TW202030008A - Program, terminal, game system, and game management device - Google Patents

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

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TW202030008A
TW202030008A TW108146693A TW108146693A TW202030008A TW 202030008 A TW202030008 A TW 202030008A TW 108146693 A TW108146693 A TW 108146693A TW 108146693 A TW108146693 A TW 108146693A TW 202030008 A TW202030008 A TW 202030008A
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game
player
game element
card
program
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Chinese (zh)
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猿舘修
長瀬裕
小谷英斗
加藤佑佳
齊藤真彦
李賢秀
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日商萬代股份有限公司
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/54Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode

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

Abstract

To provide a game in which a user's interest is increased. This program causes a computer to execute a game using a first game element owned by a first player and a first game element owned by a second player who is an opponent, the program causing a computer to function as: a game element providing means which provides the first game element to the first player; a first setting means which sets the first game element constituting a deck of the first player; a second setting means which sets a second game element of the first player, which has character information that can be changed on the basis of a predetermined condition regarding the game, and can use the first game element owned by the first player; and a determination means which determines a selection or action of the first game element. The game is a game in which the first player plays against the second player together with the second game element.

Description

程式、終端、遊戲系統及遊戲管理裝置Program, terminal, game system and game management device

本發明係關於一種程式、終端、遊戲系統及遊戲管理裝置。The invention relates to a program, a terminal, a game system and a game management device.

近年來,以智慧型手機或行動電話等為平台之遊戲變得流行。例如如下遊戲等:使用組合了虛擬之卡牌等遊戲要素之卡組,使用構成卡組之各遊戲要素之參數值來決定對戰遊戲之勝負。In recent years, games based on smart phones or mobile phones have become popular. For example, the following games: use a deck that combines game elements such as virtual cards, and use the parameter values of the game elements that make up the deck to determine the outcome of the battle game.

另一方面,先前以來,有一種城市規劃模擬遊戲,其係由用戶操作遊戲內之城市環境以發展城市。於此種城市規劃遊戲中,用戶將多種設施或建築物設置於遊戲內之城市而使城市發展,且應對地震或公害等所發生之諸多問題。但是,於先前之城市規劃遊戲中,用戶之選擇項涉及多方面,且遊戲目標無止盡,因此,用戶有時不知下一步要進行何種操作來進一步發展城市為宜。因此,提出了如下技術:由角色向用戶建議下一步操作,藉此能夠防止用戶陷入不知進行何種操作為宜之狀態(專利文獻1)。 [先前技術文獻] [專利文獻]On the other hand, in the past, there has been a city planning simulation game in which the user manipulates the urban environment in the game to develop the city. In this kind of city planning game, the user installs a variety of facilities or buildings in the city in the game to make the city develop, and deal with many problems such as earthquakes or pollution. However, in the previous city planning games, the user's options involve many aspects, and the game goals are endless. Therefore, the user sometimes does not know what operation to perform next to further develop the city. Therefore, a technique has been proposed in which the character suggests the next operation to the user, thereby preventing the user from falling into a state where he does not know which operation is appropriate (Patent Document 1). [Prior Technical Literature] [Patent Literature]

[專利文獻1]日本專利特開2014-147527號公報[Patent Document 1] Japanese Patent Laid-Open No. 2014-147527

[發明所欲解決之問題][The problem to be solved by the invention]

然,專利文獻1所記載之技術係伺服器接受來自玩家之城市之評分要求,針對規定之專案對城市進行評分,並由角色向玩家建議下一步操作。角色之建議根據評分時之城市之狀況而不同,但角色之能力及性格不會發生變化。However, the technology described in Patent Document 1 is that the server accepts the scoring request from the player’s city, scores the city for the specified project, and the character recommends the next operation to the player. The character’s suggestions vary according to the city’s conditions at the time of scoring, but the character’s ability and personality will not change.

於使用構成上述卡組之各卡牌等遊戲要素進行之對戰遊戲中,若成為玩家之隊友之角色之能力或性格於遊戲內發生變化,則作為玩家之用戶之趣味性提高。In a battle game using game elements such as the cards that constitute the above-mentioned deck, if the ability or personality of the character that becomes the player's teammate changes in the game, the user's interest as the player increases.

因此,本發明之目的在於提供一種能夠提供提高用戶之趣味性之遊戲的程式、終端、遊戲系統及遊戲管理裝置。 [解決問題之技術手段]Therefore, the object of the present invention is to provide a program, a terminal, a game system, and a game management device that can provide a game that enhances the user's interest. [Technical means to solve the problem]

本發明之一態樣係一種程式,其係使電腦執行遊戲者,該遊戲使用了第1玩家所保有之第1遊戲要素、及成為對戰對手之第2玩家所保有之第1遊戲要素,上述程式使上述電腦作為如下機構發揮功能:遊戲要素提供機構,其將第1遊戲要素提供給上述第1玩家;第1設定機構,其設定構成上述第1玩家之卡組之第1遊戲要素;第2設定機構,其設定上述第1玩家之第2遊戲要素,該第2遊戲要素具有與遊戲相關之可基於規定條件而變化之角色資訊,且可使用上述第1玩家所保有之上述第1遊戲要素;及決定機構,其決定上述第1遊戲要素之選擇或行動;且上述遊戲係供上述第1玩家與上述第2遊戲要素一起與上述第2玩家進行對戰之遊戲。One aspect of the present invention is a program that causes a computer to execute a game player. The game uses the first game element held by the first player and the first game element held by the second player who becomes the opponent. The program enables the computer to function as the following mechanisms: a game element providing mechanism that provides the first game element to the first player; a first setting mechanism that sets the first game element that constitutes the deck of the first player; 2 A setting mechanism that sets the second game element of the first player, the second game element has character information related to the game that can be changed based on predetermined conditions, and can use the first game held by the first player Elements; and a decision mechanism that determines the selection or action of the first game element; and the game is a game in which the first player and the second game element play against the second player together.

本發明之一態樣係一種終端,其係進行遊戲者,該遊戲使用了第1玩家所保有之第1遊戲要素、及成為對戰對手之第2玩家所保有之第1遊戲要素,且上述終端具備:遊戲要素提供機構,其將第1遊戲要素提供給上述第1玩家;第1設定機構,其設定構成上述第1玩家之卡組之第1遊戲要素;第2設定機構,其設定上述第1玩家之第2遊戲要素,該第2遊戲要素具有與遊戲相關之可基於規定條件而變化之角色資訊,且可使用上述第1玩家所保有之上述第1遊戲要素;及決定機構,其決定上述第1遊戲要素之選擇或行動;且上述遊戲係供上述第1玩家與上述第2遊戲要素一起與上述第2玩家進行對戰之遊戲。One aspect of the present invention is a terminal, which is a player, the game uses the first game element held by the first player and the first game element held by the second player who becomes the opponent, and the terminal Equipped with: a game element providing mechanism that provides the first game element to the first player; a first setting mechanism that sets the first game element constituting the deck of the first player; and a second setting mechanism that sets the first player 1 The player’s second game element, which has character information related to the game that can be changed based on prescribed conditions, and can use the first game element held by the first player; and the decision mechanism, which determines The selection or action of the first game element; and the game is a game in which the first player and the second game element play against the second player together.

本發明之一態樣係一種遊戲系統,其係進行遊戲者,該遊戲使用了第1玩家所保有之第1遊戲要素、及成為對戰對手之第2玩家所保有之第1遊戲要素,且上述遊戲系統具備終端及遊戲管理裝置,上述終端具備:遊戲要素提供機構,其將第1遊戲要素提供給上述第1玩家或上述第2玩家;第1設定機構,其設定構成上述第1玩家或上述第2玩家之卡組之第1遊戲要素;第2設定機構,其設定上述第1玩家或上述第2玩家之第2遊戲要素,該第2遊戲要素具有角色資訊,且可使用上述第1玩家或上述第2玩家所保有之上述第1遊戲要素;及決定機構,其決定由上述第1玩家或上述第2玩家進行之上述第1遊戲要素之選擇或行動;且上述遊戲管理裝置具備角色資訊變化機構,該角色資訊變化機構係根據與遊戲相關之規定條件,使上述第1玩家或上述第2玩家之上述第2遊戲要素之角色資訊變化,上述遊戲係供上述第1玩家與上述第2玩家和各自之上述第2遊戲要素一起進行對戰之遊戲。One aspect of the present invention is a game system, which is a game player, the game uses the first game element held by the first player and the first game element held by the second player who becomes the opponent, and the above The game system includes a terminal and a game management device, and the terminal includes: a game element providing mechanism that provides a first game element to the first player or the second player; and a first setting mechanism that configures the first player or the second player The first game element of the deck of the second player; the second setting mechanism that sets the second game element of the first player or the second player. The second game element has character information and can use the first player Or the first game element held by the second player; and a decision mechanism that determines the selection or action of the first game element by the first player or the second player; and the game management device has character information A change mechanism for changing the character information of the second game element of the first player or the second player in accordance with prescribed conditions related to the game. The game is for the first player and the second player. Players and each of the above-mentioned second game elements play a battle game together.

本發明之一態樣係一種遊戲管理裝置,其係能夠與第1玩家之終端及成為第1玩家之對戰對手之第2玩家之終端進行通信者,且具備:第1發送機構,其向第2玩家之終端發送構成上述第1玩家之卡組之第1遊戲要素,且向上述第1玩家之終端發送構成上述第2玩家之卡組之第1遊戲要素;第1獲取機構,其獲取第2遊戲要素之角色資訊,該第2遊戲要素可使用上述第1玩家或上述第2玩家所保有之上述第1遊戲要素;及角色資訊變化機構,其根據與遊戲相關之規定條件,使上述第1玩家或上述第2玩家之上述第2遊戲要素之角色資訊變化;且上述遊戲係供上述第1玩家與上述第2玩家和各自之上述第2遊戲要素一起進行對戰之遊戲。 [發明之效果]One aspect of the present invention is a game management device which is capable of communicating with the terminal of the first player and the terminal of the second player, which is the opponent of the first player, and is provided with: 2 The player's terminal sends the first game element that constitutes the first player's deck, and sends the first game element that constitutes the second player's deck to the first player's terminal; the first acquisition mechanism acquires the first game element 2 The character information of the game element, the second game element can use the first game element held by the first player or the second player; and the character information change mechanism, which makes the first game element based on the prescribed conditions related to the game The character information of the second game element of the 1 player or the second player changes; and the game is a game in which the first player, the second player, and each of the second game elements play against each other. [Effects of Invention]

本發明能夠提供提高用戶之趣味性之遊戲。The present invention can provide a game that improves the user's interest.

[整體構成] 圖1係表示本實施形態之遊戲系統之整體構成例之圖。如圖1所示,遊戲系統構成為具備針對遊戲之每個玩家A、B準備之玩家終端1及遊戲伺服器2。玩家終端1及遊戲伺服器2可連接於通信線路N且可相互通信。[Overall composition] Fig. 1 is a diagram showing an example of the overall configuration of the game system of this embodiment. As shown in FIG. 1, the game system is configured to include a player terminal 1 and a game server 2 prepared for each player A and B of the game. The player terminal 1 and the game server 2 can be connected to the communication line N and can communicate with each other.

通信線路N意指可進行資料通信之通信路徑。即,通信線路N除了包含用於直接連接之專用線(專用纜線)或乙太網路(註冊商標)等之LAN(Local Area Network,區域網路)以外,亦包含電話通信網或纜線網、網際網路等通信網,關於通信方法,不論有線/無線均可。The communication line N means a communication path for data communication. That is, the communication line N includes a dedicated line (dedicated cable) for direct connection or LAN (Local Area Network) such as Ethernet (registered trademark), as well as a telephone communication network or cable For communication networks such as the Internet and the Internet, the communication method may be wired or wireless.

玩家終端1係可執行遊戲程式之電腦,經由無線通信基站等連接於通信線路N,可與遊戲伺服器2進行資料通信。玩家終端1例如係智慧型手機、行動電話、攜帶型遊戲裝置、固定式家庭用遊戲裝置、商用遊戲裝置、個人電腦、平板型電腦、固定式家庭用遊戲裝置之控制器等。玩家終端1基本上存在複數個,由各玩家操作。The player terminal 1 is a computer that can execute game programs, and is connected to a communication line N via a wireless communication base station or the like, and can communicate with the game server 2 for data. The player terminal 1 is, for example, a smart phone, a mobile phone, a portable game device, a stationary home game device, a commercial game device, a personal computer, a tablet computer, a controller of a stationary home game device, etc. There are basically a plurality of player terminals 1, which are operated by each player.

遊戲伺服器2係包含單個或複數個伺服器裝置或記憶裝置等而構成之伺服器系統。遊戲伺服器2可提供用以運營本實施形態之遊戲之各種服務,並進行遊戲之運營所需之資料之管理、或玩家終端1中之遊戲之執行所需之遊戲程式或資料之發佈等。The game server 2 is a server system composed of a single or a plurality of server devices or memory devices. The game server 2 can provide various services for operating the game of this embodiment, and manage the data required for the operation of the game, or release the game program or data required for the execution of the game in the player terminal 1.

圖2係表示作為玩家終端1之一例之智慧型手機之裝置構成例的圖。如圖2所示,玩家終端1具備顯示器11、與顯示器11一體構成之觸控操作面板12及揚聲器13。又,於玩家終端1設置有未圖示之控制基板、內置電池、電源按鈕及音量調節按鈕等。2 is a diagram showing an example of the device configuration of a smartphone as an example of the player terminal 1. As shown in FIG. 2, the player terminal 1 includes a display 11, a touch operation panel 12 integrated with the display 11 and a speaker 13. In addition, the player terminal 1 is provided with a control board (not shown), a built-in battery, a power button, a volume control button, and the like.

於控制基板搭載有CPU(Central Processing Unit,中央處理單元)或GPU(Graphics Processing Unit,圖形處理單元)、DSP(Digital Signal Processor,數位信號處理器)等各種微處理器、ASIC(Application Specific Integrated Circuit,特殊應用積體電路)、VRAM(Video Random Access Memory,視訊隨機存取記憶體)或RAM(Random Access Memory,隨機存取記憶體)、ROM(Read Only Memory,唯讀記憶體)等各種IC(Integrated Circuit,積體電路)記憶體、及用以與行動電話基站進行無線通信之無線通信模組等。又,於控制基板搭載有觸控操作面板12之驅動器電路等所謂I/F電路(介面電路)等。搭載於該等控制基板之各要素分別經由匯流排電路等而電性連接,且以可進行資料之讀寫或信號之收發之方式連接。The control board is equipped with various microprocessors such as CPU (Central Processing Unit) or GPU (Graphics Processing Unit), DSP (Digital Signal Processor), and ASIC (Application Specific Integrated Circuit). , Special application integrated circuit), VRAM (Video Random Access Memory, video random access memory) or RAM (Random Access Memory, random access memory), ROM (Read Only Memory, read only memory) and other ICs (Integrated Circuit) memory, and wireless communication modules for wireless communication with mobile phone base stations, etc. In addition, so-called I/F circuits (interface circuits), such as a driver circuit of the touch operation panel 12, are mounted on the control substrate. The elements mounted on the control substrates are electrically connected via a bus circuit, etc., and are connected in a way that can read and write data or send and receive signals.

於本實施形態中,對將如上所述之遊戲系統應用於使用了第1玩家A所保有之第1遊戲要素、及成為對戰對手之第2玩家B所保有之第1遊戲要素之對戰遊戲之例進行說明。In this embodiment, the above-mentioned game system is applied to a battle game that uses the first game element held by the first player A and the first game element held by the second player B as the opponent. Examples are explained.

此處,第1遊戲要素係與虛擬或具有實體之物品建立對應關係之角色。作為虛擬或具有實體之物品之一例,例如為顯示於電腦之虛擬之卡牌或具有實體之卡牌等。而且,將對如下內容進行說明:於所執行之遊戲中,可藉由使用卡牌而登場之第1遊戲要素係基於玩家(亦包含由電腦操作之非玩家)之操作進行行動控制之角色,卡牌附有對應之角色之圖案(示出該角色之外觀之圖像)。進而,不限定於此,特定出所執行之遊戲之遊戲要素之用途之卡牌並不限定於構成為可特定出如角色般之遊戲要素者,當然亦可為特定出裝備或發動之效果等其他遊戲要素者。再者,物品不限於卡牌,只要是構成為可特定出與物品建立對應之遊戲要素之物品,則並不限於卡牌。物品亦可為例如具有遊戲要素之外觀之玩偶等造型物。Here, the first game element is a character that establishes a corresponding relationship with virtual or physical objects. As an example of virtual or physical items, such as virtual cards displayed on a computer or physical cards, etc. In addition, the following will be explained: In the game being executed, the first game element that can be played by using cards is a character that is action-controlled based on the operation of the player (including non-players operated by the computer). The card is attached with a pattern of the corresponding character (an image showing the appearance of the character). Furthermore, it is not limited to this. Cards that specify the purpose of the game element of the game being executed are not limited to those that are configured to specify the game element like a character. Of course, they can also specify equipment or activated effects, etc. The elements of the game. Furthermore, the item is not limited to the card, as long as the item is configured to specify the game element corresponding to the item, it is not limited to the card. The object may also be a modeling object such as a doll with the appearance of game elements.

進而,於應用本實施形態之對戰遊戲中,加入與第1遊戲要素不同之第2遊戲要素。第2遊戲要素與第1遊戲要素同樣地為角色,但未必需要與虛擬或具有實體之物品建立對應。Furthermore, in the competition game to which this embodiment is applied, a second game element different from the first game element is added. The second game element is the same character as the first game element, but it does not necessarily need to be associated with virtual or physical items.

第2遊戲要素於遊戲內使用玩家所保有之第1遊戲要素。所謂使用第1遊戲要素包含在遊戲內決定第1遊戲要素之選擇或行動。若假設第1遊戲要素為例如卡牌,則第2遊戲要素於遊戲內之對戰中自主或自發地決定玩家所保有之卡牌之選擇或行動。換言之,如由電腦操作之非玩家之功能般,進行與由玩家進行之第1遊戲要素之選擇或行動等之決定相同之動作。The second game element uses the first game element held by the player in the game. The use of the first game element includes determining the choice or action of the first game element in the game. If it is assumed that the first game element is, for example, a card, the second game element autonomously or spontaneously determines the choice or action of the card held by the player in a battle in the game. In other words, like a non-player function operated by a computer, the same action is performed as the selection or action decision of the first game element made by the player.

但是,先前以來由某個電腦操作之非玩家不使用玩家所保有之第1遊戲要素,與此相對,本實施形態中之第2遊戲要素之不同處在於:使用玩家所保有之第1遊戲要素。進而,先前以來由某個電腦操作之非玩家係玩家之虛擬對戰玩家,與此相對,本實施形態之第2遊戲要素之不同處在於:與玩家一起使用玩家所保有之第1遊戲要素,與對戰玩家進行對戰。所謂玩家與第2遊戲要素一起戰鬥係指例如玩家與第2遊戲要素編組一個團隊,使用玩家所保有之第1遊戲要素與其他玩家進行對戰。編組一個團隊之玩家與第2遊戲要素交替地輪流使用同一第1遊戲要素。又,亦包含使用玩家所保有之第1遊戲要素與其他玩家進行對戰時,對玩家提供對戰之建議。However, non-players previously operated by a certain computer did not use the first game element held by the player. In contrast, the second game element in this embodiment is different in that it uses the first game element held by the player. . Furthermore, in contrast to a virtual rivalry player who was previously a non-player-based player operated by a certain computer, the difference between the second game element of this embodiment is that the first game element held by the player is used together with the player. Play against players. The so-called player fighting with the second game element means that, for example, the player and the second game element form a team, and use the first game element held by the player to fight against other players. The players forming a team and the second game element alternately use the same first game element. In addition, it also includes the use of the player’s first element of the game to play against other players, to provide players with suggestions for the battle.

又,第2遊戲要素具有基於與遊戲相關之規定條件而變化之角色資訊。角色資訊係示出第2遊戲要素之屬性者。該角色資訊對第2遊戲要素之自主或自發之行動(第1遊戲要素之使用)產生影響。換言之,角色資訊係第2遊戲要素之能力與性格,根據該能力與性格之不同,第2遊戲要素之自主或自發之行動(第1遊戲要素之使用)不同。而且,該角色資訊以使人經過各種體驗後成長之方式,根據遊戲之進展而變化。例如,藉由達成與遊戲相關之規定條件,角色資訊逐漸變化。In addition, the second game element has character information that changes based on predetermined conditions related to the game. The character information indicates the attributes of the second game element. The character information affects the autonomous or spontaneous actions of the second game element (the use of the first game element). In other words, the character information is the ability and personality of the second game element, and the autonomous or spontaneous actions of the second game element (use of the first game element) are different according to the difference of the ability and personality. Moreover, the character information changes according to the progress of the game in a way that allows people to grow after various experiences. For example, by fulfilling the prescribed conditions related to the game, the character information gradually changes.

與遊戲相關之規定條件不僅包含與針對遊戲之對戰結果所獲得之等價報酬(例如經驗值或特定之第1遊戲要素之使用)之交換、及達成遊戲內之規定事件,亦包含作為針對玩家之某種行動之等價報酬而獲取新的第1遊戲要素、及獲取特定之第1遊戲要素等。此處,所謂玩家之行動係指代價(金錢或遊戲內貨幣、玩家藉由參與網際網路上實施之抽獎事件而獲取之點數等)之支付、遊戲內之事件之參與等。The stipulated conditions related to the game include not only the exchange of equivalent rewards (such as experience points or the use of specific first game elements) obtained from the result of the game against the game, and the achievement of stipulated events in the game, but also include the exchange The equivalent reward of a certain action is to obtain a new first game element, and to obtain a specific first game element. Here, the action of the player refers to the payment of the price (money or in-game currency, points obtained by the player by participating in the lottery event implemented on the Internet, etc.), participation in in-game events, etc.

角色資訊亦可包含複數個參數。例如,於本實施形態中,角色資訊包含:根據基於遊戲之結果所獲得之經驗值而變化之參數(以下記載為等級);根據第1遊戲要素之種類之使用頻度或特定之卡牌之獲取而變化之參數(以下記載為卡牌理解度);根據第1遊戲要素之種類之使用比率而變化之參數(以下記載為個性);及根據規定之事件而變化之參數(以下記載為同步等級)。The character information may also include multiple parameters. For example, in this embodiment, the character information includes: parameters that change according to the experience value obtained based on the result of the game (hereinafter referred to as the level); the frequency of use according to the type of the first game element or the acquisition of specific cards The parameters that change (recorded as the card comprehension level below); the parameters that change according to the usage rate of the first game element type (recorded as personality below); and the parameters that change according to the specified event (recorded as the synchronization level below) ).

等級表示第2遊戲要素之基本等級,根據藉由進行對戰所獲得之經驗值而提昇。而且,若等級提高,則可使第2遊戲要素之思考能力提昇。思考能力越高,越能夠根據遊戲之狀況適當地使用第1遊戲要素。The level represents the basic level of the second element of the game, and it is increased based on the experience points gained through the battle. Moreover, if the level is increased, the thinking ability of the second game element can be improved. The higher the thinking ability, the more suitable the first game element can be used according to the game situation.

卡牌理解度係對第1遊戲要素之理解度(對卡牌之角色之發動效果等之理解度),理解度越高,越能夠於適當之時點使用該第1遊戲要素(卡牌)。The card comprehension is the comprehension of the first game element (the comprehension of the activation effect of the role of the card, etc.). The higher the comprehension, the more able to use the first game element (card) at an appropriate time.

個性表示第2遊戲要素之性格,根據第1遊戲要素之屬性(與角色相應地具有屬性)之使用比率而變化。Personality represents the personality of the second game element, and changes according to the usage rate of the attributes of the first game element (having attributes corresponding to the character).

同步等級相應於遊戲之進展而提昇。同步等級亦藉由達成遊戲內之規定之事件而提昇。上述規定之事件包含登入遊戲、於遊戲內與玩家一起行動、購買卡牌、獲取特定之卡牌。本實施形態之遊戲除包含卡牌對戰模式以外,亦包含期待與第2遊戲要素之通信之接觸模式等模式。於上述規定之事件中,亦包含於接觸模式下對經畫面顯示之第2遊戲要素之圖像之觸控操作。於該接觸模式中,因同步等級不同,第2遊戲要素之表現內容等不同,同步等級越高,表現出親密度越高。同步等級亦可以說是表示玩家與第2遊戲要素之關係之參數。The synchronization level increases corresponding to the progress of the game. The synchronization level is also increased by fulfilling the specified events in the game. The aforementioned events include logging in to the game, acting with players in the game, purchasing cards, and obtaining specific cards. The game of this embodiment includes not only a card battle mode, but also a contact mode that expects communication with the second game element. In the above specified event, it also includes the touch operation on the image of the second game element displayed on the screen in the contact mode. In this contact mode, due to different synchronization levels, the performance content of the second game element is different. The higher the synchronization level, the higher the intimacy expressed. The synchronization level can also be said to be a parameter indicating the relationship between the player and the second game element.

如上所述之與第2遊戲要素之角色資訊對應之自主或自發的行動係基於由遊戲伺服器2所具備之AI(Artificial Intelligence,人工智慧)功能提供之資訊而進行。該AI功能係將較多對戰遊戲之遊戲進展之內容及其結果等作為教示資料,進行機械學習而獲得者。關於機械學習之方法,以深層學習(深度學習)為代表,但並不限定於此。 [遊戲內容之概略] 其次,為了幫助理解實施形態之說明,使用玩家終端1之顯示器11之顯示畫面說明遊戲之概要。The autonomous or spontaneous actions corresponding to the character information of the second game element as described above are performed based on the information provided by the AI (Artificial Intelligence) function of the game server 2. This AI function is obtained by using the content and results of the game progress of more battle games as teaching materials and performing mechanical learning. The method of machine learning is represented by deep learning (deep learning), but it is not limited to this. [Overview of game content] Next, in order to help understand the description of the embodiment, the display screen of the display 11 of the player terminal 1 is used to explain the outline of the game.

於本實施形態之遊戲中,玩家A、B於遊戲內使用作為遊戲物件之虛擬之遊戲卡牌(第1遊戲要具體化之卡牌,簡稱為「卡牌」)。準備複數種卡牌,根據與各卡牌相關聯之角色之能力及卡牌屬性等之組合來加以區分。卡牌屬性例如由紅色、藍色等顏色或1~7中之任一數字等決定。對於各卡牌,決定與電腦控制之敵方角色或其他玩家等對戰對手之對戰遊戲(戰鬥)中使用之等級或攻擊力、HP(Hit Point,生命值)等能力參數值。In the game of this embodiment, players A and B use virtual game cards as game objects in the game (cards to be embodied in the first game, referred to as "cards"). Prepare multiple types of cards and distinguish them based on the combination of the abilities of the characters associated with each card and the card attributes. The card attributes are determined by colors such as red, blue, or any number from 1 to 7, for example. For each card, determine the level or attack power, HP (Hit Point, life value) and other ability parameter values used in the battle game (battle) with the computer-controlled enemy character or other players.

卡牌除了於賬戶登錄時賦予對戰遊戲(戰鬥)最低限度需要之張數以外,亦可於遊戲中獲取,或作為收費裝備藉由購買而獲取,或藉由被稱為扭蛋(gacha)之抽籤來獲取卡牌。此外,卡牌亦可藉由如下方式獲得:得到具有實體之遊戲卡牌(以下稱為「實體卡牌」),執行用以使所得到之實體卡牌可於遊戲內使用之登錄手續。具體而言,玩家A、B當執行實體卡牌之登錄手續時,玩家A、B可獲取與該實體卡牌建立對應之卡牌種類之卡牌。In addition to the minimum number of cards required for the battle game (battle) at the time of account login, the card can also be obtained in the game, or obtained by purchasing as a paid equipment, or by being called a gacha. Draw lots to get cards. In addition, cards can also be obtained by the following methods: Obtain physical game cards (hereinafter referred to as "physical cards"), and perform registration procedures to make the obtained physical cards usable in the game. Specifically, when players A and B perform the registration procedures of a physical card, players A and B can obtain cards of the card type corresponding to the physical card.

而且,玩家A以所保有之卡牌中之規定張數(例如40張)構成卡組,挑戰使用有卡組之對戰遊戲(戰鬥)。所謂使用有卡組之對戰遊戲(戰鬥),係指使用構成卡組之卡牌(卡組卡牌)所決定之能力參數值(第1遊戲要素之角色資訊)來決定與對戰對手之間之勝負。In addition, the player A forms a deck with a predetermined number of cards (for example, 40) among the cards it holds, and challenges the battle game (battle) with the deck. The so-called battle game (battle) that uses a deck of cards refers to the use of the ability parameter values (character information of the first game element) determined by the cards that make up the deck (cards of the deck) to determine the battle against the opponent Win or lose.

戰鬥係藉由自登入後顯示之主頁畫面中選擇操作(觸控操作)戰鬥選單而開始。再者,於遊戲之前,玩家A、B必須完成賬戶登錄,並預先編組卡組。卡組之編組係自主頁畫面等觸控操作卡牌選單,根據作為其中之一而提示之卡組編組選單進行。The battle is started by selecting the battle menu (touch operation) on the home screen displayed after logging in. Furthermore, before the game, players A and B must complete account login and pre-group card groups. The card group grouping is performed from the touch-operated card menu such as the homepage screen, according to the card group grouping menu prompted as one of them.

此處,雖為第2遊戲要素,但玩家A、B可藉由於賬戶登錄時,自複數個第2遊戲要素(以下記載為好友)中選擇喜歡之好友而得到。最初得到之好友之角色資訊中包含之複數個參數為初始狀態(最低等級)。玩家A與由玩家A得到之好友A編組一個團隊。玩家B與由玩家B得到之好友B編組一個團隊。Here, although it is the second game element, players A and B can be obtained by selecting their favorite friends from a plurality of second game elements (hereinafter referred to as friends) during account login. The multiple parameters included in the friend's character information initially obtained are the initial state (lowest level). Player A forms a team with friend A obtained by player A. Player B and friend B obtained by player B form a team.

戰鬥交替執行玩家A之團隊之回合與作為對戰對手之玩家B之團隊之回合。各團隊內之回合係一面針對每個回合更換玩家與對手,一面進行。各回合包含以下等複數個階段:待機階段,其係將卡組卡牌中之手牌設定於場地等我方玩家之玩家區域中;卡牌使用準備階段,其係為了使用所設定之卡組卡牌,準備其他卡組卡牌等;及對戰階段,其係使用設置於玩家區域中之卡組卡牌,向對戰玩家或對戰玩家之卡牌進行攻擊。The battle alternates between player A’s team round and the opponent’s player B’s team round. The rounds in each team are carried out while changing players and opponents for each round. Each round includes the following multiple stages: the standby stage, which sets the hand of the cards in the deck in the player area of our players such as the arena; the preparation stage for card use, which is for the use of the set deck Cards, prepare cards of other decks, etc.; and during the battle phase, use the cards of the deck set in the player area to attack the opponent players or the cards of the opponent players.

圖3係表示於玩家終端1之顯示器11上顯示之對戰遊戲之待機階段或卡牌使用準備階段中的畫面顯示之一例之圖。顯示器11之畫面具備設定玩家A之卡牌等之第1區域20、及設定進行對戰之玩家B之卡牌等之第2區域21。又,於第1區域20與第2區域21之分界,顯示有操作資訊30,該操作資訊30顯示當前可執行之操作之資訊。FIG. 3 is a diagram showing an example of the screen display in the standby phase of the battle game or the card use preparation phase displayed on the display 11 of the player terminal 1. The screen of the display 11 includes a first area 20 for setting the cards of the player A and the like, and a second area 21 for setting the cards and the like of the player B for the battle. Moreover, at the boundary between the first area 20 and the second area 21, operation information 30 is displayed, and the operation information 30 displays information about the currently executable operation.

第1區域20、第2區域21之各區域具備:場地區域22,其供配置5張自我方卡組選擇之卡牌(手牌);基地區域23,其供配置為了發動配置於場地之卡牌之行動或效果而消耗(行動成本)之卡牌;及效力區域24,其供配置對卡牌之發動效果賦予影響(效力)且具有生命值(HP)之第1物件31、及同樣具有生命值(HP)之第2物件。再者,本實施形態中,第2物件32兼顯示為第2遊戲要素亦即好友。Each area of the first area 20 and the second area 21 has: the field area 22, which can be configured with 5 cards (hand cards) selected by the party deck; the base area 23, which can be configured to activate the cards placed on the field The card that consumes (action cost) by the action or effect of the card; and the effective area 24, which is for the allocation of the first object 31 that has an impact (effectiveness) on the activation effect of the card and has the value of life (HP), and also has The second object of health (HP). Furthermore, in this embodiment, the second object 32 is also displayed as a friend, which is a second game element.

於對戰階段中,如圖4所示,玩家A用手指觸控攻擊中使用之卡牌,並拖曳至成為攻擊對象之對手之卡牌、第1或第2物件31、32,藉此決定攻擊中使用之卡牌及成為攻擊對象之對戰玩家B之卡牌、第1或第2物件31、32。藉此,開始玩家A之攻擊。又,當由好友A進行攻擊時,根據自遊戲伺服器2提供之卡牌操作資訊,決定攻擊中使用之卡牌及成為攻擊對象之對戰玩家B之卡牌、第1或第2物件31、32。In the battle phase, as shown in Figure 4, player A touches the card used in the attack with his finger, and drags it to the opponent's card, the first or second object 31, 32, to decide the attack The card used in the game, the card of the player B who is the target of the attack, and the first or second object 31, 32. In this way, player A's attack is started. Also, when friend A attacks, based on the card operation information provided from game server 2, the card used in the attack and the card of the opponent player B, the first or second object 31, 32.

玩家A之團隊與對戰對手之玩家B之團隊交替地反覆進行此種包含一系列之階段之回合,且由任一個玩家之生命值變為0或卡組之卡牌變為0張而決定勝負。 [功能構成] 圖5係表示玩家終端1之功能構成例之方塊圖。Player A’s team and the opponent’s player B’s team alternately repeat this round consisting of a series of stages, and the winner will be determined by the health of any player becoming 0 or the cards in the deck becoming 0. . [Functional composition] FIG. 5 is a block diagram showing an example of the functional configuration of the player terminal 1.

如圖5所示,玩家終端1具備操作輸入部51、處理部52、圖像顯示部53、聲音輸出部54、通信部55及記憶部56。As shown in FIG. 5, the player terminal 1 includes an operation input unit 51, a processing unit 52, an image display unit 53, a sound output unit 54, a communication unit 55, and a storage unit 56.

操作輸入部51係用以供玩家輸入與遊戲相關之各種操作者,將與操作輸入相應之操作輸入信號輸出至處理部52。操作輸入部51之功能例如可藉由觸控操作板、主頁按鈕、按鈕開關或操縱桿、軌跡球等由玩家A直接用手指操作之元件來實現,當然亦可藉由加速度感測器或角速度感測器、傾斜感測器、地磁感測器等偵測運動或姿勢之元件等來實現。於圖2中,觸控操作面板12相當於該操作輸入部51。The operation input unit 51 is used for the player to input various operators related to the game, and output an operation input signal corresponding to the operation input to the processing unit 52. The function of the operation input unit 51 can be realized by, for example, a touch operation panel, a home button, a button switch, a joystick, a trackball, etc., which are directly operated by the player A's fingers. Of course, it can also be realized by an acceleration sensor or angular velocity. Sensors, tilt sensors, geomagnetic sensors and other components that detect motion or posture are implemented. In FIG. 2, the touch operation panel 12 corresponds to the operation input unit 51.

處理部52基於記憶部56中儲存之程式或資料、來自操作輸入部51之操作輸入信號等,統括地控制玩家終端1之動作。處理部52之功能例如可藉由CPU或GPU等微處理器、ASIC、IC記憶體等電子零件而實現。該處理部52具備遊戲運算部61、圖像產生部62、聲音產生部63及通信控制部64作為主要之功能部。The processing unit 52 collectively controls the actions of the player terminal 1 based on programs or data stored in the memory unit 56 and operation input signals from the operation input unit 51. The function of the processing unit 52 can be realized by, for example, a microprocessor such as a CPU or a GPU, an ASIC, an IC memory, and other electronic components. The processing unit 52 includes a game computing unit 61, an image generating unit 62, a sound generating unit 63, and a communication control unit 64 as main functional units.

遊戲運算部61執行用以實現本實施形態之遊戲之各種遊戲處理,且將處理結果輸出至圖像產生部62或聲音產生部63。遊戲運算部61包含卡牌提供部70、卡牌設定部71、好友設定部72、行動決定部73、操作資訊獲取部74、操作圖像顯示部75及遊戲管理部76。The game computing unit 61 executes various game processes for realizing the game of this embodiment, and outputs the processing results to the image generating unit 62 or the sound generating unit 63. The game calculation unit 61 includes a card providing unit 70, a card setting unit 71, a friend setting unit 72, an action determining unit 73, an operation information acquiring unit 74, an operation image display unit 75, and a game management unit 76.

卡牌提供部70進行與卡牌(第1遊戲要素)之提供相關之處理。藉由滿足規定條件而將卡牌提供給玩家。上述規定條件包含支付代價(金錢或遊戲內貨幣、玩家藉由參與網際網路上實施之抽獎事件而獲取之點數等)、於遊戲內或遊戲外針對玩家之行動而獲得之等價報酬之交換、用戶登錄賬戶等。卡牌提供部70將卡牌提供要求發送至遊戲伺服器2,於滿足卡牌之提供條件之情形時,經由通信部55自遊戲伺服器2接收自遊戲伺服器2發送之卡牌之資料,且追加至下述之卡牌設定資料中。The card providing unit 70 performs processing related to the provision of cards (first game element). Provide cards to players by meeting prescribed conditions. The above-mentioned stipulated conditions include payment of price (money or in-game currency, points obtained by players from participating in lottery events implemented on the Internet, etc.), exchange of equivalent rewards for actions against players in or outside the game , User login account, etc. The card providing unit 70 sends the card providing request to the game server 2, and when the card providing conditions are met, it receives the card data sent from the game server 2 from the game server 2 via the communication unit 55, And added to the following card setting data.

對藉由支付代價而提供卡牌進行說明。於所提供之卡牌之提示中,存在第1態樣(由第2遊戲要素推薦之卡牌之提示)及第2態樣(通常之購買對象卡牌之提示)。於本實施形態中,卡牌之購買以由多張卡牌構成之卡組為單位進行。但是,卡牌之購買並不限定於以卡組為單位,亦可以卡牌為單位進行購買。Explains the card provided by paying the price. Among the provided card hints, there are the first aspect (the hint of the card recommended by the second game element) and the second aspect (the usual hint of the purchase target card). In this embodiment, the purchase of cards is carried out in units of a card group composed of multiple cards. However, the purchase of cards is not limited to the card group as a unit, and the card can be purchased as a unit.

由於玩家接受藉由代價支付之卡牌之提供,故而當自主頁畫面等觸控操作商店選單時,卡牌提供部70顯示卡牌購買畫面(對應於第2態樣)。卡牌購買畫面如圖6所例示。卡牌購買畫面係可選擇地顯示購買物件之卡組之畫面。當檢測出於卡牌購買畫面中選擇了卡包之觸控操作時,卡牌提供部70向遊戲伺服器2要求提供物件之卡包之資料,將所接收到之卡包之資料輸出至圖像產生部62。於圖6之例中,顯示出卡包「○○○」。例如藉由滑動操作而顯示出其他卡包。玩家藉由滑動操作,自複數個卡包中選出所期望之卡包,並按下畫面之購買按鈕41,藉此可購買卡牌。當檢測出按下購買按鈕41時,卡牌提供機構70向遊戲伺服器2發送卡牌購買要求。Since the player accepts the offer of the card paid by the price, when the store menu is touch-operated from the home screen or the like, the card providing unit 70 displays a card purchase screen (corresponding to the second aspect). The card purchase screen is illustrated in Figure 6. The card purchase screen is a screen that optionally displays the card group of the purchased object. When it is detected that the card pack is selected from the card purchase screen by the touch operation, the card providing unit 70 requests the game server 2 to provide the card pack data of the object, and outputs the received card pack data to the picture像 producer 62. In the example in Fig. 6, the card pack "○○○" is displayed. For example, other card packs are displayed by sliding operation. The player selects the desired card pack from a plurality of card packs by sliding operation, and presses the purchase button 41 on the screen to purchase cards. When it is detected that the purchase button 41 is pressed, the card providing mechanism 70 sends a card purchase request to the game server 2.

又,當檢測出卡牌購買畫面中所包含之請求按鈕42之按下時,卡牌提供機構70使顯示畫面轉變為請求卡牌畫面。於圖7中例示請求卡牌畫面。請求卡牌畫面顯示出第2遊戲要素所推薦之卡牌(請求卡牌)之資訊。所顯示之請求卡牌之資訊具有請求卡牌之卡牌名、包含所述請求卡牌之卡包之包名等。然後,當檢測出請求按鈕42之按下時,卡牌提供部70向遊戲伺服器2要求請求卡牌之資料,並將所接收到之卡牌之資料輸出至圖像產生部62。請求卡牌係藉由遊戲伺服器2所具備之AI功能,分析、評價玩家之卡組或保有卡牌之弱點,為了彌補該弱點而選出之卡牌。因此,於卡牌提供部70所顯示之請求卡牌畫面中,相較卡牌購買畫面中所提示之卡牌,提示可有利地推進遊戲之進展之卡牌。當欲於請求卡牌畫面中購買包含第2遊戲要素所推薦之卡牌之卡包之情形時,玩家可按下請求畫面之返回按鈕而返回至卡牌購買畫面,選擇並購買與所期望之請求卡牌對應之卡包。Furthermore, when the pressing of the request button 42 included in the card purchase screen is detected, the card providing mechanism 70 changes the display screen to the request card screen. Figure 7 illustrates the request card screen. The request card screen displays the information of the card recommended by the second game element (request card). The displayed information of the requested card has the card name of the requested card, the package name of the card pack containing the requested card, etc. Then, when the pressing of the request button 42 is detected, the card providing unit 70 requests the game server 2 for the requested card data, and outputs the received card data to the image generating unit 62. The request card is a card selected to make up for the weakness of the player's deck or the card held by the AI function of the game server 2 to analyze and evaluate the weakness. Therefore, in the request card screen displayed by the card providing unit 70, compared to the cards presented in the card purchase screen, the cards that can facilitate the progress of the game are presented. When wanting to purchase a card pack containing the card recommended by the second game element in the request card screen, the player can press the return button on the request screen to return to the card purchase screen, select and purchase the desired card Request the card pack corresponding to the card.

關於自卡牌購買畫面獲取卡牌及於所獲取之卡牌中包含請求卡牌,被設定為作為第2遊戲要素之角色資訊之參數之同步等級提昇之條件。因此,亦可以說卡牌提供部70發送成為角色資訊發生變化之條件之主要因素的資訊。Regarding the acquisition of the card from the card purchase screen and the inclusion of the requested card in the acquired card, it is set as a condition for the simultaneous level increase of the parameter of the character information of the second game element. Therefore, it can also be said that the card providing unit 70 transmits information that becomes the main factor of the condition for the character information to change.

又,獲取請求卡牌不僅被設定為提昇同步等級之條件,亦被設定為提昇卡牌理解度之條件。藉由請求卡牌之獲取之卡牌理解度之提昇率被設定為大於與其他條件對應之卡牌理解度之提昇率。藉由獲取請求卡牌,可使角色資訊大幅變化。In addition, the acquisition request card is not only set as a condition for increasing the synchronization level, but also as a condition for increasing the understanding of the card. The improvement rate of card understanding obtained by requesting cards is set to be greater than the improvement rate of card understanding corresponding to other conditions. By obtaining the requested card, the character information can be greatly changed.

於包含請求卡牌之卡包之代價與除此以外之卡包之代價中設定不同之值。請求卡牌之卡包之代價亦可設定為高於除此以外之卡包之代價。Set a different value in the cost of the card pack containing the requested card and the cost of the other card packs. The cost of the card pack for requesting cards can also be set higher than the cost of other card packs.

卡牌提供機構70可限制請求卡牌顯示畫面之顯示。例如,亦可設定請求卡牌顯示畫面之可顯示之時段或規定期間之可顯示次數等,控制卡牌購買畫面中之請求按鈕42之顯示、非顯示。藉此,提供請求卡牌之次數少於提供除請求卡牌以外之卡牌之次數。藉此,請求卡牌之獲取之價值提高。再者,限制提供請求卡牌之次數之方法不限定於此,亦可使用其他方法。The card provider 70 may restrict the display of the requested card display screen. For example, it is also possible to set the displayable time period of the request card display screen or the displayable number of the specified period, etc., to control the display and non-display of the request button 42 in the card purchase screen. As a result, the number of times of providing requested cards is less than the number of times of providing cards other than requested cards. In this way, the value of the request card acquisition is increased. Furthermore, the method of limiting the number of times the card is requested is not limited to this, and other methods can also be used.

又,卡牌提供部70亦能以玩家於遊戲中落敗為條件,向遊戲伺服器2要求請求卡牌之資料,將所接收到之卡牌之資料輸出至圖像產生部62,使圖像顯示部53顯示請求卡牌顯示畫面。藉由如此構成,可適時地向玩家提供戰鬥勝利所需之卡牌之資訊。In addition, the card providing unit 70 can also request card data from the game server 2 on the condition that the player loses in the game, and output the received card data to the image generating unit 62 to make the image The image display unit 53 displays a request card display screen. With such a configuration, it is possible to timely provide players with information about the cards needed for victory in battle.

於卡牌購買畫面中,於支付代價之前,以無法視認之形態顯示卡牌之內容。例如,亦可顯示開封前之卡包之圖像。於支付代價之後,以可視認之形態顯示所購買之卡牌之內容。例如,亦可自已開封之卡包取出卡牌,顯示表示各卡牌之內容之圖像。On the card purchase screen, before paying the price, the card content is displayed in an unrecognizable form. For example, the image of the card pack before opening can also be displayed. After the price is paid, the content of the purchased card is displayed in a visible form. For example, you can also take out the cards from the opened card pack, and display the images that show the contents of each card.

卡牌設定部71使用下述卡牌設定資料及卡組設定資料,管理玩家A、B至當前為止所保有之保有卡牌。又,對由保有卡牌構成各卡組之卡牌進行管理,自玩家A、B所選擇之卡組,於待機階段及卡牌使用準備階段中設定各場地中所設定之卡牌及手牌。又,產生與各場地中所設定之卡牌及手牌相關之資訊即卡牌設定資訊,並經由通信部55發送至遊戲伺服器2。The card setting unit 71 uses the following card setting data and card group setting data to manage the holding cards held by the players A and B so far. In addition, it manages the cards that make up each card group by holding cards. From the card group selected by players A and B, set the cards and hands set in each venue during the standby phase and the card use preparation phase . In addition, information related to the cards and hands set in each arena, namely card setting information, is generated and sent to the game server 2 via the communication unit 55.

好友設定部72係使用下述好友設定資料來管理與於玩家A、B登錄賬戶時,由玩家A、B所選擇之作為第2遊戲要素之好友相關之資訊(亦包含角色資訊)。好友設定部72將賬戶登錄時之好友(第2遊戲要素)之角色資訊中所包含之複數個參數設定為初始值(最低值)。又,於變更了好友之情形時,好友設定部72將變更後之好友(第2遊戲要素)之角色資訊中所包含之複數個參數設定為初始值(最低值)。再者,第2遊戲要素可不以支付代價為條件而設定。The friend setting unit 72 uses the following friend setting data to manage the information (including character information) related to the friend selected by the player A and B as the second game element when the player A and B log in to the account. The friend setting unit 72 sets a plurality of parameters included in the character information of the friend (the second game element) at the time of account login to initial values (lowest values). In addition, when the situation of the friend is changed, the friend setting unit 72 sets a plurality of parameters included in the character information of the changed friend (the second game element) to initial values (lowest values). Furthermore, the second game element may not be set on the condition that the price is paid.

好友設定部72當自操作選單選擇了接觸模式時,進行如下處理,即,相應於規定之操作(例如,對顯示於顯示器11之第2遊戲要素之圖像的觸控操作),藉由聲音或圖像輸出第2遊戲要素之反應。於藉由聲音及/或文字輸出第2遊戲要素之台詞之情形時,遊戲管理部76自記憶部56讀出與第2遊戲要素之同步等級相應之聲音資料及/或文字資料,並輸出至圖像產生部62及/或聲音產生部63。又,好友設定部72將表示檢測出於接觸模式下對第2遊戲要素之圖像之觸控操作之資料與用戶識別資訊一起發送至遊戲伺服器2。亦可以說好友設定部72發送成為角色資訊發生變化之條件之主要因素的資訊。When the friend setting unit 72 selects the contact mode from the operation menu, it performs the following processing, that is, corresponding to a predetermined operation (for example, a touch operation on the image of the second game element displayed on the display 11) by sound Or the response of the second game element is output as an image. When outputting the lines of the second game element by voice and/or text, the game management unit 76 reads out the sound data and/or text data corresponding to the synchronization level of the second game element from the memory unit 56 and outputs it to The image generating unit 62 and/or the sound generating unit 63. In addition, the friend setting unit 72 sends data indicating the detection of a touch operation on the image of the second game element in the contact mode together with the user identification information to the game server 2. It can also be said that the friend setting unit 72 sends information that becomes the main factor of the condition for the character information to change.

好友設定部72接收自遊戲伺服器2發送來之變化後之角色資訊,更新記憶部56中所記憶之角色資訊。The friend setting unit 72 receives the changed character information sent from the game server 2 and updates the character information memorized in the memory unit 56.

又,好友設定部72於對戰中或其他選單畫面中,將好友之圖像資訊輸出至圖像產生部62。In addition, the friend setting unit 72 outputs the image information of the friend to the image generating unit 62 during a battle or on other menu screens.

行動決定部73藉由玩家A、B之觸控操作等,決定卡牌之選擇或卡牌之行動,產生卡牌之選擇或行動之資訊即行動選擇資訊,並經由通信部55發送至遊戲伺服器2。The action determining unit 73 determines the choice of cards or the actions of cards through the touch operations of players A and B, and generates information about the choice of cards or actions, namely action selection information, and sends it to the game server via the communication unit 55器2.

操作資訊獲取部74經由通信部55獲取與卡牌之選擇或行動之操作相關之資訊即卡牌操作資訊。卡牌操作資訊係藉由遊戲伺服器2之AI功能,參照好友之角色資訊及對戰中之卡牌設定資訊之狀況而產生之資訊。The operation information acquisition unit 74 acquires information related to the operation of the card selection or action, that is, the card operation information through the communication unit 55. The card operation information is information generated by referring to the status of the friend's character information and the card setting information in the battle by the AI function of the game server 2.

操作圖像顯示部75使用自操作資訊獲取部74獲取之卡牌操作資訊,進行顯示供好友操作卡牌之選擇或行動之圖像之處理。例如,於所獲取之卡牌操作資訊係與「利用卡牌A攻擊對方之卡牌B」之卡牌操作內容相關之資訊之情形時,操作圖像顯示部75例如如圖8所示,顯示好友之台詞與自卡牌A朝向對方之卡牌B之箭頭之圖像。The operation image display unit 75 uses the card operation information acquired from the operation information acquisition unit 74 to perform processing of displaying images for the friend's operation card selection or action. For example, when the acquired card operation information is information related to the content of the card operation of "Using card A to attack the opponent's card B", the operation image display unit 75 displays, for example, as shown in FIG. The lines of the friend and the image of the arrow from card A to card B of the opponent.

遊戲管理部76管理遊戲整體之進展。The game management unit 76 manages the overall progress of the game.

圖像產生部62基於遊戲運算部61之處理結果,於1圖框時間(例如1/60秒)內產生一個遊戲畫面,將所產生之遊戲畫面之圖像信號輸出至圖像顯示部103。圖像產生部62之功能例如可藉由GPU或數位信號處理器(DSP)等處理器、視訊信號IC、視訊編碼解碼器等程式、圖框緩衝器等繪圖圖框用IC記憶體、用於紋理資料之展開用之IC記憶體等而實現。The image generating unit 62 generates a game screen within 1 frame time (for example, 1/60 second) based on the processing result of the game computing unit 61, and outputs the image signal of the generated game screen to the image display unit 103. The function of the image generating unit 62 can be implemented by, for example, processors such as GPU or digital signal processor (DSP), video signal IC, video codec and other programs, frame buffers and other graphics frame IC memory, used for The development of texture data is realized by IC memory, etc.

聲音產生部63基於遊戲運算部61之處理結果,產生與遊戲相關之音響效果或BGM(Background music,背景音樂)、操作輔助資訊之聲音資訊、各種操作音等聲音信號,並輸出至聲音輸出部54。聲音產生部63之功能例如可藉由數位信號處理器(DSP)或聲音合成IC等處理器、可播放音頻檔案之聲頻編碼解碼器等來實現。Based on the processing result of the game computing unit 61, the sound generating unit 63 generates game-related sound effects or BGM (Background music), sound information of operation assistance information, various operation sounds and other sound signals, and outputs them to the sound output unit 54. The function of the sound generating unit 63 can be realized by, for example, a processor such as a digital signal processor (DSP) or a sound synthesis IC, an audio codec that can play audio files, and the like.

通信控制部64進行用以與遊戲伺服器2進行資料通信之通信連接及資料處理。The communication control unit 64 performs communication connection and data processing for data communication with the game server 2.

圖像顯示部53基於自圖像產生部62輸入之圖像信號顯示各種遊戲畫面。圖像顯示部53之功能係例如可藉由平板顯示器、布朗管(CRT(Cathode Ray Tube,陰極射線管))、投影機、頭戴式顯示器等顯示裝置而實現。於圖2中,圖像顯示部62相當於顯示器11。The image display unit 53 displays various game screens based on the image signal input from the image generation unit 62. The function of the image display unit 53 can be realized by a display device such as a flat panel display, a CRT (Cathode Ray Tube), a projector, and a head-mounted display, for example. In FIG. 2, the image display unit 62 corresponds to the display 11.

聲音輸出部54係用以基於自聲音產生部63輸入之聲音信號,將與遊戲相關之音響效果等予以聲音輸出。於圖2中,聲音輸出部54相當於揚聲器13。The sound output unit 54 is used to output sound effects related to the game, etc., based on the sound signal input from the sound generation unit 63. In FIG. 2, the sound output unit 54 corresponds to the speaker 13.

通信部55與通信線路N連接而實現通信。通信部55之功能例如可藉由無線通信機、資料機、TA(終端配接器)、有線用之通信纜線之插口或控制電路等而實現。The communication unit 55 is connected to the communication line N to realize communication. The function of the communication unit 55 can be realized by, for example, a wireless communication machine, a data machine, a TA (terminal adapter), a socket of a wired communication cable, or a control circuit.

於記憶部56中預先記憶或者每次處理時暫時記憶有用以使玩家終端1動作而實現玩家終端1所具備之各種功能之程式、或該程式之執行中所使用之資料等。記憶部56例如可藉由RAM或ROM、快閃記憶體等IC記憶體、硬碟等磁碟、CD-ROM(Compact Disc Read-Only Memory,唯讀光碟)或DVD(Digital Versatile Disc,數位多功能光碟)等光碟等而實現。A program that is used to operate the player terminal 1 to realize various functions of the player terminal 1 or data used in the execution of the program is stored in the memory unit 56 in advance or temporarily stored every time it is processed. The memory unit 56 can be, for example, an IC memory such as RAM or ROM, flash memory, magnetic disks such as hard disks, CD-ROM (Compact Disc Read-Only Memory), or DVD (Digital Versatile Disc). Function CD) and other CDs.

於記憶部56中儲存有系統程式及遊戲程式。系統程式係用以實現作為玩家終端1之電腦之基本功能之程式。遊戲程式係用以使處理部52作為遊戲運算部61發揮功能之程式。該程式係當玩家完成賬戶登錄時,自遊戲伺服器2或其他應用程式發佈伺服器等發佈。System programs and game programs are stored in the memory 56. The system program is a program used to realize the basic functions of the computer as the player terminal 1. The game program is a program for making the processing unit 52 function as the game computing unit 61. The program is released from the game server 2 or other application release servers when the player completes the account registration.

又,於記憶部56中儲存有卡牌設定資料、卡組設定資料及好友設定資料。再者,除此以外,作為遊戲所需之資料,亦適當地發佈用以顯示卡牌之角色及好友之圖像之模型資料或紋理資料、動作資料、效果資料、遊戲畫面之背景圖像、音響效果等聲音資料、於接觸模式下使用之按每種親密度而表現內容不同之聲音資料及文字資料等,並儲存於記憶部56中。In addition, card setting data, card group setting data, and friend setting data are stored in the memory 56. Furthermore, in addition to this, as data required for the game, model data or texture data, action data, effect data, background images of game screens, Sound data such as sound effects, sound data and text data with different contents for each intimacy used in the contact mode are stored in the memory 56.

卡牌設定資料係玩家所保有之卡牌之角色資訊,按每個卡牌種類而準備。圖9係表示玩家所保有之卡牌之卡牌設定資料之一例的圖。於圖9中,示出了由玩家所保有之卡牌識別資訊“001”特定出之1張卡牌之卡牌設定資料。卡牌設定資料包含卡牌識別資訊、圖像、卡牌名、卡牌種類、成本數、顏色、種族、能力、攻擊力、生命值及稀有度。再者,圖9乃表示卡牌設定資料之一例,並非限定於此。又,卡牌設定資料根據玩家A、B所保有之卡牌增減而增減。The card setting data is the character information of the cards held by the player, prepared for each card type. Fig. 9 is a diagram showing an example of card setting data of cards held by the player. In FIG. 9, the card setting data of a card identified by the card identification information "001" held by the player is shown. Card setting data includes card identification information, image, card name, card type, cost, color, race, ability, attack power, health value and rarity. Furthermore, FIG. 9 shows an example of card setting data, and is not limited to this. In addition, the card setting data increases or decreases according to the increase or decrease of the cards held by players A and B.

卡組設定資料係與玩家之各卡組相關之資料,包含構成各卡組之卡牌之卡牌識別資訊。圖10係表示卡組設定資料之一例之圖。圖10之例為玩家A之卡組1之卡組設定資料之例,其中示出卡組1由卡牌識別資訊“001”~卡牌識別資訊“023”之卡牌構成。再者,圖10係表示卡組設定資料之一例之圖,並非限定於此。The deck setting data is the data related to each deck of the player, including the card identification information of the cards that make up each deck. Fig. 10 is a diagram showing an example of the deck setting data. The example in FIG. 10 is an example of the card set setting data of the card set 1 of the player A, which shows that the card set 1 is composed of cards with card identification information "001" to card identification information "023". Furthermore, FIG. 10 is a diagram showing an example of the deck setting data, and it is not limited to this.

好友設定資料係根據選單設定而選擇之好友之角色資訊。該好友之角色資訊隨著遊戲之進展而變化,當有變化之情形時自遊戲伺服器2通知變化後之角色資訊,將角色資訊予以更新。圖11係表示玩家A之好友設定資料之一例之圖。於圖11之例中,好友設定資料包含好友識別資訊、好友名、等級、卡牌理解度、個性及同步等級。再者,圖11係表示好友設定資料之一例之圖,並非限定於此。The friend setting data is the character information of the friend selected according to the menu setting. The character information of the friend changes with the progress of the game. When there is a change, the game server 2 notifies the changed character information, and the character information is updated. Fig. 11 is a diagram showing an example of friend setting data of player A. In the example in FIG. 11, the friend setting data includes friend identification information, friend name, level, card understanding, personality, and synchronization level. Furthermore, FIG. 11 is a diagram showing an example of friend setting data, and is not limited to this.

其次,說明遊戲伺服器2之構成。圖12係表示遊戲伺服器2之功能構成例之方塊圖。Next, the structure of the game server 2 will be explained. FIG. 12 is a block diagram showing an example of the functional configuration of the game server 2.

遊戲伺服器2具備處理部91、通信部92及記憶部93。The game server 2 includes a processing unit 91, a communication unit 92 and a storage unit 93.

處理部91具備玩家管理部101、遊戲管理部102、AI處理部103、卡牌提供管理部104及角色資訊更新部105。The processing unit 91 includes a player management unit 101, a game management unit 102, an AI processing unit 103, a card provision management unit 104, and a character information update unit 105.

玩家管理部101使用下述用戶資訊資料,針對連接賬戶或遊戲之進展狀況等之每個玩家終端1進行管理。The player management unit 101 uses the following user information to manage each player terminal 1 such as the connected account or the progress of the game.

遊戲管理部102接收來自玩家終端1之卡牌設定資訊或行動選擇資訊等,使用卡牌設定資訊或行動選擇資訊、下述卡牌資料進行對戰處理,且輸出其對戰結果。The game management unit 102 receives card setting information or action selection information, etc. from the player terminal 1, uses the card setting information or action selection information, and the following card data to perform battle processing, and outputs the battle result.

AI處理部103具有機械學習較多對戰遊戲之遊戲進展之內容及其結果之教示資料而獲得之演算法。該演算法係與好友之角色資訊(好友之能力)相應之演算法。機械學習之方法係以深層學習(深度學習)為代表,但並非不限定於此。The AI processing unit 103 has an algorithm that is obtained by mechanically learning the content of the game progress of the more battle game and the teaching data of the result. The algorithm is an algorithm corresponding to the character information of the friend (the ability of the friend). The method of mechanical learning is represented by deep learning (deep learning), but it is not limited to this.

AI處理部103輸入自玩家終端1發送之卡牌設定資訊及玩家終端1之玩家之好友之角色資訊(好友之能力),並輸出該卡牌設定資訊之狀況中之卡牌操作資訊。再者,即便自玩家終端1發送之卡牌設定資訊相同,只要玩家之好友之角色資訊(好友之能力)不同,則有可能輸出不同之卡牌操作資訊。The AI processing unit 103 inputs the card setting information sent from the player terminal 1 and the character information (friend's ability) of the player's friend of the player terminal 1, and outputs the card operation information in the condition of the card setting information. Furthermore, even if the card setting information sent from the player terminal 1 is the same, as long as the player's friend's character information (friend's ability) is different, it is possible to output different card operation information.

又,AI處理部103分析、評價對玩家設定之卡組、玩家所保有之卡牌等資訊,輸出能夠強化玩家之卡組或保有卡牌之可能性較高之卡牌。In addition, the AI processing unit 103 analyzes and evaluates information such as the card set set to the player, the card held by the player, and other information, and outputs a card that can strengthen the player's card set or has a higher probability of holding cards.

卡牌提供管理機構104自記憶部93獲取顯示於玩家終端1之卡牌購買畫面或請求畫面之卡牌之資訊,並將其發送至玩家終端1。關於請求卡牌之資訊,自AI處理部103獲取能夠強化玩家之卡牌或保有卡牌之可能性較高之卡牌之資訊,並將其發送至玩家終端1。於自玩家終端1接收到卡牌之購買要求之情形時,於確認了代價之支付後,自記憶部93讀出與卡牌設定資料對應之資料並發送至玩家終端1。又,將由玩家獲取之卡牌之資訊供給至玩家管理部101。代價之支付例如可自記憶部所記憶之用戶資訊中之餘額(遊戲內貨幣或點數之餘額)中減去代價,亦可為其他支付方法。The card provision management organization 104 obtains the card information displayed on the card purchase screen or the request screen of the player terminal 1 from the memory unit 93 and sends it to the player terminal 1. Regarding the information of the requested card, the AI processing unit 103 obtains the information of the card that can strengthen the player's card or the card with a higher probability of holding the card, and sends it to the player terminal 1. When a card purchase request is received from the player terminal 1, after confirming the payment of the price, the data corresponding to the card setting data is read from the memory unit 93 and sent to the player terminal 1. Furthermore, the information of the card acquired by the player is supplied to the player management section 101. The payment of the consideration can be, for example, subtracted from the balance of the user information stored in the memory unit (the balance of currency or points in the game), or other payment methods can be used.

角色資訊更新部105進行將第2遊戲要素之角色資訊之各種參數(等級、卡牌理解度、個性、同步等級)提昇或變更之更新。如下所述,使參數變化之條件係針對每個參數(等級、卡牌理解度、個性、同步等級)而設定。角色資訊更新部105判定是否滿足使各參數變化之條件,於滿足之情形時更新參數。判定使參數變化之條件之時點例如有登入時、戰鬥結束時、卡牌獲取時、特定之卡牌獲取時、接觸模式下之規定操作(對第2遊戲要素之圖像之觸控操作)之偵測時等。但是,不限定於此。The character information update unit 105 performs an update to upgrade or change various parameters (level, card understanding, personality, synchronization level) of the character information of the second game element. As described below, the conditions for changing the parameters are set for each parameter (level, card understanding, personality, synchronization level). The character information update unit 105 determines whether the conditions for changing each parameter are met, and updates the parameters when the conditions are met. The time point for determining the conditions for changing the parameters, such as when logging in, when the battle is over, when acquiring cards, when acquiring specific cards, and the prescribed operation in the contact mode (touch operation on the image of the second game element) When detecting. However, it is not limited to this.

關於等級,例如如圖13所示,針對每個等級設定等級提昇所需之經驗值。於此情形時,角色資訊更新部105於戰鬥結束時等預先決定之時點,使用自遊戲管理部102獲取之與對戰相關之資訊(卡牌設定資訊、行動選擇資訊、對戰結果等)及規定之算式,算出並更新玩家之經驗值。然後,基於更新後之經驗值,判定是否達到了等級提昇所需之經驗值,於達到了等級提昇所需之經驗值之情形時進行使等級提昇之更新。再者,規定之算式亦能以如下方式設定:藉由將卡牌提供部70所提供之特定之卡牌放入卡組中使用,而使所獲得之經驗值變高。所謂特定之卡牌係指由第2遊戲要素提示之請求卡牌。又,被賦予具有複數個級別之稀有度中之最高稀有度的卡牌亦可包含於特定之卡牌。又,不限定於此,亦可包含其他卡牌。Regarding levels, for example, as shown in FIG. 13, the experience value required for level promotion is set for each level. In this case, the character information update unit 105 uses the information related to the battle (card setting information, action selection information, battle results, etc.) and regulations acquired from the game management unit 102 at a predetermined time point such as the end of the battle Formula to calculate and update the player’s experience value. Then, based on the updated experience value, it is determined whether the experience value required for level promotion is reached, and the level promotion is updated when the experience value required for level promotion is reached. Furthermore, the prescribed calculation formula can also be set in the following way: by putting a specific card provided by the card providing unit 70 into a deck for use, the experience value obtained becomes higher. The so-called specific card refers to the requested card presented by the second game element. In addition, the card with the highest rarity among the rarity of multiple levels may also be included in a specific card. Also, it is not limited to this, and other cards may be included.

關於卡牌理解度,例如如圖14所示,設定用以提昇卡牌理解度之條件及與各條件對應之提昇率。卡牌理解度係關於所有卡牌,針對每張卡牌表示對該卡牌之理解度之參數。圖14中之條件「將卡牌放入卡組中進行戰鬥」意味著於戰鬥時使用某個卡組,構成該卡組之40張卡牌成為卡牌理解度之提昇對象之卡牌。而且,提昇率「x%」意味著只要符合其條件,則構成該卡組之各卡牌理解度提昇x%。又,條件「使用卡牌」意味著無關於卡牌之種類,於戰鬥時使用卡牌,且所使用之卡牌係卡牌理解度之提昇物件之卡牌。而且,提昇率「y%」意味著只要符合其條件,則戰鬥時所使用之卡牌之卡牌理解度提昇y%。又,條件「使用特定之卡牌後勝利」意味著於戰鬥時使用卡牌提供部70所提供之特定之卡牌,且勝利,由卡牌提供部70提供且於戰鬥時使用之特定之卡牌係卡牌理解度之提昇物件之卡牌。而且,提昇率「z%」意味著只要符合其條件,則該特定之卡牌之理解度提昇z%。角色資訊更新部105於戰鬥結束時或卡牌提供時等預先決定之時點,針對每個條件判定是否滿足條件。而且,於存在滿足之條件之情形時,進行使卡牌理解度提昇與該條件對應之提昇率之更新。又,條件「第2遊戲要素使用玩家之卡牌進行戰鬥」意味著第2遊戲要素於戰鬥時使用卡牌,所使用之卡牌係卡牌理解度之提昇物件之卡牌。而且,提昇率「m%」意味著只要符合其條件,則戰鬥時第2遊戲要素所使用之卡牌之卡牌理解度提昇m%。再者,圖14僅示出一例,亦可為其他例。Regarding the card understanding, for example, as shown in FIG. 14, the conditions for improving the card understanding and the improvement rate corresponding to each condition are set. The card comprehension degree is about all the cards, and for each card, it indicates the parameter of the understanding degree of the card. The condition in Figure 14 "put cards in a deck for battle" means that a certain deck is used in battle, and the 40 cards that make up the deck become the cards for which the card comprehension is improved. Moreover, the promotion rate "x%" means that as long as the conditions are met, the understanding of the cards that constitute the deck will be increased by x%. In addition, the condition "use card" means that regardless of the type of card, the card is used in battle, and the card used is a card that improves the understanding of the card. Moreover, the promotion rate "y%" means that as long as the conditions are met, the card understanding of the cards used in the battle will be increased by y%. In addition, the condition "Victory after using a specific card" means that a specific card provided by the card providing unit 70 is used in battle, and the victory is a specific card provided by the card providing unit 70 and used in battle. The card is the card that improves the understanding of the card. Moreover, the promotion rate "z%" means that as long as the conditions are met, the understanding of the specific card will be increased by z%. The character information update unit 105 determines whether the conditions are satisfied for each condition at a predetermined time point such as when the battle is over or when the card is provided. Moreover, when there is a situation that satisfies the condition, an update of the improvement rate corresponding to the condition is performed to increase the card understanding. In addition, the condition "the second game element uses the player's card for battle" means that the second game element uses a card during battle, and the used card is a card that improves the understanding of the card. Moreover, the improvement rate "m%" means that as long as the conditions are met, the card understanding of the card used by the second game element in the battle will increase by m%. Furthermore, FIG. 14 shows only one example, and other examples are also possible.

關於個性,例如自複數種性格(第1性格、第2性格、…第n性格)中設定一種性格。例如如圖15所示,個性(第1性格、第2性格、…第n性格)分別與卡牌屬性之一(於本實施形態中為顏色)建立對應。於此情形時,角色資訊更新部105於戰鬥結束時等預先決定之時點,基於自遊戲管理部102獲取之與對戰相關之資訊(卡牌設定資訊、行動選擇資訊等),關於對戰中所使用之卡牌,對設定為個性之每個顏色之累計值累加點數。然後,累加之結果,選擇與累積值最大之顏色對應之性格並設定為個性。再者,使用顏色作為與複數種性格對應之卡牌屬性,但不限定於此,亦可使用由複數個種類構成之其他卡牌屬性。Regarding the personality, for example, one personality is set from among plural kinds of personality (first personality, second personality, ... nth personality). For example, as shown in FIG. 15, the personalities (the first personality, the second personality, ... the nth personality) are respectively associated with one of the card attributes (color in this embodiment). In this case, the character information update unit 105 will be based on the information related to the battle (card setting information, action selection information, etc.) acquired from the game management unit 102 at a predetermined time point such as the end of the battle, regarding the information used in the battle For the cards, accumulate points for the cumulative value of each color set as a personality. Then, based on the result of the accumulation, select the personality corresponding to the color with the largest accumulated value and set it as the personality. Furthermore, color is used as a card attribute corresponding to a plurality of personalities, but it is not limited to this, and other card attributes composed of a plurality of types can also be used.

關於同步等級,例如如圖16所示,設定用於同步等級提昇之條件及與各條件對應之提昇率。於同步等級提昇之條件中,例如設定有「登入」、「戰鬥」、「於接觸模式下對第2遊戲要素之圖像進行觸控操作」、「購買卡包」及「獲取請求卡牌」等。角色資訊更新部105於登入時、戰鬥結束時、由卡牌提供部70提供卡牌時、接觸模式下之觸控操作檢測時等預先決定之時點,針對每個條件判定是否滿足上述條件。於存在滿足之條件之情形時,角色資訊更新部105進行使同步等級提昇與該條件對應之提昇率之更新。於圖16之例中,藉由購買卡包及獲取請求卡牌等,同步等級提昇。同步等級亦可針對每個規定期間設定可變化之上限值。Regarding the synchronization level, for example, as shown in FIG. 16, the conditions for the synchronization level improvement and the improvement rate corresponding to each condition are set. In the conditions of synchronization level promotion, for example, "Login", "Battle", "Touch operation on the image of the second game element in contact mode", "Buy card pack" and "Get requested card" are set for example Wait. The character information update unit 105 determines whether the above conditions are met for each condition at predetermined time points such as when logging in, when the battle is over, when cards are provided by the card providing section 70, when detecting touch operations in the contact mode. When there is a situation that satisfies the condition, the character information update unit 105 performs an update to increase the synchronization level corresponding to the condition. In the example shown in Figure 16, the synchronization level is increased by purchasing card packs and obtaining requested cards. The synchronization level can also set a variable upper limit for each prescribed period.

通信部92與通信線路N連接而實現通信。The communication unit 92 is connected to the communication line N to realize communication.

於記憶部93中儲存系統程式及遊戲程式。系統程式係用以實現作為遊戲伺服器2之電腦的基本功能之程式。遊戲程式係用以使處理部91作為玩家管理部101、遊戲管理部102、AI處理部103、卡牌提供管理部104及角色資訊更新部105發揮功能之程式。Store system programs and game programs in the memory 93. The system program is a program for realizing the basic functions of the computer as the game server 2. The game program is a program for making the processing unit 91 function as the player management unit 101, the game management unit 102, the AI processing unit 103, the card provision management unit 104, and the character information update unit 105.

此外,記錄部93儲存有用戶資訊資料及卡牌資料。In addition, the recording unit 93 stores user information data and card data.

用戶資訊資料係參與遊戲之玩家之基本資料,記錄每個玩家之用戶資訊資料。圖17係表示用戶資訊資料之一例之圖。於圖17之例中,包含玩家之用戶識別資訊、該玩家之好友設定資料、卡組設定資料及餘額資訊。再者,圖17係表示用戶資訊資料之一例之圖,不限定於此。User information is the basic information of players participating in the game, and records the user information of each player. Fig. 17 is a diagram showing an example of user information data. In the example of FIG. 17, it includes the user identification information of the player, the friend setting data of the player, the card group setting data and the balance information. Furthermore, FIG. 17 is a diagram showing an example of user information data, and is not limited to this.

卡牌資料係本遊戲中使用之所有卡牌之卡牌資料。基本上,針對遊戲中使用之全部卡牌,儲存有與上述圖9之卡牌設定資料相同之資料。 [各裝置之動作] 其次,說明玩家終端1與遊戲伺服器2之動作。此處,以玩家A、B與各自之好友組成團隊,使用玩家終端1進行對戰遊戲,於遊戲結束時更新角色資訊之情形為例進行說明。圖18係用以說明玩家終端1與遊戲伺服器2之動作之順序圖。Card information is the card information of all cards used in this game. Basically, for all cards used in the game, the same data as the card setting data in Figure 9 is stored. [Actions of each device] Next, the actions of the player terminal 1 and the game server 2 will be explained. Here, a case where players A and B and their friends form a team, use the player terminal 1 to play a battle game, and update the character information at the end of the game as an example. FIG. 18 is a sequence diagram for explaining the actions of the player terminal 1 and the game server 2.

首先,各玩家A、B於遊戲之賬戶登錄時,進行設定好友之好友設定處理(步驟(Step)100)。好友設定處理係自選單畫面中選擇好友設定。於好友設定中,可藉由自複數個好友中選擇喜歡之好友來設定。所選擇之好友資訊被發送至遊戲伺服器2。First, when each player A, B logs in to the game account, the friend setting process of setting a friend is performed (Step 100). The friend setting process is to select the friend setting from the menu screen. In the friend setting, it can be set by selecting the friend you like from a plurality of friends. The selected friend information is sent to the game server 2.

遊戲伺服器2之玩家管理部101使用自玩家終端1接收到之好友之資訊,將好友之角色資訊登錄於與玩家終端1之用戶識別資訊對應之用戶資訊資料(步驟101)。所登錄之好友之角色資訊被發送至玩家終端1。The player management unit 101 of the game server 2 uses the friend's information received from the player terminal 1 to register the friend's character information in the user information data corresponding to the user identification information of the player terminal 1 (step 101). The character information of the registered friend is sent to the player terminal 1.

玩家終端1之好友設定部72將已登錄之好友之角色資訊登錄作為好友設定資料(步驟100)。The friend setting unit 72 of the player terminal 1 registers the character information of the registered friend as the friend setting data (step 100).

於賬戶登錄後,各玩家A、B登入遊戲(步驟102)。此時,玩家終端1發送包含用戶識別資訊之登入之要求。After the account is logged in, each player A and B log in to the game (step 102). At this time, the player terminal 1 sends a login request including user identification information.

玩家終端1之玩家管理機構101回應於登入之要求,執行登入處理(步驟103)。登入處理包含如下處理:獲取與要求登入之玩家之用戶識別資訊對應之用戶資訊資料,且移交至遊戲管理部102。In response to the login request, the player management organization 101 of the player terminal 1 executes the login process (step 103). The login processing includes the following processing: acquiring user information data corresponding to the user identification information of the player requesting to log in, and transferring it to the game management unit 102.

登入完成後,於各玩家A、B之玩家終端1,進行卡牌設定處理(步驟104)。卡牌設定處理係藉由自所設定之卡組中選擇一個卡組,將該卡組之卡牌配置於場地區域、基地區域及效力區域、以及手牌而進行。所配置之卡牌之卡牌識別資訊及該卡牌之配置狀況等,作為卡牌設定資訊被發送至遊戲伺服器2。After the login is completed, the player terminal 1 of each player A and B performs card setting processing (step 104). The card setting process is performed by selecting a card group from the set card group, and arranging the cards of the card group in the field area, the base area and the effective area, and the hand. The card identification information of the allocated card and the allocation status of the card are sent to the game server 2 as card setting information.

其次,於玩家A之玩家終端1中,進行行動選擇處理(步驟105)。由玩家A決定卡牌等之選擇或行動。所決定之卡牌等之選擇或行動之資訊作為行動選擇資訊由行動決定部73發送至遊戲伺服器2。Next, in the player terminal 1 of the player A, an action selection process is performed (step 105). Player A decides the choice or action of cards, etc. The information of the determined choice or action of the card or the like is sent to the game server 2 by the action determining unit 73 as action selection information.

遊戲伺服器2之遊戲管理部102接收玩家A之行動選擇資訊,使用玩家A之行動選擇資訊、各玩家A、B之卡牌設定資訊及卡牌資料,進行對戰處理(步驟106)。對戰結果之資訊被發送至各玩家A、B之玩家終端1。The game management unit 102 of the game server 2 receives the action selection information of the player A, and uses the action selection information of the player A, the card setting information and the card data of the players A and B to perform the battle (step 106). The information of the battle result is sent to the player terminal 1 of each player A and B.

各玩家A、B之玩家終端1之遊戲管理部76接收對戰結果並進行對戰結果處理(步驟107)。對戰結果處理係於各玩家A、B之玩家終端1顯示對戰之結果之處理。The game management unit 76 of the player terminal 1 of each player A and B receives the match result and performs the match result processing (step 107). The battle result processing is the processing of displaying the battle result on the player terminal 1 of each player A and B.

繼而,同樣地進行後攻之玩家B之行動選擇處理(步驟105)、對戰處理(步驟107)及對戰結果處理(步驟108)。Then, the action selection process (step 105), the match process (step 107), and the match result process (step 108) of the player B who attacked behind are performed similarly.

繼而,輪到玩家A之回合。由於玩家A與好友A輪流,故而AI處理部103進行卡牌操作資訊提供處理(步驟108)。卡牌操作資訊提供處理將表示由好友A進行之卡牌等之選擇或行動之卡牌操作資訊提供給玩家A之玩家終端1。Then, it is Player A's turn. Since the player A and the friend A take turns, the AI processing unit 103 performs card operation information provision processing (step 108). The card operation information providing process provides the player terminal 1 of the player A with card operation information indicating the selection or action of cards or the like performed by the friend A.

玩家終端1之操作資訊獲取部74接收卡牌操作資訊。操作圖像顯示部75進行顯示卡牌操作資訊所示之好友A之攻擊內容之處理(步驟109)。The operation information acquisition unit 74 of the player terminal 1 receives card operation information. The operation image display unit 75 performs a process of displaying the attack content of the friend A shown in the card operation information (step 109).

遊戲伺服器2之遊戲管理部102使用好友A之卡牌操作資訊、各玩家A、B之卡牌設定資訊及卡牌資料,進行對戰處理(步驟106)。對戰結果之資訊被發送至各玩家A、B之玩家終端1。The game management unit 102 of the game server 2 uses the card operation information of the friend A, the card setting information and the card data of the players A and B to perform the battle (step 106). The information of the battle result is sent to the player terminal 1 of each player A and B.

各玩家A、B之玩家終端1之遊戲管理部76接收對戰結果,並進行對戰結果處理(步驟107)。The game management unit 76 of the player terminal 1 of each player A and B receives the result of the match, and processes the result of the match (step 107).

繼而,輪到玩家B之回合。由於玩家B與好友B輪流,故而AI處理部103進行卡牌操作資訊提供處理(步驟108)。卡牌操作資訊提供處理將表示由好友B進行之卡牌等之選擇或行動之卡牌操作資訊提供給玩家B之玩家終端1。Then, it is Player B's turn. Since player B and friend B take turns, the AI processing unit 103 performs card operation information provision processing (step 108). The card operation information providing process provides the player terminal 1 of the player B with card operation information indicating the selection or action of cards or the like performed by the friend B.

玩家B之玩家終端1之操作資訊獲取部74接收卡牌操作資訊。操作圖像顯示部75進行顯示卡牌操作資訊所示之好友B之攻擊內容之處理(步驟109)。接下來,同樣地進行對戰處理(步驟106)及對戰結果處理(步驟107)。The operation information acquisition unit 74 of the player terminal 1 of the player B receives card operation information. The operation image display unit 75 performs processing of displaying the attack content of the friend B shown in the card operation information (step 109). Next, the battle processing (step 106) and the battle result processing (step 107) are similarly performed.

以此方式,玩家A、玩家B與各自之好友一起交替地反覆進行對戰,使任一個玩家之生命值成為0或使卡組之卡牌成為0張,藉此決定勝負。In this way, player A, player B and their friends alternately play against each other repeatedly, so that the health of any player becomes 0 or the cards in the deck become 0, thereby determining the outcome.

當決定了勝負時,遊戲伺服器2之角色資訊更新部105進行角色資訊更新處理(步驟110)。角色資訊更新部105自遊戲管理部102接收對戰中之卡牌設定資訊及對戰結果,根據該結果進行將玩家A、B之角色資訊提昇或變更之更新。具體而言,根據自對戰結果獲得之經驗值來計算等級,根據對戰中使用之卡牌之種類來計算卡牌理解度及個性,若達成規定之事件則計算同步等級。然後,利用計算出之各參數之值更新用戶資訊資料之好友設定資料。更新後之角色資訊被發送至玩家終端1。When the outcome is determined, the character information update unit 105 of the game server 2 performs character information update processing (step 110). The character information update unit 105 receives the card setting information and the result of the match from the game management unit 102, and updates the character information of players A and B based on the results. Specifically, the level is calculated based on the experience value obtained from the battle result, the card understanding and personality are calculated based on the type of card used in the battle, and the synchronization level is calculated if the specified event is reached. Then, the friend setting data of the user information data is updated with the calculated value of each parameter. The updated character information is sent to the player terminal 1.

玩家終端1之好友設定部72接收更新後之角色資訊,並更新好友設定資料(步驟111)。The friend setting part 72 of the player terminal 1 receives the updated character information, and updates the friend setting data (step 111).

以上,結束玩家終端1與遊戲伺服器2之動作之說明。This concludes the description of the actions of the player terminal 1 and the game server 2.

如以上所作說明,根據本實施形態,玩家之好友(第2遊戲要素)使用玩家所保有之卡牌進行對戰,其角色資訊相應於遊戲之進展或事件、獲取新卡牌(第1遊戲要素)或特定之卡牌等而變化(提昇、成長)。藉由角色資訊變化,於對戰中決定適當之第1遊戲要素之選擇或行動,或進行親密度較高之表現,因此能夠提供用戶之趣味性較高之遊戲。As explained above, according to this embodiment, the player’s friends (the second game element) use the cards held by the player to play against each other, and their character information corresponds to the progress or events of the game, and new cards are acquired (the first game element) Or specific cards, etc. change (upgrade, growth). With the change of character information, the appropriate choice or action of the first game element is determined in the battle, or the performance of higher intimacy is performed, so it can provide users with more interesting games.

由於根據玩家之好友(第2遊戲要素)之角色資訊之不同,於卡牌戰鬥時提供之卡牌操作資訊或接觸模式(建議資訊)不同,故而玩家亦可實現培養好友(第2遊戲要素)之育成遊戲之娛樂方式。Since the card operation information or contact mode (recommended information) provided during card battles are different according to the role information of the player's friends (the second game element), the player can also cultivate friends (the second game element) The cultivating game is an entertainment method.

進而,即便於玩家未參與遊戲之期間,第2遊戲要素亦可使用玩家之卡組,單獨與其他玩家(亦包含經電腦操作之非玩家)進行對戰。例如,遊戲伺服器2之遊戲管理部102亦可於玩家未登入遊戲之期間,使該玩家之第2遊戲要素與其他玩家(亦包含經電腦操作之非玩家)對戰,角色更新部105基於對戰結果而更新第2遊戲要素之角色資訊。Furthermore, even when the player is not participating in the game, the second game element can use the player's deck to fight against other players (including non-players operated by the computer) alone. For example, the game management unit 102 of the game server 2 can also make the player’s second game element play against other players (including non-players operated by the computer) while the player is not logged in to the game. The character update unit 105 is based on the game. As a result, the character information of the second game element is updated.

亦可使用AI功能,於遊戲內玩家可決定第1遊戲要素之選擇或行動之狀態下,提供用以使第2遊戲要素有利地推進遊戲之進展之建議資訊。The AI function can also be used to provide recommended information for the second game element to facilitate the progress of the game when the player in the game can decide the choice or action of the first game element.

又,上述實施形態之一部分或全部亦記載為以下之附記,但不限於以下內容。In addition, part or all of the above-mentioned embodiments are also described as the following supplementary notes, but are not limited to the following contents.

[附記1] 一種終端,其係進行遊戲者,該遊戲使用了第1玩家所保有之第1遊戲要素、及成為對戰對手之第2玩家所保有之第1遊戲要素,且 上述終端具備儲存有執行命令之記憶體、及處理器, 上述處理器根據上述執行命令而執行如下處理: 遊戲要素提供處理,其係將第1遊戲要素提供給上述第1玩家; 第1設定處理,其係設定構成上述第1玩家之卡組之第1遊戲要素; 第2設定處理,其係設定上述第1玩家之第2遊戲要素,該第2遊戲要素具有可基於與遊戲相關之規定條件而變化之角色資訊,且可使用上述第1玩家所保有之上述第1遊戲要素;及 決定處理,其係決定上述第1遊戲要素之選擇或行動;且 上述遊戲係供上述第1玩家與上述第2遊戲要素一起和上述第2玩家進行對戰之遊戲。[Supplement 1] A terminal that is a player that uses the first game element held by the first player and the first game element held by the second player who is the opponent, and The aforementioned terminal is equipped with a memory and a processor storing execution commands, The processor executes the following processing according to the execution command: Game element provision processing, which is to provide the first game element to the aforementioned first player; The first setting process is to set the first game element constituting the deck of the first player; The second setting process is to set the second game element of the first player. The second game element has character information that can be changed based on predetermined conditions related to the game, and can use the second game element held by the first player. 1 game elements; and The decision processing is to determine the choice or action of the first game element mentioned above; and The game is a game in which the first player and the second game element play against the second player.

[附記2] 一種遊戲系統,其係進行遊戲者,該遊戲使用了第1玩家所保有之第1遊戲要素、及成為對戰對手之第2玩家所保有之第1遊戲要素,且 上述遊戲系統具備終端及遊戲管理裝置, 上述終端具備儲存有執行命令之記憶體、及處理器, 上述處理器根據上述執行命令而執行如下處理: 遊戲要素提供處理,其係將第1遊戲要素提供給上述第1玩家或上述第2玩家; 第1設定處理,其係設定構成上述第1玩家或上述第2玩家之卡組之第1遊戲要素; 第2設定處理,其係設定上述第1玩家或上述第2玩家之第2遊戲要素,該第2遊戲要素具有角色資訊,且可使用上述第1玩家或上述第2玩家所保有之上述第1遊戲要素;及 決定處理,其係決定由上述第1玩家或上述第2玩家進行之上述第1遊戲要素之選擇或行動;且 上述遊戲管理裝置具備儲存有執行命令之記憶體、及處理器, 上述處理器根據上述執行命令, 執行角色資訊變化處理,該角色資訊變化處理係根據與遊戲相關之規定條件使上述第1玩家或上述第2玩家之上述第2遊戲要素之角色資訊發生變化, 上述遊戲係供上述第1玩家及上述第2玩家與各自之上述第2遊戲要素一起進行對戰之遊戲。[Supplement 2] A game system that is a player that uses the first game element held by the first player and the first game element held by the second player who becomes the opponent, and The above-mentioned game system includes a terminal and a game management device, The aforementioned terminal is equipped with a memory and a processor storing execution commands, The processor executes the following processing according to the execution command: Game element provision processing, which is to provide the first game element to the first player or the second player; The first setting process is to set the first game element constituting the deck of the first player or the second player; The second setting process is to set the second game element of the first player or the second player. The second game element has character information and can use the first player or the second player. Game elements; and The decision process is to determine the selection or action of the first game element by the first player or the second player; and The above-mentioned game management device has a memory and a processor storing execution commands, The above-mentioned processor executes according to the above-mentioned command, Perform character information change processing, which changes the character information of the second game element of the first player or the second player based on the prescribed conditions related to the game. The game is a game in which the first player and the second player compete with the respective second game elements.

[附記3] 一種遊戲管理裝置,其係能夠與第1玩家之終端及成為上述第1玩家之對戰對手之第2玩家之終端進行通信者,且 具備儲存有執行命令之記憶體、及處理器, 上述處理器根據上述執行命令而執行如下處理: 第1發送處理,其向第2玩家之終端發送構成上述第1玩家之卡組之第1遊戲要素,且向上述第1玩家之終端發送構成上述第2玩家之卡組之第1遊戲要素; 第1獲取處理,其係獲取可使用上述第1玩家或上述第2玩家所保有之上述第1遊戲要素之第2遊戲要素之角色資訊;及 角色資訊變化處理,其係使上述第1玩家或上述第2玩家之上述第2遊戲要素之角色資訊根據與遊戲相關之規定條件而變化;且 上述遊戲係供上述第1玩家與上述第2玩家和各自之上述第2遊戲要素一起進行對戰之遊戲。[Supplement 3] A game management device capable of communicating with the terminal of the first player and the terminal of the second player who is the opponent of the first player, and Equipped with a memory and a processor for storing execution commands, The processor executes the following processing according to the execution command: A first sending process of sending the first game element that constitutes the deck of the first player to the terminal of the second player, and the first game element that constitutes the deck of the second player to the terminal of the first player; The first acquisition process is to acquire character information that can use the second game element of the first game element held by the first player or the second player; and Character information change processing, which changes the character information of the second game element of the first player or the second player in accordance with prescribed conditions related to the game; and The game is a game in which the first player, the second player, and the respective second game elements are played against each other.

以上,列舉較佳之實施形態說明了本發明,但本發明未必限定於上述實施形態,可於其技術思想之範圍內進行多種變化來實施。As mentioned above, the present invention has been described with preferred embodiments, but the present invention is not necessarily limited to the above-mentioned embodiments, and can be implemented with various changes within the scope of its technical ideas.

1:玩家終端 2:遊戲伺服器 11:顯示器 12:觸控操作面板 13:揚聲器 20:第1區域 21:第2區域 22:場地區域 23:基極區域 24:效力區域 30:操作資訊 31:第1物件 32:第2物件 41:購買按鈕 42:請求按鈕 51:操作輸入部 52:處理部 53:圖像顯示部 54:聲音輸出部 55:通信部 56:記憶部 61:遊戲運算部 62:圖像產生部 63:聲音產生部 64:通信控制部 70:卡牌提供部 71:卡牌設定部 72:好友設定部 73:行動決定部 74:操作資訊獲取部 75:操作圖像顯示部 76:遊戲管理部 91:處理部 92:通信部 93:記憶部 101:玩家管理部 102:遊戲管理部 103:AI處理部 104:卡牌提供管理部 105:角色資訊更新部 A、B:玩家 A:卡牌 B:卡牌 N:通信線路 1: Player terminal 2: Game server 11: display 12: Touch control panel 13: speaker 20: Zone 1 21: Zone 2 22: venue area 23: Base area 24: Effective area 30: Operation information 31: Article 1 32: Article 2 41: Buy button 42: request button 51: Operation input part 52: Processing Department 53: Image display section 54: Sound output section 55: Ministry of Communications 56: Memory Department 61: Game Computing Department 62: Image Production Department 63: Sound Production Department 64: Communication Control Department 70: Card Supply Department 71: Card Setting Department 72: Friend Setting Department 73: Action Decision Department 74: Operation Information Acquisition Department 75: Operation image display 76: Game Management Department 91: Processing Department 92: Ministry of Communications 93: Memory Department 101: Player Management Department 102: Game Management Department 103: AI Processing Department 104: Card Provision Management Department 105: Character Information Update Department A, B: Player A: Card B: Card N: communication line

圖1係表示本實施形態之遊戲系統之整體構成例之圖。 圖2係表示作為玩家終端1之一例之智慧型手機之裝置構成例的圖。 圖3係表示顯示於玩家終端1之顯示器11上之對戰遊戲之待機階段或卡牌使用準備階段中的畫面顯示之一例之圖。 圖4係表示顯示於玩家終端1之顯示器11上之畫面之顯示之一例的圖。 圖5係表示玩家終端1之功能構成例之方塊圖。 圖6係例示卡牌購買畫面之圖。 圖7係例示請求卡牌畫面之圖。 圖8係用以說明操作圖像顯示之處理之圖。 圖9係表示卡牌設定資料之一例之圖。 圖10係表示卡組設定資料之一例之圖。 圖11係表示玩家A之好友設定資料之一例之圖。 圖12係表示遊戲伺服器2之功能構成例之方塊圖。 圖13係用以說明更新角色資訊之等級之處理之圖。 圖14係用以說明更新角色資訊之卡牌理解度之處理之圖。 圖15係用以說明更新角色資訊之個性之處理之圖。 圖16係用以說明更新角色資訊之同步等級之處理之圖。 圖17係表示用戶資訊資料之一例之圖。 圖18係用以說明玩家終端1與遊戲伺服器2之動作之順序圖。Fig. 1 is a diagram showing an example of the overall configuration of the game system of this embodiment. 2 is a diagram showing an example of the device configuration of a smartphone as an example of the player terminal 1. FIG. 3 is a diagram showing an example of a screen display in a standby phase of a battle game or a card use preparation phase displayed on the display 11 of the player terminal 1. FIG. 4 is a diagram showing an example of the screen displayed on the display 11 of the player terminal 1. FIG. 5 is a block diagram showing an example of the functional configuration of the player terminal 1. Figure 6 is a diagram illustrating the card purchase screen. Fig. 7 is a diagram illustrating a request card screen. FIG. 8 is a diagram for explaining the processing of operating image display. Fig. 9 is a diagram showing an example of card setting data. Fig. 10 is a diagram showing an example of the deck setting data. Fig. 11 is a diagram showing an example of friend setting data of player A. FIG. 12 is a block diagram showing an example of the functional configuration of the game server 2. Figure 13 is a diagram for explaining the process of updating the level of character information. Figure 14 is a diagram for explaining the process of updating the card understanding of character information. Figure 15 is a diagram for explaining the process of updating the character information of the character. Figure 16 is a diagram for explaining the process of updating the synchronization level of character information. Fig. 17 is a diagram showing an example of user information data. FIG. 18 is a sequence diagram for explaining the actions of the player terminal 1 and the game server 2.

51:操作輸入部 51: Operation input part

52:處理部 52: Processing Department

53:圖像顯示部 53: Image display section

54:聲音輸出部 54: Sound output section

55:通信部 55: Ministry of Communications

56:記憶部 56: Memory Department

61:遊戲運算部 61: Game Computing Department

62:圖像產生部 62: Image Production Department

63:聲音產生部 63: Sound Production Department

64:通信控制部 64: Communication Control Department

70:卡牌提供部 70: Card Supply Department

71:卡牌設定部 71: Card Setting Department

72:好友設定部 72: Friend Setting Department

73:行動決定部 73: Action Decision Department

74:操作資訊獲取部 74: Operation Information Acquisition Department

75:操作圖像顯示部 75: Operation image display

76:遊戲管理部 76: Game Management Department

Claims (23)

一種程式,其係使電腦執行遊戲者,該遊戲使用了第1玩家所保有之第1遊戲要素、及成為對戰對手之第2玩家所保有之第1遊戲要素, 上述程式使上述電腦作為如下機構發揮功能: 遊戲要素提供機構,其將第1遊戲要素提供給上述第1玩家; 第1設定機構,其設定構成上述第1玩家之卡組之第1遊戲要素; 第2設定機構,其設定上述第1玩家之第2遊戲要素,該第2遊戲要素具有可基於與遊戲相關之規定條件而變化之角色資訊,且可使用上述第1玩家所保有之上述第1遊戲要素;及 決定機構,其決定上述第1遊戲要素之選擇或行動; 上述遊戲係供上述第1玩家與上述第2遊戲要素一起與上述第2玩家進行對戰之遊戲。A program that causes a computer to execute a game. The game uses the first game element held by the first player and the first game element held by the second player who becomes the opponent, The above program enables the above computer to function as: A game element provider, which provides the first game element to the first player; The first setting mechanism, which sets the first game element that constitutes the first player's deck; A second setting mechanism that sets the second game element of the first player, the second game element has character information that can be changed based on predetermined conditions related to the game, and can use the first player held by the first player Game elements; and The decision organization, which decides the choice or action of the first game element mentioned above; The game is a game in which the first player and the second game element play against the second player. 如請求項1之程式,其中 與上述遊戲相關之規定條件包含第1玩家獲取第1遊戲要素作為等價報酬、及達成遊戲內之規定事件中之至少任一者。Such as the program of request 1, where The predetermined conditions related to the above-mentioned game include at least any one of the first player obtaining the first game element as an equivalent reward and achieving a predetermined event in the game. 如請求項2之程式,其中 上述遊戲要素提供機構提供第1遊戲要素之條件包含:支付金錢;與上述第1玩家隨著遊戲之進展而獲得之等價報酬進行交換;及與於遊戲外進行之事件中獲得之等價報酬進行交換。Such as the program of request 2, where The conditions for the above-mentioned game element provider to provide the first game element include: payment of money; exchange with the equivalent rewards obtained by the first player as the game progresses; and equivalent rewards obtained from events outside the game Exchange. 如請求項1至3中任一項之程式,其中 上述遊戲要素提供機構於第1態樣與不同於上述第1態樣之第2態樣之至少任一態樣中提供上述第1遊戲要素,上述第1態樣係提示上述第1遊戲要素作為使用了電腦之輸出部之來自上述第2遊戲要素之提案。Such as the program of any one of claims 1 to 3, where The game element providing mechanism provides the first game element in at least one of a first aspect and a second aspect different from the first aspect, and the first aspect prompts the first game element as A proposal from the second game element mentioned above using the output unit of the computer. 如請求項4之程式,其中 由上述遊戲要素提供機構以上述第1態樣提供之第1遊戲要素與由上述遊戲要素提供機構以上述第2態樣提供之第1遊戲要素相比,更能夠有利地推進遊戲之進展。Such as the program of claim 4, where Compared with the first game element provided by the game element providing mechanism in the second aspect, the first game element provided by the game element providing mechanism in the above-mentioned second aspect can promote the progress of the game more favorably. 如請求項4或5之程式,其中 上述第1態樣之第1遊戲要素之提供與上述第2態樣之第1遊戲要素之提供相比,更能夠使上述角色資訊以有利地推進遊戲之進展的方式變化。Such as the program of claim 4 or 5, where Compared with the provision of the first game element in the above-mentioned first aspect, the provision of the first game element in the above-mentioned second aspect enables the character information to be changed in a way that advantageously promotes the progress of the game. 如請求項4至6中任一項之程式,其中 上述第1態樣中之上述第1遊戲要素之提供代價與上述第2態樣中之上述第1遊戲要素之提供代價不同。Such as the program of any one of claims 4 to 6, where The provision price of the first game element in the first aspect is different from the provision price of the first game element in the second aspect. 如請求項4至7中任一項之程式,其中 上述第1態樣中之上述第1遊戲要素之提供代價設定得高於上述第2態樣中之上述第1遊戲要素之提供代價。Such as the program of any one of claims 4 to 7, where The provision price of the first game element in the first aspect is set to be higher than the provision price of the first game element in the second aspect. 如請求項4至8中任一項之程式,其中 上述遊戲要素提供機構以上述第1態樣之可提供次數,設定為少於上述遊戲要素提供機構以上述第2態樣之可提供次數。Such as the program of any one of claims 4 to 8, where The number of times that the game element providing mechanism can provide in the first aspect is set to be less than the number of times that the game element providing mechanism can provide in the second aspect. 如請求項2至9中任一項之程式,其中 上述程式使上述電腦作為顯示控制機構發揮功能, 該顯示控制機構將上述第1遊戲要素作為圖像而顯示, 上述顯示控制機構將由上述遊戲要素提供機構提供之上述第1遊戲要素於支付代價前以無法視認之形態予以顯示,於支付代價後以可視認之形態予以顯示。Such as the program of any one of claims 2 to 9, where The above program enables the above computer to function as a display control mechanism, The display control mechanism displays the above-mentioned first game element as an image, The above-mentioned display control mechanism displays the above-mentioned first game element provided by the above-mentioned game element provider in an unrecognizable form before paying the price, and displays it in a visible form after paying the price. 如請求項1至10中任一項之程式,其中 當藉由上述第2設定機構變更第2遊戲要素時,變更後之第2遊戲要素之角色資訊被設定為初始值。Such as the program of any one of claims 1 to 10, where When the second game element is changed by the above-mentioned second setting mechanism, the character information of the changed second game element is set to an initial value. 如請求項1至11中任一項之程式,其中 與上述遊戲相關之規定條件包含以下條件中之任一者: 對第1玩家之卡組設定特定之第1遊戲要素;及 使用對第1玩家之卡組設定之特定之第1遊戲要素且勝利。Such as the program of any one of claims 1 to 11, where The prescribed conditions related to the above games include any of the following conditions: Set a specific first game element to the first player’s deck; and Use the specific first game element set for the first player's deck and win. 如請求項1至12中任一項之程式,其中 與上述遊戲相關之規定條件包含: 第2遊戲要素使用了第1玩家所保有之第1遊戲要素。Such as the program of any one of claims 1 to 12, where The prescribed conditions related to the above games include: The second game element uses the first game element held by the first player. 如請求項1至13中任一項之程式,其中 上述遊戲要素提供機構能夠以第1玩家於遊戲中落敗為條件,以作為使用了電腦之輸出部之來自上述第2遊戲要素之提案之形式,提供上述第1遊戲要素。Such as the program of any one of claims 1 to 13, where The above-mentioned game element providing mechanism can provide the above-mentioned first game element in the form of a proposal from the above-mentioned second game element as an output unit of a computer on condition that the first player loses in the game. 如請求項1至14中任一項之程式,其中 上述第1遊戲要素包含能以支付代價為條件進行設定之遊戲要素, 上述第2遊戲要素能不以支付代價為條件進行設定。Such as the program of any one of claims 1 to 14, where The above-mentioned first game element includes game elements that can be set on the condition that the price is paid, The above-mentioned second game element can be set regardless of the condition of payment. 如請求項1至15中任一項之程式,其中 上述角色資訊包含表示第1玩家與第2遊戲要素之關係之關係參數, 上述關係參數可根據遊戲之進展而提昇。Such as the program of any one of claims 1 to 15, where The above-mentioned character information includes relationship parameters indicating the relationship between the first player and the second game element, The above relationship parameters can be improved according to the progress of the game. 如請求項16之程式,其中 上述關係參數係於每規定期間設定可變化之上限值。Such as the program of claim 16, where The above-mentioned relational parameter is to set the upper limit value that can be changed every prescribed period. 如請求項16或17之程式,其中 上述程式使上述電腦作為輸出機構發揮功能, 該輸出機構可將與上述關係參數之變化相應之台詞資訊,以來自上述第2遊戲要素之文字資訊及聲音資訊中之至少任一者之形式輸出。Such as the program of claim 16 or 17, where The above program enables the above computer to function as an output mechanism, The output mechanism can output the line information corresponding to the change of the above-mentioned relationship parameter in the form of at least any one of text information and sound information from the second game element. 如請求項16至18中任一項之程式,其中 上述關係參數能以如下條件中之至少任一者為條件而提昇,上述條件係指: 藉由電腦使上述第1玩家登入遊戲;檢測出與顯示於上述電腦之顯示部之上述第2遊戲要素之接觸;及上述第1玩家得到第1遊戲要素。Such as the program of any one of claims 16 to 18, where The above-mentioned relational parameters can be improved based on at least any one of the following conditions. The above-mentioned conditions refer to: The first player logs into the game by a computer; the contact with the second game element displayed on the display portion of the computer is detected; and the first player obtains the first game element. 如請求項1至19中任一項之程式,其中 使上述電腦進一步作為如下機構發揮功能: 操作資訊獲取機構,其獲取第1遊戲要素操作資訊,該第1遊戲要素操作資訊係參照上述第2遊戲要素之角色資訊而產生之資訊,且係與上述第1遊戲要素之選擇或行動之操作相關之資訊;及 操作圖像顯示機構,其使用上述第1遊戲要素操作資訊,顯示上述第2遊戲要素操作上述第1遊戲要素之選擇或行動之圖像。Such as the program of any one of claims 1 to 19, where Make the above-mentioned computers further function as the following institutions: Operation information acquisition mechanism, which acquires first game element operation information. The first game element operation information is information generated by referring to the character information of the second game element and is related to the selection or action of the first game element Relevant information; and An operation image display mechanism that uses the first game element operation information to display an image of the selection or action of the second game element operating the first game element. 一種終端,其係進行遊戲者,該遊戲使用了第1玩家所保有之第1遊戲要素、及成為對戰對手之第2玩家所保有之第1遊戲要素,且上述終端具備: 遊戲要素提供機構,其將第1遊戲要素提供給上述第1玩家; 第1設定機構,其設定構成上述第1玩家之卡組之第1遊戲要素; 第2設定機構,其設定上述第1玩家之第2遊戲要素,該第2遊戲要素具有可基於與遊戲相關之規定條件而變化之角色資訊,且可使用上述第1玩家所保有之上述第1遊戲要素;及 決定機構,其決定上述第1遊戲要素之選擇或行動; 上述遊戲係供上述第1玩家與上述第2遊戲要素一起與上述第2玩家進行對戰之遊戲。A terminal that is a player that uses the first game element held by the first player and the first game element held by the second player who becomes the opponent, and the terminal has: A game element provider, which provides the first game element to the first player; The first setting mechanism, which sets the first game element that constitutes the first player's deck; A second setting mechanism that sets the second game element of the first player, the second game element has character information that can be changed based on predetermined conditions related to the game, and can use the first player held by the first player Game elements; and The decision organization, which decides the choice or action of the first game element mentioned above; The game is a game in which the first player and the second game element play against the second player. 一種遊戲系統,其係進行遊戲者,該遊戲使用了第1玩家所保有之第1遊戲要素、及成為對戰對手之第2玩家所保有之第1遊戲要素,且 上述遊戲系統具備終端及遊戲管理裝置, 上述終端具備: 遊戲要素提供機構,其將第1遊戲要素提供給上述第1玩家或上述第2玩家; 第1設定機構,其設定構成上述第1玩家或上述第2玩家之卡組之第1遊戲要素; 第2設定機構,其設定上述第1玩家或上述第2玩家之第2遊戲要素,該第2遊戲要素具有角色資訊,且可使用上述第1玩家或上述第2玩家所保有之上述第1遊戲要素;及 決定機構,其決定由上述第1玩家或上述第2玩家進行之上述第1遊戲要素之選擇或行動;且 上述遊戲管理裝置具備角色資訊變化機構, 該角色資訊變化機構係根據與遊戲相關之規定條件,使上述第1玩家或上述第2玩家之上述第2遊戲要素之角色資訊變化, 上述遊戲係供上述第1玩家與上述第2玩家和各自之上述第2遊戲要素一起進行對戰之遊戲。A game system that is a player that uses the first game element held by the first player and the first game element held by the second player who becomes the opponent, and The above-mentioned game system includes a terminal and a game management device, The above terminal has: A game element providing organization that provides the first game element to the first player or the second player; A first setting mechanism, which sets the first game element constituting the deck of the first player or the second player; A second setting mechanism that sets the second game element of the first player or the second player, the second game element has character information, and the first game held by the first player or the second player can be used Elements; and A deciding agency that decides the selection or action of the first game element by the first player or the second player; and The above game management device has a role information change mechanism, The character information change mechanism is to change the character information of the second game element of the first player or the second player in accordance with prescribed conditions related to the game. The game is a game in which the first player, the second player, and the respective second game elements are played against each other. 一種遊戲管理裝置,其係能夠與第1玩家之終端及成為第1玩家之對戰對手之第2玩家之終端進行通信者,且具備: 第1發送機構,其向第2玩家之終端發送構成上述第1玩家之卡組之第1遊戲要素,且向上述第1玩家之終端發送構成上述第2玩家之卡組之第1遊戲要素; 第1獲取機構,其獲取第2遊戲要素之角色資訊,該第2遊戲要素可使用上述第1玩家或上述第2玩家所保有之上述第1遊戲要素;及 角色資訊變化機構,其根據與遊戲相關之規定條件,使上述第1玩家或上述第2玩家之上述第2遊戲要素之角色資訊變化;且 上述遊戲係供上述第1玩家與上述第2玩家和各自之上述第2遊戲要素一起進行對戰之遊戲。A game management device capable of communicating with the terminal of the first player and the terminal of the second player who becomes the opponent of the first player, and has: A first sending mechanism that sends the first game element that constitutes the deck of the first player to the terminal of the second player, and sends the first game element that constitutes the deck of the second player to the terminal of the first player; A first acquisition mechanism that acquires character information of a second game element, and the second game element can use the first game element held by the first player or the second player; and A character information change mechanism that changes the character information of the second game element of the first player or the second player in accordance with prescribed conditions related to the game; and The game is a game in which the first player, the second player, and the respective second game elements are played against each other.
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TWI740637B (en) * 2020-09-10 2021-09-21 宏碁股份有限公司 Method and system for recommending teammate for team game
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TWI740637B (en) * 2020-09-10 2021-09-21 宏碁股份有限公司 Method and system for recommending teammate for team game
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