Computer readable medium, information processing method, and game device
By setting the target control unit and determination unit in the action game, adjusting the action mode according to the indicator direction and input timing of the player's operation, the problem of player characters being vulnerable to enemy attacks is solved, and the naturalness and authenticity of the game experience is improved.
Patent Information
- Application Number
- CN201980086380.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2018-12-28
- Filing Date
- 2019-12-17
- Publication Date
- 2025-05-09
- Estimated Expiration
- 2039-12-17
AI Technical Summary
In action games, player characters may enter positions that are vulnerable to enemy attacks due to avoiding timing or direction of movement, resulting in unnatural gaming experience.
By setting a target control unit, a determination unit and a player control unit in the virtual game space, the action mode is determined based on the indicated direction of the player's operation and the input timing, and determining whether a collision occurs during the attack movement to adjust the mode of avoiding movement.
It reduces players' perception of unnatural experience and improves the authenticity and fluency of the game.
Smart Images

Figure CN113260429B_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] Hitherto, an action game of a type in which a player character and an enemy character are arranged in a virtual game space is known, as disclosed in, for example, Patent Document 1. In this type of action game, the player character performs actions in the game space according to the player's operation of a controller.
[0003] Specifically, when the player performs an attack operation, the player character performs an attack movement. At this time, an attack range is set in association with the attack movement, and if the enemy character is included in the attack range, the enemy character is injured.
[0004] Furthermore, when the player performs an evasive operation, the player character performs a predetermined evasive motion such as a tumble (rolling motion), etc. During this evasive motion, the player character PC is in an invincible state for a certain period of time during which the player character PC is not susceptible to damage. Therefore, by performing an evasive motion at an appropriate timing during the attack motion of the enemy character, it is possible to evade the attack of the enemy character, that is, avoid being damaged.
[0005] Prior art literature
[0006] Patent Literature
[0007] Patent Document 1: Japanese Patent No. 6018269 Summary of the invention
[0008] Problem that the invention aims to solve
[0009] However, depending on the timing of the evasive movement or the direction of the evasive movement, the player character may enter a positional relationship where the player character is clearly vulnerable to the attack of the enemy character. That is, there is a problem that although it seems that the attack of the enemy character has hit, in fact, the processing for the case of avoiding the attack is performed, so the player feels unnatural.
[0010] An object of the present invention is to provide an information processing program, an information processing method, and a game device that make it possible to reduce the unnaturalness felt by a player.
[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 target control unit for controlling the action of a target object arranged in a virtual game space, the action including at least an attacking movement; a determination unit for determining an action mode based on at least judgment information set according to either or both of the position and action of the target object, the position information of a player object arranged in the game space, the indicated direction of the specific operation and the input timing of the specific operation, when a specific operation for being able to identify the indicated direction in the game space is input during the attacking movement of the target object; and a player control unit for causing the player object to perform an action according to the determined action mode.
[0013] In addition, the information processing program can also enable the computer to function as: a setting unit for setting attack range information corresponding to the attack movement; and a collision judgment unit for judging whether a collision occurs based at least on the attack range information and the position information of the player object, wherein the judgment information may include the attack range information.
[0014] Furthermore, the collision judgment unit may judge whether the collision occurs at a preset collision judgment timing between the start and end of the attack motion, and the determination unit may determine the action mode based on the collision judgment timing.
[0015] In addition, multiple types of attack movements of the target object can be provided, and selectable action modes can be associated with each attack movement in advance. The judgment information may include the type of attack movement being controlled, and the determination unit may be able to determine the action mode associated with the type of attack movement being controlled.
[0016] Furthermore, base point information that changes as the position of the target object changes may be provided, and the player control unit may cause the player object to perform an action based on the base point information.
[0017] Furthermore, the motion pattern may include a waiting motion performed during the duration of a waiting time set according to the input timing of the specific operation.
[0018] In order to solve the above-mentioned problem, an information processing method comprises the following steps: controlling the action of a target object arranged in a virtual game space, the action including at least an attacking movement; when a specific operation for identifying an indicated direction in the game space is input during the attacking movement, determining an action mode based on at least judgment information set according to either or both of the position and action of the target object, the position information of a player object arranged in the game space, the indicated direction of the specific operation and the input timing of the specific operation; and causing the player object to perform an action according to the determined action mode.
[0019] In order to solve the above-mentioned problem, a game device includes: a target control unit for controlling the action of a target object arranged in a virtual game space, the action including at least an attacking movement; a determination unit for determining an action mode based on at least judgment information set according to either or both of the position and action of the target object, the position information of a player object arranged in the game space, the indicated direction of the specific operation and the input timing of the specific operation, when a specific operation for being able to identify the indicated direction in the game space is input during the attacking movement; and a player control unit for causing the player object to act according to the determined action mode.
[0020] Effects of the Invention
[0021] The present invention makes it possible to alleviate the unnaturalness felt by the player. BRIEF DESCRIPTION OF THE DRAWINGS
[0022] Figure 1 It is an explanatory diagram schematically showing the configuration of an information processing system.
[0023] Figure 2 This is a diagram for explaining the hardware structure of a game device.
[0024] Figure 3A This is a diagram used to explain the details of the game. Figure 3B This is a diagram for explaining the bone information of the enemy character. Figure 3C This is a diagram for explaining a controller.
[0025] Figure 4 is a diagram for illustrating an example attack motion.
[0026] Figure 5A It is a diagram for explaining the attack movement A. Figure 5B It is a diagram for explaining attack movement B.
[0027] Fig. 6A is a diagram for explaining an example attack range of attack motion A. Figure 6Bis a diagram for explaining an example attack range of attack movement B.
[0028] Figure 7 is a diagram for explaining an example general avoidance motion.
[0029] Fig. 8A It is a diagram for explaining the avoidance movement. Figure 8B It is a diagram for explaining the action pattern of the general avoidance movement.
[0030] Fig.9A It is a diagram for explaining the start timing set for the attack movement. Fig. 9B It is a diagram for explaining the operation mode of the waiting movement.
[0031] Fig.10 2 is a diagram for explaining an example dedicated avoidance maneuver.
[0032] Fig.11 A diagram for explaining the movement path of a player character in a dedicated evasive maneuver.
[0033] Fig. 12A It is a diagram for explaining the dedicated enabling conditions. Fig. 12B is a diagram for explaining the enabling timing of a dedicated avoidance maneuver. Fig. 12C This is a diagram for explaining the relationship between the action pattern of the attack movement, the activation range, the base point, and the dedicated avoidance movement. Fig.12D This is a diagram for explaining the indication direction of the avoidance operation used as the dedicated enabling condition.
[0034] Fig.13 This is a diagram for explaining the structure of a memory in a game device and the function of a computer.
[0035] Fig.14 This is a flowchart for explaining the battle game control process.
[0036] Fig.15 This is a flowchart for explaining the collision determination process.
[0037] Fig.16 : is a flowchart for explaining the avoidance motion determination process. DETAILED DESCRIPTION
[0038] 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 for ease of understanding, and unless otherwise specifically mentioned, do not limit the present invention. In this specification and the accompanying drawings, elements having substantially the same function and structure are attached with the same reference numerals and are not repeatedly described, and elements not directly related to the present invention are not shown.
[0039] (Overall Structure of Information Processing System S)
[0040] Figure 1 2 is an explanatory diagram schematically showing the structure of an information processing system S. The information processing system S is a so-called client-server system including a game device 1, a server 2, and a communication network 3 having a communication base station 3a.
[0041] The game device 1 implements a battle game in which a player character fights an enemy character. Examples of the game device 1 include a dedicated game machine for playing games, a mobile phone such as a smartphone, a tablet PC, and a personal computer. The present embodiment will be described in the case where the game device 1 is implemented by a dedicated game device. The game device 1 can be connected to the display 10 via a communication cable and control the image display on the display 10.
[0042] The game device 1 can establish communication with the server 2 via the communication network 3. However, it is noted that the game device 1 does not necessarily need to have a communication function. In addition, although the display 10 is provided separately from the game device 1, the display 10 may be included in the game device 1.
[0043] The server 2 is communicatively connected to a plurality of game devices 1. The server 2 accumulates various information for each player who plays the game. In addition, the server 2 updates the accumulated information based on an operation input from the game device 1.
[0044] The communication base station 3a is connected to the communication network 3, and wirelessly sends and receives information to and from the game device 1. The communication network 3 is implemented by a mobile phone network, an Internet network, a local area network (LAN), a dedicated circuit, etc., and realizes a wireless or wired communication connection between the game device 1 and the server 2.
[0045] (Hardware Structure of Game Device 1)
[0046] Figure 2 1 is a diagram showing the hardware structure of the game device 1. Figure 2 As shown, the game device 1 is configured to include a central processing unit (CPU) 12 , a memory 14 , a bus 16 , an input / output interface 18 , a disk drive 20 , a storage unit 22 , a communication unit 24 , and an input unit 26 .
[0047] The CPU 12 runs the program stored in the memory 14 to control the progress of the game. The memory 14 is composed of a read-only memory (ROM) or a random access memory (RAM), and stores the program and various data required to control the progress of the game. The memory 14 is connected to the CPU 12 via a bus 16.
[0048] An input / output interface 18 is connected to the bus 16. A disk drive 20, a storage unit 22, a communication unit 24, and an input unit 26 are connected to the input / output interface 18.
[0049] The disk drive 20 reads a storage medium storing a game program. The storage unit 22 is composed of a semiconductor memory such as a dynamic random access memory (DRAM), and stores various programs and data. In the game device 1, the program and data stored in the storage medium inserted into the disk drive 20 or stored in the storage unit 22 are loaded into the memory 14 (RAM) by the CPU 12.
[0050] The communication unit 24 is wirelessly communicatively connected to the communication base station 3a, and transmits and receives information (such as various data and programs, etc.) to and from the server 2 via the communication network 3. In the game device 1, the program, etc. received from the server 2 can be stored in the memory 14 or the storage unit 22.
[0051] The input unit 26 is composed of a unit (such as an analog controller, a touch screen, a button, a keyboard, or a mouse, etc.) through which the player's operation is input (the operation is received). In addition, the input unit 26 can be composed of an acceleration sensor that detects tilt or movement or a microphone that detects the player's voice. That is, the input unit 26 can include a wide variety of devices that enable the player's intention to be input in a distinguishable manner. Here, the controller 30 to be described later is provided as the input unit 26.
[0052] Furthermore, the output unit 28 constituted by the above-described display 10, speaker, etc. is connected to the input / output interface 18. Although it is assumed here that the game device 1 does not include the output unit 28, the game device 1 may be configured to include the output unit 28.
[0053] (Game details)
[0054] Next, the details of a game provided by the game device 1 (information processing system S) according to the present embodiment will be explained by using an example. In the present embodiment, a so-called action role-playing game (RPG) is provided.
[0055] Figure 3A This is a diagram for explaining the details of the game. The player first sets the equipment of the player character (player object, hereinafter referred to as "player character PC") being operated. The player can set weapons for attacking enemy characters (target objects, hereinafter referred to as "enemy characters EC") and protective gear for resisting attacks from enemy characters EC.
[0056] Then, when the equipment is set, a battle game can be played. The purpose of the battle game is for the player character PC to defeat the enemy character EC. In the battle game, the player operates the controller 30 to move the player character PC or perform an attacking movement on the enemy character EC.
[0057] The player character PC and the enemy character EC have life points HP set for both of them respectively. When the attack of the player character PC hits the enemy character EC, the damage points are assigned to the enemy character EC, and these damage points are subtracted from the life points HP of the enemy character EC. On the other hand, when the attack of the enemy character EC hits the player character PC, the damage points are assigned to the player character PC, and the damage points are subtracted from the life points HP of the player character PC. The battle game ends with the victory of the player when the life points HP of the enemy character EC becomes 0 first, and ends with the defeat of the player when the life points HP of the player character PC becomes 0 first.
[0058] like Figure 3A As shown, in the battle game, a virtual game space GS is displayed. Player characters PC and enemy characters EC are arranged in the game space GS. In the game device 1, image processing for generating the game space GS and characters (player characters PC and enemy characters EC) and displaying them on the display 10 is performed.
[0059] For example, the game device 1 reads various data and generates a three-dimensional virtual game space GS. Then, an image of the generated game space GS viewed from a predetermined viewpoint is captured by a virtual camera, thereby generating a two-dimensional image viewed virtually. The two-dimensional image is displayed on the display 10. In this 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 10. In the game space GS, the following are defined: Figure 3A The position information of the three axes (i.e., x-axis, y-axis, and z-axis) shown in the figure is obtained, and the character action is controlled based on the position information.
[0060] Figure 3B 1 is a diagram for explaining the bone information of the enemy character EC. The enemy character EC is preset with bone information, which includes a plurality of joints Jo (in Figure 3B The bone information includes the bone parts Bo connecting the joints Jo. The inclination of the bone parts Bo relative to the three axis directions (i.e., the posture and orientation of the enemy character EC) changes according to the relative positions of the joints Jo. The action of the enemy character EC is controlled based on the bone information.
[0061] For example, multiple types of attacking movements are provided as actions of the enemy character EC. Each attacking movement is preset with action information, wherein in the action information, the moving tracks and timings of all bones Bo and joints Jo are defined. The actions of the enemy character EC are controlled based on the action information for the determined attacking movement. Note that the predetermined range around the bone Bo is the display range of the enemy character EC, and the collision range where the attack of the player character PC causes a hit. As described above, the bone information is information for controlling the actions and display of the enemy character EC. In addition, the bone information is used to set the collision range, and the attack range where the attack of the enemy character EC hits the player character PC.
[0062] In addition, if Figure 3B As shown by the white circle in , a base point part P (base point information) is provided as bone information of the enemy character EC. In this embodiment, a plurality of (here, three) base points P1, P2, and P3 are set around the abdomen of the enemy character EC. The base point part P moves as the position of the enemy character EC changes. The base point part P is used as information for controlling the action of the player character PC, and is not used for controlling the action of the enemy character EC.
[0063] Although detailed description will be omitted, the player character PC is also provided with bone information, and the actions and displays of the player character PC are controlled based on the bone information. That is, the actions (movements) of the player character PC, including the avoidance movements to be described later, are preset with action information, wherein in the action information, the movement trajectories and timings of all bones Bo and joints Jo are defined. In addition, when the player operation is input, the actions of the player character PC in the game space GS are controlled based on the bone information and the action information.
[0064] Figure 3C 30 is a diagram for explaining the controller 30. The controller 30 is communicatively connected to the input / output interface 18 in a wired or wireless manner. The controller 30 includes a main unit 30a. The main unit 30a is configured to have a shape that can be held by the player with both hands. In addition, the main unit 30a is provided with a plurality of operating parts for accepting player operations. Here, some of these operating parts provided with the controller 30 will be explained.
[0065] The main unit 30a is provided with a first button 32a, a second button 32b, a third button 32c, and a fourth button 32d. The first button 32a is an operation unit for receiving an attack operation. When an operation for pressing the first button 32a is performed, the player character PC performs an attack movement of swinging the sword. The second button 32b is an operation unit for drawing the sword. When an operation for pressing the second button 32b is performed in a state where the sword is accommodated in the sheath, the player character PC performs a sword drawing movement to hold the sword. On the other hand, when an operation for pressing the second button 32b is performed in a state where the sword is held, an action of returning the sword to the sheath is performed.
[0066] Furthermore, when an operation for pressing the third button 32c is performed, the player character PC goes up and down the stairs. The fourth button 32d is an operation unit for accepting an evasion operation. When an operation for pressing the fourth button 32d is performed, the player character PC performs an evasion movement. During the evasion movement, the player character PC enters an invincible state, wherein in the invincible state, the player character PC is not easily attacked by the enemy character EC, that is, is not easily damaged.
[0067] In addition, the main unit 30a is provided with a direction indicating unit 34. The direction indicating unit 34 is a so-called analog joystick, which is provided to protrude from the main unit 30a in the direction outward in the figure, and is configured so that the direction indicating unit 34 can be tilted in all directions of 360°. The direction indicating unit 34 is an operation unit for receiving a direction indicating operation from the player. When the direction indicating unit 34 is operated, the player character PC moves in the tilt direction of the direction indicating unit 34 (hereinafter referred to as the "indication direction").
[0068] For example, when only the direction indicating unit 34 is operated, the player character PC moves in the game space GS in the indicated direction. In addition, when the direction indicating unit 34 and the first button 32a are operated at the same time, the player character PC performs an attack movement in the indicated direction. In addition, when the direction indicating unit 34 and the fourth button 32d are operated at the same time, the player character PC performs an evasive movement in the indicated direction.
[0069] Furthermore, the main unit 30a is provided with a right analog stick 36 having the same structure as the direction indicating portion 34. The right analog stick 36 accepts an operation for changing the angle of the game space GS displayed on the display 10. When an operation for tilting the right analog stick 36 is performed, the angle of the game space GS changes in the tilting direction.
[0070] (Enemy character EC's attack movement)
[0071] Next, the attack movement of the enemy character EC will be explained. During the battle game, the action of the enemy character EC is determined according to the program. The action of the enemy character EC includes an attack movement for attacking the player character PC, a damaged movement when being damaged by the player character PC, and a movement movement for moving.
[0072] Figure 4 is a diagram for illustrating an example attack motion. In addition, Figure 5A is a diagram for explaining attack movement A, and Figure 5B is a diagram for explaining the attack movement B. Figure 4 As shown, multiple types of attack movements are provided, and the action mode of the enemy character EC changes between each attack movement. Note that Figure 4Only some of the attack movements are shown.
[0073] As an example, in determining Figure 4 In the case of attack movement A shown in Figure 5A As shown, the enemy character EC performs a forward rushing action. As another example, when determining Figure 4 In the case of attack movement B shown in Figure 5B As shown, the enemy character EC performs an action (sweep) for sweeping with the left front leg.
[0074] As described above, each attack motion is preset with action information. In the action information, the position of the joint Jo, etc. is defined at each image update interval (i.e., in frames) of the display 10. During the attack motion, the action of the enemy character EC is controlled based on the action information. Therefore, each attack motion is set with a motion time as the time required from the start to the end of the action.
[0075] For example, Figure 4 As shown, the movement time of the attack movement A is 1.6 seconds, and the movement time of the attack movement B is 1.0 seconds. When the movement time has passed, the attack movement ends, and when the attack movement ends, the next action of the enemy character EC is determined.
[0076] In addition, each attack motion is provided with a collision judgment timing. The collision judgment timing is a timing for judging whether the attack of the enemy character EC collides with the player character PC. At the collision judgment timing, the collision judgment processing to be described later is performed. The collision judgment timing is set to a predetermined timing between the start and end of the attack motion. For example, for the attack motions A and B, 0.5 seconds is set as the collision judgment timing, and for the attack motion K, 0.7 seconds is set as the collision judgment timing.
[0077] Each attack movement is provided with an attack range. In the collision judgment process, it is judged whether the player character PC is included in the attack range. Here, in the case where at least a part of the player character PC is included in the attack range, it is judged that the attack has hit (hit judgment). However, it is noted that in the collision judgment process, a hit judgment can be made in the case where the entire player character PC is included in the attack range. As another example, a hit judgment can be made in the case where a predetermined part of the player character PC is included in the attack range.
[0078] (Description of attack range)
[0079] Fig. 6A is a diagram for explaining an example attack range of attack motion A. Figure 6B is a diagram for explaining an example attack range of attack motion B. Fig. 6A and 6BIn , the bone information is used to indicate the enemy character EC. In addition, Fig. 6A and 6B The upper picture in the figure is a picture of the enemy character EC viewed from the z direction, and Fig. 6A and 6B The following figure is a diagram of the enemy character EC viewed from the x direction. Fig. 6A and 6B The x direction is the width direction (shoulder width direction) of the enemy character EC.
[0080] For example, in the attack movement A of the enemy character EC, the enemy character EC moves along Fig. 6A In this case, the setting is made by Fig. 6A The attack range Aa is represented by the shadow in the figure. The attack range Aa is set with the head joint JoH set in the head of the enemy character EC in the joint Jo as the starting point. Specifically, a predetermined range along the x direction and the z direction with the head joint JoH as the starting point within the moving range of the head joint JoH along the y direction from the start to the end of the attack motion A is set as the attack range Aa. In the attack motion A, the whole body of the enemy character EC is used as the attack part.
[0081] In addition, during the attack movement B of the enemy character EC, the left front leg of the enemy character EC moves along Figure 6B In this case, the setting is made by Figure 6B The attack range Ab is indicated by the shadow in FIG. The attack range Ab is set with the left front leg joint JoL set in the left front leg of the enemy character EC in the joint Jo as the starting point. That is, in the attack movement B, the left front leg of the enemy character EC is used as the attack part.
[0082] As described above, an attack range is set for each attack motion. In addition, the attack range is set to be substantially consistent with the apparent movement trajectory of the attack part of the enemy character EC. In addition, at the collision judgment timing, a hit judgment is made when the player character PC is included in the attack range. Therefore, strictly speaking, there is a situation where the attack part of the enemy character EC does not contact the player character PC at the collision judgment timing. However, since the attack motion ends in a very short time and the attack range is only set near the attack part, the player will hardly feel unnatural.
[0083] In addition, the player can make the player character PC perform an evasive movement by performing an evasive operation. As described above, the evasive operation is performed using the direction indicator 34 and the fourth button 32d. Usually, when performing an evasive operation, the player character PC rolls along the direction indicated by the direction indicator 34. Rolling is an action in which the player character PC moves while rolling on the ground.
[0084] In addition, during the evasive movement of the player character PC, an invincible time period is set. During the invincible time period, the player character PC enters an invincible state, wherein in the invincible state, even if the player character PC is included in the attack range of the enemy character EC, the player character PC is not susceptible to the attack of the enemy character EC. More specifically, after the attack movement of the enemy character EC begins, the collision judgment timing arrives after a predetermined time has passed. At the collision judgment timing, it is judged whether the player character PC is included in the attack range. At this time, during the invincible time period, even if the player character PC is included in the attack range, the player character PC can avoid the attack of the enemy character EC, that is, can avoid being hurt.
[0085] However, depending on the timing of performing the evasive movement or the direction of the evasive movement, the player character PC may enter a positional relationship where the player character PC is clearly vulnerable to the attack of the enemy character EC. For example, assume the following: while the left front leg of the enemy character EC is performing the attack movement B and serving as the attack site of the enemy character EC, Figure 6B When moving as shown, the player character PC rolls over to pass through the moving track of the left front leg. In this case, the player will feel unnatural, because although it clearly looks like the player character PC collides with the left front leg of the enemy character EC, the player character PC is actually not hurt at all.
[0086] In this embodiment, a plurality of types of avoidance movements with activation conditions are provided. In addition, by determining the avoidance movement according to the activation conditions when performing an avoidance operation, the player is prevented from feeling the above-mentioned unnaturalness.
[0087] (Avoidance movement of the player character PC)
[0088] In the present embodiment, the avoidance motion is roughly classified into ordinary avoidance motion, universal avoidance motion and special avoidance motion. These three types of avoidance motion are set with priorities, wherein: the priority of the special avoidance motion is the highest, and the priority of the ordinary avoidance motion is the lowest. Different enabling conditions are set for the special avoidance motion and the universal avoidance motion, respectively. As far as the program is concerned, first, it is determined whether the enabling condition of the special avoidance motion (hereinafter referred to as "special enabling condition") is met, and the special avoidance motion is always executed when it is determined that the special enabling condition is met.
[0089] If it is determined that the dedicated enabling condition is not satisfied, then it is determined whether the enabling condition for general avoidance motion (hereinafter referred to as "general enabling condition") is satisfied. Then, if it is determined that the general enabling condition is satisfied, the general avoidance motion is always executed. If neither the dedicated enabling condition nor the general enabling condition is satisfied, the ordinary avoidance motion is executed.
[0090] Note that the avoidance operation is common among the three avoidance movements. In other words, in the case of a common avoidance operation, one of the three avoidance movements is performed. That is, the player is not allowed to selectively perform an avoidance movement, and an avoidance movement automatically determined according to the activation condition is performed.
[0091] In the general avoidance movement, the player character PC performs the roll described above. When the avoidance operation is performed when the enemy character EC is not performing an attacking movement, the general avoidance movement is always determined. That is, it can be said that the condition that the enemy character EC is performing an attacking movement at the timing of inputting the avoidance operation is set as the enabling condition for the general avoidance movement and the special avoidance movement.
[0092] (Description of General Avoidance Movement)
[0093] Figure 7 1 is a diagram for explaining an example general avoidance motion. When it is determined that the dedicated enabling condition is not satisfied but the general enabling condition is satisfied when an avoidance operation is input, the general avoidance motion is executed. In this embodiment, ten types of action modes of the general avoidance motion are provided, and Figure 7 One of these action modes (a forward long distance mode to be described later) is shown. For example, it is assumed that an evasive operation is performed during the attack movement B of the enemy character EC, and a general evasive movement (a forward long distance mode) is determined.
[0094] In this case, if Figure 7 As shown, the player character PC continuously rolls forward multiple times to pass under the left front leg and head of the enemy character EC. Then, the player character PC goes around the left rear of the enemy character EC and stands facing the direction of the enemy character EC at a position separated from the enemy character EC by a certain distance. As described above, the universal evasive motion is designed to make the player character PC perform dynamic actions compared to the ordinary evasive motion.
[0095] Fig. 8A is a diagram for explaining an avoidance operation, and Figure 8B 32d and the direction indicating unit 34 are tilted as the direction indicated by the player. Fig. 8A As shown, the indicated direction of the general avoidance movement is defined as "front", "right front", "right rear", "left front" or "left rear".
[0096] Specifically, let θ represent the angle formed by the tilt direction of the direction indicating unit 34 and the reference direction of the direction indicating unit 34 (0° in the figure). Note that the reference direction of the direction indicating unit 34 coincides with the direction in which the player character PC faces in the xy plane of the game space GS. The "front" indication range is -45°≤θ≤+45°. Similarly, the "right front" indication range is +45°<θ≤+115°, the "right rear" indication range is +115°<θ≤+180°, the "left front" indication range is -45°>θ≥-115°, and the "left rear" indication range is -115°>θ>-180°. Note that in the case where the direction indicating unit 34 is not operated (no indication direction) and only the fourth button 32d is operated, the indication direction is considered to be "front" similar to the case of -45°≤θ≤+45°.
[0097] like Figure 8B As shown, ten types of action modes are provided for general avoidance movements. Each action mode is provided with an action method, an action direction, and a moving direction of the player character PC. The action modes of the general avoidance movement are classified into five types of action modes according to the indicated direction, namely, "front mode", "left front mode", "right front mode", "left rear mode", and "right rear mode".
[0098] For the "front mode", the player character PC moves in the direction that the player character PC is facing when the avoidance operation is input. In addition, for the "left front mode", "right front mode", "left rear mode" and "right rear mode", the player character PC moves in the predefined directions of "left front", "right front", "left rear" and "right rear" respectively relative to the direction that the player character PC is facing when the avoidance operation is input.
[0099] In addition, for each of the five action modes classified according to the indication direction as described above, a "short distance mode" and a "long distance mode" are provided. The "short distance mode" is an action mode in which the moving distance of the player character PC is set to be relatively short, and the "long distance mode" is an action mode in which the moving distance of the player character PC is set to be longer than the "short distance mode".
[0100] For example, in the case where the indicated direction of the avoidance operation is "forward", the action mode of the general avoidance movement is "forward short distance mode" or "forward long distance mode". For both "forward short distance mode" and "forward long distance mode", the player character PC moves in the direction that the player character PC is facing when the avoidance operation is input. Note that for "forward short distance mode", the moving distance of the player character PC is shorter than for "forward long distance mode". Therefore, the action modes of the player character PC are different from each other between "forward short distance mode" and "forward long distance mode", for example, the number of rolls is different.
[0101] Although not described in detail, in a case where the indicated direction of the avoidance operation is "left front", the action mode of the general avoidance movement is "left front short distance mode" or "left front long distance mode". Similarly, in a case where the indicated direction of the avoidance operation is "right front", the action mode of the general avoidance movement is "right front short distance mode" or "right front long distance mode". In a case where the indicated direction of the avoidance operation is "left rear", the action mode of the general avoidance movement is "left rear short distance mode" or "left rear long distance mode". In a case where the indicated direction of the avoidance operation is "right rear", the action mode of the general avoidance movement is "right rear short distance mode" or "right rear long distance mode". As described above, for the general avoidance movement, a total of ten types of action modes formed by combining five types of indicated directions and two moving distances are provided.
[0102] Here, when the action mode of the general avoidance movement is determined, one of the "front mode", "left front mode", "right front mode", "left rear mode" and "right rear mode" is determined based on the indicated direction of the avoidance operation. At this time, assuming that the player character PC is made to act in the "short distance mode" of the determined action mode, the position of the player character PC (action completion position) when the action is completed (when the general avoidance movement ends) is derived. Then, if the action completion position falls outside the attack range of the enemy character EC, the "short distance mode" is determined, and if the action completion position falls within the attack range of the enemy character EC, the "long distance mode" is determined.
[0103] Since the "short distance mode" or "long distance mode" is determined as described above, the situation where the player character PC is located within the attack range when the action is completed is avoided. That is, the possibility that the player character PC appears to collide with the attack part of the enemy character EC when performing a general avoidance movement is reduced.
[0104] In addition, for the general evasive motion, the action mode of the player character PC is more dynamic than that of the ordinary evasive motion, thereby achieving high realism. However, for the dynamic action mode of the player character PC, there is a possibility that the player may feel greater unnaturalness depending on the start timing of the attack motion of the enemy character EC and the start timing of the evasive motion of the player character PC.
[0105] For example, suppose that the start timing of the universal avoidance motion of the player character PC is too early for the attack motion of the enemy character EC. In this case, if the player character PC performs an action even if the attack part of the enemy character EC is located at a position far from the player character PC, the player will feel an unnatural impression. Therefore, in the present embodiment, in the case of inputting an avoidance operation, a waiting time is set according to the input timing of the avoidance operation, and the player character PC performs a predetermined waiting motion during the duration of the waiting time. Then, after performing the waiting motion, an action based on the universal avoidance motion is started.
[0106] (Waiting for instructions on movement)
[0107] Fig.9A is a diagram for explaining the timing of enabling start of attack movement setting, and Fig. 9B 1 is a diagram for explaining the action mode of the waiting movement. When the action mode of the general avoidance movement is determined, it is determined whether to execute the waiting movement. Here, it is determined whether to execute the waiting movement based on the type of attack movement being executed by the enemy character EC and the input timing of the avoidance operation.
[0108] Specifically, Fig.9A As shown, the attacking motions of the enemy character EC are respectively provided with a startable timing at which a general avoidance motion can be started. The startable timing is set with the time elapsed since the start of the attacking motion. For example, for the attacking motion A, 0.3 seconds is set as the startable timing. This means that the general avoidance motion of the player character PC can be started after 0.3 seconds have passed since the start of the attacking motion A.
[0109] That is, the player character PC is not allowed to perform the general avoidance movement before 0.3 seconds have passed since the start of the attack movement A. In the case where the input timing of the avoidance operation is before 0.3 seconds have passed since the start of the attack movement A, the general avoidance movement is performed after waiting for the timing to be able to start. In this case, the time from the input timing of the avoidance operation until the timing to be able to start is set as the waiting time.
[0110] For example, it is assumed that an avoidance operation is performed simultaneously with the start of the attack movement A. In this case, the time from the input timing of the avoidance operation until the timing can be started is 0.3 seconds. Therefore, in this case, 0.3 seconds is set as the waiting time, and the general avoidance movement is performed after the waiting movement is performed during the duration of the waiting time. Therefore, the waiting time (i.e., the execution time of the waiting movement) changes according to the input timing of the avoidance operation.
[0111] As described above, in the present embodiment, the waiting time can be set based on the startable timing set for each attack motion. However, for example, the waiting time can be set based on the position of the enemy character EC or the attack range of the enemy character EC. Specifically, in the case where the attack part (attack range) of the enemy character EC is separated from the player character PC by at least a predetermined distance, the execution of the general avoidance motion is postponed until the attack part (attack range) becomes included in the predetermined range. As described above, the startable area of the general avoidance motion of the player character PC can be set for each attack motion of the enemy character EC.
[0112] In this embodiment, if Fig. 9B As shown, five types of action modes are provided for the waiting motion. The action mode of the waiting motion is determined based on the indicated direction of the avoidance operation. Specifically, in the case where the indicated direction of the avoidance operation is "front", the action mode of the waiting motion is determined as mode F. Similarly, in the case where the indicated direction of the avoidance operation is "front left", "front right", "back left" and "back right", the action modes of the waiting motion are determined as mode LF, mode RF, mode LB and mode RB, respectively.
[0113] Although not shown, for example, the action pattern of the waiting movement is an action in which the player character PC slightly bends at the waist or the player character PC slightly places its weight in the front, back, left or right direction. That is, the action pattern of the waiting movement involves a small movement of the player character PC and serves as a preparatory action for the action pattern of the general avoidance movement to be performed next.
[0114] Note that, in the case where an avoidance operation is input after the enable start timing, the waiting motion is not performed but the general avoidance motion is immediately performed.
[0115] As described above, the waiting movement is performed during the duration of the waiting time set according to the input timing of the avoidance operation. Therefore, even if the input timing of the avoidance operation is too early for the attack movement, the general avoidance movement is performed at the optimal timing so that the player does not feel an unnatural impression. In addition, since the general avoidance movement is started when the attack part of the enemy character EC has approached the player character PC, it is possible to give the player an impression as if the attack was avoided just before it hit.
[0116] Note that here, the waiting motion is executed during the duration of the waiting time from the input timing of the avoidance operation until the timing can be started. That is, the execution time of the waiting motion varies according to the input timing of the avoidance operation. However, the execution time can be set in advance for each action mode of the waiting motion, and the waiting motion can always be executed during the duration of the set execution time. In this case, the start time of the general avoidance motion varies according to the input timing of the avoidance operation.
[0117] (Description of dedicated avoidance movement)
[0118] Fig.10 is a diagram for explaining an example dedicated avoidance motion. If it is determined that the dedicated enabling condition is satisfied when the avoidance operation is input, the dedicated avoidance motion is executed. In this embodiment, an action mode of a dedicated avoidance motion is set for each attack motion of the enemy character EC, and Fig.10 One of the action patterns of the dedicated avoidance movement (mode AL to be described later) is shown as an example. For example, it is assumed that an avoidance operation is performed during the attack movement A of the enemy character EC, and the dedicated avoidance movement (mode AL) is determined.
[0119] In this case, if Fig.10 As shown, the player character PC goes around the outside of the left front leg of the charging enemy character EC. At this time, the player character PC moves while rolling and stumbling. Then, the player character PC stands in a state of holding the sword at the action completion position diagonally behind the left front leg of the enemy character EC. The dedicated evasive movement is designed to make the action mode of the player character PC more dynamic compared to the general evasive movement.
[0120] In addition, the action completion position of the player character PC when performing the special evasive movement is a position where the left front leg of the enemy character EC can be damaged. In other words, the special evasive movement has an action pattern in which the player character PC is guided to a position where it is easy to damage the enemy character EC while avoiding the attack of the enemy character EC.
[0121] Fig.11 1 is a diagram for explaining the movement path of the player character PC in the special evasive movement. Each attack movement of the enemy character EC is provided with an enabling range Ba (defined by Fig.11 The cross-hatching in the figure indicates that the enable range Ba is a position where the dedicated avoidance movement can be enabled. When the player character PC is located within the enable range Ba when the avoidance operation is input, the dedicated avoidance movement can be performed.
[0122] For example, it is assumed that three enabling ranges Ba are set for a predetermined attack motion of an enemy character EC, namely, enabling ranges Ba1, Ba2, and Ba3. Note that here, the enabling range Ba is set at a predetermined range centered on a base point portion P serving as bone information set to the enemy character EC. However, there is no particular limitation on the relative positional relationship between the enabling range Ba and the base point portion P. In addition, the number of enabling ranges Ba set for each attack motion may be one or a plurality other than three. Furthermore, an attack motion for which the enabling range Ba is not set may be included. During an attack motion for which the enabling range Ba is not set, a dedicated avoidance motion is not performed.
[0123] For the attack motion, three types of patterns X1, X2 and X3 are set as action patterns of the dedicated avoidance motion. That is, the dedicated avoidance motion executed with respect to the attack motion is one of the patterns X1, X2 and X3.
[0124] Here, action modes of dedicated avoidance motion are provided for the enabled range Ba, respectively. In other words, each action mode of dedicated avoidance motion is associated with the enabled range Ba. Specifically, mode X1 is associated with the enabled range Ba1, mode X2 is associated with the enabled range Ba2, and mode X3 is associated with the enabled range Ba3.
[0125] In addition, one of the three base points P (P1, P2 and P3) is associated with each action mode of the dedicated avoidance movement. That is, each action mode of the dedicated avoidance movement is associated with one base point P set to the enemy character EC and one enable range Ba.
[0126] Then, when the player character PC is located in the enable range Ba1 when the avoidance operation is input, the action mode of the dedicated avoidance movement is always mode X1. Similarly, when the player character PC is located in the enable range Ba2 and Ba3 when the avoidance operation is input, the action mode of the dedicated avoidance movement is mode X2 and X3 respectively.
[0127] For a dedicated avoidance movement action pattern, such as Fig.11 As shown by the dotted arrow in , the moving path of the player character PC relative to the enemy character EC and the action mode of the player character PC during the moving process are set in detail. Here, the moving path of the player character PC set for each action mode is set with the associated base point P as the base point. That is, for each action mode, the player character PC is set from the associated base point P to the action completion position PF ( Fig.11 The moving path to PF1, PF2 or PF3).
[0128] For example, it is assumed that the action mode of the dedicated avoidance motion is set to mode X1. In this case, the player character PC moves along the route of the dotted arrow from the base point P1 until the action completion position PF1. Note that at the start of the dedicated avoidance motion, the player character PC moves to be attracted to the base point P, and acts according to the movement path from the base point P. As described above, the player character PC acts based on the base point P in the dedicated avoidance motion.
[0129] Fig. 12A It is a diagram for explaining the dedicated enabling conditions. Fig. 12B is a diagram for explaining the enabling timing of a dedicated avoidance maneuver. Fig. 12C It is a diagram for explaining the relationship between the attacking motion, the enabling range Ba, the base point P, and the action pattern of the dedicated avoiding motion. Fig.12D is a diagram for explaining the indication direction of the avoidance operation used as a dedicated enabling condition. Note that Fig. 12A Some of the conditions that constitute the dedicated enabling conditions are shown, and the conditions other than Fig. 12A Conditions other than those shown, such as conditions where an attacking movement is in progress. Fig. 12B , Fig. 12C and Fig.12D Only some of the attack movements are shown as examples.
[0130] like Fig. 12A As shown, the dedicated enabling conditions include the input timing of the avoidance operation, the position of the player character PC, and the indicated direction of the avoidance operation. When the avoidance operation is input during the attack movement of the enemy character EC, it is determined whether the current timing allows the execution of the dedicated avoidance movement based on the input timing of the avoidance operation.
[0131] like Fig. 12B As shown, each attack motion is provided with an enabling timing at which a dedicated avoidance motion can be enabled (executed). The enabling timing is set with the time elapsed since the start of the attack motion and is set within the motion time (the time required from the start to the end) of each attack motion.
[0132] For example, for an attack motion A with a motion time of 1.6 seconds, 0.4 to 0.5 seconds is set as the timer that can be enabled. This means that when an avoidance operation is input when the time elapsed from the start of the attack motion A is 0.4 to 0.5 seconds, the dedicated avoidance motion can be executed.
[0133] That is, unless an evasive operation is performed at a preset timing during the attacking movement of the enemy character EC, the dedicated evasive movement is not performed. Fig. 12BIt is obvious that the enabling timing is set during a very short period of time in the movement time. Therefore, considering the input timing of the avoidance operation, the probability of performing a dedicated avoidance movement is also low.
[0134] Note that, although the enabling timing is set separately for the attack motion here, a common enabling timing can be set for all attack motions. In addition, the enabling timing can be set before the collision judgment timing, after the collision judgment timing, or across the collision judgment timing.
[0135] In addition, if Fig. 12C As shown, each attack motion is provided with an enabling range Ba in which a dedicated avoidance motion can be enabled (executed), and a base point portion P serving as the starting point of the moving path of the player character PC. In addition, each attack motion is provided with an action mode of a dedicated avoidance motion for each enabling range Ba (base point portion P). That is, each attack motion is associated with an optional action mode of a dedicated avoidance motion. In addition, an action mode associated with the type of attack motion being executed (being controlled) can be determined.
[0136] As described above, when the avoidance operation is input, the player character PC is located in the enabled range Ba set for the attack movement being executed, and the dedicated avoidance movement can be performed. In addition, when the player character PC is located in the enabled range Ba, the action mode associated with the enabled range Ba is determined. Using the action mode determined at this time, the player character PC performs an action from the base point P closest to the enabled range Ba where the player character PC is located.
[0137] In addition, whether to perform a dedicated avoidance motion is determined based on the indicated direction of the avoidance operation. Fig.12D As shown, each attack motion of the enemy character EC is provided with an indication direction of an avoidance operation that enables a special avoidance action to be performed. For example, let θ represent the angle formed by a virtual line connecting the player character PC and the predetermined base point P and an indication line extending from the player character PC along the indication direction. In this case, if the angle θ falls within the range (allowable angle) set for each attack motion, a special avoidance motion can be performed. For example, in the case of an attack motion A being performed, if -30°≤θ≤+30°, a special avoidance motion can be performed.
[0138] Specifically, when an avoidance operation is performed, the dedicated avoidance movement can be performed only in the case where a direction instruction is issued in the direction from the enablement range Ba where the player character PC is located toward the base point portion P associated with the enablement range Ba. Therefore, for example, in the case where the instruction direction of the rotation operation is a direction away from the base point portion P, the dedicated avoidance movement is not performed. Thus, the player character PC is prevented from moving in a direction unrelated to the direction instructed by the player, which prevents the player from feeling unnatural.
[0139] As described above, in the present embodiment, in the case where an avoidance operation is input during an attack movement, the avoidance movement, that is, the action pattern of the player character PC is determined based on at least the position and action of the enemy character EC, the position of the player character PC, the indicated direction of the avoidance operation, and the input timing of the avoidance operation. As described above, since the action pattern of the player character PC is determined based on various conditions, the possibility of performing an action that makes the player feel unnatural is reduced, which makes it possible to improve the authenticity.
[0140] (Description of Control Unit of Game Device 1)
[0141] Next, the control unit of the game device 1 for determining the avoidance movement will be described.
[0142] Fig.13 1 is a diagram for explaining the structure of the memory 14 and the functions of the computer in the game device 1. A program storage area 14a and a data storage area 14b are provided in the memory 14. When the battle game is started, the CPU 12 stores a program (module) used for battle game control processing in the program storage area 14a.
[0143] The programs used for the battle game control processing include a game space generation program 50, an enemy character action determination program 52, an attack movement setting program 54, an attack range setting program 56, an enemy character action control program 58, an input operation judgment program 60, a player character attack determination program 62, an avoidance movement determination program 64, a waiting movement determination program 66, a player character action control program 68, and a collision judgment program 70. Note that Fig.13 The programs listed in are examples, and a large number of other programs used in the fighting game control process are provided.
[0144] In the data storage area 14b, as storage units for storing data, there are provided an enemy character position information storage unit 80, a player character position information storage unit 82, an attack type information storage unit 84, an attack range information storage unit 86, a time information storage unit 88, an enemy character HP storage unit 90, and a player character HP storage unit 92. Note that the storage units listed above are examples, and a large number of other storage units are provided in the data storage area 14b.
[0145] The CPU 12 runs each program stored in the program storage area 14a and updates the data in each storage unit in the data storage area 14b. In addition, the CPU 12 runs the program stored in the program storage area 14a so that the game device 1 (computer) functions as a battle game control unit.
[0146] Specifically, the CPU 12 runs the game space generation program 50 so that the computer functions as the game space generation unit 50a. Similarly, the CPU 12 runs the enemy character action determination program 52, the attack movement setting program 54, the attack range setting program 56, the enemy character action control program 58, the input operation judgment program 60, the player character attack determination program 62, the avoidance movement determination program 64, the waiting movement determination program 66, the player character action control program 68, and the collision judgment program 70 so that the computer functions as the enemy character action determination unit 52a, the attack movement setting unit 54a, the attack range setting unit 56a (setting unit), the enemy character action control unit 58a (target control unit), the input operation judgment unit 60a, the player character attack determination unit 62a, the avoidance movement determination unit 64a (determination unit), the waiting movement determination unit 66a (determination unit), the player character action control unit 68a (player control unit), and the collision judgment unit 70a (collision judgment unit).
[0147] The game space generation unit 50 a generates a game space GS and displays the game space GS on the display 10 .
[0148] The enemy character action determination unit 52a determines an action to be performed by the enemy character EC from among preset actions (motions) such as a moving motion, an attacking motion, and a being damaged motion.
[0149] The attack movement setting unit 54a stores the attack type information in the attack type information storage unit 84, the attack type information indicating the type of the attack movement determined by the enemy character motion determination unit 52a.
[0150] The attack range setting unit 56a stores the attack range information associated with the attack motion determined by the enemy character action determination unit 52a in the attack range information storage unit 86. The attack range information is composed of position information indicating the range where the attack of the enemy character EC hits. The attack range setting unit 56a sets the attack range information based on the attack motion determined by the enemy character action determination unit 52a and the position information of the enemy character EC.
[0151] The enemy character action control unit 58a controls the action of the enemy character EC. That is, the enemy character action control unit 58a causes the enemy character EC to perform the action determined by the enemy character action determination unit 52a in the game space GS. In other words, the enemy character action control unit 58a controls the display of the enemy character EC. In addition, the enemy character action control unit 58a stores the position information of the enemy character EC in the enemy character position information storage unit 80. In addition, the enemy character action control unit 58a updates the time elapsed since the enemy character EC started various actions in the time information storage unit 88.
[0152] The input operation determination unit 60a determines whether an operation is input from the controller 30, and determines the content of the operation input from the controller 30. That is, the input operation determination unit 60a identifies the type of operation from operations including an attack operation and an avoidance operation, and identifies the instruction direction.
[0153] In the case where an attack operation is input, the player character attack determination unit 62a determines an attack movement to be performed by the player character PC.
[0154] In the case where the avoidance operation is input, the avoidance motion determination unit 64a determines the type of avoidance motion (normal avoidance motion, general avoidance motion, or dedicated avoidance motion) and the action mode.
[0155] In a case where the avoidance movement determination unit 64 a determines the general avoidance movement, the waiting movement determination unit 66 a determines whether to execute the waiting movement and the action mode.
[0156] The player character action control unit 68a controls the action of the player character PC. Specifically, the player character action control unit 68a causes the player character PC to perform an action determined by the player character action determination unit 62a, the avoidance movement determination unit 64a, or the waiting movement determination unit 66a in the game space GS. In other words, the player character action control unit 68a controls the display of the player character PC.
[0157] In addition, in the case where only the direction indicating section 34 of the controller 30 is operated, the player character action control unit 68a moves the player character PC in the indicated direction (movement). Note that the player character action control unit 68a stores the position information of the player character PC in the player character position information storage unit 82. In addition, the player character action control unit 68a updates the time elapsed since the player character PC started various actions in the time information storage unit 88.
[0158] The collision judgment unit 70a judges whether the attack has hit the opponent during the attack movement of the enemy character EC or the player character PC and when the collision judgment timing arrives. In addition, the collision judgment unit 70a determines the damage point when it is judged that the attack has hit. In addition, the collision judgment unit 70a subtracts the determined damage point from the opponent's life point HP.
[0159] (Explanation of fighting game control processing)
[0160] Next, there will be described a battle game control process of the game device 1. Hereinafter, a process related to the evasive movement of the player character PC will be described, while a description of a process not related to the evasive movement of the player character PC will be omitted.
[0161] Fig.14 1 is a flowchart showing an example of a fighting game control process. The fighting game control process in the game device 1 is executed at each image update interval of the display 10. For example, the image update interval (i.e., frame rate) is 60F / sec, and thus the following fighting game control process is executed 60 times per second. Note that this frame rate is merely an example, and the frame rate can be appropriately designed.
[0162] In the battle game control process, the game space generation unit 50a generates a game space GS and displays the game space GS on the display 10 (S1). The collision judgment unit 70a performs a collision judgment process (S100) for judging whether the attack of the enemy character EC or the player character PC hits the opponent. Fig.15 The collision judgment process will be described below.
[0163] Fig.15 is a flowchart for explaining the collision judgment processing. The collision judgment unit 70a judges whether the enemy character EC is performing an attacking motion based on the information stored in the attack type information storage unit 84 (S100-1). Note that, at the start of an attacking motion to be executed, the attack type information indicating the attacking motion is stored in the attack type information storage unit 84. In addition, at the end of the attacking motion, the attack type information is deleted from the attack type information storage unit 84. Therefore, it is possible to check whether the enemy character EC is performing an attacking motion and to check the type of the attacking motion being performed based on the information stored in the attack type information storage unit 84.
[0164] In the case where an attacking motion is being performed (Yes in S100-1), the collision judgment unit 70a judges whether the collision judgment timing has arrived (S100-2). Note that the collision judgment timing is stored in advance for each attacking motion in the data storage area 14b (see Figure 4). In addition, the time elapsed since the start of the attacking motion is stored in the time information storage unit 88. The collision judgment unit 70a judges whether the collision judgment timing has arrived based on the information stored in the time information storage unit 88 and the collision judgment timing stored in the data storage area 14b.
[0165] If the collision judgment timing has arrived ("Yes" in S100-2), the collision judgment unit 70a judges whether the player character PC is within the attack range (S100-3). Here, it is judged whether the player character PC is within the attack range based on the attack range information stored in the attack range information storage unit 86 and the position information of the player character PC stored in the player character position information storage unit 82.
[0166] Note that in this embodiment, the attack range information is set at the start of the attack movement and does not change with the passage of time (i.e., with the change in the position of the enemy character EC (attack site)). However, the attack range information may change according to the time that has passed since the start of the attack movement.
[0167] When the player character PC is within the attack range ("Yes" in S100-3), the collision judgment unit 70a judges whether the player character PC is currently in the invincible time period (invincible state) (S100-4). Note that in this embodiment, the time period before a certain time (for example, 0.7 seconds) from the start of the avoidance movement is set as the invincible time period. The certain time is longer than or equal to the time from the start of any attack movement of the enemy character EC until the collision judgment timing (here, the maximum time from the start of the attack movement until the collision judgment timing is 0.7 seconds). Therefore, in the case where the avoidance movement is started while the attack movement is being executed, the player character PC always enters the invincible time period (invincible state) at the collision judgment timing.
[0168] When the player character PC is not in the invincible period (No in S100-4), the collision judgment unit 70a determines the damage point to be assigned to the player character PC (S100-5). Here, the damage point is determined based on various information such as the type of attack movement and the position and equipment of the player character PC.
[0169] In addition, the collision judgment unit 70a subtracts the determined damage points from the life points HP of the player character PC stored in the player character HP storage unit 92 (S100-6). Thus, the life points HP of the player character PC are updated. In addition, the battle game control unit sets the damaged movement to be performed when the player character PC is damaged (S100-7).
[0170] When the HP of the player character PC becomes 0 ("Yes" in S100-8), the battle game control unit executes the termination processing required when terminating the battle game (S100-9). On the other hand, when the HP of the player character PC does not become 0 ("No" in S100-8), the collision judgment unit 70a judges whether the player character PC is performing an attacking movement (S100-10).
[0171] When the player character PC is performing an attacking movement ("Yes" in S100-10), the collision judgment unit 70a judges whether the attack of the player character PC hits the enemy character EC, and performs various processing such as calculating and subtracting damage points in the case of the attack hitting (S100-11). Then, when the HP of the enemy character EC becomes 0 ("Yes" in S100-12), the battle game control unit performs the above-mentioned termination processing (S100-9).
[0172] Return to reference Fig.14 , the battle game control unit determines whether the action of the enemy character EC is set (S11). In the case where the action of the enemy character EC is not set ("No" in S11), the enemy character action determination unit 52a determines the action to be performed by the enemy character EC, and stores the action in the data storage area 14b (S12). Note that in the case where the enemy character action determination unit 52a determines the attack movement, the attack movement setting unit 54a stores the attack type information in the attack type information storage unit 84, and the attack range setting unit 56a stores the attack range information in the attack range information storage unit 86.
[0173] The enemy character action control unit 58a controls the display of the enemy character EC in the game space GS according to the set time lines of various actions (movements) (S13).
[0174] Furthermore, in the case where no action of the player character PC is set ("No" in S14), the input operation judgment unit 60a performs input operation judgment processing for analyzing a signal input from the controller 30 (S15). In the case where an operation is input from the controller ("Yes" in S16), the battle game control unit judges whether the player character PC is currently in an operation invalid time period (S17). Note that, for example, there are operation invalid time periods that are pre-set for each action (such as a time period during an attacking movement or a movement to be injured by the player character PC, etc.), and operation invalid time periods that are set independently of an action (such as an abnormal condition of the player character PC, etc.).
[0175] When the player character PC is not in the operation invalid period ("No" in S17), the input operation judgment unit 60a judges whether the input operation is an avoidance operation (S18). If the input operation is not an avoidance operation ("No" in S18), the action of the player character PC other than the avoidance movement is determined according to the input operation (S19). Here, for example, if an attack operation is input, the player character action determination unit 62a determines the attack movement of the player character PC.
[0176] On the other hand, if an avoidance operation is input ("Yes" in S18), the avoidance movement determination unit 64a performs avoidance movement determination processing (S200) to be described later. The player character action control unit 68a causes the player character PC to act according to the newly determined or previously determined action (motion) (S20). Note that the player character action control unit 68a updates various information in the player character position information storage unit 82 and the time information storage unit 88 in association with the action control of the player character PC.
[0177] Fig.16 1 is a flowchart for explaining the avoidance movement determination processing. The avoidance movement determination unit 64a determines whether the enemy character EC is performing an attacking movement (S200-1). If the enemy character EC is not performing an attacking movement ("No" in S200-1), the avoidance movement determination unit 64a sets a normal avoidance movement (storing information indicating the normal avoidance movement in the data storage area 14b) (S200-2). Therefore, the player character action control unit 68a causes the player character PC to perform a normal avoidance movement ( Fig.14 S20 in ).
[0178] On the other hand, if the enemy character S200 is performing an attack motion ("Yes" in S200-1), the avoidance motion determination unit 64a checks the attack type information of the enemy character EC stored in the attack type information storage unit 84 (S200-3). Then, the avoidance motion determination unit 64a determines whether the current timing allows the execution of the dedicated avoidance motion (S200-4). Note that the timing that enables the execution of the dedicated avoidance motion is stored in advance in the data storage area 14b for each attack motion (see Fig. 12B ). In addition, the time elapsed since the start of the attacking motion is stored in the time information storage unit 88. The avoidance motion determination unit 64a determines whether the current timing allows execution of the dedicated avoidance motion based on the information stored in the time information storage unit 88 and the enable timing stored in the data storage area 14b.
[0179] In the case where it is determined that the current timing allows the execution of the dedicated evasive motion ("Yes" in S200-4), the evasive motion determination unit 64a determines whether the player character PC is located within the enablement range Ba. Note that the enablement range Ba is stored in advance for each attack motion in the data storage area 14b (see Fig. 12C The avoidance movement determination unit 64a determines whether the player character PC is located within the enablement range Ba based on the position information of the player character PC stored in the player character position information storage unit 82 and the enablement range Ba stored in the data storage area 14b.
[0180] When it is determined that the player character PC is within the enabling range Ba (S200-5 is "Yes"), the evasive motion determination unit 64a determines whether the indicated direction of the evasive motion has an allowable angle (S200-6). Note that the allowable angle of the indicated direction of the evasive motion is stored in advance in the data storage area 14b for each attack motion (see Fig.12D ).
[0181] If the indicated direction of the avoidance operation has an allowable angle ("Yes" in S200-6), the avoidance movement determination unit 64a determines the action mode of the dedicated avoidance movement and sets the action mode in the data storage area 14b (S200-7). Thus, the player character action control unit 68a causes the player character PC to perform the dedicated avoidance movement ( Fig.14 Note that in S200-7, the avoidance movement determination unit 64a determines the action pattern of the dedicated avoidance movement based on the attack movement of the player character PC being executed and the enablement range Ba where the player character PC is located.
[0182] In addition, in the case where one of the above-mentioned S200-4 to S200-6 is judged to be "No" (that is, in the case where it is judged that the dedicated activation condition is not satisfied), the avoidance movement determination unit 64a determines whether the collision judgment timing falls within the invincibility time period (S200-8). Specifically, the avoidance movement determination unit 64a obtains the collision judgment timing set for the attack movement of the enemy character EC. Then, if the collision judgment timing does not fall within the invincibility time period of the player character PC ("No" in S200-8), the avoidance movement determination unit 64a sets a normal avoidance movement (S200-2).
[0183] On the other hand, if the collision judgment timing falls within the invincibility period of the player character PC (Yes in S200-8), the avoidance movement determination unit 64a obtains the attack range information of the enemy character EC stored in the attack range information storage unit 86 (S200-9).
[0184] In addition, the avoidance movement determination unit 64a derives the action completion position (S200-10) of the following case: assuming that the action of the "short distance mode" corresponding to the attack movement and the indicated direction of the enemy character EC is performed. Note that here, instead of the action completion position, the position of the player character PC when the avoidance operation is input can be referred to.
[0185] If the action completion position falls outside the attack range of the enemy character EC ("Yes" in S200-11), the avoidance movement determination unit 64a sets the action mode of the "short distance mode" corresponding to the attack movement and the indicated direction of the enemy character EC (S200-12). On the other hand, if the action completion position does not fall outside the attack range of the enemy character EC ("No" in S200-11), the avoidance movement determination unit 64a derives the action completion position of the following case (S200-13): assuming that the action of the "long distance mode" corresponding to the attack movement and the indicated direction of the enemy character EC is performed.
[0186] If the action completion position does not fall outside the attack range of the enemy character EC ("No" in S200-14), the avoidance movement determination unit 64a sets a normal avoidance movement (S200-2). On the other hand, if the action completion position falls outside the attack range of the enemy character EC ("Yes" in S200-14), the avoidance movement determination unit 64a sets an action mode of "long distance mode" corresponding to the attack movement and indicated direction of the enemy character EC (S200-15).
[0187] When the general avoidance motion of the "short distance mode" or "long distance mode" is set, the waiting motion determination unit 66a determines whether to perform a waiting motion before performing the general avoidance motion (S200-16). Specifically, the start timing of the general avoidance motion is stored in the data storage area 14b (see Fig.9A ). In addition, the data storage area 14b stores the action pattern of the waiting movement for each indicated direction of the avoidance operation (see Fig. 9B ).
[0188] The waiting movement determination unit 66a determines whether the time elapsed since the start of the attack movement of the enemy character EC has reached the start timing. If it is determined as a result that the elapsed time has reached the start timing, it is determined that the waiting movement will not be performed. On the other hand, if the elapsed time has not reached the start timing, the action mode of the waiting movement corresponding to the indicated direction of the avoidance operation is determined, and the action mode is set in the data storage area 14b. Note that in the case where the action mode of the waiting movement is determined, the timeline is set so that the action mode of the general avoidance movement set in the above-mentioned S200-12 or S200-15 will start from the start timing.
[0189] Then, in the case where one of the avoidance movements is set, the avoidance movement determination unit 64a sets the time of the invincibility period (invincibility time) in the time information storage unit 88 (S200-17). Here, a timer value is set in the time information storage unit 88, and the timer value is Fig.14 When the timer value is greater than 0, it is determined that the player character PC is in the invincible time period.
[0190] Although one aspect of the embodiment is described with reference to the accompanying drawings, it is needless to say that the present invention is not limited to the above-described embodiment. Obviously, those skilled in the art can conceive various variations and modifications within the scope described in the claims, and it should be understood that these variations and modifications naturally fall within the technical scope of the present invention.
[0191] For example, the display modes of the player character PC and the enemy character EC in the above-described embodiment are merely examples. In any case, it is sufficient that the target object arranged in the virtual game space GS performs at least one of the actions including the attacking movement.
[0192] Furthermore, in the above-described embodiment, in the case where an evasion operation is performed during the attack movement of the enemy character EC, the type of evasion movement and the action mode of the evasion movement are determined. However, the operation that can be performed during the attack movement is not limited to the evasion operation. For example, in the case where a predetermined attack operation is input during the attack movement of the enemy character EC, the player character PC can perform a so-called counterattack movement in which the player character PC performs an action to injure the enemy character EC while avoiding the opponent's attack.
[0193] In any case, it is sufficient to determine one of the action modes when a specific operation for being able to identify the indicated direction in the game space GS is input during the attack movement of the target object. In addition, the specific operation mode of the specific operation is not particularly limited as long as the indicated direction in the game space GS can be identified.
[0194] In the above-mentioned embodiment, a dedicated avoidance motion, a general avoidance motion, and a common avoidance motion are provided as avoidance motions. However, for example, only a plurality of action modes with different moving distances or action modes may be provided as common avoidance motions, and one of the action modes of the common avoidance motion may be determined according to the avoidance operation. That is, the action modes of the various avoidance motions in the above-mentioned embodiment are merely examples, and the action modes may be appropriately designed.
[0195] Furthermore, in the above-mentioned embodiment, attack range information associated with the attack movement of the enemy character EC is set. Furthermore, whether a collision occurs is determined based on the attack range information and the position information of the player character PC. Furthermore, in the case where an avoidance operation is input, the action mode of the general avoidance movement is determined based on whether the action completion position of the player character PC is included in the attack range information. Therefore, in the above-mentioned embodiment, it can be said that the attack range information is included in the information for determining the action mode of the player character PC.
[0196] In addition, the attack range information is set based on both the position and the action of the enemy character EC. That is, in the above-mentioned embodiment, it can be said that the action mode of the player character PC is determined based on both the position and the action of the enemy character EC. However, for example, in the case where an avoidance operation is input, the action mode may be determined based on the position information or the action (movement) of the enemy character EC.
[0197] Furthermore, in the above-mentioned embodiment, whether a collision occurs is determined at a preset collision judgment timing between the start and end of the attack movement. Furthermore, a normal avoidance movement is determined in the case where a collision is determined to occur, and a general avoidance movement is determined in the case where a collision is determined not to occur. Therefore, in the above-mentioned embodiment, it can be said that the action mode is determined based on the collision judgment timing. Furthermore, in the above-mentioned embodiment, it can also be said that the action mode is determined based on the position information of the player character PC arranged in the game space GS, the indicated direction of the avoidance operation, and the input timing of the avoidance operation.
[0198] In addition, in the above embodiment, multiple types of attacking motions of enemy characters EC are provided, and the optional action modes of dedicated evasive motions are associated with each attacking motion in advance. In addition, for dedicated evasive motions, the action mode associated with the type of attacking motion being controlled can be determined.
[0199] On the other hand, an action mode of a general avoidance motion is set for each indicated direction of the avoidance operation. However, an action mode of a general avoidance motion may also be provided for each type of attack motion, and an action mode associated with the type of attack motion being controlled may be determined. In addition, similar to the general avoidance motion, also for the dedicated avoidance motion, an action mode may be set for each indicated direction of the avoidance operation.
[0200] Furthermore, the waiting movement in the above-described embodiment is unnecessary. Therefore, when an avoidance operation is input, the avoidance movement can be started immediately regardless of the input timing of the avoidance operation.
[0201] As described above, in the above-mentioned embodiment, each action mode of the dedicated avoidance movement, the general avoidance movement, and the ordinary avoidance movement is determined based on various information. However, the following is sufficient: in the case where an avoidance operation (specific operation) for being able to identify the indicated direction in the game space GS is input during the attack movement of the enemy character EC (target object), the action mode of the player character PC is determined based on at least the judgment information set according to either or both of the position and action of the enemy character EC (target object), the position information of the player character PC (player object) arranged in the game space GS, the indicated direction of the avoidance operation (specific operation), and the input timing of the avoidance operation (specific operation).
[0202] Furthermore, the control processing in the above-described embodiment is merely an example. In the above-described embodiment, the control processing for executing the battle game is executed at the game device 1. However, the control processing for executing the battle game may be concurrently executed at the game device 1 and the server 2, for example. That is, the information processing system S as a client-server system may execute the above-described control processing.
[0203] Furthermore, in the above-described embodiments, a program for realizing the fighting game may be stored in a computer-readable storage medium. Furthermore, the above-described embodiments may be an information processing method for realizing the functions and steps shown in the flowchart.
[0204] Industrial Applicability
[0205] The present invention is applicable to an information processing program, an information processing method, and a game device.
[0206] Description of Reference Numerals
[0207] 1 Game Devices
[0208] 54a Attack Movement Setting Unit (Setting Unit)
[0209] 58a Enemy character action control unit (target control unit)
[0210] 64a Avoidance movement determination unit (determination unit)
[0211] 66a Waiting for motion determination unit (determination unit)
[0212] 68a Player character action control unit (player control unit)
[0213] 70a Collision judgment unit
[0214] EC enemy character (target object)
[0215] GS Game Space
[0216] PC Player Character (Player Object)
Claims
1. A computer-readable medium storing an information processing program, wherein the information processing program is used to cause a computer to execute: A target control step for controlling the actions of a target object arranged in the virtual game space, wherein the actions at least include attacking movements; a determining step for, in a case where a specific operation for indicating a direction of an action mode of a player object in the game space is input during an attacking movement of the target object, deriving, based on the inputted specific operation, an action completion position in a case where the player object arranged in the game space moves in a prescribed action mode corresponding to the attacking movement and the indicated direction, and determining one of a plurality of action modes based on at least judgment information set according to either or both of a position and an action of the target object, and the derived action completion position and input timing of the specific operation; as well as a player control step for causing the player object to move based on the determined action mode, The information processing program further causes the computer to execute: A setting step, for setting attack range information corresponding to the attack movement; and a collision determination step, for determining whether a collision occurs based at least on the attack range information and the position information of the player object, Wherein, the judgment information includes the attack range information, In the determination step, the action mode is determined based on whether the derived action completion position is included in the attack range information.
2. The computer-readable medium of claim 1, wherein: In the collision judgment step, whether the collision occurs is judged at a preset collision judgment timing between the start and end of the attack movement, and In the determination step, the operation mode is determined based on the collision determination timing.
3. The computer-readable medium according to claim 1 or 2, wherein: providing a plurality of types of attacking movements of the target object, The selectable action modes are pre-associated with each attack movement. The determination information includes the type of attack motion being controlled, and The determining step can determine an action pattern associated with the type of attacking motion being controlled.
4. The computer-readable medium of claim 3, wherein: providing base point information that changes as the position of the target object changes, and In the player control step, the player object is caused to perform an action based on the base point information.
5. The computer-readable medium according to claim 1 or 2, wherein: The action pattern includes a waiting motion performed during the duration of a waiting time set according to the input timing of the specific operation.
6. An information processing method comprising the following steps: Controlling the actions of a target object arranged in a virtual game space, the actions at least including attacking movements; in a case where a specific operation for indicating a direction of an action mode of the player object in the game space is input during the attack movement, deriving an action completion position in a case where the player object arranged in the game space moves in a prescribed action mode corresponding to the attack movement and the indicated direction based on the input specific operation, and determining one of a plurality of action modes based on at least judgment information set according to either or both of the position and the action of the target object, the derived action completion position and input timing of the specific operation; as well as causing the player object to move based on the determined action mode, The information processing method further comprises the following steps: Setting attack range information corresponding to the attack movement; and determining whether a collision occurs based at least on the attack range information and the position information of the player object, Wherein, the judgment information includes the attack range information, The action mode is determined based on whether the derived action completion position is included in the attack range information.
7. A gaming device, comprising: A target control unit, for controlling the actions of a target object arranged in the virtual game space, the actions at least including attacking movements; a determination unit for, in a case where a specific operation for indicating a direction of an action mode of a player object in the game space is input during the attack movement, deriving, based on the input specific operation, an action completion position in a case where the player object arranged in the game space moves in a prescribed action mode corresponding to the attack movement and the indicated direction, and determining one of a plurality of action modes based on at least judgment information set according to either or both of a position and an action of the target object, the derived action completion position and input timing of the specific operation; a player control unit, configured to cause the player object to move based on the determined action mode; A setting unit, used for setting attack range information corresponding to the attack movement; as well as a collision judgment unit, configured to judge whether a collision occurs based at least on the attack range information and the position information of the player object, Wherein, the judgment information includes the attack range information, The determination unit determines the action mode based on whether the derived action completion position is included in the attack range information.
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