CN113164815B - Program, terminal, game system, and game management device - Google Patents

Program, terminal, game system, and game management device Download PDF

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Publication number
CN113164815B
CN113164815B CN201980080855.0A CN201980080855A CN113164815B CN 113164815 B CN113164815 B CN 113164815B CN 201980080855 A CN201980080855 A CN 201980080855A CN 113164815 B CN113164815 B CN 113164815B
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China
Prior art keywords
player
game
information
game element
card
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Active
Application number
CN201980080855.0A
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Chinese (zh)
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CN113164815A (en
Inventor
猿馆修
长瀬裕
小谷英斗
加藤佑佳
齐藤真彦
李贤秀
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Bandai Co Ltd
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Bandai Co Ltd
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Publication of CN113164815A publication Critical patent/CN113164815A/en
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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Theoretical Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • User Interface Of Digital Computer (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The invention provides a game with improved user convenience. A program for causing a computer to execute a game played using a first game element held by a first player and a first game element held by a second player who is an opponent, the program causing the computer to function as: a first setting unit that sets a first game element constituting a card group of a first player; a second setting unit that sets a second game element of the first player, which has character information that can be changed according to progress of the game and does not constitute the card group; a decision unit that decides a selection or an action for the first game element; an acquisition unit that acquires operation assistance information corresponding to character information of a second game element, the operation assistance information being information regarding progress of a game for a first player; and a providing unit that provides the operation assistance information at a stage where the first player is able to perform the operation.

Description

Program, terminal, game system, and game management device
Technical Field
The present invention relates to a program, a terminal, a game system, and a game management device.
Background
In recent years, games using smartphones, mobile phones, and the like as platforms are popular. For example, a card group obtained by combining game elements such as virtual cards is used, and a winning or losing game of the game of fighting is determined using parameter values of each game element constituting the card group.
On the other hand, in the past, there has been a city construction simulation game in which users operate the environment of a city within the game, and an object is to develop a city. In such city construction games, users set various facilities and buildings in cities within the games to develop the cities, and cope with various problems such as occurrence of earthquakes and public hazards. However, in the conventional city construction game, the options of the users are involved in a plurality of aspects, and the purpose of the game is not at all, so that the users may not know what operation is to be performed next in order to further develop the city. Therefore, a technique capable of preventing a user from getting into a state of not knowing what to do is proposed by suggesting a next operation to the user (patent document 1).
Prior art literature
Patent literature
Patent document 1: japanese patent laid-open publication No. 2014-147527
Disclosure of Invention
Problems to be solved by the invention
In addition, regarding the technique described in patent document 1, the server receives a scoring request for a city from a player, scores the city for a predetermined item, and proposes a next operation to the player. In other words, advice to the player is triggered by a request from the player, rather than being timely given in a situation where the player who is playing the game is able to operate.
In particular, in the case of a game of a battle using game elements such as cards constituting the card set, if advice can be received from the device side in good time without requiring advice from the player in the case where the game elements such as cards can be operated, convenience for the user as a player is high.
Accordingly, an object of the present invention is to provide a program, a terminal, a game system, and a game management device that can provide a game that improves user convenience.
Solution for solving the problem
One embodiment of the present invention is a program for causing a computer to execute a game that is played using a first game element held by a first player and a first game element held by a second player that is an opponent, the program causing the computer to function as: a first setting unit that sets a first game element constituting the card group of the first player; a second setting unit that sets a second game element of the first player, which has character information that can be changed according to progress of a game and does not constitute the card group; a decision unit that decides a selection or an action for the first game element; an acquisition unit that acquires operation assistance information corresponding to character information of the second game element, the operation assistance information being information regarding progress of a game for the first player; and a providing unit that provides the operation assistance information at a stage where the first player is able to perform an operation.
One aspect of the present invention is a terminal for playing a game using a first game element held by a first player and a first game element held by a second player who is an opponent, the terminal including: a first setting unit that sets a first game element constituting the card group of the first player; a second setting unit that sets a second game element of the first player, which has character information that can be changed according to progress of a game and does not constitute the card group; a decision unit that decides a selection or an action for the first game element; an acquisition unit that acquires operation assistance information corresponding to character information of the second game element, the operation assistance information being information regarding progress of a game for the first player; and a providing unit that provides the operation assistance information at a stage where the first player is able to perform an operation.
One aspect of the present invention is a game system for playing a game using a first game element held by a first player and a first game element held by a second player who is an opponent, the game system including a terminal and a game management device, wherein the terminal includes: a first setting unit that sets a first game element constituting a card group of the first player or the second player; a second setting unit that sets a second game element of the first player or the second player that has character information that can be changed according to progress of a game and does not constitute the card group; a decision unit that decides a selection or an action for the first game element by the first player or the second player; an acquisition unit that acquires operation assistance information regarding progress of a game for the first player or the second player from the game management device; and a providing unit that provides the acquired operation support information in a stage in which the first player or the second player is able to perform an operation, the game management device including: an acquisition unit that acquires the operation assistance information corresponding to character information of a second game element of the first player or the second player; a transmitting unit that transmits the acquired operation assistance information to the terminal; and a character information changing unit that changes character information of a second game element of the first player or the second player according to progress of a game of the first player or the second player.
One aspect of the present invention is a game management device capable of communicating with a terminal of a first player and a terminal of a second player who is an opponent to the first player, the game management device including: a first transmitting unit that transmits a first game element constituting the card group of the first player to the terminal of the second player, and transmits a first game element constituting the card group of the second player to the terminal of the first player; a first acquisition unit that acquires character capabilities of a second game element of the first player or the second player that does not constitute a card group; a second acquisition unit that acquires operation assistance information corresponding to the acquired character information of a second game element of the first player or the second player, the operation assistance information being information on progress of a game for the first player or the second player, at a stage where the first player or the second player is able to perform an operation; a second transmitting unit that transmits the acquired operation assistance information to a terminal of the first player or the second player; and a character information changing unit that changes character information of a second game element of the first player or the second player according to progress of a game of the first player or the second player.
ADVANTAGEOUS EFFECTS OF INVENTION
The present invention can provide a game in which convenience for users is improved.
Drawings
Fig. 1 is a diagram showing an example of the overall configuration of a game system according to the present embodiment.
Fig. 2 is a diagram showing an example of the configuration of a smart phone as an example of the player terminal 1.
Fig. 3 is a diagram showing an example of screen display of a preliminary stage of a game or a card use preliminary stage displayed on the display 11 of the player terminal 1.
Fig. 4 is a diagram showing an example of display of a screen displayed on the display 11 of the player terminal 1.
Fig. 5 is a block diagram showing a functional configuration example of the player terminal 1.
Fig. 6 is a diagram showing an example of card setting data of a card held by a player.
Fig. 7 is a diagram showing an example of card group setting data.
Fig. 8 is a diagram showing an example of the partner setting data of player a.
Fig. 9 is a block diagram showing a functional configuration example of the game server 2.
Fig. 10 is a diagram showing an example of user information data.
Fig. 11 is a sequence diagram for explaining operations of the player terminal 1 and the game server 2.
Fig. 12 is an example of an icon image displayed on the player terminal 1.
Fig. 13 is a diagram showing an example in which operation assistance information is output from an image of a partner in the form of character information.
Fig. 14 is a diagram for explaining other display examples of the operation assistance information.
Detailed Description
[ Integral Structure ]
Fig. 1 is a diagram showing an example of the overall configuration of a game system according to the present embodiment. As shown in fig. 1, the game system is configured to include a game server 2 and player terminals 1 prepared for each player A, B of a game. The player terminal 1 and the game server 2 can be connected to the communication line N and can communicate with each other.
The communication line N represents a communication path through which data communication is possible. That is, the communication line N includes a LAN composed of a dedicated line (dedicated cable) for direct connection, an ethernet (registered trademark), and the like, and includes communication networks such as a telephone communication network, a cable network, and the internet, and the communication method is not limited to wired/wireless.
The player terminal 1 is a computer capable of executing a game program, is connected to a communication line N via a wireless communication base station or the like, and is capable of data communication with the game server 2. The player terminal 1 is, for example, a smart phone, a mobile phone, a portable game device, a stationary home game device, a commercial game device, a personal computer, a tablet computer, a controller of a stationary home game device, or the like. Basically, there are a plurality of player terminals 1, which are operated by each player.
The game server 2 is a server system configured to include a single or a plurality of server devices, storage devices, and the like. The game server 2 provides various services for operating the game of the present embodiment, and can manage data necessary for operating the game, and can transmit a game program and data necessary for executing the game in the player terminal 1.
Fig. 2 is a diagram showing an example of the configuration of a smart phone as an example of the player terminal 1. As shown in fig. 2, the player terminal 1 includes a display 11, a touch panel 12 integrated with the display 11, and a speaker 13. The player terminal 1 is provided with a control board, a built-in battery, a power button, a volume adjustment button, and the like, which are not shown.
The control board is mounted with various microprocessors such as CPU, GPU, DSP, various IC memories such as ASIC, VRAM, RAM, ROM, and the like, a wireless communication module for performing wireless communication with a mobile phone base station, and the like. The control board is mounted with a so-called I/F circuit (interface circuit) such as a drive circuit of the touch panel 12. The elements mounted on the control board are electrically connected to each other via a bus circuit or the like, and are connected to enable data reading and writing and signal reception and transmission.
In this embodiment, an example will be described in which such a game system is applied to a battle game that is performed using a first game element held by a first player a and a first game element held by a second player B that is a battle opponent.
Here, the first game element is a character associated with a virtual or physical item. Examples of the virtual or physical article include a virtual card, a physical card, and the like which can be displayed on a computer. In the game to be executed, the first game element that can be played by using the card is described as a character that is controlled to act based on an operation by a player (including a non-player operated by a computer), and a pattern (an image showing the appearance of the character) corresponding to the character is attached to the card. The present invention is not limited to the above, and the card for specifying the use of the game element of the executed game is not limited to the card configured to be able to specify the game element such as the character, and may be a card for specifying another game element such as the prop or the effect of the start. The article is not limited to a card, and may be any article configured to be able to identify a game element associated with the article. The article may be a model such as a hand having the appearance of a game element.
In the game of the present embodiment, a second game element different from the first game element is added. The second game element is also a character as the first game element, but need not be associated with a virtual or tangible item.
The second game element is different from the first game element, and is not used as a means for attack or defense used by a player (including a non-player operated by a computer) in a game, but has at least a property of providing information on progress of the game, i.e., operation assistance information, to the player at a stage where the player can perform the operation. In other words, the second game element is different from the first game element in which an action is controlled based on an operation by a player (including a non-player operated by a computer), and the second game element can be said to be a game element that autonomously or spontaneously provides operation assistance information in a game. The operation support information is not limited to the type of information as long as it relates to progress of the game, and is, for example, information on an operation method, information on selection or action of the first game element (advice information on selection of a card, a card to be an opponent to attack, or the like), information contributing to progress of the game (advice information on the type of a card contributing to a result of the game to fight, or the like), or the like. In other words, the second game element may be said to be a game element that forms a team with a player (including a non-player operated by a computer) to play a battle with the battle player.
The above-described second game element autonomously or spontaneously provides operation assistance information by the AI function provided in the game server 2. The AI function is an AI function obtained by performing machine learning using, as teacher data, contents of game progress of a large number of game plays, results thereof, and the like. The machine learning method is represented by deep learning (DEEP LEARNING), but is not limited thereto.
In addition, the content of the operation assistance information or the timing (timing) at which the operation assistance information is provided by the second game element autonomously or spontaneously varies according to the character information possessed by the second game element. The character information varies according to progress of the game. The character information can have a plurality of parameters. For example, in the present embodiment, the character information includes a parameter (hereinafter, referred to as a rank) that changes according to an empirical value obtained based on a result of a game, a parameter (hereinafter, referred to as a card understanding degree) that changes according to a frequency of use of a type of the first game element, a parameter (hereinafter, referred to as a character) that changes according to a rate of use of the type of the first game element, and a parameter (hereinafter, referred to as a synchronization rank) that changes according to a predetermined event.
The rank represents a basic rank of the second game element, and rises according to an experience value obtained by the fight. Also, when the level increases, the thinking ability of the second game element can increase. The higher the thinking ability is, the more appropriate operation assistance information corresponding to the situation of the game can be provided.
The card understanding degree is an understanding degree of the first game element (an understanding degree of an effect or the like of a character of the card), and the higher the understanding degree is, the more appropriate operation support information for notifying the timing of using the first game element (card) can be provided.
The personality represents an attribute of the second game element, and changes according to a usage ratio of an attribute of the first game element (having an attribute corresponding to the character).
The synchronization level rises by achieving a predetermined event within the game. The predetermined event is to register a game, and the second game element acts together with the player in the game. The synchronization level differs, and therefore, the content of the operation assistance information and the like are also different. For example, the higher the synchronization level, the higher the intimacy is.
The AI function provided in the game server 2 has a plurality of AI functions corresponding to the character information described above, and can provide operation support information corresponding to the height of the character information. That is, the higher the character information of the second game element is, the more appropriate the operation assistance information can be provided.
[ Summary of game content ]
Next, in order to facilitate understanding of the description of the embodiment, an outline of the game will be described using a display screen of the display 11 of the player terminal 1.
In the game of the present embodiment, player A, B uses a virtual game piece (a piece obtained by a first game element avatar, simply referred to as a "card") as a game object in the game. Multiple cards are prepared, and the types of cards are distinguished by combinations of the capabilities of characters associated with the various cards, card attributes, and the like. The card attribute is determined by, for example, a color such as red, blue, a certain number from 1 to 7, or the like. The capability parameter values such as a level, an attack force, and an HP (life value) used in a battle game (battle) played by an opponent such as an opponent character controlled by a computer and other players are determined for each card.
In addition to the minimum number of pieces required for playing a game (battle) at the time of account registration, the card can be obtained in the game, or obtained by purchasing as a pay prop, or obtained by a lottery called a twist (japanese) game. In addition, a game card (hereinafter referred to as a "real card") having a physical object can be obtained by performing a registration procedure for enabling use of the obtained real card in a game. Specifically, when the player A, B performs the registration procedure of the real card, a card of the card type associated with the real card can be obtained.
Further, the player A, B forms a card set by a predetermined number (for example, 40) of the cards held therein, and challenges a game of fight (battle) played using the card set. The fight game (battle) played using the deck refers to a game in which the winning or losing of the opponent is decided using the capability parameter value (character information of the first game element) decided for the cards (deck cards) constituting the deck.
The fight is started by performing a selection operation (touch operation) from a main screen fight menu displayed after registration. In addition, player A, B needs to complete account registration in advance and compile a card set before playing the game. The card menu may be touched from a main screen or the like, and the card group may be formed from a menu formed from a card group displayed as one of them.
The rounds of player a and the rounds of player B as opponents are alternately performed in the battle. Each round is composed of the following multiple stages: a preparation step, setting hands in the deck card to player areas of the player such as a place; a card use preparation stage for preparing other deck cards for using the set deck cards; and a combat stage for attacking the combat player or the cards of the combat player using the deck cards provided in the player area.
On the other hand, regarding the second game element, the player A, B can obtain the second game element by selecting a favorite partner from a plurality of second game elements (hereinafter referred to as peers) at the time of account registration. The plurality of parameters included in the immediately-obtained character information of the peer are initial states (lowest levels).
Fig. 3 is a diagram showing an example of screen display in the preliminary stage of the game or the card use preliminary stage displayed on the display 11 of the player terminal 1. The screen of the display 11 includes a first area 20 for setting a card or the like of the player a and a second area 21 for setting a card or the like of the player B who performs the combat. In addition, operation information 30 is displayed at the boundary between the first area 20 and the second area 21, and the operation information 30 is used to display information of an operation that can be currently performed.
Each of the first region 20 and the second region 21 includes: a field area 22, 5 cards (hands) selected from the own card group can be arranged in the field area 22; a base area 23, in which cards consumed (action cost) for initiating actions or effects of cards arranged in the venue can be arranged in the base area 23; and a capability area 24, wherein a first object 31 having an influence (capability) on the card's cranking effect and having a life (HP) and a second object also having a life (HP) can be arranged in the capability area 24. In the present embodiment, the second object 32 is displayed as a partner, which is a second game element.
In the fight stage, as shown in fig. 4, player a decides a card for attack and a card, a first object, or a second object 31, 32 of a fight player B as an attack object by touching the card for attack with a finger and dragging it to the card, the first object, or the second object 31, 32 of the opponent as the attack object. Thus, player a's attack begins.
The player a and the player B as opponents alternately repeat the steps or rounds, and the winning or losing is determined according to the fact that the life of one player becomes 0 or the cards of the deck become 0.
[ Functional Structure ]
Fig. 5 is a block diagram showing a functional configuration example of the player terminal 1.
As shown in fig. 5, the player terminal 1 includes an operation input unit 51, a processing unit 52, an image display unit 53, an audio output unit 54, a communication unit 55, and a storage unit 56.
The operation input unit 51 is for inputting various operations related to the game by the player, and outputs an operation input signal corresponding to the operation input to the processing unit 52. The function of the operation input unit 51 can be realized not only by an element directly operated by the finger of the player a, such as a touch operation panel, a main button, a button switch, a joystick, a trackball (trackball), but also by an element detecting movement or posture, such as an acceleration sensor, an angular velocity sensor, a tilt sensor, a geomagnetic sensor, or the like. In fig. 2, the touch operation panel 12 corresponds to an operation input section.
The processing unit 52 controls the operations of the player terminal 1 in a unified manner based on programs, data, operation input signals from the operation input unit 51, and the like stored in the storage unit 56. The functions of the processing unit 52 can be realized by, for example, a microprocessor such as a CPU and a GPU, and an electronic component such as an ASIC and an IC memory. The processing unit 52 includes a game calculation unit 61, an image generation unit 62, a sound generation unit 63, and a communication control unit 64 as main functional units.
The game calculation unit 61 executes various game processes for realizing the game of the present embodiment, and outputs the processing results to the image generation unit 62 and the sound generation unit 63. The game calculation unit 61 includes a card setting unit 71, a partner setting unit 72, a behavior determination unit 73, an operation support information acquisition unit 74, an operation support information providing unit 75, and a game management unit 76.
The card setting unit 71 manages the held card held by the player A, B up to the present time point by using card setting data and deck setting data described later. In addition, cards constituting each card group from among the held cards are managed, and cards and hands set in the preliminary stage and the card usage preliminary stage to each place are set from among the card groups selected by the player A, B. Card setting information, which is information on cards and hands set on each field, is generated and transmitted to the game server 2 via the communication unit 55.
The partner setting unit 72 manages information (including character information) on a partner selected by the player A, B as the second game element at the time of account registration, using partner setting data described later. The partner setting unit 72 outputs the image information of the partner to the image generating unit 62 during the fight or on another menu screen.
The action determining unit 73 determines the selection of a card and the action of the card by a touch operation or the like of the player A, B, generates action selection information which is information of the selection or action of the card, and transmits the action selection information to the game server 2 via the communication unit 55.
The operation assistance information acquisition section 74 acquires operation assistance information from the game server 2 in progress of the game.
The operation assistance information providing section 75 provides the acquired operation assistance information via the image generating section 62 or the sound generating section 63.
The game management unit 76 manages progress of the entire game.
The image generation unit 62 generates 1 game screen at 1 frame time (for example, 1/60 second) based on the processing result of the game calculation unit 61, and outputs the image signal of the generated game screen to the image display unit 53. The functions of the image generating unit 62 can be realized by, for example, a processor such as a GPU or a Digital Signal Processor (DSP), a program such as a video signal IC or a video codec, an IC memory for drawing frames such as a frame buffer, an IC memory for expanding texture data, and the like.
The sound generation unit 63 generates sound signals such as effect sounds, BGM, sound information of operation assistance information, and various operation sounds related to the game, based on the processing result of the game calculation unit 61, and outputs the sound signals to the sound output unit 54. The function of the sound generation unit 63 can be realized by a Digital Signal Processor (DSP), a sound synthesis IC or the like, an audio codec capable of playing a sound file, or the like, for example.
The communication control unit 64 performs communication connection and data processing for performing data communication with the game server 2.
The image display unit 53 displays various game screens based on the image signal input from the image generation unit 62. The function of the image display unit 53 can be realized by a display device such as a flat panel display, a Cathode Ray Tube (CRT), a projector, or a head mount display. The display 11 in fig. 2 conforms to the image display section 62.
The sound output unit 54 outputs an effect sound or the like relating to the game as sound based on the sound signal input from the sound generation unit 63. The speaker 13 in fig. 2 conforms to the sound output section 54.
The communication unit 55 is connected to the communication line N to realize communication. The function of the communication unit 55 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a socket of a wired communication cable, a control circuit, and the like.
The storage unit 56 stores programs for operating the player terminal 1 to realize various functions of the player terminal 1, data used for executing the programs, and the like in advance or temporarily at each processing. The storage unit 56 is implemented by, for example, an IC memory such as a RAM, a ROM, or a flash memory, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or a DVD.
The storage unit 56 stores a system program and a game program. The system program is a program for realizing the basic functions of the player terminal 1 as a computer. The game program is a program for causing the processing unit 52 to function as the game calculation unit 61. When the player completes account registration, the program is transmitted from the game server 2 or other application distribution server or the like.
The storage unit 56 stores card setting data, card group setting data, and companion setting data. In addition, model data, texture data, motion data, special effect data, background images of game screens, sound data such as effect sounds, and the like for displaying images of characters and peers of the card are appropriately transferred as data necessary for the game, and stored in the storage unit 56.
The card setting data is character information of a card held by a player, and is prepared for each card. Fig. 6 is a diagram showing an example of card setting data of a card held by a player. In fig. 6, card setting data of 1 card held by a player and specified by card identification information "001" is shown. The card setting data includes card identification information, character images, card names, card types, cost numbers, colors, ethnicities, capabilities, aggression, life values, and rarity. Fig. 6 shows an example of the card setting data, but the card setting data is not limited to this. The card setting data is increased or decreased according to the increase or decrease of the card held by the player A, B.
The card set setting data is data relating to each card set of the player, and includes card identification information of cards constituting each card set. Fig. 7 is a diagram showing an example of card group setting data. The example of fig. 7 shows an example of the card set setting data of the card set 1 of the player a, and shows an example in which the card set 1 is constituted by a card having card identification information "001" to a card having card identification information "023". Fig. 7 shows an example of the card set setting data, but the card set setting data is not limited to this.
The partner setting data is character information of a partner selected from the menu setting. The character information of the partner changes with the progress of the game, but when the change occurs, the changed character information is notified from the game server 2 to update the character information. Fig. 8 is a diagram showing an example of the partner setting data of player a. In the example of fig. 8, the partner setting data includes partner identification information, character image, partner name, rank, card understanding degree, personality, and synchronization rank. Fig. 8 shows an example of the partner setting data, but the partner setting data is not limited thereto.
Next, the configuration of the game server 2 will be described. Fig. 9 is a block diagram showing a functional configuration example of the game server 2.
The game server 2 includes a processing unit 91, a communication unit 92, and a storage unit 93.
The processing unit 91 controls the operation of the game server 2 based on the program, data, and received information stored in the storage unit 93. The functions of the processing unit 91 can be realized by, for example, a microprocessor such as a CPU and a GPU, and an electronic component such as an ASIC and an IC memory. The processing unit 91 includes a player management unit 101, a game management unit 102, an AI processing unit 103, and a character information updating unit 104.
The player management unit 101 uses user information data described later to manage an account number, progress status of a game, and the like for each connected player terminal 1.
The game management unit 102 receives card setting information, action selection information, and the like from the player terminal 1, performs a fight process using the card setting information, the action selection information, and card data described later, and outputs the fight result.
The AI processing unit 103 has an algorithm obtained by machine learning teacher data such as the content of the progress of the game of a large number of combat games and the results thereof. The algorithm is an algorithm corresponding to the role information of the peer (capability of the peer). The machine learning method is represented by deep learning (DEEP LEARNING), but is not limited thereto.
The AI processing section 103 receives the card setting information or the action selection information transmitted from the player terminal 1 and the character information (capability of the partner) of the partner of the player terminal 1, and outputs operation support information in the case of the card setting information or the action selection information. Note that, even if the card setting information or the action selection information transmitted from the player terminal 1 is the same, if the character information (capability of the partner) of the partner of the player is different, different operation assistance information may be output.
The character information updating unit 104 receives card setting information, action selection information, and a result of the game from the game management unit 102, calculates various parameters (rank, card understanding degree, personality, and synchronization rank) of the character information using these pieces of information, and updates the character information (ability of the partner) of the player A, B in the user information data.
The communication unit 92 is connected to the communication line N to realize communication.
The storage unit 93 stores a system program and a game program. The system program is a program for realizing the basic function of the game server 2 as a computer. The game program is a program for causing the processing unit 91 to function as the player management unit 101, the game management unit 102, the AI processing unit 103, and the character information updating unit 104.
The storage unit 93 stores user information data and card data.
The user information data is basic data of players participating in the game, and user information data of each player is recorded. Fig. 10 is a diagram showing an example of user information data. In the example of fig. 10, user identification information of a player, partner setting data of the player, and card set setting data are included. Fig. 10 shows an example of the user information data, but the user information data is not limited to this.
The card data is card data of all cards used in the game. Basically, the same data as the card setting data of fig. 6 described above is stored for all cards used in the game. The card data may include basic data of a partner used in the game (partner identification information, character image, partner name, initial value of rank, initial value of card understanding degree, initial value of personality, and initial value of synchronization rank).
[ Action of each device ]
Next, operations of the player terminal 1 and the game server 2 will be described. Fig. 11 is a sequence diagram for explaining operations of the player terminal 1 and the game server 2. In the following description, a case where player A, B plays a combat game using player terminal 1 will be described.
First, when each player A, B registers an account of a game, a partner setting process for setting a partner is performed (step 100). In the partner setting process, a partner setting is selected from the menu screen. In the setting of the peers, the peers can be set by selecting a favorite peer from a plurality of peers. The information of the selected companion is transmitted to the game server 2.
The player management unit 101 of the game server 2 registers character information of a partner (initial value of basic data of the partner) in user information data corresponding to user identification information of the player terminal 1 using selection information of the partner received from the player terminal 1 (step 101). The registered character information of the companion is transmitted to the player terminal 1.
The partner setting unit 72 of the player terminal 1 registers the registered character information of the partner as partner setting data (step 100).
After account registration, each player A, B logs into the game (step 102). At this time, the player terminal 1 transmits a login request including user identification information.
The player management unit 101 of the game server 2 performs a login process in response to the login request (step 103). The login process includes the following processes: user information data corresponding to user identification information of a player who requested login is acquired and delivered to the game management unit 102. When collation of the user identification information and the like ends, a session (session) is established between the game server 2 and the player terminal 1.
When the login is completed, the card setting process is performed at the player terminal 1 of each player A, B (step 104). The card setting process is performed by selecting one card group from the set card groups, and disposing the cards in the card group to the field area, the base area, the capability area, and as hands. Card identification information of the arranged card, the arrangement status of the card, and the like are transmitted to the game server 2 as card setting information.
The game server 2 that has received the card setting information performs operation assistance information providing processing (step 105). The operation support information providing process is performed by the AI processing section 103. First, the AI processing section 103 performs operation support information providing processing for the player a who has first attacked. The AI processing section 103 acquires character information of the partner of player a from the user information data. The AI processing unit 103 receives the acquired character information of the partner of the player a and the card setting information of each player A, B, and outputs operation support information of the player a. The operation assistance information includes not only advice information in the form of characters or sounds, but also position information for displaying an icon image indicating that the operation assistance information (advice information) exists at a position corresponding to a card or operation information that is the object of the operation assistance information (advice information).
In addition, regarding the number of operation assistance information outputted from the AI processing section 103, two methods are considered.
The first method is a method of increasing the number of pieces of operation assistance information to be output (increasing the occurrence rate of the operation assistance information) as the ability to be determined by the character information of the player's companion becomes higher. In this method, the higher the capability of the partner is, the more operation assistance information can be obtained by the user, and therefore, there is an advantage that the range of decision selection or actions is large for the user.
The second method is a method of reducing the operation assistance information to one regardless of the height of the capability of the partner. In the case of this method, operation assistance information is provided as an optimal solution for the decision of the selection or action in the scene. But the content of the operation assistance information itself is highly related to the capabilities of the peers and thus different content. Also, the higher the capability of the partner becomes, the more accurate the content of the operation assistance information becomes. This method has the advantage that it is not necessary for the user to hesitate to select.
The number of operation assistance information outputted from the AI processing section 103 is described above, but any method is possible. In addition, other methods are not excluded.
Then, the operation assistance information output as described above is transmitted to the user terminal 1 of player a. The card setting information of player B as an opponent is also transmitted together with the operation assistance information. The card setting information of player B is used to cause user terminal 1 of player a to display the card of player B.
In the user terminal 1 of the player a, an action selection process is performed (step 106). The action selection process is performed by the action determining unit 73, the operation support information acquiring unit 74, and the operation support information providing unit 75. First, the operation support information acquisition unit 74 acquires operation support information from the game server 2, and gives the operation support information to the operation support information providing unit 75. The operation support information providing unit 75 displays the icon image at the corresponding position using the position information of the icon image included in the operation support information.
Fig. 12 is an example of an icon image displayed on the player terminal 1. Fig. 12 shows an example of displaying a plurality of icon images 40 at the stage of the selection action. In the example of fig. 12, an icon image 40 is displayed on or near the image of the card, which is the object of the operation assistance information, or near the operation information. In the example of fig. 12, the icon image 40 is displayed not only in the first area of the player a but also in the second area of the player B. This is to determine a card that is the subject of the attack and provide the advice. However, the present invention is not limited thereto. For example, in the case where player B is a non-player, it is not necessarily required to be displayed in the first area or the second area. Such an icon image can understand at a glance which object (e.g., card, object) the operation support information is present for, and is highly convenient for the user.
In the example of fig. 12, an example is shown in which a plurality of icon images are displayed on a scene where a selection or an action is decided, but the number of icon images increases or decreases according to adjustment of the number of operation support information outputted from the AI processing section 103. That is, the higher the capability of the companion, the more operation assistance information the user can obtain, and thus the higher the occurrence rate of the icon image. On the other hand, when one icon image is displayed on a scene where a player can operate a card or the like, operation support information on the optimal operation of the user on the scene can be presented, and there is an advantage that the user is not hesitant to select.
The operation support information providing unit 75 outputs operation support information such as a card to be subjected to the detection of the touch of the icon image 40 by the player a. The output of the operation assistance information (advice information) may be any one of character information or sound information. Fig. 13 is a diagram showing an example in which operation assistance information (advice information) is output from an image of a partner in the form of character information. Fig. 13 shows the following example: based on the icon image 40 in which the hand is touched, operation assistance information (advice information) of the hand, that is, "select the card bar", is displayed in the form of a dialog box from the partner.
The action determining unit 73 may be configured to: when player a decides to select a card on which icon image 40 is displayed in accordance with the operation assistance information (advice information) of the partner, the selection screen of the card is displayed by touching the card on which icon image 40 is displayed with a finger.
In addition, in the case where the operation support information (advice information) is information of an attack action, the operation support information providing unit 75 may display an image such as an arrow from the card that takes the attack action to the card that is the target of the attack in the operation support information (advice information) of the companion. For example, fig. 14 shows the following example: the image of the arrow from the card X taking the attack action to the card Y as the attack target and the operation assistance information (advice information) are used for carrying out the attack with this card-! "such display is displayed together.
In addition, when the player decides the selection or action of the card according to the operation support information (advice information), an icon image indicating the operation support information (advice information) may be set to be non-displayed. By doing so, each time a selection or an action is decided in accordance with the operation assistance information (advice information), only icon images for which the selection or the action is not decided in accordance with the operation assistance information (advice information) are displayed, and therefore there is an effect that: the user does not have an error of deciding an action again based on the icon image with respect to the action that has been decided once.
The number of selections or actions determined based on the operation assistance information may be limited to a predetermined number of times in one game.
In the above description of the action selection process, the description has been made centering on the case where an icon image indicating that there is operation assistance information is displayed and the player decides the selection or action of the card in accordance with the operation assistance information (advice information). However, even when an icon image indicating that the operation support information is present is displayed, the selection or action of the card or the like can be determined according to the judgment of the player in addition to the selection or action of the card or the like corresponding to the icon image.
Through the above processing, the selection or action of the card or the like is determined by the player a. The action determining unit 73 transmits information of the determined selection of the card or the like or the action to the game server 2 as action selection information.
The game management unit 102 of the game server 2 receives the action selection information of the player a, and performs the fight process using the action selection information of the player a, the card setting information of each player A, B, and the card data (step 107). Information on the result of the battle is transmitted to the player terminal 1 of each player A, B.
The game management unit 76 of the player terminal 1 of each player A, B receives the result of the match and performs the match result processing (step 108). The fight result process is a process of displaying the result of the fight on the player terminal 1 of each player A, B.
Next, similarly, the operation support information providing process (step 105), the action selecting process (step 106), the fight process (step 107), and the fight result process (step 108) of the post-attack player B are performed.
In this way, player a and player B repeatedly perform the fight alternately, and the win or lose is determined based on the life of a certain player becoming 0 or the cards of the deck becoming 0.
When the winning or losing is determined, the character information updating unit 104 of the game server 2 performs character information updating processing (step 109). The character information updating unit 104 receives card setting information and the result of the game in progress from the game management unit 102, and updates the character information of the player A, B based on the result. Specifically, the rank is calculated based on an empirical value obtained based on the result of the combat, the understanding degree and individuality of the card are calculated based on the type of the card used in the combat, and if a predetermined event is achieved, the synchronization rank is calculated. Then, the calculated values of the parameters are used to update the partner setting data in the user information data. The updated character information is transmitted to the player terminal 1.
As a specific calculation method for calculating each parameter by the character information updating unit 104, the following example is considered.
Regarding the rank, an empirical value required for rank up is set for each rank. In this case, the character information updating unit 104 calculates and updates the experience value of the player using the information (card setting information, action selection information, fight result, etc.) on the fight acquired from the game management unit 102 and a predetermined calculation formula at a predetermined time such as when the fight ends. Then, based on the updated experience value, it is determined whether or not an experience value required for the rank increase is reached, and if the experience value is reached, the rank increase is updated. The predetermined calculation formula may be set so that an empirical value obtained by incorporating a specific card into a card group and using the specific card becomes high. The specific card is, for example, a card to which the highest degree of the degrees of degree is assigned.
In addition, conditions for increasing the understanding degree of the card and the increasing rate corresponding to each condition are set for the understanding degree of the card. The card understanding degree is a parameter indicating the understanding degree of all cards for each card. For example, the condition "putting cards into a deck to combat" means that a player uses a certain deck during combat, and 40 cards constituting the deck become cards as the object of rising of the understanding degree of the cards. The "x%" means that the understanding of each card constituting the card set is increased by x% when the condition is satisfied. When the condition is satisfied, the character information updating unit 104 increases the value of the card understanding degree at an increasing rate corresponding to the condition.
In addition, personalities (first personality, second personality, … nth personality) are each associated with one of the card attributes (color in this embodiment). In this case, the character information updating unit 104 adds points (points) to the cumulative value of each color set for the individual character for the card used in the fight based on the fight-related information (card setting information, action selection information, etc.) acquired from the game management unit 102 at a predetermined time point such as when the fight ends. Then, the character corresponding to the color whose cumulative value is the largest (use ratio is large) as a result of the addition is selected and set as the personality. Further, although colors are used as the card attributes corresponding to the plurality of characters, the card attributes corresponding to the plurality of characters are not limited thereto, and other card attributes composed of a plurality of types may be used.
For example, conditions for increasing the synchronization level and the rate of increase corresponding to each condition are set for the synchronization level. The condition for increasing the synchronization level is, for example, "fight" or the like. In this case, at the end of the battle, the character information updating unit 104 updates the synchronization level by a predetermined rate.
The above-described updating of the character information updating unit 104 is merely an example, and other updating methods may be employed.
The partner setting unit 72 of the player terminal 1 receives the updated character information and updates the partner setting data (step 110).
The above description of the operations of the player terminal 1 and the game server 2 is completed.
As described above, according to the present embodiment, since the operation support information (advice information) which is information on the progress of the game can be provided without requiring a request from the player, even in a complex game, the user can be supported at a proper time, and the game with high user convenience can be provided.
Further, since an icon image indicating the presence of the operation assistance information (advice information) is displayed on or near the image of the card or the like as the object (first game element), the player can easily recognize the presence of the operation assistance information (advice information) and the object of the operation assistance information (advice information).
Further, since the character information of the player's companion (second game element) is different, the provided operation assistance information (advice information) is also different, and thus the player can enjoy a mode of developing a game such as a cultural companion (second game element).
In the above-described embodiment, the explanation was given of the example in which the operation support information (advice information) is provided in a state in which the selection or action of the first game element can be determined at the stage in which the player can perform the operation. But the timing provided is not limited thereto. For example, the operation support information (advice information) may be provided on a menu screen where the card (first game element) does not come out and a screen where only the companion (second game element) comes out.
In the above-described embodiment, an example was described in which a responsibility for virtually providing operation assistance information (advice information) is given to a partner (second game element). However, if the AI function providing the operation assistance information (advice information) is used, the selection and action of the card (first game element) can be autonomously determined as in the case of the actual player. Therefore, it is also possible to group the actual player and the companion (second game element) into one team, and the actual player and the companion (second game element) use the same card (first game element) respectively to fight against other players. In this case, the actual player and the partner (second game element) alternate with each other and determine the selection or action of the same card (first game element).
In addition, the function of providing the operation assistance information (advice information) can be set to be either valid or invalid according to the preference of the player (user).
In the above-described embodiment, the card game using the virtual game card is exemplified, but the type of game that can be applied is not limited. For example, a sports match game may be used in which the character associated with the first game element is a player, or a development game may be used in which the character associated with the first game element is a player.
Some or all of the above embodiments are described in the following appendix, but are not limited to the following.
[ Appendix 1]
A terminal for playing a game using a first game element held by a first player and a first game element held by a second player who is an opponent,
The terminal is provided with a processor and a memory storing execution commands,
Wherein the processor performs the following processing according to the execution command:
a first setting process of setting a first game element constituting a card group of the first player;
A second setting process of setting a second game element of the first player, which has character information that can be changed according to progress of the game and does not constitute the card group;
a decision process of deciding a selection or an action for the first game element;
An acquisition process of acquiring operation assistance information corresponding to character information of the second game element, the operation assistance information being information on progress of a game for the first player; and
Providing processing of providing the operation assistance information at a stage where the first player is able to perform an operation.
[ Appendix 2]
A game system for playing a game using a first game element held by a first player and a first game element held by a second player who is an opponent,
The game system comprises a terminal and a game management device,
Wherein the terminal is provided with a processor and a memory for storing an execution command,
The processor performs the following processing according to the execution command:
a first setting process of setting a first game element constituting a card group of the first player or the second player;
a second setting process of setting a second game element of the first player or the second player, which has character information that can be changed according to progress of the game and does not constitute the card group;
A decision process of deciding a selection or an action for the first game element by the first player or the second player;
An acquisition process of acquiring operation assistance information regarding progress of a game for the first player or the second player from the game management device; and
Providing processing of providing the acquired operation assistance information at a stage where the first player or the second player is able to perform an operation,
The game management device comprises a processor and a memory for storing execution commands,
The processor performs the following processing according to the execution command:
an acquisition process of acquiring the operation assistance information corresponding to character information of a second game element of the first player or the second player;
transmitting the acquired operation auxiliary information to the terminal; and
And character information change processing for changing character information of a second game element of the first player or the second player in accordance with progress of a game of the first player or the second player.
[ Appendix 3]
A game management device capable of communicating with a terminal of a first player and a terminal of a second player who is an opponent to the first player,
The game management device comprises a processor and a memory for storing execution commands,
Wherein the processor performs the following processing according to the execution command:
a first transmission process of transmitting a first game element constituting the card group of the first player to the terminal of the second player and transmitting a first game element constituting the card group of the second player to the terminal of the first player;
A first acquisition process of acquiring character capabilities of a second game element of the first player or the second player that does not constitute a card group;
a second acquisition process of acquiring operation assistance information corresponding to the acquired character information of a second game element of the first player or the second player, the operation assistance information being information on progress of a game for the first player or the second player, at a stage where the first player or the second player is able to perform an operation;
a second transmission process of transmitting the acquired operation assistance information to a terminal of the first player or the second player; and
And character information change processing for changing character information of a second game element of the first player or the second player in accordance with progress of a game of the first player or the second player.
The present invention has been described above with reference to preferred embodiments, but the present invention is not necessarily limited to the above-described embodiments, and can be implemented by various modifications within the scope of the technical idea.
The present application is an application based on priority claims of japanese patent application publication nos. 2018-245730 of 12/27/2018 and japanese patent application publication No. 2019-021085 of 2/2019, the disclosures of which are incorporated herein in their entirety.
Description of the reference numerals
1: A player terminal; 2: a game server; 11: a display; 12: touching the operation panel; 13: a speaker; 20: a first region; 21: a second region; 22: a field area; 23: a base region; 24: a capability area; 30: operation information; 31: a first object; 32: a second object; 40: an icon image; 51: an operation input unit; 52: a processing section; 53: an image display unit; 54: a sound output unit; 55: a communication unit; 56: a storage unit; 61: a game calculation unit; 62: an image generation unit; 63: a sound generation unit; 64: a communication control unit; 71: a card setting unit; 72: a companion setting unit; 73: a behavior determination unit; 74: an operation auxiliary information acquisition unit; 75: an operation auxiliary information providing section; 76: a game management unit; 91: a processing section; 92: a communication unit; 93: a storage unit; 101: a player management unit; 102: a game management unit; 103: an AI processing unit; 104: and a character information updating unit.

Claims (20)

1. A game method for causing a computer to execute a game played using a first game element held by a first player and a first game element held by a second player as an opponent,
In the game method, the computer is caused to execute:
a first setting process of setting a first game element constituting a card group of the first player;
A second setting process of setting a second game element of the first player, which has character information that can be changed according to progress of a game and does not constitute the card group, wherein the second game element is not used as a means of attack or defense used by the first player and the second player in a match in the game;
a decision process of deciding a selection or an action for the first game element;
An acquisition process of acquiring operation assistance information corresponding to character information of the second game element, the operation assistance information being information on progress of a game for the first player; and
Providing processing of providing the operation assistance information at a stage where the first player is able to perform an operation.
2. The game method according to claim 1, wherein,
The providing process is performed as a providing process of providing the operation assistance information in a stage in which the first player can perform an operation and in a state in which the deciding process can decide a selection or an action for the first game element.
3. The game method according to claim 1 or 2, wherein,
The computer is caused to execute a display control process of displaying the second game element in the form of an image.
4. The game method according to claim 1 or 2, wherein,
In the providing process, the operation auxiliary information is provided by at least any one of character information and sound information.
5. The game method according to claim 1 or 2, wherein,
The character information includes character capabilities, which can be raised according to progress of the game,
In the acquisition process, the operation assistance information is provided differently according to the height of the character capability.
6. The game method according to claim 5, wherein,
In the acquisition process, operation assistance information that is advantageous for progress of the game is acquired on the condition that the height of the character capability is a second level higher than the first level.
7. The game method according to claim 1 or 2, wherein,
The character information is determined according to at least any one of the following parameters:
Parameters that vary according to empirical values based on the outcome of the game;
a parameter that varies according to the use of the type of the first game element;
A parameter that changes according to a usage ratio of the type of the first game element; and
Parameters that change in response to a predetermined event.
8. The game method according to claim 3, wherein,
In the display control process, an icon image indicating the presence of the operation assistance information is displayed in at least one of a first area in which a first game element of the first player is arranged and a second area in which a first game element of the second player is arranged.
9. The game method according to claim 8, wherein,
In the display control process, the icon image is displayed only in the first area in a case where the first game element is operable by a first player and a second player is a computer.
10. The game method according to claim 8, wherein,
In the display control process, the icon image is displayed on or near the image of the first game element of the first player or the second player.
11. The game method according to claim 10, wherein,
In the process of the control of the display,
In the stage of replacing the first game element, displaying the icon image on the image of the first game element to be replaced or near the image of the first game element to be replaced,
In the step of setting the first game element, the icon image is displayed on or near the image of the first game element to be set.
12. The game method according to claim 8, wherein,
In the display control process, operation information indicating an operation instruction to the player is displayed as a character image in a boundary region between the first region and the second region.
13. The game method according to claim 12, wherein,
In the display control process, the icon image is displayed on or near an image representing the operation information.
14. The game method according to claim 8, wherein,
In the determination process, an action of the corresponding first game element may be determined based on a touch operation on the image of the second game element or the icon image.
15. The game method according to claim 3, wherein,
In the process of the control of the display,
At a stage where the first player is able to conduct an attack, displaying an image representing an attack from a first game element for which an attack action is decided by the first player to a first game element of the second player to be an attack target,
At a stage where the second player is able to conduct an attack, an image showing an attack from a first game element for which an attack action is decided by the second player to a first game element of the first player to be an attack target is displayed.
16. The game method according to claim 1 or 2, wherein,
The game progresses in such a manner that at least a stage in which a first team including the first player is operable and a second team including the second player is inoperable and a stage in which the second team is operable and the first team is inoperable are alternately executed.
17. A terminal for playing a game using a first game element held by a first player and a first game element held by a second player who is an opponent, the terminal comprising:
a first setting unit that sets a first game element constituting the card group of the first player;
A second setting unit that sets a second game element of the first player that has character information that can be changed according to progress of a game and does not constitute the card group, wherein the second game element is not used as a means of attack or defense used by the first player and the second player in a fight within the game;
A decision unit that decides a selection or an action for the first game element;
An acquisition unit that acquires operation assistance information corresponding to character information of the second game element, the operation assistance information being information regarding progress of a game for the first player; and
And a providing unit that provides the operation assistance information at a stage at which the first player is able to perform an operation.
18. A game system for playing a game using a first game element held by a first player and a first game element held by a second player who is an opponent,
The game system comprises a terminal and a game management device,
Wherein the terminal is provided with:
A first setting unit that sets a first game element constituting a card group of the first player or the second player;
A second setting unit that sets a second game element of the first player or the second player that has character information that can be changed according to progress of a game and does not constitute the card group, wherein the second game element is not used as a means of attack or defense used by the first player and the second player in a fight within the game;
A decision unit that decides a selection or an action for the first game element by the first player or the second player;
an acquisition unit that acquires operation assistance information regarding progress of a game for the first player or the second player from the game management device; and
A providing unit that provides the acquired operation assistance information at a stage where the first player or the second player is able to perform an operation,
The game management device is provided with:
An acquisition unit that acquires the operation assistance information corresponding to character information of a second game element of the first player or the second player;
a transmitting unit that transmits the acquired operation assistance information to the terminal; and
And a character information changing unit that changes character information of a second game element of the first player or the second player according to progress of a game of the first player or the second player.
19. A game management device capable of communicating with a terminal of a first player and a terminal of a second player who is an opponent to the first player, the game management device comprising:
a first transmitting unit that transmits a first game element constituting the card group of the first player to the terminal of the second player, and transmits a first game element constituting the card group of the second player to the terminal of the first player;
a first acquisition unit that acquires character information of a second game element of the first player or the second player that does not constitute a card group, wherein the second game element is not used as a means of attack or defense used by the first player and the second player in a fight within the game;
A second acquisition unit that acquires operation assistance information corresponding to the acquired character information of a second game element of the first player or the second player, the operation assistance information being information on progress of a game for the first player or the second player, at a stage where the first player or the second player is able to perform an operation;
A second transmitting unit that transmits the acquired operation assistance information to a terminal of the first player or the second player; and
And a character information changing unit that changes character information of a second game element of the first player or the second player according to progress of a game of the first player or the second player.
20. A computer-readable medium storing a program for causing a computer to execute the game method according to any one of claims 1 to 16.
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