Game system and game server
Abstract
Problem to be solved.To reduce a communication load required for downloading data to a game device while improving image quality on a game screen, and to shorten the time required to start a game.
Solution.A game server 10 plays a game with a sticker image file for displaying an object in a game screen for each object corresponding to each game machine 16 and a reduced sticker image file having a smaller data size than the same file. A sticker image file of an object corresponding to the game machine 16 and a reduced sticker image file of an object corresponding to the other game machine 16 are transmitted to each of the plurality of game machines 16 to be executed. The game machine 16 executes the game while displaying a game screen including an object corresponding to its own machine by the sticker image file received from the game server 10 and an object corresponding to another game machine 16 by the reduced sticker image file. .. [Selection diagram] Fig. 1
Term
Projected expiry 7 April 2029.
- Priority and filed
- Published
- Today
- Projected expiry
4 claims: 2 independent, 2 dependent
- 1サーバと複数のゲーム機がネットワークを介して接続されたゲームシステムにおいて、 前記サーバは、 前記複数のゲーム機の間で実行されるゲームのゲーム画面中にオブジェクトを表示するための第1のデータファイルと前記第1のデータファイルよりデータサイズを小さくした第2のデータファイルとを、前記ゲーム機に対応するオブジェクト毎に記録する記録手段と、 ゲームを実行する前記複数のゲーム機のそれぞれに対して、前記ゲーム機に対応するオブジェクトの前記第1データファイルと、他のゲーム機に対応するオブジェクトの前記第2のデータファイルとを送信する第1の送信手段とを有し、 前記ゲーム機は、 前記第1の送信手段によって送信された前記第1のデータファイルと前記第2のデータファイルを受信する第1の受信手段と、 前記第1の受信手段により受信された前記第1のデータファイルによる自機に対応するオブジェクトと、前記第2のデータファイルによる前記他のゲーム機に対応するオブジェクトとを含むゲーム画面を表示させながらゲームを実行するゲーム処理手段とを有したことを特徴とするゲームシステム。
- 2前記サーバは、 前記ネットワークを介して接続された情報機器から送信された前記第1のデータファイルを受信するファイル受信手段と、 前記ファイル受信手段により受信された前記第1のデータファイルをもとに前記第2のデータファイルを作成するファイル作成手段とをさらに有したことを特徴とする請求項1記載のゲームシステム。
- 3前記サーバは、 前記第1の送信手段によって前記第1のデータファイルと前記第2のデータファイルを送信した後、ゲームを実行する前記複数のゲーム機のそれぞれに対して、前記他のゲーム機に対応する前記第1のデータファイルを送信する第2の送信手段をさらに有し、 前記ゲーム機は、 前記ゲーム処理手段によるゲームの実行中に、前記第2の送信手段により送信された前記他のゲーム機に対応する前記第1のデータファイルを受信する第2の受信手段とをさらに具備し、 前記ゲーム処理手段は、前記第2の受信手段により前記他のゲーム機に対応する前記第1のデータファイルの受信を完了した後、前記第1のデータファイルによる前記他のゲーム機に対応するオブジェクトとを含むゲーム画面を表示させながらゲームを実行することを特徴とする請求項1または請求項2記載のゲームシステム。
- 4複数のゲーム機とネットワークを介して接続されたサーバであって、 前記複数のゲーム機の間で実行されるゲームのゲーム画面中にオブジェクトを表示するための第1のデータファイルと前記第1のデータファイルよりデータサイズを小さくした第2のデータファイルとを、前記ゲーム機に対応するオブジェクト毎に記録する記録手段と、 ゲームを実行する前記複数のゲーム機のそれぞれに対して、前記ゲーム機に対応するオブジェクトの前記第1データファイルと、他のゲーム機に対応するオブジェクトの前記第2のデータファイルとを送信する送信手段とを具備したことを特徴とするゲームサーバ。
Independent claims4
75 paragraphs, as filed
The present invention relates to a game system and a game server that execute a game in which a plurality of players participate.
In some network games in which a plurality of players participate, the game device starts the game after downloading the image data necessary for displaying the game screen from the game server.
For example, there is a network game system capable of executing a car racing game in which a plurality of players participate in a plurality of game devices connected through a network. In this game system, an arbitrary sticker image can be added and displayed on the automobile displayed on the game screen. Before the game starts, car sticker images operated by a plurality of players participating in the racing game are downloaded from the game server (database) to each game device. The game device executes the game by adding a sticker image to the car controlled by each player on the game screen and displaying it.
By the way, a game image processing device for improving the image quality of a game screen has been considered (see Patent Document 1). The game image processing device described in Patent Document 1 converts the resolution of a game image according to a game image processing program. The video game device draws the original game image in the frame buffer by the GPU, saves it as the original texture in the main memory, and draws the double-enlarged original texture in the frame buffer. Then, when two texels adjacent to each other in the upper right direction and the lower right direction have the same color, the image quality is improved by performing jaggies interpolation processing by drawing the texels of the color in a translucent manner.
<p><patcit num="1"><text>JP-A-2007-296218</text></patcit></p>
<p> As described above, in the prior art described in Patent Document 1, in the game image processing device, the resolution of the game image is converted by the game image processing program to improve the image quality of the game screen. However, in the prior art, by enlarging the original game image twice, even if the game image has a small number of pixels, jaggies are reduced to improve the image quality, and the number of pixels is increased to improve the image quality of the game image. Does not improve the image quality.</p><p> In recent years, it has been required to display a high-quality game screen in accordance with the improvement in the performance of the game device. When the image quality is improved by increasing the number of pixels, the data size of the sticker image downloaded from the game server to the game device becomes large, so that the communication load becomes large. Further, as the number of players participating in the game increases, the number of game devices that need to download the sticker image from the game server also increases, which increases the communication load.</p><p> For this reason, it takes a long time to download the sticker image from the game server to each game device, and there is a possibility that the player may have to wait for a long time until the game starts. Also, if you try to shorten the time to start the game, you need to reduce the data size of the data downloaded from the game server to the game device, and you will not be able to display the game screen with the image quality that the player can understand. ..</p><p> The present invention has been made in consideration of the above-mentioned circumstances, and an object of the present invention is to reduce the communication load required for downloading data from a game server to a game device while improving the image quality on a game screen, and to start a game. The purpose is to provide a game system and a game server that can shorten the time required for the process.</p>
<p> In order to solve the above problems, the present invention presents a game system in which a server and a plurality of game machines are connected via a network, and the server is a game screen of a game executed between the plurality of game machines. A recording means for recording a first data file for displaying an object inside and a second data file having a smaller data size than the first data file for each object corresponding to the game machine, and a game. First, the first data file of the object corresponding to the game machine and the second data file of the object corresponding to the other game machine are transmitted to each of the plurality of game machines. The game machine has a first receiving means for receiving the first data file and the second data file transmitted by the first transmitting means, and the first receiving means. The game is executed while displaying the game screen including the object corresponding to the own machine by the first data file received by the receiving means and the object corresponding to the other game machine by the second data file. It is characterized by having a game processing means.</p>
<p> According to the present invention, it is possible to reduce the communication load required for downloading data from the game server to the game device while improving the image quality on the game screen, and to shorten the time required to start the game.</p>
<figref num="1">The block diagram which shows the structure of the game system in this embodiment.</figref><figref num="2">A block diagram showing the functional configuration of the game server 10.</figref><figref num="3">A block diagram showing the functional configuration of the game machine 16.</figref><figref num="4">The figure which shows an example of the data about the sticker image registered in database 20.</figref><figref num="5">The figure which shows an example of the sticker image management data managed in a game machine 16.</figref><figref num="6">The flowchart which shows the sticker image registration process in a personal computer 28.</figref><figref num="7">A flowchart showing a sticker image registration process on the management server 18.</figref><figref num="8">The figure which shows the example which adds the sticker image to a part of a player's car.</figref><figref num="9">The figure which shows the example which adds the sticker image to the whole player's car.</figref><figref num="10">A flowchart illustrating game processing in the game server 10.</figref><figref num="11">The figure which shows an example of the game screen which is displayed in the game machine 16 during a game process.</figref><figref num="12">The flowchart which shows the modification of the game processing shown in FIG.</figref>
Hereinafter, embodiments of the present invention will be described with reference to the drawings. FIG. 1 is a block diagram showing a configuration of a game system according to the present embodiment. The game system shown in FIG. 1 is configured by connecting servers (game server 10, management server 18) via a network 12, and provides an online game service to a player who uses the game machine 16. ..
Multiple game servers 10 (10-1,10-2, ..., 10-n) are provided with multiple game centers 14 (14-1,14-2, ..., 14-m). It is connected to a plurality of game machines 16 installed in each of the above) via the network 12. The plurality of game servers 10 cooperate to provide an online game service, receive entry requests for a game from a plurality of game machines 16, and match the number of players required for a multiplayer game to play a game. Run. The plurality of game servers 10 can cooperate with each other to receive entry requests for the game from the plurality of game machines 16 and execute the game independently on each of the plurality of game servers 10. In the game system of the present embodiment, for example, a car racing game in which a battle is played by a plurality of players will be described.
The game server 10 is a computer equipped with a communication function, and is an online game service by executing a game control program for executing a game process described later in addition to a basic program (OS) by a processor. To realize various functions to provide. The game server 10 controls the game while recording various data related to the program and the running game in the memory.
The game server 10 receives an entry request to the game by the players transmitted from a plurality of game machines 16 by executing a program for controlling the game, and the received entry request is necessary for executing the game. Execute matching processing to align players. In the present embodiment, for example, it is assumed that the players necessary for executing the game are arranged from the players who have received the entry request within a predetermined time after the entry request is made by the first player.
The game machine 16 is configured for business use installed in the game center 14, and is equipped with a computer having a communication function. The game machine 16 is an online game service provided by the game server 10 by executing a game program for competing with a player operating another game machine 16 by a processor in addition to the basic program (OS). Can be used.
The game machine 16 in the present embodiment is provided with various input devices (handle, brake / accelerator / clutch pedal, lever, button, etc.) for car racing. When participating in the game, the game machine 16 transmits operation data for various input devices of the player to the game server 10.
The management server 18 records and manages data related to games executed by the plurality of game servers 10 in the database 20. The management server 18 has set up a site for game users on the Internet 26, and responds to an instruction input through a device such as a personal computer (PC) 28, a home game device 29, or a mobile phone. It is possible to view, add, and change individual user data recorded in the database 20. The data managed in the database 20 includes, for example, a sticker image file (hereinafter referred to as a sticker image file) added to a car (player's car) displayed on the game screen during execution of a car racing game. The sticker image file is created, for example, on the personal computer 28, and is uploaded from the personal computer 28 to the management server 18 together with the designation of the user identification data issued to the user of the game machine 16 through the site of the management server 18.
FIG. 2 is a block diagram showing a functional configuration of the game server 10. The functions realized in the game server 10 include a control unit 30, a recording unit 31, a display unit 32, an input unit 33, and a communication unit 34.
The control unit 30 is configured to include a processor, memory, etc., and realizes various functions by executing a basic program (OS), a game control program, etc. recorded in the memory by the processor, and the entire game server 10 To control. The control unit 30 executes game processing by the functions of the identification unit 30a, the game matching unit 30b, the sticker image transmission unit 30c, and the game processing unit 30d.
The identification unit 30a executes a process of identifying a user who uses the game machine 16, and identifies the user based on the user identification data input by the user on the game machine 16 at the start of the game. The user identification data includes unique data that identifies the user, such as the entry name and entry area (registered place), as well as the vehicle type used for game processing, gear type (AT, MT), and viewpoint for game screen control. It can include data indicating the above.
The game matching unit 30b receives entry requests to the game from a plurality of game machines 16 connected via the network 12 and determines the combination of the number of players required for the multiplayer game. The plurality of game servers 10 can cooperate with each other to receive entry requests for the game from the plurality of game machines 16 and execute the game independently on each of the plurality of game servers 10.
The sticker image transmission unit 30c is a sticker image added to the player's car displayed on the game screen during the execution of the car racing game for the game machine 16 (player) participating in the game matched by the game matching unit 30b. Is sent (downloaded). The sticker image transmitter 30c is a reduced sticker image file generated based on the sticker image file uploaded to the management server 18 by each player based on the user identification data of each player participating in the game. Is received from the management server 18 and the files necessary for displaying the game screen are transmitted to each game machine 16.
The game processing unit 30d controls a car racing game executed among a plurality of game machines 16 participating in the game matched by the game matching unit 30b. The game processing unit 30d receives operation data from each game machine 16, and displays a game screen including a player's car whose operation is controlled according to the operation data on each game machine 16. In each game machine 16, the game processing unit 30d includes a player's car (object) corresponding to the player's machine to which the sticker image is added by the sticker image file, and other game machines to which the sticker image is added by the reduced sticker image file. Execute the game while displaying the game screen including other player's cars (objects) corresponding to 16.
The display unit 32 controls the display on the display. The input unit 33 controls input from an input device such as a keyboard. The communication unit 34 controls communication with the game machine 16 via the network 12.
FIG. 3 is a block diagram showing a functional configuration of the game machine 16. The game machine 16 is realized by mounting a computer, and the functions to be realized include a control unit 40, a recording unit 41, a display unit 42, an input unit 43, and a communication unit 44.
The control unit 40 is configured to include a processor, memory, etc., and realizes various functions by executing a basic program (OS), a game control program, etc. recorded in the memory by the processor, and the entire game machine 16 To control. The control unit 40 executes game processing by the functions of the identification processing unit 40a, the game entry processing unit 40b, the sticker image receiving unit 40c, and the game processing unit 40d.
The identification processing unit 40a executes a process of identifying a player who intends to use the game machine 16, and inquires of the game server 10 based on the user identification data input by the player to identify the player. It is assumed that the user registration is performed separately from the time when the game is executed, and for example, the user identification data is recorded on a card (or a key-type recording medium) and provided to the user in advance. The player can input the user identification data by having the game machine 16 read the user identification data recorded on the card.
The game entry processing unit 40b inputs a game entry request from the player through the input unit 43, and transmits the entry request to the game server 10.
The sticker image receiving unit 40c uses the sticker image file corresponding to the player who uses the own machine and another game machine 16 that participates in the game matched to the entry request sent by the game entry processing unit 40b. The reduced sticker image file of the player to be played is received and stored in the recording unit 41.
Under the control of the game server 10, the game processing unit 40d advances the game while displaying the game screen according to the operation data transmitted from the other game machine 16 as the opponent. The game processing unit 40d executes game processing according to the game content set in the game content setting data 41b, for example, the car type (manufacturer, vehicle type, gear type, etc.) and the car setting, and is included in the game data 41a. The game screen is displayed using the display data and the like. The game processing unit 40d adds and displays a sticker image according to the sticker image file 41c downloaded from the game server 10 to the player's car corresponding to the player of the own machine, and corresponds to other players. For the player's car, a sticker image is added and displayed according to the reduced sticker image file 41d. In the car racing game of the present embodiment, the player's car corresponding to the player who operates the own machine is displayed in the center of the game screen during normal game execution (when running on the course).
The recording unit 41 is composed of a hard disk device or the like, and records various data processed by the control unit 40. The data recorded in the recording unit 41 includes game data 41a including display data for executing a car race game, game content setting data 41b that defines the game content, sticker image file 41c downloaded from the game server 10, and reduction. Includes sticker image file 41d, sticker image management data 41e, etc.
The display unit 42 controls the display on the display, and under the control of the control unit 40, displays a game screen for car racing, a screen for each setting, and the like.
The input unit 43 controls inputs from various input devices operated by the player. For example, the input unit 43 inputs inputs to input devices such as an accelerator / brake / clutch pedal, a steering wheel, a lever, and a button provided for a car racing game. Control. Further, the input unit 43 controls input from a device that reads user data (identification data) from a card (or a key-type recording medium or the like).
The communication unit 44 controls communication with the game server 10 and the like via the network 12.
Next, an example of data configuration of the database 20 managed by the management server 18 will be described. FIG. 4 shows an example of data related to the sticker image registered in the database 20. As shown in FIG. 4, in the database 20, a sticker image file and a reduced sticker image file are registered in association with the user identification data issued to the user registered as a user. The sticker image file is uploaded from, for example, the personal computer 28 together with the designation of the user identification data. The reduced sticker image file is generated based on the sticker image file, and is data having a smaller data size than the sticker image file for displaying the same sticker image.
FIG. 5 is a diagram showing an example of sticker image management data managed in the game machine 16. The game machine 16 downloads data for displaying the game screen from the game server 10 before the game starts. The operation of the game machine 16 is controlled by a sticker image file for a sticker image added to a player's car whose operation is controlled by a player who operates its own machine, and a player who operates another game machine 16 which is an opponent. Download the reduced sticker image file (reduced sticker image file 1,2, ...) for the sticker image added to the other player's cars 1,2, ... as shown in Figure 5. It is recorded as sticker pixel management data.
For example, if a car racing game is run by 16 player's cars, in addition to the sticker image files for the player's car, there are 15 reduced sticker image files for the other player's cars in the game. Downloaded to machine 16. The sticker image is not always required for the player's car, and the sticker image file (reduced sticker image file) corresponding to the game machine 16 (player) participating in the game is not registered in the management server 18 (database 20). In that case, it shall not be downloaded.
The game machine 16 displays the game screen by adding a sticker image to the player's car and other player's cars by using the sticker image file and the reduced sticker image file recorded as the sticker image management data during the game processing. To do.
Next, the operation of the game system in this embodiment will be described. First, the sticker image registration process for registering the sticker image file in the management server 18 will be described with reference to the flowcharts shown in FIGS. 6 and 7. FIG. 6 shows the sticker image registration process in the personal computer 28, and FIG. 7 shows the sticker image registration process in the management server 18.
For the player who uses the game machine 16, for example, a card type (or key type) key is provided in advance by registering as a user at the game center 14. User identification data including unique data that identifies the user is recorded in the card key. By registering the user identification data of each user on the management server 18, the game system can identify each user based on the user identification data.
The management server 18 has set up a site for game users on the Internet 26. A user who has registered as a user in the game system can access the site of the management server 18 from the personal computer 28 and log in to the web page for registering the sticker image (step A1).
The personal computer 28 displays a Web page for registering a sticker image. Here, when the user is instructed to register the sticker image (step A3, Yes), the personal computer 28 receives the Web page for specifying the user identification data and the sticker image file from the management server 18 and displays it. ..
On this Web page, the user specifies user identification data (unique data) registered as a user in the game system in advance and a sticker image file created / saved in the personal computer 28 in advance (steps A4 and A5).
On the other hand, the management server 18 receives the user identification data and the sticker image file from the personal computer 28 through the web page for registering the sticker image (step B1).
The management server 18 creates a reduced sticker image file with a small data size based on the sticker image file received from the personal computer 28 (step B2). The reduced sticker image file may be created by any method such as thinning out data, reducing the number of colors, converting the file format, etc. If the game machine 16 can process it, the file size is the original. It should be smaller than the sticker image file.
As shown in FIG. 4, the management server 18 registers the sticker image file and the reduced sticker image file in the database 20 in association with the user identification data (step B3).
Here, FIGS. 8 and 9 show an example of a sticker image added to the player's car on the game screen.
FIG. 8 shows an example of adding a sticker image to a part of the player's car. In the example shown in FIG. 8, a rectangular sticker image is added to the rear window and the door. In the personal computer 28, for example, using an image creation application, a rectangular image is created in advance and saved as a sticker image file.
FIG. 9 shows an example of adding a sticker image to the entire player's car. In the example shown in FIG. 9, a sticker image is added to the entire vehicle body. It is assumed that the site of the management server 18 provides, for example, a template for creating a sticker image. The template has a shape corresponding to the upper surface, the side surface (left and right), the rear surface, and the like of the vehicle body, and a sticker image file can be created by creating an image on the personal computer 28 for this template.
In the above description, the case where the sticker image file created by the personal computer 28 is uploaded to the management server 18 is described, but the sticker image file may be uploaded from another device such as the game device 29. In addition, the sticker image file created by the personal computer 28 is recorded on a recording medium that can be read by the game machine 16 (may be used in combination with a recording medium used as a key), and is managed from this recording medium through the game machine 16. You may also upload to server 18. Further, by providing a function that allows the game machine 16 to easily create a sticker image, the sticker image file created by the game machine 16 may be uploaded.
In this way, in the game system of the present embodiment, it is possible to arbitrarily create a sticker image file to be added to the player's car displayed on the game screen and upload it to the management server 18 in advance. At this time, a reduced sticker image file for the sticker image added to the player's car displayed in the game screen of the other game machine 16 is created and registered in the database 20 together with the sticker image file.
Next, the operation in this embodiment will be described. FIG. 10 is a flowchart illustrating game processing in the game server 10.
At the game center 14, by using the game machine 16, it is possible to participate in a multiplayer game including players of other game centers 14. When the player uses the game machine 16, for example, the user identification data recorded in a key (for example, a card type or a key type) issued in advance for using the game machine 16 at the game center 14 is input to the game machine 16. Loaded by. When the game machine 16 is determined to be a registered user from the user identification data, the game machine 16 can read the data recorded in the key and use the past setting data (vehicle model, etc.).
When the player is instructed to participate in the car racing game, the game machine 16 transmits an entry request for the player indicated by the user recognition data together with the user recognition data to the game server 10. When the game server 10 receives a game entry request (step C1), the game server 10 enters the player into the game and displays the entry screen on the game machine 16 from which the entry request is made.
On the entry screen, for example, a car image, a user name (nickname), a class, etc. registered in advance are displayed as data about the entered player. As the data to be displayed on the entry screen, the data recorded in the key together with the user identification data may be used, or the management server 18 is inquired based on the user identification data and the data registered in the database 20 is used. Is also good.
The game matching unit 30b of the game server 10 matches the participating players necessary for the establishment of the race game, including entry requests from other players (step C2).
When the game server 10 determines the participating players (game machine 16) to participate in the game by the game matching unit 30b, the game server 10 receives the sticker image file and the reduced sticker image file corresponding to each participating player from the management server 18 (step). C4).
Then, the sticker image transmission unit 30c transmits the sticker image file corresponding to the participating player and the reduced sticker image file corresponding to the other participating player to the game machine 16 of each participating player (step C5).
That is, by transmitting a sticker image file corresponding to the player of this game machine 16 to a certain game machine 16, a fine sticker image is added to and displayed on the player's car displayed on the game screen. It can be so. On the other hand, in order to display the sticker image corresponding to the other player who is the opponent on the game machine 16, a reduced sticker image file having a small data size is transmitted.
So, for example, if a racing game is run by 16 player's cars, send a sticker image file with a large data size for one player's car and for the remaining 15 other player's cars. A reduced sticker image file with a small data size will be sent to. Therefore, the amount of data transmitted can be significantly reduced as compared with the case of transmitting a sticker image file having a large data size for all player's cars.
When the sticker image transmission unit 30c of the game server 10 completes the transmission of the sticker image file and the reduced sticker image file to the game machine 16 of each participating player (step C6, Yes), the game processing unit 30d performs the game processing. Execute (step C7).
FIG. 11 shows an example of a game screen displayed during game processing on the game machine 16. As shown in FIG. 11, on the game screen, the player's car is displayed in the center of the screen, and the other player's car operated by the other player is displayed at a position relative to the player's car. Therefore, the player's car will be greatly enlarged and displayed on the game screen, but since the original sticker image file is downloaded from the game server 10, a high-definition sticker image is added to the player's car and displayed. be able to. Other player's cars are often displayed smaller than the player's car in the center of the game screen, and players tend not to pay attention to other player's cars, so stickers using reduced sticker image files Even if an image is added, the player does not feel uncomfortable.
The game machine 16 records the sticker image file 41c and the reduced sticker image file 41d received from the game server 10 in the recording unit 41 by the sticker image receiving unit 40c, and the player's car by the game processing unit 40d based on this file. And other player's cars with sticker images added, the game is executed while displaying the game screen as shown in Fig. 11. The game processing unit 40d uses the sticker image file 41c and the reduced sticker image file 41d to display the player's car to which the sticker image is added until the game is completed (step C8).
In this way, for the sticker image file required to add and display the sticker image to the player's car on the game machine 16, the reduced sticker image file with a small data size for other player's cars is used for the game. Since the amount of data transmitted is reduced by downloading from the server 10 to the game machine 16, it is possible to reduce the communication addition required for downloading the data. Therefore, it is possible to shorten the time from the determination of the participating players participating in the game to the start of the game. Further, for the player's car, since the sticker image is displayed using the original sticker image file, the image quality can be maintained high.
Next, a modified example of the game processing shown in FIG. 10 will be described with reference to the flowchart shown in FIG. In the game processing shown in FIG. 10, a sticker image file for the player's car and a reduced image file for other player's cars are downloaded to each game machine 16, and only for the player's car during game execution. A high-definition sticker image is added using a sticker image file, but a high-definition sticker image can be added and displayed for other player's cars from the middle of the game processing.
The description of steps D1 to D6 shown in FIG. 12 will be omitted assuming that the same processing as steps C1 to C6 shown in FIG. 10 is executed.
When the game processing by the game processing unit 30d is started (step D7), the sticker image transmitting unit 30c of the game server 10 applies the sticker image file corresponding to each participating player to the game machine 16 of each participating player. Start transmission (step D8). That is, the game is started when the transmission (download) of the sticker image file for the player's car and the reduced sticker image file for the other player's car is completed to the game machine 16 of each participating player. During the game process (step D9), while sending and receiving data to advance the game between the game server 10 and each game machine 16, the sticker image file is downloaded in parallel (step D8 ~). D10).
When the transmission of the sticker image file to the game machine 16 of each player is completed (step D10, Yes), the game processing unit 30d instructs each game machine 16 to display the game screen using the sticker image file. (Step D11). That is, the other player's car on the game screen is also displayed by adding a high-definition sticker image using the sticker image file received during the game processing. The game processing unit 40d of the game machine 16 executes the game processing until the end of the game while displaying the player's car to which the sticker image using the sticker image file is added in response to the instruction from the game server 10. , D13).
In this way, in the game processing shown in FIG. 12, by transmitting the sticker image file and the reduced sticker image file, the game is executed while shortening the time until the game starts in the same manner as the game processing shown in FIG. It is possible to provide a high-quality game screen by completing the download of the sticker image file inside and displaying the sticker image using the sticker image file for all player's cars.
In the above explanation, the management server 18 has registered two files with different data sizes, a sticker image file and a reduced sticker image file, but created three or more multi-stage files with different data sizes. By registering, the file to be downloaded from the game server 10 to the game machine 16 before the start of the game may be appropriately selected from a plurality of files having different data sizes according to the communication status and the like. For example, when the communication capacity for a certain game machine 16 is small, by selecting a file with a small data size, it is possible to prevent the time required for downloading from being longer than that for downloading to another game machine 16.
Further, in the above description, the case where the game is executed on the commercial game machine 16 installed in the game center 14 is described, but it can also be applied to the case where the game is participated by the home-use game device 29. ..
Further, in the management server 18, it is assumed that a sticker image file for one type of sticker image is registered in association with the user (user identification data), but the type of car used in the race (manufacturer, car type) By preparing a plurality of sticker image files according to the situation, the sticker image files corresponding to the car (player's car) specified by the player may be downloaded from the game server 10.
Further, in the above description, the game machine 16 (game system) that executes the car racing game is described, but it can also be applied to a game device that executes other games. That is, when the image file used for displaying the game screen on the game machine 16 is downloaded from the game server when the game is started, it is possible to display a fine image of the main characters related to the player. The image file may be targeted, and the image file having a small data size may be targeted for other characters and the like.
Further, the present invention is not limited to the above-described embodiment as it is, and at the implementation stage, the components can be modified and embodied within a range that does not deviate from the gist thereof. In addition, various inventions can be formed by appropriately combining the plurality of components disclosed in the above-described embodiment. For example, some components may be removed from all the components shown in the embodiments. In addition, components across different embodiments may be combined as appropriate.
Further, the method described in the embodiment includes, for example, a magnetic disk (flexible disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), a semiconductor memory, as a program (software means) that can be executed by a computer. It can be stored in a recording medium such as (ROM, RAM, flash memory, etc.), or transmitted and distributed by a communication medium. The program stored on the medium side also includes a setting program for configuring the software means (including not only the execution program but also the table and the data structure) to be executed by the computer in the computer. A computer that realizes this device reads a program recorded on a recording medium, constructs software means by a setting program in some cases, and executes the above-described processing by controlling the operation by the software means. The recording medium referred to in the present specification is not limited to distribution, and includes recording media such as magnetic disks and semiconductor memories provided in devices connected inside a computer or via a network.
10 (10-1,10-2,10-n) ... Game Server, 12 ... Network, 14 (14-1,14-2,14-m) ... Game Center, 16 ... Game consoles, 18 ... management servers, 20 ... databases, 24 ... client devices, 26 ... Internet, 28 ... PCs, 29 ... game consoles, 30, 40 ... controls , 30a ... identification unit, 30b ... game matching unit, 30c ... sticker image transmission unit, 40a ... identification processing unit, 40b ... game entry processing unit, 40c ... sticker image receiving unit , 40d ... Game processing department.
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| Document | Office | Kind | |
|---|---|---|---|
| JP2010240210AThis record | Japan | A | |
| JP5624728B2 | Japan | B2 |
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Numbers
- Publication
- 2010240210
- Application
- 93227
Titles2
- Japanese
- ゲームシステム、ゲームサーバ
- English
- Game system, game server
Classification
- IPC, 10
- A63F13 245
- A63F13 33
- A63F13 35
- A63F13 358
- A63F13 45
- A63F13 48
- A63F13 5258
- A63F13 10
- A63F13 12
- A63F13 00