U.S. patent application number 09/817338 was filed with the patent office on 2002-07-25 for video game program and system, including control method and computer-readable medium therefor, for determining and displaying character relations.
This patent application is currently assigned to SQUARE CO., Ltd. Invention is credited to Sakaguchi, Hironobu.
Application Number | 20020098890 09/817338 |
Document ID | / |
Family ID | 18882597 |
Filed Date | 2002-07-25 |
United States Patent
Application |
20020098890 |
Kind Code |
A1 |
Sakaguchi, Hironobu |
July 25, 2002 |
Video game program and system, including control method and
computer-readable medium therefor, for determining and displaying
character relations
Abstract
A network video game for allowing a player to easily grasp a
relation between the player's own character and another character.
A computer 1a capable of being connected with a server 116 via a
network 100 decides whether or not a player's own character 201
manipulated by the computer, and another character 210 manipulated
by another computer 1b and connected with the server 116 via the
network 100 are in a predetermined relation. If it is decided that
the player's own character and another character are in the
predetermined relation, another character is displayed in a display
mode according to the predetermined relation. The player may thus
easily understand the relation between the player's own character
and another character by confirming the display on another
character.
Inventors: |
Sakaguchi, Hironobu;
(Honolulu, HI) |
Correspondence
Address: |
GREENBLUM & BERNSTEIN, P.L.C.
1941 ROLAND CLARKE PLACE
RESTON
VA
20191
US
|
Assignee: |
SQUARE CO., Ltd
Tokyo
JP
|
Family ID: |
18882597 |
Appl. No.: |
09/817338 |
Filed: |
March 27, 2001 |
Current U.S.
Class: |
463/42 ;
463/8 |
Current CPC
Class: |
A63F 2300/303 20130101;
A63F 13/79 20140902; A63F 13/12 20130101; A63F 2300/407 20130101;
A63F 13/5378 20140902; A63F 2300/50 20130101; A63F 2300/65
20130101; A63F 13/335 20140902; A63F 13/537 20140902; A63F
2300/8029 20130101; A63F 2300/307 20130101 |
Class at
Publication: |
463/42 ;
463/8 |
International
Class: |
A63F 009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Jan 24, 2001 |
JP |
2001-16176 |
Claims
What is claimed is:
1. A computer-readable recording medium recorded with a program of
a video game for allowing a group of players to cause each of a
respective plurality of characters to act in a common virtual
space, wherein the program of said video game causes a computer
capable of being connected with a server via a network, when read,
to execute: deciding whether or not a player's own character
manipulated by the computer, and another character manipulated by
another computer connected with said server via the network, are in
a predetermined relation; and displaying said another character in
a display mode according to said predetermined relation when it is
decided that said own character and said another character are in
said predetermined relation.
2. The recording medium according to claim 1, wherein the program
of said video game further causes said computer to execute:
interchanging, in response to a designation from the player, a
first game mode capable of attacking the character of another
player and a second game mode incapable of attacking the character
of another player; and receiving such a notification from the
server that said another character has been interchanged to said
first game mode, and wherein the decision on whether or not said
own character and said another character are in said predetermined
relation includes deciding, when said notification is received,
that said own character and said another character are in said
predetermined relation.
3. The recording medium according to claim 1, wherein the program
of said video game further causes said computer to execute storing
identification data of said another character when said own
character is attacked by said another character, and wherein the
decision on whether or not said own character and said another
character are in said predetermined relation includes deciding
includes deciding, when identification data of said another
character are stored, that said own character and said another
character are in said predetermined relation.
4. The recording medium according to claim 1, wherein the program
of said video game further causes said computer to execute storing
identification data of another character in response to a
designation from the player, and wherein the decision on whether or
not said own character and said another character are in said
predetermined relation includes deciding when identification data
of said another character are stored, that said own character and
said another character are in said predetermined relation.
5. The recording medium according to claim 1, wherein the program
of said video game prepares a plurality of predetermined relations
between said own character and said another character, wherein the
decision on whether or not said own character and said another
character are in said predetermined relation includes deciding
whether or not said own character and said another character are in
each of a plurality of relations, and wherein the display of said
another character in the display mode according to said
predetermined relation includes: deciding, when the relation
between said own character and said another character belongs to at
least two of said plurality of relations simultaneously, the one of
highest priority of said at least two relations on the basis of
predetermined priorities; and displaying said another character in
a display mode according to the decided relation.
6. The recording medium according to claim 1, wherein the display
of said another character in the display mode according to said
predetermined relation includes displaying the name of said another
character in a color according to said predetermined relation.
7. The recording medium according to claim 1, wherein the display
of said another character in the display mode according to said
predetermined relation includes displaying an icon according to
said predetermined relation in the vicinity of said another
character.
8. The recording medium according to claim 1, wherein the display
of said another character in the display mode according to said
predetermined relation includes displaying a cursor to be displayed
around said another character when the player designates said
another character, in a color according to said predetermined
relation.
9. The recording medium according to claim 1, wherein the display
of said another character in the display mode according to said
predetermined relation includes: displaying the image of said
another character; and displaying a marker indicating said another
character, in a display region of a portion of a screen and in a
color according to said predetermined relation.
10. A video game program for allowing a plurality of players to
cause each of a respective plurality of characters to act in a
common virtual space, wherein said video game program causes a
computer capable of being connected with a server via a network,
when read, to execute: deciding whether or not a player's own
character manipulated by said computer, and another character
manipulated by another computer connected with said server via the
network, are in a predetermined relation; and displaying said
another character in a display mode according to said predetermined
relation when it is decided that said own character and said
another character are in said predetermined relation.
11. The video game program according to claim 10, wherein said
video game program further causes said computer to execute:
interchanging, in response to a designation from the player, a
first game mode capable of attacking the character of another
player and a second game mode incapable of attacking the character
of another player; and receiving such a notification from said
server that said another character has been interchanged to said
first game mode, and wherein the decision on whether or not said
own character and said another character are in said predetermined
relation includes deciding, when said notification is received,
that said own character and said another character are in said
predetermined relation.
12. A video game program according to claim 10, wherein the video
game program further causes said computer to execute storing
identification data of said another character when said own
character is attacked by said another character, and wherein the
decision on whether or not said own character and said another
character are in said predetermined relation includes deciding
includes deciding, when identification data of said another
character are stored, that said own character and said another
character are in said predetermined relation.
13. The video game program according to claim 10, wherein said
video game program further causes said computer to execute storing
identification data of another character in response to a
designation from the player, and wherein the decision on whether or
not said own character and said another character are in said
predetermined relation includes deciding when identification data
of said another character are stored, that said own character and
said another character are in said predetermined relation.
14. A video game program according to claim 10, wherein said video
game program prepares a plurality of predetermined relations
between said own character and said another character, wherein the
decision on whether or not said own character and said another
character are in said predetermined relation includes deciding
whether or not said own character and said another character are in
each of a plurality of relations, and wherein the display of said
another character in the display mode according to said
predetermined relation includes: deciding, when the relation
between said own character and said another character belongs to at
least two of said plurality of relations simultaneously, the one of
highest priority of said at least two relations on the basis of
predetermined priorities; and displaying said another character in
a display mode according to the decided relation.
15. The video game program according to claim 10, wherein the
display of said another character in the display mode according to
said predetermined relation includes displaying the name of said
another character in a color according to said predetermined
relation.
16. The video game program according to claim 10, wherein the
display of said another character in the display mode according to
said predetermined relation includes displaying an icon according
to said predetermined relation in the vicinity of said another
character.
17. The video game program according to claim 10, wherein the
display of said another character in the display mode according to
said predetermined relation includes displaying a cursor to be
displayed around said another character when the player designates
said another character, in a color according to said predetermined
relation.
18. The video game program according to claim 10, wherein the
display of said another character in the display mode according to
said predetermined relation includes: displaying the image of said
another character; and displaying a marker indicating said another
character, in a display region of a portion of a screen and in a
color according to said predetermined relation.
19. A video game system comprising: a computer-readable recording
medium recorded with a program of a video game for allowing a
plurality of players to cause each of a respective plurality of
characters to act in a common virtual space; first and second
computers manipulated by first and second players, respectively,
for reading and executing said program from said recording medium;
and a server connected with said first and second computers via a
network, wherein the program of said video game causes said first
computer to execute: deciding, when read by said first computer,
whether or not a first character manipulated by using said first
computer and a second character manipulated by using said second
computer are in a predetermined relation; and displaying said
second character in a display mode according to said predetermined
relation when it is decided that said first character and said
second character are in said predetermined relation.
20. A control method for a video game system including: first and
second computers; first and second display units connected with
said first and second computers, respectively; and a server
connected with said first and second computers via a network, for
displaying such a video game on said first and second display units
as allows a plurality of players to cause their respective
characters to act in a common virtual space, wherein said control
method causes said first computer to execute: deciding whether or
not a first character manipulated by using said first computer and
a second character manipulated by using said second computer are in
a predetermined relation; and displaying said second character in a
display mode according to said predetermined relation when it is
decided that said first character and said second character are in
said predetermined relation.
21. A video game device comprising: a computer-readable recording
medium recorded with a program of a video game for allowing a
plurality of players to cause their respective characters to act in
a common virtual space; a computer capable of being connected with
a server via a network for reading and executing said program from
said recording medium; and a display unit connected with said
computer, wherein said computer executes by reading said program
from said recording medium: deciding whether or not a player's own
character manipulated by said computer, and another character
manipulated by another computer connected with said server via the
network, are in a predetermined relation; and displaying said
another character on said display unit in a display mode according
to said predetermined relation when it is decided that said own
character and said another character are in said predetermined
relation.
22. A control method for a video game device including: a computer
capable of being connected with a server via a network; and a
display unit connected with said computer, for displaying such a
video game on said display unit as allows a plurality of players to
cause their respective characters to act in a common virtual space,
wherein said computer is caused to execute: deciding whether or not
a player's own character manipulated by said computer and another
character manipulated by another computer connected with said
server via the network, are in a predetermined relation; and
displaying said another character on said display unit in a display
mode according to said predetermined relation when it is decided
that said own character and said another character are in said
predetermined relation.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] The present disclosure relates to subject matter contained
in Japanese Patent Application No. 2001-16176, filed on Jan. 24,
2001, the disclosure of which is expressly incorporated herein by
reference in its entirety.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a video game system and its
control method, a video game device and its control method, and a
program of a video game and a computer-readable recording medium
recorded with the program, and, more particularly, to a network
video game for allowing a plurality of players to participate
therein via a network.
[0004] 2. Related Art
[0005] In recent years, there has been an increasing number of
network video games, in which a group of players participate
simultaneously to battle or to play in cooperation by using the
network. This video game may be called the "network game" or
"online game".
[0006] In the online game, the group of players individually using
a respective group of computers connected with a server allows
individual characters to act in a common virtual space. The players
frequently battle or cooperate by communicating with one
another.
[0007] In the online game each player may desire to acquire
information for judging whether or not another player's character
is hostile to or friendly with a player's own character. If the
player recognizes that another player's character displayed on the
screen has attacked the player's own character in the past, for
example, the player can be prepared for attack from the character.
On the contrary, if the player recognizes that the other player's
character is an acquaintance, the player can ask for cooperation
from the other player. The judgment factor for determining the
hostility or friendliness, another character is usually the name of
the character.
[0008] However, the player must rely on the power of memory to
decide the relation between the player's own character and another
character exclusively on the basis of the name. It is thus
burdensome for the player to make accurate and prompt decisions.
Therefore, a technique for allowing the player to easily grasp the
relation between the player's own character and another character
is desired.
SUMMARY OF THE INVENTION
[0009] The invention provides a video game system for allowing a
player to easily grasp the relation between a character manipulated
by the player and a character manipulated by another player, and a
control method for the system, a video game device and a control
method for the device, and a video game program and a
computer-readable recording medium recorded with the program.
[0010] According to the invention, there is provided a video game
for allowing individual characters of a group of players to act in
a common virtual space. According to the invention, a computer
capable of being connected with a server via a network, decides
whether or not a player's own character, which is manipulated by
the computer, and another character manipulated by another computer
connected with the server via the network, are in a predetermined
relationship, and displays the another character in a display mode
according to the predetermined relation when it is determined that
the own character and the another character are in the
predetermined relation.
[0011] Here, the "displaying another character" includes not only
displaying an image (e.g., an image showing the appearance of
another character, or a marker or an indicator in a radar map)
showing another character, but also includes displaying an object
(e.g., an icon corresponding to another character, or a cursor
adjusted to another character) accompanying another character.
[0012] According to the invention, the display mode of another
character is changed according to the relation between the player's
own character and another character. Therefore, the player may
easily understand the relationship between another character and
the player's own character, by determining the way another
character is displayed.
BRIEF DESCRIPTION OF THE DRAWINGS
[0013] FIG. 1 is a block diagram showing a construction of a video
game device according to an embodiment of the present
invention;
[0014] FIG. 2A is a top plan view showing a keypad, and FIG. 2B is
a back elevation showing the key pad;
[0015] FIG. 3 is a diagram showing one example of a game system
utilizing a network;
[0016] FIG. 4 is a flow chart showing a procedure for controlling
the game device;
[0017] FIG. 5 is a diagram showing one example of a display
screen;
[0018] FIG. 6 is a flow chart showing procedures to be executed in
the game device and a game server;
[0019] FIG. 7 is a diagram showing another example of the display
screen;
[0020] FIG. 8 is a flow chart showing a procedure to be executed in
the game device;
[0021] FIG. 9 is a flow chart showing another procedure to be
executed in the game device;
[0022] FIG. 10 is a flow chart showing a procedure to be executed
in the game device according to a second embodiment;
[0023] FIG. 11A to FIG. 11D are diagrams showing examples of the
display screen according to the second embodiment;
[0024] FIG. 12 is a diagram showing an example of the display
screen according to a third embodiment;
[0025] FIG. 13 is a flow chart showing a procedure to be executed
in the game device according to the third embodiment;
[0026] FIG. 14 is a diagram showing an example of the display
screen according to a fourth embodiment; and
[0027] FIG. 15 is a flow chart showing a procedure to be executed
in the game device according to the fourth embodiment.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0028] [First Embodiment]
[0029] A first embodiment of the invention will be described with
reference to the accompanying drawings. FIG. 1 is a block diagram
showing a video game device according to this embodiment. A video
game device 1 is provided, for example, with a control unit 2 for
controlling the video game device 1, and an input unit (e.g., a
keypad) 3 and an output unit (e.g., a TV set) 6 connected with the
control unit 2. The game unit 1 is provided with a memory card 5
for storing game data such as proceeding data of a game or
environment setting data.
[0030] The control unit 2 is a computer. In this embodiment, the
control unit 2 is exemplified by a home game machine but should not
be limited thereto.
[0031] As shown in FIG. 1, the control unit 2 is equipped, in the
present example, with a main control unit 11, a RAM (Random Access
Memory) 12, an interface unit 13, a sound processing unit 14, a
graphic processing unit 15, a CD-ROM drive 16, a communication
interface 17, an HDD (Hard Disk Drive) 18, and a bus 19 connecting
those components with one another. On the other hand, the CD-ROM
drive 16 can be loaded with a CD-ROM (Compact Disk Read Only
Memory) 4 or a recording medium which is stored with a program for
processing the later-described game, image data, sound data and so
on.
[0032] The main control unit 11 is a circuit including a CPU
(Central Processing Unit), a ROM (Read Only Memory), of which the
CPU controls the individual portions of the control unit 2 in
accordance with the program stored in the RAM 12 (or the ROM, as
the case may be). The ROM is stored with a basic program such as
the boot program or the OS (Operating System) of the control unit
2. On the other hand, the main control unit 11 is equipped with an
oscillator or timer counter (neither shown) and measures time by
generating clock signals on the basis of the timing signals
outputted for predetermined periods from the oscillator and by
counting the clock signals with the timer counter.
[0033] The RAM 12 is a main storage unit to be used for the CPU of
the main control unit 11 to execute the program, and is stored with
a program to be executed by the CPU and data needed for executions.
The RAM 12 is also used as a work area at the program executing
time.
[0034] The interface unit 13 is so constructed as to detachably
connect to the input unit 3 and the memory card 5. This interface
unit 13 controls data transfers between the individual units
(mainly, the main control unit 11) connected via the bus 19 and the
input unit 3 or the memory card 5.
[0035] The sound processing unit 14 is a circuit for processing or
regenerating the voice data such as the BGM (Back Ground Music) or
sound effects of the game. In accordance with instructions from the
main control unit 11 and on the basis of the data stored in the RAM
12, this sound processing unit 14 generates and feeds voice signals
to the output unit 6.
[0036] The graphic processing unit 15 is equipped with a frame
buffer (not-shown) for drawing an image thereon, in response to the
instructions from the main control unit 11. The graphic processing
unit 15 generates and feeds graphic signals to the output unit 6 by
adding predetermined synchronizing signals to the image data drawn
on the frame buffer.
[0037] The CD-ROM drive 16 is a reader for reading the data which
are stored in the CD-ROM 4 or the recording medium. The game unit 1
uses the game controls, later-described, by instructing the control
unit 2 to execute the controls according to the game program
recorded in the CD-ROM 4.
[0038] The communication interface 17 is a circuit for
communication controls at the time of exchanging the various data
with another unit on a network 100 and is connected, if necessary,
with the network 100 via a communication line 99. The communication
interface 17 controls the information (e.g., the program or the
data) transfers between the control unit 2 and the communication
network 100. The HDD 18 can be stored with the game program and the
data, which are downloaded from the external communication network
100 via the communication interface 17 and the communication line
99.
[0039] The HDD 18 is an auxiliary storage unit which is used for
the CPU of the main control unit 11 to execute the program. The HDD
18 can be stored with various data and program such as the
information downloaded by using the communication interface 17 or
the information read out from the CD-ROM 4.
[0040] The CD-ROM 4 is stored with the game software. This game
software contains not only the game program for causing the main
control unit to perform the processing necessary for executing the
computer game but also the necessary data. These game programs
contain programs for instructing the game unit 1 to execute a
method according to this embodiment. The game software stored in
the CD-ROM 4 can be read out by activating the CD-ROM drive 16.
[0041] Here, the game unit 1 can also store the game software in
the HDD 18. This game software can be pre-installed in the HDD 18,
installed from the CD-ROM 4 or downloaded from another unit on the
communication network 100, as described hereinbefore.
[0042] The input unit 3 is equipped with a group of manipulation
tools which are manipulated by the player to input the various
instructions on the game to the control unit 2. When the
manipulation tools are manipulated, the input unit 3 transmits
command signals according to the manipulation tools, to the control
unit 2 through the interface unit 13. In this embodiment, there is
prepared as an example of the input unit 3 a keypad 30 which
generally belongs to a home game machine.
[0043] FIG. 2A is a top plan view showing a keypad, and FIG. 2B is
a back elevation showing the keypad. As shown in FIG. 2A, the
keypad 30 is equipped with a cross key 31 for inputting directional
designations and manipulation keys (i.e., a .largecircle. button
32, a .DELTA. button 33, a .quadrature. button 34, a X button 35, a
start button 36 and a select button 42) as the manipulation tools.
The keypad 30 is further equipped with a joystick 37 as the
manipulation tool. As shown in FIG. 2B, the keypad is also equipped
on its back with a group of manipulation keys (i.e., an R1 button
38, an R2 button 39, an L1 button 40 and an L2 button 41) as the
manipulation tools. In addition, the keypad 30 has a vibration
function. In the keypad 30, specifically, a motor is included,
which is activated in response to a predetermined control signal
from the control unit 2 so that it can vibrate the entire keypad
30.
[0044] The memory card 5 is an auxiliary storage unit which is
constructed of a flash memory controlled by the control unit 2 to
store the game data. The write of the data in the memory card and
the read of the data from the memory card 5 are controlled by the
main control unit 11 through the interface unit 13.
[0045] On the basis of the graphic signals and the voice signals
from the control unit 2, the output unit 6 displays the game image
and outputs the voice. In this embodiment, a television (TV) set is
prepared as the output unit 6. This TV set is provided with an
image displaying display screen 61 and a voice outputting speaker
62. The TV set displays the image in the display screen 61 in
response to the video signals from the graphic processing unit 15,
and outputs the voice from the speaker 62 in response to the sound
signals from the sound processing unit 14. Therefore, the TV set
functions as both the display unit and the voice output unit.
[0046] The main control unit 11 controls the actions of the control
unit 2 on the basis of the basic software stored in the ROM and the
game software read from the CD-ROM 4 by the CD-ROM drive 16 and
stored in the RAM 12. For example, the main control unit 11 reads
and transfers the graphic data from the CD-ROM 4 to the graphic
processing unit 15, and designates the graphic processing unit 15
to generate the image. In response to this designation, the graphic
processing unit 15 generates video signals by using the graphic
data. These video signals are transmitted to the output unit 6. As
a result, the image is displayed on the display screen of the
output unit 6.
[0047] In this embodiment, the video game, which allows a group of
players to participate via the network, is displayed on the screen
61. FIG. 3 is a schematic diagram showing a construction of the
online game system for servicing a video game of the network
corresponding type. In this system, video game devices 1a, 1b, . .
. , and so on, having the configuration shown in FIG. 1, are
connected with a server group 102 via the internet 100. In other
words, each video game device 1 is connected with any of the
servers in the server group 102 so that it becomes a client of that
server.
[0048] The server group 102 contains: an authentication server
group 111 for account administrations for user authentication; a
contents server group 112 for providing interfaces between the game
unit 1 and other server groups and for providing perusal services
of contents such as voices or animation; a message server group 113
for providing environments such as chats or messengers; a mail
server group 114 for providing services of electronic mails; a
profile server group 115 for administering profiles of users; and a
game server group 116 for providing game environments. These server
groups 111 to 116 are connected with one another via a LAN 117.
[0049] The game server group 116 contains a server with which the
group of game units 1 are connected for the player to search for a
partner with whom to play. This server 116 provides a virtual lobby
for the players to gather for communications, and may also be
called the "lobby server". When the game unit 1 is connected with
the lobby server, a screen indicating the virtual "lobby" is
displayed in the output unit 6. On this lobby screen, there are
displayed the own player character and another player character
which is connected with the lobby server. The player can "chat" to
make interchanges with another player or to search a partner with
whom to play the game. When the "game start" is selected from the
menu displayed on the lobby screen, the game unit 1 is connected
with any of the game servers in the game server 116 so that the
game screen is displayed on the output unit 6 to start the game. On
this game screen, there is displayed not only the player's own
character, but also the character of the other players when there
is another player to participate in the game.
[0050] FIG. 4 is a flow chart showing the log-in processing to
connect the game unit 1 with the game server. By setting the
control unit 2 with the CD-ROM 4 recorded with the game program, an
ordinary game basic process is performed (at Step S102) including
the display of an initial screen (e.g., a maker's LOGO), the check
of the memory card 5, the display of the title screen and the
loading of the data.
[0051] Next, the initial menu is displayed (at Step S104) on the
output unit 6. When the player selects the "Internet Connection"
(at Step S106), the game unit 1 is connected (at Step S108) with
one server in the contents server group 112 via the internet
100.
[0052] Next, the player is authenticated (at Step S110). When the
game unit 1 is connected with the contents server 112, the
authentication request screen is displayed on the output unit 6.
The player inputs information necessary for the authentication in
the authentication request screen displayed. The input information
is transmitted from the game unit 1 through the contents server 112
to the authentication server group 111, in which the authentication
is performed.
[0053] When the authentication is obtained, the service menu is
displayed (at Step S112) on the output unit 6. If the player
selects the "Game" (at Step S114) from the service names displayed
in the service menu, the game unit 1 is connected (at Step S116)
with the lobby server contained in the game server group 116, and
the lobby screen is displayed (at Step S118) on the output unit 6.
If the "Game Start" is selected (at Step S120) from the menu
displayed in the lobby screen, the game unit 1 is connected (at
Step S122) with one game server in the game server group 116, and
the game screen is displayed (at Step S124) on the output unit 6.
Thus, the game is started.
[0054] FIG. 5 shows the initial game screen displayed at Step S124.
In this initial game screen, there is displayed a character 201 of
the player, as arranged in the virtual space, together with the
character name 202. On the lefthand upper portion of the screen (as
viewed in the Figure), the name 203, the growth level 204, the hit
point (HP) 205 and the magic point (MP) 206 of the character 201
are displayed. On the lefthand lower portion of the screen, there
is displayed a radar map 207 which is taken from a downward
perspective of the space around the character 201. At the central
portion of the radar map 207, there is displayed a marker 208
indicating the character 201 (shown here as an isosceles triangle).
When the character of another player (hereinafter called the
"another character") is within the display range of the radar map,
as will be described hereinafter, the marker of the another
character is also displayed in the radar map 207.
[0055] The video game according to this embodiment is an action
game in which the player controls and manipulates his/her own
character (as will be called the "own character") in the virtual
space to do battles or otherwise engage with the non-player
character or the character of another player. In this video game,
the battle with another player character is not allowed when in
default mode. In order for the own character to attack another
player character, the player has to change the battle mode through
the menu displayed on the screen, from "ordinary mode" to
"antipersonnel mode," which provides for the attacking of another
player.
[0056] In order to avoid attack from another player just after the
game start, the own character is in "safe zone" so that the own
character is not displayed in the display unit, when the initial
screen is displayed. Nor is the character of another player
displayed on the initial screen. While the initial screen is being
displayed, the player is enabled to prepare for battles by changing
the equipment of the own character.
[0057] FIG. 6 is a flow chart showing a procedure to be executed by
the game unit 1 (according to this embodiment) and the game server
after the initial screen of FIG. 5 has been displayed. This
procedure is executed such that the control unit 2 of the game unit
1 executes the game program stored in the CD-ROM 4, and such that
the game server executes the dedicated program. In the procedure
executed by the game unit 1, the game program and the necessary
data are sequentially read from the CD-ROM 4 in accordance with the
progress of the procedure, and are transferred to the RAM 12. In
the following description, however, the detailed description may be
omitted regarding the read from the CD-ROM 4 and on the transfer to
the RAM 12.
[0058] When the start button 36 of the keypad 30 is pushed (at Step
S202) while the initial screen is displayed on the output unit 6 of
the game unit 1, the appearance position of the own character in
the virtual space is determined at random (at Step S203). Thus, any
ambush by another player character is prevented by not fixing the
appearance position of a newly-participating player character. The
appearance position determined is stored as the position data of
the own character in the RAM 12.
[0059] Next, the game unit 1 transmits the appearance position data
of the own character to the game server (at Step S204). This game
server receives and stores the appearance position data as the
prevailing position data of the character in the storage unit (at
Step S205). The position data are transmitted, if necessary, to the
game unit of another player, as connected with the game server.
[0060] Next, the game unit 1 requests the game server for the
information on another character to be displayed on the screen 61
of the output unit 6 (at Step S206). The game server uses, when it
receives that demand (at Step S207), the position data of the own
character and another character, as stored in the game server, to
specify another character positioned within the display range of
the game unit 1 in the virtual space, and transmits the information
on another character to the game unit 1 (at Step S208). This
information is necessary for displaying another character and
contains: the identifier (ID) and the name data of another
character; the position data of another character; and the display
designation data for designating components of the display elements
stored in the CD-ROM 4 as are necessary for displaying another
character.
[0061] When the information of another character is received (at
Step S209) from the game server, the game unit 1 displays another
character (at Step S210) by using the character information and the
display elements stored in the CD-ROM 4. FIG. 7 shows one example
of the screen on which the own character 201 and another character
210 are displayed. Not only are the image and the name 211
indicating the another character displayed, but also a marker 212
indicating the another character 210 is displayed on the radar map
207. The detail of the display of another character will be made
hereinafter.
[0062] The game unit 1 then receives an input from the player (at
Step S212). If the instruction from the player is inputted (at Step
S212: YES route), the procedure according to the input is executed
(at Step S214). It is then decided (at Step S216) whether or not
the game is to end. If the predetermined game ending condition is
satisfied (at Step S216: YES route), the ending procedure is
performed, including the loading of data and the display of the
"game over" screen (at Step S218). If the game ending condition is
not satisfied (at Step S216: NO route), the routine returns to Step
S206, and the procedures at and after Step S206 are repeated.
[0063] According to this embodiment, the display mode of another
character is different according to the relation between the own
character and the another character so that the player may be able
to grasp easily and promptly what relationship another character
displayed on the screen has to the own character. There are four
types of relations, as prepared in this embodiment, for the player
characters: "Hostile Relation", "Warning Relation", "Friendly
Relation" and "Ignoring Relation". Here, the character relations
may be one kind or more in this embodiment.
[0064] The hostile relation is the character relation when the
battle mode of another character is set to the antipersonnel mode.
When the player sets the battle mode to the antipersonnel mode, the
game unit 1 notifies the game server of the setting of the
antipersonnel mode. In response to the notification, the game
server turns ON the antipersonnel mode flag which is prepared for
the character of the player. With this antipersonnel mode flag ON,
at Step S208 the game server transmits this information to the game
unit 1, together with the name data of another character, that
another character within the display range is in the antipersonnel
mode. As a result, the game unit 1 can be informed that another
character is in the antipersonnel mode.
[0065] The warning relation is the character relation when another
character previously attacked the own character. The game unit 1
adds, when the own character is attacked by another character, the
ID of another character to the warning character file which is
stored in the RAM 12. This warning character file is stored in the
memory card 5 at the game ending step (at Step S218) and is read in
the RAM 12 from the memory card 5 when the initial screen (of FIG.
5) is displayed again.
[0066] The ignoring relation is the character relation when another
character is registered as the character to be ignored by the
player. The player is enabled to register the character of the
player to be ignored as the "ignoring character," by selecting and
inputting a command from the menu displayed in the screen.
Specifically, the ID and name of another character are added to the
ignoring character file stored in the RAM 12. When the ignoring
character file is recorded with the ID, the speech of another
character having the ID is not displayed on the screen. This
ignoring character file is stored in the memory card 5 at the game
ending procedure (at Step S218), and is read in the RAM 12 from the
memory card 5 when the initial screen (of FIG. 5) is displayed
again. The player is enabled to retrieve a list of the names of the
ignoring characters registered, by selecting and inputting the
command from the menu displayed in the screen.
[0067] The friendly relation is the character relation at the time
when another character is registered by the player as the friendly
character. The player is enabled to register the character of an
intimate player as the friendly character by selecting and
inputting the command from the menu displayed in the screen.
Specifically, the ID and name of another character are added to the
friendly character file stored in the RAM 12. This friendly
character file is stored in the memory card 5 at the game ending
procedure (at Step S218) and is read in the RAM 12 from the memory
card 5 when the initial screen (of FIG. 5) is displayed again. The
player is enabled to retrieve a list of the names of the friendly
characters registered, by selecting and inputting the command from
the menu displayed in the screen.
[0068] FIG. 8 is a flow chart showing the detail of the display
procedure (of Step S210) of another character to be executed by the
game unit 1 for realizing the aforementioned characteristics. This
procedure is practiced such that the game program stored in the
CD-ROM 4 is executed by the control unit 2.
[0069] First, it is sequentially decided (at Step S300) whether or
not the relations between the own character and another character
belong to the aforementioned four relations. FIG. 9 is a flow chart
showing the detail of this character relation deciding procedure.
In this procedure, the four flags, as made in the RAM 12 to
correspond to the four relations, respectively, are initialized and
turned OFF (at Step S302). These flags are made in the RAM 12 when
the information of another character is initially received from the
game server, and are stored together with the information on
another character.
[0070] Next, it is decided (at Step S304) whether or not the own
character and another character are in the hostile relation. The
game unit 1 decides, when it receives such information from the
game server (at Step S209), that another character is in the
hostile mode, that the own character and another character are in
the hostile relation (at Step S304: YES route), and turns ON the
corresponding flag, i.e., the "Hostile Flag" (at Step S306). If
there are not received the information that another character is in
the antipersonnel mode, on the other hand, it is decided (at Step
S304: NO route) that the own character and another character are
not in the hostile relation, and the hostile flag remains OFF.
[0071] Next, it is decided (at Step S308) whether or not the own
character and another character are in the hostile relation. The
game unit 1 examines whether or not the ID of another character
received from the game server is recorded in the aforementioned
warning character file. If the ID of another character is
determined from the warning character file, the game unit 1 decides
(at Step S308: YES route) that the own character and another
character are in the hostile relation, and turns ON the
corresponding flag, i.e., the "Warning Flag" (at Step S310). If the
ID of another character is not determined from the warning
character file, on the contrary, it is decided (at Step S308: NO
route) that the own character and another character are not in the
warning relation, and the warning flag remains OFF.
[0072] Next, it is decided (at Step S312) whether or not the own
character and another character are in the ignoring relation. The
game unit 1 examines whether or not the ID of another character
received from the game server is recorded in the aforementioned
ignoring character file. If the ID of another character is
determined from the ignoring character file, the game unit 1
decides (at Step S312: YES route) that the own character and
another character are in the hostile relation, and turns ON the
corresponding flag, i.e., the "Ignoring Flag" (at Step S314). If
the ID of another character is not discovered from the ignoring
character file, on the contrary, it is decided (at Step S312: NO
route) that the own character and another character are not in the
ignoring relation, and the ignoring flag remains OFF.
[0073] Next, it is decided (at Step S316) whether or not the own
character and another character are in the friendly relation. The
game unit 1 examines whether or not the ID of another character
received from the game server is recorded in the aforementioned
friendly character file. If the ID of another character is
determined from the friendly character file, the game unit 1
decides (at Step S316: YES route) that the own character and
another character are in the hostile relation, and turns ON the
corresponding flag, i.e., the "Friendly Flag" (at Step S318). If
the ID of another character is not discovered from the friendly
character file, on the contrary, it is decided (at Step S316: NO
route) that the own character and another character are not in the
friendly relation, and the friendly flag remains OFF.
[0074] Here, the decisions of the individual relations and the
settings of the corresponding flags, that is, Steps S304 and S306,
Steps S308 and S310, Steps S312 and S314, and Steps S316 and S318
can be arbitrarily changed in the orders.
[0075] Referring to FIG. 8, when the decisions of the character
relations are completed, the display color of the name of another
character is determined (at Step S400) according to the character
relation indicated by the four relation flags. In this embodiment,
the following flags are designated: red for the hostile relation;
yellow for the warning relation; green for the ignoring relation;
and blue for the friendly relation. Among these four relations,
priorities are determined in
Hostile>Warning>Ignoring>Friendly. Where the character
relations are multiple, that is, where several relation flags are
ON, the display colors are determined according to those
priorities. Where the character relations are in the hostile
relation and in the ignoring relation, that is, where both the
hostile flag and the ignoring flag are ON, the red corresponding to
the hostile relation is determined as the display color of the
character name. Where the character relation belongs to none of the
relations, that is, where all the four relation flags are OFF,
black is determined as the display color.
[0076] Next, there are displayed (at Step S500) on the screen 61
not only the image 210 and the marker 212 but also the name 211 of
another character in the color, which is determined at Step
S400.
[0077] Thus, in this embodiment, the name of another character is
displayed in the color according to the character relation. On the
basis of the color of the name of another character, therefore, the
player can easily determine what relation another character has
with respect to the player's own character, so that the player can
quickly take the action according to the character relation.
[0078] The foregoing description has been made wherein a single
another character displayed on the screen, but it will be readily
understood by those skilled in the art that a similar procedure may
be performed on another character even where a group of the another
characters are displayed. This feature is similar to the
embodiments to be described hereinafter.
[0079] [Second Embodiment]
[0080] A second embodiment according to the invention is now
described. The configuration of a game device and a game system
according to this embodiment are shown in FIG. 1 to FIG. 3. This
embodiment is different from the first embodiment only in the
display procedure (i.e., Step S210 of FIG. 6) of the another
character. The remaining points are similar to those of Embodiment
1 so that their overlapping description will be omitted.
[0081] In this embodiment, in order to allow the player to promptly
determine what relation another character displayed in the screen
takes with respect to the player's own character, an icon
indicating the relation between the own character and another
character is displayed together with the image of another
character. As in the first embodiment, the character relations are
the aforementioned four: "Hostile Relation", "Warning Relation",
"Ignoring Relation" and "Friendly Relation".
[0082] FIG. 10 is a flow chart showing a display procedure of
another character according to this embodiment. This procedure is
executed such that the control unit 2 of the game unit 1 executes
the game program stored in the CD-ROM 4.
[0083] In this embodiment, after the character relation decision
procedure (at Step S300) shown in FIG. 9, it is determined (at Step
S350) on the basis of the decided character relation whether or not
the icon is to be displayed. Where the character relation belongs
to at least one of the aforementioned four relations, it is decided
(at Step S350: YES route) that the icon should be displayed, and
the icon to be displayed is determined (at Step S401) according to
the decided character relation. Where the character relation
belongs to the group of relations, the icons are determined
according to the priorities of Hostile
>Warning>Ignoring>Friendly, as in the first
embodiment.
[0084] After this, the image 210, the name 211 and the marker 212
of another character are displayed on the screen 61. At the same
time, the icon determined at Step S401 is displayed over another
character and on the left of the character name (at Step S501).
This icon moves together with another character when this another
character moves.
[0085] Where a character relation does not exist, it is decided (at
Step S350: NO route) that the icon should not be displayed, and the
image 210 and the name 211 of another character and the marker 212
(at Step S450) are displayed on the screen 61.
[0086] FIG. 11A to 11D show display modes of another character, as
corresponding to the individual character relations. Here, an icon
221 of FIG. 11A indicates the hostile relation; an icon 222 of FIG.
11B shows the warning relation; an icon 223 of FIG. 11C indicates
the ignoring relation; and an icon 224 of FIG. 11D indicates the
friendly relation.
[0087] Thus, in this embodiment, the icon indicating the character
relation is displayed in the vicinity of another character so that
the player can easily determine what relation another character
takes with respect to the player, in view of the icon, to thereby
quickly take action according to the character relation.
[0088] [Third Embodiment]
[0089] Now will be described a third embodiment according to the
invention. The configuration of a game device and a game system
according to this embodiment are shown in FIG. 1 to FIG. 3. This
embodiment is different from the foregoing embodiments only in the
display procedure (i.e., Step S210 of FIG. 6) of the another
character. The remaining points are similar to those of the
foregoing embodiments so that their overlapping description will be
omitted.
[0090] FIG. 12 shows a display mode of another character in this
embodiment. In this embodiment, a ring-shaped cursor 230 is
displayed close to the feet of the appearance image 210 of another
character, as designated by the player. This cursor 230 can be
moved when the player manipulates the cross key 31 or the joystick
37 of the keypad 30.
[0091] In this embodiment, in order to allow the player to promptly
determine what type of relation another character displayed in the
screen has with respect to the player's own character, the color of
the cursor 230 is different according to the relation between the
own character and another character. As in the foregoing
embodiments, the character relations are the aforementioned four:
"Hostile Relation", "Warning Relation", "Ignoring Relation" and
"Friendly Relation".
[0092] FIG. 13 is a flow chart showing a display procedure of
another character according to this embodiment. This procedure is
executed such that the control unit 2 of the game unit 1 executes
the game program stored in the CD-ROM 4.
[0093] In this embodiment, after the character relation deciding
procedure (at Step S300) shown in FIG. 9, the display color of the
cursor 230 is determined (at Step S402) according to the decided
character relation. In this embodiment, as in the first embodiment,
the relation color designations are: red for the hostile relation;
yellow for the warning relation; green for the ignoring relation;
and blue for the friendly relation. Where the character relation
belongs to any of the relations, the display colors are determined
according to the priorities of
Hostile>Warning>Ignoring>Friendly. Where a character
relation does not exist, white is the display color. The determined
display color is stored in the RAM 12 as to correspond to another
character. Next, the image 210 and the name 211 of another
character and the marker 212 (at Step S502) are displayed on the
screen 61.
[0094] When the player manipulates the keypad 30 to designate
another character 210, reference is made to the RAM 12 so that the
cursor 230 is displayed in the color determined at Step S402. Thus,
in this embodiment, the cursor according to another character is
displayed in the color according to the character relation so that
the player can easily determine what relation another character
takes with respect to the player, on the basis of the color of the
cursor, to thereby quickly take action according to the character
relation. The character relation is not displayed on another
character for which the player has not adjusted the cursor, so that
the load needed for the screen display by the game unit 1 can be
lightened.
[0095] [Fourth Embodiment]
[0096] Now will be described a fourth embodiment according to the
invention. The constructions of a game device and a game system
according to this embodiment are shown in FIG. 1 to FIG. 3. This
embodiment is different from the foregoing embodiments only in the
display procedure (i.e., Step S210 of FIG. 6) of another character.
The remaining points are similar to those of the foregoing
embodiments so that their overlapping description will be
omitted.
[0097] FIG. 14 shows a display mode of another character in this
embodiment. In this embodiment, the color of the marker 212 of
another character, as displayed in the radar map 207, is different
according to the relation between the own character and another
character. As in the foregoing embodiments, the character relations
are the aforementioned four: "Hostile Relation", "Warning
Relation", "Ignoring Relation" and "Friendly Relation".
[0098] FIG. 15 is a flow chart showing a display procedure of
another character according to this embodiment. This procedure is
executed such that the control unit 2 of the game unit 1 executes
the game program stored in the CD-ROM 4.
[0099] In this embodiment, after the character relation deciding
procedure (at Step S300) shown in FIG. 9, the display color of the
marker of another character on the radar map is determined (at Step
S403) according to the decided character relation. In this
embodiment, as in the first embodiment, relation color designations
are: red for the hostile relation; yellow for the warning relation;
green for the ignoring relation; and blue for the friendly
relation. Where the character relation belongs to the group of
relations, the display colors are determined according to the
priorities of Hostile>Warning>Ignoring&- gt;Friendly.
Where a character relation does not exist, black is the display
color. The determined display color is stored in the RAM 12 as to
correspond to another character.
[0100] After this, the image 210 and the name 211 of another
character are displayed on the screen 61. At the same time, the
marker 212 is displayed (at Step S503) in the radar map 207
according to the color determined at Step S401.
[0101] Thus, in this embodiment, the marker indicating another
character is displayed in the color according to the character
relation so that the player can easily grasp what relation another
character takes with respect to the player, on the basis of the
color of the marker to thereby quickly take an action according to
the character relation.
[0102] Although the invention has been specifically described in
connection with its embodiments, it should not be limited to the
embodiments, but could be modified in various manners without
departing from the gist thereof. For example, the steps included in
the method of the invention can be changed in their order without
departing from the gist or scope of the invention.
[0103] When the player's own character and another character are in
a predetermined relation, according to the invention, another
character is displayed in the mode according to the relation. This
display mode should not be limited to those enumerated in the
embodiments but could be modified in various manners. According to
the character relation, for example, different (visual) effects may
be displayed around an image expressing another character. It is
also conceivable to display another character of the ignoring
relation in a semitransparent manner.
[0104] In the foregoing embodiments, the invention has been
described in connection with the home game device, but the
invention can also be applied to a general-purpose computer such as
a personal computer or to an arcade game machine.
[0105] In the foregoing embodiments, the output unit and the input
unit are separated from the control unit, but the invention can be
applied to a video game device in which the output unit, the input
unit and the control unit are integrated.
[0106] In the foregoing embodiments, the computer-readable
recording medium for recording the game program and the data is
exemplified by the CD-ROM. However, the recording medium should not
be limited to the CD-ROM but may be either: other computer-readable
magnetic or optical recording media such as the DVD (Digital
Versatile Disc) or the ROM card; or semiconductor memories.
Moreover, the program or data for realizing the invention may be
serviced by pre-installing them in the storage unit of the game
machine or the computer.
[0107] The program or data for realizing the invention may be
downloaded for use to the HDD 18 from another device on the network
100 which is connected via the communication line 99 by the
communication interface 17 shown in FIG. 1. On the other hand, the
program or data may be recorded in the memory of another device on
the communication line 99 so that they can be sequentially read, if
necessary, for use in the RAM 12 via the communication line 99.
[0108] The program and data for realizing the invention may be
serviced as computer data signals superposed on carriers from
another device on the network 100. For example, the invention may
be able to be realized such that the control unit 2 demands another
device on the communication network 100 for the transmission of
computer data signals from the communication interface 17 via the
communication line 99 and receives and stores the transmitted
computer data signals in the RAM 12.
[0109] According to the invention, the another character is
displayed in the display mode according to the relation between the
player's own character manipulated by the player and another
character manipulated by another player, so that the player is
enabled to confirm the relations between the player's own character
and another character by easily confirming the display on another
character.
* * * * *