TW200817072A - Network game system - Google Patents
Network game systemInfo
- Publication number
- TW200817072A TW200817072A TW096129235A TW96129235A TW200817072A TW 200817072 A TW200817072 A TW 200817072A TW 096129235 A TW096129235 A TW 096129235A TW 96129235 A TW96129235 A TW 96129235A TW 200817072 A TW200817072 A TW 200817072A
- Authority
- TW
- Taiwan
- Prior art keywords
- game
- player
- server
- client computer
- mentioned
- Prior art date
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/63—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/65—Methods for processing data by generating or executing the game program for computing the condition of a game character
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
Abstract
Description
200817072 九、發明說明: 【發明所屬之技術領域】 本發明涉及多個玩家(用戶)可從客戶端電腦經由網際網 路等通信網路線路而參加線上遊戲的網路遊戲系統。 【先前技術】 ·· 以往,提出了玩家可從安裝有遊戲系統的客戶端程式的 • 客戶端電腦經由網際網路等通信線路而參加線上遊戲的各 種網路遊戲系統。在這些網路遊戲系統中,有如下的遊 _ 戲·玩家以足球或者棒球等運動球隊的經營者或者教練的 立場,蒐集選手角色以及其他角色來構成球隊,與其他玩 家或者遊戲伺服器所構成的球隊進行對決比賽,從而享受 該比賽的進程狀況和勝敗的結果。玩家通過使自己球隊的 選手角色實施練習和訓練,從而可以提高各選手角色的各 種此力值,其結果,可以提高自己球隊的綜合能力而提升 比賽中的勝率。 • 例如,在日本特開細5奶號公報中,以足球遊戲為例 子’公開了關於上述形式的網路遊戲系統的技術。 这種形式的遊戲構成為,區別於玩家操作客戶端電腦或 - 遊戲終端機的按钮和操縱杆等而使選手角色奔跑或者踢 ~ 〉 P心、借玩豕的運動神經和反射神經狀況來左右勝負趨 • 冑的方式’而疋操縱戰略戰術來能夠理性地享受遊戲,因 而不僅僅是年輕人,高齡階層的普通人群也可以充分享受 " 其樂趣。 另外,以下,所謂的"分< π明的客戶端電腦”包含在通用的個人電 123525.doc 200817072 腦中安裝㈣網路遊戲线的客戶端程式的電腦、予設有 該客戶端程式的電腦、和可執行該客戶料式的處理的遊 戲終端機等。 [專利文獻1]曰本特開2005-255號公報 、但是’在上述專利文獻1所公開的遊戲系、統中,構成為 準備有體能、跑動、反應速度、身體平衡、射門力量、跳 躍能力、傳球、無調整傳球、直塞球、傳中、長傳、帶 球、射門精度、頭球、盯人、換位、守門能力、中路突 擊、右邊路突擊、左邊路突擊、全攻、逆邊路攻擊、中鋒 戰術、全守、反擊、和造越位等項目作為選手角色的能力 參數(專利文獻1第[0057]段),通過對各選手角色實施訓練 可以提高這些能力參數,但其沒有考慮到各選手角色的年 齡參數,因而可以半永久性地在球隊中使用具備優秀能力 的選手,當長時間進行遊戲時,球隊能力將無限制而接近 上限值’從而存在在玩家培養球隊的能力、特徵上缺乏變 化的課題。 【發明内容】 本發明是鑒於上述現有課題而完成的,其目的在於提供 一種即使長時間繼續遊戲也可始終提高富於變化的玩家角 色培養的興趣的網路遊戲系統。 為解決上述課題,第一方面的發明的網路遊戲系統具 有:伺服器,其與通信網路連接;以及客戶端電腦,其可 經由上述通信網路與上述伺服器進行資訊收發,上述伺服 器自動執行比賽的進程處理,該比赛為登入到上述伺服器 123525.doc 200817072 :玩家角色彼此之間、非玩家角色彼此之間、或者上述玩 家角色與上述非玩家角色之間的對決,上述網路遊戲系統 的特徵在》i述伺服器具有:時間進程計測機構,其對 上述網路遊戲系統中的虛擬時間進程進行計測;日程峰定BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a network game system in which a plurality of players (users) can participate in online games from a client computer via a communication network line such as an Internet. [Prior Art] In the past, various online game systems in which players can participate in online games from a client computer to which a client program of a game system is installed via a communication line such as the Internet have been proposed. In these online game systems, there are the following games: players use the position of the operator or coach of a sports team such as football or baseball to collect player characters and other characters to form a team, with other players or game servers. The formed team conducts a match-up match, thereby enjoying the progress of the game and the outcome of the victory. By practicing and training the players' characters in their own teams, the player can increase the various strengths of each player's character. As a result, the overall ability of the team can be improved and the winning percentage in the game can be improved. • For example, in the Japanese Laid-Open Patent Publication No. 5, the technique of the online game system of the above-described form is disclosed by taking a soccer game as an example. This form of game consists of distinguishing the player's operation of the client computer or the buttons and joysticks of the game terminal, etc., so that the player's character runs or kicks ~ 〉 P heart, borrowing the motor and reflex nerves of the game The way of winning and losing • 胄 ' 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋 疋In addition, in the following, the so-called "partial < π Ming client computer" is included in the general personal computer 123525.doc 200817072 brain (4) network game line client program computer, the client program is provided In the game system and the system disclosed in the above-mentioned Patent Document 1, the configuration of the game system and the system disclosed in the above-mentioned Patent Document 1 is disclosed in Japanese Laid-Open Patent Publication No. 2005-255. In order to prepare for physical fitness, running, reaction speed, body balance, shooting strength, jumping ability, passing, unadjusted passing, straight ball, cross, long pass, ball, shooting accuracy, header, man-marking, Transposition, goalkeeping ability, middle road assault, right side assault, left side assault, full attack, reverse side attack, center tactics, full guard, counterattack, and offside position as the ability parameters of the player's role (Patent Document 1) Section 0057], these ability parameters can be improved by training each player character, but it does not take into account the age parameters of each player's character, so it can be used semi-permanently in the team. When the game is played for a long time, the team's ability is not limited to the upper limit value, and there is a problem that the ability and characteristics of the player training team are not changed. [Invention] The present invention is directed to the above-mentioned conventional problem. The object of the invention is to provide an online game system that can continuously improve the interest of a player character that is constantly changing even if the game continues for a long time. To solve the above problems, the online game system of the first aspect of the invention has: The server is connected to the communication network; and the client computer can send and receive information to and from the server via the communication network, and the server automatically performs the process of the game, and the game is logged in to the server 123525. Doc 200817072: a match between player characters, non-player characters, or between the player character and the non-player character. The characteristics of the above-mentioned network game system are: a time course measurement mechanism, It measures the virtual time process in the above network game system;
«’其«由該時間進程計測機構所計測的上述虛擬時 門進私I確疋上述比賽的日程;比賽進程機構,其按照 由》亥日耘確疋機構所確定的上述日程,根據由上述客戶端 電腦所設定的上述玩家角色的參數,來進行上述比賽的進 程處理;比賽結果產生機構’在結束了該比赛進程機構進 行的上述比賽的進程處理之後,該比赛結果產生機構產生 上述比賽的結果資料;以及年齡參數更新機構,其按昭基 於上述虛擬時間進程的每個規定期間,自動對上述玩家角 色的年齡參數進行更新’僅可以由上述年齡參數更新機構 來對上述年齡參數進行設定變更,根據該年齡參數和上述 客戶端電腦所設^的上述參數,來進行上述比賽的進程處 理,產生上述比賽結果資料。 在上述玩家角色構成為包含多個選手角色的球隊的情況 下’可以構成為按照每個上料手角色來設定上述年齡來 數併對其進行更新。 第二方面的發明的伺服器可經由通信網路與設定玩家角 色1參數的客戶端電腦進行資訊收發,且自動執行比赛的 進私處理’該比賽為從上述客戶端電腦登入的上述玩家 色彼此之間、非玩家角色彼此之間、或者上述玩家角色盥 上述非玩家角色之間的對決’上述飼服器的特徵在於,: 123525.doc 200817072 述伺服器具有:時間進程計測機構,其對上述網路遊戲系 統中的虛擬時間進程進行計測;日程確定機構,其根據由 該時間進程計測機構所計測的上述虛擬時間進程,來確定 上述比賽的日程;比赛進程機構,其按照由該日程確定機 構所確疋的上述曰程,根據由上述客戶端電腦所設定的上 • 24玩家角色的參數’來進行上述比賽的進程處理;比賽結 : *產生機構’在結束了該比賽進程機構進行的上述比賽的 ° φ 料處理之後’該比賽結果產生機構產生上述比賽的結果 資料;以及年齡參數更新機構,其按照基於上述虛擬時間 進程的每個規定期間,自動對上述玩家角色的年齡參數進 行更新。 a第三方面的發明的程式用於使電腦作為飼服器發揮功 能’該飼服器可經由通信網路與設定玩家角色的參數的客 戶端電腦進行資訊收發,且自動執行比赛的進程處理,該 比賽為從上述客戶端電腦登入的上述玩家角色彼此之間: 鼸 #玩家角色彼此之間、或者上述玩家角色與上述非玩家角 色之間的對丨’上述程式的碎寺徵在於’上述程式使上述電 腦作為如下的機構發揮功能:時間進程計測機構,其對上 述網路遊戲系統中的虛擬時間進程進行計測;日程確定機 構,其根據由該時間進程計測機構所計測的上述虛擬時間 進程,來確定上述比賽的日程;比赛進程機構,其按照由 該日程確定機構所確定的上述日程,根據由上述客戶端電 腦所設定的上述玩家角色的參數,來進行上述比賽的進程 處理;比賽結果產生機構,在結束了該比賽進程機構進行 123525.doc 200817072 的上述比賽的進程處理之後,該比賽結果產生機構產生上 述比賽的結果資料;以及年齡參數更新機構,其按照基於 上述虛擬時間進程的每個規定期間,自動對上述玩家角色 的年齡參數進行更新。 根據如上構成的本發明 戲程式,伺服器具有:時間進程計測機構,其對上述網路 遊戲系統中的虛擬時間進程進行計測;日程確定機構,复 根據由該時間進程計測機構所計測的虛擬時間進程,來確 定比賽的日程;比賽進程機構,其按照由該日程確定機構 所確定的曰程,根據由客戶端電腦所設定的玩家角色的參 數,來進行比賽的進程處理;比賽結果產生機構,在由該 比賽進程機構結束了比賽的進程處理之後,該比赛結果產 生機構產生該比賽的結果資料;以及年齡參數更新機構, 其按照基於虛擬時間進程的每個規定期間,自動對玩家角 色的年齡參數進行更新’僅可以由上述年齡參數更新機構 來對該年齡參數進行設定較,根據該年齡參數和上述客 戶端電腦所蚊的上❹數,來進行轉的進程處理 生該比賽結果資料,因此 年齡夂者^一 豕了思識到自己的玩家角色的 遊两;一 的°養。由此,即使長時間繼續 迤戲,也可旱受到富於變化的遊戲。 、 例如’可設定為當 年齡參數之外的各以超過規定值時, 力的玩家角色的==下降’因此具備最高水平能 間進程二Γ: 究會隨著遊戲系統中的虛擬時 下降,因而玩家會對構成玩家角色(例如,包人 123525.doc 200817072 U手角色的球隊等)的各角色(例如,上述多個選手角 色等)進行替換等,從而可以在培養玩家角色的同時長期 享受遊戲的樂趣。 / 【實施方式】«'The «the virtual time gate into the private I measured by the time-measurement measuring agency I confirms the schedule of the above-mentioned competition; the game progressing institution, according to the above-mentioned schedule determined by the "Haiji", according to the above The parameter of the player character set by the client computer is used to process the process of the game; the game result generating means 'after the process of the above-mentioned game conducted by the game progress mechanism is finished, the game result generating mechanism generates the game a result data; and an age parameter update mechanism that automatically updates an age parameter of the player character based on each predetermined period of the virtual time course; 'The age parameter update mechanism may only be used to change the age parameter According to the age parameter and the above parameters set by the client computer, the process of the game is processed to generate the game result data. In the case where the player character is configured as a team including a plurality of player characters, it may be configured to set and update the age number for each of the player characters. The server of the second aspect of the invention can perform information transmission and reception with a client computer that sets a player character 1 parameter via a communication network, and automatically performs a smuggling process of the game. The game is a color of the players registered from the client computer. The match between the non-player characters, or the player character 盥 the above-mentioned non-player character is characterized by: 123525.doc 200817072 The server has a time course measuring mechanism, which is The virtual time course in the network game system is measured; the schedule determining means determines the schedule of the game based on the virtual time course measured by the time course measuring means; the game progress mechanism according to the schedule determining mechanism The above-mentioned process is determined according to the parameter of the upper 24 player character set by the client computer, and the process of the above-mentioned game is processed; the game knot: * the production mechanism is completed at the end of the game process mechanism After the game's ° φ material processing, the result of the game produces the above-mentioned game The result data; and an age parameter updating mechanism that automatically updates the age parameter of the player character in accordance with each of the prescribed periods based on the virtual time course. A program of the third aspect of the invention is for causing a computer to function as a feeding device. The feeding device can transmit and receive information via a communication network and a client computer that sets parameters of a player character, and automatically performs process processing of the game. The game is the above-mentioned player characters that are logged in from the client computer: 鼸#The player characters are in a relationship with each other, or between the player character and the non-player character, the smashing temple of the above program is in the above program. The computer is configured to function as a time course measurement mechanism that measures a virtual time course in the network game system, and a schedule determination mechanism that determines the virtual time course measured by the time course measurement mechanism. Determining a schedule of the above-mentioned game; the game progress mechanism performs the process of the game according to the above-mentioned schedule determined by the schedule determining means according to the parameters of the player character set by the client computer; the result of the game is generated Institutions, at the end of the course of the game, the institution carried out 123525.doc 2 After the process of the above-mentioned game of 00817072 is processed, the game result generating means generates the result data of the game; and the age parameter updating means automatically updates the age parameter of the player character according to each prescribed period based on the virtual time course. . According to the inventive program constructed as above, the server has: a time course measuring mechanism that measures a virtual time course in the network game system; and a schedule determining unit that repeats the virtual time measured by the time course measuring mechanism a process for determining a schedule of the game; the game progress mechanism, according to the process determined by the schedule determining mechanism, according to the parameters of the player character set by the client computer, the process of the game is processed; the game result generating mechanism, After the process of ending the game by the game progress institution, the match result generating means generates the result data of the match; and the age parameter update mechanism automatically ages the player character according to each prescribed period based on the virtual time course The parameter is updated. The age parameter can only be set by the above-mentioned age parameter update mechanism. According to the age parameter and the number of the mosquitoes of the client computer, the process of transferring the process results in the game result data. Age leader ^ I have thought about myself The player's character swims two; one raises the °. As a result, even if you continue to play for a long time, you can get a game that is full of change. For example, 'can be set to exceed the specified value when the age parameter exceeds the specified value, the force of the player character == decline' therefore has the highest level of energy between the two processes: the study will fall with the virtual time in the game system, Therefore, the player can replace each character (for example, the above-mentioned plurality of player characters, etc.) constituting the player character (for example, a team that has a character of 123525.doc 200817072 U-hand, etc.), so that the player character can be cultivated for a long time. Enjoy the fun of the game. / [Implementation]
下面,以如下的網路遊戲系統為例說明本發明的一個實 ^方式,在該網路遊戲系統中,玩家以足球隊的經營者的 立場來構成玩家角色球隊(下面稱為’,pc球隊”),、經由網際 肩路等網路線路與伺服H連接而登人(參加登記)到遊戲, =與其他玩家的PC球隊或者與由伺服器設定各參數㈣玩 家角色球隊(下面稱為” NPC球隊”)進行對決比赛。 圖1是表示本實施方式的網路遊戲系統的網路結構的一 個例子的網路連接圖。 在本實施方式中,玩家利用安裝有遊戲系統的客戶端程 式的客戶端電腦3,來設定所需的各種參數而構成自己的 牡圚1中,多個客戶 ,,丨、mf 辨I路1 而與飼服器2連接。另夕卜,飼服器2不限於4,為了對處 理的負荷進行分散、或者為了對伴隨軸 生的各種資料進行備份等,也可以根據需要而由多台= ^成。玩家利用安裝在客戶端電腦3中的客戶端程式,收 -選手角色、領隊角色、教練角I、球探角色等球隊運总 所需的玩家角色(PC)來設定各Pc的灸 呂 八入>數,構成PC球隊而 且入到伺服器2,從而可以參加網路遊戲。 在圖1中,標號4表示雖然沒有安裝客戶端程式,但可以 123525.doc -11 - 200817072 、二由通彳5網路1與伺服器2進行資訊收發的終端機(通用電 腦等),撣·^ $手一 ’、〜表不經由基站6與通信網路1連接,而可以通 過該通^網路線路1與伺服器2進行資訊收發的可攜電話或 A(Pei:S()nal Dlgltal Assistants,個人數字助理)等可攜型 終端機。在本實施方式中的網路遊戲系、统中,構成為也可 以攸沒些終端機4和可攜型終端機5來瀏覽比賽狀況和结 果。 圖2疋表不本實施方式的伺服器2的結構的一個例子的說 月圖在圖中’伺服器2具有處理部21 〇、通信部220、儲 存邛230、操作部24〇、和圖像/音頻輸出部25〇。另外,伺 服為2具有用⑨肖外部設備進行資訊收發的介面⑽)⑽, 通指部220、儲存部23〇、操作部24〇、和圖像/音頻輸出部 250經由該介面(I/F)26〇分別與外部的通信線路271、外部 儲存裝置272、鍵盤和滑鼠等輸入裝置273、以及顯示監視 器和揚聲器等圖像顯示裝置/音頻輸出裝置274連接。另 外,既可以如圖所示在i個基板上構成介面(I/F)26〇,也可 以分別對應於通信部220、儲存部23〇、操作部24〇、圖像/ 曰頻輸出部250而各自獨立地構成介面(I/F)26〇。 處理部210具有:成為時間進程計測機構的定時器m, 其對本實施方式的網路遊戲系統中的時間進程進行計時; 日程確定機構212,其進行登入到祠服器2的pc球隊彼此之 間、NPC球隊彼此之間、或者pc球隊與Npc球隊之間的匹 配處理(確定彼此的對決對手的處理),根據由定時器2ιι所 計測的虛擬時間進程,進行確定其比賽日程的處理;比賽 I23525.doc -12 - 200817072In the following, an embodiment of the present invention will be described by taking a network game system in which a player constitutes a player character team (hereinafter referred to as ', pc) in the position of the operator of the soccer team. The team"), connected to the servo H via a network line such as the Internet shoulder and boarded (entered registration) to the game, = with other players' PC team or with the server to set various parameters (four) player role team ( The "NPC team" is referred to as a "competition match." Fig. 1 is a network connection diagram showing an example of the network configuration of the network game system according to the present embodiment. In the present embodiment, the player uses the game system installed. The client computer 3 of the client program sets the various parameters required to form its own oyster 1, multiple customers, 丨, mf, and I connect with the feeding device 2. In addition, The feeding device 2 is not limited to four, and may be divided into a plurality of units to be used for the purpose of backing up the processing load, or for backing up various data accompanying the axis. The player is installed in the client computer 3 Guest The end program, the player character, the leader role, the coaching angle I, the scouting character, etc., the player character (PC) required by the team to set the number of moxibustions for each Pc, constitute the PC team and enter Go to the server 2, so that you can participate in the online game. In Figure 1, the number 4 indicates that although the client program is not installed, it can be 123525.doc -11 - 200817072, and the second is via the network 5 and the server 2. The terminal for transmitting and receiving information (general-purpose computer, etc.), 掸·^ $1, and the table are not connected to the communication network 1 via the base station 6, but can transmit and receive information through the communication line 1 and the server 2. A portable terminal such as a portable telephone or A (Pei: S () nal Dlgltal Assistants, personal digital assistant). In the network game system and system of the present embodiment, it is also possible to annihilate some terminal devices 4 The game status and the result are browsed by the portable terminal device 5. Fig. 2 is a monthly diagram showing an example of the configuration of the server 2 of the present embodiment. In the figure, the server 2 has a processing unit 21 and a communication unit. 220, storage port 230, operation unit 24〇, and image/audio output unit In addition, the servo is 2 (10) (10) for transmitting and receiving information by using a 9-dimensional external device, and the through-portion 220, the storage unit 23A, the operation unit 24A, and the image/audio output unit 250 are connected via the interface ( The I/F) 26 is connected to an external communication line 271, an external storage device 272, an input device 273 such as a keyboard and a mouse, and an image display device/audio output device 274 such as a display monitor and a speaker. The interface (I/F) 26A is formed on the i substrates as shown in the figure, and may be independently associated with the communication unit 220, the storage unit 23, the operation unit 24, and the image/frequency output unit 250, respectively. Form the interface (I/F) 26〇. The processing unit 210 includes a timer m that is a time course measurement unit that counts the time course in the network game system of the present embodiment, and a schedule determination unit 212 that performs the login to the PC team of the server 2 The matching process between the NPC teams, the PC team and the NPC team (determining the processing of each other's opponents), and determining the game schedule based on the virtual time course measured by the timer 2 ιι Processing; competition I23525.doc -12 - 200817072
進程機構213,其按照由該日程確定機構212所確定的日 程’根據對PC球隊設定的參數,來自動進行比赛的進程處 理;比賽圖像產生機構214,其根據該比賽進程機構213的 比賽的進程處理,來產生比賽的圖像資料;摘要圖像產生 機構215,其從該比賽圖像產生機構214所產生的圖像資料 中’提取出滿足預先設定的規定條件的圖像資料,根據該 提取出的圖像資料,來產生比赛的摘要圖像資料;以及比 賽結果產生機構216,在由比賽進程機構213結束了比賽的 進程處理之後,該比赛結果產生機構216產生比赛的結果 資料。 另外,處理部210具有作為本發明特徵的年齡參數更新 機構208。年齡參數更新機構2〇8進行按照基於由定時器 211所計測的遊戲系統中的虛擬時間進程的每個規定期 間,自動更新由客戶端電腦3設定的參數和對選手角色等 ㈣設定的年齡參數的處理。該年齡參數構成為,與由玩 家設定的各種參數和由比賽進程機構213執行的比賽進程 狀況無關,而僅可由年齡參數更新機構2〇8來進行設定變 更。 另卜處理。P210還具有.比賽圖像再現顯示機構η?, 在由比賽進程機構213結束了比賽的進程處理之後,該比 赛圖像再現顯示機構217根據從客戶端電腦3或者圖!所示 的終端機4、5發送來的比賽圖像再現請求信號,對比賽圖 像產生機構214所產生的比赛圖像資料進行再現處理,而 顯不在客戶端電腦3或者上述終端機Η的顯示裝置上; 123525.doc •13- 200817072 摘要圖像再現顯示機構218,同樣地,在由比賽進程機構 213結束了比賽的進程處理之後,該摘要圖像再現顯示機 構218根據從客戶端電腦3或者上述終端機4、5發送來的摘 要圖像再現請求信號,對摘要圖像產生機構215所產生的 摘要圖像資料進行再現處理,而顯示在客戶端電腦3或者 a 上述終端機4、5的顯示裝置上;以及比賽結果顯示機構 I 219,在由上述比賽圖像再現顯示機構217結束了對比賽圖 φ $貝料的再現處理之後、或者在由上述摘要圖像再現顯示 機構218結束了對摘要圖像資料的再現處理之後,該比賽 結果顯示機構219在客戶端電腦3或者上述終端機4、5的顯 不衣置上顯示比赛結果資料。 、 另外,在本實施方式中,處理部210具有再現處理結束 機構209,在由比賽圖像再現顯示機構217對比赛圖像資料 進行再現處理的過程中、或者在由摘要圖像再現顯示機構 218對摘要圖像資料進行再現處理的過程中,該再現處理 • 結束機構2〇9根據從客戶端電腦3或者上述終端機4、5發送 來的再現處理結束信號,來強制結束上述比賽圖像資料或 者摘要圖像資料的再現處理。當由該再現處理結束機構 209士強制結束了比賽圖像資料或者摘要圖像資料的再現處 . 理時’比賽結果顯示機構219卫作,而進行在客戶端電心 . 或者上述終端機4、5的顯示裝置上顯示比賽結果資料 理。 另外’摘要圖像產生機構215和摘要圖像再現顯示機構 川並非是在本發明的網路遊戲系統及其伺服器:中必需的 123525.doc -14- 200817072 機構,而可根據需要將牠們配置在伺服器2内。 通信部220經由介面(I/F)26〇將伺服器2和外部的通信線 路271連接,進行控制客戶端電腦3或者終端機4、5與伺服 器2之間的資訊收發的處理。 儲存^ 230具有·作為唯讀儲存區域的R〇M(Read 〇吻 Me猶ry唯讀儲存器)231,其儲存有包含本實施方式的網路 遊戲系統的遊戲程式在内的系統程式;以及作為可改寫儲 存區域的RAM(Rand〇m Access Mem〇1T,隨機存取儲存 器)232,其儲存有包含由處理部21〇產生的比賽圖像資料 232A、摘要圖像資料232B、比賽結果資料232(:在内的資 料,並且被用作處理部210的運算處理的工作區域。 儲存部230通過介面(I/F)260與外部儲存裝置272連接, 其根據處理部210的處理來進行參照、讀出、改寫在外部 儲存裝置272中儲存的資料的處理。外部儲存裝置272例如 由硬碟驅動裝置等資訊儲存媒體驅動裝置構成,其儲存有 包含遊戲管理資料庫(DB)272A在内的各種資料庫。在遊戲 管理DB 272A中設置有下列儲存區域等:玩家DB,其儲存 有玩家的屬性資訊和由玩家所設定的P C球隊的各種參數資 訊等(Ml);曰程管理DB,其儲存有與比賽的匹配和曰程 相關的資訊等(M2);比賽進程DB,其儲存有基本的圖像 資料和音頻資料等(M3),當比賽圖像產生機構214根據由 比賽進程機構213進行的比賽進程處理來進行產生比賽圖 像資料的處理時’使用該基本的圖像資料和音頻資料等; 以及排名DB,其儲存有用於進行玩家排名(排序)的排名資 123525.doc -15- 200817072 訊等⑽)。在上述玩請中儲存有玩家角色(pc)的年齡 參數’按照基於由時間進程計測機構即定時器2ιι所計測 的虛擬時間進程的每個規定期間(例如,虛擬的”丨年")由 年齡參數更新機構⑽自㈣料齡參數進行更新處理 年齡參數加”1”)而儲存。另外,也可以構成為將該遊戲管 理DB 272A設置在伺服器2的儲存部23〇中。 操作部240經由介面(I/F)26〇將飼服器2和外部的輪 雜盤、滑鼠、觸控筆等)連接,其通過飼服器⑽管理等 來進行接收輸入到祠服器2的資料而解析的處理。 圖像/音頻輸出部25〇經由介面⑽)26〇與飼服器味 的顯示監視器、揚聲器等圖像顯示褒置/音頻輸出裝置連 ^。’進U於在視覺上、聽覺上確認伺服器2的處理的處 的=表1 示容納(儲存)在遊戲管理M 272A的玩家加中 的貝枓表(Ml)的一個例子的 球隊中的選手角色的各Π j 屬㈣家_ 圖me 參數的資料表的-個例子, 個例:玩家向飼服器2登入的。C球隊的資料表的- ^⑷所示的資料表是按照每個玩家料的 為,玩家最多可一人的選手角色在: 的能力參數,^定了 =/、年齡參數之外,作為智力層面 ”閱讀比賽能力V ··、"統率能力"、"判斷能力”、 攻意識'和"防1:耐力”、”視野開闊程度"、"進 寸忍識’’等各參數;作為技能層面的能力 123525.doc 200817072 傳球"、傳中„、"德" 巧”、,,FK(任意球)技術' " t寻中 平球、技 ,,高带”、和,,插上”等各參數;作為^球’’、’’阻截撲救’’、 設定有"肌肉力量"、,,觸球力量,,^ 參數,設定有”決定能力 質層面的能力參數, 和"體能”等各參數;作為位置#面奔:能力"、”爆發力”、 適於中路"、”適於左邊路、層面:能力參數,設定有" 舊"、”赚,、"卿適於右邊路"、”GK”、 "WING”等各參數;以及作 纟娜、”FW”、和 有,路〜"息 乍為减*層面的能力參數,設定 有中路犬破、邊路進攻,,、" 夂务缸 〇 壓迫式,,、和"越位”等 车趴夹叙L 乍為參考值,逛儲存有除了 年齡參數之外的所有上述參數 、丄 多數、'、心计”和”參數平均,, ^枓^些參數並非是可由玩家自由設定的數值,而是 以對各選手角色初始設μ參數為基礎、而依照 …式對選手角色執行各種練習和訓練來進行培養, 從而逐漸提高能力值的數值。料,選手角色的年齡參數 構成為僅可以由伺服器2的處理部210的年齡參數更新機構 208來進行設定變更(更新處理)。 θ ()所示的資料表是按照各pC球隊或者NJ>c球隊所屬 ^每個聯賽而儲存的,在本實施方式中,原則上構成為1 固聯賽中具有16支PC球隊或者NPC球隊。針對每個玩家, 在^聯賽資料表中,都設定有1個記錄。在各記錄中,從 左端起儲存有”記錄No·"、”用戶ID”、"玩家名"、"球隊名"、 ”声苜睹” 7豕、π教練"、”選手(1)”、”選手(2)”.....”選手 (20) 首發登場比賽的’,首發選手,,、在比賽中使用的,,進 123525.doc 17- 200817072 攻戰術"、"防守戰術"、 料。為^ + 一 糸統(陣形),,和"其他"的設定資 在廷些貧料之中,"用戶1〇 首次登入冇認时〇喊 不7在碼疋在玩家(用戶) 八制服益2時,由甸照哭、0 么"在” + 為2侧賦予給玩家的。”玩家 名和,,球隊名"可以由玩家 〜 ,丨崔仕似叹叱。"領隊"、"教練”和 k手(1)至”選手(2〇)”的名 ^ + 卞疋t貝先攻定在伺服器2的遊戲 私式或者客戶端程式中的。The progress mechanism 213 automatically processes the progress of the game according to the schedule set by the schedule determining means 212 based on the parameters set for the PC team; the match image generating means 214, according to the match of the match progress mechanism 213 The process is processed to generate image data of the game; the summary image generating unit 215 extracts image data satisfying the predetermined condition from the image data generated by the game image generating unit 214, according to The extracted image data is used to generate summary image data of the game; and the game result generating unit 216, after the process of ending the game by the game progress mechanism 213, the game result generating unit 216 generates the result data of the game. Further, the processing unit 210 has an age parameter updating unit 208 which is a feature of the present invention. The age parameter updating means 2 进行 8 automatically updates the parameters set by the client computer 3 and the age parameters set for the player character or the like (4) for each predetermined period based on the virtual time course in the game system measured by the timer 211. Processing. The age parameter is configured such that the various parameters set by the player and the progress of the game executed by the game progress mechanism 213 are irrelevant, and the setting change can be performed only by the age parameter updating means 2〇8. Another treatment. The P210 also has a game image reproduction display means η?, and after the process of ending the game by the game progress mechanism 213, the game image reproduction display means 217 is based on the slave computer 3 or the map! The game image reproduction request signal transmitted from the terminal devices 4 and 5 is displayed, and the game image data generated by the game image generation unit 214 is reproduced, and the display of the client computer 3 or the terminal device is not displayed. On the device; 123525.doc • 13- 200817072 The abstract image reproduction display mechanism 218, similarly, after the process of ending the game by the game progress mechanism 213, the digest image reproduction display mechanism 218 is based on the slave client computer 3 or The digest image reproduction request signal transmitted from the terminal devices 4 and 5 is subjected to reproduction processing on the digest image data generated by the digest image generating unit 215, and displayed on the client computer 3 or a terminal device 4, 5 On the display device; and the game result display means I 219, after the game image reproduction display means 217 has finished the reproduction process of the game map φ $ bedding, or after the summary image reproduction display means 218 ends After the reproduction processing of the abstract image data, the match result display means 219 is displayed on the client computer 3 or the terminal devices 4, 5 The results of the match are displayed on the display. Further, in the present embodiment, the processing unit 210 includes a reproduction processing end mechanism 209, in the process of reproducing the game image data by the game image reproduction display unit 217, or in the reproduction image display mechanism 218 by the digest image. In the process of reproducing the digest image data, the reproduction processing/ending mechanism 2〇9 forcibly ends the game image data based on the reproduction processing end signal transmitted from the client computer 3 or the terminal devices 4 and 5. Or the reproduction processing of the digest image data. When the reproduction processing end mechanism 209 is forced to end the reproduction of the game image data or the digest image data, the game result display mechanism 219 is operated by the client, or the terminal device 4, The display result of the game is displayed on the display device of 5. Further, the 'summary image generation mechanism 215 and the digest image reproduction display mechanism are not the 123525.doc -14-200817072 mechanisms necessary in the network game system and its server of the present invention, and can be configured as needed. In the server 2. The communication unit 220 connects the server 2 and the external communication line 271 via the interface (I/F) 26, and performs processing for controlling the transmission and reception of information between the client computer 3 or the terminals 4 and 5 and the server 2. The storage module 230 has a R〇M (Read Me Me Me ry readable storage) 231 as a read-only storage area, and stores a system program including a game program of the network game system of the present embodiment; As a rewritable storage area RAM (Rand〇m Access Mem〇1T, random access memory) 232, which stores the game image data 232A, the summary image data 232B, and the game result data generated by the processing unit 21〇. 232 (: internal data is used as a work area for arithmetic processing of the processing unit 210. The storage unit 230 is connected to the external storage device 272 via an interface (I/F) 260, and is referred to by the processing of the processing unit 210. The process of reading and rewriting the data stored in the external storage device 272. The external storage device 272 is composed of, for example, an information storage medium drive device such as a hard disk drive device, and stores a game management database (DB) 272A. Various databases are provided. The following storage areas are set in the game management DB 272A: a player DB storing attribute information of the player and various parameters of the PC team set by the player. Etc. (Ml); the process management DB, which stores information related to matches and courses of the game (M2); the game process DB, which stores basic image data and audio data (M3), when the game The image generating unit 214 'uses the basic image data and audio data and the like when performing the process of generating the game image data according to the game progress processing by the game progress mechanism 213; and the ranking DB, which stores the player ranking for player ranking (Sorted) rankings 123525.doc -15- 200817072 News (10)). In the above play, the age parameter "the player character (pc) is stored in accordance with each predetermined period (for example, a virtual "leap year" based on the virtual time course measured by the time course measurement mechanism, that is, the timer 2 ι) The age parameter update means (10) is stored from the (four) age parameter to update the age parameter plus "1"). Alternatively, the game management DB 272A may be provided in the storage unit 23 of the server 2. The feeding device 2 is connected to an external sprocket wheel, a mouse, a stylus, etc. via an interface (I/F) 26, and the data input to the server 2 is received by the feeding device (10) management or the like. The image/audio output unit 25 is connected to the image display device/audio output device such as a display monitor or a speaker for feeding the taste through the interface (10)). The table 1 where the processing of the server 2 is audibly confirmed is shown in Table 1. Each of the player characters in the team that accommodates (stores) the example of the case list (M1) in the player of the game management M 272A Genus (4) Home _ Figure me parameter data sheet - Example, example: The player logs in to the feeding device 2. The data sheet shown in the C-team's data sheet - ^(4) is the player's character in the player's character at: , ^ fixed = /, outside the age parameter, as an intellectual level "reading the game ability V · ·, " command ability ", "judgment ability", attack consciousness and "anti 1: endurance," Openness ", "into the tolerance and other parameters; as a skill level ability 123525.doc 200817072 pass ", pass „, "德" 巧",,, FK (free kick) Technology ' " t find the middle ball, skill, high band ", and, insert" and other parameters; as ^ ball '', ''blocking save'', set with "muscle strength", , touch ball strength, ^ parameter, set with "determination ability level of the ability parameters, and "physical energy" and other parameters; as position # face: ability ", "explosive power", suitable for the middle road "," Suitable for the left side, level: ability parameters, set with "old"," earn , "Qing is suitable for the right side ","GK", "WING" and other parameters; and for the 纟娜, "FW", and, the road ~ " interest rate is reduced * level of the ability parameters, set There are middle road dogs broken, side road attack,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, , 丄 majority, ', mental calculations' and 'parameter averaging, ^ 枓 ^ some parameters are not freely settable by the player, but based on the initial setting of the μ parameters for each player's character, and according to the style of the player's role Various exercises and training are carried out to gradually increase the value of the ability value. The age parameter of the player character is configured such that the setting change (update process) can be performed only by the age parameter update unit 208 of the processing unit 210 of the server 2. The data table shown by θ () is stored in accordance with each of the pC teams or the NJ>c team. In the present embodiment, in principle, there are 16 PC teams in the 1st solid league or NPC team. For each player, one record is set in the ^ League data sheet. In each record, "record No.", "user ID", "player name", "team name", "sound" 7豕, π coach" are stored from the left end. "The player (1)", "the player (2)"....." (20) The starting player's debut, the starting player, and, used in the game, enter 123525.doc 17- 200817072 Attack tactics ", "defensive tactics" For the ^ + one system (formation),, and "other" setting in the middle of the poor, "user 1 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 〇 When the uniform benefits 2, the hair is crying by the phoenix, and the 0 is given to the player on the 2 side. The player name and, the team name " can be sighed by the player~, 丨崔仕. "Leader", "Coaching" and k-hand (1) to "player (2〇)" name ^ + 卞疋tbe first attacked in server 2's game private or client program.
的1 發曰選手,,、"進攻戰術"、"防守戰術”、"系統"和"其他" 的设疋是可由玩家任咅机 又疋的項目,如何選擇這些首發選 配置和所使料戰術,成為本實施方切示形式 :戲中的·最關鍵一點。例如在本實施方式中構成為,可 ' /、他的叹定中,没定極為詳細的比賽計劃,例如可 =有”在上半時結束時為平局或者落後的情況下,將下半 時的進攻戰術改為進攻,,(設定A)、,,在下半時只剩下1〇分 鐘而領先對手2球以上的情況下,用選手⑺替換選手⑴併 將防守戰術改為區域防守”(設定B)等。 圖4是表示容納(儲存)在遊戲管理DB 272A的日程管理 DB中的資料表_2)的_個例子的圖。圖續示的資料表是 按,每個玩家進行儲存的,在本實施方式中構成為,包含 玩㈣PC球隊在内的16支球隊以主客場賽制進行雙循環比 赛,每支球隊從第1輪到第30輪共進行3〇場比赛,而結束 一個賽季。 ^ 登入到伺服器2的PC球隊通過後面詳細敘述的日程確定 機構212的處理,來確定對決對手和比賽的日期時間。比 賽曰程被確定為,在實際時間的!天時間内與6支球隊進行 I23525.doc -18 - 200817072 對決,在實際時間的5天時間 赛季。在—個赛季的第5天㈣⑽/比赛,而結束1個 t… 的弟5天的24:00為下屆聯赛的登入截 立曰(设為0曰)確定所登入的球隊的下赛季曰程之 後,在伺服器2上公開嗜日兹^ 李程之 閉°亥日程。因此,1個賽季構成為,乂 的、、Ό束、即實際時間的6 遊戲系統中的”年”。 義為本實施方式的網路The 1 player, ", " offensive tactics ", "defensive tactics,""system" and "other" are designed for players to take advantage of and to choose from. The selection configuration and the tactics of the materials to be used have become the most important point in the format of the present embodiment: in the present embodiment, for example, in the embodiment, it is possible to have a very detailed game plan. For example, if there is a "draw" or a backward at the end of the first half, the offensive tactics in the second half are changed to offense, (set A), and only 1 minute left in the second half and more than 2 goals ahead of the opponent. In this case, the player (7) is replaced with the player (1) and the defensive tactics are changed to the regional defensive" (setting B), etc. Fig. 4 is a view showing the data table_2) accommodated (stored) in the schedule management DB of the game management DB 272A. A diagram of an example. The data table that is continued in the figure is pressed and stored by each player. In the present embodiment, 16 teams including the playing (four) PC team perform a double-loop game in the home and away game system. Every team from the first round A total of 3 rounds are played in 30 rounds, and one season is ended. ^ The PC team logged into the server 2 determines the date and time of the opponent and the match through the processing of the schedule determining unit 212, which will be described later in detail. Determined to be in the actual time of the day! With the 6 teams I23525.doc -18 - 200817072 duel, in the actual time of the 5 day time season. On the 5th day of the season (four) (10) / competition, and ended 1 The t... The 2nd day of the 2nd, 24:00, for the next league's login interception (set to 0曰) to confirm the team's next season after the login, the server 2 is open on the server 2 ^ Li Chengzhi's closed-year schedule. Therefore, one season constitutes a "year" in the sturdy, sturdy, and real-time 6-game system.
㈣,資料表(Μ2)表示用於館存用戶ID"A000·^ L隊名神大•,的第i賽季(聯赛名稱"L7010")的資料的資料 L該貧料表⑽)按照每場比賽設定一個記錄。根據由比 程機構213進行的比賽的進程處理,在各記錄中,從 左起儲存有實際時間中的••日"、"小時"、"輪”、"對手球隊"、 "進球,’、"失球"、"勝負"、"積分"、"淨勝球"、"名次"、和 π進展”等資料。 圖顿示的資料表⑽)表示結束了第i賽季的^天從第1 輪到第3輪的比賽的進程處理,而正在進行第4輪比賽的進 程^理的狀態。在該資料表(M2)的最下_行,合計顯示有 當前時刻的成績資訊’顯示為"神犬”在第3輪結束的時刻 進球總計V,6”、失球總計為”3”、勝負結果為:勝…平、 積分為"7”、淨勝球為"+4"、聯賽排名為"當前第4"。在資 料表(M2)的最右列,表示各輪比賽的進展。 圖5和圖6是表示容納(儲存)在遊戲管理db 272Α的排名 Μ中的資料表_的-個例子的目,圖5是表示登記在本 實施方式的網路遊戲系、统中的所有㈣(L刪等)的排名 123525.doc -19- 200817072 的綜合排名圖’圖6是表示由支球隊構成的1個聯賽(圖 示的例子中為L7010的聯赛)中賴㈣隊的排名的聯賽内 排名圖。 如圖5所不,將pc球隊和Npc球隊的綜合排名作為各球 隊所屬的聯賽的排名而公開。綜合排名圖被設定為由竭 • 到7層構成的層結構。各層内的L1001等標號表示在該層内 : 設定的1個聯賽,在各聯赛中原則上具有16支球隊。 _ 在本灵她方式中如下配置聯賽,即在最上層的層1配置 有1個^賽(L1〇〇1)、在層2配置有2個聯赛(L2001、 L2002)、在層 3配置有 4個聯賽(L3〇〇i、l3〇〇2、ί3〇〇3、 L3004) ’如此隨著向下層變化而聯赛數變為2倍。通過這 樣配置,構成為即使所登記的球隊數增加也無需無為地增 加層數的排名圖。而且,在該例子中,由於在層4配置有8 個聯賽(L4〇01〜L4008)、在層5配置有16個聯賽 (L5〇〇1〜L5〇16)、在層6配置有32個聯賽(L6001〜L6〇32)、 • 在層7配置有64個聯賽(L70〇l〜L7064),所以可通過7層來 對應於127個聯賽、2032支球隊的排名。pc球隊和Npc球 隊的各球隊被配置在這其中的某個聯賽中,在所配置的聯 賽内與其他15支球隊競爭排名。然後,根據〗個賽季結束 日㈣點的聯賽_位,進行各球隊的層替換。在本實施方 - 式中,屬於層1的聯賽的球隊里的11位到16位這後6位的球 _ 隊降級到層2。在屬於層2到層6的聯賽的球隊中,聯賽内 排位在1到3位這前3位的球隊升級到上丨層,u位到16位這 後6位的球隊降級到下丨層。在屬於層7的聯賽的球隊中,1 123525.doc • 20 - 200817072 到3位這前3位的球隊升級到層6。另外,如圖5的虛線所 示,層8是配置後述的在聯賽進行期間新登入的玩家的 球隊的層’配置在該層的PC球隊將在下一賽季全都升級到 層7。另外,即使在賽季結束時,在層7中位於靠後的名 次,也不會降級到層8。因而,在賽季結束時,與從層8升 , 級到層7的PC球隊的數量相同數量的、原本屬於層7的^^1>(: ; 球隊從綜合排名圖中被抹去。另外,各層中所配置的聯赛 φ 數量不限於上述例子,也可以在各層中分別配置相同數量 的聯賽。另外,還可以根據實際情況來任意設定升級、降 級的球隊數。 另外,在本實施方式中,在聯賽開始前登入到伺服器2 中的PC球隊構成為屬於綜合排名表的最下層、即屬於層7 的某個聯賽中(L7001〜L7064)。因此,在開始本實施方式 的網路遊戲系統的服務之前,所有層中的所有聯賽都被 NPC球隊占據,與服務開始(開始接受pc球隊的登入)同 Φ 時’進行將所登入來的玩家的PC球隊與層7中的某個聯赛 的NPC球隊替換的處理。 圖6表示儲存各聯賽内的所屬球隊的排名的聯賽内排名 ' 圖的一個例子。該聯賽内排名圖是按照每個聯賽而儲存 的,其根據由比賽進程機構213進行的比賽的進程處理, 在母當結束了 1次比赛的進程處理時被更新。 圖7是表示本實施方式的客戶端電腦3的結構的一個例子 的說明圖。圖中,客戶端電腦3具有處理部3 1〇、通信部 320、儲存部33〇、操作部34〇、圖像輸出部35〇和音頻輸出 123525.doc -21- 200817072 部360。#夕卜,客戶端電腦3具有用於與外部設備收發資訊 的介面(I/F)370,通信部32〇、儲存部33〇、操作部34〇、圖 像輸出部350和音頻輸出部36〇通過該介面(i/f)37〇,分別 與外部的通信線路381、外部儲存裝置382、鍵盤和滑氣等 輸入裝置383、以及顯示監視器等圖像顯示裝置和揚聲器 等音頻輸出裝置385連接。另外,如圖所示,該介面 (I/F)37G既可以構成在基板上,也可以分別對應於通信 部320、儲存部330、操作部34〇、圖像輸出部35〇、和音頻 輸出部360而各自獨立地構成該介面(I/F)37〇。 處理部310具有:參數設定機構311,其用於進行設定pc 球隊的各種參數的處理;PC球隊培養機構312,其用於對 構成PC球隊的選手角色執行練習和訓練來提高各種能力參 數,圖像顯示機構313,其用於在圖像顯示裝置384上顯示 比賽圖像等圖像;以及音頻輸出機構3 14,其用於從揚聲 器等音頻輸出裝置385輸出音頻。另外,處理部31〇還具 有·比賽圖像再現請求信號輸出機構3 15,其請求再現伺 服器2的比赛進程機構2丨3的比賽進程處理已結束的比賽的 比賽圖像;摘要圖像再現請求信號輸出機構3 10,其請求 再現伺服器2的比賽進程機構213的比赛進程處理已結束的 比賽的摘要圖像;以及再現處理結束信號輸出機構317, 在由伺服器2的比賽圖像再現顯示機構217或者摘要圖像再 見*、、員示機構218對比赛圖像或者摘要圖像進行再現處理 時’該再現處理結束信號輸出機構3 17用於使由該比賽圖 像再現顯不機構217或者摘要圖像再現顯示機構218進行的 123525.doc -22- 200817072 再現處理結束。另外,處理部3i〇還具有年齡參數更新儲 存機構3 1 8,在由伺服器2的年齡參數更新機構2〇8更新了 儲存在伺服器2的玩家DB中的玩家角色(pc)的年齡參數之 後,當客戶端電腦3與伺服器2連接時,該年齡參數更新儲 存機構318用於進行更新儲存在客戶端電腦3中的後述的 RAM3:32中的PC的年齡參數(332A)併儲存的處理。 通信部320經由介面(I/F)37〇將客戶端電腦3和外部的通 信線路381連接,進行控制伺服器2和客戶端電腦3之間的 資訊收發的處理。 儲存部330具有:作為唯讀儲存區域的R〇M(Read RAM(Random Access Mem〇ry,隨機存取健存器⑽,i 儲存有包含本實施方式的客戶端程式和pc的各選手角^(4) The data sheet (Μ2) indicates the information of the data of the i-season (the league name "L7010") for the library user ID"A000·^L team name Shenda•, the poor material table (10)) Set a record for the game. According to the process of the game by the match mechanism 213, in each record, ••day ", "hour", "round", "opponent team" in the actual time is stored from the left. , "goal, ', "ball loss", "win and lose", "points", "pace wins ", "rank ", and π progress" and other information. The information sheet (10) of Tudun indicates that the process of the first round to the third round of the ^th season is ended, and the progress of the fourth round of the game is being carried out. In the bottom _ row of the data sheet (M2), the total score information of the current time is displayed as 'Show as "The dog" at the end of the third round, the total score is V, 6", and the total number of goals is "3". The result of winning and losing is: win...ping, points are "7", goal difference is "+4", league ranking is "current 4". In the rightmost column of the data sheet (M2), indicating each The progress of the round game. Fig. 5 and Fig. 6 show the contents of the data table _ contained in the rank 游戏 of the game management db 272 ,, and Fig. 5 shows the online game system registered in the present embodiment. The ranking of all (4) (L deleted, etc.) in the system (123). -19-200817072's comprehensive ranking chart' Figure 6 shows one league consisting of teams (L7010 in the illustrated example) The ranking of the rankings of the rankings of the Zhong Lai (4) team. As shown in Figure 5, the overall ranking of the pc team and the NPC team is disclosed as the ranking of the leagues to which each team belongs. The comprehensive ranking chart is set to be exhausted. A layer structure consisting of 7 layers. L1001 and the like in each layer are indicated in the layer: 1 league set In principle, there are 16 teams in each league. _ In the mode of her own, the league is configured as follows: that is, there is one ^ match (L1〇〇1) in the top layer 1 and 2 in the layer 2 In the leagues (L2001, L2002), there are 4 leagues (L3〇〇i, l3〇〇2, ί3〇〇3, L3004) in layer 3. 'So the number of leagues becomes double with the change of the lower layer. By configuring in this way, it is not necessary to increase the number of layers in the ranking even if the number of registered teams is increased. Moreover, in this example, since eight leagues (L4〇01 to L4008) are arranged in the layer 4, There are 16 leagues (L5〇〇1~L5〇16) in layer 5, 32 leagues (L6001~L6〇32) in layer 6, and 64 leagues in layer 7 (L70〇l~L7064) ), so it can correspond to the ranking of 127 leagues and 2032 teams through 7 layers. The teams of pc team and NPC team are deployed in one of these leagues, in the configured leagues. The other 15 teams competed in the rankings. Then, according to the league _ position at the end of the season (four), the layer replacement of each team is carried out. In this embodiment, The 11th to 16th in the 1st league team of the 1st team is downgraded to the 2nd level. In the leagues belonging to the 2nd to 6th leagues, the league ranks 1st to 3rd. The top 3 teams are upgraded to the top level, and the next 6 teams from the u to 16 are downgraded to the lower level. In the leagues belonging to the level 7 league, 1 123525.doc • 20 - 200817072 The top three teams of the three players are upgraded to layer 6. In addition, as shown by the broken line in Fig. 5, the layer 8 is a layer of a team that is configured to be newly registered during the league, which is described later. The PC team will be upgraded to Layer 7 in the next season. In addition, even at the end of the season, the next position in layer 7 will not be downgraded to layer 8. Thus, at the end of the season, the same number of PC teams from the 8th level to the 7th level, the ^^1> that originally belonged to Layer 7 (: ; the team was erased from the overall ranking chart. In addition, the number of leagues φ arranged in each layer is not limited to the above example, and the same number of leagues may be arranged in each layer. In addition, the number of teams to be upgraded or downgraded may be arbitrarily set according to actual conditions. In the embodiment, the PC team that is logged into the server 2 before the start of the tournament is configured to belong to the lowest level of the comprehensive ranking table, that is, to a certain league belonging to the layer 7 (L7001 to L7064). Therefore, the present embodiment is started. Before the service of the online game system, all the leagues in all layers were occupied by the NPC team. When the service started (starting to accept the login of the pc team), the player’s PC team will be The processing of NPC team replacement in one of the leagues in layer 7. Fig. 6 shows an example of a ranking in the league in which the ranks of the participating teams in each league are stored. The ranking map in the league is in accordance with each league. Stored It is processed in accordance with the progress of the game by the game progress mechanism 213, and is updated when the mother finishes the process of the one game. Fig. 7 is an explanatory diagram showing an example of the configuration of the client computer 3 of the present embodiment. In the figure, the client computer 3 has a processing unit 31, a communication unit 320, a storage unit 33, an operation unit 34, an image output unit 35, and an audio output 123525.doc-21-200817072 unit 360. The client computer 3 has an interface (I/F) 370 for transmitting and receiving information with an external device, and the communication unit 32, the storage unit 33, the operation unit 34, the image output unit 350, and the audio output unit 36 pass through the interface. The interface (i/f) 37A is connected to an external communication line 381, an external storage device 382, an input device 383 such as a keyboard and a slipper, and an audio output device 385 such as an image display device such as a display monitor and a speaker. As shown in the figure, the interface (I/F) 37G may be formed on the substrate, or may correspond to the communication unit 320, the storage unit 330, the operation unit 34, the image output unit 35, and the audio output unit. 360 and each independently constitutes the The surface (I/F) 37. The processing unit 310 includes a parameter setting unit 311 for performing processing for setting various parameters of the pc team, and a PC team training unit 312 for playing the player who constitutes the PC team. The character performs exercises and training to improve various capability parameters, an image display mechanism 313 for displaying an image such as a game image on the image display device 384, and an audio output mechanism 3 14 for outputting audio from a speaker or the like. The device 385 outputs audio. Further, the processing unit 31A has a game image reproduction request signal output unit 315 that requests the game process of the game progress mechanism 2丨3 of the reproduction server 2 to process the game image of the game that has ended. a digest image reproduction request signal output unit 3 10 that requests the game progress process of the game progress mechanism 213 of the reproduction server 2 to process the digest image of the ended game; and the reproduction process end signal output mechanism 317, by the server 2 'The game image reproduction display mechanism 217 or the summary image goodbye*, when the player mechanism 218 performs a reproduction process on the game image or the digest image, 'the reproduction process knot The beam signal output unit 317 is used to end the reproduction process of 123525.doc -22-200817072 by the game image reproduction display mechanism 217 or the digest image reproduction display unit 218. Further, the processing unit 3i〇 further has an age parameter update storage unit 3 1 8 that updates the age parameter of the player character (pc) stored in the player DB of the server 2 by the age parameter update unit 2〇8 of the server 2 Thereafter, when the client computer 3 is connected to the server 2, the age parameter update storage unit 318 is configured to update and store the age parameter (332A) of the PC stored in the RAM 3:32, which will be described later, in the client computer 3. deal with. The communication unit 320 connects the client computer 3 to the external communication line 381 via the interface (I/F) 37, and performs processing for transmitting and receiving information between the server 2 and the client computer 3. The storage unit 330 has R〇M (Random Access Mem〇ry, a random access memory (10), i stored as a read-only storage area, and each player's corner including the client program and the pc of the present embodiment.
客戶端電腦3和外部Client computer 3 and external
Memory,唯讀儲存器)331 ;以及作為可改寫儲存區域的 圖像輪出部350經由介面(1/?)37〇將Memory, read only memory 331; and image wheeling unit 350 as a rewritable storage area via interface (1/?) 37〇
比賽的再現圖像和各種 123525.doc 來進行用於在圖像顯示裝置 I種设定晝面等的處理。 •23- 200817072 曰頻處理部360經由介面(I/F)37〇將客戶端電腦3和外部 的揚耳益等音頻輸出裝置385連接,來進行輸出比赛過程 中的觀眾的歡呼聲等聲音的處理。 者接下來,參照圖8來說明本發明的網路遊戲系統的一個 果知方式中的、從遊戲的登人到1屆聯賽結束為止的伺服 器2的處理流程。 I先,。當啟動飼服器2(SA00)時,伺服器2的處理部2ι〇 的定時器211被設置而開始計測時間(s趟),檢索是否存 在新登人的玩家(SAG2)。當存在新登人的玩家時,飼服器 2確—定新登入的玩家的用戶m和密碼,經由通信網⑹向該 玩家的客戶端電腦3發送用戶ID和密碼,並且進行製作如 圖3⑷和圖3(b)所示的資料表(Μι),而在遊戲管理加 272A的玩家DB中登記f铋左、兮=+仏 己(儲存)該玩豕的玩家資訊的處理 (SA03) 〇 接下來,伺服器2等待進行下賽季的比賽匹配(對決對手 的組合)來確定比賽日程的時刻(从〇4),在戶斤設定的時刻 截止新登入’啟動處理部21〇的日程確定機構212來進行確 定比賽曰程的處理(SA05)。 參照圖9來說明日程確定機構212確定比賽日程的步驟。 如上所述’在本實施方式的網路遊戲系統中,作為時門進 程形侧機構的定時器211將從G日到5日為止的實際時間心 天時間計時為1年(1個賽季)。 圖9⑷是表示作為原則的曰程確定方式的時間表。在本 網路遊戲系統剛開始時,確定相應的期間(實際時間的】週 123525.doc -24- 200817072 到1個月左右)來通知服務開始,募集^賽李(第一年)玩家 的新登入。伺服器2在遊戲時間〇年5日2懷截止新登入, =將在此時刻之前所登入的玩家的玩家資訊登記到玩家 麗的處理。登入到第1赛季中的玩家㈣球隊被配屬到 屬於圖5所示的p人#々 /τ 的碎&排名圖的層7中的某個聯賽 (L7001〜L7064)。 飼服器2在遊戲時間1年0日,針對每個玩家製作如圖9⑷The reproduction image of the game and various 123525.docs are used to perform processing for setting the face of the image display device. • 23-200817072 The frequency processing unit 360 connects the client computer 3 and the external audio output device 385 such as the earphone via the interface (I/F) 37〇 to output a sound such as a cheering voice of the viewer during the game. deal with. Next, the processing flow of the server 2 from the boarding of the game to the end of the first league in one of the known modes of the network game system of the present invention will be described with reference to FIG. I first,. When the feeder 2 (SA00) is started, the timer 211 of the processing unit 2 of the server 2 is set to start measuring time (s趟), and it is searched whether or not there is a newly boarded player (SAG2). When there is a newly boarded player, the feeder 2 determines the user m and password of the newly logged-in player, transmits the user ID and password to the player's client computer 3 via the communication network (6), and performs production as shown in FIG. 3(4). And the data sheet (Μι) shown in Fig. 3(b), and the player's DB of the game management plus 272A registers the processing of the game information of the player (SA03) 铋 left, 兮 = + 仏 储存 (storage) 〇 Next, the server 2 waits for the next season's match matching (combination of opponents) to determine the time of the game schedule (from 〇4), and at the time when the user sets the deadline, the schedule entry determining mechanism of the new login 'startup processing unit 21' 212 is performed to determine the processing of the game (SA05). The procedure of the schedule determining means 212 for determining the game schedule will be described with reference to FIG. As described above, in the network game system of the present embodiment, the timer 211 as the time gate process side mechanism counts the actual time of the heart time from day G to day 5 to one year (one season). Fig. 9 (4) is a time chart showing the manner of determining the process as a principle. At the beginning of this online game system, determine the corresponding period (the actual time of the week 123525.doc -24-200817072 to about 1 month) to inform the service to start, raise the new game of the game (the first year) Sign in. The server 2 registers the new login on the 5th day of the game time, and registers the player information of the player who has logged in before this time to the player's processing. The player who logs in to the first season (4) is assigned to a certain league (L7001 to L7064) in the layer 7 of the broken & ranking map of the p person #々 /τ shown in Fig. 5. The feeding machine 2 is made for each player in the game time 1 year 0, as shown in Figure 9(4).
::的曰程表(時間表)併公開。實際上,在記載為圖9⑷ 的弟i輪到第30輪的位置,記載對決對手的舞名。原則 上1個聯賽由16支球隊構成,所以1支球隊與剩餘的15支球 隊分主客場進行對決,所以幻個聯賽赛程中,進行%輪 (30場比賽)的對決而競爭排名。 时 圖9(b)到圖9(f)表示新玩家在某屆聯賽過程中登入到飼 服器2時的處理方法。 圖9(b)表示在畔〇日〇:〇〇之後新登入的情況的時間表。 在N年〇曰0:00之後新登入的玩家截止到畔〇曰2她,而 進行玩家登記和比賽日程確定的處理。如圖9(b)那樣確定 的曰程在畔1日作為㈣屆聯赛公開。在這i天内登入來 的K:球隊根據需要與NPC球隊構成12支球隊的聯赛,以圖 9⑻所示的日程進行第i輪到第22輪的對決。由該Η支球隊 構成的聯賽被配置在圖5所示的綜合排名圖的層8中,在下 屆聯賽中’所有㈣球隊升級到層7。另外,#構成以 球隊的聯料’比魏魏為24場,但在其他球隊比賽時 必定會有1支球隊輪空,所以無法按照圖9(b)的時間表那樣 I23525.doc -25- 200817072 完成比賽’因而用12支球隊構成聯賽。 圖9(c)表示在>1年1日0:00之後新登入的情況的時間表。 在N年1曰〇:〇〇之後新登入的玩家截止到^^年i曰24:⑽,而 進行玩家登記和比賽日程確定的處理。如圖9(c)那樣確定 的日程在N年2日作為第N屆聯賽公開。在這丨天内登入來 的PC球隊根據需要而與>〇>(::球隊構成1〇支球隊的聯賽,以 圖9(c)所示的日程進行第〗輪到第18輪的對決。與上述^支 球隊的聯賽相同’由該10支球隊構成的聯賽也被配置在圖 5所示的綜合排名圖的層8中,在下屆聯賽中,所有的?〇球 隊升級到層7。 圖9(d)表示在日0:00之後新登入的情況的時間表。 在N年2曰0:00之後新登入來的玩家截止到]^年2曰㈧, 而進行玩家登記和比賽日程確定的處理。如圖9(d)那樣確 定的日程在N年3日作為第>^屆聯赛公開。在這丨天内登入 來的PC球隊根據需要與NPC球隊構成6支球隊的聯賽,以 圖9(d)所示的日程進行第丨輪到第1〇輪的對決。與上述η支 球隊的聯賽、H)支球隊的聯賽㈣,由該6支球隊構成的 聯賽也被配置在圖5所示的綜合排名圖的層8中,在下屆聯 賽,所有的PC球隊升級到層7。 圖9⑷表示在N年3日〇:〇〇之後新登入的情況的時間表。 在N年3曰0··00之後新登入來的玩家截止到^^年〗曰㈧, 而進行玩家登記和比賽日程確定的處理。如圖9(e)那樣確 定的日程在N年4日作為料屆聯賽公開。在這】天内登入 來的PC球隊根據需要與NPC球隊構成*支球隊的聯賽,以 123525.doc -26 - 200817072 圖9(e)所示的日程進行第1輪到第6輪的對決。與上述12支 球隊的聯赛、10支球隊的聯賽、6支球隊的聯賽相同,由 該4支球隊構成的聯賽也被配置在圖5所示的綜合排名圖的 層8中,在下屆聯賽中,所有的pc球隊升級到層7。 圖9(f)表示在N年4日〇··〇〇之後新登入的情況的時間表。 在N年4曰〇··〇〇之後新登入的玩家截止到1<[年4曰,而 進行玩豕豆w己和比賽日程確定的處理。如圖9(f)那樣確定 _ 的日私在畔4日結束了上述比賽日程確定的處理之後馬上 作為第N屆聯賽公開。在這!天内登入來的pc球隊根據需 要與NPC球隊構成4支球隊的聯賽,以圖9(f)所示的日程進 行第1輪到第6輪的對決。與上述12支球隊的聯賽以及其以 下的球隊數的聯賽相同,由該4支球隊構成的聯賽也被配 置在圖5所示的綜合排名圖的層8中,在下屆聯賽中,所有 的PC球隊升級到層7。 在年5日〇·00之後新登入的玩家截止到N年5日24:00, 馨而進行玩家登記和比賽日程確定的處理。該日程與將圖 9(a)的0年作為N年而得到的日程相同,在而年〇日作為第 由、知賽A開。在這1天内登入來的PC球隊根據需要與 /求隊構成16支球隊的聯賽,以與圖9(a)所示的曰程相 - 肖的日私來進行第1輪到第3G輪的對決。由該16支球隊構 . 《的聯賽一開始就被配置在圖5所示的綜合排名圖的層7 中。 返回到圖8,‘ l 如上所述由日程確定機構212進行日程確定 處理(SA05),推 / a „ 订a開所確定的比賽日程的處理(SA〇6), 123525.doc -27- 200817072 此時,成為等待比賽開始時刻的狀態(SA07)。當成為比赛 開始時刻(SA07的步驟中為肯定判定)時,比賽進程機構 213根據對各PC球隊和NPC球隊設定的參數來自動進行進 程比賽的處理(SA08)。 然後,比賽圖像產生機構214根據由比賽進程機構213進 行的比賽進程處理(SA08),進行產生比賽圖像資料的處理 (SA09)。接下來,摘要圖像產生機構215啟動,進行從所 產生的比賽圖像資料中提取出滿足預先設定的規定條件的 圖像資料的處理,進行根據所提取出的圖像資料來產生比 賽的摘要圖像的處理(SA10)。為了產生上述摘要圖像資 料,作為從比賽圖像資料中提取出的圖像資料應滿足的預 先設定的規定條件,例如可以設定如下條件、即,,開球圖 像的前後10秒之間的圖像資料”、”破門場面圖像的前後ι〇 秒之間的圖像資料”、"射門場面圖像的前後1〇秒之間的圖 像資料、任思球發出圖像的前後丨〇秒之間的圖像資料”、 宣判紅牌或黃牌圖像的前後1〇秒之間的圖像資料,,、和 ’’比赛結束圖像的前後1〇秒之間的圖像資料,,等。另外,還 可以構成為伺服器2具有這些可設定條件的列表,而玩家 可從該列表中任意選擇所需條件。 當結束了由比賽進程機構213進行的比賽進程處理 (SA08)時,比賽結果產生機構216進行產生比賽的結果資 料的處理(SA11)。接下來’進行判斷觀的比賽進程處理 是否全部結束的處理(SA12),在存在尚未結束進程處理的 比賽的情況下,返回到步驟SAG7而等待下場比賽的開始時 123525.doc -28- 200817072 間,之後重覆到步驟SA11為止的步驟。在8八12步驟中, 在結束了所有的比赛進程處理的情況下,等待由定時器 hi所計測的虛擬遊戲時間經過年,t(SAl3),當經過了 = t"(SA12的步驟中為肯定判斷)時’年齡參數更新:籌了2。: 進打將儲存在玩家DB巾的所#pc的年齡參數加”丨, 的處理(SA14),之後結束處理(SA15)。 ’ 接下來’參照圖Π)至圖15來說明本實施方式中的 ,比賽狀況和比賽結果進行確認的步驟流程。圖叫圖U 是表不玩家利用客戶端電腦3或者終端機4、5來對結束 ^程處理的轉的再現圖像和轉結果進㈣f的i驟的 一個例子的順序圖,圖12到圖15是表示上述各步驟中的顯 不於客戶4電腦3或者終端機4、5的圖像顯示裝置384等上 顯不的晝面顯示的一個例子的圖。 下面,主要說明利用客戶端電腦3來瀏覽比賽的再現圖 f和比賽結果的步驟,但制終端機4、5來進行的步驟: 目同。另外’利用客戶端電腦3或者終端機4、 要圖像料現圖像和比赛結果的㈣也相同。 見摘 ® 表示利用客戶端電腦3鑑賞了比賽圖像資料(戋者 摘要圖像資料)的再現圖像之後,確認比賽結果的步驟的 順序圖。 -29- 200817072 玩家,進行獲取圖12(a)所示的登錄畫面384A而將其發送 給客戶端電腦3的處理(SS01)。當在客戶端電腦3的圖像顯 示裝置384上顯示出登錄晝面384A時,玩家按照登錄晝面 384A的指示,從”用戶ID"輸入框391的游標393位置處輸入 用戶ID,從"密碼”輸入框392的游標393位置處輸入密碼 (參照圖12(b))。當玩家進行了輸入用戶ID和密碼的操作之 後,進行按下顯示於圖12(b)所示的登錄晝面384A下部的 ”登錄"按鈕390的操作(ST02)。通過該操作,向伺服器2發 送用戶ID和密碼。 伺服器2參照遊戲管理DB 272A的玩家DB,對從客戶端 電腦3接收到的用戶ID、密碼和登記(儲存)在玩家DB中的 用戶ID、密碼進行比較,從而進行用戶驗證處理(SS02)。 接下來,伺服器2進行確認伺服器2的年齡參數更新機構 208是否在該玩家上次從伺服器2退出到此次登錄為止的期 間内,更新了儲存在伺服器2側的PC的年齡參數的處理的 處理(SS03)。另外,在圖10和圖11中所說明的例子為伺服 器2的年齡參數更新機構208在從上次退出到此次登錄為止 的期間内,沒有進行過更新儲存在伺服器2側的PC的年齡 參數的處理的情況,在此期間進行了年齡參數的更新處理 的情況下的步驟將在後面敘述。 當確認到用戶驗證處理(SS02)成功,而從上次退出起沒 有更新過年齡參數(SS03)時,伺服器2進行獲得圖13(a)所 示那樣的主選單晝面384B(SS04),而將其發送給客,戶端電 腦3的處理。此處,當用戶驗證處理(SS02)失敗時,再次 123525.doc -30- 200817072 進行發送登錄畫面384A的處理。 在客戶端電腦3的圖像顯示裝置384上,顯示圖丨 那樣的主選單畫面3 84B。在主選單畫面3 _的左上方不 準備有玩家名顯示部394,在"歡迎"和"先生/女士"之間,’ 顯示作為玩家名的"世嘉"。玩家進行從顯示於圖像顯示裝 , 置384上的主選單畫面384B的項目組395中選擇目的項目: : 按下顯示於主選單畫面M4B下部的"發送”按紐396的操作 φ (ST_〇3)項目的選擇構成為例如使用上下方向鍵等來移動 顯不在各項目左端的四邊形影框395A來選擇項目,默認為 囷.3(a)所示選擇球隊的設定變更"項目。另外,在二 述SS03步驟中,由於確認到從上次退出起沒有進行過年齡 參數的更新處理的情況,所以無法選擇顯示在項目組3/5 最上方的”年齡參數更新”項目。 當在圖13⑷的狀態下按次向下鍵時,影框395a向下 移動一格,如圖13(b)所示,選擇"球隊的比賽狀況/結果” 藝項I目。通過在該圖13(b)的狀態下進行按下晝面384b下部 的”發送”按鈕396的操作,從而向伺服器2發送比賽圖像再 現凊求信號(或者摘要圖像再現請求信號)。該"球隊的比賽 狀況/結果"項目的選擇與"發送"按鈕是本實施方式的比賽 圖像再現請求信號輸出機構(或者摘要圖像再現請求信號 , 輸出機構)’通過進行該操作,向伺服器2發送比赛圖像再 . 現睛求信號(或者摘要圖像再現請求信號)。另外,在解除 與伺服器2之間的連接時,使用主選單晝面38化右上方 的”退出’’按鈕397。 123525.doc 200817072 ㈣比«像再現請求信糾,㈣器2參照遊戲 二擇*的曰程管理DB,獲得圖14(a)所示那樣的比 H面職(SSG5),將其發送給客戶端電腦3。玩家 進仃移動影框398A來從顯示在圖像選擇裝置384上的比賽 選擇畫面384C的比賽列表398,選擇希望觀看再現圖像的 比賽’而按下晝面靴下部的,,發送”按㈣操作(st〇4)。 通過該操作向㈣器2發送比賽的選擇信號。另外,在咳 比賽選擇畫面魔中構成為,由於在飼服器2側不產生比 赛(開始)W的比賽的圖像資料’所以無法由玩家進行選擇 該比賽(開始)前的比賽的圖像資料。 當接收到比賽的選擇信號時,伺服器2從儲存部23〇的 232獲得所選擇的比賽圖像資料232A(或者摘要圖像 貝料232B) ’由比賽圖像再現顯示機構217(或者摘要圖像 再見’、、、員不機構21 8)進仃該比赛圖像資料232a的再現處理 (SS06),向客戶端電腦3發送再現圖像。玩家通過顯示於 圖像顯示裝置384上的、_ 圖14(b)所示那樣的再現圖像顯示 旦面384D,來觀賞比賽的再現圖像(或者摘要圖 像)401(STG5)。在比賽圖像顯示晝面3841)的上部中央的顯 π 口P 400上,顯不賽季(第i賽季)、聯赛名([川切)、輪(第夏 輪)、對決球隊名(”神犬”和”靈雜|,)等用於確定比賽的資 訊另外,在後面敘述顯示於晝面384D的左上方的"觀看 結果”按紐399。 田^東了比賽圖像資料232A(或者摘要圖像資料232B)的 再現處理時,伺服器2從儲存部23〇的化八]^[ 232獲得比賽結 123525.doc • 32 · 200817072 果資料232C,啟動比賽結果顯示機構219來向客戶端電腦] 發送比賽結果資料232C(SS07)。玩家通過顯示於圖像顯示 裝置384上的、如圖15⑷所示那樣的比賽結果確認晝面 3 84E,來確認比赛結果(ST〇6)。 在比賽結果確認晝面384E中,在晝面384E中央部的比賽 結果顯示部402上較大地顯示比賽結果,由於在圖15(勾所 示例子中,玩家球隊"神犬”比丨獲勝,因而在比賽結果顯 示部402下方的勝負顯示部4〇3上顯示,,Y〇u win!(你勝利 了)"。 當玩家確認了比賽結果之後’進行按下顯示在比賽結果 確認畫面384E的右上方的”返回到比賽選擇畫面"按鈕4〇4 或者”退出"按鈕397的操作(ST07:M作為接下來的操作 (ST07),當玩家進行按下"返回到比賽選擇畫面"按鈕*料的 操作%,向伺服2發送繼續的操作信號,作為接下來的 處理(SS08) ’伺服器2向客戶端電腦3發送圖15(b)所示那樣 的比賽選擇晝面384C,玩家重覆上述_至_的步 驟,同樣,伺服器2重覆8806至“〇8的步驟。在圖i5(b) 在圖U⑷中為"比赛結束"的”^輪"被更新為”已經確 涊"’曾為”比賽正在進行”的,,第4輪"被更新為"比赛結束", 默認為選擇未確認的比賽中的最早結束的"第2輪,,Γ 作為接下來的操作(_),當玩家進行按下”退出"按紐 W的操料’向伺服112發送結束的操作信號,飼服器2 進仃結束處理(SS08),解除伺服器2與客戶端電腦3之間的 123525.doc -33 - 200817072 圖11是表示由客戶端電腦3在比賽途中中斷比賽圖像資 料(或者摘要圖像資料)的再現圖像,來確認比賽結果的步 驟的順序圖。 圖Π中’客戶端電腦3或者終端機4、5的操作步驟即 ST11至ST14以及伺服器2的處理步驟即SS1丨至SS16分別與 ‘ 在圖10中說明的ST01至STO4的操作步驟以及SS01至SS06 ’ 的處理步驟相同,因而省略其說明。 馨 當客戶端電腦3接收到通過伺服器的SS16的步驟(與圖10 的SS06的步驟相同)發送來的再現圖像時,在圖像顯示裝 置384上顯示圖14(b)所示那樣的再現圖像顯示晝面384D, 在畫面384D的中央顯示再現圖像4〇1。在再現圖像顯示畫 面384D的左上方,顯示,,觀看結果”按鈕399。玩家進行按 下該觀看結果’’按紐399的操作(ST15),從而向.伺服器2發 送再現處理結束信號。該,,觀看結果”按鈕399相當於本實 施方式中的再現處理信號輸出機構317。 # 當接收到再現處理結束信號時,伺服器2啟動處理部210 的再現處理結束機構209而進行強制結束比賽圖像資料 232A(或者摘要圖像資料232B)的再現處理的處理,從儲存 部230的RAM 232獲得比賽結果資料232C,啟動比賽結果 • 顯不機構219而向客戶端電腦3發送比賽結果資料 a 232C(SS17)。玩家通過顯示在圖像顯示裝置384上的、圖 15(a)所示那樣的比賽結果確認晝面384E,來確認比賽結 果(ST16)。該ST16的步驟與圖1〇的st〇6的步驟相同。 由客戶端電腦3或者終端機4、5執行的ST17的操作步驟 123525.doc -34- 200817072 步驟分別與在圖10中說 理步驟相同,因而省略 以及由伺服器2執行的SS18的處理 明的ST07的操作步驟以及SS07的處 其說明。:: The schedule (timetable) is published. In fact, the position of the opponent's dance is recorded in the position of the 30th round of the younger i of the figure 9 (4). In principle, one league consists of 16 teams, so one team and the remaining 15 teams will play against each other in the away game, so in the Magic League match, the % round (30 games) matchup and competition ranking . Time Figure 9(b) to Figure 9(f) show how the new player will log in to the feeder 2 during a certain league. Fig. 9(b) shows a timetable of the case of a new login after the date: 〇〇. After the N-year 〇曰 0:00, the newly logged-in player is closed to the side of the player 2, and the player registration and the game schedule determination process are performed. The process determined as shown in Figure 9(b) is published as a (four) league on the 1st. K that is logged in during this i-day: The team forms a 12-team league with the NPC team as needed, and performs the first round to the 22nd round of the match on the schedule shown in Figure 9(8). The league consisting of the team is arranged in layer 8 of the integrated ranking chart shown in Figure 5, and in the next league, all (four) teams are upgraded to level 7. In addition, #constituting the team's joint material' is 24 games than Wei Wei, but there must be one team in the other team's game, so I can't follow the timetable of Figure 9(b) I23525.doc - 25- 200817072 Completion of the competition 'Therefore, 12 teams form the league. Fig. 9(c) shows a schedule of a case where a new login is made after 0:00 on the 1st of the year. In the N year 1曰〇:〇〇, the newly logged-in player ends at ^^年i曰24:(10), and the player registration and the game schedule determination process are performed. The schedule determined as shown in Fig. 9(c) is published as the Nth league on the 2nd of the Nth. The PC team who logged in during the next day and the > 〇 > (:: the team constitutes a team of 1 team, the schedule shown in Figure 9 (c) is the turn of the 18th The round matchup. The same as the above-mentioned team's league. 'The league consisting of the 10 teams is also arranged in the layer 8 of the comprehensive ranking chart shown in Figure 5. In the next league, all the croquets. The team upgrades to layer 7. Figure 9(d) shows the timetable for the new login after 0:00 on the day. After the new year 2曰0:00, the newly logged in player expires at 2^(8), and The process of player registration and game schedule determination is performed. The schedule determined as shown in Fig. 9(d) is published as the ">^ session in N.3. The PC team that logs in within this day is required to cooperate with the NPC ball. The team constitutes a league of six teams, and the first round of the match is played on the schedule shown in Figure 9(d). The league with the above n teams, and the league of H) teams (four), The league consisting of 6 teams is also arranged in layer 8 of the comprehensive ranking chart shown in Figure 5. In the next league, all PC teams are upgraded to level 7. Fig. 9(4) shows the timetable of the case of new login after N:〇〇 on the 3rd of Nth. The player newly logged in after N曰3曰0··00 is closed to ^^年曰(8), and the player registration and the game schedule determination are performed. The schedule determined as shown in Fig. 9(e) is published as the expected league on the 4th of Nth. The PC team that has logged in this day will form a team with the NPC team as needed. The first round to the sixth round will be held on the schedule shown in Figure 9(e) on 123525.doc -26 - 200817072. Duel. Similar to the league of the above 12 teams, the league of 10 teams, and the league of 6 teams, the league consisting of the 4 teams is also arranged in the layer 8 of the comprehensive ranking chart shown in FIG. In the next league, all pc teams are upgraded to level 7. Fig. 9(f) shows a timetable of the case where a new login is made after the 4th of the Nth year. After the N-year-old 曰〇 〇〇 新 新 新 新 新 新 新 新 新 新 新 新 新 新 新 新 新 新 新 新 新 新 新 新 新 新 新 新 新 新 新 新 新As shown in Fig. 9(f), _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ The pc team that has logged in this day will form a four-team league with the NPC team and will perform the first round to the sixth round in the schedule shown in Figure 9(f). The same as the league of the above 12 teams and the number of teams below it, the league consisting of the four teams is also arranged in the layer 8 of the comprehensive ranking chart shown in Fig. 5, in the next league, All PC teams are upgraded to Layer 7. Players who have logged in after 〇·00 on the 5th of the year are closed until 24:00 on the 5th of Nth, and the player registration and game schedule determination are performed. This schedule is the same as the schedule obtained by using the year 0 of FIG. 9(a) as the N year, and the year is the first and the game is opened. The PC team that has logged in within 1 day will form a 16-team league according to the needs and/or team, and will perform the first round to the 3G in the same way as the one shown in Figure 9(a). Round of duel. By the 16 teams, the league was initially deployed in layer 7 of the comprehensive ranking chart shown in Figure 5. Returning to Fig. 8, 'l is performed by the schedule determining means 212 as described above (SA05), and the processing of the determined game schedule (SA〇6) is pushed/ached, 123525.doc -27- 200817072 In the case of waiting for the start time of the game (SA07), when the game start time is reached (affirmative determination in the step of SA07), the game progress mechanism 213 automatically performs the process based on the parameters set for each PC team and the NPC team. Processing of the game (SA08) Then, the game image generating unit 214 performs processing for generating game image data (SA09) based on the game progress process (SA08) by the game progress mechanism 213. Next, the summary image generating mechanism 215 is started, and processing for extracting image data that satisfies a predetermined condition set in advance from the generated game image data is performed, and processing for generating a digest image of the game based on the extracted image data is performed (SA10). In order to generate the above-described digest image data, as a predetermined condition that should be satisfied as image data extracted from the game image data, for example, the following can be set as follows Condition, that is, image data between 10 seconds before and after the kick-off image", "image data between before and after ι〇 seconds of the image of the broken scene", "1 second before and after the scene of the shot scene Image data between, the image data between the front and back of the image before and after the image is issued by Ren Siqi, and the image data between 1 and 2 seconds before and after the red or yellow card image is pronounced, and ''end of the game' Image data between 1 and 2 seconds before and after the image, etc. Alternatively, the server 2 can be configured to have a list of these settable conditions, and the player can arbitrarily select the desired condition from the list. When the game progress process (SA08) is performed by the game progress mechanism 213, the match result generation unit 216 performs a process of generating the result data of the match (SA11). Next, 'the process of determining whether or not the game progress process of the match is completed (SA12), If there is a game in which the process has not been completed, the process returns to step SAG7 and waits for the start of the next game, 123525.doc -28-200817072, and then repeats the steps up to step SA11. At 8:8, step 12 In the case where all the game progress processing is completed, the virtual game time measured by the timer hi is waited for the year, t(SAl3), when the elapsed = t" (the affirmative judgment in the step of SA12) Parameter update: 2 is raised: The process of adding the age parameter of #pc of the player DB towel plus "丨," (SA14), and then ending the process (SA15). Next, the flow of the steps for confirming the game status and the game result in the present embodiment will be described with reference to FIG. FIG. 12 is a sequence diagram showing an example of a reproduced image of a turn-by-turn process and a result of a turn-by-turn (4) f by the client computer 3 or the terminal device 4, 5, FIG. 12 to FIG. 15 is a diagram showing an example of a face display that is not displayed on the image display device 384 or the like of the client 4 computer 3 or the terminal devices 4 and 5 in the above-described respective steps. In the following, the steps of using the client computer 3 to view the reproduction map f of the game and the result of the game, but the steps performed by the terminal devices 4, 5 are mainly explained. In addition, the same applies to the client computer 3 or the terminal 4, and the image to be imaged and the result of the game (4). See the summary ® for the sequence of steps for confirming the result of the match after the client computer 3 has appreciated the reproduced image of the game image data (the summary image data). -29- 200817072 The player performs the process of acquiring the login screen 384A shown in Fig. 12(a) and transmitting it to the client computer 3 (SS01). When the login face 384A is displayed on the image display device 384 of the client computer 3, the player inputs the user ID from the cursor 393 position of the "user ID" input box 391 according to the instruction of the login face 384A, from " A password is input at the cursor 393 position of the password "input box 392 (refer to FIG. 12(b)). After the player has performed the operation of inputting the user ID and the password, the operation of pressing the "Login" button 390 displayed in the lower portion of the registration face 384A shown in FIG. 12(b) is performed (ST02). The server 2 transmits the user ID and the password. The server 2 refers to the player DB of the game management DB 272A, and compares the user ID and password received from the client computer 3 with the user ID and password registered (stored) in the player DB. Then, the user verification process (SS02) is performed. Next, the server 2 checks whether the age parameter update means 208 of the server 2 has been updated and stored in the period from when the player last exited from the server 2 to the time of registration. The processing of the processing of the age parameter of the PC on the server 2 side (SS03). The example explained in Figs. 10 and 11 is that the age parameter updating unit 208 of the server 2 has exited from the last time to the time of registration. In the case of the process of updating the age parameter of the PC stored on the server 2 side, the procedure in the case where the age parameter update process is performed during this period will be described later. When it is confirmed that the user authentication process (SS02) is successful, and the age parameter (SS03) has not been updated since the last exit, the server 2 performs the main menu face 384B (SS04) as shown in FIG. 13(a), and Send it to the client, the processing of the client computer 3. Here, when the user authentication process (SS02) fails, the processing of the login screen 384A is performed again 123525.doc -30-200817072. The image of the client computer 3 The main menu screen 3 84B such as the map is displayed on the display device 384. The player name display portion 394 is not prepared at the upper left of the main menu screen 3_, between "welfare" and "Mr./Ms." , 'Shows the name of the player's "Sega". The player selects the destination item from the item group 395 displayed on the main menu screen 384B of the image display device 384: : Press to display on the main menu screen M4B The operation of the "send" button 396 is selected as the operation φ (ST_〇3) item, for example, by using the up and down direction keys or the like to move the quadrilateral frame 395A which is not displayed at the left end of each item to select an item, the default is 囷.3 ( a) Select the team's design as shown Change " project. Further, in the SS03 step described above, since it is confirmed that the update processing of the age parameter has not been performed since the last exit, the "age parameter update" item displayed at the top of the item group 3/5 cannot be selected. When the down key is pressed in the state of Fig. 13 (4), the frame 395a is moved downward by one grid, as shown in Fig. 13 (b), and the "team's game status/result" art item I is selected. In the state of FIG. 13(b), the operation of pressing the "send" button 396 at the lower portion of the face 384b is performed, and the game image reproduction request signal (or the digest image reproduction request signal) is transmitted to the server 2. This " The match status/result of the team" item selection and "send" button is the game image reproduction request signal output mechanism (or digest image reproduction request signal, output mechanism) of the present embodiment 'by performing this operation Sending the game image to the server 2 and then looking for the signal (or the digest image reproduction request signal). In addition, when the connection with the server 2 is released, the upper right side of the main menu is used 38. Exit the '' button 397. 123525.doc 200817072 (4) Compared with the «image reproduction request letter correction, the (4) device 2 refers to the game management DB of the game selection*, and obtains the ratio H job (SSG5) as shown in Fig. 14(a), and transmits it to the client. End computer 3. The player enters the moving frame 398A to select the game in which the game is desired to view the reproduced image from the game list 398 of the game selection screen 384C displayed on the image selecting device 384, and presses the lower part of the shoe, and sends (4) Operation (st〇4) The selection signal of the game is transmitted to the (4) device 2 by this operation. In addition, in the cough game selection screen, it is configured such that the game of the game (starting) W is not generated on the side of the feeding machine 2 The image data of the game before the game (beginning) cannot be selected by the player. When the selection signal of the game is received, the server 2 obtains the selected game image data 232A from the storage unit 23A 232. (or the abstract image bedding 232B) 'The reproduction process (SS06) of the game image data 232a is entered by the game image reproduction display means 217 (or the summary image goodbye ', and the member institution 21 8) The client computer 3 transmits the reproduced image. The player views the reproduced image of the game (or the abstract image) by displaying the reproduced image 384D as shown in FIG. 14(b) displayed on the image display device 384. Like) 401 ( STG5). In the upper center of the game image display face 3841) on the display π mouth P 400, show the season (i season), league name ([Chuan Cong), round (the summer wheel), match ball The team name ("God Dog" and "Ling Miscellaneous", etc.) is used to determine the game information. In addition, the "View Results" button displayed on the upper left of the 384D is described below. When the reproduction processing of the image data 232A (or the digest image data 232B) is performed, the server 2 obtains the game result 123252.doc • 32 · 200817072 data 232C from the storage unit 23, and starts the game result display mechanism. 219, the game result data 232C (SS07) is sent to the client computer. The player confirms the result of the match by the game result displayed on the image display device 384 as shown in Fig. 15 (4) (ST〇6) In the match result confirmation face 384E, the match result is displayed largely on the match result display portion 402 at the center of the face 384E, because in FIG. 15 (in the example shown, the player team "the dog" ratio丨 wins, thus below the match result display portion 402 The negative display unit 4〇3 displays, Y〇u win! (You win) ". When the player confirms the result of the match, 'press the display to the top right of the match result confirmation screen 384E' to return to the match selection. Screen " button 4〇4 or "Exit" button 397 operation (ST07: M as the next operation (ST07), when the player presses " returns to the game selection screen " button * material operation %, The operation signal of the continuation is transmitted to the servo 2, and the next processing (SS08) 'the server 2 transmits the game selection face 384C as shown in FIG. 15(b) to the client computer 3, and the player repeats the above _to_ Step, again, server 2 repeats 8806 to the "〇8 step. In Figure i5(b), in Figure U(4), the "^ wheel" of the "End of Competition" is updated to "has been confirmed" and "has been" the game is going on, the 4th round " is updated For "end of game", the default is to select the earliest end of the unconfirmed game" the second round, Γ as the next operation (_), when the player presses the "exit" button The material 'sends the end operation signal to the servo 112, and the feeder 2 enters the end processing (SS08), and cancels the 123525.doc -33 - 200817072 between the server 2 and the client computer 3. FIG. 11 shows the client computer (3) A sequence diagram of the steps of confirming the result of the game by interrupting the reproduced image of the game image data (or the summary image data) during the game. In the figure, the operation procedure of the client computer 3 or the terminal devices 4, 5 is ST11. The processing steps up to ST14 and the server 2, that is, SS1丨 to SS16 are respectively the same as the processing steps of the operation steps ST01 to STO4 and SS01 to SS06' explained in Fig. 10, and thus the description thereof will be omitted. The step of receiving the SS16 through the server ( When the reproduced image is transmitted in the same manner as the step of SS06 in FIG. 10, the reproduced image display screen 384D shown in FIG. 14(b) is displayed on the image display device 384, and the reproduced image is displayed in the center of the screen 384D. Like 〇1. On the upper left of the reproduced image display screen 384D, the "view result" button 399 is displayed. The player presses the operation of the viewing result '' button 399 (ST15), and transmits a reproduction processing end signal to the server 2. The "view result" button 399 corresponds to the reproduction processing signal output means 317 in the present embodiment. # When receiving the reproduction processing end signal, the server 2 activates the reproduction processing end means 209 of the processing unit 210 to perform the forced end of the game. The process of the reproduction processing of the image data 232A (or the digest image data 232B) obtains the game result data 232C from the RAM 232 of the storage unit 230, starts the game result, and displays the game result data to the client computer 3. 232C (SS17) The player confirms the result of the match by the game result confirmation face 384E displayed on the image display device 384 as shown in Fig. 15 (a) (ST16). The steps of ST16 are as shown in Fig. 1 The steps of st〇6 are the same. The steps of step ST125.doc-34-200817072 of ST17 executed by the client computer 3 or the terminal units 4, 5 are respectively the same as the reasoning steps in Fig. 10, and thus are omitted and executed by the server 2. The SS18 handles the steps of the ST07 and the description of the SS07.
接下來’參照圖16至圖19’說明在客戶端電腦3從上次 登陸到祠服器2到此次登錄為止的期間内’由伺服器2的年 齡參數更新機構208對错存在飼服器2中的玩家角色(Μ)的 年齡參數進行了更新的情況下的、對健存在客戶端電腦3 侧的PC的年齡參數332八進行更新的步驟。圖16是表示用 於將儲存在客戶端電腦3中的年齡參數332a更新為與儲存 在伺服器2中的年齡參數同步的步驟的順序圖,圖至圖 19是表示各步驟中的顯示於客戶端電腦3的圖像顯示裝置 384上的晝面顯示的一個例子的圖。 3(SS21),玩家進行在顯示於客戶端電腦3的圖像顯示裝置 384上的登錄畫面384A中輸入用戶山和密碼,按下"登錄" 按鈕390的操作(ST22),向伺服器2發送用戶⑴和密碼,由 伺服器2進行用戶驗證處理(SS22),到此為止的各步驟與 圖10的玩家的ST01和ST02的操作步驟以及伺服器2的ss〇l 和SS02的處理步驟相同。 圖16中,玩家從客戶端電腦3經由通信網路丨向伺服器2 發达伺服器2的網站的URL來進行連接(ST21),伺服器2獲 得登錄畫面384A(參照圖12(a))而發送到客戶端電^ S用戶驗證處理(SS22)成功時,接下來伺服器2進行確 認伺服器2的年齡參數更新機構2〇8是否在該玩家上次從伺 服裔2退出到此次登錄為止的期間内,更新了儲存在伺服 123525.doc 35· 200817072 器2側的PC的年齡參數的處理(SS23)。當在該確認處理 (SS23)中確認了未進行過年齡參數的更新處理的情況下, 如0 10所示步驟中說明的那樣,飼服器2進行獲得圖13 (句 所不的主選單晝面384B(圖10的SS04步驟),將其發送給客 戶端電腦3的處理。 • 下面,說明在上述SS23的確認處理中,確認到進行了更 ; 新儲存在伺服器2側的PC的年齡參數的處理的情況。 φ 在上述SS23的確認處理中,當確認到在上次退出之後進 订了更新儲存在伺服器2側的pC的年齡參數的處理時,伺 服器2如圖17(a)所示,獲得主選單畫面(SS24)併將其發送 給客戶端電腦3,該主選單畫麵包含督促玩家更新儲存在 客戶端電腦3侧的年齡參數3 3 2 A的消息。 在客戶端電腦3的圖像顯示裝置384上,顯示圖17(幻所示 那樣的主選單畫面384B。在本實施方式中構成為當更新了 伺服器2側的年齡參數時,如果沒有同步更新客戶端側的 • 年齡參數,則無法對其他參數進行設定變更,所以如圖 17(a)所示,在該主選單晝面384B的消息顯示區域4〇5上, 顯示”!伺服器側的年齡參數已更新! ”、"!如果不更新 客戶知側的年齡參數就無法變更其他參數設定丨,,等、督 - 促玩家進行更新客戶端側的年齡參數的操作的消息。利用 • 各項目的左端的影框395A,從主選單晝面38沾的項目組 395,默認選擇”更新年齡參數"項目。 玩家在圖17(a)所示的主選單晝面384B的狀態下,進行 按下在畫面384B下部所顯示的”發送”按鈕396的操作 123525.doc -36 - 200817072 (ST23)。通過該步驟ST23的操作,從客戶端電^㈣服 器2發送年齡參數的更新資訊請求信號。 當接收到年齡參數的更新資訊請求信號時,伺服器2從 玩家DB獲得年齡參數的更新資訊,並且獲得年齡參數更 新晝面(SS25),併將其發送給客戶端電旧。在客戶端電 腦3的圖像顯示裝置384上’顯示圖17(b)所示那樣的年齡參 數更新畫面384F’在該畫面384F中央的消息顯示區域4〇6Next, with reference to FIG. 16 to FIG. 19', during the period from the last login to the server 2 to the current login, the age parameter update mechanism 208 of the server 2 is in the wrong place. When the age parameter of the player character (Μ) in 2 is updated, the step of updating the age parameter 332 of the PC on the client computer 3 side is updated. Figure 16 is a sequence diagram showing the steps for updating the age parameter 332a stored in the client computer 3 to be synchronized with the age parameter stored in the server 2, and Figure 19 is a view showing the display in the client in each step. A diagram showing an example of a facet display on the image display device 384 of the end computer 3. 3 (SS21), the player enters the user hill and password in the login screen 384A displayed on the image display device 384 of the client computer 3, and presses the operation of the "login" button 390 (ST22) to the server. 2 The user (1) and the password are transmitted, the user authentication process (SS22) is performed by the server 2, the steps up to here, the operation steps of the ST01 and ST02 of the player of FIG. 10, and the processing steps of the ss〇1 and SS02 of the server 2 the same. In FIG. 16, the player connects to the URL of the website of the server 2 developed server 2 via the communication network from the client computer 3 (ST21), and the server 2 obtains the login screen 384A (refer to FIG. 12(a)). When the transmission to the client circuit user authentication process (SS22) is successful, the server 2 then confirms whether the age parameter update mechanism 2〇8 of the server 2 is the last time the player quits from the server 2 to the login. In the period until the time, the processing of the age parameter of the PC stored on the side of the servo 123525.doc 35·200817072 is updated (SS23). When it is confirmed in the confirmation processing (SS23) that the update processing of the age parameter has not been performed, as described in the step shown in FIG. 10, the feeder 2 performs the acquisition of FIG. 13 (the main menu of the sentence) The surface 384B (step SS04 of Fig. 10) is sent to the processing of the client computer 3. Next, it is explained that in the confirmation processing of the SS23 described above, it is confirmed that the PC is newly stored on the server 2 side. In the case of the processing of the parameter φ, in the confirmation processing of SS23 described above, when it is confirmed that the processing of updating the age parameter of the pC stored on the server 2 side after the last exit is made, the server 2 is as shown in Fig. 17 (a). As shown, the main menu screen (SS24) is obtained and sent to the client computer 3, which contains a message prompting the player to update the age parameter 3 3 2 A stored on the side of the client computer 3. On the client computer In the image display device 384 of Fig. 17, a main menu screen 384B as shown in Fig. 17 is displayed. In the present embodiment, when the age parameter on the server 2 side is updated, if the client side is not updated synchronously, • age parameter, then Since the setting of the other parameters is changed, as shown in Fig. 17 (a), on the message display area 4〇5 of the main menu face 384B, "! The age parameter on the server side has been updated!", " If you do not update the age parameter of the customer's side, you cannot change other parameter settings, etc., and urge the player to update the operation of the age parameter on the client side. Use the frame 395A at the left end of each item to The item group 395 of the main menu face 38 is selected by the "update age parameter" item by default. The player presses the state displayed on the lower part of the screen 384B in the state of the main menu face 384B shown in Fig. 17 (a). The operation of the "send" button 396 is 123525.doc -36 - 200817072 (ST23). By the operation of this step ST23, the update information request signal of the age parameter is transmitted from the client (4) server 2. When the update of the age parameter is received When the information request signal is received, the server 2 obtains the update information of the age parameter from the player DB, and obtains the age parameter update face (SS25), and sends it to the client to power the old image on the client computer 3. On the display device 384, the age parameter update screen 384F' as shown in Fig. 17(b) is displayed on the message display area 4〇6 in the center of the screen 384F.
中,顯示,,已接收到年齡參數的更新資訊。請按下"更新” 按鈕來更新客戶端侧的設定。"這樣的消息。 當玩家在圖17(b)所示的年齡參數更新晝面38朴中,進 :了按下顯示於晝面384F下部的”更新”按鈕的操作(st24) 時,客戶端電腦3的年齡參數更新儲存機構318根據所接收 到的伺服器2侧的年齡參數的更新資訊,進行更新儲存在 RAM 332中的客戶端電腦3側的年齡參數332a併儲存的處 理(ST25)在客戶端電腦3的年齡參數更新儲存機構318進 行步驟ST25的處理的期間,如圖18⑷所示,在年齡參數 更新旦面3 84F的上^又的消息顯示區域*⑽上,例如以閃爍 的形式顯示”!正在更新客戶端側的設定!,,這樣的消息, 在晝面384F的下段的消息顯示區域4〇6上,顯示,,請在設定 更新之後按下發送”按钮,向伺服器發送所更新的設定。” 這樣的消息。此時,雖然在晝面384F的下部顯示出,,發送,, 知:鈕396但其構成為到結束設定的更新處理(ST25)之前 無法對其進行操作。 當結束了客戶端電腦3的年齡參數更新儲存機構318的步 123525.doc -37- 200817072 驟ST25的處理時,如圖l8(b)所示,年齡參數更新晝面 384F的上段的消息顯示區域4〇6的顯示變為”!已更新客戶 端侧的設定!,,這樣的消息,晝面384F下部的,,發送,,按鈕 396成為可操作狀態。當玩家在該圖18(b)中進行按下"創始” 按鈕396的操作(ST25)時,向伺服器2發送在客戶端電腦3 侧更新而儲存的更新資訊。 伺服器2對所接收到的客戶端電腦3侧的年齡參數3 3 2 a的 更新資訊和伺服器2側的年齡參數進行比較,確認到客戶 端電腦3侧的年齡參數332A被正常更新之後,獲得更新結 束晝面(ST26) ’併將其發送給客戶端電腦3。根據顯示在 客戶端電腦3的圖像顯示裝置384上的、顯示在圖19所示那 樣的年齡參數更新結束晝面384G的消息顯示區域4〇9上 的 !已在伺服器上確認了客戶端側的設定更新丨”、,, 可以進行各種參數的設定變更。”這樣的消息,玩家確認 到客戶電腦3側的年齡參數3 3 2 A的更新處理已正常結束 的情況(ST26)。 玩家選擇顯示在圖19所示的年齡參數更新結束晝面384G 的右上部的"退出,,按鈕397、或者顯示在晝面384g下部的,, 返回到主選單晝面,,按鈕410,來進行結束處理或者繼續處 理的操作(ST27)。當作為繼續處理的操作(ST27)而由玩家 進行了按下,’返回到主選單晝面"按鈕41〇的操作時,向伺 服器2發送繼續的操作信號,作為繼續的處理(ST27),伺 服器2向客戶端電腦3發送圖13(a)所示的主選單晝面 384B,玩家從畫面384B的項目組395選擇目的項目而繼續 123525.doc -38- 200817072 操作。 當作為結束處理的操作(ST27)而由玩家進行了按下"退 出”按紐397的操作時,向伺服器2發送結束的操作信號, 伺服器2進行結束處理(SS27),解除伺服器2與客戶端電腦 3之間的連接。 * 所述根據本發明的網路遊戲系統,伺服器2具 ; # ··時間進程計測機構川(定時器),其對網路遊戲系統中 φ &虛擬時間進程進行計測;日料定機構212,其根據由 *亥時間進程計測機構21 i所計測的虛擬時間進程,來確定 比賽的日程;比賽進程機構213 ’其按照由該日程確定機 構212所確定的日程,根據由客戶端電腦3所設定的玩家角 色的參數,來進行比賽的進程處理;比賽結果產生機構 216,在結束了由該比赛進程機構213進行的比賽進程處理 之後,該比賽結果產生機構216產生該比賽的結果資料; 以及年齡參數更新機構2〇8,其按照基於由時間進程形側 • 機構211計測出的虛擬時間進程的每個規定期間(例如,每 當經過虛擬的1年),對玩家角色的年齡參數進行自動更 新,僅可以由年齡參數更新機構2〇8來對該年齡參數進行 设疋變更(更新),根據該年齡參數和客戶端電腦3所設定的 參數,來進行比賽的進程處理,產生該比賽結果資料 • 232C,所以玩家可意識到自己的玩家角色(pc)的年齡參數 ,來享受培養玩家角色的樂趣。由此,即使長時間繼續遊 '戲’也可享受到富於變化的遊戲。 例如,可設定為當玩家角色的年齡參數超過規定值時, 123525.doc -39- 200817072 年齡參^之外的各參數的能力下降,因此具備最高水平能 力的:豕角色的能力值也終究會隨著遊戲系統中的虛擬時 門進知而下降’因而玩家會對構成玩家角色(例如,包含 多個選手角色的球隊等)的各角色(例如,上述多個選手角 色等)進行替換(發現新人或者交易球員)等,從而可以在培 養玩家角色的同時長期享受遊戲的樂趣。 【圖式簡單說明】 Η 1疋本發明的一個實施方式的網路連接圖。 圖2是表示本發明的-個實施方式的飼服器的結構的一 個例子的框圖。 圖3(a),(b)是表示儲存在圖2的玩家DB中的資料表的一個 例子的圖。 的資料表的一個 圖4疋表示儲存在圖2的日程管理db中 例子的圖。 的一個例子 圖5是表示儲存在圖2的排名DB中的資料表的一 的圖。 的圖 圖6是表示儲存在圖2的排名DB中的資料表的—個例子 圖7是表示本發明的一個實施方式中 的客戶端電腦的結 構的一個例子的框圖。 圖8是用於說明本發明的一個實施方式中 理流程的流程圖。 Θ 9(a)〜(f)疋用於說明本發明的一個實施方气中 確定機構的處理的圖。 的伺服器的處 的日程 123525.doc 200817072 圖ι〇疋用於祝明本發明的—個實施 的操作步驟和飼服器的處理步驟的順序圖。電 圖U是用於說明本發明的—㈣施 的操作步驟和舰器的處理步驟的順相。 細 ⑻是表示顯示在本發明的—個實施方式中的客 戶:電腦的顯示裝置上的畫面的結構的一個例子的圖。 戶Γ⑽)是表示顯示在本發明的·"個實施方式中的客 =月"的顯不裝置上的畫面的結構的-個例子的圖。 ㈣她是表示顯示在本發明的—個實施方式中的客 编電細的顯不裝置上的畫面的結構的一個例子的圖。 =:),(b)是表示顯示在本發明的一個實施方式中的客 鈿細的顯不裝置上的畫面的結構的一個例子的圖。 圖16是用於說明本發明的-個實施方式中的客戶端電腦 的核作步驟和飼服器的處理步驟的順序圖。 圖=),⑻是表示顯示在本發明的一個實施方式中的客 鈿电細的顯不裝置上的畫面的結構的一個例子的圖。 圖,)’(b)是表示顯示在本發明的一個實施方式中的客 端電腦的顯示裝置上的畫面的結構的一個例子的圖。 腦=9是Γ顯示在本發明的一個實施方式中的客戶端電 細的顯不裝置上的畫面的結構的-個例子的圖。 【主要元件符號說明】 1 通信網路 2 伺服器 3 客戶端電腦 123525.doc .41. 200817072Medium, display, has received update information for the age parameter. Please press the "Update" button to update the settings on the client side. " Such a message. When the player is updated in the age parameter 38 shown in Figure 17(b), enter: Press to display in 昼When the operation of the "update" button in the lower portion of the face 384F is performed (st24), the age parameter update storage means 318 of the client computer 3 updates and stores the update information in the RAM 332 based on the update information of the received age parameter on the server 2 side. The process of storing the age parameter 332a on the client computer 3 side (ST25) is performed during the process of step ST25 in the age parameter update storage unit 318 of the client computer 3, as shown in Fig. 18 (4), in the age parameter update face 3 84F On the message display area * (10), for example, it is displayed in flashing form! Updating the settings on the client side! , such a message is displayed on the message display area 4〇6 in the lower section of the face 384F, and the message is displayed by pressing the Send button after setting the update and sending the updated settings to the server. At this time, although it is displayed on the lower portion of the face 384F, it is transmitted, and the button 396 is configured to be unable to operate until the update processing (ST25) of the end setting is completed. When the processing of step 123525.doc -37-200817072 step ST25 of the age parameter update storage unit 318 of the client computer 3 is ended, as shown in FIG. 18(b), the message display area of the upper section of the age parameter update face 384F is displayed. The display of 4〇6 becomes “! The settings on the client side have been updated!, such a message, the lower part of the face 384F, the send, the button 396 becomes operational. When the player is in Fig. 18(b) When the operation of pressing the "Start" button 396 is performed (ST25), the update information stored and updated on the client computer 3 side is transmitted to the server 2. The server 2 compares the received update information of the age parameter 3 3 2 a on the client computer 3 side with the age parameter on the server 2 side, and confirms that the age parameter 332A on the client computer 3 side is normally updated. Get the end of the update (ST26) 'and send it to the client computer 3. According to the image display device 384 displayed on the client computer 3, the message display area 4〇9 of the age parameter update end face 384G shown in Fig. 19 is displayed! The setting update on the client side has been confirmed on the server, and the setting of various parameters can be changed." The message confirms that the update of the age parameter 3 3 2 A on the client computer 3 side is normal. The end situation (ST26). The player selects the "exit" exit, button 397, or the lower portion of the face 384g, which is displayed at the upper right of the age parameter update end face 384G shown in Fig. 19, returns to the main menu face, button 410, An operation of ending the processing or continuing the processing is performed (ST27). When the player has pressed the operation to continue processing (ST27) and returns to the main menu page " button 41〇, a continuous operation signal is transmitted to the server 2 as a continuation process (ST27). The server 2 transmits the main menu face 384B shown in FIG. 13(a) to the client computer 3, and the player selects the destination item from the item group 395 of the screen 384B and continues the operation 123525.doc -38-200817072. When the operation of pressing the "exit" button 397 is performed by the player as the end processing (ST27), the end operation signal is transmitted to the server 2, and the server 2 performs the end processing (SS27) to release the server. 2, the connection with the client computer 3. * The network game system according to the present invention, the server 2; # · · time process measurement mechanism Chuan (timer), which is φ & in the network game system The virtual time course is measured; the daily scheduling mechanism 212 determines the schedule of the game based on the virtual time course measured by the *hour time course measuring mechanism 21 i; the game progress mechanism 213 ' follows the schedule determining mechanism 212 The determined schedule is processed according to the parameters of the player character set by the client computer 3; the game result generating unit 216, after the game process by the game progress mechanism 213 is finished, the result of the match The generating mechanism 216 generates the result data of the match; and the age parameter updating mechanism 2〇8, which is measured based on the time-based side mechanism 211 The age parameter of the player character is automatically updated for each specified period of the virtual time course (for example, every 1 year), and the age parameter can only be changed by the age parameter update mechanism 2〇8. (Update), according to the age parameter and the parameters set by the client computer 3, the process of the game is processed, and the game result data is generated 232C, so the player can realize the age parameter of his player character (pc), Enjoy the fun of cultivating the player's character. Thus, you can enjoy a game that is changeable even if you continue to play for a long time. For example, you can set the age of the player character to exceed the specified value, 123525.doc -39- 200817072 The ability to change the parameters other than the age is reduced, so the ability to have the highest level: the character's ability value will eventually fall with the virtual time gate in the game system', so the player will constitute the player character ( For example, each character (for example, a plurality of player characters, etc.) of a team including a plurality of player characters is replaced (discovering a new person) It is possible to enjoy the game for a long time while cultivating the player character. [Simplified illustration] 网路 1疋 Network connection diagram of one embodiment of the present invention. FIG. 2 is a diagram showing the present invention. A block diagram showing an example of the structure of the feeder of the embodiment. Fig. 3 (a) and (b) are diagrams showing an example of a data table stored in the player DB of Fig. 2. Fig. 4 of the data table.疋 shows a diagram of an example stored in the schedule management db of Fig. 2. Fig. 5 is a diagram showing one of the data tables stored in the ranking DB of Fig. 2. Fig. 6 is a diagram showing the ranking stored in Fig. 2. An example of the data table in the DB FIG. 7 is a block diagram showing an example of the configuration of the client computer in the embodiment of the present invention. Fig. 8 is a flow chart for explaining the flow of the process of one embodiment of the present invention. 9(a) to (f) are diagrams for explaining the processing of the determining means in one embodiment of the present invention. The schedule of the server is 123525.doc 200817072 Figure 〇疋 is used to illustrate the sequence of the operational steps of the present invention and the processing steps of the feeder. The electrogram U is a phase in order to explain the operation steps of the (4) application of the present invention and the processing steps of the ship. (8) is a diagram showing an example of a configuration of a screen displayed on a display device of a computer in the embodiment of the present invention. The household account (10) is a diagram showing an example of a screen display on the display device of the guest = month " in the embodiment of the present invention. (4) She is a diagram showing an example of a configuration of a screen displayed on a custom-made display device in the embodiment of the present invention. =:), (b) is a diagram showing an example of a configuration of a screen displayed on a thin display device in an embodiment of the present invention. Fig. 16 is a sequence diagram for explaining a core computer step of the client computer and a processing procedure of the feeder in the embodiment of the present invention. Fig. 2) and Fig. 8 are diagrams showing an example of a configuration of a screen displayed on a thin display device of a guest according to an embodiment of the present invention. (b) is a diagram showing an example of a configuration of a screen displayed on a display device of a guest computer according to an embodiment of the present invention. Brain = 9 is a diagram showing an example of the structure of a screen on the client device of the client terminal in one embodiment of the present invention. [Main component symbol description] 1 Communication network 2 Server 3 Client computer 123525.doc .41. 200817072
4、5 終端機 208 年齡參數更新機構 209 再現處理結束機構 210 處理部 211 時間進程計測機構(定時器) 212 曰程確定機構 213 比賽進程機構 214 比賽圖像產生機構 215 摘要圖像產生機構 216 比賽結果產生機構 217 比賽圖像再現顯示機構 218 摘要圖像再現顯示機構 219 比賽結果顯示機構 220 通信部 230 儲存部 231 ROM 232 RAM 232A 比賽圖像資料 232B 摘要圖像資料 232C 比賽結果資料 272A 遊戲管理DB 310 處理部 318 年齡參數更新儲存機構 332A 年齡參數(客戶端電腦側) 123525.doc -42- 200817072 384 顯示裝置 384A 登錄晝面 384B 主選單晝面 384C 比賽選擇畫面 384D 再現圖像顯示晝面 ^ 384E 比賽結果確認畫面 - 384F 年齡參數更新晝面 “ 384G 年齡參數更新結束畫面。4, 5 terminal 208 age parameter update mechanism 209 reproduction processing end mechanism 210 processing unit 211 time course measurement mechanism (timer) 212 process determination mechanism 213 game progress mechanism 214 game image generation mechanism 215 summary image generation mechanism 216 competition Result generation mechanism 217 Game image reproduction display mechanism 218 Abstract image reproduction display mechanism 219 Game result display mechanism 220 Communication unit 230 Storage unit 231 ROM 232 RAM 232A Game image data 232B Summary image data 232C Game result data 272A Game management DB 310 Processing unit 318 Age parameter update storage mechanism 332A Age parameter (client computer side) 123525.doc -42- 200817072 384 Display device 384A Login face 384B Main menu face 384C Game selection screen 384D Reproduction image display face ^ 384E Match result confirmation screen - 384F Age parameter update screen "384G Age parameter update completion screen.
123525.doc -43-123525.doc -43-
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JP4892503B2 (en) * | 2008-02-20 | 2012-03-07 | 株式会社コナミデジタルエンタテインメント | GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM |
JP5382292B2 (en) * | 2008-05-26 | 2014-01-08 | 株式会社セガ | Network game system |
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