Character data management system, character server, character data management method and program
Abstract
[Task] Provided is a system that allows a common character to appear in various game programs and can notify the character status and the like.
Solution.Characters set for each user are registered in the character server, and characters can be downloaded from the character server and made to appear in various game programs. In addition, the characters of different players can notify the whereabouts of their own characters and send a message to the characters of the players in the range permitted in advance. Furthermore, not only the appearance of the character but also the attributes of the character and the items possessed by the player are stored in the character server as character information so that they can be commonly used in various games.
Term
Term ended
Projected expiry passed 7 June 2021, 5.3 years ago.
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32 claims: 9 independent, 23 dependent
- 1【特許請求の範囲】 【請求項1】通信端末装置に対して表示するキャラクタデータを管理するキャラクタデータ管理システムであり、 複数のユーザに対応して設定されたキャラクタに関する情報であるキャラクタ情報を格納したキャラクタサーバーと、 前記キャラクタサーバーから各ユーザに対応して設定されたキャラクタ情報をダウンロード可能な通信端末装置とを有し、 前記キャラクタサーバーに格納されるキャラクタ情報は、他のキャラクタに対する情報開示設定情報を含み、 前記キャラクタサーバは、 前記情報開示設定情報に従って、前記キャラクタサーバに登録されたキャラクタを利用する通信端末装置間の情報通信制御を実行する構成を有することを特徴とするキャラクタデータ管理システム。
- 2【請求項2】前記キャラクタデータ管理システムは、さらに、 前記通信端末装置において実行可能なゲームプログラムを提供するゲームサーバーを有し、 前記通信端末装置は、前記キャラクタサーバに登録されたキャラクタを、前記通信端末装置に対してダウンロードするとともに、前記ゲームサーバーの提供するゲームに前記ダウンロードしたキャラクタを登場させてゲームを実行するゲームプログラム実行処理手段を有することを特徴とする請求項1に記載のキャラクタデータ管理システム。
- 3【請求項3】前記キャラクタサーバーに格納されるキャラクタ情報中の情報開示設定情報には、キャラクタ利用先情報を含み、 該キャラクタ利用先情報は、キャラクタを利用中の通信端末装置のアドレスを含み、 前記キャラクタサーバーは、 前記アドレスを、前記キャラクタサーバーにキャラクタ情報を登録した他のキャラクタまたは他のキャラクタ管理ユーザに対して開示する処理を実行する構成を有することを特徴とする請求項1に記載のキャラクタデータ管理システム。
- 4【請求項4】前記キャラクタサーバーに格納されるキャラクタ情報中の情報開示設定情報には、キャラクタ利用先情報を含み、 該キャラクタ利用先情報は、キャラクタを利用中のネットワークゲームサーバーのアドレスを含み、 前記キャラクタサーバーは、 前記アドレスを、前記キャラクタサーバーにキャラクタ情報を登録した他のキャラクタまたは他のキャラクタ管理ユーザに対して開示する処理を実行する構成を有することを特徴とする請求項1に記載のキャラクタデータ管理システム。
- 5【請求項5】前記キャラクタサーバーに格納されるキャラクタ情報中の情報開示設定情報には、公開範囲情報を含み、 該公開範囲情報は、キャラクタ情報中の開示範囲情報と、開示先キャラクタ情報を対応付けたデータを含み、 前記キャラクタサーバーは、 前記キャラクタ情報を、前記キャラクタサーバーにキャラクタ情報を登録した他のキャラクタまたは他のキャラクタ管理ユーザに対して、前記公開範囲情報の設定条件に従って開示する処理を実行する構成を有することを特徴とする請求項1に記載のキャラクタデータ管理システム。
- 6【請求項6】前記キャラクタサーバーに格納されるキャラクタ情報中の情報開示設定情報には、仲間キャラクタリストを含み、 該仲間キャラクタリストは、キャラクタ情報の開示可能な他キャラクタ情報データを含み、 前記キャラクタサーバーは、 前記キャラクタ情報を、前記キャラクタサーバーにキャラクタ情報を登録した他のキャラクタまたは他のキャラクタ管理ユーザに対して、前記仲間キャラクタリストに登録されたキャラクタ条件に従って開示する処理を実行する構成を有することを特徴とする請求項1に記載のキャラクタデータ管理システム。
- 7【請求項7】前記キャラクタサーバーに格納されるキャラクタ情報中の情報開示設定情報には、メッセージ着信設定情報を含み、 該メッセージ着信設定情報は、前記キャラクタサーバーにキャラクタ情報を登録した他のキャラクタまたは他のキャラクタ管理ユーザからのメッセージ受信または着信の可否についての設定データを含み、 前記キャラクタサーバーは、 前記キャラクタサーバーにキャラクタ情報を登録した他のキャラクタまたは他のキャラクタ管理ユーザからの送信メッセージの処理を、前記メッセージ着信設定情報に従って実行する構成を有することを特徴とする請求項1に記載のキャラクタデータ管理システム。
- 8【請求項8】前記キャラクタサーバーは、 前記通信端末装置に対する認証処理を実行し、認証成立を条件として該通信端末装置に対するデータ送信を実行する構成を有することを特徴とする請求項1に記載のキャラクタデータ管理システム。
- 9【請求項9】前記キャラクタサーバーは、 前記通信端末装置からのキャラクタ状況送信要求の受信に応じて、前記キャラクタ情報に登録された仲間キャラクタ識別データに基づいて、該仲間キャラクタに対応するキャラクタ情報中のキャラクタ利用先情報中からキャラクタ利用先情報を取得し、 取得したキャラクタ利用先情報に対する問い合わせにより取得したキャラクタ状況を前記キャラクタ状況送信要求を行なった前記通信端末装置に送信する処理を実行する構成を有することを特徴とする請求項1に記載のキャラクタデータ管理システム。
- 10【請求項10】前記キャラクタサーバーは、 前記通信端末装置からのキャラクタ状況送信要求の受信に応じて、前記キャラクタ情報に登録された仲間キャラクタ識別データに基づいて、該仲間キャラクタに対応するキャラクタ情報中のキャラクタ利用先情報中からキャラクタ利用先情報を取得し、 取得したキャラクタ利用先情報に対する問い合わせにより取得したキャラクタ状況と、該仲間キャラクタの参加ゲームプログラムを提供するゲームサーバーのアドレス情報を前記キャラクタ状況送信要求を行なった前記通信端末装置に送信する処理を実行する構成を有することを特徴とする請求項1に記載のキャラクタデータ管理システム。
- 11【請求項11】前記通信端末装置は、 前記キャラクタサーバーから取得した仲間キャラクタの参加ゲームプログラムを提供するゲームサーバーのアドレス情報に従って、該ゲームサーバーへのアクセスを実行し、 前記キャラクタサーバーからのダウンロードにより取得した自己のキャラクタのゲーム参加処理を実行する構成を有することを特徴とする請求項10に記載のキャラクタデータ管理システム。
- 12【請求項12】通信端末装置に対して表示するキャラクタデータを管理するキャラクタサーバーであり、 複数のユーザに対応して設定されたキャラクタに関する情報であるキャラクタ情報を格納したデータベースを有し、 前記データベースに格納されるキャラクタ情報は、他のキャラクタに対する情報開示設定情報を含み、 前記情報開示設定情報に従って、前記キャラクタサーバに登録されたキャラクタを利用する通信端末装置間の情報通信制御を実行する構成を有することを特徴とするキャラクタサーバー。
- 13【請求項13】前記情報開示設定情報には、キャラクタ利用先情報を含み、 該キャラクタ利用先情報は、キャラクタを利用中の通信端末装置のアドレスを含み、 前記キャラクタサーバーは、 前記アドレスを、前記キャラクタサーバーにキャラクタ情報を登録した他のキャラクタまたは他のキャラクタ管理ユーザに対して開示する処理を実行する構成を有することを特徴とする請求項12に記載のキャラクタサーバー。
- 14【請求項14】前記情報開示設定情報には、キャラクタ利用先情報を含み、 該キャラクタ利用先情報は、キャラクタを利用中のネットワークゲームサーバーのアドレスを含み、 前記キャラクタサーバーは、 前記アドレスを、前記キャラクタサーバーにキャラクタ情報を登録した他のキャラクタまたは他のキャラクタ管理ユーザに対して開示する処理を実行する構成を有することを特徴とする請求項12に記載のキャラクタサーバー。
- 15【請求項15】前記情報開示設定情報には、公開範囲情報を含み、 該公開範囲情報は、キャラクタ情報中の開示範囲情報と、開示先キャラクタ情報を対応付けたデータを含み、 前記キャラクタサーバーは、 前記キャラクタ情報を、前記キャラクタサーバーにキャラクタ情報を登録した他のキャラクタまたは他のキャラクタ管理ユーザに対して、前記公開範囲情報の設定条件に従って開示する処理を実行する構成を有することを特徴とする請求項12に記載のキャラクタサーバー。
- 16【請求項16】前記情報開示設定情報には、仲間キャラクタリストを含み、 該仲間キャラクタリストは、キャラクタ情報の開示可能な他キャラクタ情報データを含み、 前記キャラクタサーバーは、 前記キャラクタ情報を、前記キャラクタサーバーにキャラクタ情報を登録した他のキャラクタまたは他のキャラクタ管理ユーザに対して、前記仲間キャラクタリストに登録されたキャラクタ条件に従って開示する処理を実行する構成を有することを特徴とする12に記載のキャラクタサーバー。
- 17【請求項17】前記情報開示設定情報には、メッセージ着信設定情報を含み、 該メッセージ着信設定情報は、前記キャラクタサーバーにキャラクタ情報を登録した他のキャラクタまたは他のキャラクタ管理ユーザからのメッセージ受信または着信の可否についての設定データを含み、 前記キャラクタサーバーは、 前記キャラクタサーバーにキャラクタ情報を登録した他のキャラクタまたは他のキャラクタ管理ユーザからの送信メッセージの処理を、前記メッセージ着信設定情報に従って実行する構成を有することを特徴とする請求項12に記載のキャラクタサーバー。
- 18【請求項18】前記キャラクタサーバーは、 前記通信端末装置に対する認証処理を実行し、認証成立を条件として該通信端末装置に対するデータ送信を実行する構成を有することを特徴とする請求項12に記載のキャラクタサーバー。
- 19【請求項19】前記キャラクタサーバーは、 前記通信端末装置からのキャラクタ状況送信要求の受信に応じて、前記キャラクタ情報に登録された仲間キャラクタ識別データに基づいて、該仲間キャラクタに対応するキャラクタ情報中のキャラクタ利用先情報中からキャラクタ利用先情報を取得し、 取得したキャラクタ利用先情報に対する問い合わせにより取得したキャラクタ状況を前記キャラクタ状況送信要求を行なった前記通信端末装置に送信する処理を実行する構成を有することを特徴とする請求項12に記載のキャラクタサーバー。
- 20【請求項20】前記キャラクタサーバーは、 前記通信端末装置からのキャラクタ状況送信要求の受信に応じて、前記キャラクタ情報に登録された仲間キャラクタ識別データに基づいて、該仲間キャラクタに対応するキャラクタ情報中のキャラクタ利用先情報中からキャラクタ利用先情報を取得し、 取得したキャラクタ利用先情報に対する問い合わせにより取得したキャラクタ状況と、該仲間キャラクタの参加ゲームプログラムを提供するゲームサーバーのアドレス情報を前記キャラクタ状況送信要求を行なった前記通信端末装置に送信する処理を実行する構成を有することを特徴とする請求項12に記載のキャラクタサーバー。
- 21【請求項21】通信端末装置に対して表示するキャラクタデータを管理するキャラクタデータ管理方法であり、 キャラクタサーバーに、複数のユーザに対応して設定されたキャラクタに関する情報として、他のキャラクタに対する情報開示設定情報を含むキャラクタ情報を格納し、 前記情報開示設定情報に従って、前記キャラクタサーバに登録されたキャラクタを利用する通信端末装置間の情報通信制御を実行することを特徴とするキャラクタデータ管理方法。
- 22【請求項22】前記キャラクタデータ管理方法は、さらに、 前記通信端末装置において、前記キャラクタサーバに登録されたキャラクタを、前記通信端末装置に対して転送し、ゲームサーバーの提供するゲームに前記ダウンロードしたキャラクタを登場させたゲームを可能とすることを特徴とする請求項21に記載のキャラクタデータ管理方法。
- 23【請求項23】前記キャラクタサーバーに格納されるキャラクタ情報中の情報開示設定情報には、キャラクタ利用先情報を含み、 該キャラクタ利用先情報は、キャラクタを利用中の通信端末装置のアドレスを含み、 前記キャラクタサーバーは、 前記アドレスを、前記キャラクタサーバーにキャラクタ情報を登録した他のキャラクタまたは他のキャラクタ管理ユーザに対して開示する処理を実行することを特徴とする請求項21に記載のキャラクタデータ管理方法。
- 24【請求項24】前記キャラクタサーバーに格納されるキャラクタ情報中の情報開示設定情報には、キャラクタ利用先情報を含み、 該キャラクタ利用先情報は、キャラクタを利用中のネットワークゲームサーバーのアドレスを含み、 前記キャラクタサーバーは、 前記アドレスを、前記キャラクタサーバーにキャラクタ情報を登録した他のキャラクタまたは他のキャラクタ管理ユーザに対して開示する処理を実行することを特徴とする請求項21に記載のキャラクタデータ管理方法。
- 25【請求項25】前記キャラクタサーバーに格納されるキャラクタ情報中の情報開示設定情報には、公開範囲情報を含み、 該公開範囲情報は、キャラクタ情報中の開示範囲情報と、開示先キャラクタ情報を対応付けたデータを含み、 前記キャラクタサーバーは、 前記キャラクタ情報を、前記キャラクタサーバーにキャラクタ情報を登録した他のキャラクタまたは他のキャラクタ管理ユーザに対して、前記公開範囲情報の設定条件に従って開示する処理を実行することを特徴とする請求項21に記載のキャラクタデータ管理方法。
- 26【請求項26】前記キャラクタサーバーに格納されるキャラクタ情報中の情報開示設定情報には、仲間キャラクタリストを含み、 該仲間キャラクタリストは、キャラクタ情報の開示可能な他キャラクタ情報データを含み、 前記キャラクタサーバーは、 前記キャラクタ情報を、前記キャラクタサーバーにキャラクタ情報を登録した他のキャラクタまたは他のキャラクタ管理ユーザに対して、前記仲間キャラクタリストに登録されたキャラクタ条件に従って開示する処理を実行することを特徴とする請求項21に記載のキャラクタデータ管理方法。
- 27【請求項27】前記キャラクタサーバーに格納されるキャラクタ情報中の情報開示設定情報には、メッセージ着信設定情報を含み、 該メッセージ着信設定情報は、前記キャラクタサーバーにキャラクタ情報を登録した他のキャラクタまたは他のキャラクタ管理ユーザからのメッセージ受信または着信の可否についての設定データを含み、 前記キャラクタサーバーは、 前記キャラクタサーバーにキャラクタ情報を登録した他のキャラクタまたは他のキャラクタ管理ユーザからの送信メッセージの処理を、前記メッセージ着信設定情報に従って実行することを特徴とする請求項21に記載のキャラクタデータ管理方法。
- 28【請求項28】前記キャラクタサーバーは、 前記通信端末装置に対する認証処理を実行し、認証成立を条件として該通信端末装置に対するデータ送信を実行することを特徴とする請求項21に記載のキャラクタデータ管理方法。
- 29【請求項29】前記キャラクタサーバーは、 前記通信端末装置からのキャラクタ状況送信要求の受信に応じて、前記キャラクタ情報に登録された仲間キャラクタ識別データに基づいて、該仲間キャラクタに対応するキャラクタ情報中のキャラクタ利用先情報中からキャラクタ利用先情報を取得し、 取得したキャラクタ利用先情報に対する問い合わせにより取得したキャラクタ状況を前記キャラクタ状況送信要求を行なった前記通信端末装置に送信する処理を実行することを特徴とする請求項21に記載のキャラクタデータ管理方法。
- 30【請求項30】前記キャラクタサーバーは、 前記通信端末装置からのキャラクタ状況送信要求の受信に応じて、前記キャラクタ情報に登録された仲間キャラクタ識別データに基づいて、該仲間キャラクタに対応するキャラクタ情報中のキャラクタ利用先情報中からキャラクタ利用先情報を取得し、 取得したキャラクタ利用先情報に対する問い合わせにより取得したキャラクタ状況と、該仲間キャラクタの参加ゲームプログラムを提供するゲームサーバーのアドレス情報を前記キャラクタ状況送信要求を行なった前記通信端末装置に送信する処理を実行することを特徴とする請求項21に記載のキャラクタデータ管理方法。
- 31【請求項31】前記通信端末装置は、 前記キャラクタサーバーから取得した仲間キャラクタの参加ゲームプログラムを提供するゲームサーバーのアドレス情報に従って、該ゲームサーバーへのアクセスを実行し、 前記キャラクタサーバーからのダウンロードにより取得した自己のキャラクタのゲーム参加処理を実行することを特徴とする請求項30に記載のキャラクタデータ管理方法。
- 32【請求項32】通信端末装置に対して表示するキャラクタデータを管理するキャラクタデータ管理処理をコンピュータ・システム上で実行せしめるプログラムであって、前記プログラムは、 キャラクタサーバに登録され、複数のユーザに対応して設定されたキャラクタに関する情報であるキャラクタ情報中に含まれる他のキャラクタに対する情報開示設定情報に従って、前記キャラクタサーバに登録されたキャラクタを利用する通信端末装置間の情報通信制御を実行するステップ、 を有することを特徴とするプログラム。
Independent claims32
475 paragraphs in 1 section, as filed
Description: TECHNICAL FIELD [Detailed description of the invention]
【0001】
[Technical field to which the invention belongs]
The present invention relates to a character data management system, a character server, a character data management method, and a program that can be used in game terminals, mobile phones, network communication terminals, and the like. More specifically, by having the game player own his / her character on the server, the character can be made to appear in the game in common in multiple games, and the character information is notified to other characters or the character user. It relates to a character data management system, a character server, a character data management method, and a program having a processing configuration.
【0002】
[Conventional technology]
In a conventional network game, for example, taking an RPG (Roll Playing Game) type network game as an example, in the virtual world of the game, players collaborate with each other, such as interacting with each other and fighting monsters together. You can experience in-game events. However, there is no system to play a game using the same character in multiple different games, let alone enjoy a game using one's character in multiple games and span the multiple games. There is no system to tell fellow players about their character's status, such as which game they are playing or are off, or to disclose their character's attributes, and for characters who are active across multiple games. , There is no system to send messages.
【0003】
Currently, in message processing in a chat system using the Internet, a system has been realized that makes it possible to check whether or not a friend is connected to the Internet by registering the handle name of the friend. However, in this case, the purpose is limited to chat waiting, and it is necessary to systematically use only one chat application prepared by a specific service provider.
【0004】
[Problems to be Solved by the Invention]
The present invention constructs a character system capable of participating in a plurality of different games and virtual spaces, not limited to one application and virtual space, and further, by this system configuration, characters can straddle a plurality of games and virtual spaces. It is an object of the present invention to provide a character data management system, a character server, a character data management method, and a program that realize a communicable system.
【0005】
Further, the present invention makes it possible to make one's character appear in a plurality of different games, and to disclose one's character situation and character attributes to fellow players over a plurality of games, and also in a plurality of games. It is an object of the present invention to provide a character data management system, a character server, a character data management method, and a program that enable a process of sending a message to a character who is active across the board.
【0006】
Furthermore, the present invention makes it possible to use one's own character (for example, a character having three-dimensional information) in a plurality of games or virtual spaces by holding the user's character in a character server, and further, in the game. It is an object of the present invention to provide a character data management system, a character server, a character data management method, and a program that can use the attributes and items obtained by a character in other games.
【0007】
[Means for solving problems]
The first aspect of the present invention is a character data management system that manages character data to be displayed on a communication terminal device, and is a character that stores character information that is information about a character set for a plurality of users. It has a server and a communication terminal device capable of downloading character information set corresponding to each user from the character server, and the character information stored in the character server is information disclosure setting information for other characters. The character data management system includes, and is characterized in that, the character data management system has a configuration for executing information communication control between communication terminal devices using a character registered in the character server according to the information disclosure setting information. ..
【0008】
Further, in one embodiment of the character data management system of the present invention, the character data management system further has a game server that provides a game program that can be executed by the communication terminal device, and the communication terminal device is the communication terminal device. It is characterized by having a game program execution processing means for downloading a character registered in a character server to the communication terminal device and executing the game by making the downloaded character appear in a game provided by the game server. And.
【0009】
Further, in one embodiment of the character data management system of the present invention, the information disclosure setting information in the character information stored in the character server includes the character use destination information, and the character use destination information uses the character. The character server includes the address of the communication terminal device inside, and the character server has a configuration for executing a process of disclosing the address to another character or another character management user who has registered character information in the character server. It is characterized by.
【0010】
Further, in one embodiment of the character data management system of the present invention, the information disclosure setting information in the character information stored in the character server includes the character use destination information, and the character use destination information uses the character. The character server includes the address of the network game server in the medium, and the character server has a configuration for executing a process of disclosing the address to another character or another character management user who has registered character information in the character server. It is characterized by.
【0011】
Further, in one embodiment of the character data management system of the present invention, the information disclosure setting information in the character information stored in the character server includes disclosure range information, and the disclosure range information is disclosed in the character information. The character server includes data in which range information and disclosure destination character information are associated with each other, and the character server discloses the character information to another character or another character management user who has registered the character information in the character server. It is characterized by having a configuration for executing a process to be disclosed according to a setting condition of range information.
【0012】
Further, in one embodiment of the character data management system of the present invention, the information disclosure setting information in the character information stored in the character server includes a fellow character list, and the fellow character list can disclose the character information. Other character information data is included, and the character server registers the character information in the fellow character list for another character or another character management user who has registered the character information in the character server. It is characterized by having a configuration for executing the process disclosed in accordance with the above.
【0013】
Further, in one embodiment of the character data management system of the present invention, the information disclosure setting information in the character information stored in the character server includes the message incoming setting information, and the message incoming setting information is the character server. The character server includes other characters whose character information is registered in the character server or setting data regarding whether or not a message can be received or received from another character management user, and the character server is the other character or other character whose character information is registered in the character server. It is characterized by having a configuration in which processing of a transmitted message from a character management user is executed according to the message incoming setting information.
【0014】
Further, in one embodiment of the character data management system of the present invention, the character server has a configuration that executes an authentication process for the communication terminal device and executes data transmission to the communication terminal device on condition that the authentication is established. It is characterized by.
【0015】
Further, in one embodiment of the character data management system of the present invention, the character server is based on the fellow character identification data registered in the character information in response to the reception of the character status transmission request from the communication terminal device. , The communication terminal that acquired the character usage destination information from the character usage destination information in the character information corresponding to the fellow character, and made the character status transmission request for the character status acquired by inquiring about the acquired character usage destination information. It is characterized by having a configuration for executing a process of transmitting to an apparatus.
【0016】
Further, in one embodiment of the character data management system of the present invention, the character server is based on the fellow character identification data registered in the character information in response to the reception of the character status transmission request from the communication terminal device. , Acquires character usage destination information from the character usage destination information in the character information corresponding to the fellow character, and provides the character status acquired by inquiring about the acquired character usage destination information and the participation game program of the fellow character. It is characterized by having a configuration for executing a process of transmitting the address information of the game server to the communication terminal device that has made the character status transmission request.
【0017】
Further, in one embodiment of the character data management system of the present invention, the communication terminal device accesses the game server according to the address information of the game server that provides the participating game program of the fellow character acquired from the character server. It is characterized in that it has a configuration for executing and executing a game participation process of its own character acquired by downloading from the character server.
【0018】
Further, the second aspect of the present invention is a character server that manages character data to be displayed on a communication terminal device, and is a database that stores character information that is information about characters set corresponding to a plurality of users. The character information stored in the database includes information disclosure setting information for other characters, and information communication between communication terminal devices using the character registered in the character server according to the information disclosure setting information. It is in a character server characterized by having a configuration for executing control.
【0019】
Further, in one embodiment of the character server of the present invention, the information disclosure setting information includes character usage destination information, and the character usage destination information includes the address of a communication terminal device using the character, and the character is used. The server is characterized in that it has a configuration for executing a process of disclosing the address to another character or another character management user who has registered character information in the character server.
【0020】
Further, in one embodiment of the character server of the present invention, the information disclosure setting information includes character usage destination information, and the character usage destination information includes the address of a network game server that is using the character, and the character. The server is characterized in that it has a configuration for executing a process of disclosing the address to another character or another character management user who has registered character information in the character server.
【0021】
Further, in one embodiment of the character server of the present invention, the information disclosure setting information includes disclosure range information, and the disclosure range information associates the disclosure range information in the character information with the disclosure destination character information. The character server includes data, and the character server executes a process of disclosing the character information to another character or another character management user who has registered the character information in the character server in accordance with the setting conditions of the disclosure range information. It is characterized by having a structure.
【0022】
Further, in one embodiment of the character server of the present invention, the information disclosure setting information includes a companion character list, the companion character list includes other character information data capable of disclosing character information, and the character server includes the other character information data. The character information is disclosed to another character or another character management user who has registered the character information in the character server in accordance with the character conditions registered in the fellow character list. It is a feature.
【0023】
Further, in one embodiment of the character server of the present invention, the information disclosure setting information includes message incoming setting information, and the message incoming setting information is another character or another character whose character information is registered in the character server. The character server includes setting data regarding whether or not a message can be received or received from a character management user, and the character server processes a transmitted message from another character or another character management user who has registered character information in the character server. It is characterized in that it has a configuration to execute according to the message incoming setting information.
【0024】
Further, in one embodiment of the character server of the present invention, the character server is characterized in that it executes an authentication process for the communication terminal device and executes data transmission to the communication terminal device on condition that the authentication is established. And.
【0025】
Further, in one embodiment of the character server of the present invention, the character server responds to a reception of a character status transmission request from the communication terminal device, based on the fellow character identification data registered in the character information. Character usage destination information is acquired from the character usage destination information in the character information corresponding to the fellow character, and the character status acquired by inquiring about the acquired character usage destination information is sent to the communication terminal device that has made the character status transmission request. It is characterized by having a configuration for executing a process of transmission.
【0026】
Further, in one embodiment of the character server of the present invention, the character server responds to a reception of a character status transmission request from the communication terminal device, based on the fellow character identification data registered in the character information. A game server that acquires character usage destination information from the character usage destination information in the character information corresponding to the fellow character, obtains the character status obtained by inquiring about the acquired character usage destination information, and provides a participating game program of the fellow character. It is characterized by having a configuration for executing a process of transmitting the address information of the character to the communication terminal device that has made the character status transmission request.
【0027】
Further, the third aspect of the present invention is a character data management method for managing character data displayed on a communication terminal device, as information about a character set in a character server corresponding to a plurality of users. Character information including information disclosure setting information for other characters is stored, and information communication control between communication terminal devices using the character registered in the character server is executed according to the information disclosure setting information. It is in the character data management method.
【0028】
Further, in one embodiment of the character data management method of the present invention, the character data management method further transfers the character registered in the character server in the communication terminal device to the communication terminal device. It is characterized in that it enables a game in which the downloaded character appears in a game provided by a game server.
【0029】
Further, in one embodiment of the character data management method of the present invention, the information disclosure setting information in the character information stored in the character server includes the character use destination information, and the character use destination information uses the character. The character server includes the address of the communication terminal device inside, and the character server executes a process of disclosing the address to another character or another character management user who has registered character information in the character server. To do.
【0030】
Further, in one embodiment of the character data management method of the present invention, the information disclosure setting information in the character information stored in the character server includes the character use destination information, and the character use destination information uses the character. The character server includes the address of the network game server in the medium, and the character server executes a process of disclosing the address to another character or another character management user who has registered character information in the character server. To do.
【0031】
Further, in one embodiment of the character data management method of the present invention, the information disclosure setting information in the character information stored in the character server includes disclosure range information, and the disclosure range information is disclosed in the character information. The character server includes data in which range information and disclosure destination character information are associated with each other, and the character server discloses the character information to another character or another character management user who has registered the character information in the character server. It is characterized in that the processing to be disclosed is executed according to the setting condition of the range information.
【0032】
Further, in one embodiment of the character data management method of the present invention, the information disclosure setting information in the character information stored in the character server includes a companion character list, and the companion character list can disclose the character information. Other character information data is included, and the character server registers the character information in the fellow character list for another character or another character management user who has registered the character information in the character server. It is characterized in that the process of disclosure is executed in accordance with the above.
【0033】
Further, in one embodiment of the character data management method of the present invention, the information disclosure setting information in the character information stored in the character server includes the message incoming setting information, and the message incoming setting information is the character server. The character server includes other characters whose character information is registered in the character server or setting data regarding whether or not a message can be received or received from another character management user, and the character server is the other character or other character whose character information is registered in the character server. It is characterized in that the processing of the transmitted message from the character management user is executed according to the message incoming setting information.
【0034】
Further, in one embodiment of the character data management method of the present invention, the character server executes an authentication process for the communication terminal device, and executes data transmission to the communication terminal device on condition that the authentication is established. To do.
【0035】
Further, in one embodiment of the character data management method of the present invention, the character server is based on the fellow character identification data registered in the character information in response to the reception of the character status transmission request from the communication terminal device. , The communication terminal that acquired the character usage destination information from the character usage destination information in the character information corresponding to the fellow character, and made the character status transmission request for the character status acquired by inquiring about the acquired character usage destination information. It is characterized by executing a process of transmitting to a device.
【0036】
Further, in one embodiment of the character data management method of the present invention, the character server is based on the fellow character identification data registered in the character information in response to the reception of the character status transmission request from the communication terminal device. , Acquires character usage destination information from the character usage destination information in the character information corresponding to the fellow character, and provides the character status acquired by inquiring about the acquired character usage destination information and the participation game program of the fellow character. It is characterized in that a process of transmitting the address information of the game server to the communication terminal device that has made the character status transmission request is executed.
【0037】
Further, in one embodiment of the character data management method of the present invention, the communication terminal device accesses the game server according to the address information of the game server that provides the participating game program of the fellow character acquired from the character server. It is characterized in that it executes and executes the game participation process of its own character acquired by downloading from the character server.
【0038】
Further, the fourth aspect of the present invention is a program for executing a character data management process for managing character data displayed on a communication terminal device on a computer system, and the program is registered in the character server. , Information communication between communication terminal devices using the character registered in the character server according to the information disclosure setting information for other characters included in the character information, which is information about the character set corresponding to a plurality of users. The program is characterized by having a step of performing control.
【0039】
The program of the present invention can be used as a medium for providing a computer-readable format to a general-purpose computer system capable of executing various program codes, for example, a storage medium such as a CD, DVD, FD, or MO. It is a program that can be stored and provided, and can also be provided by a transmission medium such as a network.
【0040】
Such a program regulates the execution of various functions of the system based on the reading of the program under the control of the processor, and exerts a collaborative action on the system. The same action and effect can be obtained.
【0041】
Still other objects, features and advantages of the present invention will be clarified by more detailed description based on the examples of the present invention described later and the accompanying drawings. In the present specification, the system is a logical set configuration of a plurality of devices, and the devices having each configuration are not limited to those in the same housing.
【0042】
BEST MODE FOR CARRYING OUT THE INVENTION
[System Overview] Fig. 1 shows a configuration example of the character data management system of the present invention. A user who plays various games accesses the network game server 101 and can play various games provided by the network game server 101 on a communication terminal device 110 having a communication function, for example, a home game machine 111 or an arcade game machine 112. , A portable game machine 113, a network computer 114, a network mobile terminal 115 such as a mobile phone, and the like.
【0043】
In addition, the user accesses the character server 102 from the communication terminal device and acquires a character to appear in various games provided by the network game server 101. The character server 102 has a personal character information storage that stores character information registered in advance by each user, and acquires a character, that is, transfers character information (for example, three-dimensional character information) from the character server 102 to the communication terminal device 110. The user who intends to download can acquire the character from the character server 102 after executing the user confirmation by the authentication process described later.
【0044】
The user makes the character acquired from the character server 102 appear in various games provided by the network game server 101. For example, if the game is a fighting game, it fights with another user's character, or if the game is a car race, it races with a car driven by another user's character.
【0045】
In this way, the user can make the same character appear in various games. Further, for example, in a certain game program, when a character appearing in a game executes a game, a process of changing an ability value, an attribute, or the like associated with the character is executed. In such a case, changes in ability values, attributes, etc. associated with the character are saved as character incidental information, and after the game is completed, the self-registered character is returned, that is, uploaded from the communication terminal device 110 to the character server 102. At that time, the ability value, attribute, etc. are uploaded together with the character (for example, three-dimensional information) and saved in the character server 102. Next, when the self-registered character is downloaded to the character server 102, the character has the updated ability value, attribute, and the like.
【0046】
The character information registered in the character server 102 includes three-dimensional information including the shape and color of the character, attribute information such as characteristics, item information such as clothes, social information such as name, history information such as usage time, and password. There is security information such as. These will be described later.
【0047】
Further, the character information registered in the character server 102 includes information disclosure setting information such as character usage destination information, disclosure range information, fellow character list, and message incoming setting information. These will also be described later.
【0048】
[System Configuration] Figure 2 shows an example of a network system configuration. The network game servers 201, 202, and 203 are servers that deliver various games, respectively. These include a variety of games offered by game distribution service providers or other information providers for a fee or for free.
【0049】
Each user having the game machines 211,241 accesses the network game servers 201, 202, 203 via various wired and wireless networks. The game machines 211 and 241 have an interface unit 221 and a data transmission / reception unit 222 as functions for executing data transmission / reception processing via the network, and further include a game program execution processing unit 223 having a CPU or the like for performing game execution processing. Have. Further, the image display unit 2224 for displaying the game contents and the like, and the input device 225 such as a controller for executing various inputs to the game are configured to be connectable to the game machine or have an integrated configuration. Figure 3 shows a specific configuration example of the game machines 211 and 241.
【0050】
The game machine has a CPU (Central Processing Unit) 301, and the CPU 301 is connected to an input / output interface 312 via a bus 311. The CPU 301 is an input device such as a controller via the input / output interface 312. Or, when a command is input by operating the input unit 306 such as a keyboard or a mouse, the program stored in the memory means such as the ROM (Read Only Memory) 302 and the hard disk 304 is executed accordingly.
【0051】
The CPU 301 transfers a program transferred from a satellite or network, received by the communication unit 307 and installed on the hard disk 304, or a program read from the removable recording medium 309 mounted on the drive 308 and installed on the hard disk 304. It can also be loaded and executed in RAM (Random Access Memory) 303.
【0052】
As a result, the CPU 301 executes various game program execution processes. If necessary, the CPU 301 performs output processing to the output unit 305 composed of an LCD (Liquid CryStal Display), a speaker, etc., transmission processing from the communication unit 307, and further, via the input / output interface 312. Executes the recording process for the hard disk 304.
【0053】
Returning to Fig. 2, the explanation of the network system configuration is continued. A user having a game machine 211,241 accesses the network game servers 201, 202, 203, executes a process such as downloading a necessary game program, and enables the program to be executed in the game machine 211,241. Further, the character server 230 is accessed to acquire, that is, download the character to appear in the game.
【0054】
The character server 230 includes an interface unit 231 that executes communication processing via a network, a user authentication unit 232 that executes user authentication processing, a data control unit 233 that executes processing such as data storage and extraction of character information, and character information. It has a storage unit 234 as a database for storing user information and the like. A specific configuration example of the character server 230 is shown in FIG.
【0055】
The character server 230 has a CPU (Central Processing Unit) 401, the CPU 401 is connected to the input / output interface 412 via the bus 411, and the CPU 401 is connected to the input / output interface 412 from the input unit 406 via the input / output interface 412. Or, when a command received from the communication unit 407 is input, a program stored in a memory means such as a ROM (Read Only Memory) 402 or a hard disk 404 is executed accordingly.
【0056】
The CPU 401 executes authentication processing by a command from a user's game machine via a network, and also executes character information extraction, storage, update processing, and the like. CPU401 performs various character management processes. If necessary, the CPU 401 performs output processing to the output unit 405 composed of an LCD (Liquid CryStal Display) or the like, transmission processing from the communication unit 407, and further to the hard disk 404 via the input / output interface 412. Execute the recording process.
【0057】
[Character and character server storage information] Figure 5 shows an example of the information configuration stored in the character server. At least character information 501 and customer (user) information 502 are stored in the character server.
【0058】
The user information 502 is information about a user who has registered the character in the character server, and the name, address, payment information, E-mail address, user ID, and the like are registered. Furthermore, the user ID, password, etc. required for user authentication are stored. The user authentication process using the required user ID and password will be described later.
【0059】
The character information 501 area has a storage area for user character information, and also has a message folder for storing messages delivered to each character. FIG. 5 shows an example of information storage area configuration for characters 1 and 2.
【0060】
As shown in the figure, the character information includes information disclosure setting information such as character usage information, disclosure range information, companion character list, message incoming setting information, and further, three-dimensional information, attribute information, item information, etc. Includes social information, history information and security information.
【0061】
(Character type and creation method) The following data can be registered as a character. 1. Character as a game player's alter ego As a role in the game, it refers to a character that acts as a substitute for the player. As for the character that is one's alter ego, first of all, a character whose physical characteristics and fashion sense are similar to the character can be considered. However, characters with different genders and physical characteristics can be considered, and animals, fictitious or imaginary creatures (monsters) may be used instead of humans.
【0062】
2. Pet character As a role in the game, it refers to a character that is not the player himself. For example, a monster to be used as a player's alter ego character in a role-playing game or a horse appearing in a horse racing game can be considered.
【0063】
Each of these individual user characters may be created by each user or provided by a provider. The method for the user to acquire the character is to access the character server from the server access terminal (game machine, computer terminal, network mobile terminal), select from the characters prepared in advance by the character server operator, and the user selects his / her own character. The method of acquiring, the method of editing the character prepared in advance on the server access terminal and then uploading it to the character server, the method of uploading the character created by the individual user with the character editor, or the 2D image taken by the camera. Various methods can be applied, such as a method of generating and uploading a character based on 3D physical information (shape, texture) taken with a 3D digitizer.
【0064】
1. Ready-made characters For a character who is his alter ego, it is possible to demonstrate the originality of the character by wearing an item unique to him in addition to the item he is wearing. Of course, based on the character prepared at this time, you can select and edit the eyes, nose, mouth, etc. from the parts list, select the hairstyle, adjust the length and height of the limbs, and further character Can have originality.
【0065】
2. Create with character editor Create your own character using existing image editing tools or tools that can create characters such as 3DCG software.
【0066】
3. Create a character based on personal data For example, using a 3D digitizer, 3D shape information and texture information of an individual's body are acquired, a character is created based on the information, and a character having individual physical characteristics is generated and used. can do. Reflecting an individual's physical characteristics in a character helps to identify a friend's player in a multiplayer game, and helps to deepen emotional transfer to the character.
【0067】
Next, the information stored in the character server will be described. (3D information) The 3D information is stored when the character is generated as 3D data, and has 3D shape data, texture as information such as surface color and pattern, material information, and the like. As shown in Fig. 6, the data structure of the 3D information data has a hierarchical structure for each part of the character, such as the head, body, eyes, and arms, and each part has 3D shape data, surface color, and so on. It has texture and material information as information such as patterns, such as light diffusion, reflection, and refraction information.
【0068】
(Attribute) Attribute information includes information on "characteristics", "abilities", "ability values", "movements", etc. of the character. For example, "characteristics" are attributes peculiar to a character such as gender / age, date of birth, hobbies, and favorite foods. By bringing this "characteristic" parameter into the game, it is possible to change the game development in the same way as described in "ability".
【0069】
"Ability" and "ability value" are used as follows. Suppose a player uses his character to play a boxing game of Company A, "boxing ability" is added to the character, and "boxing level" reaches level 50. After that, when I played a different fighting game of Company B with the same character, that character became able to use boxing techniques that can not normally be played in that game, and there were changes in the game development such as encountering opponent characters that can not normally be met. It is possible to enjoy it.
【0070】
"Movement" refers to movement patterns such as how to laugh and walk the character, and this movement can be used in the game by registering movements such as how to laugh and guts pose that are unique to the player in advance. This attribute helps to incorporate your own personality into your character.
【0071】
Figure 7 shows an example of the data structure of the attribute information stored in the character server. "Characteristics" included in the attributes include gender, age, date of birth, hobbies, favorite foods, etc., and "abilities" and "ability values" include various categories such as soccer, baseball, boxing, car racing, and fishing. The ability data set corresponding to is stored. For example, in the case of soccer, ability values such as endurance, instantaneous power, and dribbling are stored as comparable data. As the "movement", characteristic motion data of the character such as walking, guts pose, and laughing are stored.
【0072】
(Item) An item is information such as a character's wearing item or a house or car owned by the character. Figure 8 shows an example of data configuration of item information stored in the character server. Wearing information such as hats, glasses, piercings, and headphones is stored as item information for the head of the character, and wearing information for T-shirts, coats, jumpers, and the like is stored as item information for the body. For example, if you have multiple jumpers, you can choose one of them. In addition to this, information such as a house and a car owned by the character is also stored. Items can also be currency on the network that can be used to buy and sell intangible digital content such as music and video, and items such as local money.
【0073】
(Social information) Social information refers to external information possessed by a character or user, such as an e-mail address or a URL of a homepage. This information is useful for communication between characters and players. Figure 9 (a) shows an example of data configuration of item information stored in the character server. [0074]
(Regarding history information) As the history information, the usage history of characters in the game, the buying and selling history of items, and the like can be considered. Usage history refers to information such as the game title played, start time, and end time. In addition, the trading history records where, when, what, and how much was bought and sold. In addition to buying and selling in real-world currencies, buying and selling here can be done in one game, in multiple games, or in local money or bartering that is valid in a community on a network. Figure 9 (b) shows an example of data configuration of item information stored in the character server. [0075]
(Security information) Security information is information for performing authentication at the time of reading and writing character information on the server, and refers to, for example, user ID, password, fingerprint information, and the like. Normally, this information is encrypted and stored when it is stored on the server.
【0076】
(Character usage destination information) Character usage destination information is information on where the character is currently used. Figure 10 shows an example of the data structure. The character usage information includes the network address of the network game server that provides the game as the usage destination of the character, the network address of the game machine used by the user's character, and the game identifier (ID) as the game information. ), The name of the game, the game maker, etc. are stored.
【0077】
This information will be explained in the "Public range information" column, but it can be set to be viewable by other users, for example, user B who has another character who wants to play against a specific character of user A. Can search which game the character possessed by user A is currently participating in.
【0078】
(Public range information) The public range information sets which character the character information is to be disclosed to which character, that is, to other characters or other character management users who have registered the character information in the character server. It is the information that was done. Figure 11 shows an example of the data structure. In the configuration example of FIG. 11, the disclosure range information is set for each specific character group. Information on each character can be disclosed to characters whose permission has been granted in advance. In the example of FIG. 11, information such as "game name being played" and "game status" is registered in "information Gp1", and the character whose "information Gp1" information is disclosed is a "permitted character". It has each information Gp as a "list". Individual "character ID" and "character Gp" can be specified in the "permitted character list".
【0079】
"Character Gp" is a group of characters registered in the character server, and by gathering together to create a character Gp, information can be disclosed to fellow characters without specifying individual characters. For example, when the character A possessed by the user A and the character B possessed by the user B belong to the same group, are registered as the character group S, and are set as a group of the permitted character list corresponding to the information Gp in FIG. Allows both to view the "game name being played" and the "game status" as "information Gp1" for the character A possessed by the user A and the character B possessed by the user B.
【0080】
In addition, the service provider of the character server may set the group by dividing the information group into several levels according to the close friends and the unfamiliar friends and letting the user select the level.
【0081】
(Fellow character list) The fellow character list is a list corresponding to a fellow character who discloses information, that is, another character or another character management user who has registered the character information in the character server. Figure 12 shows an example of the data structure. The companion character list is data in which characters registered as companions for a specific character are listed, and the names of companion characters and the types of public information are registered. The "new registration flag" is set to ON when the character is a newly registered companion character. The processing in this setting will be described later.
【0082】
(Message incoming setting) The message incoming setting stores the incoming message permission setting information. For example, the incoming message is limited to a specific time, or the source character, that is, another character whose character information is registered in the character server or another character management user is set to allow the message to be received. Figure 13 shows an example of the data structure. As the message incoming setting information, it is possible to set "whether or not to accept the message" as to whether or not to allow the reception of the message, and to set the incoming call rejection character as the incoming call permission mode. Furthermore, it is possible to set the incoming call permission time of the message.
【0083】
[Downloading Character Information] Hereinafter, various processes executed in the character data management system of the present invention will be described. First, a process in which a communication terminal device such as a game device, a mobile phone, or a PC downloads a registered character from a character server will be described with reference to the flowcharts of FIGS. 2 and 14.
【0084】
The character on the character server 230 can be downloaded from the server to the game machine 211 and used by the owner user. This is usually done at the beginning of the game.
【0085】
In step S101, the user's communication terminal (game machine 211) accesses the character server 230 via the interface unit 221. The character server 230 prompts the user for input of security information (S102), and the user first asks the server to display a list of his / her characters owned on the character server 230 on a communication terminal device such as a game machine 211. It is necessary to notify the user that he / she is a legitimate user. For this purpose, the authentication process is executed. The information required for this authentication process is security information.
【0086】
A specific example of the authentication process is shown in FIG. FIG. 15 (a) is a processing sequence for authenticating with a user ID and a password, and FIG. 15 (b) is a processing sequence for authenticating using personal information such as a fingerprint. The process of FIG. 15A is a process of executing user ID input (S211), password input (S212), and data encryption (S213), and transmitting these encrypted data to the character server 230. The process of FIG. 15 (b) executes user ID input (S221), password input (S222), fingerprint input (S223), and data encryption (S224), and transfers these encrypted data to the character server 230. This is the process of sending.
【0087】
The encrypted security information is stored in the memory in the data transmission / reception unit 222 of the terminal until an appropriate timing such as when the game is finished or when the power of the game machine is turned off in the case of a home-use game. The encrypted security information and the character list request are transmitted to the character server 230 via the network through the interface unit 221 of the terminal.
【0088】
In addition, instead of inputting the above password, etc., a memory card such as a magnetic card or IC card in which user-specific identification data is stored in advance is distributed to the user, and the user causes the game machine to read the card storage data. This information may be used for the authentication process by executing the process of transmitting to the character server 230.
【0089】
The explanation is continued by returning to FIG. In step S103, when the user's communication terminal device (game machine 211) transmits ID and other information necessary for authentication, the user authentication unit 232 of the character server 230 decrypts the encrypted data and the data control unit 233. The user information (see Fig. 5,502) stored in the storage unit 234 is acquired via the above, the collation process with the acquired registered user information is executed, and if the collation is OK, the authentication is OK via the interface unit 231. Send to the terminal (game machine 211). If the verification is unsuccessful, an error message is sent and the user is prompted to enter the authentication data again.
【0090】
The authentication process is set to be executable up to Nmax times, and in step S121, the number of authentication processes is counted (N = N + 1), compared with the maximum value (Nmax) (S122), and the maximum value (Nmax). When is reached, there is a possibility of unauthorized access, and the protection process (S213) that does not allow the input of further passwords is executed, and the process is terminated.
【0091】
If the authentication is OK, the user authentication unit 232 acquires the character list via the data control unit 233, and in step S105, transmits the character list to the user's terminal (game machine 211), and the terminal device. Displays the reception list on the display means of the terminal. The user selects a character to be used from the displayed character list (S106), and transmits the identifier (ID) of the selected character, security information for the selected character, and necessary information such as item information to the character server 230.
【0092】
The character server 230 executes the authentication process for the security information for the selected character in the user authentication unit 232. Steps S103 and S104 are authentication processes for the user, but step S108 is authentication for determining whether or not the use of each character is permitted, such as a password included in the security information in the character information shown in FIG. Input, collation, etc. are executed.
【0093】
In this authentication as well, as in the above-mentioned user authentication, the authentication process is set to be executable up to Nmax times, and in step S121, the number of authentication processes is counted (N = N + 1), and the maximum value (Nmax) When a comparison (S122) is made and the maximum value (Nmax) is reached, there is a possibility of unauthorized access, and a protection process (S213) that does not allow further password input is executed, and the process ends.
【0094】
When the authentication is established, the character server 230 transmits the selected character information to the user terminal (game machine 211), and the user terminal (game machine 211) receives the character information (S109).
【0095】
The user terminal (game machine 211) that has received the character information executes the character information conversion process in the game program execution processing unit 223 to determine the shape, texture, and material of the character, the expressive ability of the game machine, and other characters in the game. It is converted to the one that matches the or object, and used as a character in the game to be executed by the game program execution processing unit 223.
【0096】
The character information conversion process is a process of converting a character's shape, texture, and material into those suitable for the expressive ability of the game machine and other characters and objects in the game. The shape, texture, and material of characters and items on the character server 230 need to be changed depending on the expressive ability of the game machine itself and the quality of expression of the world in the game.
【0097】
The character information conversion process is a process of converting character information so that characters can be used interchangeably with various game machines and many games. For example, the number of polygons, texture quality, and material parameters that can be used to represent characters and items differ greatly between high-performance arcade game machines and low-performance portable game machines. As a method of solving this, the server stores high-quality three-dimensional information (shape, texture, material) of characters and items, and uses this information to execute character information conversion processing in the game machine.
【0098】
The shape conversion will be described. In 3D games, 3D objects are generally represented by polygon models. Therefore, it is very effective to reduce the number of polygons of characters and items depending on the type of game and the game machine. In order to effectively reduce the polygons, it can be realized by using, for example, the method disclosed in "Method for approximating shape data and information processing apparatus and medium (Japanese Patent Application No. 11-145471)".
【0099】
Regarding textures, depending on the game machine, the VRAM area may be very small and it may not be possible to map large textures, so it will be necessary to reduce the texture size. As the method, for example, a technique for reducing the resolution of an image in the mipmap method can be used. (Reference: "Pyramidal Prametrics" by Lance Williams (SIGGRAPH1983 Proceedings) Also, in the world of CG, the material of an object is generally expressed by material parameters such as Diffusion, Specular, and Refraction. Convert the parameters of.
【0100】
Further, in step S111, the user information registration process is executed. In the user information registration process, the character user information registered as each character information of the character server 230 described with reference to FIG. 10 is notified from the user's terminal (game machine 211) to the character server 230 and registered. It is a process.
【0101】
FIG. 16 shows a detailed processing flow of the user information registration process. First, in step S231, the user terminal such as a game machine has a character ID corresponding to the character acquired from the character server 230, game usage information in which the character appears, specifically, the data configuration of FIG. 10 above. The network address of the network game server shown in, the network address of the game machine used by the user's character, and information such as the game identifier (ID), game name, and game maker as game information are sent to the character server 230. Send.
【0102】
When the character server 230 receives the character ID and the game usage destination information from the user terminal (game machine 211), the character server 230 updates the game usage destination information in the character information corresponding to the character ID, and when the update process is completed, the game machine 211 The update end notification is sent to (S232), the game machine receives the update end notification (S233), and the user information registration process ends.
【0103】
In this way, while the character is being used, the latest character usage information is registered in the character server 230, and other users who can view the information can access the character server 230 to currently participate in the character. It is possible to specify which game is being played, and for example, another user can perform processing such as having another character participate in the same game.
【0104】
[Uploading of character information] Next, a process of returning the character information from the user's terminal to the character server 230, that is, an uploading process of the character information will be described. Usually, this work is performed during the game or at the end of the game. This character information upload process will be described with reference to the flows of FIGS. 2 and 17.
【0105】
The game program execution processing unit 223 in the game machine 211 as a user terminal is information to be changed to the game transmission / reception unit when updating / adding character information on the character server 230, such as updating the ability value at the end of the game during the game. The item ID and the changed parameter value are sent to the data transmission / reception unit 222. Then, the data transmission / reception unit 222 transmits the information item ID to be changed to the character server 230 and the parameter value after the change via the interface unit 221 together with the encrypted security information saved in advance at the time of character download (S311). ).
【0106】
On the character server 230 side, the user authentication unit 232 receives the security information and the update request through the interface unit 231 and requests the data control unit 233 to read the security information of the user registered in the storage unit and receives the security information. The user authentication unit 232 decodes the encryption of these security information and compares them to complete the authentication.
【0107】
In this authentication as well, as in the above-mentioned authentication, the authentication process is set to be executable up to Nmax times, and in step S315, the number of authentication processes is counted (N = N + 1) and compared with the maximum value (Nmax). When (S316) is performed and the maximum value (Nmax) is reached, there is a possibility of unauthorized access, and protection processing (S317) such as not allowing further input of a password or the like is executed, and the processing is terminated.
【0108】
If the authentication is OK (Yes in S312), the data control unit 233 receives the character information update request from the user authentication unit 232 and executes the update process (S313).
【0109】
Further, in step S314, the character server 230 updates the character usage destination information (see FIG. 10) included in the character information on the character server 230. In this case, in addition to the "network address of the network game server" and "network address of the game machine", "game ID", "game name", and "game maker name" are all rewritten to NULL as "game information", or characters are used. A flag indicating whether or not the character is playing a game is prepared in the destination information, and a process of turning the flag ON or OFF is executed.
【0110】
The encrypted security information stored in the data transmission / reception unit 222 is deleted at an appropriate timing such as when the game is finished or when the power of the game machine 211 is turned off if the game is for home use.
【0111】
[Character Status Notification Processing] Next, the character status notification processing will be described according to the processing flow of FIG. 18 while showing a specific example. Assuming that the user B is using the character B, a process in which the user B knows which game the character A owned by the user A is playing by the status notification process will be described as an example.
【0112】
It is assumed that the character A has given the character B permission in advance to notify his / her situation. This permission setting is executed by the process of setting the character B or the group including the character B in the permitted character list of the public range information of the character A in the public range information described with reference to FIG. 11 described above. The details of the disclosure range setting process will be further described in the next section "Character information disclosure range setting".
【0113】
User B is a user who participates in the game using character B, and the flow for knowing the situation of character A is as follows. This will be described according to the processing flow of FIG. It is assumed that the user B executes the process of knowing the situation of the character A by using the game machine 241 of FIG.
【0114】
Here, the character including the character A is registered as a fellow character of the character B in the above-mentioned fellow character list (see FIG. 12), and the user B having the character B acquires the status of all the fellow characters including the character A. It will be described as executing the processing to be performed. As mentioned above, the companion character list is a list of companion characters who disclose information.
【0115】
(1) User B performs security information input processing on the game machine (B) 241. The security information input process is the same method as described with reference to FIG. 15, for example, a user ID, a password, a fingerprint, and the like are input. As one method, the character ID and password to be used by oneself are input to the game program execution processing unit 253 via the input device 255 of the game machine (B) 241. An example of the input screen is shown in screen 1 of FIG.
【0116】
(2) The game program execution processing unit 253 of the game machine (B) 241 receives the security information (character ID, password) of the character B input in (1) from the input device 255, and the security information and the status of the fellow characters. The notification request is transmitted to the data transmission / reception unit 252.
【0117】
(3) The data transmission / reception unit 252 encrypts the security information (character ID, password) of the character B, converts the status notification request of the fellow character into a request command to the character server, and together with the encrypted security information, the game machine. (B) Transmission to the character server 230 through the interface unit 251 of 241 (Fig. 18, S401).
【0118】
(4) The user authentication unit 232 of the character server 230 receives security information via the interface unit 231 in the character server 230, performs a decryption process (S402), and then uses the decrypted security information to use the user. Authenticate (S403).
【0119】
(5) If the user authentication is OK, the data control unit 233 of the character server 230 receives the status notification request command of the fellow character, obtains the ID of the fellow character possessed by the character B from the storage unit 234, and obtains the ID of the fellow character possessed by the character B. Furthermore, it is confirmed from the storage unit 234 that the character B is included in the "permitted character list" in the "public information" of each fellow character (S405). If authentication is not established, authentication error processing is performed. That is, the user B is requested to input the authentication information again within the maximum set number of times. Re-entry beyond the maximum set number of times is not allowed.
【0120】
(6) When the authentication is OK, the data control unit 233 of the character server 230 sets the disclosure range information of the character information of the fellow characters registered in the fellow character list included in the character information of the character B (see FIG. 11). Is acquired, and verification is performed to see if character B or a group including character B is set in the permitted character list in the disclosure range information of the character information of each fellow character (S405).
【0121】
The data control unit 233 of the character server 230 is a network game in which each fellow character is playing only for fellow characters whose matching is OK, that is, for fellow characters who are set to disclose the "character status" to character B. Send the "character ID" and "character status transmission request" of the fellow characters to the servers 201,202,203 (S406). The address of each network game server being played by each fellow character is acquired from the character usage destination information (see FIG. 10) in the character information of each fellow character.
【0122】
(7) The network game servers 201, 202, 203 transmit the "character status" to the character server 230 (S407) in response to the character status transmission request from the character server 230.
【0123】
(8) The data control unit 233 of the character server 230 receives the "character status" from the network game servers 201, 202, 203 via the interface unit 231 and obtains the "character ID" and the corresponding "character status" (S408). ).
【0124】
(9) The data control unit 233 of the character server 230 obtains the "character name" corresponding to the "character ID" from the storage unit 234 (S409).
【0125】
(10) The data control unit 233 of the character server 230 receives the "companion character list" (including the character ID and character name) stored in the character information of the character B and the "companion character" received from the network game servers 201, 202, 203. It is transmitted (S410) to the game machine (B) 241 via the interface unit 231 in association with the "situation".
【0126】
(11) The data transmission / reception unit 252 of the game machine (B) 241 receives the "friend character list" and the "status of each fellow character" via the interface unit 251 of the game machine (B) 241 and executes the game program. Hand over to part 253 (S411).
【0127】
(12) The game program execution processing unit 253 displays the "companion character list" and the "status of each companion character" via the image display unit 254 (S412). Screen 2 of Fig. 19 corresponds to this, and if the name of character A is, for example, "Linda", the situation is that "Network RPG (A)" is being played and "Playing against a monster in the forest of XX". Understand.
【0128】
In the system of the present invention, a system is realized in which the characters owned by each user (player) can be used for local games to be enjoyed in network games, home-use game machines, etc., but in such an environment, fellow characters can be used. It is a great desire for each player to know which game they are currently participating in and what the situation is. For example, it is possible to obtain information on which game a character who is an opponent of the same party or a competing game in a role-playing game is currently participating in, or is not participating in any game.
【0129】
If you know the status of a fellow character (which game the fellow character is playing and whether you can receive a message), you can send a message to that character according to the situation. The message realized here can be immediately notified to the character being played, and the received message can be saved in the character's message box and confirmed later. The message transmission process will be described later.
【0130】
By using the above-mentioned character status notification and the message transmission described later together, communication such as calling for participation in the game in which you are currently participating, meeting in a network game, or encouraging the character you are playing can be performed. Can dodge.
【0131】
[Character information disclosure range setting process] Next, a process for setting the disclosure range information in the character information will be described. For each character, the character user (player) can set whether to inform the range of characters of the situation of his / her character, and can specify the range and group of characters to be disclosed.
【0132】
Each character has the disclosure range information in the character information of the character server of FIG. 3 described above. As described above with reference to FIG. 11, the "disclosure range information" has a "permitted character list" that permits disclosure for each information to be disclosed or for each information group to be disclosed. Based on this disclosure range information, the information of each character can be disclosed to the characters whose permission has been granted in advance. The information group can have a plurality of groups such as information Gp1 and information Gp2. Further, on the service provider side of the character server, the level of the information group may be divided into several stages between close friends and unfamiliar friends, and the group may be set by letting the user select it.
【0133】
In the example of FIG. 11, in the "information Gp1", information such as "game name being played" and "game status" is registered, and the character whose information of the "information Gp1" is disclosed is a "character list". It has information for each Gp. Individual "character ID" and "character Gp" can be specified in the "character list". "Character Gp" is a group of characters registered in the character server, and by gathering together to create a character Gp, information can be disclosed to fellow characters without specifying individual characters. It's convenient.
【0134】
The flow when the user B using the character B gives the character A permission to disclose the information will be described according to the processing flow of FIG. Here, the user B who is using the character B is permitted to disclose the information to the character A from the state where the information on the screen 2 of FIG. 19 is acquired in the [Character status notification process] in the previous section. The processing to be given will be described.
【0135】
(1) On screen 2 of FIG. 19, user B selects the "information disclosure" button via the input device 255 of the game machine (B) 241.
【0136】
(2) The game program execution processing unit 253 of the game machine (B) 241 displays the information disclosure registration screen shown in FIG. 21 (screen 1) on the image display unit 254 (FIG. 20, S501).
【0137】
(3) User B inputs the "character ID" of the character A whose information is to be disclosed and the type of information to be disclosed ("information group") via the input device 255 of the game machine (B) 241 (S502). Then, the game program execution processing unit 253 informs the data transmission / reception unit 252.
【0138】
(4) The data transmission / reception unit 252 has already entered the encrypted security information (character ID, password) of the character B and the registration request of the fellow character and the character ID of the fellow character entered in the [Character status notification process] in the previous section. , The type of information to be disclosed (information group) is transmitted (S503) to the character server 230 via the interface unit 251.
【0139】
Here, a method such as exchanging information and acquiring the character ID of the character to be a friend in advance in a conversation during the game can be considered. Further, as a better method, it is also possible to register the information to be disclosed to the character server 230 by designating the partner to disclose the information when the characters are in the same virtual space during the game.
【0140】
(5) The user authentication unit 232 of the character server 230 receives the security information via the interface unit 231 in the character server 230, performs the decryption process (S504), and then uses the decrypted security information to use the user. Authenticate (S505). If authentication is not established, authentication error processing is performed. That is, the user B is requested to input the authentication information again within the maximum set number of times. Re-entry beyond the maximum set number of times is not allowed.
【0141】
(6) If the user authentication is OK, the data control unit 232 of the character server 230 receives the registration request command of the fellow character, and the "public range information" of the character B in the storage unit 234 (see FIG. 11). The character ID to be registered in) is registered in the "permitted character" (S507) for the requested information group.
【0142】
(7) In addition, the data control unit 232 of the character server 230 sets the "new registration flag" of the "friend character list" (see FIG. 12) of the public destination fellow character (character A) to ON, and sets the "public information". Set to ON for the types of information permitted to be disclosed by character B in "Type of".
【0143】
The ON setting process of this "new registration flag" notifies the user of character A from character B that the information disclosure permission has been obtained from character B the next time character A connects to the character server, and the user of character A. This is because it is possible to confirm that the character B is added to his / her "companion character list" and to easily register the character B as a companion character.
【0144】
(8) Next, the data control unit 232 of the character server 230 sets the "registration completion notification", the registered information "character ID" and "character name", and the "information group" indicating the type of information to be disclosed. , Transmission (S509) to the game machine (B) 241 via the interface unit 231.
【0145】
(9) The data transmission / reception unit 252 of the game machine (B) 241 receives the "character ID", the "character name" and the "information group" via the interface unit 251 of the game machine (B) 241 and receives the game program. Pass it to the execution processing unit 253 (S510).
【0146】
(10) The game program execution processing unit 253 of the game machine (B) 241 displays the registered "character ID", "character name", and "information group" via the image display unit 254 (S511). , Notify user B of the completion of registration. For example, the display shown in screen 2 of FIG. 21 is displayed on the image display unit 254 of the game machine (B) 241.
【0147】
[Message communication processing] Next, message communication processing between characters will be described. In the configuration of the present invention, for example, a game in which characters are different from each other, for example, a character A participates in a fighting game provided by the network game server 201 shown in FIG. 2, and a character B participates in a fighting game provided by the network game server 203 shown in FIG. Even if you are participating in a game, you can send messages to each other. The transmission route of this message is the user's communication terminal (game machine) character server network game server (or game machine).
【0148】
Specifically, when a message is created and sent on the game machine, the message is sent to the character server, the caller (character) is authenticated on the character server, and then the destination character ID is used as the destination character ID. Determine the network game server (or game console) from the database and forward the message to the destination. The destination network game server or game machine confirms that the message is from a pre-registered (trusted) character server and delivers it to the destination character.
【0149】
A case where a user B playing a game using the character B sends a message to the character A will be described as an example according to the processing flow of FIG. It is assumed that the user B who is playing the game using the character B acquires the screen 2 of FIG. 19 described in [Character status notification processing] in the previous section, and the user B sends a message to the character A. .. Character A is playing a racing game on a network game server.
【0150】
(1) On screen 2 of FIG. 19, user B selects the "send message" button via the input device 255 of the game machine (B) (FIG. 2,241).
【0151】
(2) The game program execution processing unit 253 of the game machine (B) 241 displays a "message creation screen" as shown in FIG. 24 (a) on the image display unit 254 (FIGS. 22, S601).
【0152】
(3) User B inputs a message to character A from the input device 255 of the game machine (B) 241 using the "character input unit (virtual keyboard unit)" of the image display unit 254, and executes the game program. The processing unit 253 interprets the input from the "input unit" to determine which character has been input, and displays the message input to the "composed message display unit" of the image display unit 254. If the input device 255 is provided with the character input function, the character input may be executed via the input device 255. For example, if the keyboard can be connected, the character input may be executed via the keyboard. If the user's communication terminal is capable of inputting characters such as a mobile phone, the character input function is used.
【0153】
(4) When the message input is completed and the user B presses the "send" button via the input device 255 (S602), the data transmission / reception unit 2246 of the game machine (B) 241 will be notified of the [character status] in the previous section. The encrypted security information (character ID, password) of character B entered in [Process] and the "character ID" and "message body" of the destination character A are transmitted to the character server 230 via the interface unit 251. (S603).
【0154】
(5) The user authentication unit 232 of the character server 230 receives security information via the interface unit 231 in the character server 230, performs decryption processing, and then performs user authentication using the decrypted security information. .. If authentication is not established, authentication error processing is performed. That is, the user B is requested to input the authentication information again within the maximum set number of times. Re-entry beyond the maximum set number of times is not allowed.
【0155】
(6) If the user authentication is OK, the data control unit 233 of the character server 230 searches the storage unit 234 from the information of the "character ID" of the message transmission destination, and searches for the storage unit 234 of the destination character A "character usage destination". get information. The "character usage destination information" of the character A is included in the character usage destination information (see FIG. 10) in the character information of the character A.
【0156】
(7) Next, the data control unit 233 of the character server 230 acquires the message incoming setting information (see FIG. 13) included in the character information of the character A (S607), and the "incoming call permission" of the character A is the source. It is determined (S608) whether or not the character B is "OK". If the setting is "OK", the "Received date", "Message body" and "Source (character name, character ID)" are saved in the "Message folder" of character A in the "Storage unit" (S609). ).
【0157】
If the "incoming call permission" is set to "impossible" for the sender character B in the message incoming call setting information included in the character information of the character A, "notification of incoming call notification to the sender is not possible". "Processing" (S615) is performed, and this processing is terminated without further processing.
【0158】
Notification processing for notifying the sender of an incoming call (S615) will be described with reference to FIG. 24 (A). First, the data control unit 233 of the character server 230 sends a message to the game machine (B) 241) that "the sender is not allowed to receive calls to the destination" via the interface unit 231 ( S631). Next, the data transmission / reception unit 252 of the game machine (B) 241 receives a message via the interface unit 251 and transfers it to the game program execution processing unit 253 (S632), and the game program execution processing unit 253 displays an image. Display a message in part 254 (S633).
【0159】
(8) Next, the data control unit 233 of the character server 230 determines (S610) the setting of "message reception availability" in the message incoming setting information included in the character information of character A, and the setting is "acceptable". If so, the data control unit 233 determines the network address of the game machine (A) 211, which is the game machine being played by the character A (S611), and refers to the game machine (A) 211 via the interface unit 231. , "Message reception request", "Character server ID", "Source character information" (character ID, character name, etc.) and "Message body" are transmitted (S612). The network address of the game machine (A) 211 is acquired from the character usage destination information (see FIG. 10) in the character information of the character A.
【0160】
If the "message reception availability" setting is "impossible" in the message incoming setting information included in the character information of character A, perform "message reception failure notification processing" (S616) and perform subsequent processing. This process ends without doing anything.
【0161】
Notification processing of message reception failure (S616) will be described with reference to FIG. 24 (B). First, the data control unit 233 of the character server 230 transmits a message (S651) to the game machine (B) 241 via the interface unit 231 that the destination does not currently allow message reception. .. Next, the data transmission / reception unit 252 of the game machine (B) 241 receives a message via the interface unit 251 and transfers it to the game program execution processing unit 253 (S652), and the game program execution processing unit 253 displays an image. Display a message in part 254 (S653).
【0162】
(9) In the message incoming setting information included in the character information of character A, if the setting is "OK" in the determination of "message reception availability" setting (S610), the data transmission / reception of the game machine (A) 211 The unit 222 receives the "message transfer request", the "local character ID" and the "message body" of the destination via the interface unit 221 and transfers the "message transfer request" to the game program execution processing unit 223 (S613).
【0163】
(10) The game program execution processing unit 223 of the game machine (A) 211 displays a message on the image display unit 224. (Fig. 24 (b)) In this example, a message arrives and is displayed to character A who is playing a network racing game.
【0164】
As described above, in the system of the present invention, the status of fellow characters can be confirmed in a list on the image display unit of the game machine (Fig. 19, screen 2), and a means for transmitting a message to each fellow character on the screen. There is a link to, and you can send a message.
【0165】
As described above, by using the status notification and the message transmission of the fellow character together, it is possible to send a message according to the situation to the character. The message can be immediately notified to the character being played, and the received message can be saved in the character's message box and confirmed later.
【0166】
[Game Participation Process] Next, a process of newly participating in a game in which another character is participating will be described. In the configuration of the present invention, as described above, it is possible to know the situation of another character, and if he / she is interested in the game, he / she can execute a process of newly joining his / her registered character. is there.
【0167】
Hereinafter, the game participation process will be described according to the flow shown in FIG. Here, the user B acquires the screen 2 of FIG. 19 described in [Character status notification processing] in the previous section, and presses the "game participation button" from the screen 2 of FIG. An example of joining Linda) will be described.
【0168】
(1) On screen 2 of FIG. 19, user B selects the "game participation" button set in the corresponding area of the character (linda) via the "input device" of the game machine (B) (S701). ..
【0169】
(2) The data transmission / reception unit 252 of the game machine (B) (Fig. 2,241) sends a logon request to the network game server (A) 201 that provides the network RPG in which the character (Linda) participates (S702). To do.
【0170】
(3) The network game server (A) 201 transmits (S703) a "game program" corresponding to the network RPG in which the character (Linda) participates to the game machine (B) 241.
【0171】
(4) The data transmission / reception unit 252 of the game machine (B) 241 receives the "game program" via the interface unit 251 and the game program execution processing unit 253 executes the "game program" (S704).
【0172】
(5) The game program is executed in the game machine (B) 241 and communicates with the network game server (A) 201 to perform the logon authentication process (S705).
【0173】
The logon process is a procedure executed between the network game server and the user terminal (game machine) for participating in the game provided by the network game server. The logon process will be described with reference to the flow of FIG. 26 and the display screen example of FIG. 27.
【0174】
By accessing the network game server, the user who intends to participate in the game provided by the network game server displays the logon request screen of FIG. 27 (screen 1) on the image display section of the game machine (Fig. 26, S751). ).
【0175】
The user inputs security information such as a user ID and password registered in advance (S752) on the logon request screen of FIG. 27 (Screen 1). These security information are information set by an agreement between the network game server and the user terminal (game machine), and it is also possible to set to input information such as a fingerprint.
【0176】
The game program execution processing unit 253 of the game machine (B) 241 passes the security information to the data transmission / reception unit 252 (S753). Next, the data transmission / reception unit 252 of the game machine (B) 241 transmits the encrypted security information and the logon request to the network game server (A) 201 (S754) via the interface unit 251.
【0177】
Next, the network game server (A) 201 receives the security information and authenticates (S755). Authentication is, for example, a process of checking whether or not the received data matches the user ID, password, etc. registered in advance.
【0178】
When the authentication is established, the network game server (A) 201 sends a logon permission (S757) to the game machine (B) 241. If the authentication is not established, the network game server (A) 201 sends a logon disapproval to the game machine (B) 241 (S758).
【0179】
Returning to the flow of FIG. 25, the explanation is continued. (6) After executing the logon process shown in FIG. 26, the data transmission / reception unit 251 of the game machine (B) 241 receives the "logon permission information" (S706).
【0180】
(7) If logon is permitted (Yes in S707), the game program execution processing unit 253 of the game machine (B) 241 displays the game start screen on the image display unit 254 (S708). (Screen 2 in Fig. 27) [0181]
(9) On screen 2 of FIG. 27, the user (B) presses the "GO" button of "Merge with Linda" (S709).
【0182】
(10) The game program execution processing unit 253 of the game machine (B) 241 sends a game start request from the point where Linda is playing to the network game server (A) 201 via the data transmission / reception unit 252 (S710). To do.
【0183】
(11) The network game server (A) 201 transmits the requested game data (S711) to the game machine (B) 241. (Screen 3 in Fig. 27) [0184]
(12) The data transmission / reception unit 252 of the game machine (B) 241 receives the game data via the interface unit 251 and the game program execution processing unit 253 starts the game based on the "game data".
【0185】
By the above processing, the user B having the character B can join the fellow character (linda) of the network RPG.
【0186】
In this way, in the system of the present invention, the status of fellow characters can be confirmed in a list on the image display unit of the game machine (Fig. 19, screen 2), and each fellow character can participate in the game on the screen. If you participate in the multiplayer network game that each fellow character is currently playing, you can easily move to the virtual space where your fellow character is.
【0187】
For example, in a network RPG in which multiple players can participate, it is possible to adventure in a vast virtual space with a fellow character, but you can see which game your fellow character is participating in. It's not enough to just join the game and not meet fellow characters. Taking a baseball game with multiple grounds in a virtual space as an example, if you do not know which ground your friends are playing, you cannot enjoy the baseball game with your friends. In the system of the present invention, information indicating which game the character is participating in is stored in the character server, and the communication between the network game server and the character server indicates where the character is currently in the game. By obtaining information and using that information, it becomes possible to move to a place in the virtual space where a fellow character is playing.
【0188】
As described above, in the configuration of the present invention, by having the character server have information on which game the fellow character is currently playing, the character server participates in and joins the game of the fellow character over a plurality of network games. It becomes possible to do.
【0189】
[A series of processes in the communication terminal device] The processes executed in the character data management system of the present invention have been described individually, but the character server is accessed by the user's terminal device (game machine). FIG. 28 shows a flow summarizing the processes up to participating in the game in which other characters participate. Note that the processing example of FIG. 28 is an example of a processing sequence executed in the game machine, and processing according to another sequence is also possible.
【0190】
Each step of the flow shown in FIG. 28 will be described. First, in step S801, the user's communication terminal (for example, the game machine (A) 211 in FIG. 2) accesses the character server 230 via the interface unit 221. The character server 230 prompts the user for security information. The user inputs the user ID, password, fingerprint, etc. (S802) and sends these encrypted data to the character server 230. The input of this security information is the process described above with reference to FIG.
【0191】
Next, the user executes the status notification process (S803) of his / her character. A certain character A can perform a process of notifying another character of his / her situation. This is the [character status notification process] described according to the process flow of FIG.
【0192】
Next, the user executes the information disclosure range setting process (S804) of his / her character. For each character, the character user (player) can set whether to inform the range of characters of the situation of his / her character, and can specify the range and group of characters to be disclosed. This is the [character information disclosure range setting process] described according to the process flow of FIG.
【0193】
In the "character information disclosure range setting process", as described above, it is possible to register other characters as friends. The companion registration process is executed by displaying the "information disclosure registration screen" shown in FIG. 21 (screen 1) on the display unit and pressing the registration button.
【0194】
In the "information disclosure registration screen" shown in FIG. 21 (screen 1), the companion registration process is executed (S806) by pressing the registration button, and the disclosure range information and the figure shown in FIG. 11 in the character information in the character server are shown. The update of the companion character list shown in 12 is executed.
【0195】
The user can acquire the status of the fellow character from the character server, display the screen of FIG. 19 (screen 2), and execute the message transmission process (S807, S808). This is done by pressing the message send button on the screen of FIG. 19 (screen 2) and executing the [message communication process] described above according to the process flow of FIG. 22. The message transmission path is the user's communication terminal (game machine) character server network game server (or game machine).
【0196】
Further, the user can acquire the status of the fellow character from the character server, display the screen of FIG. 19 (screen 2), and execute the game participation process (S809, S810). This is done by pressing the game participation button on the screen of FIG. 19 (screen 2), thereby executing the [game participation processing] described above according to the processing flow of FIG. 25.
【0197】
Such various processes are executed, and the process ends when the user presses the end button of the game machine.
【0198】
In the status notification process of step S803 (see FIG. 18), the information disclosure range setting process of step S804 (see FIG. 20), the companion registration process of step S806, the message transmission process of step S808 (see FIG. 22), etc. Authentication processing is executed between the character server and the user terminal. In each authentication process, for example, the user ID, password, fingerprint data, etc. input in the security information input process of FIG. 15 described above are transmitted from the user terminal to the character server, and the security information acquired on the character server side. Matching with is performed. If the verification is not established, authentication error processing is performed. That is, the user is requested to input the authentication information again within the maximum set number of times. Re-entry beyond the maximum number of times is not allowed (S821 to S823).
【0199】
As described above, in the system of the present invention, the game player holds his / her own character in the character server, so that the character can appear in the game in common in a plurality of games. In addition to the appearance of the character, the player can enjoy the fun of the new game by being able to use the attributes of the character and the items possessed by the player in common. In addition, characters of different players can notify the location of their character in different games or virtual spaces and send messages to the characters of the players in the range permitted in advance, and within the team in the network game. It is very effective in communicating with other players and opponents, and can provide players with new fun that has never been seen in conventional game systems.
【0200】
The present invention has been described in detail with reference to the specific examples. However, it is self-evident that a person skilled in the art can modify or substitute the embodiment without departing from the gist of the present invention. That is, the present invention has been disclosed in the form of an example, and should not be construed in a limited manner. In order to judge the gist of the present invention, the column of claims described at the beginning should be taken into consideration.
【0201】
The series of processes described in the specification can be executed by hardware, software, or a composite configuration of both. When executing processing by software, install the program that records the processing sequence in the memory in the computer built in the dedicated hardware and execute it, or execute the program on a general-purpose computer that can execute various processing. It can be installed and run.
【0202】
For example, the program can be recorded in advance on a hard disk or ROM (Read Only Memory) as a recording medium. Alternatively, the program may be temporarily placed on a removable recording medium such as a floppy (registered trademark) disc, CD-ROM (Compact Disc Read Only Memory), MO (Magneto optical) disc, DVD (Digital Versatile Disc), magnetic disc, or semiconductor memory. Alternatively, it can be permanently stored (recorded). Such a removable recording medium can be provided as so-called package software.
【0203】
In addition to installing the program on the computer from the removable recording medium as described above, the program can be transferred wirelessly from the download site to the computer, or transferred to the computer by wire via a network such as LAN (Local Area Network) or the Internet. , The computer can receive the program transferred in this way and install it on a recording medium such as a built-in hard disk.
【0204】
The various processes described in the specification are not only executed in chronological order according to the description, but may also be executed in parallel or individually as required by the processing capacity of the device that executes the processes. Further, in the present specification, the system is a logical set configuration of a plurality of devices, and the devices having each configuration are not limited to those in the same housing.
【0205】
[Effect of the invention]
As described above, according to the character data management system, the character server, the character data management method, and the program of the present invention, the characters set corresponding to each user are registered in the character server, and the characters are registered from the character server. Characters can be downloaded and made to appear in various game programs, allowing players to enjoy unprecedented enjoyment.
【0206】
Further, in the system of the present invention, characters of different players can notify the location of their own character or send a message to the characters of the players in the range permitted in advance, and within the team in the network game. It will be very effective in communication with the game and communication with the opponent, and it will be possible to provide the player with new fun that was not available in the conventional game system.
【0207】
Furthermore, according to the character data management system, the character server, the character data management method, and the program, not only the appearance of the character but also the attributes of the character and the items possessed by the player are stored in the character server as character information, and various types are stored. It will be commonly available in the game, and players will be able to enjoy the fun of the new game.
[Simple explanation of drawings]
[Figure 1]
It is a figure which shows the structural outline of the character data management system of this invention.
[Figure 2]
It is a figure explaining each configuration means of the character data management system of this invention.
[Fig. 3]
It is a figure which shows the configuration example of the communication terminal apparatus (game machine) of the character data management system of this invention.
[Fig. 4]
It is a figure which shows the configuration example of the character server of the character data management system of this invention.
[Fig. 5]
It is a figure explaining the storage information of the character server of the character data management system of this invention.
[Fig. 6]
It is a figure explaining the data structure of 3D information in the character information stored in a character server.
[Fig. 7]
It is a figure explaining the data structure of the attribute information in the character information stored in a character server.
[Fig. 8]
It is a figure explaining the data structure of the item information in the character information stored in a character server.
[Fig. 9]
It is a figure explaining the data structure of the social information and history information in the character information stored in a character server.
[Fig. 10]
It is a figure explaining the data structure of the character use destination information in the character information stored in a character server.
[Fig. 11]
It is a figure explaining the data structure of the disclosure range information in the character information stored in a character server.
[Fig. 12]
It is a figure explaining the data structure of the fellow character list in the character information stored in a character server.
[Fig. 13]
It is a figure explaining the data structure of the message incoming setting information in the character information stored in a character server.
[Fig. 14]
It is a flow figure explaining the download process of character information.
[Fig. 15]
It is a flow chart explaining the security information input process.
[Fig. 16]
It is a flow chart explaining the user information registration process.
[Fig. 17]
It is a flow figure explaining the upload process of character information.
[Fig. 18]
It is a flow figure explaining the status notification processing of a character.
[Fig. 19]
It is a figure which shows the screen example which is displayed on the communication terminal of a user in the status notification processing of a character.
[Fig. 20]
It is a flow figure explaining the information disclosure range setting process.
[Fig. 21]
It is a figure which shows the screen example which is displayed on the communication terminal of a user in the information disclosure range setting process.
[Fig. 22]
It is a flow diagram explaining a message transmission process.
[Fig. 23]
It is a figure which shows the screen example which is displayed on the communication terminal of a user in a message transmission process.
[Fig. 24]
It is a flow diagram explaining the setting process of the incoming call impossible and the reception impossible in the message transmission processing.
[Fig. 25]
It is a flow figure explaining a game participation process.
[Fig. 26]
It is a flow chart explaining the logon process.
[Fig. 27]
It is a figure which shows the screen example which is displayed on the communication terminal of a user in a game participation process.
[Fig. 28]
It is a flow diagram explaining the processing example executed in the communication terminal (game machine) of a user.
[Explanation of symbols]
101 network server 102 character server 110 Communication terminal device 111 Home video game console 112 Arcade game machine 113 Handheld game console 114 network computer 115 Network mobile terminal 201,202,203 Network game server 211,241 Game console 221,251 Interface section 222,252 Data transmitter / receiver 223,253 Game program execution processing department 224,254 Image display 225,255 Input device 230 character server 231 Interface part 232 User Authentication Department 233 Data control unit 301 CPU 302 ROM 303 RAM 304 hard disk 305 Output 306 Input section 307 Communication Department 308 drive 309 Removable storage medium 311 bus 312 I / O interface 401 CPU 402 ROM 403 RAM 404 hard disk 405 Output 406 Input section 407 Communication Department 408 drive 409 Removable storage medium 411 bus 412 I / O interface 501 character information 502 User (customer) information
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Numbers
- Publication
- 2002-360936
- Publication, DOCDB
- 2002360936
- Publication, EPODOC
- JP2002360936
- Application
- 172031
- Application, DOCDB
- 2001172031
- Application, EPODOC
- JP20010172031
Titles2
- Japanese
- 【発明の名称】キャラクタデータ管理システム、キャラクタサーバー、およびキャラクタデータ管理方法、並びにプログラム
- English
- Description: A character data management system, a character server, a character data management method, and a program.
Classification
- CPC, 16
- A63F13/795
- A63F2300/50
- A63F2300/5546
- A63F2300/65
- G06F21/45
- G06F21/6263
- G06F2221/2109
- G06F2221/2117
- H04L63/08
- A63F13/87
- A63F13/822
- A63F13/71
- A63F13/73
- A63F13/35
- A63F13/77
- H04L67/131
- IPC, 7
- A63F13 35
- A63F13 45
- A63F13 55
- A63F13 33
- A63F13 71
- A63F13 79
- A63F13 87