Game machine and data storage medium having game program stored therein
First Claim
1. A game machine for generating a game map which defines an area where an object can move in the course of a game, the game machine comprising:
- at least one unit storage location having previously stored therein a first unit type, which is a unit zone including at least one connecting portion and forming the game map, and at least one second unit type, which is a unit zone including at least one connecting portion and is different in type from the first unit type;
first disposing programmed logic circuitry which selects one unit from the first unit type and the at least one second unit type that are stored in the at least one unit storage location, and disposes the selected unit on the map area; and
second disposing programmed logic circuitry which repeats a process of selecting a unit which is connectable to an unconnected connecting portion included in a unit already disposed on the map area and a process of disposing the selected unit on the map area, whereinthe second disposing programmed logic circuitry includes;
an unconnected connecting portion extractor which extracts the unconnected connecting portion from the connecting portions included in the unit already disposed on the map area;
a random number generator which generates a random number within a predetermined range;
a selection coefficient setter which sets a selection coefficient to the connecting portion extracted by the unconnected connecting portion extractor, said selection coefficient determining the probability that two different unit types will be connected and thus controlling the connection affinity between unit types;
a unit selector which compares the random number generated by the random number generator with the selection coefficient, and based at least in part on the result, selects one unit from the first unit type and the at least one second unit type; and
a unit disposing mechanism which extracts the one unit selected by the unit selector from the first unit type and the at least one second unit type stored in the at least one unit storage location, connects a connecting portion included in the one unit to the connecting portion extracted by the unconnected connecting portion extractor, and disposes the one unit on the map area.
1 Assignment
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Accused Products
Abstract
If a random number is larger than a selection coefficient SF, a room unit RU is given a high priority for disposition in a map area. If the random number is not larger than the selection coefficient, no room unit is disposed on the map area. Also, if a selected open door is a door set in a room unit, the selection coefficient is multiplied by a multiplication factor, and then the multiplication result and the random number are compared. As the multiplication factor is larger, a passage unit is given a higher priority for disposition on the map area. By adjusting the selection coefficient and the multiplication factor, it is possible to generate a map in consideration of a ratio of units of two types to be disposed on the map area and an affinity between these units for connection.
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Citations
26 Claims
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1. A game machine for generating a game map which defines an area where an object can move in the course of a game, the game machine comprising:
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at least one unit storage location having previously stored therein a first unit type, which is a unit zone including at least one connecting portion and forming the game map, and at least one second unit type, which is a unit zone including at least one connecting portion and is different in type from the first unit type; first disposing programmed logic circuitry which selects one unit from the first unit type and the at least one second unit type that are stored in the at least one unit storage location, and disposes the selected unit on the map area; and second disposing programmed logic circuitry which repeats a process of selecting a unit which is connectable to an unconnected connecting portion included in a unit already disposed on the map area and a process of disposing the selected unit on the map area, wherein the second disposing programmed logic circuitry includes; an unconnected connecting portion extractor which extracts the unconnected connecting portion from the connecting portions included in the unit already disposed on the map area; a random number generator which generates a random number within a predetermined range; a selection coefficient setter which sets a selection coefficient to the connecting portion extracted by the unconnected connecting portion extractor, said selection coefficient determining the probability that two different unit types will be connected and thus controlling the connection affinity between unit types; a unit selector which compares the random number generated by the random number generator with the selection coefficient, and based at least in part on the result, selects one unit from the first unit type and the at least one second unit type; and a unit disposing mechanism which extracts the one unit selected by the unit selector from the first unit type and the at least one second unit type stored in the at least one unit storage location, connects a connecting portion included in the one unit to the connecting portion extracted by the unconnected connecting portion extractor, and disposes the one unit on the map area. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11)
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12. A non-transitory storage medium having stored therein a game program causing a computer to perform a process of generating a game map which defines an area where an object can move in the course of a game,
the computer having previously stored therein a first unit type, which is a unit zone including at least one connecting portion and forming the game map, and at least one second unit type, which is a unit zone including at least one connecting portion and is different in type from the first unit type, the game program causing the computer to perform the process comprising: -
selecting one unit from the previously-stored first unit type and the at least one second unit type, and disposing the selected unit on the map area; and repeating a process of selecting a unit which is connectable to an unconnected connecting portion included in a unit already disposed on the map area and a process of disposing the selected unit on the map area, wherein the repeating includes; extracting the unconnected connecting portion from the connecting portions included in the unit already disposed on the map area; generating a random number within a predetermined range; setting a selection coefficient to the connecting portion extracted in the extracting, said selection coefficient determining the probability that two different unit types will be connected and thus controlling the connection affinity between unit types; comparing the random number generated in the random number generating step with the selection coefficient, and based at least in part on the result, selecting one unit from the first unit type and the at least one second unit type; and extracting the one unit selected in the unit selecting step from the first unit type and the at least one second unit type previously stored, connecting a connecting portion included in the one unit to the connecting portion extracted in the extracting, and disposing the one unit on the map area. - View Dependent Claims (13, 14, 15, 16, 17, 18, 19, 20, 21, 22)
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23. A method of dynamically generating a game map on a game machine by assembling a variable number of building pieces, said pieces including a plurality of unit types including at least an area unit type and at least a connection unit type, wherein each of the units is provided with at least one opening for connection to another unit, the method comprising:
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deploying a unit on a game map of the game machine; choosing an unconnected opening of a deployed unit, said unconnected opening having a selection coefficient assigned thereto; generating a random number; selecting, based at least in part on said random number and said selection coefficient and from amongst said plurality of unit types, a unit type to be connected to the unconnected opening, said selection coefficient determining the probability that two different unit types will be connected and thus controlling the connection affinity between said plurality of unit types; deploying and connecting an opening of the randomly selected unit type to the unconnected opening; repeating the choosing, assigning, randomly selecting, and deploying and connecting until a determined number of area units has been deployed on the game map of the game machine; and once the selected number of area units has been deployed, connecting or sealing off unconnected openings remaining on the units deployed on the game map of the game machine. - View Dependent Claims (24, 25, 26)
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Specification