Information processing program, information processing method, and game device
By setting multiple target parts in the target area of the action game and selecting the target part with the maximum or minimum correction coefficient as the current target based on the comparison value, the problem of frequent target switching is solved, and the stability of the game and player operations are improved. Experience.
Patent Information
- Application Number
- CN201980079390.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2018-11-29
- Filing Date
- 2019-11-14
- Publication Date
- 2025-02-14
- Estimated Expiration
- 2039-11-14
AI Technical Summary
In action games, when the number of enemy characters or target parts in the target area increases, the target switches frequently, causing the player to feel pressure and instability.
By setting a plurality of target parts in the target area and sorting based on the comparison value of each target part, the target part with the maximum or minimum correction coefficient is selected as the current target, reducing the frequency of target switching.
It effectively reduces the frequency of target switching, improves the stability of the game and the player's operating experience, and reduces the pressure caused by frequent target switching.
Smart Images

Figure CN113164816B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing program, an information processing method and a game device. Background Art
[0002] Action games of the type in which player characters and enemy characters are arranged in a virtual game space are known so far. For example, Patent Document 1 discloses an action game in which a controller is provided for enabling a player to perform operations. In this action game, by operating the controller, a player character arranged in the game space can be moved or an attack action for attacking an enemy character (target part) can be performed.
[0003] In the action game disclosed in Patent Document 1, when executing an attack action, a target area and an attack direction are identified. Then, when a plurality of enemy characters are included in the target area, a priority ranking of being attacked is set according to the attack direction and the order in which the enemy characters are arranged. A collision determination is performed for each enemy character according to the set priority ranking.
[0004] In addition, in conventional action games, there are games of the type in which an enemy character closest to a player character in a target area is set as a target, and an attack action is performed on the target enemy character. There are also cases in which direction control when displaying a player character on a display is performed based on the target.
[0005] {Citation List}
[0006] {Patent Documents}
[0007] Patent Document 1: Japanese Patent 5758085 Summary of the invention
[0008] Problem that the invention aims to solve
[0009] In the case where a target is set in an action game, when the number of enemy characters included in a target area or the number of target parts that can be used as targets becomes large, there is a possibility that the arrangement order of enemy characters (target parts) or the enemy character (target part) closest to the player character is frequently switched. As a result, the targets are frequently switched, which leads to various disadvantages such as giving pressure to the player.
[0010] An object of the present invention is to provide an information processing program, an information processing method, and a game device capable of alleviating disadvantages caused by frequent switching of targets.
[0011] Solutions for solving problems
[0012] In order to solve the above-mentioned problem, an information processing program is provided for causing a computer to function as: a control unit for causing at least one of a player object and a target object arranged in a virtual game space to perform an action, wherein a plurality of target parts are set in the target object; an identification unit for identifying the target part included in a target area set for the player object; a target setting unit for setting a target from the plurality of target parts based on a comparison result of comparison values set or calculated for each target part when the target area includes a plurality of target parts of the target object; and a processing unit for performing predetermined hit processing on the target part set as the target.
[0013] In addition, multiple target parts can be respectively set with correction coefficients as the comparison values; the processing unit can calculate points in the hit processing at least based on the correction coefficient of the target part set as the target, and can assign the points calculated in the hit processing to the target object or the target part; and in the case where the target area includes multiple target parts with different correction coefficients, the target setting unit can set the target part with the maximum correction coefficient or the minimum correction coefficient as the target.
[0014] Alternatively, the processing unit may calculate a point to be assigned to a target part set as the target in the hit processing, and may assign the point calculated in the hit processing to the target object or the target part; and in the case where the target area includes a plurality of target parts, the target setting unit may set the target part where the point becomes the largest or smallest as the target.
[0015] In order to solve the above-mentioned problem, an information processing program is provided for causing a computer to function as: a control unit for causing at least one of a player object and a plurality of target objects arranged in a virtual game space to perform an action; an identification unit for identifying the target object included in a target area set for the player object; a target setting unit for setting a predetermined point as a target, in the case where a plurality of target objects are included in the target area, a target object whose predetermined point becomes the largest or smallest, the predetermined point being allocated according to each target object; and a processing unit for executing a hit processing for allocating the point to the target object set as the target.
[0016] Furthermore, the target setting unit may set the target when the target part or the target object is included in the target area.
[0017] Furthermore, the processing unit may perform the hit processing in a case where a predetermined hit operation is input; and the target setting unit may set the target when the hit operation is input.
[0018] In order to solve the above-mentioned problem, an information processing method includes the following steps: causing at least one of a player object and a target object arranged in a virtual game space to perform an action, wherein a plurality of target parts are set in the target object; identifying the target part included in a target area set for the player object; in a case where the target area includes a plurality of target parts of one target object, setting a target from the plurality of target parts based on a comparison result of comparison values set or calculated for each target part; and performing predetermined hit processing on the target part set as the target.
[0019] In order to solve the above-mentioned problem, a game device includes: a control unit for causing at least one of a player object and a target object arranged in a virtual game space to perform an action, wherein a plurality of target parts are set in the target object; an identification unit for identifying the target part included in a target area set for the player object; a target setting unit for setting a target from the plurality of target parts based on a comparison result of comparison values set or calculated for each target part when the target area includes a plurality of target parts of the target object; and a processing unit for performing predetermined hit processing on the target part set as the target.
[0020] Effects of the Invention
[0021] The present invention can alleviate the disadvantages caused by frequent switching of targets. BRIEF DESCRIPTION OF THE DRAWINGS
[0022] Figure 1 is a diagram schematically showing the configuration of an information processing system.
[0023] Figure 2A Describes the hardware configuration of the player terminal. Figure 2B Describe the server's hardware configuration.
[0024] Figure 3A An example of a team organization screen for organizing a team is shown. Figure 3B An example illustrating a combat game.
[0025] Figure 4A The target area is shown as viewed from the front in the Z-axis direction. Figure 4B The target area viewed in the X-axis direction is shown.
[0026] Figure 5 Indicates the damage factor.
[0027] Fig. 6A An example illustrating target setting. Figure 6B Another example of target setting is described.
[0028] Figure 7 The flow of processing at the player terminal and the server during execution of the fighting game is described.
[0029] Figure 8 The configuration of the memory and the functions of the computer at the player terminal are explained.
[0030] Fig. 9 is a flowchart showing an example of a fighting game control process on the terminal side.
[0031] Fig.10 is a flowchart illustrating an example of a target setting process.
[0032] Fig.11 is a flowchart illustrating an example of attack determination processing.
[0033] Fig.12 The configuration of the memory at the server and the functions of the computer are described.
[0034] Fig.13 is a flowchart showing an example of a fighting game control process on the server side.
[0035] Fig.14 is a flowchart illustrating an example of damage calculation processing.
[0036] Fig.15 : is a flowchart illustrating the target setting process of the first modification example.
[0037] Fig.16 : is a flowchart illustrating the target setting process of the second modification example.
[0038] Fig.17 is a flowchart illustrating the target setting process of the second embodiment.
[0039] Fig.18 is a flowchart illustrating a target setting process according to a modification of the second embodiment. DETAILED DESCRIPTION
[0040] Aspects of the embodiments of the present invention will be described in detail below with reference to the accompanying drawings. The dimensions, materials, other specific values, etc. given in this embodiment are merely examples to facilitate understanding, and unless otherwise specifically mentioned, do not limit the present invention. In this specification and the accompanying drawings, the same reference numerals are attached to elements having substantially the same functions and configurations, and their repeated descriptions are omitted, and elements that are not directly related to the present invention are not shown.
[0041] (Overall Configuration of Information Processing System S)
[0042] Figure 1 is a diagram schematically showing a configuration of an information processing system S. The information processing system S is a so-called client-server system, and includes a player terminal 1 , a server 100 , and a communication network 200 having a communication base station 200 a .
[0043] Each player terminal can establish communication with the server 100 via the communication network 200. The player terminal widely includes electronic devices that can be connected to the server 100 by wired or wireless communication. Examples of the player terminal 1 include mobile phones such as smartphones, tablet devices, personal computers, and game consoles. This embodiment will be described in the case where a smartphone is used as the player terminal 1.
[0044] The server 100 is communicatively connected to a plurality of player terminals 1. The server 100 accumulates various information for each player playing the game. In addition, the server 100 updates the accumulated information based on an operation input from the player terminal 1 and controls the progress of the game.
[0045] The communication base station 200a is connected to the communication network 200 and wirelessly sends and receives information to and from the player terminal. The communication network 200 is composed of a mobile phone network, the Internet, a local area network (LAN), or a dedicated circuit, etc., and realizes a wired or wireless communication connection between the player terminal 1 and the server 100.
[0046] In the information processing system S of the present embodiment, the player terminal 1 and the server 100 function as a game device G. The player terminal 1 and the server 100 each have a role assigned for controlling the progress of the game, so that the game can be progressed through cooperation between the player terminal 1 and the server 100 .
[0047] (Hardware Configuration of Player Terminal 1 and Server 100)
[0048] Figure 2A 1 is a diagram for explaining the hardware configuration of the player terminal 1. Figure 2B 1 is a diagram for explaining the hardware configuration of the server 100. Figure 2A As shown, the player terminal 1 is configured to include a central processing unit (CPU) 10 , a memory 12 , a bus 14 , an input / output interface 16 , a storage unit 18 , a communication unit 20 , an input unit 22 , and an output unit 24 .
[0049] In addition, if Figure 2B As shown, the server 100 is configured to include a CPU 110 , a memory 112 , a bus 114 , an input / output interface 116 , a storage unit 118 , a communication unit 120 , an input unit 122 , and an output unit 124 .
[0050] The configurations and functions of the CPU 110, memory 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124 of the server 100 are substantially the same as the configurations and functions of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24, respectively. Therefore, a description of the hardware configuration of the player terminal 1 will be given below, and a description of the server 100 will be omitted.
[0051] The CPU 10 runs a program stored in the memory 12 to control the progress of the game. The memory 12 is composed of a read-only memory (ROM) or a random access memory (RAM), and stores a program and various data required to control the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14. Although it is assumed in the present embodiment that the memory 12 is composed of a RAM, the memory 12 may be composed of a ROM, or may be configured to include both a RAM and a ROM.
[0052] An input / output interface 16 is connected to the bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.
[0053] The storage unit 18 is composed of a semiconductor memory such as a dynamic random access memory (DRAM) and stores various types of programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0054] The communication unit 20 is wirelessly communicatively connected with the communication base station 200a, and transmits and receives information such as various data and programs to and from the server 100 via the communication network 200. At the player terminal 1, the programs and the like received from the server 100 are stored in the memory 12 or the storage unit 18.
[0055] The input unit 22 is composed of, for example, a touch screen, a button, a keyboard, a mouse, a cross key, or an analog controller for inputting player operations (receiving operations). Alternatively, the input unit 22 may be a dedicated controller provided in the player terminal 1 or connected (externally attached) to the player terminal 1. Still alternatively, the input unit 22 may be composed of an acceleration sensor for detecting the tilt or movement of the player terminal 1 or a microphone for detecting the voice of the player. That is, the input unit 22 may broadly include a device that enables the player to input his or her intention in a distinguishable manner.
[0056] The output unit 24 is configured to include a display device and a speaker. The output unit 24 may be a device connected (externally attached) to the player terminal 1. In the present embodiment, the player terminal 1 is provided with a display 26 as the output unit 24, and is provided with a touch screen as the input unit 22, wherein the touch screen is overlapped on the display 26.
[0057] (Game Content)
[0058] Next, an example of game content provided by the information processing system S (game device G) in the present embodiment will be described. In the present embodiment, a so-called action scrolling game (RPG) is provided. Specifically, in the game of the present embodiment, a plurality of ally characters are provided. The player selects a plurality of (in this example, 4) ally characters from the provided ally characters to organize a team. In addition, the player sets one of the ally characters organized into a team as an operable character (player object, hereinafter referred to as "player character PC"), which can be operated by the player himself.
[0059] Figure 3A An example of a team organization screen for organizing a team is shown. For each ally character, experience value Ex and level Lv are stored in association therewith. In the case where a battle game has been won (described later) or in the case where a predetermined item has been used, the experience value Ex is raised. The level Lv is set according to the experience value Ex, and the level Lv is raised every time the experience value Ex reaches a predetermined value. Note that each ally character is set with an upper limit value of the level Lv, and the level Lv is raised only within the range defined by the upper limit value.
[0060] In addition, each ally character is set with basic values of combat capability such as life points HP, attack power AP, and defense power DP according to the level Lv. As the combat capability of the ally character becomes higher, the player can play the game more advantageously. In addition, when the level Lv of the ally character becomes higher, the basic value set for it is increased.
[0061] In addition, in the team organization screen, the player can equip the ally characters organized into the team with equipment such as weapons and armor (such equipment is set for the ally characters). Each item of equipment is set with additional values for attack power AP, defense power DP, etc. When the ally character is equipped with such equipment, the additional value of each equipment item is added to the above basic value, which makes it possible to enhance the combat ability of the ally.
[0062] Note that each ally character has a pre-set attribute. In this embodiment, three attributes, namely "fire", "wind" and "water", are provided, and one of the three attributes is set for all ally characters.
[0063] The player can use the team organized as described above in the battle game. The purpose of the battle game is to win the game by defeating the enemy character with the ally characters organized into a team. In the battle game, the player operates the input unit 22 of the player terminal 1 to make the player character PC perform a move action or an attack action.
[0064] In addition, an ally character other than the player character PC is made to perform a move action or an attack action under computer control or by another player. When an attack action is performed, damage points are assigned to the enemy character, and the damage points are subtracted from the enemy character's HP. When the HP becomes 0, the enemy character disappears.
[0065] Figure 3B 1 is a diagram for explaining an example of a fighting game. Although detailed description will be omitted, a player can select and play one of a plurality of fighting games. When the player selects a fighting game, a display such as Figure 3A When the player completes organizing the team on the team organizing screen and performs a predetermined battle start operation, the battle game starts.
[0066] In fighting games, such as Figure 3B As shown, a virtual game space GS is displayed. In the game space GS, ally characters and enemy characters including a player character PC are provided. Note that in FIG. 3B , only the player character PC is shown among the ally characters, and ally characters other than the player character PC are omitted. In addition, a plurality of battle games are provided, including a battle game in which only a boss character BC (target object) is set as an enemy character and a battle game in which a miscellaneous soldier character SF is included in addition to the boss character BC.
[0067] At the player terminal 1, image processing for generating a game space GS and characters (including ally characters and enemy characters) and displaying the game space GS and characters on the display 26 is performed. For example, the player terminal 1 reads various data and generates a three-dimensional virtual game space GS. Then, a two-dimensional image of a virtual observation of the generated game space GS, which is taken from a predetermined viewpoint using a virtual camera, is generated. The two-dimensional image is displayed on the display 26. In the present embodiment, the game space GS includes both the three-dimensional data generated during the image processing and the two-dimensional image displayed on the display 26.
[0068] In the game space GS, the definition is based on Figure 3B The three-axis position information of the x-axis, y-axis and z-axis shown in , and the character action is controlled based on the position information. In addition, the boss character life meter 30 and the player character life meter 32 are displayed in a superimposed manner on the game space GS on the display 26.
[0069] The boss character life meter 30 displays the life points HP of the boss character BC in the form of a meter. The life points HP of the boss character BC decreases as the allied character attacks. In the battle game, the player wins when the life points HP of the boss character BC becomes 0.
[0070] In addition, the player character life meter 32 displays the life points HP of the player character PC in the form of a meter. The life points HP of the player character PC decreases as the enemy character attacks. Note that the display 26 can display the life points HP of the allied characters organized into a team in addition to the player character PC. In the battle game, when the life points HP of the player character PC or the life points HP of all the allied characters become 0, the player is defeated.
[0071] Furthermore, during the battle game, the angle operation unit 22a, the movement operation unit 22b, the normal attack operation unit 22c, and the special attack operation unit 22d are provided as the input unit 22 of the player terminal 1. That is, the input unit 22 in the present embodiment is constituted by a touch screen, and the angle operation unit 22a, the movement operation unit 22b, the normal attack operation unit 22c, and the special attack operation unit 22d are provided at different positions on the touch screen during the battle game.
[0072] The angle operation section 22a is provided in the upper right area of the display 26 arranged in the horizontal orientation. The angle operation section 22a accepts an operation for changing the angle of the game space GS displayed on the display 26. For example, when a slide operation is performed to slide the player's finger in the horizontal direction in the angle operation section 22a, the angle of the game space GS displayed on the display 26 is changed according to the direction of the operation.
[0073] like Figure 3B As indicated by the single-dot chain line in , the movement operation unit 22b is provided substantially over the entire width of the display 26 arranged in the horizontal orientation. The movement operation unit 22b accepts an operation for performing an action of moving the player character PC (hereinafter referred to as a "movement operation"); for example, the movement operation unit 22b detects a sliding operation (swipe) using the player's finger as a movement operation. When a movement operation is input to the movement operation unit 22b, the player character PC moves in the direction of the movement operation.
[0074] like Figure 3BAs indicated by the double-dotted line in , the normal attack operation unit 22c is arranged in the right half of the display 26 arranged in a horizontal orientation. Note that here, the normal attack operation unit 22c is arranged inside the mobile operation unit 22b. That is, the mobile operation unit 22b and the normal attack operation unit 22c partially overlap each other. However, alternatively, the mobile operation unit 22b and the normal attack operation unit 22c can be arranged in completely different positions. For example, the mobile operation unit 22b can be arranged in the left half of the display 26.
[0075] Here, in this embodiment, the normal attack action and the special attack action are set as the attack action of the player character PC for attacking the enemy character. The normal attack action is an action of attacking the enemy character with the weapon equipped by the player character PC. On the other hand, the special attack action is an action of attacking the enemy character using the skills (special abilities) preset in the player character PC. Compared with the normal attack action, the special attack action can give a greater damage point.
[0076] The normal attack operation unit 22c receives an operation for causing the player character PC to perform a normal attack action (hereinafter referred to as a "normal attack operation"); for example, the normal attack operation unit 22c detects the player's finger contact or approach (tap) as a normal attack operation. When the normal attack operation is input to the normal attack operation unit 22c, the player character PC performs the normal attack operation on the enemy character.
[0077] The special attack operation unit 22d is provided in the lower right area of the display 26 arranged in a horizontal orientation. The special attack operation unit 22d accepts an operation for causing the player character PC to perform a special attack operation (hereinafter referred to as a "special attack operation"); for example, the special attack operation unit 22d will detect the player's finger contact or approach (tap) as a special attack operation.
[0078] When a special attack operation is input to the special attack operation section 22d, the player character PC performs a special attack operation on the enemy character. Note that the special attack operation is only effective when a preset condition is met; for example, the special attack operation is enabled only at predetermined intervals. In the following, ordinary attack actions and special attack actions will be collectively referred to as attack actions. In addition, ordinary attack operations and special attack operations will be collectively referred to as attack operations.
[0079] The player character PC performs an attack operation on one of the enemy characters arranged in the game space GS as a target Ta. That is, in the case where there are multiple enemy characters in the game space GS, one of the enemy characters is set as the target Ta. When the attack operation is input, the attack action is performed on the enemy character set as the target Ta.
[0080] As will be described in detail later, a target area TA is set for the player character PC, such as Figure 3B The enemy character included in the target area TA is set as the target Ta. In the case where the enemy character is not included in the target area TA, the target Ta is not set.
[0081] In addition, since the boss character BC is larger (occupies a larger area) than the soldier character SF and the player character PC, multiple target parts TP are set. Therefore, the target Ta is set based on each target part TP of the boss character BC. Specifically, for Figure 3B In the boss character BC shown in , six target parts TP, namely, the head Head, the body Body, the right arm Rarm, the left arm Larm, the right foot Rfoot and the left foot Lfoot are set, and one of these is set as the target Ta. Figure 3B A state in which the left foot Lfoot is set as the target Ta is shown.
[0082] Here, in a state where the player character PC can be operated during the battle game, the setting of the target Ta is often performed. At the player terminal 1, the position where the player character PC is displayed is identified based on the position information of the player character PC. In addition, the orientation (direction) of the player character PC is identified based on the position information of the target part TP or the enemy character set as the target Ta. That is, in order to identify the direction in which the displayed player character PC should face, the setting of the target Ta is often performed. Note that in the case where there is neither a preset target part TP nor a preset enemy character near the player character PC, the target Ta is not set. In the case where the target Ta is not set, the orientation of the player character PC is identified based on the moving direction.
[0083] Furthermore, in the present embodiment, the target Ta is reset at the time of the attack operation, and the attack operation is performed on the reset target Ta. Note that the setting of the target Ta that is always performed and the setting of the target Ta at the time of the attack operation are performed under the same conditions (by the same module). Therefore, the target Ta set at the time of the attack operation becomes the same as the target Ta that is always set. Therefore, at the time of the attack operation, the attack action can be performed on the target Ta that has been set without resetting the target Ta.
[0084] Note that the target Ta is set based on the position and type of enemy characters preset around the player character PC. The following describes a method of setting the target Ta when only the player character PC and the boss character BC having a plurality of target parts TP set exist in the game space GS.
[0085] Figure 4A 4B shows the target area TA viewed from the front in the Z-axis direction, and 4C shows the target area TA viewed in the X-axis direction. Figure 4A and 4B , reference numeral O indicates the position of the player character PC, and a black arrow indicates the direction the player character PC is facing. An area centered at position O and surrounded by a dotted line indicates a display range of the player character PC. Figure 4A and 4B The range indicated by hatching and cross-hatching in FIG. 8 is used as the target area TA.
[0086] like Figure 4A As shown, the target area TA is set to have a sector shape on the xy plane, and is centered at the position O of the player character PC. At this time, the target area TA is set to be bilaterally symmetrical with respect to the direction of the player character PC as the center line (by Figure 4A The radius r and angle θ of the target area TA are different according to the weapon equipped by the player character PC. That is, the target area TA is pre-set for each weapon and is set according to the position and orientation of the player character PC and the weapon equipped by the player character PC.
[0087] In addition, if Figure 4B As shown, the range of the target area TA is also set in the z-axis direction. Here, it is assumed that the range of the target area TA in the z-axis direction is constant and equal to the height of the displayed player character PC. Alternatively, the range of the target area TA in the z-axis direction may be set to be different depending on the distance or angle θ of the player character PC from the position O.
[0088] In addition, the target area TA may be set to have a circular shape at a position separated by a certain distance from the player character PC or at a position O centered on the player character PC. In addition, although the target area TA here differs according to the weapon equipped by the player character PC, for example, the target area TA may be set for each player character PC regardless of the weapon. Alternatively, the target area TA may be set according to a combination of the player character PC and the weapon. Alternatively, the target area TA may be set in a certain range regardless of the player character PC or the weapon.
[0089] Furthermore, in the present embodiment, a common target area TA is set regardless of the type of attack action (attack operation). However, alternatively, for example, the setting of the target area TA may be changed between a normal attack action and a special attack action. Furthermore, although the case where the target area TA is set for the player character PC is described here, the target area TA is set for each ally character organized into a team. Furthermore, although a detailed description will be omitted, a predetermined target area TA is also set for the boss character BC similarly to the player character PC.
[0090] Here, depending on the type of weapon equipped by the player character PC, there is a case where the target area TA is divided into a first area TA1 and a second area TA2. For example, in the case where the weapon equipped by the player character PC is a "sword", the first area TA1 and the second area TA2 are set in the target area TA. The first area TA1 is a range of radius r1 from the position O, and the second area TA2 is a range farther from the position O in the direction of radius r than the first area TA1.
[0091] As general attack actions using the "sword", there are a standing attack action and a leaping attack action. The standing attack action is an action in which the player character PC swings the "sword" on the spot without leaving position O. On the other hand, the leaping attack action is an action in which the player character PC leaps from position O to the front and tries to kill the enemy.
[0092] When the target Ta is set in the first area TA1, the player character PC performs a standing attack action, and when the target Ta is set in the second area TA2, the player character PC performs a leaping attack action. That is, the first area TA1 and the second area TA2 are set to switch the mode of the player character PC's general attack action.
[0093] Note that in this embodiment, there is no difference in the damage points assigned to the enemy character between the standing attack action and the leaping attack action. Alternatively, the damage points assigned to the enemy character can change between the standing attack action and the leaping attack action.
[0094] In addition, if Figure 4A and 4B As indicated by the cross-hatching in , a critical range TAC is set in the target area TA. In addition, in the case where the first area TA1 and the second area TA2 are set in the target area TA1, a critical range TAC is set in each of the first area TA1 and the second area TA2. The critical range TAC refers to a range in which the damage points allocated to the enemy character become larger.
[0095] Note that the critical range TAC may be set only in one of the first area TA1 and the second area TA2, or may be set to extend across the first area TA1 and the second area TA2. In addition, although the critical range TAC here differs according to the weapon equipped by the player character PC, for example, the critical range TAC may be set for each player character PC regardless of the weapon. Alternatively, the critical range TAC may be set according to the combination of the player character PC and the weapon.
[0096] Figure 5Explanation of the damage coefficient. As described above, the target part TP included in the target area TA is set as the target Ta. For example, in the case where only one target part TP of the boss character BC is included in the target area TA, the single target part TP is set as the target Ta. On the other hand, in the case where multiple target parts TP of the boss character BC are included in the target area TA, one of the target parts TP is set as the target Ta.
[0097] Here, the damage coefficient (correction coefficient) is set for each of the multiple target parts TP of the boss character BC. As will be described in detail later, when an attack operation is performed, an attack determination process is performed to determine whether the attack of the player character PC hits the target part TP. When the result of the attack determination process is a hit determination, the damage points to be allocated to the target part TP are calculated.
[0098] The damage points are calculated based on various parameters such as attack power and attributes of the player character PC. At this time, the damage points calculated based on parameters other than the damage coefficient are multiplied by the damage coefficient of the target part TP set as the target Ta, thereby calculating the final damage points.
[0099] That is, the damage coefficient is a parameter for calculating the damage point to be allocated to the target part TP. In other words, the damage point is allocated to the target part TP set as the target Ta based on the damage coefficient of the target part TP.
[0100] For example, Figure 5 As shown, 3.0 is preset as the damage coefficient for the head Head. Similarly, the damage coefficients are set as follows: 2.0 for the body Body, 1.2 for the right arm Rarm and the left arm Larm, and 0.8 for the right foot Rfoot and the left foot Lfoot. It is assumed that the damage points are calculated as 100 based on parameters other than the damage coefficient. In this case, if the head Head is set as the target Ta, the damage points to be allocated to the boss character BC are calculated as 100×3.0=300. On the other hand, if the left foot Lfoot is set as the target Ta, the damage points to be allocated to the boss character BC are calculated as 100×0.8=80.
[0101] In the battle game, the calculated damage points are subtracted from the life points HP of the boss character BC. Therefore, as the damage points become larger, it becomes more advantageous for the player. Therefore, here, performing an attack action that sets the head Head as the target Ta is more advantageous for the player than performing an attack action that sets one of the other target parts TP as the target Ta.
[0102] Fig. 6A An example of setting of the target Ta is shown. Figure 6B Another example of setting the target Ta is shown. Fig. 6A and 6B , a target area TA viewed from the z-axis direction is indicated by hatching, and a target portion TP is indicated to be surrounded by a dotted line. Fig. 6A shows the state where the boss character BC is standing, and Figure 6B The boss character BC is shown to have fallen down.
[0103] When the boss character BC is standing, the target part TP except the right foot Rfoot and the left foot Lfoot is located above the target area TA in the z-axis direction of the game space GS. That is, when the boss character BC is standing, the head Head and the like having a large damage coefficient are not included in the target area TA. Therefore, the player first performs an attack operation on the right foot Rfoot and the left foot Lfoot of the boss character BC.
[0104] Then, when the right foot Rfoot and the left foot Lfoot receive a certain amount of damage, the boss character BC falls to the ground, as shown in Figure 6B In this state, the head Head and the like are included in the target area TA, which enables an attack operation to be performed on the target part TP with a large damage coefficient.
[0105] In the target part TP, a plurality of joints (consisting of Fig. 6A and 6B The black dots in the figure indicate the bones that interconnect the joints (indicated by Figure 6B The inclination of the bone portion relative to the z-axis direction (i.e., the posture and orientation of the target part TP) changes according to the relative position of the joint portion.
[0106] In addition, a certain range centered on the bone part and surrounding the bone part becomes the target part TP, that is, the display range of the target part TP, and this range becomes the collision range of the attack hit. In the present embodiment, when it is considered that the target part TP is included in the target area TA, this means that at least a part (collision range) of the target part TP is included in the target area TA. In other words, it is determined here whether at least a part of the target part TP is included in the target area TA. However, alternatively, it can be determined whether the entirety of the target part TP is included in the target area TA, or it can be determined whether the joint part or the bone part of the target part TP is included in the target area TA.
[0107] For example, suppose Fig. 6AAs shown, two target parts TP, namely the right foot Rfoot and the left foot Lfoot, are included in the target area TA. The damage coefficients of the right foot Rfoot and the left foot Lfoot are equal to 0.8. In the case where only a plurality of target parts TP with equal damage coefficients are included in the target area TA, as described above, the separation distances from the position O of the player character PC are compared with each other, and the nearest target part TP (with the smallest separation distance) is set as the target Ta.
[0108] Note that the separation distance is calculated based on the distance between the portion of the target part TP closest to the player character PC (position O) and position O. However, alternatively, the separation distance may be calculated based on the distance from the player character PC (position O) to the joint or bone of the target part TP. In this case, the separation distance may be calculated taking into account the position along the z-axis direction; for example, the separation distance may be calculated based on the distance on the xy plane at a predetermined position along the z-axis direction.
[0109] exist Fig. 6A In the example shown in , the left foot Lfoot is closer to the player character PC than the right foot Rfoot. Therefore, in this example, the left foot Lfoot is set as the target Ta. Since the left foot Lfoot is set as the target Ta, as described above, the player character PC is displayed as facing the left foot Lfoot, as shown in FIG. Fig. 6A In addition, when an attack operation is input in this state, an attack action on the left foot Lfoot is performed.
[0110] On the other hand, assuming that Figure 6B As shown, the target area TA includes three target parts TP, namely the head Head, the body Body and the left arm Larm. The damage coefficients of the head Head, the body Body and the left arm Larm are 3.0, 2.0 and 1.2 respectively. In the case where the target area TA includes a plurality of target parts TP with different damage coefficients, as described above, the target part TP with the maximum damage coefficient is set as the target Ta regardless of the separation distance from the position O of the player character PC.
[0111] Therefore, in this case, the head Head is set as the target Ta. Since the head Head is set as the target Ta, as described above, the player character PC is displayed facing the head Head, as shown in FIG. Figure 6B In addition, if an attack operation is input in this state, an attack action on the head Head is executed.
[0112] As described above, according to the present embodiment, in the case where a plurality of target parts TP are included in the target area TA, the target Ta is set based on the damage coefficient. The control player character PC is displayed facing the target part TP set as the target Ta. When an attack operation is input, an attack action is performed on the target part TP set as the target Ta.
[0113] Generally, in the case where a plurality of target parts TP are included in the target area TA, there is a case where the target part TP closest to the player character PC is set as the target Ta. However, depending on the action pattern between the player character PC and the boss character BC, the target part TP closest to the player character PC changes frequently. In this case, the target Ta is frequently switched during a short period of time.
[0114] When the target Ta is frequently switched, the orientation of the player character PC is frequently switched, which makes the behavior of the player character PC displayed on the display 26 unstable. In addition, for example, even if the position of the player character PC does not change substantially, it may be stressful for the player if the attack target is frequently switched.
[0115] In this embodiment, since the target Ta is set based on the damage coefficient in the battle against the boss character BC, the switching frequency of the target Ta can be suppressed. This will stabilize the display of the player character PC. In addition, the attack action tends to be performed continuously and intensively on a specific target part TP, which serves to reduce the pressure felt by the player. That is, according to this embodiment, the disadvantages associated with the frequent switching of the target Ta are eliminated.
[0116] Furthermore, in the present embodiment, the movement operation of the player character PC is input via the movement operation unit 22b provided on the display 26. Compared with, for example, a controller dedicated to the game, the movement operation unit 22b is not so easy to operate, which makes fine operation difficult. Therefore, compared with conventional game consoles, it is more difficult to control the position of the player character PC, which makes it difficult to focus on the target part TP to which the maximum damage point may be assigned. According to the present embodiment, since the target part TP with the maximum damage coefficient is set as the target Ta, an attack action that matches the player's intention can be achieved even in a case where the ease of operation is low.
[0117] In addition, for example, a system may be designed in which, in the case where a plurality of target parts TP are included in the target area TA, a target part TP having a small damage coefficient is set as a target Ta. In this case, by providing a battle game in which a target part TP having a large damage coefficient is set as a target Ta, and a battle game in which a target part TP having a small damage coefficient is set as a target Ta, battle games having different difficulty levels can be easily designed.
[0118] In addition, for example, when the player character PC is attacked by an enemy character, there is a case where the player character PC enters an abnormal state from a normal state. In such an abnormal state of the player character PC, a target part TP with a small damage coefficient can be set as a target Ta.
[0119] In addition, the target part TP set as the target Ta can be switched according to the attribute of the ally character. For example, the target part TP with a small damage coefficient is set as the target Ta of the ally character with the attribute "fire", and the target part TP with a large damage coefficient is set as the target Ta of the ally character with the attribute "water".
[0120] In addition, for example, for the head Head used as the target part TP, different damage coefficients (correction coefficients) can be set for the attribute "fire" and the attribute "water". That is, the damage coefficient (correction coefficient) can be different according to the combination of the target part TP and the attribute. In this case, different target part TPs can be set as the target Ta according to the attributes of the ally character. In the case where different target part TPs can be set as the target Ta according to the attributes, as described above, the advantage in the battle game varies significantly according to the ally characters organized into teams, which requires the player to have a more complex strategy.
[0121] In addition, here, the final damage point is calculated by multiplying the damage point (basic damage point) calculated based on the parameters other than the damage coefficient by the damage coefficient. Therefore, as the value of the damage coefficient becomes larger, the damage point allocated to the target part TP becomes larger. However, alternatively, the damage coefficient can be used to calculate the subtraction value to be subtracted from the basic damage point. Specifically, the subtraction value calculated by multiplying the basic damage point by the damage coefficient is subtracted from the basic damage point to calculate the final damage point.
[0122] As an example, if the basic damage point is 100 and the damage coefficient is 0.1, the subtraction value is calculated as 100×0.1=10. Therefore, the final damage point in this case is 100–10=90. As another example, if the basic damage point is 100 and the damage coefficient is 0.5, the subtraction value is calculated as 100×0.5=50. Therefore, the final damage point in this case is 100–50=50. As described above, the damage coefficient can be set as a coefficient for reducing the damage point. In this case, as the damage coefficient becomes larger, the damage points allocated to the enemy character decrease.
[0123] Next, the functional configuration and processing for executing the above-mentioned fighting game will be described. Here, the description of the basic configuration and processing for playing the game and the configuration and processing that are not related to the fighting game will be omitted. In addition, a single-player game in which a player plays the game alone will be described below, and the description of a multi-player game in which multiple players play the game will be omitted. In addition, the description of the ally characters other than the player character PC and the enemy characters other than the boss character BC will also be omitted.
[0124] Figure 7 The processing flow of the player terminal 1 and the server 100 during the execution of the battle game is described. When the game application is started on the player terminal 1, a menu screen is displayed on the display 26. The player can select a battle game from a plurality of battle games on the menu screen (S1). When the battle game is selected, a team organization screen is displayed, which enables various settings to be performed on the ally characters (S2). After the organization of the team is completed, when the player performs a battle start operation, game information is output to the server 100 (S3).
[0125] Here, various information required in the battle game (such as the kind of battle game selected by the player, allied characters organized into a team, player character PCs and equipment items, etc.) is output as game information.
[0126] At the server 100, in response to the input of the game information, a battle game start process (S101) required to start the battle game is executed. Here, for example, an area of the memory 112 for conducting the battle game is allocated, the game information input from the player terminal 1 is stored, and a predetermined program is loaded from the storage unit 118 into the memory 112. In addition, the server 100 outputs predetermined data to the player terminal 1 and allows the player terminal 1 to download data.
[0127] Then, a battle game start process (S4) required for starting the battle game is also performed at the player terminal 1. Here, for example, an area of the memory 12 for executing the battle game is allocated, game information is stored, and the program and image data downloaded from the server 100 are stored in the memory 12. Alternatively, the program and the like required for the battle game may be loaded from the storage unit 18 into the memory 12.
[0128] When the preparation of the fighting game is completed, as described above, the terminal-side fighting game control process at the player terminal 1 and the server-side fighting game control process at the server 100 are simultaneously executed. In the terminal-side fighting game control process and the server-side fighting game control process, an update process for updating various information is executed (S5 and S102). This update process is repeatedly executed for each frame until the condition for terminating the fighting game is met ("No" in S6 and S103).
[0129] Note that the number of frames is not particularly limited; for example, the number of frames per second is 30 to 60. Therefore, during the battle game, information is updated at intervals of approximately 16ms to 33ms at the player terminal 1 and the server 100. In addition, in the update process, update information is sent and received between the player terminal 1 and the server 100. Then, when the condition for terminating the battle game is met ("Yes" in S6 and S103), a termination process for terminating the terminal-side battle game control process and the server-side battle game control process is performed (S7 and S104). Note that although the update process and the sending and receiving of the update information are performed here on a per-frame basis, the update process and the sending and receiving of the update information may be performed at intervals shorter or longer than each frame.
[0130] Figure 8 1 is a diagram for explaining the configuration of the memory 12 of the player terminal 1 and the functions of the computer. A program storage area 12a and a data storage area 12b are provided in the memory 12. When the fighting game is started, the CPU 10 stores a program (module) for terminal-side fighting game control processing in the program storage area 12a.
[0131] The program for the terminal side battle game control processing includes a game space generation program 40, a state information update program 42, a target recognition program 44, a target setting program 46, an attack determination program 48, and a character action control program 50. Note that Figure 8 The programs listed in are examples, and a large number of other programs are also set in the program for terminal-side fighting game control processing.
[0132] In the data storage area 12b, as storage units for storing data, there are provided a boss character status information storage unit 60, an ally character status information storage unit 62, a damage coefficient storage unit 64, and a target storage unit 66. Note that these storage units are examples, and a large number of other storage units are provided in the data storage area 12b.
[0133] The CPU 10 runs each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. In addition, the CPU 10 runs each program stored in the program storage area 12a, thereby making the player terminal 1 (computer) function as a battle game control unit.
[0134] Specifically, the CPU 10 runs the game space generation program 40, so that the computer functions as a game space generation unit 40a. Similarly, the CPU 10 runs the state information update program 42, the target recognition program 44, the target setting program 46, the attack determination program 48, and the character action control program 50, so that the computer functions as a state information update unit 42a, a target recognition unit 44a, a target setting unit 46a, an attack determination unit 48a, and a character action control unit 50a, respectively.
[0135] The game space generation unit 40 a generates a game space GS and displays the game space GS on the display 26 .
[0136] The status information updating unit 42a updates status information indicating the status of the boss character BC (enemy character) and the ally character (player character PC).
[0137] The state information updating unit 42a updates the state information in the boss character state information storage section 60 based on the update information output from the server 100. The state information of the boss character BC includes the position, posture (tilt), orientation, action (information about the action being performed, etc.) along the x-, y-, and z-axis directions, and the collision range of each target part TP.
[0138] In addition, the state information updating unit 42a updates the state information in the ally character state information storage unit 62. The state information of the ally character includes the position, posture (tilt), orientation, action (information about the action being performed, etc.) along the x, y, and z axis directions, and the equipped weapon information of each ally character organized into a team. The state information updating unit 42a updates the state information of the player character PC mainly based on the movement operation and attack operation input from the input unit 22. In addition, the state information of the ally characters other than the player character PC is updated according to the automatic control of these ally characters.
[0139] In addition, the state information updating unit 42a stores the damage coefficient for each target part TP of the boss character BC in the damage coefficient storage unit 64. The damage coefficient is preset for each boss character BC. For example, in the battle game start process (S101) at the server 100, the damage coefficient is output to the player terminal 1. In the battle game start process (S4), the state information updating unit 42a stores the damage coefficient in the damage coefficient storage unit 64 based on the data input from the server 100.
[0140] Note that, although not shown, a soldier character status information storage section is provided in the data storage area 12b, which stores status information of the soldier characters SF. When a soldier character SF appears in the battle game, the status information updating unit 42a updates the status information of each soldier character SF.
[0141] The target recognition unit 44a recognizes the target part TP or the enemy character included in the target area TA based on the status information of the player character PC (ally character) and the status information of the boss character BC (enemy character).
[0142] The target setting unit 46a sets a target Ta from the target part TP identified by the target identification section 44a based on the state information and the damage coefficient.
[0143] The attack determination unit 48a performs an attack determination process for determining whether the target part TP or the enemy character set as the target Ta when the attack operation is input will be hit by the attack. As will be described in detail later, only the determination as to whether the attack should hit is performed at the player terminal 1, and the damage point is determined at the server 100.
[0144] The character action control unit 50a operates the boss character BC (enemy character) and the player character PC (ally character) in the game space GS based on the state information. That is, the character action control unit 50a controls the display of the boss character BC (enemy character) and the player character PC (ally character).
[0145] Next, the terminal side fighting game control process will be described. Note that only the process associated with the boss character BC and the player character PC will be described below.
[0146] Fig. 9 1 is a flowchart showing an example of the terminal-side fighting game control process. As described above, the terminal-side fighting game control process at the player terminal 1 and the server-side fighting game control process at the server 100 are simultaneously executed. In addition, the terminal-side fighting game control process and the server-side fighting game control process are executed on a frame-by-frame basis, and update information is transmitted and received on a frame-by-frame basis.
[0147] In the terminal-side battle game control process, the game space generation unit 40a generates a game space GS and displays the game space GS on the display 26 (S10). The state information update unit 42a updates the state information in the boss character state information storage unit 60 based on the update information input from the server 100 (S11). In addition, the state information update unit 42a updates the state information in the ally character state information storage unit 62 based on the update information input from the server 100 (S12).
[0148] The character action control unit 50a operates the boss character BC based on the state information in the boss character state information storage unit 60, and operates the player character PC based on the state information in the ally character state information storage unit 62 (S13). For example, in the case where the attack of the boss character BC hits the player character PC, the character action control unit 50a causes the player character PC to perform a falling action (attacked action).
[0149] In addition, it is determined whether the movement condition of the player character PC is satisfied (S14). Here, for example, when the player character PC has not performed a predetermined action (such as an attack action or an attacked action) and a movement operation has been input from the movement operation unit 22b, it is determined that the movement condition is satisfied ("Yes" in S14). When the movement condition is satisfied, the movement direction and movement amount are identified based on the movement operation, and the state information in the ally character state information storage unit 62 is updated (S15). Then, the target setting unit 46a performs a target setting process based on the state information in the ally character state information storage unit 62 (S16).
[0150] Fig.10 is a flowchart showing an example of target setting processing. The target setting unit 46a identifies the target area TA based on the status information items (including position, posture, orientation, action, weapon information) in the ally character status information storage unit 62a (S16-1). In addition, the target recognition unit 44a identifies (extracts) the target part TP in the target area TA based on the position information in the boss character status information storage unit 60 (S16-2). Then, if the target part TP is not recognized ("No" in S16-3), the target setting unit 46a clears the target storage unit 66 (S16-4) and terminates the target setting processing.
[0151] On the other hand, in the case where one or more target parts TP are identified ("Yes" in S16-3), the target setting unit 46a determines whether a plurality of target parts TP are identified (S16-5). In the case where it is determined that a plurality of target parts TP are not identified ("No" in S16-5), the target setting unit 46a stores the identified target part TP as the target Ta in the target storage unit 66 (S16-6), and terminates the target setting process.
[0152] On the other hand, in the case where it is determined that a plurality of target parts TP are identified ("Yes" in S16-5), the target setting unit 46a compares the damage coefficients stored in the damage coefficient storage section 64. Then, the target setting unit 46a stores the target part TP having the largest damage coefficient as the target Ta in the target storage section 66 (S16-7), and terminates the target setting process.
[0153] Return to reference Fig. 9 , when the target part TP is stored in the target storage unit 66 (the target Ta is set) ("Yes" in S17), the orientation of the player character PC in the ally character state information storage unit 62 is updated to the direction of the target Ta (S18). In addition, the character action control unit 50a changes the orientation of the player character PC in the game space GS based on the updated state information (S19).
[0154] In addition, it is determined whether the attack condition of the player character PC is satisfied (S20). Here, for example, when the player character PC has not performed a predetermined action (such as an attack action or an attacked action), and an attack operation has been input from the general attack operation unit 22c or the special attack operation unit 22d, it is determined that the attack condition is satisfied ("Yes" in S20). When it is determined that the attack condition is satisfied, the target setting unit 46a performs the target setting process again (S16).
[0155] Then, in a case where the target part TP is stored in the target storage unit 66, that is, in a case where the target Ta is set (Yes in S21), the attack determination unit 48a performs an attack determination process (S22).
[0156] Fig.11 4 is a flowchart showing an example of attack determination processing. The attack determination unit 48a performs a hit determination processing for determining whether the attack of the player character PC should hit the boss character BC (hit determination) (S22-1). In the hit determination processing, a lottery is performed to derive a hit determination using a predetermined probability. Depending on the type of the boss character BC, the target part TP set as the target Ta, and the parameters of the player character PC (such as attack power AP and attributes, etc.), the derived probability of the hit determination may vary.
[0157] When the hit judgment is derived ("Yes" in S22-2), the attack judgment unit 48a judges whether the target part TP set as the target Ta is located within the critical range TAC (S22-3). Here, whether the target part TP is located within the critical range TAC is judged based on the state information of the target part TP and the state information of the player character PC.
[0158] When the target part TP set as the target Ta is located within the critical range TAC ("Yes" in S22-3), the attack determination unit 48a outputs the critical hit determination data to the server 100 (S22-4) and terminates the attack determination process. On the other hand, when the target part TP set as the target Ta is not located within the critical range TAC ("No" in S22-3), the attack determination unit 48a outputs the hit determination data to the server 100 (S22-5) and terminates the attack determination process.
[0159] Note that the key hit determination data and the hit determination data here are configured so that the target part TP hit by the attack and the type of the attack operation (normal attack operation or special attack operation) can be identified.
[0160] Return to reference Fig. 9 The character action control unit 50a starts the attack action (such as standing attack action, leap attack action, air swing action, etc.) of the player character PC based on whether the target Ta is set and the position of the target Ta in the target area TA (S23). When the attack action starts, the attack (weapon) of the player character PC reaches the target part TP set as the target Ta within a few milliseconds to a few seconds.
[0161] The character action control unit 50a performs a collision determination process (S24) each time the terminal side battle game control process is executed. In the collision determination process, it is determined whether the attack (weapon) of the player character PC reaches the target part TP set as the target Ta, that is, it is determined whether the attack collides with the target part TP. Specifically, the hit range is set for the weapon of the player character PC and the target part TP respectively. In addition, in the collision determination process, it is determined by a known method whether the hit range set for the weapon of the player character PC collides with the hit range set for the target part TP. Then, in the case where it is determined that the attack collides with the target part TP, image control is performed, for example, an image indicating that the target part TP is damaged is displayed. In addition, the character action control unit 50a outputs the status information of the player character PC, the target information indicating the target Ta, etc. to the server 100 (S25). Then, the terminal side battle game control process is terminated.
[0162] Fig.12 1 is a diagram for explaining the configuration of the memory 112 at the server 100 and the functions of the computer. In the memory 112, a program storage area 112a and a data storage area 112b are provided. When the fighting game is started, the CPU 110 stores a program (module) for the server-side fighting game control process in the program storage area 112a.
[0163] The programs for the server-side battle game control processing include a status information update program 140, a damage calculation program 142, and a boss character action processing program 144. Note that Fig.12 The programs listed in are examples, and a large number of other programs are also set in the program for server-side fighting game control processing.
[0164] In the data storage area 112b, a boss character state information storage unit 160, an ally character state information storage unit 162, and a correction coefficient storage unit 164 are provided as storage units for storing data. Note that these storage units are examples, and a large number of other storage units are provided in the data storage area 112b.
[0165] The CPU 110 runs each program stored in the program storage area 112a and updates the data in each storage unit of the data storage area 112b. In addition, the CPU 110 runs each program stored in the program storage area 112a, thereby making the server 100 (computer) function as a fighting game control unit.
[0166] Specifically, the CPU 110 runs the state information update program 140, thereby causing the computer to function as a state information update unit 140a. Similarly, the CPU 110 runs the damage calculation program 142 and the boss character action processing program 144, thereby causing the computer to function as a damage calculation unit 142a and a boss character action processing unit 144a, respectively.
[0167] The state information updating unit 140a updates the state information indicating the states of the boss character BC (enemy character) and the ally character (player character PC). In addition, when the battle game is started, the state information updating unit 140a sets the data to the correction coefficient storage section 164.
[0168] The state information updating unit 140a updates the state information in the boss character state information storage unit 160 based on the processing according to the boss character action processing program 144. The state information of the boss character BC managed at the server 100 includes the position along the x, y and z axis directions, posture (tilt), orientation, action (kind of action, etc.), life points HP and interruption value.
[0169] These status information items are stored for each target part TP of the boss character BC. In addition, in the boss character status information storage unit 160, status information of the boss character BC as a whole is stored in addition to the target part TP. Note that the life points HP are set only for the boss character BC as a whole, and the life points HP are not set for the target part TP. In addition, the interruption value is not set for the boss character BC as a whole, but is set for each target part TP.
[0170] A value less than the life point HP is set as the interruption value. Whenever the attack of the player character PC (ally character) hits, a value corresponding to the calculated damage point is subtracted from the life point HP and the interruption value. When the interruption value becomes 0, the boss character BC or the target part TP is prohibited from performing actions during a certain period of time. Alternatively, when the interruption value becomes 0, the target part TP may disappear.
[0171] In addition, the state information updating unit 140a updates the state information in the ally character state information storage unit 162. The state information of the ally character includes the position along the x, y, and z axis directions, posture (tilt), action (information about the action being performed, etc.), equipment information about weapons, etc., life points HP, normal attack power, and special attack power of each ally character organized into a team. The state information updating unit 140a updates the state information related to the position of the ally character (such as position, posture (tilt), action, etc.) based on the state information input from the player terminal 1.
[0172] In addition, the state information updating unit 140a updates the life points HP according to the damage points calculated by the damage calculation process, which will be described later. Note that in the state information, when the battle game is started, the state information updating unit 140a sets equipment, normal attack power, and special attack power based on the player information accumulated in the memory 112.
[0173] Furthermore, when the battle game is started, the state information updating unit 140a sets data in the correction coefficient storage section 164 based on the player information accumulated in the memory 112. The correction coefficient storage section 164 stores three items of data, namely, attribute coefficient, weapon coefficient, and damage coefficient, as correction coefficients.
[0174] All these correction coefficients are used when calculating the damage points to be assigned to the boss character BC, and are set for each target part TP. In addition, the attribute coefficient has a value set according to the attribute "fire", "wind" or "water", and the weapon coefficient has a value set according to the equipped weapon. Among these three correction coefficients, the damage coefficient has the greatest influence on the damage points.
[0175] Note that, although not shown, a soldier character status information storage unit is provided in the data storage area 112b, which is used to store status information of the soldier characters SF. When a soldier character SF appears in the battle game, the status information updating unit 140a updates the status information of each soldier character SF.
[0176] The damage calculation unit 142a calculates a damage point to be allocated to the target part TP set as the target Ta based on the state information and the correction coefficient.
[0177] The boss character action processing unit 144a controls the movement action and attack action of the boss character BC (enemy character).
[0178] Next, the server-side fighting game control process will be described.
[0179] Fig.13 is a flowchart showing an example of the server-side fighting game control process. The state information updating unit 140a updates the ally character state information storage section 162 based on the state information of the ally character input from the player terminal 1 (S110). Then, when the hit determination data (including the critical hit determination data) is input from the player terminal 1 ("Yes" in S111), the damage calculation unit 142a performs the damage calculation process (S112).
[0180] Fig.14 1 is a flowchart showing an example of damage calculation processing (S112). The damage calculation unit 142a analyzes the hit determination data (including the critical hit determination data) to identify the target part TP set as the target Ta (S112-1). In addition, the damage calculation unit 142a identifies the ally character that has performed the attack action and the type of attack, and sets the normal attack power or special attack power stored in the ally character status information storage unit 162 as the basic damage point into the calculation formula (S112-2).
[0181] Then, the damage calculation unit 142a loads the correction coefficient stored in the correction coefficient storage unit 164 and sets the correction coefficient to the calculation formula (S112-3). Here, the attribute coefficient is set according to the attribute of the ally character that has performed the attack action and the target part TP. In addition, the weapon coefficient is set according to the weapon equipped by the ally character that has performed the attack action and the target part TP. In addition, the damage coefficient is set based on the target part TP.
[0182] Then, in the case where the critical hit determination data is input ("Yes" in S112-4), a critical coefficient is also set in the calculation formula (S112-5). Note that the critical coefficient can be set to have a consistent value or to have different values for each weapon, wherein the one value or the multiple values are predetermined values greater than 1.
[0183] The damage calculation unit 142 calculates the damage points according to the calculation formula (S112-6). In addition, the damage calculation unit 142 subtracts the calculated damage points from the interruption value of the target part TP set as the target Ta in the boss character state information storage unit 160 (S112-7). In addition, the damage calculation unit 142 subtracts the calculated damage points from the total life points HP in the boss character state information storage unit 160 (S112-8), and terminates the damage calculation process.
[0184] Return to reference Fig.13 , when the total HP of the boss character status information storage unit 160 becomes 0 ("Yes" in S113), the battle game termination process for terminating the battle game is executed. On the other hand, if the total HP of the boss character status information storage unit 160 is not zero ("No" in S113), when the boss character BC is damaged, the boss character action processing unit 144a causes the boss character BC to perform an attacked action (S115).
[0185] In addition, the boss character action processing unit 144a performs a boss character attack process for attacking the player character PC according to a predetermined algorithm (S116). Here, a hit determination process, a damage calculation process, and an update of the ally character status information storage unit 162 are performed. Then, when the HP of the player character PC becomes 0 or when the HP of all ally characters becomes 0, it is determined that the condition for terminating the battle game is satisfied ("Yes" in S117), and the battle game termination process (S114) is performed.
[0186] On the other hand, in the case where the condition for terminating the fighting game is not satisfied (No in S117), and in the case where the fighting game termination process has been executed, update information including the status information of the boss character BC and the player character PC is output to the player terminal 1 (S118). Then, the server-side fighting game control process is terminated.
[0187] The fighting game is realized by the terminal-side fighting game control process at the player terminal 1 and the server-side fighting game control process at the server 100 .
[0188] Note that in the above-described embodiment, in the case where a plurality of target parts TP are included in the target area TA, the target part TP having the maximum damage coefficient is set as the target Ta. However, alternatively, the target part TP having the minimum damage coefficient may be set as the target Ta. That is, in the case where a plurality of target parts TP having different correction coefficients are included in the target area TA, the target part TP having the maximum or minimum correction coefficient may be set as the target Ta. Alternatively, the target setting unit 46a may set the target part TP having the damage coefficient closest to the predetermined value as the target Ta.
[0189] In addition, for example, the target Ta may be set based on other correction coefficients such as an attribute coefficient or a weapon coefficient, etc. Alternatively, the target Ta may be set based on a combination of a plurality of correction coefficients for calculating damage points. Alternatively, the target Ta may be set based on a dedicated comparison value set for the setting of the target Ta.
[0190] In any case, when a plurality of target parts TP are included in the target area TA, the target setting unit 46a can set a target Ta from the plurality of target parts TP based on a comparison result of the comparison values set for the respective target parts TP. When the target Ta is set by using the comparison values set for the respective target parts TP, the processing load can be reduced.
[0191] In the above-described embodiment, the damage point is calculated based on various parameters. Therefore, depending on the method of calculating the damage point, there is a case where the damage point for the target part TP having the maximum damage coefficient becomes smaller than the damage point for the target part TP having a relatively small damage coefficient. Therefore, for example, the target setting unit 46a may calculate a predetermined comparison value for each target part TP, and may set the target Ta based on the comparison result of the calculated comparison value.
[0192] Fig.15 1 is a flowchart for explaining the target setting process in the first modification. In the first modification, the process from S16-1 to S16-6 is not changed compared with the process in the above-mentioned embodiment. Therefore, the same process as that in the above-mentioned embodiment will not be described.
[0193] In the case where it is determined that a plurality of target parts TP have been identified ("Yes" in S16-5), the target setting unit 46a calculates a temporary damage point for each target part TP (S16-10). Note that in the above-described embodiment, the parameters for calculating the damage point are stored in the memory 112 of the server 100, and the player terminal 1 does not have parameters other than the damage coefficient.
[0194] On the other hand, in the first modification, all parameters for calculating the damage point are also stored in the memory 12 of the player terminal 1. The target setting unit 46a calculates the temporary damage point for each target part TP based on the various parameters. Note that the calculation formula for calculating the temporary damage point may be the same as the calculation formula for calculating the damage point, or may be different (e.g., an approximate formula).
[0195] The target setting unit 46a compares the calculated temporary injury points for the respective target parts TP, stores the target part TP S16 having the largest temporary injury point as the target Ta in the target storage section 66 (S16-11), and terminates the target setting process.
[0196] According to the first modification, the target part TP having the maximum damage point to be allocated among the multiple target parts TP can be reliably set as the target Ta. In other words, the target part TP most advantageous to the player among the multiple target parts TP is set as the target Ta.
[0197] Note that in the first modification, the target setting unit 46a may also set the target part TP having the smallest calculated temporary damage point as the target Ta. That is, in the case where the target area TA includes a plurality of target parts TP, the target setting unit 46a may set the target part TP having the largest or smallest damage point as the target Ta.
[0198] Furthermore, in the above-described embodiment, the damage point is subtracted from the interruption value. However, alternatively, for example, a dedicated interruption point for subtraction from the interruption value may be set. In this case, the target setting unit 46a may calculate a temporary interruption point as a comparison value for each target part TP, and may set the target Ta based on the temporary interruption point.
[0199] As described above, it is sufficient that the target setting unit 46 a sets the target Ta based on the comparison result of the comparison value set or calculated for each target part TP, and the comparison value is not particularly limited.
[0200] Furthermore, in the above-described embodiment and the first modification, the attack determination process is performed at the player terminal 1 for the target part TP set as the target Ta. Furthermore, in the case where the result of the attack determination process is a hit determination, the damage calculation process is performed at the server 100. That is, in the above-described embodiment, the damage point is allocated to the target part TP set as the target Ta based on the correction coefficient (damage coefficient) of at least the target part TP.
[0201] However, the processing (hit processing) for the target part TP set as the target Ta is not limited to the above processing. As an example, it may be necessary to allocate damage points to the target part TP set as the target Ta. As another example, it may be necessary to perform attack determination processing for the target part TP set as the target Ta, and the damage points may be uniformly allocated in the case where the result is a hit determination. As another example, only the calculation of the damage points may be performed in the hit processing, and the calculated damage points may be allocated only to the boss character BC as a whole.
[0202] In addition, for example, as a hit process, whether to interrupt the target part TP set as the target Ta may be determined by drawing lots, and the target part TP may be deleted in the case of a hit. In any case, the hit process (attack determination process in the above embodiment) performed by the processing unit (attack determination unit 48a in the above embodiment) may be any process related to the attack on the target part TP set as the target Ta, and the content of the hit process may be appropriately designed. Therefore, the aforementioned collision determination process may be performed as the hit process.
[0203] In addition, in the above-mentioned embodiment and the first variant, the attack action is performed only on one target part TP. However, alternatively, in the case where a plurality of target parts TP are included in the target area TA, two or more target parts TP may be set as the target Ta. However, alternatively, for example, as in the second variant to be described below, a one-part attack action and a multi-part attack action may be set, in which the attack action is performed only on one target part TP, and in which the attack action is performed on all target parts TP in the target area TA in the multi-part attack action.
[0204] Fig.16 1 is a flowchart for explaining the target setting process in the second modification. In the second modification, the processes in S16-1 to S16-6, S16-10, and S16-11 are not changed compared to the processes in the first modification described above. Therefore, the same processes as those in the first modification described above will not be described here.
[0205] In addition, the target setting process in the second modification is performed only when Fig. 9 Therefore, the target setting process that is always executed when the attack operation is not input is the same as the target setting process in the above-mentioned embodiment or the first modified example.
[0206] When it is determined that multiple target parts TP have been identified ("Yes" in S16-5), the target setting unit 46a determines the type of attack action (S16-12). Here, as an example, an attack action for one part or an attack action for multiple parts is determined as the type of attack action by drawing lots. As another example, the player may be allowed to select an attack action for one part or an attack action for multiple parts.
[0207] When an attack action on a part is determined to be an attack action ("Yes" in S16-13), the target setting unit 46a calculates temporary damage points for each target part TP (S16-10), and stores the target part TP with the maximum temporary damage point as the target Ta in the target storage unit 66 (S16-11).
[0208] On the other hand, when the attack action of multiple parts is determined as the attack action (No in S16-13), the target setting unit 46a sets all the target parts TP in the target area TA identified in S16-2 as the target Ta (S16-14) in the target storage section 66. In the case where multiple target parts TP are set as the target Ta, the attack determination process is performed for all the target parts TP set as the target Ta.
[0209] As described above, the attack action in which a plurality of target portions TP are set as the target Ta can be set separately from the attack action in which only one target portion TP is set as the target Ta.
[0210] Fig.17 4 is a flowchart for explaining the target setting process in the second embodiment. The above embodiment and the modified example are described in the context of a case where a boss character BC having a plurality of target parts TP set is arranged in the game space GS. That is, in the above embodiment and the modified example, in the case where a plurality of target parts TP of a single target object (boss character BC) are included in the target area TA, the target setting unit 46a sets one of these target parts TP as the target Ta. However, the process related to the target part TP in the above embodiment and the modified example can also be applied to a plurality of enemy characters that perform actions independently of each other.
[0211] Specifically, in the target setting process in the second embodiment, the target setting unit 46a identifies the target area TA (S16-21). In addition, the target setting unit 46a identifies the enemy characters in the target area TA based on the position information of each enemy character (S16-22). Then, if the enemy character is not identified ("No" in S16-23), the target setting unit 46a clears the target storage section 66 (S16-24) and terminates the target setting process.
[0212] On the other hand, when one or more enemy characters are identified ("Yes" in S16-23), the target setting unit 46a determines whether multiple enemy characters are identified (S16-25). When it is determined that multiple enemy characters are not identified ("No" in S16-25), the target setting unit 46a stores the identified enemy character as the target Ta in the target storage unit 66 (S16-26).
[0213] On the other hand, when it is determined that multiple enemy characters are identified ("Yes" in S16-25), the target setting unit 46a calculates temporary damage points for each enemy character (S16-27). In the second embodiment, similar to the first variant, all parameters for calculating damage points are also stored in the memory 12 of the player terminal 1. The target setting unit 46a calculates temporary damage points for each enemy character based on the various parameters. The calculation formula for calculating temporary damage points may be the same as the calculation formula for calculating damage points, or may be different.
[0214] The target setting unit 46a compares the calculated temporary damage points and stores the enemy character with the largest temporary damage point as the target Ta in the target storage unit 66 (S16-28). Note that in the second embodiment, the enemy character with the smallest temporary damage point can be set as the target Ta. With the second embodiment, operations and advantages similar to those of the above-described embodiment and the modified example are also achieved.
[0215] Fig.18 1 is a flowchart for explaining the target setting process in the modification of the second embodiment. In the modification of the second embodiment, the process from S16-21 to S16-26 is not changed compared with the process in the above-mentioned second embodiment. Therefore, the same process as the process in the above-mentioned second embodiment will not be described.
[0216] In the case where it is determined that a plurality of enemy characters are identified (Yes in S16-25), the target setting unit 46a stores the enemy character having the largest correction coefficient as the target Ta in the target storage section 66 (S16-30).
[0217] Here, the correction coefficient is set for each enemy character. Similar to the above-mentioned embodiment, multiple coefficients or a single coefficient can be set as the correction coefficient. In the case of setting a single correction coefficient, the damage point for the enemy character with the largest correction coefficient becomes the largest. Alternatively, in a variation of the second embodiment, the enemy character with the smallest correction coefficient can be set as the target Ta. Using the variation of the second embodiment, operations and advantages similar to those of the above-mentioned embodiment and the variation are also achieved.
[0218] Note that, in the second embodiment and its variants, it is sufficient that at least one of the player object (e.g., player character PC) and multiple target objects (e.g., enemy characters) arranged in the virtual game space GS performs an action. In addition, the target object included in the target area TA set for the player object is identified.
[0219] In addition, in the above-mentioned embodiment and modification, processing for the case where the boss character BC and the miscellaneous soldier character SF are included in the target area TA can be added. For example, in the target setting processing in the above-mentioned embodiment and modification, the target setting unit 46a identifies the target area TA (S16-1 or S16-21). Then, in S16-2 or S16-22, the target setting unit 46a identifies the enemy character in the target area TA.
[0220] At this time, in the case where multiple enemy characters are identified, the target setting unit 46a determines one of the identified enemy characters as a candidate target according to a predetermined condition. Here, the predetermined condition is, for example, the closest to the player character PC or the priority set for each enemy character. In the case where the enemy character determined as the candidate target is a soldier character SF, the target setting unit 46a determines the candidate target as the target Ta.
[0221] On the other hand, when the enemy character determined as the candidate target is the boss character BC, similar to the above-mentioned embodiment and the modification, the target setting unit 46a performs the processing after S16-5 or S16-25. That is, when the boss character BC is determined as the candidate target, one of the target parts TP of the boss character BC is determined as the target Ta based on the temporary damage point or the correction coefficient.
[0222] Furthermore, in the case where a plurality of target objects are included in the target area TA, the target setting unit 46a should set the target object where the predetermined point (e.g., the damage point) becomes the largest or smallest as the target Ta, which is assigned according to each target object. Then, a predetermined hit process for assigning points to the target object set as the target Ta is performed.
[0223] In the above-described embodiments and modifications, the player character PC is arranged as a player object in the game space GS, and the enemy character is arranged as a target object (target part TP) in the game space GS. However, the player character PC and the enemy character are merely examples, and the player object and the target object (target part TP) can be appropriately designed.
[0224] In addition, in the above-mentioned embodiment and modification, the character action control unit 50a makes both the player object and the target object (target part TP) perform actions in the game space GS. However, it is sufficient that at least one of the player object and the target object (target part TP) performs actions in the game space GS.
[0225] Furthermore, in the above-described embodiment and modification, when the target object (target part TP) is included in the target area TA, the target setting unit 46a sets the target Ta. Furthermore, when an attack operation (hit operation) is input, the target setting unit 46a sets the target Ta.
[0226] As described above, the target setting unit 46a sets the target Ta under two different conditions and timings. However, the conditions and timings under which the target setting unit 46a sets the target Ta are not limited to those in the above-mentioned embodiments and modifications. In addition, the target setting unit 46a can set the target Ta under a single condition or timing.
[0227] In addition, in the above-mentioned embodiment and modification, the calculated point (damage point) is assigned to both the target object (the boss character BC as a whole) and the target part TP. However, it is sufficient to assign the calculated point (damage point) to the target object (the boss character BC as a whole) or the target part TP.
[0228] In addition, the above-mentioned embodiment and modification are described in the case where the game is performed in a state where the player terminal 1 and the server 100 are connected in communication. The above-mentioned role division of the player terminal 1 and the server 100 is only an example. Therefore, as an example, the above-mentioned attack determination processing and target setting processing can be performed at the server 100. As another example, the above-mentioned damage calculation processing can be performed at the player terminal 1. In addition, the above-mentioned various processing can all be performed at the player terminal 1 or the server 100.
[0229] Furthermore, the above-described embodiment and modification examples are described in the case where the player character PC performs actions according to player operations. However, alternatively, the player character PC may perform actions using automatic operations based on a program.
[0230] Furthermore, in the above-described embodiments and modifications, the battle game is realized by executing the above-described various information processing by the information processing system S as a client-server system. However, alternatively, in the above-described embodiments and modifications, the program stored in the memory 12 or 112 may be installed in a game device G that does not have a communication function.
[0231] Furthermore, in the above-described embodiments and modifications, a program for realizing a fighting game may be stored in a computer-readable storage medium. Alternatively, the above-described embodiments and modifications may be implemented as an information processing method for realizing the functions and steps shown in the flowcharts.
[0232] Although the aspects of the embodiments are described with reference to the accompanying drawings, it is self-evident that the present invention is not limited to the above-described embodiments. Obviously, those skilled in the art can think of various variations and modifications within the scope of the claims, and it should be understood that these variations and modifications obviously belong to the technical scope of the present invention.
[0233] Industrial Applicability
[0234] The present invention is applicable to an information processing program, an information processing method, and a game device.
[0235] {List of Reference Numerals}
[0236] 44a Target recognition unit
[0237] 46a Goal Setting Unit
[0238] 48a Attack determination unit (processing unit)
[0239] 50a Character action control unit (control unit)
[0240] 142a Damage Calculation Unit (Processing Unit)
[0241] GS Game Space
[0242] PC Player Character (Player Object)
[0243] TP Target part (target object)
[0244] TA Target Area
[0245] His goal
Claims
1. A computer-readable medium storing an information processing program for causing a computer to execute an information processing method, the information processing method comprising: A control step for causing at least one of a player object and a target object arranged in the virtual game space to perform an action, wherein a plurality of target parts are arranged in the target object; An identification step for identifying the target part included in the target area set for the player object; A target setting step, for setting a target from the plurality of target parts when the target area includes a plurality of target parts of the target object; as well as a processing step for performing a hit processing in which a point to be assigned to the target object or a target part set as the target is calculated, and the calculated point is assigned to the target object or the target part, In the target setting step, any one of the target parts is set as the target based on parameters for calculating the points that are preset for each of the target parts, or points that are assigned to the target object or the target part.
2. The computer-readable medium according to claim 1, in, The plurality of target parts are respectively provided with correction coefficients as the parameters; wherein, in the processing step, points are calculated in the hit processing based on at least a correction coefficient of a target part set as the target, and the points calculated in the hit processing are assigned to the target object or the target part; and Here, in the target setting step, when the target region includes a plurality of target sites having different correction coefficients, a target site having a maximum correction coefficient or a minimum correction coefficient is set as the target.
3. The computer-readable medium according to claim 1, in, In the target setting step, in the case where a plurality of the target parts are included in the target area, a target part where the point becomes maximum or minimum is set as the target.
4. The computer-readable medium according to any one of claims 1 to 3, in, In the target setting step, the target is set when the target part or the target object is included in the target area.
5. The computer-readable medium according to any one of claims 1 to 3, in, In the processing step, the hit processing is performed when a predetermined hit operation is input; as well as Wherein, in the target setting step, the target is set when the hit operation is input.
6. A computer-readable medium storing an information processing program for causing a computer to execute an information processing method, the information processing method comprising: A control step for causing at least one of a player object and a plurality of target objects arranged in the virtual game space to perform an action; An identification step, for identifying the target object included in the target area set for the player object; a target setting step, for setting a predetermined point as a target, in the case where the target area includes a plurality of the target objects, to be the largest or smallest target object, wherein the predetermined point is to be allocated according to each target object; as well as A processing step is used to perform a hit process in which the predetermined point is calculated and the calculated point is assigned to a target object set as the target.
7. The computer-readable medium of claim 6, in, In the target setting step, the target is set when a target part or the target object is included in the target area.
8. The computer readable medium according to claim 6 or 7, in, In the processing step, the hit processing is performed when a predetermined hit operation is input; as well as Wherein, in the target setting step, the target is set when the hit operation is input.
9. An information processing method comprising the following steps: causing at least one of a player object and a target object arranged in a virtual game space to perform an action, wherein a plurality of target parts are arranged in the target object; identifying the target part included in the target area set for the player object; In a case where the target area includes a plurality of target parts of one target object, setting a target from the plurality of target parts; as well as performing a hit process in which a point to be assigned to the target object or the target part set as the target is calculated, the calculated point is assigned to the target object or the target part, Wherein, any one of the target parts is set as the target based on parameters preset for calculating the points for each of the target parts, or points assigned to the target object or the target part.
10. A gaming device, comprising: a control unit, configured to cause at least one of a player object and a target object arranged in the virtual game space to perform an action, wherein a plurality of target parts are arranged in the target object; an identification unit, configured to identify the target part included in the target area set for the player object; A target setting unit, configured to set a target from among the plurality of target parts when the target area includes a plurality of target parts of the target object; as well as a processing unit for performing a hit process in which a point to be assigned to the target object or a target part set as the target is calculated, and the calculated point is assigned to the target object or the target part, The target setting unit sets any one of the target parts as the target based on parameters preset for calculating the points for each of the target parts, or points assigned to the target object or the target part.
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