WO2004018061A1 - ゲームプログラム及びゲーム装置 - Google Patents
ゲームプログラム及びゲーム装置 Download PDFInfo
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- WO2004018061A1 WO2004018061A1 PCT/JP2003/003685 JP0303685W WO2004018061A1 WO 2004018061 A1 WO2004018061 A1 WO 2004018061A1 JP 0303685 W JP0303685 W JP 0303685W WO 2004018061 A1 WO2004018061 A1 WO 2004018061A1
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- Prior art keywords
- skill
- block
- space
- game program
- procedure
- Prior art date
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- 238000000034 method Methods 0.000 claims abstract description 43
- 238000009434 installation Methods 0.000 claims description 7
- 238000010348 incorporation Methods 0.000 claims description 3
- 238000009877 rendering Methods 0.000 claims description 3
- 238000006243 chemical reaction Methods 0.000 claims 4
- 235000019687 Lamb Nutrition 0.000 claims 1
- 230000001747 exhibiting effect Effects 0.000 claims 1
- RRLHMJHRFMHVNM-BQVXCWBNSA-N [(2s,3r,6r)-6-[5-[5-hydroxy-3-(4-hydroxyphenyl)-4-oxochromen-7-yl]oxypentoxy]-2-methyl-3,6-dihydro-2h-pyran-3-yl] acetate Chemical compound C1=C[C@@H](OC(C)=O)[C@H](C)O[C@H]1OCCCCCOC1=CC(O)=C2C(=O)C(C=3C=CC(O)=CC=3)=COC2=C1 RRLHMJHRFMHVNM-BQVXCWBNSA-N 0.000 description 6
- 230000008859 change Effects 0.000 description 5
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Classifications
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- A63F13/10—
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/577—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
- G06Q50/10—Services
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
- A63F2300/643—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car by determining the impact between objects, e.g. collision detection
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/65—Methods for processing data by generating or executing the game program for computing the condition of a game character
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8029—Fighting without shooting
Definitions
- the present invention relates to a game program and a game apparatus capable of setting a skill of a character appearing in a game using a block image having a predetermined size displayed on a display.
- the number of skills that can be equipped that is, the number of weapons, armor, accessories, special abilities, etc. that can be equipped is determined in advance. It was not possible to equip with more skills than the number decided by.
- the present invention provides a computer
- Skill block built-in placement instructing a skill block corresponding to the character's skill to be placed in a block placement space in the block placement space as an object in the virtual space in accordance with a command from the computer controller Procedure
- the player determines if there is interference by calculating and determining whether the skill block installation position specified by the skill block installation procedure and the skill block already installed in the block arrangement space are present. Interference determination procedure to notify
- a block arrangement space display procedure for generating a video showing the arrangement state of skill blocks in the block arrangement space for example, an image of the memory cube 20 shown in FIG. 4 and displaying it on the display;
- the character is equipped with the ability corresponding to the skill defined in one or more skill blocks arranged in the block arrangement space, the ability corresponding to the equipped skill is demonstrated in the game world, and the image Character display control procedure for generating and displaying on the display;
- the size of the block arrangement space is increased.
- the interference judgment procedure calculates and judges the presence or absence of interference between the skill block installation position commanded by the skill block installation arrangement procedure and the skill block already installed in the block arrangement space. Since the player is notified when the interference occurs, the player needs to place the skill block in the block arrangement space so that the interference does not occur. Can provide. Further, the present invention may be characterized in that the skill block has a planar shape, and the block arrangement space is set as a planar space in which a plurality of these skill blocks can be arranged. .
- the block layout space and skill block can be processed as a two-dimensional planar shape, and the processing load on CPU can be reduced. It is also convenient for application to 2D games based on sprites.
- the skill block has a three-dimensional shape
- the block arrangement space can be set as a three-dimensional space in which a plurality of these skill blocks can be arranged.
- the skill block is formed in a shape in which one or more block units are combined (for example, a shape as shown in FIG. 3).
- the shape of the block unit may correspond to the shape of the block arrangement space.
- the block arrangement space setting procedure is an arrangement prohibition space in which the skill block cannot be arranged in a specific block arrangement space in the block arrangement space (for example, a cubic space in which the core block 22 is arranged) It is also possible to have a procedure for setting 2 0 a part).
- the placement-prohibited space can limit the position where the skill block can be placed, so that the puzzle-like fun when wearing the skill can be further improved.
- the arrangement prohibition space is substantially the center of the block arrangement space. Can be set.
- the placement prohibition space is set at the approximate center of the block placement space, so that the influence of the placement prohibition space on the skill block placement can be increased, and the skill block placement skill can improve the skill of the character. It can directly affect the content of the equipment, and can further improve the fun of puzzles when wearing skills.
- the present invention can also be configured as a game device having the above-described features.
- FIG. 1 is a block diagram of a home game machine to which the present invention is applied.
- Figure 2 shows an example of a memory cube.
- Figure 3 shows an example of a skill block.
- Figure 4 shows an example of the display on the display when a skill is worn.
- a game machine 1 as a computer has a CPU 2 mainly composed of a microprocessor.
- CPU 2 is connected to ROM 4 and RAM 5 as main storage devices via path 3.
- the ROM 4 records an operating system as a program necessary for overall operation control of the game machine 1 and data necessary for its execution.
- a game program and data read from a CD-ROM 6 as a storage medium via a CD-ROM reader 7 are recorded.
- RAM 5 an area for temporarily storing various information necessary for the progress of the game is set according to the program read from CD-ROM 6.
- image data read from the CD-ROM 6 and processed by the CPU 2 is also recorded in a predetermined video area secured in the RAM 5.
- a RAM dedicated to display processing may be provided separately.
- the game program may be supplied by a semiconductor memory, a DVD-ROM, or other various storage media instead of the CD-ROM 6.
- the CPU 2 is connected to the image processing device 8 and the sound processing device 9 via the path 3.
- the image processing device 8 reads the image data from the video area of the RAM 5 and draws the game screen on the frame memory 10 and converts the drawn image into a video signal for display on the display 11. Output at the specified timing.
- the audio processing device 9 converts the sound data on the CD-ROM 6 read by the CD-ROM reader 7 into a predetermined analog audio signal and outputs it from the speaker 12.
- the sound processing device 9 generates sound effect data and musical sound data according to instructions from the CPU 2, converts the data into analog signals, and outputs them from the speaker 12 force.
- the display 1 1 and the sound power 1 2 generally, the television power receiver for home use and the sound power attached to it are used.
- a controller 14 and an external memory 15 are detachably connected to the bus 3 via an interface 13.
- the controller 14 is provided with an operation member that receives an operation by the player.
- a cross key 14 a and a push button switch 14 b... For inputting up, down, left and right directions are provided as operation members.
- the controller 14 outputs a signal corresponding to the operation state of the operation members 14a and 14b at a constant cycle (for example, 1/60 seconds), and the CPU 2 determines the operation state of the controller 14 based on the signal.
- the external memory 15 has, for example, a rewritable semiconductor memory element capable of storing data, and data indicating the progress of the game is recorded there in accordance with a player instruction.
- the external memory 15 may be provided as an element constituting a portable game machine that can be attached to and detached from the interface 13, for example.
- role-playing games such as role-playing games, such as role-playing games
- the characters appearing acquire and equip various skills according to the scenario development, and acquire the ability according to the category of the relevant skill.
- the game program GPR that can set the skill of the character is stored.
- the CPU 2 when a predetermined initialization operation (for example, a power-on operation) is performed, the CPU 2 first executes a predetermined initialization process according to the ROM4 program. To do. When initialization is completed, CPU 2 starts reading game program GPR stored on CD—ROM 6 and starts game processing according to the program. When the player performs a predetermined game start operation on the controller 14, the CPU 2 starts various processes necessary for game execution according to the procedure of the game program GPR based on the instruction.
- a predetermined initialization operation for example, a power-on operation
- the game machine 1 performs a predetermined process according to the read game program GPR, controls display of an image displayed on the display 11, and performs progress control of a predetermined scenario.
- characters in the game may acquire various skills such as predetermined weapons, items, armor, and special abilities according to the scenario development.
- the player equips the skill acquired by each character with respect to the relevant character or other character by appropriately operating the controller 14 while referring to the display on the display 11 and defines the skill. Can be given to the character equipped by the player.
- the player operates the controller 14 to display the skill setting screen on the display 1 1 in order to equip the acquired skill to the appropriate character that the player desires to equip.
- C P U 2 reads the skill setting program S D P which is a subroutine of the game program G P R, and performs a skill setting operation for each character based on the skill setting program S D P.
- the skill setting program SDP first instructs the CPU 2 to read out the memory cube 20 indicating the skill setting state for the character designated by the player to perform skill setting.
- the CPU 2 reads out the memory cube 2 0 associated with the character stored in the external memory 15 and stores it in the RAM 5, and on the display 1 1, for example, as shown in FIG. indicate.
- the external memory 15 is registered in the game world generated by the game program GPR.
- the skill setting program SDP stores and stores data related to the memory cube 20 of the characters that are already skill-set among the characters that can be set. 14
- the information about the memory cube 20 of the corresponding character can be read immediately, and the image of the memory cube 20 can be displayed on the display 11 based on this information.
- the memory cube 20 is a cubic space set on virtual three-dimensional coordinates.
- each side is formed with a unit length of 3 units.
- the memory cube 20 is divided into 27 equal parts in a cubic shape with each side divided into three equal parts.
- the memory cube 20 has 27 cube spaces 20 a each having a unit length of 1 side.
- a block unit 2 1 a constituting a skill block 21 that can give a predetermined skill to a character can be arranged.
- Each block unit 21a is an object formed by a polygon or the like.
- Memory Cube 20 is a concept like a container with a certain shape when the corresponding character is equipped with skills.
- any skill block 21 can be added. Can be placed as long as it does not interfere with the already placed skill block 2 1, and the skill corresponding to skill block 2 1 stored in memory cube 2 0 is given to the character corresponding to memory cube 2 0 SDP is controlled by the skill setting program SDP.
- 2 7 cubic spaces 2 0 a are defined in the memory cube 2 0, but the central cube space 2 0 a of the memory cube 2 0 is defined as the core space CS and the core block 2 2 is arranged in advance, and the player is set and controlled by the skill setting program SDP so that the skill block 21 cannot be arranged in the core space CS. Therefore, the basic ability and equipment as the specific skills of the corresponding character are equipped as default values in the core block 2 2 of the core space CS. You can also (As another embodiment, the core space CS does not necessarily have to be in the center. It is also possible to configure the memory cube 20 without setting the core space CS.)
- the player moves the controller 1 4 Operate to place skills acquired in the game in the memory cube 20.
- the skill that the player has acquired in the game has some form of item (for example, a disk, a file, a crystal, etc., items whose skills are defined internally will be referred to as “skill definition items”)
- SDP skill setting program
- Cube data indicating the number of cube spaces consumed in memory cube 20 and the skill block shape, etc.
- system data HD indicating the system of skills.
- Attack system Defines various skills for attacking enemies. For example, the skill of punch, kick, throwing, sitting, two-sword style, magic, various weapons, and the name of the specific technique that composes them NAM, for example, the skill of “punch” “Straight”, “hook”, “upper”, etc.
- Defense system Defines various skills for defending attacks from enemies. For example, skills such as physical shield, magic shield, time control, etc. The name of the specific technique to be completed.
- Attribute change system Changes the attributes of enemies or allies. For example, it has a property that has an affinity for fire magic and attacks, an attribute of "fire", an affinity for water magic and attacks,
- the above system data HD can be arbitrarily set when defining each skill, and the genre of the game program G PR can be set appropriately according to the story content.
- the acquired skill definition item is converted to the skill block 2 1 by the block conversion program BTP, the above-mentioned skill definition item table SDT is read, and the CPU 2 sends the skill definition item via the image processing device 8 Depending on the skill gun defined in the definition item, the appearance of skill block 2 1 is generated in such a way that the player can easily distinguish the appearance from the appearance, and displayed on display 1 1 .
- skill block 2 1 that displays attack-related skills is displayed with a circular pattern around block 2 1
- skill block 2 1 that displays defense-related skills is block 2
- a triangle pattern is displayed around 1 and the skill block 2 1 that displays the attribute-changing skill is displayed
- the vertical stripe pattern is displayed around the block 2 1 and the skill block 2 1 that displays the skill of the special technique
- a sand pattern is displayed around block 2 1.
- the display mode of such skill block 21 is only an example, and as a method of displaying each skill block 21 by system, various expression modes such as color coding and brightness change can be used.
- the size and shape of the skill block 21 defined by the cube data are set in various sizes and shapes according to the content of the skill equipped on the character.
- Each has a shape in which one or more individual block units 21a are combined, and is formed into a shape that can be arranged in the memory cube 20.
- skill block 21 in Fig. 3 (a) has a size and shape in which a total of 6 block units 2 1a, 2 in length and 3 in width, are combined in a flat shape.
- Skill block 21 in (b) has a size and shape in which 9 block units 2 1 a in total, 3 in length and 3 in width, are combined in a flat plate shape.
- Skill block 2 1 has a size and shape in which 3 block units 2 1 a, 3 in length and 1 in width, are combined in a flat plate shape.
- skill block 21 in Fig. 3 (d) has a size and shape in which a total of four block units 21a, two in length and two in width, are combined in a flat shape.
- skill block 2 1 has a size and shape in which 2 block units 2 1 a, a total of 2 block units 2 1 a, are combined in a flat plate shape.
- the skill block 2 1 of f) has two block units 2 1 a next to the two adjacent surfaces of the bottom block unit 2 1 a of the skin block 21 of FIG. 3 (c).
- 0PU 2 is converted from the skill definition item attribute data stored in the aforementioned skill definition item table SDT to the skill line and cube data corresponding to the skill definition item based on the block conversion program BTP. Based on this, the object model 2 1M in the virtual 3D space of the corresponding skill block 21 is generated, and the corresponding model is displayed on the display 1 1 through perspective transformation and rendering as shown in Fig. 4. Displayed with system data HD.
- the skill of the attack system is shown as system data HD.
- the name of the physical technique N AM is displayed together with the image, and the image 2 1 M of the skill block 21 converted from the skill definition item by the block conversion program BTP is displayed in the lower part of the figure.
- the skill block 2 1 displayed in Fig. 4 is composed of a single block unit 2 1 a.
- the display of skills of other systems that can be selected by the player operating the controller 14 is displayed as “defense”, “attribute change” and “special”. ing.
- the skill window of the corresponding strain is opened according to the defined skill strain. Is displayed in the same way as the “attack” skill in Figure 4.
- the player operates the controller 14 to instruct the CPU 2 to display the skill setting. Based on the program SDP, the corresponding skill window is opened and displayed.
- the skill block 2 1 system data HD corresponding to the skill definition item acquired by the player during the game, the technique name NAM, the skill block object model 2 1 M, etc. are displayed. If the player further operates controller 14 to instruct CPU 2 to display a detailed description of the displayed skill, CPU 2 will use the skill definition item table SDT, The corresponding attribute data b) content data indicating the content of the skill, and d) the operation method of the controller 14 for developing the skill 14 are read and displayed on the display 11 as an explanatory display ED.
- the player can clearly understand the skill acquired through the skill definition item acquired by the player.
- the player refers to the memory cube 20 for the current character displayed on the display 11 and refers to the skill block 21 corresponding to the newly acquired skill to the memory cube 20 0 ⁇ . Decide which spatial location to place.
- Memory Cube 20 has 26 cube spaces 20 a that can be equipped with Skill Block 2 1, centering on Core Block 2 2.
- the acquired skill block 2 1 can be placed freely as long as it does not interfere with the skill block 2 1 already placed.
- the skill block 2 1 corresponding to each skill has various shapes as shown in Fig. 3 in which the block unit 2 1 a is appropriately combined. While considering the placement of skill blocks 21 located in memory cube 20 and changing the placement of these skill blocks 21 as appropriate, new skill blocks 21 are placed in the memory cube 20 Place in space.
- the player places an arbitrary cube space 2 0 a in the memory cube 2 0 as a position for placing a new skill block 2 1 by the controller 1 4.
- CPU 2 reads the skill block placement determination program SBP, which is a subroutine of the skill setting program SDP, and determines the corresponding skill block placement. Based on the program SBP, it is determined whether or not the instruction to incorporate the skill block 21 instructed into the memory cube 20 by the player does not interfere with the other skill blocks 21 and core block 22 already incorporated.
- the CPU 2 performs the incorporation based on the skill block placement determination program SBP.
- One or more ordered cube spaces 2 0 a The power of whether another skill block 2 1 has already been placed in the part a ⁇ Therefore, the skill for which placement is commanded at the corresponding position in the memory cube 20 It is determined whether or not there is an array of cube spaces 2 0 a that has the same shape as Plock 2 1 and is not yet placed in Skill Block 2 1.
- Skill block 2 1 of the same shape as the skill block 2 1 for which placement is commanded is not yet placed at that position in the memory cup 20.
- CPU 2 will allow a new skill block 2 1 placement command via controller 1 4 and the skill block 2 1 object at that position. Place the tatoo model. Then, by drawing through the image processing device 8, a new image in a form in which the new skill block 21 is arranged at the position instructed by the player on the memory cube 20 is generated. Display one above.
- the skill block placement judgment program SBP places the skill block 2 1 on the memory cube 2 0 on the display 1 1.
- the cube space where the skill block 2 1 should be installed by appropriately removing and editing the skill block 2 1 placed in the current memory 1 cube 2 0 is notified to the player. Display a message informing you to create an array of.
- the player refers to the memory cube 20 displayed on the display 11, removes one or more skill blocks 21 attached to the memory cube 20, and removes the memory cube.
- 20 Force to move to other cube space 2 0 a ⁇ Store the removed skill block 2 1 in the unused skill block storage area described later without attaching it to the memory cube 20 .
- the player removes the skill block 21 and changes the shape of the cube space 2 0 a to which the skill block 2 1 is not attached, thereby changing the cube space corresponding to the skill block 2 1 to be newly placed.
- Command CPU 2 via controller 14 to form an array of 2 0 a.
- the skill block placement determination program SBP uses the cube space that is empty in the memory cube 20. The arrangement state of a is calculated, and whether or not the new skill block 21 can be placed is determined. As a result, if it is newly determined that placement is possible, this fact is displayed on the display 11. 003/003685
- the new skill block 2 1 is generated via the image processing device 8 at the position designated by the player on the memory cube 20, and a new image is generated and displayed on the display 1 1. To do.
- the player determines that a certain skill block 2 1 removed from the memory cube 20 will not be installed in the memory cube 20 for the time being.
- the skill block 21 is stored in a predetermined unused skill block storage area of the external memory 15 by the skill setting program SDP in response to a command from the player via the controller 14.
- the skill block 21 stored in the unused skill block storage area can be read by the skill setting program SDP by operating the controller 1 4 at any time, and can be attached to the memory cube 20 To be controlled.
- the player places the newly acquired skill block 2 1 in the memory cube 2 0 as if it were solving a puzzle, trying to remove the already placed skill block 2 1, etc. Since it searches while moving to the part of the cube space 2 0 a, it is possible to add the fun of a puzzle game to the skill setting action for the character.
- each skill block 21 can be efficiently incorporated into the memory cube 20, more skills can be obtained, so that it is possible to enjoy the skill wearing operation itself.
- the skill system of skill block 2 1 placed in memory cube 2 0 does not pose a problem when placing the corresponding skill block 2 1, so skills such as attack, defense, attribute change, and special skills Regardless of the category, it can be freely equipped within the range that can be accommodated in the memory cube 20 and can greatly increase the degree of freedom of skill installation, and it can be adapted to the player's preference.
- the skill of each character can be set with, and the fun of the game is improved.
- skill block 21 is placed, and memory cube 20 that is a block placement space set in a form corresponding to the character is composed of 3 cubes on each side, 2 7 cube spaces in total.
- memory cube 20 that is a block placement space set in a form corresponding to the character is composed of 3 cubes on each side, 2 7 cube spaces in total.
- the shape of the block arrangement space and the shape of the cubic space are arbitrary, the cubic space of each side 2 0 a, that is, a rectangular parallelepiped with a different number of block arrangement spaces, Other three-dimensional shapes can also be used.
- the shape of the cubic space may be a shape other than a cube such as a rectangular parallelepiped or a tetrahedron.
- the block units that make up the skill block have a two-dimensional planar shape, for example, a square or other arbitrary planar shape, and a square, rectangular, or any suitable shape can be placed in the block layout space. It is also possible to configure a planar space having In this case, in the block arrangement space, a block arrangement space where each skill block can be arranged is formed in a shape corresponding to each block unit (configured by sprites, etc.).
- a predetermined number of block arrangement spaces are provided in a block arrangement space having a certain shape, and skill blocks for each character are set in the block arrangement space by arranging skill blocks corresponding to the skill of the character.
- the shape and size of the block placement space, block placement space, skill block and block unit can be set arbitrarily.
- the CPU 2 constitutes a game control device, and various means of the game control device are constituted by a combination of the CPU 2 and specific software. At least some of these means are logical. It may be replaced with a circuit.
- the present invention is not limited to a home game system, and may be configured as a game system of various scales.
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Abstract
Description
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Priority Applications (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
EP03712967A EP1520607A4 (en) | 2002-08-22 | 2003-03-26 | GAME PROGRAM AND GAME AUTOMAT |
AU2003221166A AU2003221166B2 (en) | 2002-08-22 | 2003-03-26 | Game program and game machine |
US10/488,732 US7318772B2 (en) | 2002-08-22 | 2003-03-26 | Game program and game machine with an obtained character attributes block arrangement |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2002-241955 | 2002-08-22 | ||
JP2002241955A JP3483252B1 (ja) | 2002-08-22 | 2002-08-22 | ゲームプログラム |
Publications (1)
Publication Number | Publication Date |
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WO2004018061A1 true WO2004018061A1 (ja) | 2004-03-04 |
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PCT/JP2003/003685 WO2004018061A1 (ja) | 2002-08-22 | 2003-03-26 | ゲームプログラム及びゲーム装置 |
Country Status (7)
Country | Link |
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US (1) | US7318772B2 (ja) |
EP (1) | EP1520607A4 (ja) |
JP (1) | JP3483252B1 (ja) |
KR (1) | KR20050031059A (ja) |
CN (1) | CN100377755C (ja) |
AU (1) | AU2003221166B2 (ja) |
WO (1) | WO2004018061A1 (ja) |
Families Citing this family (13)
Publication number | Priority date | Publication date | Assignee | Title |
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KR100885837B1 (ko) * | 2007-02-07 | 2009-02-27 | (주)엔도어즈 | 게임장치 및 그 제어방법과 제어방법을 수행하는 컴퓨터프로그램을 기록한 기록매체 |
JP4392446B2 (ja) * | 2007-12-21 | 2010-01-06 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム処理方法、ならびに、プログラム |
JP5072815B2 (ja) * | 2008-12-17 | 2012-11-14 | 株式会社スクウェア・エニックス | ビデオゲーム処理装置、ビデオゲーム処理方法、およびビデオゲーム処理プログラム |
CN104063210A (zh) * | 2013-06-04 | 2014-09-24 | 腾讯科技(深圳)有限公司 | 一种道具的装备方法和装置 |
US10213689B2 (en) * | 2014-04-02 | 2019-02-26 | Massachusetts Institute Of Technology | Method and system modeling social identity in digital media with dynamic group membership |
JP6570839B2 (ja) | 2015-01-27 | 2019-09-04 | 株式会社あかつき | 情報処理装置、及びゲームプログラム |
CN105214309B (zh) | 2015-10-10 | 2017-07-11 | 腾讯科技(深圳)有限公司 | 一种信息处理方法、终端及计算机存储介质 |
KR102524112B1 (ko) * | 2015-12-08 | 2023-04-19 | 주식회사 넥슨코리아 | 아이템 제공 장치 및 방법 |
CN107015787B (zh) * | 2016-09-30 | 2020-05-05 | 腾讯科技(深圳)有限公司 | 一种交互式应用框架设计的方法及装置 |
KR102307394B1 (ko) * | 2017-03-28 | 2021-09-29 | 주식회사 넥슨코리아 | 게임 제공 방법 및 장치 |
KR102026865B1 (ko) * | 2017-03-28 | 2019-09-30 | 주식회사 넥슨코리아 | 게임 제공 방법 및 장치 |
CN108031122B (zh) * | 2017-12-07 | 2021-07-09 | 网易(杭州)网络有限公司 | 游戏技能的制作方法和装置 |
KR102474006B1 (ko) * | 2019-09-23 | 2022-12-02 | 주식회사 넥슨코리아 | 게임 제공 방법 및 장치 |
Citations (3)
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JP2000157731A (ja) * | 1998-11-30 | 2000-06-13 | Square Co Ltd | ゲーム装置、記録媒体およびキャラクタ動作設定方法 |
JP2001038047A (ja) * | 1999-07-30 | 2001-02-13 | Nintendo Co Ltd | 三次元パズルゲーム装置及び三次元パズルゲーム用記憶媒体 |
JP2002078959A (ja) * | 2000-09-08 | 2002-03-19 | Line System Kk | 電子ジグソーパズル及び記憶媒体 |
Family Cites Families (2)
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US7013461B2 (en) * | 2001-01-05 | 2006-03-14 | International Business Machines Corporation | Systems and methods for service and role-based software distribution |
JP3935771B2 (ja) | 2002-05-15 | 2007-06-27 | 日立マクセル株式会社 | インク組成物 |
-
2002
- 2002-08-22 JP JP2002241955A patent/JP3483252B1/ja not_active Expired - Lifetime
-
2003
- 2003-03-26 WO PCT/JP2003/003685 patent/WO2004018061A1/ja not_active Application Discontinuation
- 2003-03-26 AU AU2003221166A patent/AU2003221166B2/en not_active Ceased
- 2003-03-26 US US10/488,732 patent/US7318772B2/en not_active Expired - Fee Related
- 2003-03-26 CN CNB038010690A patent/CN100377755C/zh not_active Expired - Fee Related
- 2003-03-26 KR KR1020047004739A patent/KR20050031059A/ko not_active Application Discontinuation
- 2003-03-26 EP EP03712967A patent/EP1520607A4/en not_active Ceased
Patent Citations (3)
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---|---|---|---|---|
JP2000157731A (ja) * | 1998-11-30 | 2000-06-13 | Square Co Ltd | ゲーム装置、記録媒体およびキャラクタ動作設定方法 |
JP2001038047A (ja) * | 1999-07-30 | 2001-02-13 | Nintendo Co Ltd | 三次元パズルゲーム装置及び三次元パズルゲーム用記憶媒体 |
JP2002078959A (ja) * | 2000-09-08 | 2002-03-19 | Line System Kk | 電子ジグソーパズル及び記憶媒体 |
Non-Patent Citations (4)
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"Final Fantasy VII kaitai shinsho", ASCII CORP., 24 March 1997 (1997-03-24), pages 36 - 57, XP002975316 * |
"V Jump Books Game Series Final Fantasy VII", 10 March 1997, SHUEISHA INC., pages: 28 - 32, XP002975314 * |
MAIKON BASIC MAGAZINE (DENPA SHINBUNSHA), vol. 9, no. 2, 2 January 1990 (1990-01-02), pages 288 - 290, XP002975315 * |
See also references of EP1520607A4 * |
Also Published As
Publication number | Publication date |
---|---|
US20040235544A1 (en) | 2004-11-25 |
JP2004073741A (ja) | 2004-03-11 |
JP3483252B1 (ja) | 2004-01-06 |
AU2003221166A1 (en) | 2004-03-11 |
US7318772B2 (en) | 2008-01-15 |
CN1556722A (zh) | 2004-12-22 |
CN100377755C (zh) | 2008-04-02 |
EP1520607A4 (en) | 2005-07-13 |
AU2003221166B2 (en) | 2008-10-30 |
KR20050031059A (ko) | 2005-04-01 |
EP1520607A1 (en) | 2005-04-06 |
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