1. Field of the Invention
The present invention relates to a game apparatus, which communicates with another game apparatus, a control method thereof, and a program.
2. Description of the Related Art
A game apparatus which allows a player to grow a character of his or her own is known (see Japanese Patent No. 3457285). With this game apparatus, the game progresses when a player grows a single character by periodically executing predetermined operations from the birth of that character.
However, with this game apparatus, the game progresses for the purpose of growing a character itself. For this reason, the player cannot make his or her own game apparatus communicate with another game apparatus to receive a character from that game apparatus. Therefore, for example, a character grown by the player and that grown by a player of the other game apparatus cannot be married.
The present invention has been made in consideration of the above situation, and is characterized in that a player can make his or her own game apparatus communicate with another game apparatus to receive a character from that game apparatus.
According to an aspect of the present invention, there is provided a game apparatus, which comprises a storage unit and a communication unit which communicates with another game apparatus, comprising:
a first storage control unit which controls the storage unit to store a character group including two characters of a first type and one or more characters of a second type;
a second storage control unit which controls the storage unit to store a parameter value indicating a relationship between the character group and a character group of the other game apparatus;
a first update unit which updates the parameter value when a communication with the other game apparatus is made;
a first selection unit which selects one of the one or more characters of the second type as a character that remains at the character group;
a first determination unit which determines whether or not the parameter value satisfies a predetermined condition;
a character generation unit which generates one or more new characters of the second type; and
a second update unit which updates the character group so as to set, when the first determination unit determines that the parameter value satisfies the predetermined condition and when the first selection unit makes the selection, the character selected by the first selection unit and a predetermined character of the second type of the other game apparatus as the new, two characters of the first type, and to set only one or more characters of the second type newly generated by the character generation unit as the one or more characters of the second type.
According to another aspect of the present invention, there is provided a method of controlling a game apparatus, which comprises a storage unit and a communication unit which communicates with another game apparatus, the method comprising the steps of:
controlling the storage unit to store a character group including two characters of a first type and one or more characters of a second type;
controlling the storage unit to store a parameter value indicating a relationship between the character group and a character group of the other game apparatus;
updating the parameter value when a communication with the other game apparatus is made;
selecting one of the one or more characters of the second type as a character that remains at the character group;
determining whether or not the parameter value satisfies a predetermined condition;
generating one or more new characters of the second type; and
updating the character group so as to set, when it is determined in the step of determining that the parameter value satisfies the predetermined condition and when the selection is made in the step of selecting, the character selected in the step of selecting and a predetermined character of the second type of the other game apparatus as the new, two characters of the first type, and to set only one or more characters of the second type newly generated in the step of generating as the one or more characters of the second type.
Further features of the present invention will become apparent from the following description of exemplary embodiments with reference to the attached drawings.
Preferred embodiments of the present invention will now be described with reference to attached drawings. Each embodiment described below will be helpful in understanding a variety of concepts from the generic to the more specific.
It should be noted that the technical scope of the present invention is defined by claims, and is not limited by each embodiment described below. In addition, not all combinations of the features described in the embodiments are necessarily required for realizing the present invention.
An operation unit 103 serves as an input unit which accepts inputs from the player. A communication I/F (interface) 104 serves as an I/F used to connect to another game apparatus via a cable (or wirelessly) or to connect to the Internet or LAN (Local Area Network). The ROM 105 stores a program for controlling the overall game apparatus 100 (e.g., a boot program of the game apparatus 100), data (e.g., setting data of the game apparatus 100), and the like. A display unit 106 comprises a CRT, liquid crystal panel, or the like, and serves as a display unit which displays windows associated with the game (e.g., those to be displayed during playing of the game and those used to make various settings).
A sound processor 107 generates BGM and effect sounds based on sound data included in the game data 112, and outputs the generated BGM, effect sounds, and the like to a loudspeaker 108.
The internal storage device 110 comprises a storage device that allows to read/write data, such as a hard disk, flash memory, or the like, and stores the aforementioned game program 111 and game data 112, and user data 113. The data stored in the internal storage device 110 are read out onto the RAM 102 as needed.
The game program 111 is a program for controlling the overall game. The game data 112 include data required to generate images of respective objects (characters, text, background pictures, etc.) that configure each game window, the aforementioned sound data, various parameters, and the like. When the player wants to play an online game by connecting the game apparatus 100 to a network, the game program 111 and game data 112 include a game program, data, and the like downloaded from a server, which provides such game program, on the network.
The user data 113 are data associated with the past game progress history of the player. Reference numeral 109 denotes a bus which interconnects the aforementioned units.
The processing to be executed by the game apparatus 100 according to this embodiment with the aforementioned arrangement will be described below.
Prior to a description of the practical processing, the sequence of the game of the present invention will be briefly explained. In the present invention, the player manages one character group. The player undertakes events that take place during playing of the game, thereby growing characters that belong to the character group, and deepening bonds between the player and character group and between the characters in the character group.
This character group can be, for example, a family. In this case, the character group includes characters of a first type (i.e., parents) and those of a second type (i.e., children). The player looks after the children on behalf of the parents to raise the children and to deepen bonds with the family and between the characters in the family.
The player makes his or her own game apparatus 100 communicate with another game apparatus to have a relationship with another family. By repeating exchanges with the other family, the player can deepen a relationship with that family.
When each child has grown up enough, the player can make the child marry a child of another closely related family. At this time, the player may take a child character from another game apparatus, or may give away the child character of the character group managed by himself or herself to the other game apparatus.
In the present invention, in the former case, the two married child characters become new parent characters, and the remaining characters are cleared from the character group. New child characters are born to the new parent characters, resulting in the birth of a new family (i.e., generation change occurs). The player looks after the children again on behalf of the parents to raise the children and to deepen bonds with the new family and between the parents and children in the new family.
In the latter case, the child character which has been given to the other game apparatus is cleared from the character group managed by the player.
The embodiment of the present invention will be described below taking as an example a case in which the character group managed by the player represents a family. Note that it is merely an example that the character group represents a family, and that the player looks after children on behalf of parents.
In step S201, the CPU 101 generates parent characters which belong to a character group managed by the player. Note that the process in step S201 is arbitrary, and no parent characters may exist in the first generation.
In step S202, the CPU 101 displays eggs on the display unit 106 (see a window 301 in
In step S203, the CPU 101 hatches child characters from the eggs and displays them on the display unit 106 (see a window 302 in
Data used to manage the character group (to be referred to as “management data” hereinafter) will be described below with reference to
As shown in
The management data includes a gender field 403 indicating a gender as one of attributes of each character. In this embodiment, assume that the parents have different genders. However, this condition is not indispensable in this embodiment.
The management data may also include fields indicating the personality of each character. In this embodiment, the management data includes a meticulous field 404, lively field 405, and easygoing field 406, and these fields indicate “meticulous”, “lively”, and “easygoing” nature levels of each character.
The management data also includes parameters common to the whole character group (see
A bond field 502 indicates the depth of bond between the player and family (the character group managed by the player). A stomach field 503 indicates the full stomach level of the family, and a mood field 504 indicates the mood level of the family.
In this embodiment, the parameter values shown in
Referring back to
Upon reception of the communication start instruction, the CPU 101 executes processing associated with a communication in step S206. Details of this processing in step S206 will be described later with reference to
The CPU 101 checks in step S207 if a spouse character is obtained in step S206. If no spouse character is obtained, the process returns to step S204 to repeat the same processing.
If a spouse character is obtained in step S206, the process returns from step S207 to step S202. In step S202, the new parent characters produce eggs. In step S203, child characters are born. That is, if a spouse character is obtained in step S206, the character group is updated by the processes in steps S206, S207, S202, and S203. The updated character group includes the character that obtained the spouse and the spouse character as new parent characters, and also newly born child characters. In other words, if one of the child characters obtains a spouse character in step S206, the parent characters and other child characters at that time leave the character group, thus attaining a generation change.
If two or more child characters are born in step S203, these two or more child characters include those of a plurality of genders: male and female child characters. This is because, for example, if all two or more child characters are male characters, and those in the other game apparatus as a communication partner are also male characters, these child characters cannot marry those in the other game apparatus.
The detailed sequence of the processing in step S206 in
In step S601, the CPU 101 acquires identification information of a game apparatus as a communication partner from this game apparatus. The identification information is information unique to each game apparatus, and is, for example, a serial number of the game apparatus.
The CPU 101 checks in step S602 if a parameter value indicating the relationship between the family of the game apparatus 100 and that of the game apparatus as the communication partner (to be referred to as a “chum level” hereinafter) is available in user data 113. If the chum level is available, the process advances to step S603; otherwise, the process advances to step S604.
In step S603, the CPU 101 updates the chum level. In this embodiment, assume that the chum level is set to indicate the number of times of communications with the game apparatus as the communication partner. Hence, the CPU 101 increments the chum level by 1.
On the other hand, in step S604 the CPU 101 generates a new chum level, and stores the new chum level in the internal storage device 110 in association with the identification information acquired in step S601 as some of the user data 113.
In step S605, the CPU 101 displays a menu window (see a window 801 in
In step S606, the CPU 101 displays a menu window associated with marriage (see a window 802 in
In step S607, the CPU 101 displays a window (see a window 803 in
The CPU 101 checks in step S608 if the family of the game apparatus 100 is chummy with that of the game apparatus as the communication partner by seeing if the chum level is equal to higher than a threshold (e.g., 20). If the family of the game apparatus 100 is chummy with that of the game apparatus as the communication partner, the process advances to step S609; otherwise, the process advances to step S611 to display an error window (not shown), and the marriage is not concluded. In the example of
In step S609, the CPU 101 compares the gender of the child character selected in step S607 with that of a child character (i.e., a spouse character) selected in the game apparatus as the communication partner. If the two characters have different genders, the process advances to step S610; otherwise, the process advances to step S611 and the marriage is not concluded.
In step S610, the CPU 101 displays a window indicating that the marriage is concluded (see a window 804 in
If “give” is selected in step S606, the CPU 101 checks in step S612 if the character group includes a plurality of child characters. If the character group includes a plurality of child characters, the process advances to step S613; otherwise, the process advances to step S611 and the marriage is not concluded. The checking process in step S612 is to prevent the number of child characters included in the character group from becoming zero. If the number of child characters becomes zero, the generation change can never be made by taking a spouse character. However, if the number of child characters is permitted to be zero, the checking process in step S612 can be omitted. Even when the number of child characters becomes zero, the player can play the game again by, e.g., resetting it. Alternatively, the game of this embodiment may be configured so that when the number of child characters becomes zero, the parent characters produce eggs again.
In step S613, the CPU 101 displays a window that prompts the player to select a child character to give (see a window 805 in
The CPU 101 checks in step S614 if the family of the game apparatus 100 is chummy with that of the game apparatus as the communication partner, as in step S608. If the family of the game apparatus 100 is chummy with that of the game apparatus as the communication partner, the process advances to step S615; otherwise, the process advances to step S611 and the marriage is not concluded.
In step S615, the CPU 101 compares the gender of the child character selected in step S613 with that of a child character (i.e., a match character) selected in the game apparatus as the communication partner. If the two characters have different genders, the process advances to step S616; otherwise, the process advances to step S611 and the marriage is not concluded.
In step S616, the CPU 101 clears the child character selected in step S613 from the character group. Also, the given child character is no longer displayed on the standby window, as indicated by a window 806 in
In step S901, the CPU 101 clears characters other than the character to marry (the character selected in step S607 in
In step S902, the CPU 101 acquires a spouse character from the game apparatus as the communication partner, and adds it to the management data shown in
In step S903, the CPU 101 changes data in the gender field 403 of the character to marry and the spouse character from “child” to “parent”. Also, the CPU 101 changes data in the number field 401 of the character to marry to “1”, and that in the number field 401 of the spouse character to “2”.
In step S904, the CPU 101 initializes (resets) the chum level shown in
With the above processing, the generation change is complete. When the generation change is made, the process advances from step S610 to step S207 via step S206. Since it is determined in step S207 that a spouse is acquired, the process returns to step S202. Then, the CPU 101 generates child characters in step S203, and adds them to the management data. After that, the game similarly progresses in association with a new family.
The detailed sequence of the event determination processing in step S205 in
The CPU 101 checks in step S1001 if an arbitrary event generation condition is satisfied. An event is generated, for example, “when a predetermined period of time has elapsed”, “when the player inputs a predetermined instruction via the operation unit 103”, “when a predetermined time has been reached”, and so forth. The CPU 101 can measure an elapse of time or can check if a predetermined time is reached, using a timer (not shown) or timepiece (not shown). If the condition is satisfied, the process advances to step S1002, S1003, or S1004 depending on the contents of the satisfied condition (i.e., the contents of an event to be generated). If the condition is not satisfied, the event determination processing ends.
In this embodiment, assume that a character grows every time a predetermined period of time has elapsed. Every time the predetermined period of time has elapsed, the CPU 101 changes the value of the growth stage field 501 shown in
Upon changing the growth stage of characters, the personality type of the current family may be determined with reference to the fields indicating the personalities of respective characters in the management data. For example, in this embodiment, since the numerical value of the “meticulous” field of character #3 shown in
When the player inputs an instruction to serve a meal via the operation unit 103, the CPU 101 increments the value of the stomach field 503 shown in
When a predetermined time (e.g., 3 p.m.) of a day has been reached, the CPU 101 outputs a calling sound from the loudspeaker 108 or displays a calling message on the display unit 106 to call the player in step S1004. This calling corresponds to that for the player by the child characters. The CPU 101 checks if the player responds within a predetermined period of time via the operation unit 103. If the player responds, the process advances to step S1005, and the CPU 101 increments the value of the bond field 502 in
In step S1007, the CPU 101 displays a window according to the contents of the event (e.g., a window indicating that the child characters take a meal) on the display unit 106.
The description associated with the events has been given. As described above, various other events, for example, an event that increments or decrements the value of the mood field 504, a sleep event of the child characters, and the like, may take place.
Note that when a program for making a computer execute the aforementioned processes (for example, those according to the flowcharts shown in
As described above, the game apparatus 100 according to this embodiment holds a character group including parent characters and child characters. The game apparatus 100 can communicate with another game apparatus. By making communication, the game apparatus 100 changes the parameter value (chum level) indicating the relationship between its own character group and that of the game apparatus as a communication partner. When the parameter value satisfies a predetermined condition, the game apparatus 100 can acquire a spouse character from the other game apparatus for the child character to make their marriage happen. When the spouse character is taken and the marriage is concluded, the game apparatus 100 clears characters other than the characters to marry from the character group.
As described above, according to this embodiment, the player can make his or her own game apparatus communicate with another game apparatus to receive a character from the other game apparatus. After the character is received, the player can continue the game using a character group of a new generation.
While the present invention has been described with reference to exemplary embodiments, it is to be understood that the invention is not limited to the disclosed exemplary embodiments. The scope of the following claims is to be accorded the broadest interpretation so as to encompass all such modifications and equivalent structures and functions.
This application claims the benefit of Japanese Patent Application No. 2007-192628, filed on Jul. 24, 2007, which is hereby incorporated by reference herein in its entirety.
Number | Date | Country | Kind |
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2007-192628 | Jul 2007 | JP | national |