Program and server
Abstract
Problem to be solved.To perform a process of matching a third party character with a first and second player characters in a battle game in which a first and second player characters appear, and it is possible to excite the battle game. To provide a server and a program for extracting a third party character. A third party character is extracted before the start of a competitive game based on at least one of information on a first player character and information on a second player character. [Selection diagram] FIG. 9 (A)

Term
Projected expiry 6 August 2033.
- Priority and filed
- Published
- Today
- Projected expiry
16 claims: 13 independent, 3 dependent
- 1マッチング処理を行うサーバのプログラムであって、 プレーヤキャラクタの情報を記憶部に記憶する処理を行う記憶処理部と、 第1のプレーヤキャラクタ及び第2のプレーヤキャラクタが登場する対戦ゲームに参戦可能な複数のキャラクタの中から、第3者キャラクタを抽出し、当該第1のプレーヤキャラクタ及び当該第2のプレーヤキャラクタに当該第3者キャラクタをマッチングする設定処理を行うマッチング処理部として、コンピュータを機能させ、 前記マッチング処理部が、 前記第1のプレーヤキャラクタの情報及び前記第2のプレーヤキャラクタの情報の少なくとも一方に基づいて、前記対戦ゲーム開始前に第3者キャラクタを抽出することを特徴とするプログラム。
- 2請求項1において、 前記マッチング処理部が、 前記第1のプレーヤキャラクタのレベル及び前記第2のプレーヤキャラクタのレベルの少なくとも一方に基づいて、第3者キャラクタを抽出することを特徴とするプログラム。
- 3請求項1又は2において、 前記マッチング処理部が、 前記第1のプレーヤキャラクタの属性及び前記第2のプレーヤキャラクタの属性の少なくとも一方に基づいて、第3者キャラクタを抽出することを特徴とするプログラム。
- 4請求項1~3のいずれかにおいて、 前記マッチング処理部が、 第1のプレーヤキャラクタを操作対象とする端末及び第2のプレーヤキャラクタを操作対象とする端末からマッチング許可情報を受信した場合に、第3者キャラクタのマッチングを設定することを特徴とするプログラム。
- 5請求項1~4のいずれかにおいて、 前記マッチング処理部が、 第3者キャラクタが前記対戦ゲームに参戦する開始タイミングを決定することを特徴とするプログラム。
- 6請求項1~5のいずれかにおいて、 前記マッチング処理部が、 第3者キャラクタが前記対戦ゲームに参戦する参戦期間を決定することを特徴とするプログラム。
- 7請求項1~6のいずれかにおいて、 マッチング設定後、第1のプレーヤキャラクタのミッション、第2のプレーヤキャラクタのミッション及び第3者キャラクタのミッションの少なくとも1つを決定するゲーム制御部として、コンピュータを更に機能させることを特徴とするプログラム。
- 8請求項1~7のいずれかにおいて、 マッチング設定後、第1のプレーヤキャラクタ、第2のプレーヤキャラクタ及び第3者キャラクタの敵対関係又は味方関係を決定するゲーム制御部として、コンピュータを更に機能させることを特徴とするプログラム。
- 9請求項1~8のいずれかにおいて、 マッチング設定後、第1のプレーヤキャラクタ、第2のプレーヤキャラクタ及び第3者キャラクタが登場するステージを決定するゲーム制御部として、コンピュータを更に機能させることを特徴とするプログラム。
- 10請求項1~9のいずれかにおいて、 マッチング設定後、第1のプレーヤキャラクタの情報、第2のプレーヤキャラクタの情報及び第3者キャラクタの情報の少なくとも1つを変更するゲーム制御部として、コンピュータを更に機能させることを特徴とするプログラム。
- 11請求項1~10のいずれかにおいて、 マッチング設定後、第1のプレーヤキャラクタのパラメータ、第2のプレーヤキャラクタのパラメータ及び第3者キャラクタのパラメータの少なくとも1つを変更するゲーム制御部として、コンピュータを機能させることを特徴とするプログラム。
- 12請求項1~11のいずれかにおいて、 前記対戦ゲームの結果に基づいて、第1のプレーヤキャラクタの情報、第2のプレーヤキャラクタの情報及び第3者キャラクタの情報の少なくとも1つを更新するゲーム制御部として、コンピュータを更に機能させることを特徴とするプログラム。
- 13請求項1~12のいずれかにおいて、 第3者キャラクタは、予め定められたアルゴリズムに基づき端末のコンピュータで制御されるCPUキャラクタ、過去のプレーヤキャラクタの制御情報に基づき端末のコンピュータで制御されるゴーストキャラクタ、又は、プレーヤの入力情報に基づいて制御されるプレーヤキャラクタであることを特徴とするプログラム。
- 14請求項13において、 前記記憶処理部が、 キャラクタの情報及び当該キャラクタのCPU制御情報の少なくとも一方をプレーヤの端末から受信して記憶部に記憶する処理を行い、 前記マッチング処理部が、 ゴーストキャラクタを第3者キャラクタとしてマッチング設定した場合には、当該第3者キャラクタの情報及び当該第3者キャラクタのCPU制御情報の少なくとも一方を、第1、第2のプレーヤキャラクタを操作対象とする各端末に送信することを特徴とするプログラム。
- 15請求項1~14のいずれかにおいて、 前記記憶処理部が、 第1、第2のプレーヤキャラクタ、及び第3者キャラクタのマッチング情報の履歴を記憶部に記憶する処理を行い、 前記マッチング処理部が、 キャラクタの過去のマッチング情報に基づいて、前記マッチング処理を行うことを特徴とするプログラム。
- 16マッチング処理を行うサーバであって、 プレーヤキャラクタの情報を記憶部に記憶する処理を行う記憶処理部と、 第1のプレーヤキャラクタ及び第2のプレーヤキャラクタが登場する対戦ゲームに参戦可能な複数のキャラクタの中から、第3者キャラクタを抽出し、当該第1のプレーヤキャラクタ及び当該第2のプレーヤキャラクタに当該第3者キャラクタをマッチングする設定処理を行うマッチング処理部と、を含み、 前記マッチング処理部が、 前記第1のプレーヤキャラクタの情報及び第2のプレーヤキャラクタの情報の少なくとも一方に基づいて、前記対戦ゲーム開始前に第3者キャラクタを抽出することを特徴とするサーバ。
Independent claims16
169 paragraphs, as filed
The present invention relates to programs and servers.
Conventionally, there is a game system in which a player operates a player character in an object space to play a battle game in which a player plays against an opponent player character.
Further, in Patent Document 1, the imbalance of game superiority or inferiority based on the operation experience between opponents in a battle game is adjusted by making a third party character under computer control appear in the game, and the game is competitive and tense. A game terminal that provides the above has been proposed.
<p><patcit num="1"><text>Japanese Unexamined Patent Publication No. 2011-56129</text></patcit></p>
<p num="0005"> However, the game terminal shown in Patent Document 1 merely causes a third party character to appear according to the battle situation to support a character having a low score, and extracts what kind of third party character. It is not considered whether to do it. Therefore, some of the game terminals described in Patent Document 1 lack the fun of the competitive game even if a third party character appears.</p><p num="0006"> The present invention has been made in view of the above problems, and in a battle game in which the first and second player characters appear, a process of matching a third party character with the first and second player characters is performed. The purpose of the present invention is to provide a server and a program for extracting a third party character capable of enlivening the battle game.</p>
<p num="0007"> (1) The present invention A server program that performs matching processing, and a storage processing unit that stores player character information in the storage unit. A third player character is extracted from a plurality of characters that can participate in the battle game in which the first player character and the second player character appear, and the first player character and the second player character are used. The computer is made to function as a matching processing unit that performs setting processing for matching third-party characters. The matching processing unit The present invention relates to a program for extracting a third party character before the start of the battle game based on at least one of the information of the first player character and the information of the second player character.</p><p num="0008"> The present invention also relates to an information storage medium that is readable by a computer and stores the above program.</p><p num="0009"> According to the present invention, since the third party character is extracted based on at least one of the information of the first player character and the information of the second player character, the information of the first player character and the second player character It is possible to extract a third-party character that can excite the game according to at least one of the information of. Therefore, in the present invention According to this, the player can enjoy an unprecedented heated battle game by participating in the third party character, and can feel more interesting.</p><p num="0010"> Further, according to the present invention, since the third party character is extracted before the start of the game, the first and second player characters can be compared with the case where the third party character is extracted according to the game situation during the battle. Appropriate third party characters can be extracted. That is, according to the present invention, since the third party character is extracted based on the information of the original first and second player characters, the third party character suitable for the first and second player characters is extracted. be able to. Further, since the present invention extracts the third party character before the start of the game, the processing load of the server during the game can be reduced.</p><p num="0011"> (2) Further, in the program of the present invention, The matching processing unit A third party character may be extracted based on at least one of the level of the first player character and the level of the second player character.</p><p num="0012"> According to the present invention, it is possible to extract a third party character who can excite the game according to at least one of the level of the first player character and the level of the second player character.</p><p num="0013"> (3) Further, in the program of the present invention, The matching processing unit A third party character may be extracted based on at least one of the attributes of the first player character and the attributes of the second player character.</p><p num="0014"> According to the present invention, it is possible to extract a third party character who can excite the game according to at least one of the attributes of the first player character and the attributes of the second player character.</p><p num="0015"> (4) Further, in the program of the present invention, The matching processing unit When matching permission information is received from a terminal whose operation target is the first player character and a terminal whose operation target is the second player character, matching of a third party character may be set.</p><p num="0016"> For example, there is a case where the first player of the terminal whose operation target is the first player character and the second player of the terminal whose operation target is the second player character do not want to participate in the third party character. is there. In the present invention, when the matching permission information is received from the terminal of the first player and the terminal of the second player, the matching of the third party character is set, so that the first and second players are the third party characters. If you want, you can realize a game in which a third party character participates.</p><p num="0017"> (5) Further, in the program of the present invention, The matching processing unit The start timing at which the third party character participates in the battle game may be determined.</p><p num="0018"> According to the present invention, the game can be excited by determining the start timing at which the third party character participates in the battle game. For example, a normal-level third-party character may start participating in the battle game at the beginning, or a higher-level third-party character may start participating in the battle game toward the end of the battle game. If you do this, a third party character Depending on the timing at which Ta participates in the competitive game, the game will be interesting and the outcome of the competitive game will be influenced, and the game will be even more exciting.</p><p num="0019"> (6) Further, in the program of the present invention, The matching processing unit The participation period in which the third party character participates in the battle game may be determined.</p><p num="0020"> According to the present invention, the game can be excited by determining the participation period in which the third party character participates in the battle game. For example, the third party character may participate in the battle game for a long period of time, or the third party character may participate in the battle game in the last few seconds. In this way, it becomes an interesting game development in which the victory or defeat of the battle game is influenced by the participation period in which the third party character participates in the battle game, and the game can be further excited.</p><p num="0021"> (7) Further, in the program of the present invention, After the matching setting, the computer may further function as a game control unit that determines at least one of the mission of the first player character, the mission of the second player character, and the mission of the third party character.</p><p num="0022"> According to the present invention, the game is developed with the purpose of achieving a new mission after the matching is set, and the game can be further excited.</p><p num="0023"> (8) Further, in the program of the present invention, After the matching setting, the computer may further function as a game control unit that determines the hostile relationship or the ally relationship of the first player character, the second player character, and the third party character.</p><p num="0024"> According to the present invention, after the matching setting, the hostile relationship or the ally relationship between the first player character, the second player character, and the third party character is determined, so that the game can be further excited.</p><p num="0025"> (9) Further, in the program of the present invention, After the matching setting, the computer may further function as a game control unit that determines a stage in which the first player character, the second player character, and the third party character appear.</p><p num="0026"> According to the present invention, after the matching setting, the stage in which the first player character, the second player character, and the third party character appear is determined, so that the game can be further excited.</p><p num="0027"> (10) Further, in the program of the present invention, After the matching setting, the computer may further function as a game control unit that changes at least one of the information of the first player character, the information of the second player character, and the information of the third party character.</p><p num="0028"> According to the present invention, it is possible to further excite the game by changing at least one of the information of the first player character, the information of the second player character, and the information of the third party character after the matching setting. Become.</p><p num="0029"> (11) Further, in the program of the present invention, After the matching setting, the computer may be made to function as a game control unit that changes at least one of the parameters of the first player character, the parameters of the second player character, and the parameters of the third party character.</p><p num="0030"> According to the present invention, it is possible to further excite the game by changing at least one of the parameters of the first player character, the second player character, and the third party character after the matching setting. Become.</p><p num="0031"> (12) Further, in the program of the present invention, The computer is further made to function as a game control unit that updates at least one of the information of the first player character, the information of the second player character, and the information of the third party character based on the result of the battle game. You may.</p><p num="0032"> According to the present invention, the result of the battle game can be reflected in at least one of the information of the first player character, the information of the second player character, and the information of the third party character, and the game is satisfied by the player. Can be provided.</p><p num="0033"> (13) Further, in the program of the present invention, The third party character is a CPU character controlled by the terminal computer based on a predetermined algorithm, a ghost character controlled by the terminal computer based on past player character control information, or a player input information. It may be a player character controlled by the computer.</p><p num="0034"> According to the present invention, a large number of characters to be extracted can be prepared, and a character suitable for the first and second player characters can be matched as a third party character.</p><p num="0035"> (14) Further, in the program of the present invention, The storage processing unit A process is performed in which at least one of the character information and the CPU control information of the character is received from the player terminal and stored in the storage unit. The matching processing unit When the ghost character is set to match as the third party character, at least one of the information of the third party character and the CPU control information of the third party character is operated by the first and second player characters. It may be transmitted to each terminal.</p><p num="0036"> According to the present invention, the player transmits at least one of the character information and the CPU control information of the character to the server in advance, so that the player character operated by the player is transmitted to another terminal (first, second). It is possible to give an opportunity to be controlled as a ghost character (third party character) in each terminal) whose operation target is the player character of. That is, the player character can be controlled by another terminal as a ghost character (third party character) even if the player does not operate it, and it is possible to provide an unprecedentedly interesting game.</p><p num="0037"> (15) Further, in the program of the present invention, The storage processing unit A process of storing the history of matching information of the first and second player characters and the third party character in the storage unit is performed. The matching processing unit The matching process is performed based on the past matching information of the character. May be good.</p><p num="0038"> According to the present invention, since the matching process is performed based on the history of matching information, it is possible to give an opportunity to match again with the same combination previously matched, for example. On the contrary, it is also possible to control so as to match in a combination different from the previously matched combination, and it is possible to provide a game environment in which the player can further enjoy.</p><p num="0039"> (16) Further, the present invention A server that performs matching processing A storage processing unit that performs processing to store player character information in the storage unit, A third party character is extracted from a plurality of characters that can participate in the battle game in which the first player character and the second player character appear, and the first player character and the second player character are used. Including a matching processing unit that performs setting processing for matching a third party character, The matching processing unit The present invention relates to a server that extracts a third party character before the start of the battle game based on at least one of the information of the first player character and the information of the second player character.</p>
<figref num="1">An example of the network system of this embodiment.</figref><figref num="2">The functional block diagram of the terminal of this embodiment.</figref><figref num="3">The functional block diagram of the server of this embodiment.</figref><figref num="4">An example of player character information of the present embodiment.</figref><figref num="5">An example of a table associated with data such as extraction conditions for extracting a third party character of the present embodiment.</figref><figref num="6">An example of a table associated with data such as extraction conditions for extracting a third party character of the present embodiment.</figref><figref num="7">The figure for demonstrating the participation start timing, the participation period, etc. of the third person character of this embodiment.</figref><figref num="8">An example of the history of matching information of this embodiment.</figref><figref num="9(A)">The flowchart which shows the process flow of this embodiment.</figref><figref num="9(B)">The flowchart which shows the process flow of this embodiment.</figref>
Hereinafter, this embodiment will be described. The present embodiment described below does not unreasonably limit the content of the present invention described in the claims. Moreover, not all of the configurations described in the present embodiment are essential constituent requirements of the present invention.
1. 1. Network system FIG. 1 shows a network system (game system) of the present embodiment. In this embodiment, it is composed of a plurality of terminals 10 and a server 20. That is, as shown in FIG. 1, the network system of the present embodiment is configured so that the server 20 and the terminal 10 that provide the service can be connected to the network (for example, the Internet).
The terminal 10 is an information processing device such as a mobile terminal (mobile phone, PHS terminal, smartphone, PDA, portable game machine, etc.), personal computer (PC), game machine, image generator, etc., and is an Internet (WAN), LAN. It is a device that can be connected to the server 20 via a network such as. The communication line between the terminal 10 and the server 20 may or may not be wired. It may be a line.
The server 20 is a computer used by the game administrator to operate and manage the game service. The server 20 is a computer (for example, a workstation or a personal computer), and transmits various information to the terminal 10 in response to various commands (requests) transmitted from the terminal 10. When the terminal 10 used by the player playing the game requests the distribution of the game content, the server 20 in the present embodiment transmits the game content corresponding to the request, for example, a game program that can be operated on the terminal 10. You may. Further, the server 20 may transmit a Web page that can be viewed by the browser of the terminal 10.
2. Constitution 2.1. Terminal configuration FIG. 2 shows an example of a functional block diagram of the terminal of the present embodiment. The terminal of the present embodiment may have a configuration in which some of the components (each part) of FIG. 2 are omitted.
The input unit 160 is a device for inputting input information from the player, and outputs the input information of the player to the processing unit. The input unit 160 of the present embodiment includes a detection unit 162 that detects input information (input signal) of the player. The input unit 160 includes, for example, a lever, a button, a steering wheel, a microphone, a touch panel type display, a keyboard, a mouse, and the like.
Further, the input unit 160 may be an input device including an acceleration sensor for detecting the acceleration of three axes, a gyro sensor for detecting the angular velocity, and an imaging unit. For example, the input device may be one that the player grips and moves, or one that the player wears and moves. Input devices also include controllers made to imitate actual tools such as sword-type controllers and gun-type controllers held by the player, and glove-type controllers worn by the player (weared by the player). Is done. The input device also includes a game device integrated with the input device, a portable game device, a mobile phone, a smartphone, and the like. The terminal of this embodiment may include a plurality of input units 160.
The storage unit 170 serves as a work area for the processing unit 100, the communication unit 196, and the like, and its function can be realized by a RAM (VRAM) or the like.
The information storage medium 180 (a medium that can be read by a computer) stores programs, data, and the like, and its functions are an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, and a magnetic tape. Alternatively, it can be realized by a memory (ROM) or the like. The processing unit 100 performs various processes of the present embodiment based on the program (data) stored in the information storage medium 180. The information storage medium 180 can store a program for operating the computer as each part of the present embodiment (a program for causing the computer to execute the processing of each part).
In the present embodiment, programs and game data for operating the computer as each part of the present embodiment stored in the information storage medium 280 and the storage unit 270 of the server 20 are received and received via the network. The program or data may be stored in the storage unit 170 or the information storage medium 180. The case where the network system functions by receiving the program or data in this way is also included in the scope of the present invention.
The display unit 190 outputs an image generated by the present embodiment, and its function can be realized by a CRT, an LCD, a touch panel type display, an HMD (head mounted display), or the like. The sound output unit 192 outputs the sound generated by the present embodiment. It is powerful, and its function can be realized by a speaker, headphones, or the like.
The communication unit 196 performs various controls for communicating with an external device (for example, another terminal or server), and its functions are realized by various processors or hardware such as an ASIC for communication, a program, or the like. it can.
The processing unit 100 (processor) performs processing such as game processing, image generation processing, or sound generation processing based on input information from the input unit 160, a program, or the like. The processing unit 100 performs various processes using the main storage unit 172 in the storage unit 170 as a work area. The function of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), or a program.
The processing unit 100 includes a communication control unit 110, a game processing unit 112, a display control unit 114, a drawing unit 120, and a sound generation unit 130. It should be noted that a configuration in which some of these may be omitted may be used.
The communication control unit 110 performs a process of transmitting and receiving data to and from the server 20. For example, the communication control unit 110 performs a process of storing the data received from the server 20 in the storage unit 170, a process of analyzing the received data, a control process related to transmission / reception of other data, and the like. The communication control unit 110 may perform a process of storing and managing the destination information of the server in the storage unit 170 or the information storage medium 180. Further, the communication control unit 110 may perform communication with the server 20 when receiving input information for starting communication from the player.
Further, the communication control unit 110 may perform a process of transmitting player identification information and receiving data related to player information from the server 20. The communication control unit 110 may generate a packet containing data according to the frame rate at which the image is drawn, and may perform a process of transmitting the generated packet to the server 20. Specifically, for example, a process of transmitting a packet to the server 20 may be performed every 1/60 second.
Further, the communication control unit 110 may receive information on other player characters participating in the battle game and information on a third party character from the server 20 or another terminal 10 via the network. Further, the communication control unit 110 may transmit matching permission information indicating that the participation of the third party character is permitted to the server 20. Further, the communication control unit 110 may perform a process of receiving the result of the game (the result of winning or losing the battle game) from the server 20 via the network.
The game processing unit 112 performs various game calculation processes. For example, there are a process of starting a game when the game start condition is satisfied, a process of advancing the game, a process of ending the game when the game end condition is satisfied, and the like.
The game processing unit 112 is composed of various objects (polygons, free curved surfaces, subdivision surfaces, and other primitives) that represent display objects such as player characters, buildings, stadiums, cars, trees, pillars, walls, and maps (topography). Object) may be arranged and set in the object space.
Here, the object space is a game space (virtual space), and includes both a two-dimensional space and a three-dimensional space. For example, when the object space is a three-dimensional space, the objects are arranged in the world coordinate system.
For example, the game processing unit 112 may perform a process of moving the player character in the object space. That is, the player inputs by the input unit 160. Based on input information, programs (movement / motion algorithms), various data (motion data), etc., the player character is moved in the object space and the object is moved (motion, animation). Specifically, the movement information (movement parameters such as position, rotation angle, speed, or acceleration) and motion information (position or rotation angle of each part constituting the object) of the player character are provided in one frame (for example, 1). / 60 seconds) may be sequentially obtained. A frame is a unit of time for performing movement / motion processing and image generation processing of a player character.
The display control unit 114 performs display control for displaying the game processing content by the game processing unit 112 and display control for displaying the image generated by the drawing unit 120 on the display unit 190.
Further, the display control unit 114 may perform a process of displaying the data (Web data, data created in HTML format, Web content data, etc.) received from the server 20 on the display unit 190 using a browser or the like. .. For example, the Web content data is graphics data and animation data, and the Web content data may be reproduced by the Web browser function provided in the terminal 10.
The drawing unit 120 performs drawing processing based on the results of various processes (for example, game processing) performed by the processing unit 100, thereby generating an image and outputting it to the display unit 190. The image generated by the drawing unit 120 may be a so-called two-dimensional image or a so-called three-dimensional image.
When generating a so-called three-dimensional game image, first, the vertex data of each vertex of the object (model) (vertex position coordinates, texture coordinates, color data, normal vector or α value) Object data (model data) including (etc.) is input, and vertex processing (shading by a vertex shader) is performed based on the vertex data included in the input object data. When performing the vertex processing, the vertex generation processing (tessellation, curved surface division, polygon division) for subdividing the polygon may be performed as necessary.
In vertex processing, according to the vertex processing program (vertex shader program, first shader program), vertex movement processing, coordinate conversion, for example, world coordinate conversion, visual field conversion (camera coordinate conversion), clipping processing, perspective conversion (projection conversion) ), Geometry processing such as viewport conversion is performed, and based on the processing result, the given vertex data for the vertex group constituting the object is changed (updated, adjusted).
Then, rasterization (scanning conversion) is performed based on the vertex data after the vertex processing, and the faces of the polygons (primitives) are associated with the pixels. Then, following the rasterization, pixel processing (shading by a pixel shader, fragment processing) for drawing the pixels (fragments constituting the display screen) constituting the image is performed. In pixel processing, various processing such as texture reading (texture mapping), color data setting / change, translucent composition, antialiasing, etc. is performed according to the pixel processing program (pixel shader program, second shader program) to create an image. The final drawing color of the constituent pixels is determined, and the drawing color of the perspective-converted object is output (drawn) to a drawing buffer (a buffer that can store image information in pixel units. VRAM, rendering target). That is, in the pixel processing, per pixel processing is performed in which image information (color, normal, brightness, α value, etc.) is set or changed in pixel units. As a result, an image that can be seen from the virtual camera (viewpoint) in the object space is generated.
The sound generation unit 130 performs sound processing based on the results of various processes performed by the processing unit 100, generates game sounds such as BGM, sound effects, and voice, and outputs them to the sound output unit 192. example For example, the sound data received from the server 20 may be output to the sound output unit 192.
2.2. Server configuration FIG. 3 shows an example of a functional block diagram of the server 20 of the present embodiment. The server 20 of the present embodiment may have a configuration in which some of the components (each part) of FIG. 3 are omitted.
The storage unit 270 serves as a work area for the processing unit 200, the communication unit 296, and the like, and its function can be realized by a RAM (VRAM) or the like. The storage unit 270 includes a main storage unit 272 and a storage unit 260 (for example, a database).
The storage unit 260 may store player identification information (user account, user identification information), player password, e-mail address, etc. in association with the terminal identification information of the terminal managed by the server 20.
The information storage medium 280 (a medium that can be read by a computer) stores programs, data, and the like, and its functions are an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, and a magnetic tape. Alternatively, it can be realized by a memory (ROM) or the like. The processing unit 200 performs various processes of the present embodiment based on the program (data) stored in the information storage medium 280. That is, the information storage medium 280 stores a program for operating the computer as each part of the present embodiment (a program for causing the computer to execute the processing of each part).
The communication unit 296 performs various controls for communicating with the outside (for example, a terminal, another server, or another network system), and its function is hardware such as various processors or ASICs for communication. Or, it can be realized by a program.
The processing unit 200 (processor) performs processing based on a program or the like stored in the information storage medium 280. Specifically, the service is provided in response to a request from the terminal.
Further, the processing unit 200 performs various processing using the main storage unit 272 in the storage unit 270 as a work area. The function of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), or a program.
In particular, the processing unit 200 of the server of the present embodiment includes a network setting unit 210, a communication control unit 211, a storage processing unit 212, a matching processing unit 213, and a game control unit 214. In addition, a configuration in which some of these may be omitted may be used.
The network setting unit 210 receives the terminal identification information from the terminal 10, associates it with the received terminal identification information, and stores the network information of the player in the database 260. The terminal identification information is unique information given to each terminal for identifying the terminal.
The communication control unit 211 performs a process of transmitting and receiving data to and from the terminal 10 via a network. That is, the communication control unit 211 transmits information to the terminal 10 based on the request from the terminal 10 of the player.
The storage processing unit 212 performs a process of storing character information (including player character information) and CPU control information in the storage unit 270. For example, the storage processing unit 212 may perform a process of receiving at least one of the character information and the CPU control information of the character for extracting the ghost character from the terminal of the player and storing it in the storage unit 270. I.
The storage processing unit 212 performs a process of storing the history of matching information of the first and second player characters and the third party character in the storage unit 270.
The matching processing unit 213 extracts a third party character from a plurality of characters that can participate in the battle game in which the first player character and the second player character appear, and the first player character and the first player character. A setting process for matching the third party character to the two player characters is performed.
The third party character is a CPU character controlled by the terminal computer based on a predetermined algorithm, a ghost character controlled by the terminal computer based on past player character control information, or player input information. It is a player character controlled based on. The ghost character may be controlled by a computer based on at least one of the character information and the character's CPU control information transmitted from the terminal 10 in advance.
Further, the matching processing unit 212 extracts a third party character before the start of the battle game based on at least one of the information of the first player character and the information of the second player character. For example, the matching processing unit 212 may also extract a third party character based on at least one of the level of the first player character and the level of the second player character. Further, the matching processing unit 212 may extract a third party character based on at least one of the attribute of the first player character and the attribute of the second player character.
Further, when the matching processing unit 212 receives the matching permission information from the terminal of the first player whose operation target is the first player character and the terminal of the second player whose operation target is the second player character. , Third party character matching may be set.
Further, the matching processing unit 212 may determine the start timing at which the third party character participates in the battle game. Further, the matching processing unit 212 may determine the participation period in which the third party character participates in the battle game.
When the matching processing unit 213 sets the matching of the ghost character as the third party character, the matching processing unit 213 performs at least one of the information of the third party character and the CPU control information of the third party character in the first and second players. It may be transmitted to each terminal that operates the character (the communication control unit 211 operates the first and second player characters at least one of the information of the third party character and the CPU control information of the third party character. You may send it to each terminal.)
Further, the matching processing unit 213 may perform the matching processing based on the past matching information of the character.
After setting the matching, the game control unit 214 may determine at least one of the mission of the first player character, the mission of the second player character, and the mission of the third party character. After setting the matching, the game control unit 214 may determine the hostile relationship or the ally relationship between the first player character, the second player character, and the third party character. After the matching setting, the game control unit 214 may determine the stage in which the first player character, the second player character, and the third party character appear.
After the matching setting, the game control unit 214 may change at least one of the information of the first player character, the information of the second player character, and the information of the third party character. After the matching setting, the game control unit 214 may change at least one of the parameters of the first player character, the parameters of the second player character, and the parameters of the third party character.
The game control unit 214 may update at least one of the information of the first player character, the information of the second player character, and the information of the third party character based on the result of the battle game.
3. 3. Method of processing of this embodiment 3.1 Overview In this embodiment, a plurality of characters play a battle game. For example, the battle game may be a game in which the first player character and the second player character attack each other, or the first player character and the second player character cooperate with each other to form a specific enemy character. It may be a game that attacks (boss characters, etc.). In the present embodiment, the player character to be operated by the player plays against an enemy character, and the victory or defeat of the battle game is determined based on various parameters (physical strength value, attack power, defense power, etc.).
In the network system of the present embodiment, the terminal 10 controls each character (control of movement / motion control, attack, etc.). For example, the terminal 10 controls its own character based on the input information from the input unit 160, receives the control information of the other character from the other terminal via the network, and controls the other character.
In particular, the server 20 of the present embodiment performs matching (processing for determining a combination) of characters appearing in the game space of the battle game. First, the server 20 matches the first player character and the second player character. After that, the server 20 extracts a third party character participating in the battle game in which the first player character and the second player character appear, and makes the first player character and the second player character the second player character. Match three characters. In the present embodiment, the optimum third party character is extracted and the matching setting is performed so that the game can be excited by the participation of the third party character. Therefore, according to the present embodiment, it is possible to provide an unprecedentedly exciting and interesting game. The details of this embodiment will be described below.
3.2 Acceptance processing of game participation request When the server 20 of the present embodiment receives the player login information (player identification information, player password, etc.) from the player terminal 10 and permits the player authentication, the server 20 participates in the battle game from the player terminal 10. The process of receiving the request (entry) and accepting the participation request (entry) of the game is performed.
The server 20 transmits information (character information, etc.) related to the player identification information to the terminal 10 that allows login.
3.3 Matching the first and second player characters The server 20 of the present embodiment is a first player character that becomes an opponent from among a plurality of player characters that can participate in the battle game (a plurality of player characters in a waiting state that request participation in the game and the opponent is not determined). , Performs a process of matching with the second player character (a process of determining a combination with the first player character and the second player character).
The server 20 may refer to the levels of the first and second player characters (skill information indicating the skill of the player) and perform matching so that the level difference between the first and second player characters does not occur. For example, the first and second player characters are matched so that the level difference between the first player character and the second player character is within 10.
In this embodiment, matching processing may be performed by group battle. For example, a matching process that generates a first group composed of five player characters including a first player character and a second group composed of five player characters including a second player character. May be done. Matching is performed so that there is no level difference between groups even in group battles. Further, the first player who operates the first player character and the second player who operates the second player character may be an individual. Further, one player may operate a group of a plurality of player characters configured as a group (team).
3.4 Matching of third party characters Then, when the first and second player characters are matched, the server 20 of the present embodiment performs a process of matching the third party character. That is, the process of determining the combination of the first and second player characters and the third party character is performed.
For example, the server 20 extracts a third party character from a plurality of characters that can participate in the battle game. Here, extracting a third party character means selecting matching candidates. The third party character is a character of the third power that exerts a power (influence) on the battle game. Further, the characters capable of participating in the battle game may be a ghost character or a CPU character, as well as a player character in a waiting state in which a player requesting participation in the game and an opponent has not been determined. The ghost character and the CPU character will be described in detail later.
Further, when transmitting the participation request to the server 20, the terminal 10 of the present embodiment transmits information on whether to participate as a first or second player character or as a third party character. It may be. For example, when the server 20 receives information from the terminal 10 to participate as the first or second player character, the server 20 performs a process of matching the player character of the terminal 10 as the first or second player character. .. Further, when the server 20 receives information from the terminal 10 to participate as a third party character, the server 20 performs a process of matching the player character of the terminal 10 as the third party character.
In particular, the server 20 of the present embodiment is the first among a plurality of characters that can participate in the battle game before the start of the battle game, based on at least one of the information of the first player character and the information of the second player character. Extract three-way characters.
In the present embodiment, the reason for extracting the third party character before the start of the battle game is to extract the third party character suitable for at least one of the first player character and the second player character. Since the server 20 performs not only one set of matching but also a large number of matchings, the processing load of the server may increase if the extraction processing of the third party character is performed at predetermined intervals during the game. Therefore, in the present embodiment, the processing load of the server is reduced by extracting the third party character before the start of the battle game.
FIG. 4 shows an example of player character information stored in the storage unit 270 of the server 20. In the present embodiment, when the participation request of the game is received, the player character is transmitted from the terminal 10. The process of receiving the information of the Kuta and storing the information of the player character in the storage unit 270 of the server 20 is performed.
Here, the player character information is "level", "attribute", and the like. The player character information also includes parameters registered in association with the character (parameters such as "attack power", "defense power", "score", "experience value", and "physical strength value"). Hereinafter, the process of extracting the third party character based on the "level" and the "attribute" will be described in detail, but the present invention is not limited to this. For example, a third party character may be extracted based on parameters such as attack power, defense power, score, experience value, and physical strength value.
(1) Extraction of third party characters based on level In this embodiment, a third party character may be extracted based on at least one of the level of the first player character and the level of the second player character. For example, when at least one of the level of the first player character and the level of the second player character is 30 or more, the server 20 extracts a third party character of level 30 or more from the characters that can participate in the war. You may.
Further, for example, when the level difference between the level of the first player character and the level of the second player character is less than 10, the server 20 is substantially equal to the first and second player characters among the characters that can participate in the war. Third party characters of the same level may be extracted.
Further, when the level difference between the level of the first player character and the level of the second player character is less than 10, the server 20 extracts a character of level 90 or higher as a third party character from the characters that can participate in the war. You may. In other words, if the level difference between the first and second player characters is small, it is considered that the game will be competitive. Therefore, a strong third party character is intentionally made to appear in the game space, and the first and second player characters are introduced. It may be a game in which player characters cooperate with each other to defeat a third party character. For example, when a third party character is defeated, rewards (point addition, score addition, item addition, etc.) may be given to both the first and second player characters. In this way, the game can be lively without becoming monotonous.
Further, the server may extract a third party character for the purpose of filling the level difference between the first player character and the second player character. For example, if the level of the first player character is 10 and the level of the second player character is 50, the level difference is 40, and there is a high possibility that the first player character will lose. Therefore, in order to support the first player character, a character close to the level of the second player character (for example, if the level of the second player character is 50, the level is 40 to 60, which is in the range of 10 before and after). The character to which the character belongs may be extracted as a third party character and controlled so as to participate in the battle game.
Further, when the level of one of the first player character and the second player character exceeds 30, the server 20 extracts a character of level 90 or higher as a third party character from the characters that can participate in the war. You may.
Further, the server 20 refers to the extraction condition in which the level of the third player character to be extracted is associated with the level of the first player character and the level of the second player character in advance, and sets the third party character. It may be extracted.
FIG. 5 shows an example of a level-based extraction condition table. For example, if the level is less than 20, it is "low", if the level is 20 or more and less than 80, it is "normal", and if the level is 80 or more, it is "normal". Suppose that it is classified as "high". Then, in the present embodiment, when the level of the first player character is "high" and the level of the second player character is "low", a "normal" character is selected as a third party from the characters to be extracted. Performs the process of extracting as a character. Further, even when the level of the first and second player characters is "low", the process of extracting the "normal" character from the characters to be extracted as the third party character is performed. Then, when the level of the first and second player characters is "high", the process of extracting the "high" character from the characters to be extracted as the third party character is performed. By referring to the table according to the level in this way, an appropriate third party character can be extracted.
(2) Extraction of third-party characters based on attributes The attribute is information indicating the characteristics of the character, such as information indicating the ability of the character, information indicating the size of the character, information indicating the position of the character such as a general soldier or a boss, strong in underwater battle or weak in underwater battle, etc. Information showing the strengths and weaknesses of the character, information to which the character belongs among the relationships of the three swords, etc. Here, taking the three attributes of "fire", "water", and "tree" as an example, "fire" is strong against "tree" and "tree" is "water". Is strong, and "water" is strong against "fire". In addition, taking "rock-paper-scissors" as an example in the relationship of three-sidedness, there are attributes of "goo", "choki", and "par". The relationship is that "par" is strong against "goo". The character of the present embodiment may have any one of the three attributes that are related to each other.
Further, the server 20 of the present embodiment may extract a third party character based on at least one of the attribute of the first player character and the attribute of the second player character.
For example, when at least one of the attributes of the first player character and the attribute of the second player character is the attribute B that is strong against underwater battle, a third party character having the attribute B that is strong against underwater battle is extracted. May be good.
Further, the server 20 refers to the extraction condition in which the attributes of the third player character to be extracted are associated with the attributes of the first player character and the attributes of the second player character in advance, and sets the third party character. It may be extracted.
FIG. 6 shows an example of an extraction condition table based on attributes. For example, if the first player character has an attribute A that is weak against underwater battles and the second player character has an attribute B that is strong against underwater battles, the battlefield of the battle game is in the sea. One player character is inferior, and the second player character becomes dominant. Therefore, in the present embodiment, a character having an attribute B that is strong against underwater battle is extracted as a third party character from the characters that can participate in the war. By doing so, the game balance can be maintained by the participation of the third party character, and the game can be lively.
When the first and second player characters are characters having the attribute of normal size D, the character having the attribute of large size Z is intentionally extracted as the third party character. In this way, the first and second player characters can cooperate to make a game in which a character having an attribute of a large size Z is defeated, the game development changes, and the game can be lively. When there are a plurality of types of large size Z (when there are large size attributes Z1, Z2, Z3, etc.), a character having any of the large size attributes Z may be extracted.
(3) Extraction procedure of third party character As described above, in the present embodiment, there are multiple patterns (methods) for extracting a third party character. There are several. Therefore, a third party character is extracted by various procedures. For example, the server 20 extracts a third party character from a plurality of characters that can participate in the war based on the level, and if the third party character cannot be extracted based on the level, a plurality of characters that can participate in the war based on the attribute. A third party character is extracted from the characters of.
On the contrary, the server 20 extracts a third party character from a plurality of characters that can participate in the war based on the attribute, and if the third party character cannot be extracted based on the attribute, the server 20 participates in the war based on the level. A third party character may be extracted from a plurality of possible characters. Further, the server 20 may perform a plurality of extraction patterns in a random order until a third party character can be extracted.
3.5 Processing to set matching When the third party character is extracted, the server 20 of the present embodiment performs a process of setting matching between the first and second player characters and the third party character. Specifically, as shown in FIG. 7, the matching setting is a process of storing the matching information of the character of the first player character, the character of the second player character, and the third party character in the storage unit 270. That is, the matching information is combination information of identification information (character name, player name (user account) may be used) of each character of the first player character, the second player character, and the third character. is there.
Then, when the matching setting is performed, the server 20 transmits the matching information to the terminal 10 whose operation target is the first player character, and transmits the matching information to the terminal 10 whose operation target is the second player character. Matching information is transmitted to the terminal 10 whose operation target is the third party character (when the third party character is a player character).
3.6 Matching information history Further, in the present embodiment, as shown in FIG. 7, the history of matching information may be stored in the storage unit 270. Then, the server 20 may perform the matching process based on the past matching information of the character. That is, when the server 20 receives the game participation request from the player's terminal 10, the server 20 refers to the past matching information corresponding to the identification information of the player character to be operated by the player, and refers to the player's terminal 10. Matching processing may be performed on the player character to be operated.
Specifically, the server 20 stores matching information between the first and second player characters and the third party character, and refers to this matching information at the time of the next matching. For example, the player characters Mike, Jane, and Taro are requested to participate in the battle game, Mike is set as the first player character, Jane is set as the second player character, and Taro is set as the third party character, and the battle game is completed. And. After that, it is assumed that Mike, Jane, and Taro request participation again and are waiting for the battle game. Then, the server 20 searches for matching information matched by Mike, Jane, and Taro, and if there is matching of the combination of Mike, Jane, and Taro, the same matching information is obtained again. Matching Mike, Jane, and Taro. As in the previous case, Mike may be set as the first player character, Jane as the second player character, and Taro as the third party character, or Mike may be the second player character and Jane may be the second player character. Matching may be set so that the three-party character, Taro, is the second player character.
Also, there are many players who do not find it interesting to play against each other. Therefore, the server 20 is matched so that the combination of the same player characters is not intentionally made. Matching may be performed by referring to the information. For example, the player character Mike may be controlled so as not to match the player characters Jane and Taro.
3.7 Permission for third party characters to participate in the war When matching permission information is received from the server 20 of the present embodiment, the terminal 10 that operates the first player character, and the terminal 10 that operates the second player character, matching of the third party character is set. You may try to do it.
In the present embodiment, the third party character participates in the war, but there are some players who do not want the intervention of the third party character in the first place. Therefore, in the present embodiment, even if the first player character and the second player character ask the player whether or not to allow the participation (intervention) of the third party character before starting the battle game. Good. Specifically, when the server 20 sets the matching between the first player character and the second player character, the server 20 targets the terminal 10A and the second player character whose operation target is the first player character. A message as to whether or not to allow the participation of the third party character is transmitted to the terminal 10B. Then, the server receives permission or non-permission information (for example, permission flag = 1 when permitting, permission flag = 0 when not permitting) from each of the terminal 10A and the terminal 10B, and both the terminal 10A and the terminal 10B. When both receive the permission information, the third party character may be extracted and the matching setting may be performed.
In addition, there are some players who do not want to match with the third party character extracted by the server 20. Therefore, in the present embodiment, before the first player character and the second player character start the battle game, the player is asked whether or not to allow the participation (intervention) of the third party character extracted by the server 20. You may ask. Specifically, it is assumed that the server 20 extracts, for example, the character Mike as a third party character. Then, a message as to whether or not to allow the third party character Mike to participate in the war is transmitted to the terminal 10A whose operation target is the first player character and the terminal 10B whose operation target is the second player character. Then, the server 20 receives permission or non-permission information from each of the terminal 10A and the terminal 10B, and when the permission information is received from both the terminal 10A and the terminal 10B, the matching setting is made with the character Mike as a third character. To do.
3.8 Timing control for participation of third party characters In the present embodiment, the start timing (appearance timing) at which the third party character participates in the battle game may be determined. Further, in the present embodiment, the participation period in which the third party character participates in the battle game may be determined. That is, the timing of the end of participation of the third party character may be determined.
As shown in FIG. 8, for example, assuming that the game period (the period from the start to the end) of the battle game is 5 minutes, the server 20 has a time point T1 1 minute after the start time of the third party character. Participation is started, and the participation period of the third party character is determined to be, for example, 3 minutes.
Further, in the server 20, the level of the third party character and the level of the first and second player characters are set so that the level of the third party character is 15 and the level of the first and second player characters is 10. If they are close (for example, if the level difference between the average value of the levels of the first and second player characters and the level difference of the third party character is within 10), the third party character is allowed to participate from the start of the battle game. May be good. When the level difference is small, the game balance is not lost due to the intervention of the third party character, so that the game can be excited by having the third party character participate in the game from the start of the game.
Further, in the server 20, the level difference between the third party character and the first and second player characters is such that the level of the third party character is 99 and the level of the first and second player characters is 10. If is large (for example, when the average level difference between the first and second player characters and the level difference of the third party character is 50 or more), the third party character should participate only in the last 3 seconds. You may do it. This is because when the level difference is large, the game development changes greatly due to the intervention of the third party character, so it is desirable to shorten the participation period. In addition, by having a third party character participate in the battle game toward the end, the game development changes, and the player can provide a surprisingly interesting game.
Further, the server 20 may determine the timing at which the third party character starts participating in the war and the participation period based on the levels of the first and second player characters and the third party character.
For example, when the level of the first player character is "high", the level of the second player character is "low", and the level of the third player character is "normal", the start time of the battle game Two minutes after that, the participation of the third party character is started, and the participation period of the third party character is determined to be two minutes.
Further, the server 20 may determine the timing at which the third party character starts participating in the war and the participation period based on the attributes of the first and second player characters and the third party character. For example, the attribute of the first player character is "A (weak in underwater battle)", the attribute of the second player character is "B (strong in underwater battle)", and the attribute of the third player character is "B". (Strong in underwater battle) , the participation of the third party character is started from the start of the battle game, and the participation period of the third party character is determined to be 5 minutes.
3.9 Game control after matching setting In the present embodiment, after setting the matching between the first and second player characters and the third party character, various game controls are performed.
(1) Mission decision In the present embodiment, when the setting process for matching the third party character with the first and second player characters is performed, the mission of the first player character, the mission of the second player character, and the mission of the third party character are performed. Determine at least one of. The server 20 determines the mission at the latest before the participation of the third party character.
A mission is a purpose that each character should perform in the game space, and when this purpose is achieved, the character's parameters (level, points, etc.) are increased according to the mission. Examples of missions include "destroy the boss character", "destroy the arm parts of the boss character", and "occupy the base".
For example, when the server 20 extracts a third party character of level "high" (level 80 or higher) and sets matching, the server 20 attacks the third party character against the first and second player characters. You may decide the mission to do. The server 20 may also determine a mission to attack the first and second player characters against the third party character.
(2) Determining hostile or ally relationships In the present embodiment, the first player character and the second player character are controlled to be in a hostile relationship before the third party character participates in the war, but after the matching setting, the first player character and the second player character are controlled. The hostile relationship between the player character and the third party character May determine the ally relationship. That is, in the present embodiment, the relationship between the first player character and the second player character, the relationship between the second player character and the third party character, and the relationship between the first player character and the third party character are Determine if you are in a hostile or ally relationship. The server 20 determines the hostile relationship or the ally relationship at the latest before the participation of the third party character in the war.
For example, when the level of the third party character is 15 and the level of the first and second player characters is 10, the level of the third party character and the first and second player characters are close (for example). , When the average value of the levels of the first and second player characters and the level difference of the third player character are within 10), the relationship between the first player character and the second player character becomes a hostile relationship. It is determined, the relationship between the second player character and the third party character is determined to be a hostile relationship, and the relationship between the first player character and the third party character is determined to be a hostile relationship.
Further, when the level difference between the third party character and the first and second player characters is large, such that the level of the third party character is 99 and the level of the first and second player characters is 10. For example, when the average value of the levels of the first and second player characters and the level difference of the third player character is 50 or more), the relationship between the first player character and the second player character is ally. The relationship between the second player character and the third party character is determined to be a hostile relationship, and the relationship between the first player character and the third party character is determined to be a hostile relationship. That is, the game is such that the first and second player characters cooperate with each other to attack the third party character. In the present embodiment, before the third party character participates (appears), the first player character and the second player character are controlled in a hostile relationship, and after the third party character participates in the first battle. The relationship between the player character and the second player character is controlled by the ally relationship.
Further, in the present embodiment, the attribute of the first player character is "A (weak in underwater battle)", the attribute of the second player character is "B (strong in underwater battle)", and the third player character. When the attribute of is "B (strong against underwater battle)", the relationship between the first player character and the second player character is determined to be a hostile relationship, and the second player character and the third player character are used. The relationship between the above is determined to be a hostile relationship, and the relationship between the first player character and the third party character is determined to be an ally relationship. That is, since the first player character is vulnerable to underwater battles, it is controlled to attack the second player character with the cooperation of the participation of the third party character.
The hostile relationship between one character and another character is that when one character attacks another character (when there is a hit), the physical strength value of the other character is subtracted according to the attack. This is a relationship in which when the own character is attacked by another character, the physical strength value of the own character is subtracted according to the attack from the enemy.
In addition, the ally relationship between one character and another character is the physical strength value of the other character even if one character accidentally attacks the other character (when there is a hit). It is controlled not to subtract (hit judgment may be invalidated), and if the own character is accidentally attacked by another character, the physical strength value of the own character is controlled not to be subtracted in response to the attack from the enemy. It is a relationship.
For example, the first and second player characters are in a hostile relationship, but after the third party character participates in the war, the first and second player characters may be in an ally relationship. In such a case, the change from the enemy to the ally is unnatural, so if the first player character attacks the second player character, the physical strength value of the second player character is usually reduced by 100. The part to be calculated may be subtracted to 50 to control the attack power to be weakened. Similarly, when the second player character attacks the first player character, the attack power is weakened by subtracting the physical strength value of the first player character from the usual subtraction of 100 to 50. Control may be performed. In this way, the change from the hostile relationship to the ally relationship becomes natural, and it is possible to provide a game environment that does not make the player feel uncomfortable.
(3) Stage decision In the present embodiment, after the matching setting, the stage in which the first player character, the second player character, and the third party character appear may be determined. The server 20 determines the stage in which the first player character, the second player character, and the third party character appear at the latest before the third party character enters the war.
Here, the stage is an environment of a game space (virtual three-dimensional space) in which a battle game is played, and is a battlefield in which a character plays a battle game. To give a specific example, the stage is "space", "desert", "sea" and the like.
For example, the attribute of the third party character may be referred to to determine the stage that the third party character is good at. That is, when the attribute of the third party character is "B (strong against underwater battle)", the stage of the game is determined to be "sea". Further, in the present embodiment, the stage may be randomly determined.
Further, the server 20 may determine a stage in which the first and second player characters and the third party character appear based on the levels of the first and second player characters and the third party character. For example, if the level of the first player character is "high", the level of the second player character is "low", and the level of the third player character is "normal", the stage of "desert" To decide.
Further, the server 20 may determine a stage in which the first and second player characters and the third party character appear based on the attributes of the first and second player characters and the third party character. For example, the attribute of the first player character is "A (weak in underwater battle)", the attribute of the second player character is "B (strong in underwater battle)", and the attribute of the third player character is "B". (Strong in underwater battle) , decide on the sea stage.
(4) Change of character information such as parameters Further, in the present embodiment, at least one of the information of the first player character, the information of the second player character, and the information of the third party character may be changed (corrected) after the matching setting.
For example, in the present embodiment, at least one of the parameters of the first player character, the parameters of the second player character, and the parameters of the third party character is changed (corrected) after the matching setting.
Specifically, when the attack power of the third party character is lower than the predetermined value, the server 20 attacks the third party character so that the attack power of the third party character is 1.5 times. Change the force. That is, if the attack power of the third party character is insufficient, the attack power is increased a little to make the character stronger and participate in the game. As a result, the game can be lively.
Further, in the server 20, the first and second player characters cooperate to create a third party character. When the hostile relationship is determined to attack, if the third party character is too strong, the physical strength value of at least one of the first player character and the second player character will be increased by 1.5 times. Change the physical strength value. As described above, in the present embodiment, it is possible to realize a more exciting battle game by changing the character parameters and the like after the matching setting.
In particular, in the present embodiment, at least one of the information of the first player character, the information of the second player character, and the information of the third party character is changed before the start of the battle game. For example, if the attack degree of a third character is changed according to the game situation during the battle (for example, the attack degree of another character to support the weak character being attacked in the situation at that time). Although the game balance can be maintained, there is a risk that the game development will not change because the competition between the two characters will always continue to compete. For example, the situation was such that a lot of attacks were received from the opponent and the player lost immediately, but there is a risk that there will be no major change in the development of the competitive game, such as reversing and counterattacking the opponent to win. However, in the present embodiment, since the information of the first player character and the like are changed before the start of the battle game, it is possible to provide a game environment in which the game development can be changed.
(5) Game control based on game results Further, in the present embodiment, at least one of the information of the first player character, the information of the second player character, and the information of the third party character may be updated based on the result of the battle game.
For example, in a battle game in which a third party character participates, when a mission is completed in each of the first and second player characters and the third party character, a score (point) according to the achievement level of the mission is given. Give. For example, if the mission of the first player character is "Destroy the turret of the battleship", if you destroy 10 turrets, give a score of 100 points, and if you destroy 5 turrets, Give a score of 50 points. For example, if the score of the first player character is equal to or higher than a predetermined value (80 points or higher), items that can be used in the game and benefits such as granting the right to execute gacha (lottery processing) may be given. .. Further, the second player character and the third party character (in the case of a player character and a ghost character) are also given a score according to the degree of achievement of the mission, and if the score is equal to or higher than a predetermined value, a specific score is given.
Further, in a battle game in which a third party character participates, when an opponent character in a hostile relationship is attacked, the experience value of the character may be obtained according to the damage given to the opponent. For example, when the first and second player characters cooperate to defeat the third character, a process of granting the player the right to execute a gacha (lottery process) may be performed as a special reward.
Further, the server 20 of the present embodiment may record the battle game result (win / loss), the score, and the history of granting benefits for each character. That is, the server 20 may store the battle game result (win / loss), the score, whether or not the privilege is given, the experience value, and the like for each character (for each player) in the storage unit 270. For example, the server 20 is divided into a case where the game is played as the first and second player characters in the battle game and a case where the server 20 participates in the battle as the third player character and is played in the battle game, and the battle game result (win / loss) and the score. And whether or not the privilege is given may be memorized.
3.10 Description of third party character (1) Type of third party character There are three types of third party characters in this embodiment. That is, the third character of the present embodiment is a "player character" controlled based on the input information of the player, a "ghost character" controlled by a computer based on the control information of the past player character, or a predetermined character. It is a "CPU character" controlled by a computer based on the algorithm.
The player character is a character operated by an actual player, and is a character that performs control (control of movement / motion control, attack, etc.) based on input information input from the input unit of the terminal 10.
A ghost character (CPU ghost) is a character that is controlled by a computer (CPU) based on character information (control of movement / motion control, attack, etc.). For example, the character may be controlled by a computer based on the control information of the player character played by the player in the past, or may be a character controlled by the computer based on at least one of the character identification information and the CPU control information. ..
The CPU character is a non-player character NPC, which is a character that is controlled by a computer (CPU) based on an algorithm stored in the storage unit 170 of the terminal 10 in advance (control of movement / motion control, attack, etc.). is there.
(2) Extraction of third party characters In the present embodiment, a third party character may be extracted from the waiting player characters for which participation is requested and matching is not determined, or a third party character may be extracted from the ghost characters. Alternatively, a third party character may be extracted from the CPU characters.
First, the server 20 receives the participation request and extracts a third party character from the player characters in the waiting state. Then, when the server 20 receives the participation request and cannot extract the third party character from the player characters in the waiting state, the server 20 extracts the third party character from the ghost characters in various patterns. If the server 20 cannot extract the third party character from the ghost characters, the server 20 extracts the third party character from the CPU characters.
(3) Control of player character Further, in the present embodiment, the player character is controlled by each terminal 10. For example, the player character Mike to be operated by the terminal 10A is matched by the first player character, the player character Jane to be operated by the terminal 10B is the second player character, and the player character Taro to be operated by the terminal 10C is matched by the third character. Suppose it is set. Then, the terminal 10A controls the first player character Mike based on the input information input from the input unit of the terminal 10A, and the second player character based on the control information received from the terminal 10B via the network. Jane is controlled, and the third-party character Taro is controlled based on the control information received from the terminal 10C via the network.
(4) Control of ghost character When the ghost character is extracted as a third party character, the server 20 operates the first and second player characters with the control information of the player character stored in the storage unit 270 that the player has played in the past. It is transmitted to each terminal 10.
That is, the server 20 of the present embodiment is a player character that the player has played in the past. The control information of the above is accumulated and stored in the storage unit 270. For example, when the game play of the character Mike is performed on the terminal 10A based on the input information of the player, the terminal A transmits the control information of the player character Mike to the server 20.
Then, for example, when the player character Mike is controlled as the ghost character of the third character in the terminal 10B, the terminal 10B requests the server 20 for the control information of the ghost character Mike, and the server 20 requests the control information of the ghost character Mike from the server 20. The control information of the above is received, and the ghost character (third-party character) Mike is controlled based on the control information of the received ghost character Mike.
(5) CPU character control When the server 20 extracts the CPU character as a third party character, the server 20 informs the terminal 10 that the third party character is a CPU character, and data used when controlling the CPU character (type of algorithm). And character information such as the name, level, and attributes of the CPU character) is transmitted.
The terminal 10 receives information indicating that the third party character is a CPU character from the server 20 and data used when controlling the CPU character, and the terminal 10 receives the data used when controlling the CPU character, and the CPU character is based on the data used when controlling the CPU character. Is controlled by a computer (CPU). For example, the CPU character is controlled based on the received type of algorithm from a plurality of types of algorithms stored in the storage unit 170 of the terminal 10. It should be noted that this algorithm is an algorithm or the like that imitates the operation by the player.
(6) Another example of controlling a ghost character The server 20 of the present embodiment receives at least one of the character information and the CPU control information of the character from the terminal 10 of the player in advance, and stores the character information and the CPU control information of the character in the storage unit 270 of the server 20. The process of memorizing may be performed.
Then, when the ghost character is set to match as the third party character, the server 20 performs at least one of the information of the third party character and the CPU control information of the third party character as the first and second player characters. Is transmitted to each terminal 10 to be operated.
That is, the terminal 10A whose operation target is the first player character and the terminal 10B whose operation target is the second player character receive at least one of the character information and the CPU control information stored in the server 20, and the character. The ghost character (third-party character) is controlled by referring to at least one of the information and the CPU control information.
The character information includes a character name (character identification information) and, as described above, a level, an attribute, a parameter, and the like. Further, the CPU control information is command, instruction information, or the like on how the CPU controls the CPU, and can be, for example, information indicating the number of attacks or the target of an attack.
More specifically, the terminal 10 of the player whose operation target is the player character Mike transmits the character information of the player character Mike (for example, the character identification information "Mike", the level, the attribute, etc.) to the server 20.
Then, when the server 20 extracts the ghost character Mike as a third party character and sets the matching, the server 20 displays the information of the ghost character Mike as the first, first. The second player character is transmitted to the terminals 10A and 10B to be operated.
The terminals 10A and 10B are controlled by the CPU based on the information of the ghost character Mike. The terminal 10 may control the ghost character Mike based on a predetermined algorithm, or may control the ghost character Mike based on the CPU control information.
For example, when the terminal 10 of the player whose operation target is the player character Mike transmits the CPU control information of the player character Mike to the server 20 (for example, instruction information for performing an attack on the first player character 10 times), the server 20 causes the server 20 to operate. , The CPU control information of the ghost character Mike is transmitted to the terminals 10A and 10B whose operation targets are the first and second player characters. Then, the terminals 10A and 10B are controlled by a computer (CPU) based on the CPU control information with respect to the attack of the ghost character Mike. That is, the operation is controlled so that the ghost character Mike attacks the first player character 10 times.
In the present embodiment, when the battle game is completed, the terminals 10A and 10B transmit the game result to the server 20. Then, based on the result of the battle game, the server 20 updates not only the first and second player characters but also the ghost character Mike who participated as a third party character in terms of score, level, and the like, and the third When the person character wins, a process of giving a reward such as an item or a gacha execution right is performed.
In this way, even if the player does not actually operate the terminal to play the battle game, the score and experience value of the player character (ghost character) Mike will be updated, and if he wins, he will get a reward. Can be done.
The ghost character of the third party character described above can be controlled by the terminal of the mobile phone or smartphone.
(7) Others The third party character of the present embodiment may be one person or a plurality of third party character groups composed of two or three people.
3.11 Flow chart 9 (A) and 9 (B) are flowcharts showing the flow of matching processing of the third party character of the present embodiment. First, as shown in FIG. 9A, the server 20 performs a process of accepting a game participation request (step S1). Then, a process of matching the first player character and the second player character is performed (step S2). Then, it is determined whether or not the matching permission information is received from the terminal whose operation target is the first player character and the terminal whose operation target is the second player character (step S3). When the matching permission information is received from the terminal whose operation target is the first player character and the terminal whose operation target is the second player character (Y in step S3), the process proceeds to the next step and the first player character is operated. If the matching permission information is not received from the terminal to be operated or the terminal to be operated by the second player character (N in step S3), the process ends.
Then, it is determined whether or not there is a player character that can be extracted as the third party character (step S4). If there is a player character that can be extracted as the third party character (Y in step S4), a process of extracting the third party character from the player characters that can participate in the war is performed (step S6).
When there is no player character that can be extracted as the third party character (N in step S4), it is determined whether or not there is a ghost character that can be extracted as the third party character (step S5). If there is a ghost character that can be extracted as a three-way character (Y in step S5), a process of extracting the third-party character from the ghost characters is performed (step S7).
If there is no ghost character that can be extracted as the three-way character (N in step S5), a process of extracting the third-party character from the CPU characters is performed (step S8).
Then, the extracted information of the third party character is transmitted to the terminal whose operation target is the first player character and the terminal whose operation target is the second player character, and the terminal whose operation target is the first player character. And, it is determined whether or not the matching permission information is received from the terminal whose operation target is the second player character. That is, it is determined whether or not the matching permission information of the extracted third party character has been received (step S9). When the matching permission information is received from the terminal whose operation target is the first player character and the terminal whose operation target is the second player character (Y in step S9), the process proceeds to the next step and the first step is performed. If the matching permission information is not received from the terminal whose operation target is the player character or the terminal whose operation target is the second player character (N in step S9), the process ends.
Then, as shown in FIG. 9B, a process of setting matching between the first and second player characters and the third party character is performed (step S10). Next, a process of determining at least one of the mission of the first player character, the mission of the second player character, and the mission of the third party character, the first player character, the second player character, and the third party character. Processing to determine the hostile relationship or ally relationship of the first player character, processing to determine the stage in which the first player character, the second player character, and the third party character appear, information on the first player character (parameters, etc.), second A process of changing at least one of the player character information (parameters and the like) and the third party character information (parameters and the like) is performed (step S11).
Then, the process of starting the game is performed (step S12), it is determined whether or not to start the participation of the third party character (step S13), and when the timing to start the participation of the third party character arrives (Y in step S13). ), The process of entering the third party character is performed (step S14).
Then, it is determined whether or not the participation period of the third party character has ended (step S15), and if the participation period of the third party character has ended (Y in step S15), the third party character is placed in the game space. (Step S16).
Then, when the game is completed (step S17), at least one of the information of the first player character, the information of the second player character, and the information of the third party character is updated based on the result of the battle game (step S17). S18). This completes the process.
4. Application example In the embodiment, an example of extracting a third party character from a plurality of characters who can participate in the battle game and setting the matching before the start of the battle game has been described. However, when a third party character participates in the battle game after a considerable time has passed from the start of the game, the player of the terminal whose operation target is the third party character waits for a long time until the start of the war. There is a risk that time will be painful.
Therefore, as an application example of this embodiment, on the premise that the third party character participates in the battle game, it is after the start of the battle game (during the battle game) and at the latest before the start timing of the battle (for example, the start of the battle). (Immediately before the timing), a third party character may be extracted from a plurality of characters that can participate in the war and a matching setting may be made.
For example, in a 5-minute battle game, if the third party character's participation start timing is 3 minutes after the battle game start time, immediately before the battle start timing (for example, 2 minutes and 50 seconds from the battle game start time). Later), a third party character is extracted and matching settings are made. Then, a process of determining a mission, a process of determining a hostile relationship or an ally relationship, a process of determining a stage, a process of changing information (parameters, etc.), and the like may be performed before the start of participation of the third party character. In this way, the player of the terminal whose operation target is the third party character can reduce the waiting time until the start of participation in the war.
Further, if the player of the terminal whose operation target is the third party character waits for a long time until the start of the war, the waiting time may be painful and he / she may decline in the middle.
Therefore, as another application example of the present embodiment, a plurality of third-party characters are extracted from a plurality of characters that can participate in the battle game before the start of the battle game, and after the start of the battle game, the third-party character A third party character who will finally participate in the battle game may be set before the start timing of participation (for example, immediately before the start timing of participation). In this way, a player who can wait at least until the start of the war can be entered.
For example, before the start of the battle game, the player characters Mike and Jane are extracted as third party characters. Then, in the 5-minute battle game, if the participation start timing of the third character is 3 minutes after the battle game start time, immediately before the battle start timing (for example, 2 minutes and 50 seconds from the battle game start time). (Later), it is decided whether the player character Mike will participate in the war as a third party character, or the player character Jane will participate in the war as a third party character, and the matching setting will be made with one of the determined player characters as the third party character. Do. For example, the matching setting is made not for the player who declined the waiting state for participation but for the player character who maintains the waiting state for participation as a third party character. If both player characters are in the waiting state for participation, matching setting is performed with one player character as a third party character. Then, a process of determining a mission, a process of determining a hostile relationship or an ally relationship, a process of determining a stage, a process of changing information (parameters, etc.), and the like may be performed before the start of participation of the third party character. In this way, even if one player character (for example, player character Mike) declines before the start of the war, the other player character (for example, player character Jane) will participate as a third party character. be able to.
This embodiment may be a network system realized by cloud computing. That is, in the above description, the terminal 10 performs game processing and drawing processing, but in cloud computing, information for each player (player character information, player information, etc.) is stored on the server and game processing is performed. .. That is, the terminal 10 inputs from the input unit 160 and transmits the input information to the server 20. Then, the server 20 performs game processing and drawing processing in addition to the matching process, streams and distributes the video data to the terminal 10 of the player, and the terminal 10 displays the video data received from the server 20 on the display unit 190.
In the present embodiment, an example in which the matching process is performed on the server 20 has been described, but the terminal 10 May be controlled to perform the matching process. Moreover, this embodiment can be applied to various battle games. For example, it can be applied to shooting games, hunting action games, and the like.
10 terminals, 110 communication control unit, 112 game processing unit, 114 display control unit, 120 drawing unit, 130 sound generation unit, 160 input unit, 162 detection unit, 170 storage unit, 172 main storage unit, 180 information storage medium, 190 display unit, 192 sound output unit, 196 communication unit, 20 servers, 210 network setting unit, 211 communication control unit, 212 Storage processing unit, 213 Matching processing unit, 214 Game control unit, 270 storage unit, 272 main storage unit, 260 storage unit, 280 information storage medium, 296 communication unit
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| JP2015029837AThis record | Japan | A |
15 legal events, as the office reported them to INPADOC
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| Trial/appeal decision takenAppealJAPANESE INTERMEDIATE CODE: C03C03 | C03 | |
| Notification sentJAPANESE INTERMEDIATE CODE: C3012C30A | C30A | |
| Notice of termination of proceedingsJAPANESE INTERMEDIATE CODE: C23C23 | C23 | |
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| Trial request (containing other claim documents, opposition documents)OppositionJAPANESE INTERMEDIATE CODE: C60C60 | C60 | |
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| Written amendmentJAPANESE INTERMEDIATE CODE: A523A521 | A521 | |
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| Written amendmentJAPANESE INTERMEDIATE CODE: A523A521 | A521 | |
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Numbers
- Publication
- 2015029837
- Application
- 163415
Titles2
- Japanese
- プログラム及びサーバ
- English
- Programs and servers
Classification
- IPC, 3
- A63F13 795
- A63F13 47
- A63F13 35