係以攻擊對戰玩家之遊戲要素為主要目的,不保護玩家之其他遊戲要素而攻擊對戰玩家之遊戲要素之類型。防禦類型係以防禦玩家之其他遊戲要素為主要目的,為了保護玩家之其他遊戲要素而攻擊對戰玩家之遊戲要素。另,種類及其數量為一例,並不限於該等種類、數量。例如,亦可為如僅可攻擊對戰玩家之X種遊戲要素之攻擊類型、僅可攻擊對戰玩家之Y種遊戲要素之攻擊類型般,設置複數種可根據對戰玩家之遊戲要素之種類而攻擊之類型。As the first game element, i.e., the type of pilot, there are, for example, attack type (first type) and defense type (second type). The attack type is a type that attacks the game elements of the opposing player as the main purpose, and attacks the game elements of the opposing player without protecting the other game elements of the player. The defense type is a type that attacks the game elements of the opposing player as the main purpose, in order to protect the other game elements of the player. In addition, the types and their numbers are just examples, and are not limited to such types and numbers. For example, there may be a plurality of types that can be set up that can attack only X types of game elements of the opposing player, and an attack type that can attack only Y types of game elements of the opposing player, so that the types of attack can be set according to the types of the game elements of the opposing player.
作為第2遊戲要素作為搭乘物之種類,例如有攻擊類型(第1種)與防禦類型(第2種)。攻擊類型係以攻擊對戰玩家之遊戲要素為主要目的,不保護玩家之其他遊戲要素而攻擊對戰玩家之遊戲要素之類型。防禦類型係以防禦玩家之其他遊戲要素為主要目的,為了保護玩家之其他遊戲要素而攻擊對戰玩家之遊戲要素。作為更多之種類,亦可設置與搭乘物可使用之武器之射程(攻擊)距離對應之射程(攻擊)類型(第3種)。例如,可使用之武器為遠距離用之武器之情形為遠距離類型,可使用之武器為近距離用之武器之情形為近距離類型等。另,種類及其數量為一例,並不限於該等種類、數量。As the second game element, there are types of mounts, such as attack type (first type) and defense type (second type). The attack type is a type that attacks the game elements of the opposing player as the main purpose, and attacks the game elements of the opposing player without protecting the other game elements of the player. The defense type is a type that attacks the game elements of the opposing player as the main purpose, and attacks the game elements of the opposing player in order to protect the other game elements of the player. As more types, a range (attack) type (third type) corresponding to the range (attack) distance of the weapon that can be used by the mount can also be set. For example, the case where the usable weapon is a long-range weapon is a long-range type, and the case where the usable weapon is a close-range weapon is a close-range type, and so on. In addition, the types and quantities are just examples and are not limited to those types and quantities.
該等種類未必將各遊戲要素與各種類一對一地對應,亦可為一對多。例如,第2遊戲要素即搭乘物亦可具有防禦類型與遠距離類型之兩種。具有該種類型之搭乘物為了保護玩家之其他遊戲要素,可使用射程較長之武器攻擊位於對戰玩家遠處之遊戲要素。These categories do not necessarily correspond one-to-one between each game element and each category, but may also correspond one-to-many. For example, the second game element, namely the mount, may also have two types: a defense type and a long-range type. In order to protect the player's other game elements, the mount of this type may use a weapon with a longer range to attack the game elements that are far away from the opponent.
又,第1遊戲要素與第2遊戲要素除了第1遊戲要素或第2遊戲要素之種類或類型之角色資訊以外,亦具有適於該類型之各種參數(等級、生命值、攻擊力、防禦力、地形適性、使用武器等)。例如,若為攻擊類型,則為專用於攻擊之參數。該等各種參數亦可隨著對戰遊戲之進展而變化。Furthermore, the first game element and the second game element have various parameters (level, health, attack power, defense power, terrain suitability, weapons used, etc.) suitable for the type in addition to the character information of the type or type of the first game element or the second game element. For example, if it is an attack type, it is a parameter dedicated to attack. These various parameters can also change as the battle game progresses.
再者,於第1遊戲要素或第2遊戲要素中,存在具有稱為技能之特殊能力者。該技能係為了有利地開展遊戲之進展而發揮之能力,係強化遊戲要素之能力。例如,係於滿足某發動條件之情形時,可使對於對戰玩家之遊戲要素之攻擊力於指定期間上升之能力等。技能之發動有於滿足發動條件時自動發動者、與於滿足發動條件時由玩家之操作而任意發動者。又,該技能有於對戰中僅可發動1次者、或可發動複數次者。又,於發動該技能後,即使於因來自對戰玩家之遊戲要素之攻擊等而成為無法對戰狀態(擊破)之情形時,藉由經過指定時間(轉變時間),亦可再次返回(轉變)至可對戰狀態。另,有該轉變時間相較於通常之不發動技能之遊戲要素之轉變時間長之情形。Furthermore, in the first game element or the second game element, there is a special ability called a skill. The skill is an ability to develop in order to advance the game advantageously, and is an ability to strengthen the game element. For example, when a certain activation condition is met, it is an ability to increase the attack power of the game element against the opponent player for a specified period of time. The activation of skills may be automatically activated when the activation condition is met, or may be arbitrarily activated by the player's operation when the activation condition is met. In addition, there are skills that can only be activated once during a battle, or there are skills that can be activated multiple times. In addition, after activating the skill, even if the game element becomes unable to fight (destroyed) due to an attack from the opponent's game element, it can be returned (transformed) to a battle-able state by the passage of a specified time (transition time). In addition, there are cases where the transition time is longer than the transition time of a normal game element that does not activate a skill.
圖2係顯示第1遊戲要素為飛行員,且其種類具有攻擊類型之角色資訊時之遊戲卡P1之一例之的圖。藉由遊戲要素讀取部讀取遊戲卡P1所記載之識別資訊等,遊戲裝置1可取得該遊戲卡P1之角色資訊或技能。圖3係顯示第2遊戲要素為搭乘物,且其種類為攻擊類型,具有破碎(當鎖定中之敵方遊戲組進入攻擊範圍內時進行攻擊)之角色資訊作為技能時之遊戲卡M1之一例的圖。藉由遊戲要素讀取部讀取遊戲卡M1所記載之識別資訊等,遊戲裝置1可取得該遊戲卡M1之角色資訊或技能。FIG. 2 is a diagram showing an example of a game card P1 in which the first game element is a pilot and its type has character information of an attack type. By reading the identification information recorded on the game card P1 by the game element reading unit, the game device 1 can obtain the character information or skill of the game card P1. FIG. 3 is a diagram showing an example of a game card M1 in which the second game element is a vehicle and its type is an attack type and has character information of breaking (attack when the locked enemy game group enters the attack range) as a skill. By reading the identification information recorded on the game card M1 by the game element reading unit, the game device 1 can obtain the character information or skill of the game card M1.
再者,於本實施形態之對戰遊戲中,稱為遊戲組(以下有記載為部隊之情形)之遊戲要素登場。該遊戲組以第1遊戲要素即飛行員與第2遊戲要素即搭乘物為構成要素,由其等之組合構成。即,玩家可將飛行員作為對戰遊戲中使該搭乘物作動之要素建立關聯而登錄。藉此,玩家可使以搭乘物與飛行員為一組之遊戲組於對戰遊戲中登場。Furthermore, in the battle game of this embodiment, a game element called a game team (hereinafter referred to as a unit) appears. The game team is composed of the first game element, the pilot, and the second game element, the vehicle, and is composed of the combination of the two. That is, the player can associate the pilot as an element that moves the vehicle in the battle game and register it. In this way, the player can make a game team consisting of a vehicle and a pilot appear in the battle game.
遊戲組之能力例如可為構成遊戲組之第1遊戲要素即飛行員之角色資訊(各種參數)、與第2遊戲要素即搭乘物之角色資訊(各種參數)之合計值。再者,遊戲組具有於對戰遊戲之對戰中規定(或限制行動)可採取何種行動之行動特性。該遊戲組之行動特性從屬(依存)於構成要素之第1遊戲要素即飛行員之類型(種類)或第2遊戲要素即搭乘物之類型(種類)之至少任一者。The ability of a game set may be, for example, the sum of the role information (various parameters) of the pilot, which is the first game element constituting the game set, and the role information (various parameters) of the vehicle, which is the second game element. Furthermore, the game set has an action characteristic that specifies (or restricts actions) what actions can be taken in a battle of a battle game. The action characteristic of the game set is subordinate to (depends on) at least one of the first game element constituting the game set, namely, the type (type) of the pilot, or the second game element, namely, the type (type) of the vehicle.
於使遊戲組之行動特性僅從屬於第1遊戲要素即飛行員之類型(種類)之情形時,成為不反映搭乘物之類型(種類),而反映飛行員之類型之行動特性。例如,於構成遊戲組之飛行員之類型為防禦類型、且構成遊戲組之搭乘物之類型為攻擊類型之情形時,不反映搭乘物之類型,遊戲組之行動特性成為如以保護玩家之遊戲要素為主要目的,對對戰玩家之遊戲要素之攻擊限定於保護玩家之其他遊戲要素般的行動特性。又,於使遊戲組之行動特性僅從屬於第2遊戲要素即搭乘物之類型(種類)之情形時,成為不反映飛行員之類型(種類),而反映搭乘物之類型之行動特性。When the action characteristics of the game team are made subject only to the first game element, that is, the type (type) of the pilot, the action characteristics that reflect the type of the pilot do not reflect the type (type) of the vehicle. For example, when the type of the pilot constituting the game team is a defense type and the type of the vehicle constituting the game team is an attack type, the action characteristics of the game team do not reflect the type of the vehicle, and the attack on the game element of the opposing player is limited to other game elements that protect the player. In addition, when the action characteristics of the game team are made subject only to the second game element, that is, the type (type) of the vehicle, the action characteristics that reflect the type of the vehicle do not reflect the type (type) of the pilot.
如此,於使遊戲組之行動特性僅從屬於遊戲要素之一種之情形時,玩家需要考慮飛行員及搭乘物之類型,選擇構成遊戲組之飛行員及搭乘物。其原因在於,因遊戲組之能力例如為成為構成要素之遊戲要素(飛行員與搭乘物)之角色資訊之合計值,故若錯誤地選擇類型,則無法發揮遊戲組之能力。另一方面,於適當正確選擇成為構成要素之遊戲要素(飛行員與搭乘物)之類型之情形時,例如,於如飛行員之類型與搭乘物之類型為同一防禦類型之情形時,可發揮與該遊戲組之行動特性一致之能力。In this way, when the action characteristics of the game set are subordinate to only one of the game elements, the player needs to consider the types of pilots and mounts and select the pilots and mounts that constitute the game set. The reason is that since the ability of the game set is, for example, the total value of the character information of the game elements (pilots and mounts) that constitute the elements, if the type is selected incorrectly, the ability of the game set cannot be brought into play. On the other hand, when the types of the game elements (pilots and mounts) that constitute the elements are appropriately and correctly selected, for example, when the type of the pilot and the type of the mount are the same defense type, the ability consistent with the action characteristics of the game set can be brought into play.
另一方面,於使遊戲組之行動特性從屬(依存)於作為構成要素之第1遊戲要素即飛行員之類型(種類)與第2遊戲要素即搭乘物之類型(種類)兩者之情形時,於第1遊戲要素即飛行員之類型(種類)與第2遊戲要素即搭乘物之類型(種類)完全不同之情形有效。例如,為第1遊戲要素即飛行員之類型存在攻擊類型與防禦類型,且第2遊戲要素即搭乘物之類型為射程(攻擊)類型之情形等。於該種情形時,防禦類型之飛行員與遠距離類型之搭乘物之組合之遊戲組之行動特性,成為如為了防禦玩家之其他遊戲要素而使用射程(攻擊距離)較長之武器攻擊遠處之對戰玩家之遊戲要素般之行動特性。藉由如此,可向玩家提供具有高戰略性之遊戲。On the other hand, when the action characteristics of the game team are made subordinate (dependent) to both the first game element, the type (type) of the pilot and the second game element, the type (type) of the vehicle, which are the constituent elements, this is effective when the first game element, the type (type) of the pilot and the second game element, the type (type) of the vehicle are completely different. For example, there are attack types and defense types for the first game element, the type of the pilot, and the second game element, the type of the vehicle, is a range (attack) type. In this case, the action characteristics of the game set of a combination of a defense-type pilot and a long-range-type vehicle become the action characteristics of a game element that uses a weapon with a long range (attack distance) to attack a distant opponent player in order to defend against other game elements of the player. In this way, a game with high strategic value can be provided to the player.
再者,作為遊戲組之能力,可添加第1遊戲要素或第2遊戲要素具有之地形適性。地形適性意指多大程度上適合後述之對戰場域之地形之程度。地形適性根據第1遊戲要素或第2遊戲要素之類型,適合之地形不同。例如,有適於地上戰之類型,亦有適於如宇宙般之空中戰之類型。如此,根據對戰場域之地形之種類,有適合之第1遊戲要素或第2遊戲要素之類型。於本實施形態中,雖說明第2遊戲要素之搭乘物具有地形適性之情形,但第1遊戲要素之飛行員亦可具有地形適性。又,本實施形態之地形適性以適應度自高至低之順序,按照地形適性S、地形適性A、地形適性B及地形適性C之順序具有4個階段之適應度。且,將第1遊戲要素與第2遊戲要素設為構成要素之遊戲組係第2遊戲要素之地形適性之適應度越高,該地形之對戰場域中之對戰時之遊戲組之參數越上升(有利地推進對戰)。例如,地形適性S使參數增加百分之10,地形適性A使參數增加百分之5,地形適性B使參數不變化,地形適性C使參數減少百分之5。Furthermore, as the ability of the game set, the terrain suitability of the first game element or the second game element can be added. Terrain suitability means the degree of suitability for the terrain of the battle field described later. The terrain suitability varies depending on the type of the first game element or the second game element. For example, there are types that are suitable for ground battles, and there are types that are suitable for air battles such as space. In this way, depending on the type of terrain of the battle field, there are types of suitable first game elements or second game elements. In this embodiment, although the case where the vehicle of the second game element has terrain suitability is described, the pilot of the first game element may also have terrain suitability. In addition, the terrain suitability of this embodiment has four stages of suitability in the order of terrain suitability S, terrain suitability A, terrain suitability B, and terrain suitability C in order of suitability from high to low. Moreover, the higher the suitability of the terrain suitability of the second game element in the game set of the first game element and the second game element as the constituent elements, the higher the parameter of the game set in the battle field of the terrain (favorably advancing the battle). For example, terrain suitability S increases the parameter by 10%, terrain suitability A increases the parameter by 5%, terrain suitability B does not change the parameter, and terrain suitability C decreases the parameter by 5%.
接著,說明對戰遊戲之概略。Next, we will explain the outline of the battle game.
本實施形態之對戰遊戲藉由一面使各玩家登錄之遊戲組(部隊)於指定大小之遊戲場域展開(配置),一面進行移動/攻擊行動(該等行動之實施由後述之操作輸入部受理)而進行。The battle game of this implementation form is carried out by deploying (deploying) the game groups (troops) registered by each player on a game field of a specified size while performing movement/attack actions (the implementation of these actions is accepted by the operation input unit described later).
圖4係顯示本實施形態之對戰遊戲中之遊戲場域之一例之圖。於以下所示之1個態樣中,於遊戲場域中存在對戰場域30。對戰場域30存在出擊遊戲組區域31、第1區域32及第2區域32。出擊遊戲組區域31配置可出擊(登場)之遊戲組。第1區域32係本玩家之區域,配置本玩家之基地等之據點(遊戲要素)。第2區域33係對戰玩家之區域,配置對戰玩家之基地等之據點(遊戲要素)。作為其他遊戲要素,亦有如可於各場域間移動之戰艦般之據點。且,作為任一遊戲組之攻擊行動之結果,破壞對方玩家之據點(使耐久值為0)之玩家成為對戰遊戲之勝者。FIG. 4 is a diagram showing an example of a game field in a battle game of the present embodiment. In one embodiment shown below, a battle field 30 exists in the game field. The battle field 30 includes an attacking game group area 31, a first area 32, and a second area 33. The attacking game group area 31 is configured with game groups that can attack (appear). The first area 32 is the area of the player, and is configured with bases (game elements) such as the base of the player. The second area 33 is the area of the opposing player, and is configured with bases (game elements) such as the base of the opposing player. As other game elements, there are also bases such as battleships that can be moved between fields. Moreover, as a result of an attack action of any game group, the player who destroys the base of the opponent player (making the durability value 0) becomes the winner of the battle game.
因此,對於欲對與自身建立對應之據點進行攻擊行動之對戰玩家之遊戲組,各玩家為了阻止該攻擊行動而需要配置遊戲組並進行迎擊行動(防禦行動),或為了較對戰玩家之遊戲組更快地破壞對戰玩家之據點而需要控制遊戲組之攻擊行動。Therefore, for the game team of the opposing player that wants to attack the base established by itself, each player needs to configure the game team and perform counter-action (defensive action) in order to prevent the attack, or needs to control the attack of the game team in order to destroy the base of the opposing player faster than the game team of the opposing player.
此處,重要的是,可移動之區域根據遊戲組之類型而不同。例如,於遊戲組之類型為防禦類型之情形時,因該遊戲組係用於防衛玩家之基地等之據點之遊戲組,且玩家之基地等之據點配置於第1區域31,故作為結果,防禦類型之遊戲組僅可於第1區域32內移動。另一方面,於遊戲組之類型為攻擊類型之情形時,該遊戲組係攻擊對戰玩家之基地或來攻擊本玩家之基地之據點的對戰玩家之戰艦等之據點之遊戲組,因對戰玩家之基地之據點配置於第2區域33,且對戰玩家之戰艦等之據點可侵入(可配置於)第1區域32,故作為結果,攻擊類型之遊戲組可於第1區域32與第2區域33之兩者之區域移動。Here, it is important to note that the movable area differs depending on the type of the game group. For example, when the type of the game group is a defense type, since the game group is a game group for defending a base such as a player's base, and the base such as a player's base is arranged in the first area 31, the defense type game group can only move within the first area 32. On the other hand, when the type of the game group is an attack type, the game group is a game group that attacks the base of the opponent player or the base of the opponent player's battleship, etc., which comes to attack the base of the own player. Since the base of the opponent player is arranged in the second area 33, and the base of the opponent player's battleship, etc. can invade (can be arranged in) the first area 32, as a result, the attack type game group can move between both the first area 32 and the second area 33.
又,對戰場域存在複數種地形之地形類別。例如,地形類別係模仿宇宙之宇宙、模仿大街等之地上、模仿沙漠之沙漠等。又,各地域類別包含至少一個以上之對戰場域。例如,宇宙之類別包含宇宙1之對戰場域與宇宙2之對戰場域。本實施形態之遊戲例如使各地形類別以日單位、週單位或月單位輪換,選擇一個屬於遊戲執行日之地形類別之對戰場域30並於遊戲場域進行提示。In addition, there are multiple terrain categories of the battle field. For example, the terrain category is a universe that imitates the universe, a ground that imitates the street, etc., a desert that imitates the desert, etc. In addition, each area category includes at least one battle field. For example, the category of the universe includes a battle field of universe 1 and a battle field of universe 2. The game of this embodiment, for example, rotates each terrain category in units of days, weeks, or months, selects a battle field 30 of the terrain category belonging to the day of the game execution, and prompts it on the game field.
於對戰遊戲之開始時點,成為對戰玩家登錄之遊戲組之資訊尚未判明之狀態。玩家可於對戰遊戲開始後之任意時序,於對戰場域30展開自身登錄之遊戲組各者,於對戰玩家在對戰場域30展開遊戲組之時點,通知該遊戲組由何種遊戲要素(搭乘物及飛行員)構成。藉由如此構成,可向玩家提供一面洞悉對戰玩家之遊戲組或行動、一面戰略性地展開遊戲之趣味性。At the start of the battle game, the information of the game team registered by the opponent player is not yet known. The player can deploy each of the game teams registered by himself on the battle field 30 at any time after the battle game starts. When the opponent player deploys the game team on the battle field 30, the game team is informed of what kind of game elements (mounts and pilots) the game team is composed of. By configuring in this way, the player can understand the game team or actions of the opponent player and develop the game strategically.
<遊戲裝置1之構成> 圖5係本發明之實施形態之遊戲裝置1之正面之外觀圖。 <Structure of the game device 1> Figure 5 is a front view of the game device 1 of the embodiment of the present invention.
遊戲裝置1具備:顯示部11(顯示器11),其顯示選單等遊戲中進展所需之資訊或遊戲場域等;第1遊戲要素讀取部121~125,其等用於自玩家持有之遊戲卡登錄於對戰遊戲中登場之第1遊戲要素(飛行員);及第2遊戲要素讀取部131~135,其等用於自玩家持有之遊戲卡登錄於對戰遊戲中登場之第2遊戲要素(搭乘物)。The game device 1 comprises: a display unit 11 (display 11), which displays information or a game field etc. required for progressing in the game such as a menu; a first game element reading unit 121-125, which is used to register a first game element (pilot) that appears in the battle game from a game card held by a player; and a second game element reading unit 131-135, which is used to register a second game element (vehicle) that appears in the battle game from a game card held by a player.
第1遊戲要素讀取部121~125係自遊戲卡讀取遊戲中登場之第1遊戲要素即飛行員之角色資訊之讀取器。本實施形態之遊戲裝置1由於可登錄最多(上限)5位之飛行員作為使用遊戲要素,故設置有5個第1遊戲要素讀取部121~125。藉由玩家自持有之遊戲卡將對戰遊戲中登場之飛行員(第1遊戲要素)之遊戲卡P設置(配置)於第1遊戲要素讀取部121~125,使第1遊戲要素讀取部121~125可讀取飛行員(第1遊戲要素)之遊戲卡之識別資訊等。The first game element reading units 121-125 are readers for reading the role information of the first game element, i.e., the pilot, that appears in the game from the game card. Since the game device 1 of this embodiment can register a maximum of (up to) 5 pilots as game elements, five first game element reading units 121-125 are provided. The player sets (configures) the game card P of the pilot (first game element) that appears in the battle game on the first game element reading units 121-125 using the game card he holds, so that the first game element reading units 121-125 can read the identification information of the game card of the pilot (first game element), etc.
第2遊戲要素讀取部131~135係自遊戲卡讀取於遊戲中登場之第2遊戲要素即搭乘物之角色資訊之讀取器。本實施形態之遊戲裝置1由於可登錄最多(上限)5之搭乘物作為使用遊戲要素,故設置有5個第2遊戲要素讀取部131~135。玩家藉由自持有之遊戲卡將對戰遊戲中登場之搭乘物(第2遊戲要素)之遊戲卡設置(配置)於第2遊戲要素讀取部131~135,使第2遊戲要素讀取部131~135可讀取搭乘物(第2遊戲要素)之遊戲卡之識別資訊等。The second game element reading units 131-135 are readers for reading the character information of the second game element, i.e., the vehicle, that appears in the game from the game card. Since the game device 1 of this embodiment can register a maximum (upper limit) of 5 vehicles as game elements, 5 second game element reading units 131-135 are provided. The player sets (configures) the game card of the vehicle (second game element) that appears in the battle game on the second game element reading units 131-135 using the game card he holds, so that the second game element reading units 131-135 can read the identification information of the game card of the vehicle (second game element).
且,可最多編成5組將登錄之1位飛行員與1具搭乘物設為一組之使用遊戲要素即遊戲組(部隊),而開始對戰遊戲。即,關於遊戲組(部隊),搭乘物之可登錄之最大數與飛行員之可登錄之最大數(上限數)相同,設定為5。Furthermore, you can start the battle game by forming up to 5 teams, using the game element of a game team (troop), which is a team consisting of one registered pilot and one registered vehicle. That is, regarding the game team (troop), the maximum number of registered vehicles is the same as the maximum number of registered pilots (upper limit), which is set to 5.
另,例如,於玩家剛開始使用遊戲裝置1之情形或玩家未攜帶遊戲卡之情形等可取得資訊之遊戲卡之數量不滿足搭乘物或飛行員各者之最大數(上限數)之情形時,構成遊戲組(部隊)之遊戲要素各者未必基於來自遊戲卡之資訊取得而登錄者。於該情形時,於遊戲裝置1側追加登錄準備之遊戲要素,搭乘物與飛行員均登錄最大數,構成5組部隊即可。又,例如於登錄時導入成本等之概念之態樣中,亦可將登錄之遊戲組(部隊)數設定為少於最大數之複數個。In addition, for example, when the player has just started using the game device 1 or when the player does not bring a game card, the number of game cards that can obtain information does not meet the maximum number (upper limit) of each of the mounts or pilots, and the game elements that constitute the game team (troop) are not necessarily registered based on the information obtained from the game card. In this case, the game elements prepared are additionally registered on the game device 1 side, and the maximum number of mounts and pilots are registered to form 5 teams. In addition, in an embodiment in which the concept of cost is introduced at the time of registration, the number of game teams (troops) to be registered can also be set to a plurality less than the maximum number.
又,於本實施形態中,雖以將1位飛行員與1具搭乘物建立關聯而作為1個遊戲組登錄進行說明,但本發明之實施不限於此。即,構成1個遊戲組之遊戲要素亦可為將複數位飛行員與1具搭乘物建立關聯、或者將1位飛行員與複數個搭乘物建立關聯。In addition, in this embodiment, although one pilot is associated with one vehicle and registered as one game set, the implementation of the present invention is not limited to this. That is, the game elements constituting one game set may be to associate multiple pilots with one vehicle, or to associate one pilot with multiple vehicles.
圖6係顯示本發明之實施形態之遊戲裝置1之功能構成之方塊圖。FIG. 6 is a block diagram showing the functional structure of the gaming device 1 according to an embodiment of the present invention.
遊戲裝置1具備處理部10、顯示部11、第1遊戲要素讀取部121~125、第2遊戲要素讀取部131~135、操作輸入部14、價款檢測部15、使用者資訊讀取部16、聲音輸出部17、通信部18及記憶部19。The game device 1 includes a processing unit 10, a display unit 11, a first game element reading unit 121-125, a second game element reading unit 131-135, an operation input unit 14, a price detection unit 15, a user information reading unit 16, a sound output unit 17, a communication unit 18 and a storage unit 19.
處理部10基於存儲於記憶部19之程式或資料、來自第1遊戲要素讀取部12、第2遊戲要素讀取部13、操作輸入部14之操作輸入信號等,統括控制遊戲裝置1之動作。處理部10之功能例如可藉由CPU(Central Processing Unit:中央處理單元)或GPU(Graphics Processing Unit:圖形處理單元)等之微處理器、ASIC(Application Specific Integrated Circuit:專用積體電路)、IC記憶體等之電子零件實現。具體而言,控制部10藉由讀出例如記錄於記錄部19之各部之動作程式,於記憶體展開並執行,而控制各部之動作。處理部10作為主要功能部,具備遊戲要素取得部110、遊戲組構成部111、遊戲執行部112及對戰場域提示部113。稍後敘述該等部。The processing unit 10 controls the operation of the game device 1 based on the program or data stored in the memory unit 19, the operation input signal from the first game element reading unit 12, the second game element reading unit 13, and the operation input unit 14. The functions of the processing unit 10 can be realized by electronic components such as a microprocessor such as a CPU (Central Processing Unit) or a GPU (Graphics Processing Unit), an ASIC (Application Specific Integrated Circuit), and an IC memory. Specifically, the control unit 10 controls the operation of each unit by reading the operation program of each unit recorded in the recording unit 19, developing it in the memory, and executing it. The processing unit 10 includes, as main functional units, a game element acquisition unit 110, a game configuration unit 111, a game execution unit 112, and a battle field presentation unit 113. These units will be described later.
顯示部11基於自處理部10輸出之圖像信號顯示各種遊戲畫面。顯示部11之功能例如可藉由液晶等之平板顯示器、投影儀、頭戴式顯示器等顯示裝置實現。於圖5中,顯示部11相當於顯示器11。The display unit 11 displays various game screens based on the image signal output from the processing unit 10. The function of the display unit 11 can be realized by a display device such as a flat panel display such as a liquid crystal, a projector, a head-mounted display, etc. In FIG. 5 , the display unit 11 is equivalent to the display 11.
如上所述,第1遊戲要素讀取部121~125係第1遊戲要素之登錄數之上限即五個第1遊戲要素讀取部,係自玩家持有之遊戲卡讀取遊戲中登場之第1遊戲要素即飛行員之角色資訊之讀取器。自遊戲卡讀取第1遊戲要素例如可藉由將轉換遊戲卡之識別資訊等而得之1維或多維之編碼印刷於遊戲卡等,並讀取該1維或多維之編碼而進行。又,於遊戲卡之識別資訊等記錄於遊戲卡內含之近距離通信(NFC:Near Field Communication)用之標籤或IC晶片之情形時,自該等標籤或IC晶片讀取。讀取出之資訊與本裝置之識別資訊即讀取部ID(例如讀取部ID=121等)一起輸出至處理部10。As described above, the first game element reading units 121 to 125 are the upper limit of the number of first game element registrations, i.e., five first game element reading units, and are readers for reading the first game element, i.e., the role information of the pilot, that appears in the game from the game card held by the player. The first game element can be read from the game card, for example, by printing a one-dimensional or multi-dimensional code obtained by converting the identification information of the game card, etc., on the game card, etc., and reading the one-dimensional or multi-dimensional code. In addition, when the identification information of the game card, etc. is recorded on a tag or IC chip for near field communication (NFC) contained in the game card, it can be read from the tag or IC chip. The read information is output to the processing unit 10 together with the identification information of the device, namely, the reading unit ID (for example, reading unit ID=121, etc.).
如上所述,第2遊戲要素讀取部131~135係第2遊戲要素之登錄數之上限即五個之第2遊戲要素讀取部,係自玩家持有之遊戲卡讀取於遊戲中登場之第2遊戲要素即搭乗物之角色資訊之讀取器。自遊戲卡讀取第2遊戲要素例如可藉由將轉換遊戲卡之識別資訊等而獲得之1維或多維之編碼印刷於遊戲卡等,並讀取該1維或多維之編碼而進行。又,於遊戲卡之識別資訊等記錄於遊戲卡內含之近距離通信(NFC:Near Field Communication)用之標籤或IC晶片之情形時,自該等標籤或IC晶片讀取。讀取出之資訊與本裝置之識別資訊即讀取部ID(例如讀取部ID=131等)一起輸出至處理部10。As described above, the second game element reading units 131 to 135 are the second game element reading units with the upper limit of the number of second game element registrations, i.e., five, and are readers for reading the character information of the second game element, i.e., the board, that appears in the game from the game card held by the player. The second game element can be read from the game card, for example, by printing a one-dimensional or multi-dimensional code obtained by converting the identification information of the game card, etc., on the game card, etc., and reading the one-dimensional or multi-dimensional code. In addition, when the identification information of the game card, etc. is recorded on a tag or IC chip for near field communication (NFC) contained in the game card, it can be read from the tag or IC chip. The read information is output to the processing unit 10 together with the identification information of the device, namely, the reading unit ID (for example, reading unit ID=131, etc.).
由第1遊戲要素讀取部121~125讀取出之第1遊戲要素與由第2遊戲要素讀取部131~135讀取出之第2遊戲要素構成遊戲組,如上所述,一個遊戲組係一個第1遊戲要素即飛行員與一個第2遊戲要素即搭乘物之組合。因此,為了使玩家容易識別構成遊戲組之第1遊戲要素即飛行員與第2遊戲要素即搭乘物之組合,第1遊戲要素讀取部121~125與第2遊戲要素讀取部131~135以成為組之第1遊戲要素讀取部121~125之一邊與第2遊戲要素讀取部131~135之一邊至少相鄰之方式配置。例如,以第1遊戲要素讀取部121之下邊與第2遊戲要素讀取部131之上邊相鄰而成為上下一組之方式配置。藉此,玩家可容易理解由第1遊戲要素讀取部121讀取之遊戲卡之飛行員與由第2遊戲要素讀取部131讀取之遊戲卡之搭乘物為一個組,構成遊戲組。其他第1遊戲要素讀取部122~125與第2遊戲要素讀取部132~135之組合亦同樣。The first game elements read by the first game element reading units 121-125 and the second game elements read by the second game element reading units 131-135 constitute a game set. As described above, one game set is a combination of one first game element, i.e., a pilot, and one second game element, i.e., a vehicle. Therefore, in order to make it easy for the player to recognize the combination of the first game element, i.e., the pilot, and the second game element, i.e., the vehicle constituting the game set, the first game element reading units 121-125 and the second game element reading units 131-135 are arranged so that one side of the first game element reading units 121-125 and one side of the second game element reading units 131-135 constituting the set are at least adjacent to each other. For example, the lower side of the first game element reading unit 121 and the upper side of the second game element reading unit 131 are arranged adjacent to each other to form a set. In this way, the player can easily understand that the pilot of the game card read by the first game element reading unit 121 and the vehicle of the game card read by the second game element reading unit 131 are a set, which constitutes a game set. The same applies to the combination of the other first game element reading units 122 to 125 and the second game element reading units 132 to 135.
操作輸入部14用於供玩家輸入與遊戲有關之各種操作,將與操作輸入對應之操作輸入信號輸出至處理部10。操作輸入部14之功能例如當然可藉由觸控面板、觸控操作墊、主頁按鈕、按鈕開關、或搖桿、軌跡球等直接由玩家以手指操作之元件實現,亦可藉由加速度感測器或角速度感測器、傾斜感測器、地磁感測器等檢測運動或姿勢之元件等實現。於本實施形態中,添加於顯示部11之觸控操作面板相當於此。The operation input unit 14 is used for the player to input various operations related to the game, and outputs the operation input signal corresponding to the operation input to the processing unit 10. The function of the operation input unit 14 can be realized by a touch panel, a touch operation pad, a home button, a button switch, or a joystick, a trackball, etc., which are directly operated by the player with a finger, or by an acceleration sensor, an angular velocity sensor, a tilt sensor, a geomagnetic sensor, etc., which detects movement or posture. In this embodiment, the touch operation panel added to the display unit 11 is equivalent to this.
價款檢測部15檢測於遊戲裝置1中進行價款之支付。價款之支付亦可藉由例如於遊戲裝置1具有之未圖示之投入口投入指定金額之硬幣或相當之遊戲幣、或檢測基於與指定電子貨幣之晶片之通信之結算處理之完成等而進行判斷。本實施形態之遊戲裝置1以基於服務提供開始之價款之支付,開始提供包含提供一連串之遊戲之競技體驗之服務進行說明。又,價款之支付構成為亦可於服務提供開始後檢測。The price detection unit 15 detects the payment of the price in the game device 1. The payment of the price can also be determined by, for example, inserting a coin of a specified amount or an equivalent game coin into an unillustrated slot of the game device 1, or detecting the completion of the settlement process based on the communication with the chip of the specified electronic currency. The game device 1 of this embodiment is explained by starting to provide a service including a series of game competition experiences based on the payment of the price at the start of service provision. In addition, the payment of the price can also be detected after the start of service provision.
使用者資訊讀取部16為了識別使用遊戲裝置1之玩家,而進行來自記錄有玩家ID(玩家識別資訊)之物品之資訊取得。於本實施形態中,記錄有玩家ID之物品係以卡之態樣構成之玩家卡。The user information reading unit 16 acquires information from an item having a player ID (player identification information) recorded thereon in order to identify the player using the game device 1. In the present embodiment, the item having the player ID recorded thereon is a player card in the form of a card.
聲音輸出部17係用於基於自處理部10輸出之聲音信號,將與遊戲有關之效果音等進行聲音輸出之揚聲器等。The sound output unit 17 is a speaker or the like that outputs sound effects related to the game based on the sound signal output from the processing unit 10 .
通信部18係與外部裝置之通信介面。通信部18經由通信線路N(不拘於有線/無線)與外部裝置連接,可進行資料之收發。通信部18將例如作為發送對象輸入之資訊轉換為指定格式之資料,並經由通信線路N發送至伺服器2等之外部裝置。又,通信部18經由例如通信線路N自外部裝置接收資訊。The communication unit 18 is a communication interface with an external device. The communication unit 18 is connected to an external device via a communication line N (not limited to wired/wireless) and can send and receive data. The communication unit 18 converts information input as a transmission target into data in a specified format and sends it to an external device such as the server 2 via the communication line N. In addition, the communication unit 18 receives information from an external device via, for example, the communication line N.
記錄媒體19係例如非揮發性記憶體或HDD(Hard Disc Drive:硬碟機)等之可保持資料之記錄裝置。記錄媒體19除記憶遊戲裝置1具有之各部之動作程式外,亦記憶各部之動作所需之參數之資訊、或由遊戲裝置1執行之對戰遊戲中使用之各種圖形資料等。The recording medium 19 is a recording device capable of storing data, such as a non-volatile memory or a HDD (Hard Disc Drive). The recording medium 19 stores not only the operation programs of each part of the game device 1, but also the information of the parameters required for the operation of each part, or various graphic data used in the fighting game executed by the game device 1.
又,於記錄媒體19存儲有遊戲要素資料庫190(遊戲要素DB190)。遊戲要素DB190係管理遊戲中登場之遊戲要素各者之資訊(要素資訊)之資料庫。於本實施形態之遊戲裝置1中,玩家藉由於玩遊戲時將遊戲卡配置於第1遊戲要素讀取部121~125及第2遊戲要素讀取部132~135並進行資訊之取得,而可使與該遊戲卡建立對應之遊戲要素於遊戲中登場。對1個遊戲要素進行管理之要素資訊例如如圖7所示,包含與唯一特定遊戲要素之要素ID(識別資訊)191建立關聯,表示對該遊戲要素分配之遊戲中之種類(類型)之種類資訊192、包含可用於產生使該遊戲要素於遊戲中登場時之畫面之圖形資料等之描繪用資訊193、除該遊戲要素之名稱、屬性等之外亦記述有按該遊戲要素之每個要素等級確定之參數等之參數資訊(角色資訊)194、及記述有發動條件及發動之效果等之地形適性資訊195。參數資訊194及地形適性資訊195係於使遊戲要素登場之遊戲中供參照之資訊,涉及到該遊戲之進展控制。In addition, a game element database 190 (game element DB 190) is stored in the recording medium 19. The game element DB 190 is a database that manages information (element information) of each game element that appears in the game. In the game device 1 of this embodiment, when playing the game, the player places the game card in the first game element reading unit 121-125 and the second game element reading unit 132-135 and obtains information, thereby making the game element corresponding to the game card appear in the game. As shown in FIG. 7, the element information for managing one game element includes, for example, category information 192 which is associated with an element ID (identification information) 191 which uniquely identifies the game element and indicates the category (type) in the game to which the game element is assigned, description information 193 which includes graphic data that can be used to generate a screen when the game element appears in the game, parameter information (role information) 194 which describes parameters determined for each element level of the game element in addition to the name and attributes of the game element, and terrain suitability information 195 which describes activation conditions and activation effects. The parameter information 194 and terrain suitability information 195 are information for reference in the game in which the game element appears, and are related to the progress control of the game.
另,於本實施形態中,雖以於遊戲要素DB190存儲圖形資料、參數資訊、地形適性資訊等,且要素資訊包含該等資料進行說明,但本發明之實施並不限於此。亦可於要素資訊包含表示各資訊之資料之存儲場所之資訊。In addition, in this embodiment, although the game element DB 190 stores graphic data, parameter information, terrain suitability information, etc., and the element information includes these data, the implementation of the present invention is not limited to this. The element information may also include information indicating the storage location of the data of each information.
接著,對處理部10之主要功能部,即遊戲要素取得部110、遊戲組構成部111、遊戲執行部112及對戰場域提示部113進行說明。Next, the main functional units of the processing unit 10, namely, the game element acquisition unit 110, the game composition unit 111, the game execution unit 112 and the battle field presentation unit 113 are explained.
遊戲要素取得部110取得由第1遊戲要素讀取部121~125及第2遊戲要素讀取部131~135讀取出之遊戲卡之要素ID191。此時,亦取得識別讀取出遊戲卡之要素ID191之第1遊戲要素讀取部121~125及第2遊戲要素讀取部131~135之讀取部ID(以下,將第1遊戲要素讀取部121~125之讀取部ID設為121~125,將第2遊戲要素讀取部131~135之讀取部ID設為131~135進行說明)。遊戲要素取得部110自遊戲要素DB190取得與取得之遊戲卡之要素ID191建立關聯之種類資訊192、描繪用資訊193、參數資訊194及地形適性195。且,遊戲要素取得部110將讀取部ID與遊戲要素ID191、種類資訊192、描繪用資訊193、參數資訊194及地形適性195建立關聯,而輸出至遊戲組構成部111及遊戲執行部112。另,藉由第1遊戲要素讀取部121~125與遊戲要素取得部110,作為第1遊戲要素登錄機構發揮功能。又,藉由第2遊戲要素讀取部131~135與遊戲要素取得部110,作為第2遊戲要素登錄機構發揮功能。The game element acquisition unit 110 acquires the element ID 191 of the game card read by the first game element reading units 121 to 125 and the second game element reading units 131 to 135. At this time, the reading unit IDs of the first game element reading units 121 to 125 and the second game element reading units 131 to 135 that identify the element ID 191 of the read game card are also acquired (hereinafter, the reading unit IDs of the first game element reading units 121 to 125 are set as 121 to 125, and the reading unit IDs of the second game element reading units 131 to 135 are set as 131 to 135 for explanation). The game element acquisition unit 110 acquires the type information 192, the drawing information 193, the parameter information 194, and the terrain suitability 195 associated with the element ID 191 of the acquired game card from the game element DB 190. The game element acquisition unit 110 associates the reading unit ID with the game element ID 191, the type information 192, the drawing information 193, the parameter information 194, and the terrain suitability 195, and outputs them to the game composition unit 111 and the game execution unit 112. In addition, the first game element reading units 121 to 125 and the game element acquisition unit 110 function as a first game element registration mechanism. Furthermore, the second game element reading units 131 to 135 and the game element acquiring unit 110 function as a second game element registration means.
遊戲組構成部111自遊戲要素取得部110接收讀取部ID、要素ID191、種類資訊192、描繪用資訊193及參數資訊194,由成為組之第1遊戲要素即飛行員與第2遊戲要素即搭乘物構成一個遊戲組(部隊)。遊戲組構成部111自讀取部ID特定成為組之第1遊戲要素與第2遊戲要素。於本實施形態中,(讀取部ID:121,讀取部ID:131)、(讀取部ID:122,讀取部ID:132)、(讀取部ID:123,讀取部ID:133)、(讀取部ID:124,讀取部ID:134)、(讀取部ID:125,讀取部ID:135)之讀取部ID之組合與構成一個遊戲組之遊戲要素對應。遊戲組構成部111藉由特定與各組之讀取部ID建立關聯之要素ID191,而特定成為組之第1遊戲要素與第2遊戲要素。且,遊戲組構成部111使用與該要素ID191建立關聯之種類資訊192、描繪用資訊193、參數資訊194及地形適性資訊195構成遊戲組。遊戲組之能力例如為構成遊戲組之第1遊戲要素即飛行員之角色資訊(各種參數)、與第2遊戲要素即搭乘物之角色資訊(各種參數)之合計值。再者,亦可使遊戲組之能力反映與由使用者資訊讀取部16自玩家卡讀出之玩家ID建立關聯之其他資訊,例如玩家之等級、各遊戲要素之修正參數等。有將該等遊戲組所反映之參數記載為初始參數之情形。又,遊戲組之行動特性從屬(依存)於構成要素之第1遊戲要素即飛行員之類型(種類)或第2遊戲要素即搭乘物之類型(種類)之至少任一者。The game set configuration unit 111 receives the reading unit ID, the element ID 191, the type information 192, the description information 193 and the parameter information 194 from the game element acquisition unit 110, and configures a game set (unit) from the first game element, i.e., the pilot, and the second game element, i.e., the vehicle. The game set configuration unit 111 identifies the first game element and the second game element that form a group from the reading unit ID. In this embodiment, a combination of the reading unit IDs (reading unit ID: 121, reading unit ID: 131), (reading unit ID: 122, reading unit ID: 132), (reading unit ID: 123, reading unit ID: 133), (reading unit ID: 124, reading unit ID: 134), and (reading unit ID: 125, reading unit ID: 135) corresponds to a game element constituting one game set. The game set component 111 specifies the first game element and the second game element constituting the set by specifying the element ID 191 associated with the reading unit ID of each set. The game set configuration unit 111 uses the type information 192, the description information 193, the parameter information 194, and the terrain suitability information 195 associated with the element ID 191 to configure the game set. The ability of the game set is, for example, the total value of the role information (various parameters) of the pilot, which is the first game element constituting the game set, and the role information (various parameters) of the vehicle, which is the second game element. Furthermore, the ability of the game set may also reflect other information associated with the player ID read from the player card by the user information reading unit 16, such as the player's level, the modified parameters of each game element, etc. There is a case where the parameters reflected by the game set are recorded as initial parameters. Furthermore, the action characteristics of the game set are subordinate to (dependent on) at least one of the first game element, i.e., the type (type) of the pilot, or the second game element, i.e., the type (type) of the vehicle, among the constituent elements.
再者,遊戲組構成部111作為遊戲組之能力,可添加第1遊戲要素或第2遊戲要素具有之地形適性。例如,於第2遊戲要素之搭乘物具有地形適性之情形時,將該第2遊戲要素之搭乘物作為構成要素之遊戲組可具有第2遊戲要素之搭乘物之地形適性。遊戲組構成部111使用遊戲組之地形適性資訊195,進行與對戰場域之地形類別對應之遊戲組之參數增減。且,於對戰前,提示玩家各遊戲組對於對戰場域之地形類別之地形特性。其原因在於,使玩家構成適合對戰場域之遊戲組。本實施形態之地形適性以適應度自高至低之順序,按照地形適性S、地形適性A、地形適性B及地形適性C之順序具有4個階段之適應度。且,遊戲組構成部111使用地形適性S、地形適性A、地形適性B及地形適性C之任一者,提示構成之各遊戲組之地形適性。Furthermore, the game set configuration unit 111 can add the terrain suitability of the first game element or the second game element as the ability of the game set. For example, when the vehicle of the second game element has terrain suitability, the game set that uses the vehicle of the second game element as a configuration element can have the terrain suitability of the vehicle of the second game element. The game set configuration unit 111 uses the terrain suitability information 195 of the game set to increase or decrease the parameters of the game set corresponding to the terrain type of the battle field. And, before the battle, the player is prompted with the terrain characteristics of each game set for the terrain type of the battle field. The reason is to allow the player to configure a game set suitable for the battle field. The terrain suitability of this embodiment has four stages of suitability in the order of terrain suitability S, terrain suitability A, terrain suitability B, and terrain suitability C. In addition, the game set configuration unit 111 uses any one of terrain suitability S, terrain suitability A, terrain suitability B, and terrain suitability C to display the terrain suitability of each game set to be configured.
遊戲執行部112控制自對戰遊戲之開始至結束之一連串遊戲(亦包含遊戲圖像之顯示),當價款檢測部15檢測到價款之支付時,開始對戰遊戲。對戰遊戲之對戰將由遊戲組構成部111構成之遊戲組(部隊)配置於對戰場域,根據玩家對遊戲組進行之操作輸入控制對戰之進展。又,遊戲執行部112於對戰中,使用各遊戲組之各種參數進行攻擊、防禦之計算,判定遊戲組之可對戰狀態及無法對戰狀態,進行遊戲。The game execution unit 112 controls a series of games from the start to the end of the battle game (including the display of game images). When the price detection unit 15 detects the payment of the price, the battle game starts. The battle of the battle game is to place the game team (troops) formed by the game team formation unit 111 on the battle field, and the progress of the battle is controlled according to the operation input of the player on the game team. In addition, the game execution unit 112 uses various parameters of each game team to calculate the attack and defense during the battle, and determines the battle-ready state and the battle-unable state of the game team to carry out the game.
對戰場域提示部113提示對戰場域。由對戰場域提示部113提示之對戰場域之地形類別初期具有3種。例如,宇宙、沙漠、地上之三個地形類別。對戰場域提示部113一面以同一地形類別不連續之方式使該等三個地形類別輪換,一面提示對戰場域。輪換之方法使用地形類別輪換資料庫300進行。The battle field prompting unit 113 prompts the battle field. The battle field prompting unit 113 initially has three types of terrain types of the battle field. For example, the three terrain types of space, desert, and ground. The battle field prompting unit 113 rotates the three terrain types in a discontinuous manner while prompting the battle field. The rotation method uses the terrain type rotation database 300.
圖8係顯示地形類別輪換資料庫300之一例之圖。圖8之地形類別輪換資料庫300將地形類別與應用(提示)該地形類別之期間建立關聯而記憶。於本實施形態中,依週單位,且以同一地形類別不連續之方式使地形類別輪換。於圖8之地形類別輪換資料庫300中,以將週之首日之星期一設為開始日、將該週之星期日設為結束日之7天計為1週。且,第1週為地形類別「宇宙」,第2週為地形類別「沙漠」,第3週為地形類別「地上」,第4週再次返回到地形類別「宇宙」。但,根據遊戲裝置初次運轉之運轉日,有首週不滿7天之情形。例如,若將遊戲裝置之首日之運轉日設為星期五,則至最終日之星期日為止僅3天,但即使於該情形時,亦自下週之星期一開始輪換為下一地形類別。對戰場域提示部113於遊戲裝置之一天之初次運轉時取得日期,並自地形類別輪換資料庫300取得所取得之日期所屬之週之地形類別。例如,於取得之日期為xxxx年3月15日之情形時,取得xxxx年3月15日所屬之地形類別「宇宙」。FIG8 is a diagram showing an example of a terrain category rotation database 300. The terrain category rotation database 300 of FIG8 associates and stores terrain categories with the periods during which the terrain categories are applied (prompted). In this embodiment, the terrain categories are rotated in weekly units and in a discontinuous manner for the same terrain category. In the terrain category rotation database 300 of FIG8 , a week is counted as 7 days, with Monday, the first day of the week, being the start day and Sunday of the week being the end day. Furthermore, the first week is the terrain category "universe", the second week is the terrain category "desert", the third week is the terrain category "ground", and the fourth week returns to the terrain category "universe" again. However, depending on the operation day of the initial operation of the game device, there is a case where the first week is less than 7 days. For example, if the first operation day of the game device is set to Friday, there are only three days until the last day, Sunday. However, even in this case, the next terrain type will be rotated from Monday of the next week. The battle field prompt unit 113 obtains the date when the game device is first operated on a day, and obtains the terrain type of the week to which the obtained date belongs from the terrain type rotation database 300. For example, when the obtained date is March 15, xxxx, the terrain type "universe" to which March 15, xxxx belongs is obtained.
當對戰場域提示部113決定對戰中提示之對戰場域之地形類別時,選擇與地形類別對應之對戰場域。與地形類別對應之對戰場域亦可有複數個內容不同之對戰場域。例如,於地形類別「宇宙」,亦可存在兩個內容不同之對戰場域(宇宙1)與對戰場域(宇宙2)。對戰場域提示部113按每個地形類別藉由對戰場域之資料庫進行管理。圖9係顯示按每個地形類別準備之對戰場域資料庫301、302、303之一例之圖。於圖9之例中,將各對戰場域、實施標記、對戰場域之圖像資料建立關聯而記憶。對戰場域提示部113使用各對戰場域資料庫301、302、303,選擇對戰遊戲中提示之對戰場域。若具體說明,則對戰場域提示部113於對戰中提示之對戰場域之地形類別為「宇宙」之情形時,自對戰場域資料庫(宇宙)301選擇一個對戰場域並進行提示。於對戰場域資料庫(宇宙)301存在兩個對戰場域(宇宙1)與對戰場域(宇宙2)。各實施標記之場域於提示該對戰場域之情形時,附設標記“1”。對戰場域提示部113自實施標記1之場域依序確認,找到雙方之對戰場域均未附設標記“1”之實施標記之場域,以不連續選擇同一對戰場域之方式,選擇與上次之附設有標記“1”之對戰場域不同之對戰場域。於對戰場域資料庫(宇宙)301之例中,因未對實施標記3之場域附設標記“1”,故對戰場域提示部113選擇上次之實施標記2中未附設標記“1”之對戰場域(宇宙1),並對實施標記3之對戰場域(宇宙1)之場域附設標記“1”。如此,可防止於同一地形類別中連續選擇同一內容之對戰場域。When the battle field prompting unit 113 determines the terrain type of the battle field to be prompted during the battle, the battle field corresponding to the terrain type is selected. The battle field corresponding to the terrain type may also have a plurality of battle fields with different contents. For example, in the terrain type "universe", there may also be two battle fields (universe 1) and battle fields (universe 2) with different contents. The battle field prompting unit 113 manages the battle field database for each terrain type. FIG. 9 is a diagram showing an example of battle field databases 301, 302, and 303 prepared for each terrain type. In the example of FIG. 9, each battle field, implementation mark, and image data of the battle field are associated and stored. The battle field prompting unit 113 uses the battle field databases 301, 302, and 303 to select a battle field to be prompted in the battle game. Specifically, when the terrain type of the battle field prompted in the battle is "universe", the battle field prompting unit 113 selects a battle field from the battle field database (universe) 301 and prompts it. There are two battle fields (universe 1) and battle fields (universe 2) in the battle field database (universe) 301. When each marked field is prompted, a mark "1" is attached. The battle field prompting unit 113 checks in order from the field with implementation mark 1, and finds a field with implementation mark "1" attached to both battle fields, and selects a battle field different from the battle field with mark "1" attached last time so as not to select the same battle field continuously. In the example of the battle field database (universe) 301, since the field with implementation mark 3 is not attached with mark "1", the battle field prompting unit 113 selects the battle field (universe 1) with no mark "1" attached in the last implementation mark 2, and attaches mark "1" to the battle field (universe 1) with implementation mark 3. In this way, it is possible to prevent the continuous selection of battle fields with the same content in the same terrain category.
接著,對本實施形態之伺服器2進行說明。圖10係顯示本發明之實施形態之伺服器2之功能構成之方塊圖。伺服器2具備處理部20、記憶部21及通信部22。Next, the server 2 of this embodiment will be described. FIG10 is a block diagram showing the functional structure of the server 2 of this embodiment. The server 2 includes a processing unit 20, a memory unit 21, and a communication unit 22.
處理部20為例如CPU,控制伺服器2具有之各區塊之動作。具體而言,處理部20例如讀出記錄於記錄部21之各區塊之動作程式,於記憶體展開並執行,藉此控制各區塊之動作。處理部20作為主要功能部,具備匹配處理部201與管理部202。The processing unit 20 is, for example, a CPU, and controls the actions of each block of the server 2. Specifically, the processing unit 20 reads the action program of each block recorded in the recording unit 21, expands and executes it in the memory, thereby controlling the actions of each block. The processing unit 20 has a matching processing unit 201 and a management unit 202 as a main functional unit.
匹配處理部201對本實施形態之遊戲系統中提供之玩家間之對戰遊戲(人人對戰)進行匹配之處理。藉由匹配之處理,在連接於伺服器2中之遊戲裝置1中例如同時期發送匹配請求之2台遊戲裝置1設置對話,轉變為可進行對戰遊戲之資訊通信之狀態。The matching processing unit 201 performs matching processing for the battle game (player vs. player) provided in the game system of this embodiment. Through the matching processing, for example, two game devices 1 connected to the server 2 that simultaneously send matching requests set up a dialogue, and change to a state where information communication for the battle game can be performed.
管理部202基於遊戲裝置1中進行之遊戲之競技內容,管理遊戲之玩家之評價。更詳細而言,管理部202按每1次對戰遊戲競技,基於競技內容進行玩家之評價,產生或更新後述之該玩家之玩家資訊之評價資訊。The management unit 202 manages the evaluation of the players of the game based on the competition content of the game performed in the game device 1. More specifically, the management unit 202 evaluates the players based on the competition content for each battle game competition, and generates or updates the evaluation information of the player information of the player described later.
記錄部21係例如非揮發性記憶體或HDD等之可保持資料之記錄裝置。記錄部21除記憶伺服器2具有之各區塊之動作程式外,亦記憶於各區塊之動作所需之參數等之資訊。又,記錄部21記憶玩家資料庫210(玩家DB210)。The recording unit 21 is a recording device capable of storing data, such as a non-volatile memory or HDD. The recording unit 21 not only stores the operation programs of each block of the server 2, but also stores information such as parameters required for the operation of each block. The recording unit 21 also stores a player database 210 (player DB 210).
玩家DB210係於本實施形態之遊戲系統中,對於由遊戲裝置1提供競技體驗之遊戲,管理表示與各使用者(玩家)建立對應之遊戲之使用狀況之資訊(玩家資訊)之資料庫。玩家資訊係用於管理各玩家之遊戲競技之功能之使用歷程、或該玩家可使用之各種遊戲要素之資訊。玩家資訊根據遊戲裝置1中使用玩家卡後進行之遊戲之競技結果依次更新,並於再次使用該玩家卡時將其提供至遊戲裝置1。藉此,於該遊戲裝置1中,可提供反映出先前之遊戲競技之狀態下之遊戲競技。The player DB 210 is a database that manages information (player information) indicating the usage status of the game corresponding to each user (player) for the game provided by the game device 1 in the game system of this embodiment. The player information is used to manage the usage history of the game competition function of each player, or the information of various game elements that the player can use. The player information is updated in sequence according to the competition results of the game played after the player card is used in the game device 1, and is provided to the game device 1 when the player card is used again. In this way, the game competition in the state reflecting the previous game competition can be provided in the game device 1.
於本實施形態中,玩家資訊例如如圖11所示,與識別玩家之玩家ID211建立關聯,包含表示該玩家之遊戲競技之進展狀況之進展狀況資訊212、表示該玩家可於遊戲中使用之遊戲要素之擁有資訊213、表示可使用之遊戲要素各者之強化狀況之強化狀況資訊214、及表示賦予該玩家之報酬(亦可為其他種類之遊戲要素)之報酬資訊215。In this embodiment, the player information is associated with a player ID 211 for identifying the player, as shown in FIG. 11 , and includes progress information 212 indicating the progress of the player's game skills, possession information 213 indicating the game elements that the player can use in the game, enhancement information 214 indicating the enhancement status of each usable game element, and reward information 215 indicating the reward given to the player (which may also be other types of game elements).
此處,進展狀況資訊212除包含表示進行至指定故事之哪個階段之進展資訊、表示對戰遊戲之戰績之戰績資訊等外,亦包含評價玩家之競技狀況之評價資訊。擁有資訊213構成為依序追加與玩家玩遊戲時使用之遊戲卡建立對應之遊戲要素,即處於該玩家可使用之狀態之遊戲要素之要素ID191,強化狀況資訊214構成為至少對於已進行強化(進行自初始狀態之變更)之遊戲要素,與該遊戲要素之要素ID191建立關聯,管理作為表示藉由強化而變動之參數之指標之要素等級。強化狀況資訊214於本實施形態中為了容易理解發明,以於能獲得遊戲裝置1中進行之遊戲之競技結果之情形時,進行內容之更新進行說明,但亦可為根據例如能獲得遊戲裝置1中利用育成之功能之育成結果之資訊等進行更新。Here, the progress information 212 includes not only the progress information indicating the stage of the designated story, the performance information indicating the performance of the battle game, but also the evaluation information evaluating the competitive status of the player. The possessed information 213 is constituted by sequentially adding the game elements corresponding to the game cards used by the player when playing the game, that is, the element ID 191 of the game elements in the state that the player can use. The enhanced state information 214 is constituted by associating at least the enhanced (changed from the initial state) game elements with the element ID 191 of the game elements, and managing the element level as an indicator of the parameter changed by the enhancement. In order to facilitate understanding of the invention, the enhanced status information 214 in this embodiment is explained as updating the content when the competition results of the game performed in the game device 1 can be obtained, but it can also be updated based on information such as the cultivation results of the cultivation function in the game device 1.
通信部22係與外部裝置之通信介面。通信部22經由通信線路N(不拘於有線/無線)與外部裝置連接,可進行資料之收發。通信部22將例如作為發送對象輸入之資訊轉換為指定格式之資料,並經由通信線路N發送至遊戲裝置1等之外部裝置。又,通信部22經由例如通信線路N自外部裝置接收資訊。The communication unit 22 is a communication interface with an external device. The communication unit 22 is connected to an external device via a communication line N (not limited to wired/wireless) to transmit and receive data. The communication unit 22 converts information input as a transmission target into data in a specified format and transmits it to an external device such as the game device 1 via the communication line N. In addition, the communication unit 22 receives information from an external device via, for example, the communication line N.
<遊戲裝置1之動作> 說明遊戲裝置1之動作。圖12係遊戲裝置1之動作流程圖。另,於以下之說明中,對戰遊戲中可登錄之卡之最多張數(上限數)與飛行員卡(第1遊戲要素)、搭乘物卡(第2遊戲要素)皆設為5張。 <Actions of Game Device 1> The actions of Game Device 1 are described. Figure 12 is a flowchart of the actions of Game Device 1. In addition, in the following description, the maximum number of cards that can be registered in the battle game (upper limit) and the number of pilot cards (first game element) and vehicle cards (second game element) are all set to 5.
當遊戲裝置1運轉時,進行對戰場域決定處理(步驟(Step) 100)。圖13係對戰場域決定處理之動作之流程圖。另,為了說明具體例,以圖8之內容為地形類別輪換資料庫300,圖9之內容為各對戰場域資料庫301、302、303進行說明。When the game device 1 is running, the battle field determination process is performed (step 100). FIG. 13 is a flow chart of the battle field determination process. In addition, for the purpose of illustrating a specific example, the content of FIG. 8 is a terrain type rotation database 300, and the content of FIG. 9 is each battle field database 301, 302, 303.
首先,對戰場域提示部113取得本日之運轉日(步驟 200)。於本例中,取得之運轉日設為xxxx年3月15日。對戰場域提示部113自地形類別輪換資料庫300判定所取得之運轉日所屬之週(步驟 201)。於本例中,因取得之運轉日為xxxx年3月15日,故所屬之週為xxxx年3月13日-xxxx年3月19日之週。對戰場域提示部113取得所取得之運轉日所屬之週之地形類別(步驟 202)。於本例中,因運轉日所屬之週為xxxx年3月13日-xxxx年3月19日,故地形類別為「宇宙」。First, the battle field prompting unit 113 obtains the operation day of today (step 200). In this example, the operation day obtained is set to March 15, xxxx. The battle field prompting unit 113 determines the week to which the obtained operation day belongs from the terrain type rotation database 300 (step 201). In this example, since the operation day obtained is March 15, xxxx, the week to which it belongs is the week of March 13, xxxx to March 19, xxxx. The battle field prompting unit 113 obtains the terrain type of the week to which the obtained operation day belongs (step 202). In this example, since the week to which the operation day belongs is March 13, xxxx to March 19, xxxx, the terrain type is "universe".
接著,對戰場域提示部113取得所取得之地形類別之對戰場域資料庫301、302、303之對戰場域資訊(步驟 203)。於本例中,因地形類別為「宇宙」,故自對戰場域資料庫(宇宙)301取得對戰場域資訊。Next, the battle field presentation unit 113 obtains the battle field information of the battle field database 301, 302, 303 of the acquired terrain type (step 203). In this example, since the terrain type is "universe", the battle field information is obtained from the battle field database (universe) 301.
對戰場域提示部113判定所取得之對戰場域資訊之各實施標記之場域,找到於所有對戰場域均未附設標記“1”之實施標記之場域(步驟 204)。於本例中,未於對戰場域資料庫(宇宙)301之實施標記3之場域附設標記“1”。The battle field presentation unit 113 determines the fields of each implementation mark of the acquired battle field information, and finds fields with implementation marks not marked with "1" in all battle fields (step 204). In this example, the field with implementation mark 3 in the battle field database (universe) 301 is not marked with "1".
對戰場域提示部113選擇與所有對戰場域均未附設標記“1”之實施標記之場域對應之對戰場域中之前一次之實施標記中未附設標記“1”之對戰場域(步驟 205)。於本例中,選擇對戰場域(宇宙1)。且,對戰場域提示部113對本次實施標記之場域中選擇之對戰場域之對應之實施標記之場域附設標記“1”(步驟 206)。The battle field prompting unit 113 selects a battle field that does not have a mark "1" in the previous implementation mark among the battle fields corresponding to the implementation mark field to which all battle fields are not marked "1" (step 205). In this example, the battle field (universe 1) is selected. And, the battle field prompting unit 113 marks "1" for the implementation mark field corresponding to the battle field selected among the implementation mark fields this time (step 206).
對戰場域提示部113於遊戲裝置1之首頁提示本日之對戰場域(步驟 207)。圖14係顯示遊戲裝置1之首頁之一例之圖。於圖14之例中,提示本日之對戰場域為「宇宙1」。如此,藉由提示本日之對戰場域,玩家可理解本日之對戰場域之地形類別,可構建適合地形類別之遊戲組(遊戲要素)。The battle field prompting unit 113 prompts today's battle field on the home page of the game device 1 (step 207). FIG. 14 is a diagram showing an example of the home page of the game device 1. In the example of FIG. 14, today's battle field is prompted as "Universe 1". In this way, by prompting today's battle field, the player can understand the terrain type of today's battle field and can construct a game set (game element) suitable for the terrain type.
又,於遊戲裝置1之首頁設置對戰場域資訊之按鈕,藉由按下該按鈕,對戰場域提示部113亦可提示過去、當前及未來之對戰場域之資訊。圖15係顯示對戰場域之資訊之一例之圖。於圖15之一例中,為提示上週、本週及下週之對戰場域之資訊之例。如此,玩家可預測於對戰遊戲中執行何種對戰場域,可製定對戰排程。In addition, a battle field information button is provided on the home page of the game device 1. By pressing the button, the battle field prompting unit 113 can also prompt information about past, current, and future battle fields. FIG. 15 is a diagram showing an example of battle field information. In one example of FIG. 15, information about battle fields of the previous week, this week, and next week is prompted. In this way, the player can predict what kind of battle field will be executed in the battle game and can make a battle schedule.
藉由以上,結束對戰場域決定處理之說明。返回圖12之動作流程圖。The above concludes the description of the battle field determination process. Return to the action flow chart of FIG. 12 .
玩家於對戰遊戲之開始時,向遊戲裝置1具有之投入口投入執行對戰遊戲之服務之價款之指定金額之硬貨或相當之遊戲幣。當價款檢測部15檢測到價款時(步驟 101),遊戲執行部112開始執行對戰遊戲之服務(步驟 102)。At the beginning of the battle game, the player inserts a designated amount of hard goods or game coins of the price of the battle game service into the slot of the game device 1. When the price detection unit 15 detects the price (step 101), the game execution unit 112 starts to execute the battle game service (step 102).
接著,玩家使使用者資訊讀取部16讀取玩家卡(步驟 103)。使用者資訊讀取部16藉由自玩家之玩家卡讀取玩家ID211並將玩家ID211發送至伺服器2,而自伺服器2接收與玩家ID311建立關聯之進展狀況資訊212、擁有資訊213、強化狀況資訊214、報酬資訊215等。該等資訊移交至處理部10。Next, the player causes the user information reading unit 16 to read the player card (step 103). The user information reading unit 16 reads the player ID 211 from the player card and sends the player ID 211 to the server 2, and receives the progress information 212, the possession information 213, the enhancement information 214, the reward information 215, etc. associated with the player ID 311 from the server 2. Such information is transferred to the processing unit 10.
遊戲執行部112顯示遊戲要素登錄畫面(步驟 104)。圖16係顯示遊戲要素登錄畫面之一例之圖。於圖16之遊戲要素登錄畫面中,顯示出可將玩家XXXX持有之遊戲卡中之飛行員卡、搭乘物卡各自最多5張設置(配置)於第1遊戲要素讀取部121~125及第2遊戲要素讀取部131~135、於設置(配置)完成之情形時通知按下設置完成按鈕。玩家將自己持有之遊戲卡中欲於對戰遊戲中登場之飛行員之飛行員卡設置(配置)於第1遊戲要素讀取部121~125,將欲於對戰遊戲中登場之搭乘物之搭乘物卡設置(配置)於第2遊戲要素讀取部131~135。且,當遊戲卡之設置(配置)完成時,玩家按下設置完成按鈕。The game execution unit 112 displays a game element registration screen (step 104). FIG. 16 is a diagram showing an example of a game element registration screen. In the game element registration screen of FIG. 16, it is shown that up to five pilot cards and five vehicle cards in the game cards held by the player XXXX can be set (placed) in the first game element reading unit 121 to 125 and the second game element reading unit 131 to 135, and when the setting (placement) is completed, a notification is given to press a setting completion button. The player sets (places) the pilot card of the pilot that he wants to appear in the battle game in the game cards he holds in the first game element reading unit 121 to 125, and sets (places) the vehicle card of the vehicle that he wants to appear in the battle game in the second game element reading unit 131 to 135. And, when the setting (configuration) of the game card is completed, the player presses the setting completion button.
當按下設置完成按鈕時(步驟 105),第1遊戲要素讀取部121~125及第2遊戲要素讀取部131~135讀取印刷於遊戲卡之要素ID,讀取出之要素ID與該第1遊戲要素讀取部121~125及第2遊戲要素讀取部131~135之讀取部ID一起輸出至遊戲要素取得部110(步驟 106)。 遊戲要素取得部110取得設置(配置)之遊戲卡之要素ID及讀取部ID。且,遊戲要素取得部110自遊戲要素DB190取得與所取得之遊戲卡之要素ID191建立關聯之種類資訊192、描繪用資訊193、參數資訊194及地形適性資訊195,將讀取部ID、要素ID191、種類資訊192、描繪用資訊193、參數資訊194及地形適性資訊195建立關聯,輸出至遊戲執行部112與遊戲組構成部111(步驟 107)。 When the setup completion button is pressed (step 105), the first game element reading unit 121-125 and the second game element reading unit 131-135 read the element ID printed on the game card, and the read element ID is output to the game element acquisition unit 110 together with the reading unit ID of the first game element reading unit 121-125 and the second game element reading unit 131-135 (step 106). The game element acquisition unit 110 acquires the element ID and the reading unit ID of the set (configured) game card. Furthermore, the game element acquisition unit 110 acquires the type information 192, the drawing information 193, the parameter information 194 and the terrain suitability information 195 associated with the element ID 191 of the acquired game card from the game element DB 190, associates the reading unit ID, the element ID 191, the type information 192, the drawing information 193, the parameter information 194 and the terrain suitability information 195, and outputs them to the game execution unit 112 and the game composition unit 111 (step 107).
遊戲執行部112對讀取部ID中之第1遊戲要素讀取部121~125之讀取部ID之個數進行計數,判定第1遊戲要素是否達到可登錄之最大數(上限數)(步驟 108)。例如,當玩家於所有第1遊戲要素讀取部121~125設置(配置)飛行員卡時,讀取部ID為121~125之5個,達到可登錄之最大數(上限數)。The game execution unit 112 counts the number of the reading unit IDs of the first game element reading units 121 to 125 in the reading unit IDs, and determines whether the first game element has reached the maximum number (upper limit) that can be registered (step 108). For example, when the player sets (configures) a pilot card in all the first game element reading units 121 to 125, the reading unit IDs are 5 from 121 to 125, reaching the maximum number (upper limit) that can be registered.
遊戲執行部112於第1遊戲要素讀取部之讀取部ID之個數達到可登錄之最大數(上限數)之情形時,對讀取部ID中之第2遊戲要素讀取部131~135之讀取部ID之個數進行計數,判定第2遊戲要素是否達到可登錄之最大數(上限數)(步驟 109)。例如,當玩家於所有第2遊戲要素讀取部131~135設置(配置)搭乘物卡時,讀取部ID為131~135之5個,達到可登錄之最大數(上限數)。When the number of the reading unit IDs of the first game element reading unit reaches the maximum number (upper limit) that can be registered, the game execution unit 112 counts the number of the reading unit IDs of the second game element reading units 131 to 135 in the reading unit IDs to determine whether the second game element has reached the maximum number (upper limit) that can be registered (step 109). For example, when the player sets (places) the riding card in all the second game element reading units 131 to 135, the reading unit IDs are 5 from 131 to 135, reaching the maximum number (upper limit) that can be registered.
遊戲執行部112於第2遊戲要素達到可登錄之最大數(上限數)之情形時,顯示遊戲組構成之批准按鈕(步驟 110),當獲得玩家對遊戲組構成之批准時,遊戲組構成部111使用自遊戲要素取得部110取得之讀取部ID、要素ID191、種類資訊192、描繪用資訊193、參數資訊194及地形適性195,由成為組之第1遊戲要素即飛行員與第2遊戲要素即搭乘物構成一個遊戲組(部隊)(步驟 111)。When the second game element reaches the maximum number (upper limit) that can be registered, the game execution unit 112 displays an approval button for game team formation (step 110). When the player approves the game team formation, the game team formation unit 111 uses the reading unit ID, element ID 191, type information 192, description information 193, parameter information 194 and terrain suitability 195 obtained from the game element acquisition unit 110 to form a game team (troop) with the first game element, i.e., the pilot, and the second game element, i.e., the vehicle (step 111).
另,於第1遊戲要素或第2遊戲要素之登錄數未達到登錄最大數(於本例中為5)之情形時(步驟 108、步驟 109),藉由遊戲執行部112適時進行補充與玩家之等級等對應之遊戲要素之處理(步驟 115),構成遊戲組(步驟 111)。In addition, when the number of registrations of the first game element or the second game element has not reached the maximum number of registrations (5 in this example) (step 108, step 109), the game execution unit 112 timely supplements the processing of the game elements corresponding to the player's level, etc. (step 115) to form a game set (step 111).
遊戲組構成部111於遊戲組之構成完成後,顯示各遊戲組對於對戰場域之地形適應度(步驟 112)。圖17係顯示遊戲組編成畫面中之地形適應度之顯示方法之一例之圖。如圖17所示,按每個遊戲組顯示出地形適應度與增減之參數值。After the game set formation is completed, the game set formation unit 111 displays the terrain adaptability of each game set to the battle field (step 112). FIG. 17 is a diagram showing an example of a method of displaying the terrain adaptability in the game set formation screen. As shown in FIG. 17, the terrain adaptability and the parameter value of increase or decrease are displayed for each game set.
當玩家批準執行對戰時(步驟 113),遊戲執行部112開始對戰處理(步驟 114)。另一方面,於玩家選擇再構建遊戲組,即遊戲卡之再登錄之情形時,返回步驟 104,進行遊戲卡之再登錄之處理。When the player approves to execute the battle (step 113), the game execution unit 112 starts the battle process (step 114). On the other hand, when the player chooses to rebuild the game set, that is, to re-register the game card, the process returns to step 104 to perform the re-registration process of the game card.
以上,結束遊戲之動作之說明。The above is the description of the action to end the game.
本實施形態構成為,由已決定之輪換提示對戰遊戲中使用之對戰場域之地形類別。藉由如此構成,玩家可知曉執行遊戲時之對戰場域,可準備適合該地形類別之遊戲卡而迎接對戰。再者,增加玩家按每個地形類別選擇用於遊戲之遊戲組之組合之樂趣,作為結果,可提高遊戲之趣味性。This embodiment is configured so that the terrain type of the battle field used in the battle game is prompted by the determined rotation. With this configuration, the player can know the battle field when the game is executed, and can prepare game cards suitable for the terrain type to face the battle. Furthermore, the fun of the player in selecting the combination of game sets for the game according to each terrain type is increased, and as a result, the fun of the game can be improved.
<第1實施形態之變化例1> 於第1實施形態中,已說明由第1遊戲要素與第2遊戲要素構成之遊戲組成為攻擊或防禦之主體之遊戲要素之例。但,亦可應用於單一之遊戲要素單獨成為攻擊或防禦之主體之遊戲。 <Variation Example 1 of the First Implementation Form> In the first implementation form, an example has been described in which a game element composed of the first game element and the second game element is the main game element for attack or defense. However, it can also be applied to a game in which a single game element alone is the main game element for attack or defense.
<第1實施形態之變化例2> 於上述之實施形態中,雖已將對戰場域之地形類別設為固定,但亦可變更。於該情形時,只要變更地形類別輪換資料庫300之地形類別之順序即可。 <Variation Example 2 of the First Implementation Form> In the above implementation form, although the terrain type of the battle field is fixed, it can also be changed. In this case, it is sufficient to change the order of the terrain types in the terrain type rotation database 300.
<第1實施形態之變化例3> 亦可於地形類別追加新的類別。例如,追加模仿海中等之水中之「水中」之地形類別。於該情形時,於地形類別輪換資料庫300追加新的地形類別、與應用該地形類別之期間,且追加所追加之地形類別之對戰場域資料庫。 <Variation Example 3 of the First Implementation Form> It is also possible to add a new category to the terrain category. For example, a terrain category "underwater" that simulates the water such as the sea is added. In this case, the new terrain category is added to the terrain category rotation database 300, and the period during which the terrain category is applied is added, and the battle field database of the added terrain category is added.
<第1實施形態之變化例4> 亦可增加地形類別之對戰場域之種類。於該情形時,不變更地形類別輪換資料庫300而於對戰場域資料庫追加新的對戰場域即可。例如,於對地形類別「地上」追加新的對戰場域之情形時,於對戰場域資料庫(地上)303追加「地上3」之對戰場域之資料即可。藉此,可不變更輪換而增加對戰場域之種類。 <Variation Example 4 of the First Implementation Form> It is also possible to increase the types of battle fields of the terrain category. In this case, the terrain category rotation database 300 is not changed and a new battle field is added to the battle field database. For example, when adding a new battle field to the terrain category "ground", the data of the battle field "ground 3" is added to the battle field database (ground) 303. In this way, the types of battle fields can be increased without changing the rotation.
<第1實施形態之變化例5> 於提示之地形類別之輪換中,亦可追加未確定特定之地形類別而藉由抽選決定地形類別之「隨機」之類別。圖18係追加有地形類別「隨機」之地形類別輪換資料庫300之例。 <Variation Example 5 of the First Implementation Form> In the rotation of the terrain categories presented, a "random" category may be added in which a terrain category is determined by lottery without determining a specific terrain category. FIG. 18 is an example of a terrain category rotation database 300 to which the terrain category "random" is added.
對戰場域提示部113於運轉日處於地形類別「隨機」之期間之情形時,對戰場域提示部113自已有之地形類別(宇宙、沙漠、地上)中以抽選選擇一個地形類別。且,以抽選自所選擇之地形類別之對戰場域資料庫中選擇一個對戰場域。When the terrain type is "random" on the operation day, the battle field prompting unit 113 selects a terrain type from the existing terrain types (space, desert, ground) by lottery, and selects a battle field from the battle field database of the selected terrain type by lottery.
於該情形時,不告知玩家所選擇之地形類別或對戰場域直到開始對戰為止。即,於遊戲組編成畫面中,地形類別或對戰場域、地形適應度等不明確。圖19係地形類別「隨機」時之遊戲組編成畫面之一例。於圖19之例中,不通知玩家對戰場域之地形類別,又,各遊戲組之地形適應度亦顯示不明確之「?」。當玩家按下對戰開始按鈕並批准對戰時,對戰場域提示部113通知應用於遊戲執行部112之對戰場域,遊戲執行部112根據該對戰場域執行對戰遊戲。In this case, the terrain type or battle field selected by the player is not informed until the battle starts. That is, in the game group formation screen, the terrain type or battle field, terrain suitability, etc. are unclear. FIG. 19 is an example of the game group formation screen when the terrain type is "random". In the example of FIG. 19, the terrain type of the battle field is not informed to the player, and the terrain suitability of each game group is also displayed as an unclear "?". When the player presses the battle start button and approves the battle, the battle field prompt unit 113 informs the game execution unit 112 of the battle field, and the game execution unit 112 executes the battle game according to the battle field.
藉由設為該種構成,與對應於可預測之地形類別對應之對戰不同,玩家可實現玩家無法預測之地形類別之對戰,玩家可享受考慮地形適性之戰略性對戰與無法預測之高偶發性之對戰之兩者。This configuration allows players to battle on unpredictable terrain types, unlike battles on predictable terrain types. Players can enjoy both strategic battles that take terrain suitability into consideration and unpredictable battles with high randomness.
<第2實施形態> 說明本發明之第2實施形態。 <Second Implementation Form> Description of the second implementation form of the present invention.
上述之第1實施形態已說明設定與地形類別對應之遊戲組之地形適性、且其影響遊戲之進展之例。但,於遊戲初學者之情形時,持有之遊戲卡(第1及第2遊戲要素)較少,無法收集符合地形類別之適性之遊戲卡(第1及第2遊戲要素),結果,認為大多無法享受對戰遊戲。再者,於遊戲初學者之情形時,較考慮對戰場域之地形,理解遊戲之基本規則更為重要。因此,於第2實施形態中,對戰場域與第1實施形態同樣地變更,但說明設置不使遊戲反映對於對戰場域之地形類別之地形適性的遊戲模式之例。The first embodiment described above has explained an example of setting the terrain suitability of the game set corresponding to the terrain type and its influence on the progress of the game. However, in the case of a beginner in the game, the game cards (the first and second game elements) are relatively few, and it is impossible to collect game cards (the first and second game elements) that match the suitability of the terrain type. As a result, it is considered that most people cannot enjoy the battle game. Furthermore, in the case of a beginner in the game, it is more important to consider the terrain of the battle field and understand the basic rules of the game. Therefore, in the second embodiment, the battle field is changed in the same way as the first embodiment, but an example of setting a game mode that does not make the game reflect the terrain suitability of the terrain type of the battle field is described.
圖20係第2實施形態之遊戲裝置1之方塊圖。第2實施形態之遊戲裝置1包含模式選擇部114。20 is a block diagram of the game device 1 according to the second embodiment. The game device 1 according to the second embodiment includes a mode selection unit 114.
對戰模式選擇部114可選擇第1對戰模式與第2對戰模式而進行控制。第1對戰模式係根據地形類別對遊戲組賦予地形適應度,使遊戲組之參數增減之對戰模式。即,為上述之第1實施形態之對戰內容。另一方面,第2對戰模式之地形類別根據對戰日而不同,但該地形類別不影響遊戲組之參數。即,遊戲組中無地形適應度,無論為何種地形類別,該遊戲組之參數均不增減。The battle mode selection unit 114 can select and control the first battle mode and the second battle mode. The first battle mode is a battle mode in which the game group is given terrain adaptability according to the terrain type, so that the parameters of the game group are increased or decreased. That is, it is the battle content of the first implementation form mentioned above. On the other hand, the terrain type of the second battle mode is different according to the battle day, but the terrain type does not affect the parameters of the game group. That is, the game group has no terrain adaptability, and the parameters of the game group are not increased or decreased regardless of the terrain type.
對戰模式選擇部114於遊戲之首頁顯示如圖21般之首頁,而可選擇第1對戰模式與第2對戰模式。The battle mode selection unit 114 displays a home page as shown in FIG. 21 on the home page of the game, and the first battle mode and the second battle mode can be selected.
玩家選擇欲執行之對戰模式,執行對戰遊戲。另,於選擇第2對戰模式之情形時,遊戲組構成部111、遊戲執行部112不考慮各遊戲組之地形適應度而執行遊戲組之構成及對戰。The player selects the desired battle mode and executes the battle game. In addition, when the second battle mode is selected, the game team formation unit 111 and the game execution unit 112 execute the formation and battle of the game team without considering the terrain adaptability of each game team.
藉由如此構成,即使於遊戲初學者、或持有之遊戲要素較少之情形時,亦可享受遊戲。This structure allows beginners to enjoy the game even if they have few game elements.
上述實施形態之一部分或全部雖如以下之附記般記載,但不限於以下。Although part or all of the above-mentioned implementation forms are described as the following notes, they are not limited to the following.
[附記1] 一種程式,其係可執行對戰遊戲者;且作為以下機構發揮功能: 登錄機構,其可登錄遊戲要素; 對戰場域提示機構,其提示上述登錄之遊戲要素可移動之對戰場域;及 遊戲執行機構,其將上述登錄之遊戲要素配置於上述對戰場域,執行對戰遊戲;且 上述對戰場域提示機構根據上述對戰遊戲之執行時期,提示不同之對戰場域。 [Note 1] A program that can execute a battle game and functions as the following mechanisms: A registration mechanism that can register game elements; A battle field prompting mechanism that prompts a battle field where the registered game elements can move; and A game execution mechanism that arranges the registered game elements in the battle field and executes the battle game; and The battle field prompting mechanism prompts different battle fields according to the execution period of the battle game.
[附記2] 如附記1所記載之程式,其中 上述對戰場域提示機構以日單位、週單位或月單位之任一單位,變更上述對戰場域。 [Note 2] The program described in Note 1, wherein the above-mentioned battle field prompting mechanism changes the above-mentioned battle field in any unit of daily unit, weekly unit or monthly unit.
[附記3] 如附記1或附記2所記載之程式,其中 上述對戰場域提示機構按日單位、週單位或每月,提示預設之對戰場域。 [Note 3] The program described in Note 1 or Note 2, wherein the above-mentioned battle field prompting mechanism prompts the preset battle field on a daily, weekly or monthly basis.
[附記4] 如附記1至附記3中任一項所記載之程式,其中 上述對戰場域提示機構按日單位、週單位或每月,一面使複數個對戰場域輪換一面進行提示。 [Note 4] A program as described in any one of Notes 1 to 3, wherein the above-mentioned battle field prompting mechanism performs prompting while rotating multiple battle fields on a daily, weekly or monthly basis.
[附記5] 如附記1至附記4中任一項所記載之程式,其中 上述對戰場域提示機構於以週單位變更對戰場域之情形時,首週於經過1天以上且7天以內之天數後變更對戰場域。 [Note 5] In the case of a procedure as described in any of Notes 1 to 4, when the above-mentioned battle venue prompting agency changes the battle venue on a weekly basis, the battle venue shall be changed after a period of more than 1 day and less than 7 days in the first week.
[附記6] 如附記1至附記5中任一項所記載之程式,其中 上述對戰場域提示機構於複數個對戰場域之輪換中,追加新的對戰場域。 [Note 6] A program as described in any one of Notes 1 to 5, wherein the above-mentioned battle field prompting mechanism adds a new battle field during the rotation of multiple battle fields.
[附記7] 如附記1至附記6中任一項所記載之程式,其中 上述對戰場域提示機構藉由玩家之操作,將對戰場域控制為無法變更。 [Note 7] A program as described in any one of Notes 1 to 6, wherein the battle field prompt mechanism controls the battle field to be unchangeable through the operation of the player.
[附記8] 如附記1至附記7中任一項所記載之程式,其中 上述對戰場域提示機構提示過去提示過之對戰場域之資訊、當前提示之對戰場域之資訊、及將來要提示之預定之對戰場域之資訊。 [Note 8] A program as described in any one of Notes 1 to 7, wherein the battle field prompting mechanism prompts information about battle fields that have been prompted in the past, information about battle fields that are currently prompted, and information about battle fields that are scheduled to be prompted in the future.
[附記9] 如附記1至附記8中任一項所記載之程式,其中 上述對戰場域提示機構根據上述對戰遊戲之執行時期,提示對於上述遊戲要素之適性不同之對戰場域。 [Note 9] A program as described in any one of Notes 1 to 8, wherein the battle field prompting mechanism prompts battle fields with different suitability for the game elements according to the execution period of the battle game.
[附記10] 如附記1至附記9中任一項所記載之程式,其中 遊戲要素對於上述對戰場域之適性越高,上述遊戲執行機構越有利地控制對戰遊戲之進展。 [Note 10] A program as described in any one of Notes 1 to 9, wherein the higher the suitability of the game element for the above-mentioned battle field, the more advantageously the above-mentioned game execution mechanism can control the progress of the battle game.
[附記11] 如附記1至附記10中任一項所記載之程式,其中 上述對戰遊戲包含第1階段與第2階段;且 上述遊戲執行機構於上述第1階段中,設定用於對戰遊戲之遊戲要素,於上述第2階段中,執行使用設定之遊戲要素之對戰遊戲。 [Note 11] A program as described in any one of Notes 1 to 10, wherein the above-mentioned fighting game includes a first stage and a second stage; and the above-mentioned game execution mechanism sets game elements for the fighting game in the above-mentioned first stage, and executes the fighting game using the set game elements in the above-mentioned second stage.
[附記12] 如附記1至附記11中任一項所記載之程式,其中 上述遊戲執行機構於上述第1階段或上述第2階段中,提示表示提示過之對戰場域與設定之遊戲要素之適性的適性資訊。 [Note 12] A program as described in any one of Notes 1 to 11, wherein the game execution mechanism prompts suitability information indicating the suitability of the battle field and the set game elements that have been prompted in the first stage or the second stage.
[附記13] 如附記1至附記12中任一項所記載之程式,其中 上述對戰場域係模仿宇宙、地上、空中及水中之至少任一者之場域。 [Note 13] A program as described in any one of Notes 1 to 12, wherein the above-mentioned battle field simulates at least one of the fields in the universe, on the ground, in the air, and in the water.
[附記14] 如附記1至附記13中任一項所記載之程式,其中 上述對戰遊戲至少包含第1模式之第1對戰遊戲與第2模式之第2對戰遊戲;且 上述場域提示機構於選擇上述第1模式或上述第2模式時,提示於對戰遊戲提示之對戰場域之資訊。 [Note 14] A program as described in any one of Notes 1 to 13, wherein the above-mentioned battle game includes at least a first battle game of a first mode and a second battle game of a second mode; and the above-mentioned field prompting mechanism prompts information of the battle field in the battle game prompt when the above-mentioned first mode or the above-mentioned second mode is selected.
[附記15] 如附記1至附記14中任一項所記載之程式,其中 上述遊戲執行機構於上述第1對戰遊戲中,以遊戲要素對上述對戰場域之適性不影響對戰遊戲之進展之方式進行控制,於上述第2對戰遊戲中,以遊戲要素對上述對戰場域之適性影響對戰遊戲之進展之方式進行控制。 [Note 15] A program as described in any one of Notes 1 to 14, wherein the game execution mechanism controls the first battle game in such a way that the suitability of the game elements to the battle field does not affect the progress of the battle game, and controls the second battle game in such a way that the suitability of the game elements to the battle field affects the progress of the battle game.
[附記16] 一種遊戲裝置,其具備: 登錄機構,其可登錄遊戲要素; 對戰場域提示機構,其提示上述登錄之遊戲要素可移動之對戰場域;及 遊戲執行機構,其將上述登錄之遊戲要素配置於上述對戰場域,執行對戰遊戲;且 上述對戰場域提示機構根據上述對戰遊戲之執行時期,提示不同之對戰場域。 [Supplementary Note 16] A gaming device comprising: a registration mechanism for registering game elements; a battle field prompting mechanism for prompting a battle field to which the registered game elements can be moved; and a game execution mechanism for placing the registered game elements in the battle field to execute a battle game; and the battle field prompting mechanism prompts different battle fields according to the execution period of the battle game.
以上,雖已舉較佳之實施形態說明本發明,但本發明並非限定於上述實施形態,可於不脫離其技術性思想之範圍內多樣地進行變化並實施。Although the preferred embodiments have been described above to illustrate the present invention, the present invention is not limited to the above embodiments and can be variously modified and implemented without departing from the scope of the technical concept.
1:遊戲裝置 2:伺服器 10:處理部 11:顯示部 12,121~125:第1遊戲要素讀取部 13,131~135:第2遊戲要素讀取部 14:操作輸入部 15:價款檢測部 16:使用者資訊讀取部 17:聲音輸出部 18:通信部 19:記憶部 20:處理部 21:記憶部 22:通信部 30:對戰場域 31:出擊遊戲組區域 32:第1區域 33:第2區域 110:遊戲要素取得部 111:遊戲組構成部 112:遊戲執行部 113:對戰場域提示部 114:對戰模式選擇部 190:遊戲要素資料庫 191:要素ID 192:種類資訊 193:描繪用資訊 194:參數資訊 195:地形適性資訊 201:匹配處理部 202:管理部 210:玩家資料庫 211:玩家ID 212:進展狀況資訊 213:擁有資訊 214:強化狀況資訊 215:報酬資訊 300:地形類別輪換資料庫 301,302,303:對戰場域資料庫 M1,P1:遊戲卡 N:通信線路1: Game device 2: Server 10: Processing unit 11: Display unit 12,121~125: First game element reading unit 13,131~135: Second game element reading unit 14: Operation input unit 15: Price detection unit 16: User information reading unit 17: Sound output unit 18: Communication unit 19: Memory unit 20: Processing unit 21: Memory unit 22: Communication unit 30: Battle field 31: Attack game group area 32: First area 33: Second area 110: Game element acquisition unit 111: Game group configuration unit 112: Game execution unit 113: Battle field prompt unit 114: Battle mode selection unit 190: Game element database 191: Element ID 192: Type information 193: Drawing information 194: Parameter information 195: Terrain suitability information 201: Match processing unit 202: Management unit 210: Player database 211: Player ID 212: Progress status information 213: Possession information 214: Enhancement status information 215: Reward information 300: Terrain type rotation database 301,302,303: Battle field database M1,P1: Game card N: Communication line
圖1係顯示本實施形態之遊戲系統之系統構成之圖。 圖2係顯示第1遊戲要素為飛行員,且其種類具有攻擊型之角色資訊時之遊戲卡P1之一例的圖。 圖3係顯示第2遊戲要素為搭乘物,且其種類具有攻擊類型之角色資訊時之遊戲卡M1之一例的圖。 圖4係顯示本實施形態之對戰遊戲中之遊戲場域之一例之圖。 圖5係本發明之實施形態之遊戲裝置1之正面之外觀圖。 圖6係顯示本發明之實施形態之遊戲裝置1之功能構成之方塊圖。 圖7係顯示遊戲要素資料庫190之一例之圖。 圖8係顯示地形類別輪換資料庫300之一例之圖。 圖9係顯示按每個地形類別準備之對戰場域資料庫301、302、303之一例之圖。 圖10係顯示本發明之實施形態之伺服器2之功能構成之方塊圖。 圖11係顯示玩家資料庫211之一例之圖。 圖12係遊戲裝置1之動作流程圖。 圖13係對戰場域決定處理之動作之流程圖。 圖14係顯示遊戲裝置1之首頁之一例之圖。 圖15係顯示對戰場域之資訊之一例之圖。 圖16係顯示遊戲要素登錄畫面之一例之圖。 圖17係顯示遊戲組編成畫面中之地形適應度之顯示方法之一例之圖。 圖18係追加有地形類別「隨機」之地形類別輪換資料庫300之例。 圖19係地形類別「隨機」時之遊戲組編成畫面之一例。 圖20係第2實施形態之遊戲裝置1之方塊圖。 圖21係顯示第2實施形態之遊戲裝置1之首頁之一例之圖。 FIG. 1 is a diagram showing the system configuration of the game system of the present embodiment. FIG. 2 is a diagram showing an example of a game card P1 when the first game element is a pilot and its type has attack-type character information. FIG. 3 is a diagram showing an example of a game card M1 when the second game element is a vehicle and its type has attack-type character information. FIG. 4 is a diagram showing an example of a game field in a battle game of the present embodiment. FIG. 5 is a front view of a game device 1 of the present invention. FIG. 6 is a block diagram showing the functional configuration of the game device 1 of the present invention. FIG. 7 is a diagram showing an example of a game element database 190. FIG. 8 is a diagram showing an example of a terrain type rotation database 300. FIG. 9 is a diagram showing an example of battle field databases 301, 302, and 303 prepared for each terrain type. FIG. 10 is a block diagram showing the functional configuration of the server 2 of the embodiment of the present invention. FIG. 11 is a diagram showing an example of the player database 211. FIG. 12 is a flowchart of the operation of the game device 1. FIG. 13 is a flowchart of the operation of the battle field determination process. FIG. 14 is a diagram showing an example of the homepage of the game device 1. FIG. 15 is a diagram showing an example of information on the battle field. FIG. 16 is a diagram showing an example of a game element registration screen. FIG. 17 is a diagram showing an example of a method of displaying terrain suitability in a game group formation screen. FIG. 18 is an example of a terrain type rotation database 300 with a terrain type "random" added. FIG. 19 is an example of a game group composition screen when the terrain type is "random". FIG. 20 is a block diagram of the game device 1 of the second embodiment. FIG. 21 is a diagram showing an example of a home page of the game device 1 of the second embodiment.
1:遊戲裝置 1: Gaming device
10:處理部 10: Processing Department
11:顯示部 11: Display unit
121~125:第1遊戲要素讀取部 12 1 ~ 12 5 : First game element reading unit
131~135:第2遊戲要素讀取部 13 1 ~ 13 5 : Second game element reading unit
14:操作輸入部 14: Operation input unit
15:價款檢測部 15: Price Inspection Department
16:使用者資訊讀取部 16: User information reading unit
17:聲音輸出部 17: Sound output unit
18:通信部 18: Communications Department
19:記憶部 19: Memory Department
110:遊戲要素取得部 110: Game element acquisition department
111:遊戲組構成部 111: Game organization department
112:遊戲執行部 112: Game Execution Department
113:對戰場域提示部 113: Battle field prompts
Claims (16)
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| Application Number | Priority Date | Filing Date | Title |
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| JP2023-035104 | 2023-03-07 | ||
| JP2023035104A JP7721588B2 (en) | 2023-03-07 | 2023-03-07 | Program and game device |
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| Publication Number | Publication Date |
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| TWI863761B true TWI863761B (en) | 2024-11-21 |
| TW202448565A TW202448565A (en) | 2024-12-16 |
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| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| TW112149479A TWI863761B (en) | 2023-03-07 | 2023-12-19 | Programs and gaming devices |
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| Country | Link |
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| JP (1) | JP7721588B2 (en) |
| TW (1) | TWI863761B (en) |
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| JP2011078649A (en) * | 2009-10-08 | 2011-04-21 | Sega Corp | Game device, control method of game device, and control program of game device |
| JP6438067B2 (en) * | 2017-03-31 | 2018-12-12 | 株式会社スクウェア・エニックス | GAME PROGRAM AND GAME SYSTEM |
| JP7402639B2 (en) * | 2019-08-28 | 2023-12-21 | 株式会社バンダイナムコエンターテインメント | Game systems, server systems, terminal devices and programs |
| JP7159138B2 (en) * | 2019-09-25 | 2022-10-24 | 株式会社アニプレックス | Game program and information processing device |
| JP6948107B2 (en) * | 2019-11-11 | 2021-10-13 | 株式会社ポケモン | Game system, game method, and game program |
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- 2023-12-19 TW TW112149479A patent/TWI863761B/en active
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| TWM477309U (en) * | 2012-06-08 | 2014-05-01 | shi-jie Zhang | Counteracting battle game structure |
| US20220184496A1 (en) * | 2013-07-12 | 2022-06-16 | Gree, Inc. | Server device, method for controlling the same, computer-readable recording medium and game system |
| US20200094142A1 (en) * | 2014-02-25 | 2020-03-26 | Gree, Inc. | Game control method, system, and non-transitory computer-readable recording medium |
| CN115155065A (en) * | 2019-09-11 | 2022-10-11 | 腾讯科技(深圳)有限公司 | Display control method and device for real-time card game |
| US20210154565A1 (en) * | 2019-11-21 | 2021-05-27 | Robert Franklin Dull | Game board and methods and systems for providing an entertaining experience of war between the players over a plurality of areas of a game board |
| CN114832388A (en) * | 2022-03-17 | 2022-08-02 | 网易(杭州)网络有限公司 | Information processing method and device in game, electronic equipment and storage medium |
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| Publication number | Publication date |
|---|---|
| JP2024126611A (en) | 2024-09-20 |
| TW202448565A (en) | 2024-12-16 |
| JP7721588B2 (en) | 2025-08-12 |
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