This application is based upon and claims the benefit of priority from the prior Japanese Patent Applications No. 2004-196032, filed on Jul. 1, 2004 and No. 2004-344679, filed on Nov. 29, 2004, the entire contents of which are incorporated herein by reference.
This application is related to US Patent Application being filed on Jul. 1, 2005 based upon and claims the benefit of priority from the prior Japanese Patent Application No. 2004-196033, filed on Jul. 1, 2004, and to U.S. Patent Application being filed on Jul. 1, 2005 based upon and claims the benefit of priority from the prior Japanese Patent Applications No. 2004-196030, filed on Jul. 1, 2004, and No. 2004-196031, filed on Jul. 1, 2004. These applications including specifications, drawings, and claims are expressly incorporated herein by reference in their entirety.
1. Field of the Invention
The present invention relates to a game system in which multiple terminal devices and a server are connected via a communication line. More particularly, the present invention relates to a game system that can execute a multiplayer online game, such as MMORPG (Massively Multiplayer Online Role Playing Game), RTS (Real Time Strategy), FPS (First Person Shooting Game), or the like.
2. Description of Related Art
In recent years, with the development of information communication technologies, a game system in which multiple office or home terminal devices and a server are connected via a communication line is spreading. In the game system, various online games can be executed. Recently, as online games, for example, a multiplayer online game, such as MMORPG (Massively Multiplayer Online Role Playing Game), RTS (Real Time Strategy), FPS (First Person Shooting Game), or the like, is provided.
In terms of a player, such a multiplayer online game is attractive in that he can play a game with many and unspecified players who are not acquainted with him at remote places via a network, such as Internet, at home and abroad and communication can be performed by means of the game. Further, the multiplayer online game has been gaining support from all countries of the world. On the other hand, in terms of a game manufacturer, the multiplayer online game has advantages in that the semi-permanent game environment can be constructed by updating data or program regarding new events, characters, items, and the like sequentially and by distributing data or program to the respective terminal devices via the network. Accordingly, the game manufacture can ensure stable profits, without causing the players to lose interest in the game.
In the multiplayer online game, generally, the characters are set to correspond to the respective players, and each player operates a character of his own to participate in the game (see Japanese Patent Laid-Open No. 2002-224448). The corresponding character gains experience by clearing various conditions (so-called missions) and increases the level. With the increase of the level, the ability or position of the character is improved, such that the character can perform various functions. When the mission is cleared, money, which can be used on the game, is imparted to the player as the reward by the amount according to the difficulty of that mission. For this reason, the player can acquire a lot of money by clearing many missions and can buy weapons or items, which can be used on the game, so as to progress the game favorably.
Further, in the multiplayer online game, a so-called chat can be performed. In this case, if the message is transmitted from the terminal device operated by each player to the server, the message is transmitted from the server to the terminal devices operated by all players (See Japanese Patent Laid-Open Nos. 2004-89584 and 2003-181147) By performing the chat, the player can communicate with other players and can obtain all kinds of information regarding the game.
During the chat described above, since the message is transmitted from the server to the terminal devices operated by all players, the message may be transmitted to some player whom the message would not be transmitted. Accordingly, the construction of close friendship and an exchanged of beneficial information with a specified player through the communication cannot be achieved.
Further, in the chat or the like, it is assumed that the players actually participate in the game simultaneously, and it is impossible or difficult to perform the communication among the players at different points of time.
It is an object of the invention to provide a game system in which an exchange of beneficial information with a specified player through the communication can be achieved.
It is another object of the invention to provide a game system that allows the communication among players to be achieved at different points of time.
According to a first aspect of the invention, there is provided a game system in which a plurality of terminal devices, each having a display unit, and a server are connected via a communication line and in which a plurality of players operates characters corresponding to the respective players by using the respective terminal devices to play a game, comprising: an image display control unit for causing the display unit to display a game image including the characters; a selection unit, according to an operation of a player, selecting any one of characters corresponding to other players than the player, who performs the operation, from among the characters included in the game image; a message input unit for inputting a message according to an operation of the player; and a message transmission unit for transmitting the message inputted by the message input unit to a terminal device used by a player who operates the character selected by the selection unit.
In accordance with the above-described configuration, a player can select a character included in a game image so as to specify a player serving as a destination and transmit a message to the specified player. Therefore, an exchange of beneficial information with the specified player through the communication can be achieved. Further, only by selecting the character included in the game image, the player serving as the destination of the message can be specified with superior operationality.
According to a second aspect of the invention, there is provided a game system in which a plurality of terminal devices, each having a display unit, and a server are connected via a communication line and in which a plurality of players operates characters corresponding to the respective players by using the respective terminal devices to play a game, comprising:
an image display control unit for causing the display unit to display a game image including the characters and for causing the display unit to display the game image such that a character corresponding to a player moves according to an operation of the player;
a message input unit provided in each of the terminal devices for inputting a message according to an operation of the player;
a first position determination unit for determining whether or not any one of the characters is at a first position;
an input permission unit for, when the first position determination unit determines that one character is at the first position, permitting the massage input unit of a terminal device used by a player, who operates the character, to input a message via the communication line; and a message storage unit provided in the server for storing the message inputted by the massage input unit, which is permitted to input the message by the input permission unit.
In accordance with the above-described configuration, the message is stored in the message storage unit, such that the communication at different points of time among the players can be achieved.
Other and further objects, features, and advantages of the invention will appear more fully from the following description taken in connection with the accompanying drawings in which:
Hereinafter, preferred embodiments of the invention will be described with reference to the drawings.
First, referring to
The terminal device 1 receives a predetermined operation which is performed by the player via a touch panel 14 (see
Each terminal device 1 has unique machine ID. The machine ID includes a code of the shop server 2 to which the terminal device 1 is connected and a code of each terminal device 1 which is disposed in the shop. For example, when the code of the shop server 2 at the shop A is A and when the code of the terminal device 1 in the shop A is 1, the machine ID of the terminal device 1 is a1.
The shop server 2 performs a data communication between the terminal devices 1 and the center server 3. The center server 3 is communicatably connected to the respective shop servers 2 via the communication line 4 and stores history data regarding the respective players. The center server 3 performs the data communication with the terminal devices 1 via the shop server 2 and performs a processing, such as an authentication of each player, or the like. The shop server 2 corresponds to a server according to the invention.
The card vending machine 6 is communicatably connected to the center server 3 via the shop server 2 so as to receive an input operation of individual data by a player and to issue an ID card 8 (see
The game executed by using the terminal device 1 is the MMORPG (Massively Multiplayer Online Role Playing Game) which introduces elements of an action game. The player who operates the terminal device 1 operates a corresponding character by using various buttons 118 and an operating lever 119 so as to progress the game. The respective characters belong to an adventurer guild (which means a fellow group on the game constructed by adventurers and, hereinafter, which is simply referred to as a guild) and accept a mission (which means a condition on the game set for each player) from the guild. After accepting the mission from the guild, the character performs a mission game to adventure a virtual game space. In the mission game, it is possible to strength the character by fighting with a monster and increasing the level and to gain an item. Since the characters corresponding to the respective players perform the game in the same virtual game space, a player can challenge the mission together with the character corresponding to any other player or can exchange information with the character corresponding to any other player. When clearing the mission in the virtual game space and then returning to the guild, the player can receive a reward according to the kind of the mission from the guild and accept a new mission.
As shown in
On the first display 11, the touch panel 14 is provided. The touch panel 14 can detect a contact by the player and, when detecting the contact, output a detection signal representing a contact position to an operation input section 114 (see
Below the first display 11, a coin insertion slot 15 into which a coin is inserted and an ID card insertion slot 16 into which the ID card is inserted are provided. The coin inserted into the coin insertion slot 15 is detected by a coin sensor 115 (see
On the cabinet 10, a base portion 18 is provided so as to project forward. On the upper surface of the base portion 18, an attack button 118a, a defense button 118b, a magic use button 118c, and the operating lever 119 are provided. The attack button 118a is a button for inputting an instruction to cause the character to perform an attack operation. The defense button 118b is a button for inputting an instruction to cause the character to perform a defense operation. The magic use button 118c is a button for inputting an instruction to cause the character to perform a magic use operation. The operating lever 119 is one for inputting an instruction to move the character.
The ROM 102 stores various image data, programs, and the like. Specifically, the ROM 102 stores, for example, image data representing images to be displayed on the first display 11 and/or the second display 12, such as various character images that represent a character operated by a player, characters operated by other players, and the like, monster images that represents monsters appearing in the virtual game space, various background images that represent the virtual game space, an image representing the guild, and the like. In addition, the ROM 102 stores, for example, objects constituting the characters or the monsters, texture data, background images, and the like. The objects constituting the characters or the monsters and the like are constructed by the predetermined number of polygons for three-dimensional drawing. The ROM 102 stores an ability setting table (not shown) in which the levels of the players or the characters corresponding to the players and the abilities of the characters are correlated with each other.
The ROM 102 may be a storage medium built in the terminal device 1 or may be a detachable storage medium. Further, the ROM 102 maybe constructed by using both storage mediums. Among various data stored in the ROM 102, data which can be stored in the detachable storage medium may be read out by a driver, such as a hard disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, or a cassette medium reader. In this case, the storage medium may be, for example, a hard disk, an optical disk, a flexible disk, a CD, a DVD, or a semiconductor memory.
The RAM 103 temporarily stores information, variables, and the like during processing. The RAM 103 stores, for example, player participation information (see
A communication interface circuit 104 communicates data (for example, the player participation information, the player information, or the like) with the shop server 2 via the private line 5. The communication interface circuit 104 transmits the instruction inputted by the player through the touch panel 14, various buttons 118, or the operating lever 119 to the shop server 2 via the private line 5 and then the shop server 2 progresses the game based on the instruction. Further, the communication interface circuit 104 receives a display command for the first display 11 or the second display 12 from the shop server 2 via the private line 5. Based on the display command, various images are displayed on the first display 11 and the second display 12.
A first drawing processing section 111 causes the first display 11 to display the game image in which the characters are disposed in the virtual game space, the image representing the guild, or the like. The first drawing processing section 111 includes a VDP (Video Data Processor), a video RAM, or the like. According to the display command, the first drawing processing section 111 refers to the player information (see
A second drawing processing section 112 causes the second display 12 to display the image representing the map of the virtual game space, the image representing the advertisement of the game, or the like and includes a VDP (Video Data Processor), a video RAM, or the like. The second drawing processing section 112 extracts a predetermined image from the ROM 102 according to the display command. Then, the second drawing processing section 112 stores image data in the video RAM according to a display priority on the second display 12. Accordingly, the predetermined image is generated and is outputted to the second display 12. As a result, the predetermined image is displayed on the second display 12.
A sound reproducing section 113 outputs predetermined sound, BGM, or the like to the speakers 13 according to an instruction from the shop server 2. The touch panel 14 is a thin layer structure which is provided in front of the first display 11. The touch panel 14 is constructed by arranging linear pressure-sensitive members made of a transparent material at predetermined pitches in horizontal and vertical directions and by coating a transparent cover thereon. As the touch panel 14, the well-known touch panels in the related art maybe adopted. The touch panel 14 outputs the detection signal indicating the contact position when contacting to the operation input section 114.
The operation input section 114 is a microcomputer having a memory 114a and a timer 114b. The contact position indicated by the detection signal outputted from the touch panel 14 is buffered in a predetermined area of the memory 114a as data. Subsequently, the instruction content is determined based on the data by using the timer 114b or the like and the determination result is supplied to the control section 100 as an operation command.
The coin sensor 115 transmits a predetermined signal to the control section 100 when detecting the coin inserted into the coin insertion slot 15. The ID card reader 116 reads out ID data from the ID card 8 inserted into the ID card insertion slot 16 and supplies read ID data to the control section 100. The attack button 118a is a button for causing the character to perform the attack operation. The defense button 118b is a button for causing the character to perform the defense operation. The magic use button 118c is a button for causing the character to perform the magic use operation. When detecting the operations by the player, the buttons 118a to 118c transmits detection signals to the control section 100. When being inclined in a predetermined direction by the player, the operating lever 119 transmits a detection signal according to that direction to the control section 100.
As shown in
The ROM 202 stores a game control program. The CPU 201 of the shop server 2 executes the game control program stored in the ROM 202 and performs various processings so as to progress the game. Further, the ROM 202 stores various data or table data to be used to progress the game, such as, mission summary data representing a summary of a mission set for a player in the game system of the present embodiment (see
The ROM 202 may be a storage medium built in the shot server 2 or may be a detachable storage medium. Further, the ROM 202 maybe constructed by using both storage mediums. Among various data stored in the ROM 202, data which can be stored in the detachable storage medium may be read out by a driver, such as a hard disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, or a cassette medium reader. In this case, the storage medium may be, for example, a hard disk, an optical disk, a flexible disk, a CD, a DVD, or a semiconductor memory.
The RAM 203 temporarily stores information, variables, and the like during processing. The RAM 203 stores, for example, the player participation information (see
A communication interface circuit 204 communicates various data with the center server 3 and other shop servers 2 via a network, such as Internet or the like. The shop server 2 has an interface circuit group 205 and the interface circuit group 205 is connected to eight terminal devices 1 and one card vending machine 6 via the private line 5.
As shown in
The ROM 302 may be a storage medium built in the center server 3 or may be a detachable storage medium. Further, the ROM 302 maybe constructed by using both storage mediums. Among various data stored in the ROM 302, data which can be stored in the detachable storage medium may be read out by a driver, such as a hard disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, or a cassette medium reader. In this case, the storage medium may be, for example, a hard disk, an optical disk, a flexible disk, a CD, a DVD, or a semiconductor memory.
The RAM 303 stores, for example, ID data, history data (see
The ROM 602 stores various image data and programs, such as image data constituting the biographical image, image data constituting the image representing the instruction to buy the ID card, or the like.
The ROM 602 may be a storage medium built in the card vending machine 6 or may be a detachable storage medium. Further, the ROM 602 may be constructed by using both storage mediums. Among various data stored in the ROM 602, data which can be stored in the detachable storage medium may be read out by a driver, such as a hard disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, or a cassette medium reader. In this case, the storage medium may be, for example, a hard disk, an optical disk, a flexible disk, a CD, a DVD, or a semiconductor memory.
The RAM 603 temporarily stores information, variables, and the like during processing. The RAM 603 stores, for example, history data (see
A sound reproducing section 613 outputs predetermined sound, BGM, or the like to a speaker 63. A coin sensor 615 transmits a predetermined signal to the control section 600 when detecting the coin inserted into the card vending machine 6. The operating button 618 has multiple buttons and is used to input various instructions to the card vending machine 6. The operating button 618 transmits a detection signal to the control section 600 when detecting the operation of the player. An ID card eject device 617 ejects one ID card among multiple ID cards stored in a predetermined place of the card vending machine 6 when the predetermined amount of the coin and individual data are inputted to the card vending machine 6. An ID card reader 616 reads out ID data from the ID card 8 inserted into the card vending machine 6.
Next, a game play flow in the game system of the present embodiment will be described with reference to
The player, who plays the game newly or plays the game continuously, performs an operation through the terminal device 1 at the time of the game start (ST2). As the operation at the time of the game start, for example, the insertion of the coin into the coin inserting slot 15, the insertion of the ID card 8 into the ID card insertion slot 16, and the like may be exemplified.
After the step of ST2 is performed, when playing the game newly, the player creates the character (ST3a). Specifically, the player inputs an instruction trough the touch panel 14 so as to select the figure, ability, characteristic, and the like of the corresponding character (the character operated by the player) and create the character according to his liking. On the other hand, when the player plays the game continuously, history data (see
After the step of ST3 (ST3a or ST3b) is completed, next, a mission acceptance format is selected (ST4). As described above, the mission is accepted from the guild, and the player can select any one of the single mode in which the player accepts the mission by himself and the multi mode in which the player accepts the mission together with other players. Further, the reward acquired when the mission is cleared is proportionally divided by the number of players who clear that mission. Therefore, when the single mode is selected, since the player has to clear the mission by himself, the difficulty of the mission is increased, but much reward can be acquired. On the other hand, when the multi mode is selected, since the player may clear the mission together with other players, the difficulty of the mission is lowered, but the reward to be acquired is decreased.
If the step of ST4 is completed, the game starts and the character corresponding to the player can appear on the guild and take various actions on the guild (ST5). In the guild, the player can perform, for example, the following (i) to (v) (see
(i) Refer to or accept a mission (Only prior to the mission acceptance). In the present embodiment, for example, there are multiple missions, such as a mission of a serious content, a mission of a comical content, and the like (see
(ii) Collect information regarding other characters or missions. In the guild, the player can obtain information regarding other characters or missions. In particular, the player can obtain a hint for capturing the mission, information of the monsters appearing in the virtual game space, and information of an acquirable item by paying a predetermined amount of money which can be used on the game. As the information of other players, information about which character exists in the virtual game space and which adventure that character makes can be obtained. Moreover, the information that can be obtained in the (ii) step is information predetermined in the program, not information that can be obtained from other players.
(iii) Gain the reward for the mission clear (only when the mission is cleared). Here, the value of experience or money that can be used on the game is paid from the guild according to the level of the player (the character corresponding to the player) who cleared the mission. However, when the mission is cleared in the multi mode, the reward is proportionally divided by the number of players who cleared the mission.
(iv) Use the board. Each player can write the message into the guild board. In this case, the message written by the player is displayed on the first display 11 of the terminal device 1 (
(v) Sell the belonging (the item possessed by the character). The character can sell the item obtained in the virtual game system or the item obtained as the reward for the mission clear on the guild.
(vi) Start the mission and progresses to the mission game (only after the mission acceptance). When the mission is accepted in the (i) step, the (vi) step is performed so as to progress to the mission game.
In the step of ST5 described above, the player contacts the image displayed on the first display 11 through the touch panel 14 so as to input various instructions.
In ST5, when the above-described (vi) step is performed, the mission game is progressed (ST6). The mission game is a game for achieving the mission received from the guild, which is at the core of the game in the present embodiment. In the mission game of ST6, the player uses various buttons 118 and the operating lever 119 to operate the corresponding character and make an adventure in the virtual game space. During the mission game, the life level of the character becomes zero (0) due to the attack from the monster or the like, the game ends (ST7).
In the mission game, when the character images representing other characters are displayed on the first display 11, a chat button is also displayed on the first display 11. At this time, if the player contacts the chat button via the touch panel 14, a chat window is opened on which various kinds of chat messages are displayed. The player contacts any one chat message of various kinds of the chat messages via the touch panel 14 so as to input the chat message. In addition, the player contacts the character image representing a character, which serves as a destination of the input chat message, via the touch panel 14, such that the chat message can be transmitted to the terminal device 1 of the player, who operates the character serving as the destination, via the shop server 2.
In ST6, when the mission is cleared, the player returns to the guild of ST5, receives the reward for the mission clear, and accepts a new mission to progress the mission game again. As such, in the present embodiment, the game is a game that is progressed by performing the guild (ST5) and the mission game (ST6) alternately.
Next, the processing which is performed in the game system of the present embodiment when the game is progressed as described above will be described with reference to
First, the CPU 601 of the card vending machine 6 receives the insertion of the coin into the card vending machine 6 (Step S600). When receiving the predetermined signal from the coin sensor 615 at the time of the coin detection, the CPU 601 receives the input of individual data (for example, full name or first name, date of birth, blood type, asterism, or the like) by the operation of the player (Step S601). In addition, the CPU 601 receives the input of the password by the operation of the player (Step S602). This password is used for the authentication of the player by the center server 3. Next, the CPU 601 transmits the input individual data and password to the center server 3 via the private line 5 by the communication interface circuit 604, while passing through the shop server 2 (Step S603).
The CPU 301 of the center server 3 stores the individual data and password transmitted from the terminal device 1 in the RAM 303 (Step S310). As such, the player is registered in the center server 3 and then the CPU 301 transmits a reply signal to the terminal device 1 (Step S311).
The CPU 601 of the card vending machine 6 extracts one ID card 8 among the multiple ID cards stored in the card vending machine 6 (Step S604). Then, ID data stored in the extracted ID card 8 is transmitted to the center server 3 (Step S605) and the ID card 8 is ejected. As a result, the player can obtain the ID card 8. On the other hand, the center server 3 that receives ID data stores ID data in correlating with the individual data and password stored in the RAM 303 (Step S312).
In the game system of the present embodiment, the game is progressed through the data communication between the respective terminal devices 1 and the shop server 2 that is connected to the terminal devices 1 via the private line 5. The player participation information that is stored in the RAM 203 of the shop server 2 connected to the terminal devices 1 via the private line 5 and the RAM 303 of the center server 3 at this time will be described with reference to
In a table shown in
In a table shown in
The CPU 201 of the shop server A receives data from any one of the terminal devices a1 to a8 and transmits data to the remainder of the terminal devices a1 to a8, the shop servers B and C, as described in the second row from the top in the table. Then, the CPU 201 of the shop server B receives data from any one of the terminal devices a1 to a8 through the shop server A and transmits data to the terminal devices b1 to b8, as described in the second row from the top in the table. The CPU 201 of the shop server C receives data from any one of the terminal devices a1 to a8 through the shop server A and transmits data to the terminal devices c1 to c8, as described in the second row from the top in the table.
The CPU 201 of the shop server B receives data from any one of the terminal devices b1 to b8 and transmits data to the shop server A, as described in the third row from the top in the table. Then, the CPU 201 of the shop server A receives data from any one of the terminal devices b1 to b8 through the shop server B and transmits data to the terminal devices al to a8, the remainder of the terminal devices b1 to b8, and the terminal devices cl to c8, as described in the third row from the top in the table. The CPU 201 of the shop server C receives data from any one of the terminal devices b1 to b8 through the shop servers B and A, and transmits data to the terminal devices cl to c8, as described in the third row from the top in the table.
Similarly, the CPU 201 of the shop server C receives data from any one of the terminal devices c1 to c8 and transmits data to the shop server A, as described in the fourth row from the top in the table. Then, the CPU 201 of the shop server A receives data from any one of the terminal devices c1 to c8 through the shop server C and transmits data to the terminal devices a1 to a8, the terminal devices b1 to b8, and the remainder of the terminal devices c1 to c8, as described in the fourth row from the top in the table. The CPU 201 of the shop server B receives data from any one of the terminal devices c1 to c8 through the shop servers C and A, and transmits data to the terminal devices b1 to b8, as described in the fourth row from the top in the table.
In such a manner, among the shop servers A, B, and C, the CPU 201 transmits data from the respective terminal devices 1 and, whenever receiving data from the respective terminal devices 1, updates various data stored in the RAM 203. Thus, the respective terminal devices 1 progress the game by using data stored in the RAM 203, such that the time synchronization in the progress of the game among the respective terminal devices 1 (the coincidence of the game progress statuses) can be easily controlled. Moreover, in the invention, the message (chat message) is transmitted to only the terminal device 1 serving as the destination of that message. In this case, the communication of the message is not performed by means of the data communication method described with reference to
That is, the shop server 2 that receives the participation in the game first (here, the shop server A) receives data from the terminal device 1, that is connected thereto via the private line 5, and transmits data to all other terminal devices 1. Further, the shop server 2 receives data from the terminal device 1, that is connected to another shop server 2 (here, the shop server B or C) via the private line 5, through another shop server 2 (the shop server B or C) and transmits data to all other terminal devices 1. Further, another shop server 2 (the shop server B or C) receives data from the terminal device 1, that is connected to the shop server 2 (the shop server A) via the private line 5, through the shop server 2 (the shop server A) and transmits data to the terminal device 1 connected thereto via the private line 5.
The CPU 301 of the center server 3 determines whether or not there exists ID data received from the terminal device 1 in ID data stored in the RAM 303. If it is determined that there exists ID data, it is determined whether the password of the player stored in the RAM 303 correlated with that ID data matches with the password received from the terminal device 1, and thus the authentication is performed according to that determination result (Step S301). Moreover, at the time of the authentication, the CPU 301 refers to history data stored in the RAM 303 and determines whether the player is a player who plays the game newly or a player who plays the game continuously.
Then, the CPU 301 of the center server 3 updates the player participation information (see
The CPU 101 of the terminal device 1 determines whether the player who starts the game is a player who plays the game newly or a player who plays the game continuously, based on the reply signal received from the center server 3 (Step S104).
In the step S104, if it is determined that the player who starts the game is a player who plays the game newly, the CPU 101 creates the character based on the operation of the player (Step S105). In this step, the player inputs the instruction to select the figure, ability, characteristic, and the like of the corresponding character (the character operated by the player) by using the touch panel 14 while seeing the image displayed on the first display 11. Then, the CPU 101 creates the character according to that instruction. Besides, the CPU 101 sets the level of a character corresponding to a player, who plays a game newly, to an initial value (for example, level 1). Next, the CPU 101 generates the player information (see
On the other hand, in the step S104, if it is determined that the player who starts the game is a player who plays the game continuously, the CPU 101 transmits a signal purporting to request history data of that player to the center server 3via the private line 5 by means of the communication interface circuit 104 (Step S106). When receiving that signal from the terminal device 1, the center server 3 reads history data regarding that player from the RAM 303 and transmits history data to the terminal device 1 (Step S304).
History data shown in
In player history data, as shown in
In the step S304, history data shown in
After the step S107 is performed, the CPU 101 receives the selection of the mission acceptance format according to the operation of the player (Step S108). In this step, the player operates the touch panel 14 to input an instruction purporting to select any one of the single mode in which the player accepts the mission by himself and the multi mode in which the player accepts the mission together with other players, while seeing the image displayed on the first display 11. Then, the CPU 101 stores data according to the input instruction in a column for the mission acceptance format of the player information (see
Next, the CPU 101 the player information regarding one player stored in the RAM 103 transmits to the shop server 2 via the private line 5 by means of the communication interface circuit 104 (Step S109).
With the player information regarding one player, the CPU 201 of the shop server 2 performs the setting for allowing that player to participate in the game (Step S202). In this step, the CPU 201 adds the player information regarding one player received from the terminal device 1 to the player information stored in the RAM 203 in advance. In addition, the CPU 201 set a play field coordinate of the character corresponding to a player, who participates in the game newly, to the initial value (the value corresponding to the location of the guild) (see
As shown in
After the step S202 is performed, the terminal device 1 and the shop server 2 start the game, respectively (Steps S110 and S203). As shown in
When the guild execution processing of the step S120 is completed, the CPU 101 performs a mission game execution processing (Step S121). The mission game execution processing will be described below in detail with reference to
When the above-described condition for the mission completion is satisfied and thus the mission game execution processing of the step S121 is completed, the CPU 101 determines whether or not the life level of the character is zero (0) (Step S122). If it is determined that the life level of the character is zero (0), since the character cannot continue to play the game, various steps (for example, the generation of history data based on the player information, the transmission of history data to the center server 3, and the like) for ending the game are performed (Step S123) and the present subroutine ends.
On the other hand, in the step S122, if it is determined that the life level of the character is not zero (0), since other conditions for the mission completion (for example, the mission clear, the return to the guild, and the like) are satisfied, the process returns to the guild execution processing of the step S120. Therefore, in the game execution processing, until the life level of the character is zero (0), the guild execution processing of the step S120 and the mission game execution processing of the step S121 are executed repeatedly. Of course, though not shown in the drawing, when an instruction purporting to end the game by the player is inputted, the steps for ending the game of the step S123 are executed, regardless of whether or not the life level of the character, is zero (0) and the present subroutine ends.
Next, the guild execution processing routine that is executed through the step S120 of
When the guild execution processing is executed, an image shown in
If the guild execution processing routine is executed, first, the CPU 101 determines whether or not the mission reference/acceptance instruction is inputted (Step S130). This instruction is inputted when the player contacts the image representing the selection of ‘MISSION REFERENCE/ACCEPTANCE’ through the touch panel 14. If it is determined that the mission reference/acceptance instruction is inputted, the CPU 101 executes a mission reference/acceptance processing (Step S131). The mission reference/acceptance processing will be described with reference to
Next, the CPU 101 determines whether or not the board use instruction is inputted (Step S132). This instruction is inputted when the player contacts the image representing the selection of ‘BOARD’ through the touch panel 14. If it is determined that the board use instruction is inputted, the CPU 101 executes a board use processing (Step S133). The board use processing will be described below in detail with reference to
Next, the CPU 101 determines whether or not the reward payment request instruction is inputted (Step S134). This instruction is inputted when the player contacts the image representing the selection of ‘REWARD’ through the touch panel 14. If it is determined that the reward payment request instruction is inputted, the CPU 101 executes a reward payment processing (Step S135). The reward payment processing will be described in detail with reference to
Next, the CPU 101 determines whether or not the information collection instruction is inputted (Step S136). This instruction is inputted when the player contacts the image representing the selection of ‘INFORMATION COLLECTION’ through the touch panel 14. If it is determined that the information collection instruction is inputted, various information display processings are performed (Step S137). In these processings, the CPU 101 obtains the information (for example, the information regarding other characters or missions), which is selected from the ROM 203 when the CPU 201 of the shop server 2 executes the program stored in the ROM 202, from the shop server 2 and, based on the information, causes the first display 11 to display the image representing the information by the first drawing processing section 111.
Next, the CPU 101 determines whether or not the belonging selling instruction is inputted (Step S138). This instruction is inputted when the player contacts the image representing the selection of ‘BELONGING SELLING’ through the touch panel 14. If it is determined that the belonging selling instruction is inputted, a belonging selling processing is performed (Step S139). In this processing, when the player selects the belonging to be sold at the guild among the belongings of the character, the corresponding instruction is transmitted to the shop server 2. Then, the CPU 201 of the shop server 2 increases the money of the player information stored in the RAM 203 and deletes data regarding the target belonging. On the other hand, when the player selects an item on sale at the guild, the corresponding instruction is transmitted to the shop server 2. Then, the CPU 201 of the shop server 2 decreases the money of the player information stored in the RAM 203 and adds data of the target item.
Next, the CPU 101 determines whether or not the mission start instruction is inputted (Step S140). This instruction is inputted when an image shown in
First, the CPU 101 of the terminal device 1 transmits a mission summary request signal to the shop server 2 via the private line 5 by means of the communication interface circuit 104 (Step S1310). This step corresponds to a step S3310 of
In the present embodiment, the case in which the number of participatable players is 1 in the single mode and the number of participatable players is 4 in the multi mode is described. However, the invention is not limited to this example. For example, there may be a mission in which the number of participatable players in the single mode is zero (0). In this case, since the player cannot participate in the mission in the single mode, the multi mode has to be selected. Further, the number of participatable players in the multi mode is not particularly limited.
The content of the mission “AA” is ‘WANT TO DELIVER CARGO TO MR. XX’ and the participatable level is 1. Moreover, the participatable level is the minimum level required for accepting that mission. A player who does not reach that level cannot accept that mission. The content of the mission “AB” is ‘WANT TO GUARD PRINCESS ●● FROM MONSTER ΔΔ’ and the participatable level is 3. The content of the mission “AC” is ‘WANT TO INVESTIGATE OO CAVERN AND FIND TREASURE’ and the participatable level is 5. The content of the mission “AD” is ‘WANT TO INVESTIGATE ISOLATED ISLAND □□ AND FIND TREASURE’ and the participatable level is 7. The content of the mission “AE” is ‘WANT TO INVESTIGATE ANCIENT RUINS AND UNRAVEL MYSTERY OF ▪▪ ’ and the participatable level is 9. The content of the mission “AF” is ‘INVESTIGATE UNPRECEDENTED LAND’ and the participatable level is 11. The difficulties of the missions are set to increase in an order of the missions “AA” to “AF” and the participatable levels are set to increase in an order of the difficulties of the missions. Of course, the mission (condition) of the invention is not limited to them. A mission is not particularly limited as long as it can be set on the game.
After the step S1310, the CPU 101 determines whether or not mission summary data is received from the shop server 2 (Step S1311). If it is determined that mission summary data is not received, the process returns to the step S1310. On the other hand, if it is determined that mission summary data is received from the shop server 2, the CPU 101 controls the first drawing processing section 111 and causes the first display 11 to display an image shown in
After the step S1312, the CPU 101 determines whether or not the mission reference instruction is inputted (Step S1313). This instruction can be inputted when the player contacts the image representing the selection of ‘REFER’ through the touch panel 14. If it is determined that the mission reference instruction is inputted, the CPU 101 a mission reference request signal to the shop server 2 via the private line 5 by means of the communication interface circuit 104 (Step S1314). This step corresponds to the step S3312 of
In the step S1313, if it is determined that the mission reference instruction is not inputted or if the step S1314 is performed, next, the CPU 101 determines whether or not mission reference data is received (Step S1315). If it is determined that mission reference data is received, the CPU 101 controls the first drawing processing section 111 and causes the first display 11 to display an image shown in
In the step S1315, if it is determined that mission reference data is not received from the shop server 2 or if the step S1316 is executed, the CPU 101 determines whether or not the mission acceptance instruction is inputted (Step S1317) This instruction can be inputted when the player contacts the image representing the selection of ‘ACCEPT’ through the touch panel 14. If it is determined that the mission acceptance instruction is inputted, the CPU 101 transmits a mission acceptance request signal to the shop server 2 via the private line 5 by means of the communication interface circuit 104 (Step S1318). This step corresponds to the step S3314 of
In the step S1317, if it is determined that the mission acceptance instruction is not inputted or if the step S1318 is executed, the CPU 101 determines whether or not a waiting image display command is received from the shop server 2 (Step S1319). This step corresponds to the step S3322 of
In the step S1319, if it is determined that the waiting image display command is received, the CPU 101 controls the first drawing processing section 111 based on the waiting image display command (Step S1320). The first drawing processing section 111 extracts predetermined image data from the ROM 102 based on data regarding the number of participatable players and the number of participation registration players included in the above-described waiting image display command and stores these image data in the video RAM according to a predetermined priority, thereby generating a waiting image. Next, the first drawing processing section 111 outputs the waiting image to the first display 11. As a result, an image shown in
In the step S1319, if it is determined that the waiting image display command is not received from the shop server 2 or if the step S1320 is executed, next, the CPU 101 determines whether or not a notification signal is received from the shop server 2 (Step S1321). This step corresponds to the step S3324 of
In the step S1321, if it is determined that the notification signal is received, the CPU 101 controls the first drawing processing section 111 and causes the first display 11 to display an image representing a purport that the mission is set, as shown in
In the step S1321, if it is determined that the notification signal is not received or if the step S1322 is executed, the CPU 101 determines whether to end the mission reference/acceptance processing or not (Step S1323). The mission reference/acceptance processing ends when an instruction purporting to return to the subroutine of
Next, the flowchart shown in
In the step S3310, if it is determined that the mission summary request signal is not received or if the step S3311 is executed, the CPU 201 of the shop server 2 determines whether or not a mission reference request signal is received from the terminal device 1 (Step S3312). This step corresponds to the step S1314 of
In the step S3312, if it is determined that the mission reference request signal is received from the terminal device 1, the CPU 201 extracts mission reference data regarding the target mission from mission reference data stored in the ROM 202 and transmits that mission reference data to the terminal device 1 (Step S3313). This step corresponds to the step S1315. A mission reference image (see
In the step S3312, if it is determined that the mission reference request signal is not received or if the step S3313 is executed, the CPU 201 determines whether or not a mission acceptance request signal is received (Step S3314). This step corresponds to the step 1318 of
In the step S3314, if it is determined that the mission acceptance request signal is received, the CPU 201 of the shop server 2 compares the level of the player included in the player information (see
In the step S3316, if it is determined that the level of the player is not equal to or more than the participatable level of the mission, the CPU 201 does not perform the participation registration of that player in the mission (Step S3317) and the process progresses to the step S3321.
On the other hand, in the step S3316, if it is determined that the level of the player is equal to or more than the participatable level of the mission, the CPU 201 determines whether or not other players perform the participation registration in that mission in advance (Step S3318). If it is determined that other players do not perform the participation registration in that mission yet, the CPU 201 refers to mission summary data stored in the ROM 202 and stores the number of participatable players in that mission in the RAM 203, thereby setting the number of participatable players in that mission (Step S3319). For example, when that player selects the single mode, data representing a purport that the number of participatable players is “1” is stored in the RAM 203. Further, when that player selects the multi mode, data representing a purport that the number of participatable players is “4” is stored in the RAM 203.
In the step S3318, if it is determined that other players perform the participation registration in that mission in advance or if the step S3319 is executed, the CPU 201 updates the number of participation registration players (Step S3320). When the step S3319 is executed, in the step 3320, the CPU 201 stores in the RAM 203 data representing a purport that the number of participation registration players in that mission is “1”. On the other hand, when other players perform the participation registration in that mission in advance, since data representing the number of participation registration players in that mission is stored in the RAM 203, in the step S3320, the CPU 201 updates the number of participation registration players stored in the RAM 203 by adding 1 thereto.
In the step S3314, if it is determined that the mission acceptance request signal is not received or if the step S3320 is executed, the CPU 201 determines whether or not the number of participation registration players in the mission that is sequentially updated (1 addition) whenever the step S3320 is performed is equal to the number of participatable players in the mission set through the step S3319 (Step S3321). When the single mode is selected, since the number of participatable players is set to “1” in the step S3319 and the number of participation registration players in the mission of “1” is stored in the RAM 203 in the step S3320, the determination in the step S3321 becomes “YES”. Further, when the multi mode is selected, since the number of participatable players is set to “4” in the step S3319 and the number of participation registration players in the mission of “1” is stored in the RAM 203 in the step S3320, the determination in the step S3321 becomes “NO”. Subsequently, the step S3320 is performed repeatedly and, when the number of participation registration players in the mission becomes “4”, the determination in the step S3321 becomes “YES”.
In the step S3321, if it is determined that the number of participation registration players is not equal to the number of participatable players, the CPU 201 of the shop server 2 transmits the waiting image display command including data about the number of participation registration players and the number of participatable players to the terminal device 1 that is registering for participation (Step S3322). This step corresponds to the step S1319 of
On the other hand, in the step S3321, if it is determined that the number of participation registration players is equal to the number of participatable players, the CPU 201 of the shop server 2 updates data of the column for the mission of the player information (see
First, the CPU 101 of the terminal device 1 transmits a request signal purporting to request an input completion message to the shop server 2 (Step S1330). The request signal purporting to request the input completion message is sent when a predetermined game input is made from a game terminal, for example, when the player contacts an image of ‘BOARD’ through the touch panel 14. When receiving the request signal, the shop server 2 transmits a message (input completion message), which is inputted by the terminal device 1 and is stored in the RAM 203 in advance, to the terminal device 1 serving as the source of the request signal (Step S3330).
When receiving the input completion message from the shop server 2, the terminal device 1 causes the first display 11 to display an image representing the input completion message shown in
At the center of the screen, the input completion message inputted by each player is displayed. For example, an image of ‘AAA—‘MY NAME IS AAA. I'M PLEASED TO MEET YOU.’’ represents a message of ‘MY NAME IS AAA. I'M PLEASED TO MEET YOU.’ inputted by the player “AAA”. Further, on the left side thereof, an image representing a selection of ‘COMMENT’ is disposed. ‘COMMENT’ is the selection that is used to input a message to a message of any other player, not to input a message newly. The player contacts the image of ‘COMMENT’ through the touch panel 14 so as to input an instruction purporting to input a message to any other player. Further, an image ‘DDD—‘MY NAME IS DDD. I'M PLEASED TO MEET YOU.’’ disposed just below represents a message of ‘MY NAME IS DDD. I'M PLEASED TO MEET YOU.’ inputted by the player “DDD”. On the lower side of the message of the player “DDD”, an image of ‘BBB—‘WHY DON'T YOU ADVENTURE WITH ME?’’ and an image of ‘CCC—‘WHY DON'T YOU ADVENTURE WITH ME?’’ are disposed. These are the messages inputted by the players “BBB” and “CCC” to search a player who participates in the mission together with them, respectively.
After the step S1331, the CPU 101 determines whether or not an instruction purporting to input a message is inputted (Step S1382). The instruction purporting to input a message can be inputted when the player contacts the image of ‘NEW INPUT’ or ‘COMMENT’ through the touch panel 14.
In the step S1332, if it is determined that the instruction purporting to input a message is inputted, the CPU 101 of the terminal device 1 transmits a request signal purporting to request a message list to the shop server 2 (Step S1334). The CPU 201 of the shop server 2 that receives the request signal extracts the message list stored in the ROM 202 and transmits the extracted message list to the terminal device 1 serving as the source of the request signal (Step S3331).
The CPU 101 of the terminal device 1 that receives the message list from the shop server 2 controls the first drawing processing section 111 based on the message list and causes the first display 11 to display a message selection for selecting any one message of the multiple messages (Step S1335).
After the step S1335, the CPU 101 determines whether or not the instruction to select the message is inputted (Step S1336). This instruction can be inputted when the player contacts any one selection of the multiple selections representing the messages through the touch panel 14 when the image shown in
In the step S1336, if it is determined that the instruction to select the message is inputted, the CPU 101 transmits the corresponding message to the shop server 2 via the private line 5 by means of the communication interface circuit 104 (Step S1337). On the other hand, when receiving the message from the terminal device 1, the CPU 201 of the shop server 2 stores that message in the RAM 203 (Step S3332). Here, the message stored in the RAM 203 becomes the message that is communicated between the terminal device 1 and the shop server 2 in the above-described step S1330, S1331, or S3330 and that is displayed on the first display 11 of the terminal device 1, that is, the input completion message.
Then, the CPU 101 of the terminal device 1 determines whether to end the board use processing or not (Step S1338). The board use processing ends when an instruction purporting to return to the subroutine of
As shown in
After the step S3351, the CPU 201 refers to the player information (see
In the step S3352, if it is determined that the player clears the mission in the single mode, not in the multi mode, or if the step S3353 is executed, the CPU 201 updates the player information (see
Next, a mission execution processing routine which is executed through the step S121 of
First, the CPU 101 of the terminal device 1 determines whether or not an operation instruction to the character is inputted (Step S150). The operation instruction to the character can be inputted when the player operates various buttons 118 or the operating lever 119. When the operation instruction to the character is inputted, the CPU 101 transmits an operation command to the shop server 2 (Step S151). This step corresponds to the step S330 of
In the step S150, if it is determined that the operation instruction to the character is not inputted or if the step S151 is executed, the CPU 101 determines whether or not the player information is received from the shop server 2 (Step S152). This step corresponds to the step S332 of
In the step S152, if it is determined that the player information is not received from the shop server 2 or if the step S153 is executed, the CPU 101 determines whether or not a display command is received from the shop server 2 (Step S154) This step corresponds to the step S333, S335, S338, or S341 of
In the step S154, if it is determined that the display command is received, the CPU 101 executes an image display processing to the first display 11 or the second display 12 (Step S155). In this step, the CPU 101 supplies the display command to the first drawing processing section 111 or the second drawing processing section 112. The first drawing processing section 111 refers to the player information (see
When the game image is displayed by means of three-dimensional images, the first drawing processing section 111 performs a calculation for converting positions of the objects (for example, the objects constituting the characters, the monsters, or the like) stored in the ROM 102 on the three-dimensional space into positions of them on a pseudo three-dimensional space, an optical source calculation processing, or the like. Further, the first drawing processing section 111 performs a write processing of image data to be drawn on the video RAM based on the calculation result (for example, mapping of texture data to the areas of the video RAM designated by the polygons, or the like). Accordingly, the game image is generated and is outputted to the first display 11. As a result, the game image constituted by three-dimensional image is displayed on the first display 11. The second drawing processing section 112 extracts a predetermined image from the ROM 102 according to the display command. Then, the second drawing processing section 112 stores image data in the video RAM according to a display priority on the second display 12. Accordingly, the predetermined image is generated and is outputted to the second display 12. As a result, the predetermined image is displayed on the second display 12.
In the step S154, when the display command purporting to display the game image is received from the shop server 2 (
In the step S154, when a display command purporting to display a chat button is received from the shop server 2 (
In the step S154, when a display command purporting to display a chat window is received from the shop server 2 (
Further, in the step S154, when a display command purporting to display a chat message is received from the shop server 2 (
In the step S154, if it is determined that the display command is not received or if the step S155 is executed, the CPU 101 determines whether or not an instruction purporting to execute the chat is inputted (Step S156). This instruction can be inputted when the player contacts the chat button 92 through the touch panel 14. If it is determined that the instruction purporting to execute the chat is inputted, the CPU 101 transmits a chat execution command to the shop server 2 (Step S157). This step corresponds to the step S336 of
In the step S156, if it is determined that the instruction purporting to execute the chat is not inputted or if the step S157 is executed, the CPU 101 determines whether or not an instruction purporting to select a chat message is inputted (Step S158). This instruction can be inputted when the player contacts any one of three chat messages 90a to 90c included in the chat window 90 through the touch panel 14. At this time, the CPU 101 functions as a message input unit that inputs a message according to the operation of the player.
In the step S158, if it is determined that the instruction purporting to select the chat message is inputted, the CPU 101 stores the selected chat message in the RAM 103 (Step S159). In the step S158, if it is determined that the instruction purporting to select the chat message is not inputted or if the step S159 is executed, the CPU 101 determines whether or not an instruction purporting to select a character which is the destination of the chat message is inputted (Step S160). This instruction can be inputted when the player contacts the character image P2′ through the touch panel 14. At this time, the CPU 101 functions as a selection unit which selects any one character image from the character images included in the game image.
In the step S160, if it is determined that the instruction purporting to select the destination character is inputted, the CPU 101 stores in the RAM 103 destination data representing the terminal device 1 that is the destination of the chat message (Step S161). Next, the CPU 101 transmits the chat message and destination data stored in the RAM 103 to the shop server 2 (Step S162). The CPU 201 of the shop server 2 that receives the chat message and destination data specifies the terminal device 1 serving as the destination based on destination data and transmits the chat message to the terminal device 1 serving as the destination. At this time, the CPU 101 functions as a message transmission unit which transmits the chat message inputted by the CPU 101 serving as the message input unit to the terminal device 1 used by the player who operates the character representing the selected character image by the CPU 101 serving as the selection unit.
In the step S160, if it is determined that the instruction purporting to select the destination character is not inputted or if the step S162 is executed, the CPU 101 refers to the player information (see
If it is determined that the mission game does not end, the process progresses to the step S150. On the other hand, if it is determined that the mission game ends, the present subroutine ends.
Next, a processing which is executed by the shop server 2 will be described with reference to
Next, the CPU 201 transmits to the terminal device 1 a display command purporting to cause the first display 11 to display the game image based on the player information (Step S333). This step corresponds to the step S154 of
In the step S330, if it is determined that the operation command is not received or if the step S333 is executed, the CPU 201 refers to the player information and determines whether or not the character representing any other character is included in the game image displayed on the first display 11 of the terminal device 1 (Step S334). If it is determined that any other character is included, the CPU 201 transmits to the shop server 2 the display command purporting to display the chat button (Step S335). This step corresponds to the step S154 of
In the step S334, if it is determined that any other character is included in the same game image or if the step S335 is executed, the CPU 201 determines whether or nor a chat execution command is received (Step S336). This step corresponds to the step S157 of
After the step S337 is executed, the CPU 201 transmits to the terminal device 1 a display command purporting to display a chat window including the selected chat message through the step S337 (Step S338). This step corresponds to the step S154 of
In the step S336, if it is determined that the chat execution command is not received or if the step S338 is executed, the CPU 201 determines whether or not the chat message and destination data are received (Step S339). This step corresponds to the step S162 of
Next, the CPU 201 refers to the player information (see
Next, the CPU 301 determines whether or not game history data (see
Next, based on game history data (see
Moreover, referring to the history data evaluation table shown in
After the step S352, the CPU 301 refers to an evaluation message creation table according to the evaluation point and creates the evaluation message by using history data stored in the RAM 303 (Step S353).
With game history data shown in
After the step S353, the CPU 301 edits the created evaluation message in the step S353 according to the time axis on the game and generates biographical data (Step S354). For example, in the step S35, at the time of creating the evaluation messages for the missions “AA” to “AE” shown in
The CPU 601 of the card vending machine 6 that receives biographical data from the center server 3 causes the display 61 to display a biographical image shown in
As described above, according to the game system of the present embodiment, the player selects the character image included in the game image so as to specify the player as the destination and to transmit the message. Thus, with the communication with the specified player, it is possible to construct the friendship and to exchange the beneficial information with the specified player. Further, if the character image included in the game image is selected, it is possible to specify the player serving as the destination of the message, and thus the operationality can be enhanced.
In the invention, like the present embodiment, each of the multiple terminal devices 1 has the touch panel 14 that provided in front of the display unit (the first display 11) and can detect the contact by the player to output the detection signal representing the contact position when the contact is detected. The selection unit (CPU 101) preferably selects the character image displayed at the display position that matches with the contact position represented by the detection signal outputted from the touch panel 14. While performing the movement or attack operation of the character by means of various buttons 118 or the operating lever 119, the player contacts the character image through the touch panel 14 so as to specify the player serving as the destination of the message, thereby rapidly enhancing the operationality.
The selection of character may be performed as follows. When, in the game image, one character corresponding to one player comes in contact with another character, the another character may be selected as to receive the message inputted by the one player. In this case, an operation only for specifying the player serving as the destination of the message can be omitted. In other words, a player can specify another player serving as the destination of the message not through the touch panel 14 but through the buttons 118 or the operating lever 119 which is used for moving the character in the game image. Thus, the operationality can be more enhanced. Further, in this case, a message is transmitted when characters come in contact with each other in the game image, thereby enhancing the feeling of being at a live performance as if the players actually have a conversation.
In the present embodiment, the case, in which three chat messages are selected according to the progress status of the game or chat from the chat message list (see
Further, in the present embodiment, since the message is stored in the RAM 203 of the shop server 2 (Step S3332), the communication at different points of time among the players can be achieved. That is, the players can exchange information with one another, even when they do not participate in the game simultaneously.
Further, the messages, which can be inputted by the player on the guild board, are stored in the ROM 202 as a message list (see
In the above embodiment, the game system having the multiple terminal devices 1, the shop servers 2 that are communicatably connected to the multiple terminal devices 1 via the private line 5, and the center server 3 that is communicatably connected to the multiple shop servers 2 via the communication line 4 is described. However, the invention is not limited to this example.
Here, another example of a game system according to the invention will be described.
The center server 1030 has a database server 1039 and multiple game servers 1031, 1032, . . . . The database server 1039 performs (1-1) the data management for each ID data imparted to each player, (1-2) the authentication at the time of the game start, and (1-3) the transmission of game data.
Specifically, as for the above-described (1-1), the database server 1039 manages (stores, sets, updates, or the like), for example, ID data imparted to the player, the password that is used for the authentication of the player, the kind of the game played by the player, and game data. Further, game data includes, for example, the game progress status (character unique data, or the like), the character operated by the player, the level value or ability of that character, the increase of the ability, or the like.
As for the above-described (1-2), the database server 1039 performs the authentication of the player by using, for example, the ID data and password and permits to participate in the game. In addition, as for the above-described (1-3), the database server 1039 transmits character data from the game data to the terminal device 1010, for example, based on ID data of the player.
The game servers 1031, 1032, . . . . are disposed to correspond to games to be executable on the game system according to the present embodiment. Moreover, one of the multiple game servers is the game server corresponding to the game according to the present embodiment. The game servers 1031, 1032, . . . (hereinafter, referred to as the game server 1031 and the like) performs (2-1) the mapping processing between the terminal devices 1010 which are disposed at different shops and (2-2) the traffic regulation regarding the data communication after mapping.
Specifically, as for the above-described (2-1) or when the player participates in the game by operating the terminal device 1010, the game server 1031 and the like determines whether or not other players participate in the game. Then, if it is determined that other players participate in the game, the mapping of the terminal device 1010 operated by that player. On the other hand, when it is determined that other players do not participate in the game, a CPU player is set. When the CPU player is set, the shop server 1020 may be set as the CPU player or the center server 1030 (for example, the game server 1031 and the like) may be set to the CPU player.
Further, as for the above-described (2-2), the game server 1031 and the like performs the traffic regulation regarding the data communication among the terminal devices 1010 that are mapped through the mapping processing of the above-described (2-1). For example, the game server 1031 and the like transmit data received from the terminal device 1010 connected to the shop server (for the game B) 1020 of the shop P to the terminal device 1010 connected to the shop server (for the game A) 1020 of the shop Q. As such, the shop server 1020 according to the present embodiment directly receives data from only the center server 1030, while the direct data communication is not performed among the shop servers 1020.
The shop server 1020 is connected to the center server 1030 via a router 1070. The router 1070 has a predetermined routing table. Like the shop Q shown in the drawing, when the multiple shop servers 1020 are provided in the same shop, the router 1070 receives game data or the like from the center server 1030 and transmits that game data to the shop server 1020 that is connected to the terminal device 1010 serving as the destination via the private line 1050. Further, when the data communication is performed among the terminal devices 1010 that are connected to the multiple shop servers 1020 provided in the same shop, the router 1070 receives game data or the like from the terminal device 1010 through the shop server 1020 and transmits that game data to the shop server 1020, that is connected to the terminal device 1010 serving as the destination via the private line 1050, with reference to the routing table.
The shop server 1020 performs (3-1) the traffic regulation regarding the data communication between the center server 1030 and the terminal device 1010 or among the terminal devices 1010 connected to the multiple shop servers 1020 that are provided in the same shop and (3-2) the download of an application to the terminal device 1010.
Specifically, as for the above-described (3-1), the shop server 1020 performs the traffic regulation regarding the communication of game data or the like between the center server 1030 and the terminal device 1010. However, when the terminal device 1010 serving as the destination is connected to the same shop server 1020 or is connected to another shop server 1020 which is provided in the same shop, game data or the like is not transmitted to the center server 1030. In this case, the data communication is performed to the terminal device 1010.
Further, as for the above-described (3-2), at the timing when a request signal purporting to request for the download from the center server 1030 is received from the terminal device 1010, the shop server 1020 downloads the application to that terminal device 1010. The application includes various data regarding the game content (for example, image data or the like) and program, and a board program that allocates the functions on the game to the input unit (for example, multiple input switches or the like (not shown)) provided in the terminal device 1010. Further, the download of the application is not limited to the download from the shop server 1020. Alternatively, the download may be performed from the center server 1030.
The terminal device 1010 is connected to the shop server 1020 via the private line 1050. The terminal device 1010 performs (4-1) the download of the application and (4-2) the progress of the game. Specifically, as for the above-described (4-1), when power is supplied, the terminal device 1010 transmits a request signal purporting to request for the download of the application to the shop server 1020 and performs the download of the application. The downloaded application is stored in a temporarily storage area of the RAM or the like in the terminal device 1010. Further, as for the above-described (4-2), the terminal device 1010 performs the progress of the game with the downloaded application. The progress of the game is performed as follows. The terminal device 1010 receives data for each ID data imparted each player from the database server 1039 at the time of the game start. During the progress of the game, data of the terminal device 1010 and another terminal device 1010 in the same game is communicated via the shop server 1020 to pass through the center server 1030. However, when another terminal device 1010 is connected to the same shop server 1020 or is connected to another shop server 1020 provided in the same shop, game data or the like is not transmitted to the center server 1030. That is, the game data or the like is transmitted to the terminal device 1010. At the time of the game end, game data updated during the game or the game result itself is transmitted to the database server 1039. Moreover, the progress of the game may be performed by the shop server 1020, in addition to the terminal device 1010.
The card vending machine 1060 is communicatable with the center server 1030 via the shop server 1020. The card vending machine 1060 receives the input operation of individual information by the player and sells the ID card in which ID data is stored. The ID card is used when the game starts and ID data is read out by an ID card reader provided in the terminal device 1010.
In this embodiment, the first drawing processing section provided in the terminal device 1010 functions as an image display unit that causes the first display serving as a display unit to display the game image including the character images representing the characters. The CPU provided in the terminal device 1010 functions as a selection unit that selects any one character image from the character images included in the above-described game image. The CPU provided in the terminal device 1010 functions as a message input unit that inputs a message according to the operation of the player. The CPU provided in the terminal device 1010 functions as a message transmission unit that transmits the message inputted by the message input unit to the terminal device 1010 used by the player who operates the character represented by the character image selected by the above-described selection unit. Moreover, when the terminal device 1010 serving as the destination is connected to the same shop server 1020, the CPU of the terminal device 1010 functioning as the message transmission unit transmits the message to the terminal device 1010 serving as the destination not to pass through the game server 1031 and the like of the center server 1030. On the other hand, when the terminal device 1010 serving as the destination is connected to a different shop server 1020, the CPU of the terminal device 1010 functioning as the message transmission unit transmits the message to the terminal device 1010 serving as the destination to pass through the game server 1031 and the like of the center server 1030.
Next, a game system according to another embodiment of the invention will be described with reference to
In the present embodiment, when the guild execution processing is executed, an image schematically representing the room of the guild shown in
The guild execution processing routine shown in
In a step S130, when the hit judgment is made by the relationship between the character 801 representing the player and the mission reference/acceptance window object 701, the CPU 101 determines that the mission reference/acceptance instruction is inputted.
If the player accepts the mission, the CPU 101 changes the portion ‘mission reference/acceptance’ shown in
In a step S132, the CPU 101 performs a comparison processing of image data of the character and image data of the board object 702 according to the operation of the player via the game terminal 1 with the positional relationship between the character 801 representing the player and the board object 702 and, when it is determined that the character 801 and the board object 702 come in contact with each other, determines that the board use instruction is inputted. At this time, the CPU 101 functions as a position determination unit that determines whether or not the character is positioned at a predetermined position.
In a step S134, the CPU 101 determines that the reward payment request instruction is inputted when the hit judgment is made by the relationship between the character 801 representing the player and the reward reception window object 703.
In a step S136, the CPU 101 determines that the information collection instruction is inputted when the hit judgment is made by the relationship between the character 801 representing the player and the information collection space object 704.
In a step S138, the CPU 101 determines that the belonging selling instruction is inputted when the hit judgment is made by the relationship between the character 801 representing the player and the belonging selling window object 705.
In a step S140, after the mission acceptance processing, the CPU 101 determines that the mission start instruction is inputted when the hit judgment is made by the relationship between the character 801 representing the player and the mission start exit object 706.
As described above, according to the game system of the present embodiment, the player operates the character representing him and input the message at the moment that the character 801 comes in contact with the board object 702, thereby enhancing the feeling of being at a live performance as if the player actually performs a writing operation on the board.
Similarly, the board admission is made at the moment that the character comes in contact with the object representing the board, thereby enhancing the feeling of being at a live performance as if the player actually sees the board.
Further, as still another embodiment, the message according to the game history of each player may be selectively transmitted. This embodiment will be described below with reference to
In a step S3341 of
The reference condition is not limited to the level of the player who requests the message. For example, the message may be transmitted to only the player who possesses a specified item, as in the serial number 003 shown in
It is determined whether or not the reference condition is satisfied for each player (Step S3342). If all messages are checked (Step S3345: YES), the present subroutine ends. If there is a message which is not checked (Step S3345: NO), the message from the list is called again and the routine is performed repeatedly.
As such, there is no case in which the message inputted by each player is indiscriminately transmitted to all players. Further, the information exchange can be performed according to the level or the state of the game progress of each player. As a result, the player can be prevented from losing interest in the game due to overflowing of the information. Further, as in the serial number 003 shown in
In addition, in a step S3330 of the board use processing shown in
The reward payment processing, which is executed at the step S135 shown in
In a step S3351 shown in
In the reward decision table shown in
Further, in the reward decision table shown in
Therefore, when the reward is decided with reference to the reward decision table shown in
In addition to the reward decision table shown in
In the reward decision table shown in
Therefore, when the reward is decided with reference to the reward decision table shown in
After the step S3351, the CPU 201 skips over the steps S3352 and S3353 shown in
Further, a processing which is executed by a card vending machine 6 and a center server 3 when the biographical image is displayed is not limited to that shown in
After the step S612, the present subroutine does not end and continuously, it is determined whether or not an instruction purporting to delete the evaluation message is inputted through the operation of the player (Step S613). This instruction can be inputted through the operation of an operating button 618 of the card vending machine 6 by the player. If it is determined that the instruction purporting to delete the evaluation message is not inputted, the present subroutine ends.
On the other hand, if it is determined that the instruction purporting to delete the evaluation message is inputted, the CPU 601 transmits a request signal purporting to delete the evaluation message to the center server 3 (Step S614). When receiving the request signal, a CPU 301 of the center server 3 performs a processing of deleting the evaluation message from the ROM 303 based on the request signal (Step S371). Next, the CPU 301 updates biographical data stored in the RAM 303 based on the processing result of the step 371 (Step S372) and transmits updated biographical data to the card vending machine 6 (Step S373). When receiving updated biographical data from the center server 3, the CPU 601 of the card vending machine 6 displays a biographical image shown in
The message list is not limited to that having a fixed expression format shown in
In the above-described embodiment, a case in which the board is disposed in the guild is described. However, the invention is not limited to the embodiment. For example, the board may be disposed in a game space during the mission game execution. For example, the object representing the board may be provided near an entrance of a dungeon (underground maze) and the message input may be permitted at the moment that the hit judgment of this object and the character is made.
The game image displayed on the first display 11 is not necessarily a three-dimensional image. A two-dimensional image in which characters or all kinds of objects are disposed with coordinate data on a planar coordinate applied thereto.
As an example of the terminal device, an office game device having two displays (first display 11 and second display 12) is described. However, the invention can be applied to a home video game device in which a home video game device is connected to a home television, a personal computer which executes a video game program to function as a video game device, or the like.
As for the terminal device 1, a case in which an input unit, through which the player inputs an instruction, has a touch panel 14, various buttons 118, and an operating lever 119 is described. However, the input unit may be constructed by only the touch panel 14 or may be constructed by only various buttons 118 and the operating lever 119. Further, as the input unit, for example, a well-known keyboard, a mouse, a pointing device, or the like may be adopted.
In the above-described embodiment, a case in which the ROM 202 of the shop server 2 stores a chat message list is described. However, for example, the ROM 102 of the terminal device 1 may store the chat message list.
Elements of any one of the terminal device 1, the shop server 2, and the center server 3 may function as the respective units according to the invention. For example, in the above-described embodiment, the first display 11, the CPU 101, and the keyboard of the terminal device 1 function as a display, a selection unit and a message transmission unit, and a message input unit, respectively. Alternatively, the respective elements of the shop server 2 or the center server 3 may function as the above-described units.
While this invention has been described in conjunction with the specific embodiments outlined above, it is evident that many alternatives, modifications and variations will be apparent to those skilled in the art. Accordingly, the preferred embodiments of the invention as set forth above are intended to be illustrative, not limiting. Various changes may be made without departing from the spirit and scope of the invention as defined in the following claims.
Number | Date | Country | Kind |
---|---|---|---|
2004-196032 | Jul 2004 | JP | national |
2004-344679 | Nov 2004 | JP | national |