Information processing program, information processing method and information processing device

By introducing judgment functions in computer games and allowing enemy characters to perform special attacks when specific conditions are met, the problem of excessive evasion of players is solved, which improves the realism of the game and the player's sense of accomplishment.

CN113382786BActive Publication Date: 2025-03-07CYGAMES INC
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Patent Information

Application Number
CN202080011650.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2019-01-31
Filing Date
2020-01-24
Publication Date
2025-03-07
Estimated Expiration
2040-01-24

AI Technical Summary

Technical Problem

In computer games, players overemphasize evading attacks from enemy characters, resulting in performing dodging actions without predicting or recognizing any attacks from enemy characters, causing problems such as unnatural or lack of realism in the game.

Method used

By introducing a judgment function in the game, we can judge whether the dodge operation entered by the player meets the predetermined conditions, and make the enemy character perform a special attack when the conditions are met. This is an attack that targets friendly characters and results in failure.

Benefits of technology

This method reduces the strangeness brought by the dodging action, makes the game look more natural and real, and gives the player a sense of accomplishment to successfully avoid enemy attacks.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Reduce the unfamiliarity caused by evasive actions. An information processing program that uses a computer to implement the following functions: an evasive action execution function for causing a first character to perform an evasive action based on an evasive operation input by a player; a judgment function for judging whether a predetermined condition is satisfied when the player inputs an evasive operation; and a special attack execution function for causing a second character to perform a special attack when the judgment function judges that the predetermined condition is satisfied, wherein the special attack is an attack that targets the first character and results in failure.
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Description

Technical Field

[0001] The present invention relates to an information processing program, an information processing method and an information processing device. Background Art

[0002] There is a computer game in which a character operated by a player (hereinafter referred to as a "friendly character") and a character opposing the friendly character (hereinafter referred to as an "enemy character") perform attacks on each other.

[0003] In this type of game, a friendly character performs an evasive action based on a predetermined operation by a player, thereby avoiding an attack by an enemy character (for example, see paragraph

[0072] of the specification of Patent Document 1).

[0004] By being able to perform such evasive actions, the player's operation types can be expanded, thereby increasing the attractiveness of the game.

[0005] {Citation List}

[0006] {Patent Documents}

[0007] {Patent Document 1} Japanese Patent 6018269 Summary of the invention

[0008] Problem that the invention aims to solve

[0009] Here, regarding the above-mentioned evasion action, it is assumed that the player performs a predetermined operation when predicting or recognizing an attack of an enemy character and performs the evasion action accordingly. However, depending on the player, there is a case where the predetermined operation is performed without predicting or recognizing any attack of the enemy character due to excessive emphasis on evading the attack of the enemy character. For example, there is a case where the predetermined operation is continuously performed regardless of whether the enemy character performs an attack.

[0010] In this case, the friendly character performs an evasive action regardless of whether the enemy character performs an attack, which causes the player or the game viewer to feel a sense of strangeness, such as unnaturalness or lack of realism.

[0011] The present invention is completed in view of the above situation, and its purpose is to reduce the unfamiliarity caused by the evasive action.

[0012] Solutions for solving problems

[0013] In order to achieve the above object, an information processing program according to one aspect of the present invention uses a computer to implement the following functions:

[0014] A dodge action execution function, for causing the first character to execute a dodge action based on the player's dodge operation input;

[0015] A judgment function, used to judge whether a predetermined condition is satisfied when the player inputs an avoidance operation; and

[0016] The special attack execution function is used to make the second character execute a special attack when the judgment function determines that the predetermined condition is met, wherein the special attack is an attack that targets the first character and results in failure.

[0017] Effects of the Invention

[0018] The present invention makes it possible to alleviate the unfamiliarity brought about by the evasive action. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] Figure 1 is a block diagram showing a hardware configuration of an information processing apparatus according to an embodiment of the present invention.

[0020] Figure 2 It is shown in Figure 1 A functional block diagram of a functional configuration for executing special attack execution processing in the functional configuration of the information processing device shown.

[0021] Figure 3 It is a timing chart showing the relationship between the attack (including both normal attack and special attack) of the enemy character and the evasive action according to the embodiment of the present invention.

[0022] Figure 4 It is used to illustrate that Figure 2 Function configuration in Figure 1 A sequence diagram of the process of special attack execution processing performed by the information processing device in.

[0023] Figure 5 : is a schematic diagram showing a state before executing a special attack as an example of a display difference depending on whether a special attack is being executed.

[0024] Figure 6 is a schematic diagram showing a state in which a special attack is not being executed as an example of a display difference according to whether a special attack is being executed.

[0025] Figure 7 is a schematic diagram showing a state in which a special attack is being executed as an example of a display difference according to whether the special attack is being executed. DETAILED DESCRIPTION

[0026] Embodiments of the present invention will be described below with reference to the accompanying drawings.

[0027] [Overview of Embodiments]

[0028] The purpose of this embodiment is to reduce the strangeness caused by the evasive action.

[0029] For this purpose, in this embodiment, the friendly character is caused to perform an evasive action based on the input of the player's evasive operation. In addition, in this embodiment, it is determined whether a predetermined condition is satisfied when the player's evasive operation is input. In addition, in this embodiment, when it is determined that the predetermined condition is satisfied, the enemy character is caused to perform an action (hereinafter referred to as a "special attack") that targets the friendly character and results in failure. ).

[0030] According to the present embodiment described above, in the case where the enemy character does not perform an evasive action at the timing of performing an action constituting an attack that targets a friendly character and may result in success (hereinafter referred to as a "normal attack"), the enemy character can be caused to perform a special attack according to the evasive action. This makes it possible to provide the player and the viewer of the game with a presentation that looks as if the friendly character has appropriately performed an evasive action with respect to the attack of the enemy character.

[0031] Furthermore, according to the present embodiment, by using the above-mentioned presentation method, the unnaturalness or lack of realism caused by the occurrence of meaningless evasive actions can be reduced, and the player can be given a sense of accomplishment for successfully evading the enemy's attack.

[0032] That is, according to the present embodiment, it is possible to achieve the purpose of reducing the unfamiliarity caused by the evasive action.

[0033] [Hardware Configuration]

[0034] Next, we will refer to Figure 1 A hardware configuration according to the present embodiment is described. Figure 1 : is a block diagram showing the hardware configuration of the information processing apparatus 1 according to the embodiment of the present invention.

[0035] like Figure 1 As shown, the information processing device 1 includes a CPU (central processing unit) 11, a ROM (read only memory) 12, a RAM (random access memory) 13, a bus 14, an input / output interface 15, an input unit 16, an output unit 17, a storage unit 18, a communication unit 19 and a drive 20.

[0036] The CPU 11 executes various processes according to a program recorded in the ROM 12 or a program loaded from the storage unit 18 into the RAM 13 .

[0037] The RAM 13 also appropriately stores data and the like necessary for the CPU 11 to execute various processes.

[0038] The CPU 11, ROM 12, and RAM 13 are connected to each other via a bus 14. An input / output interface 15 is also connected to the bus 14. An input unit 16, an output unit 17, a storage unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.

[0039] The input unit 16 is formed of various buttons, direction keys, a touch screen, or a microphone, etc., and accepts input of various information according to instruction operations performed by an administrator or the like of the information processing apparatus 1. Alternatively, the input unit 16 may be implemented by an input device such as a game controller, a keyboard, or a mouse, etc., which is independent of a main unit that accommodates other units of the information processing apparatus 1.

[0040] The output unit 17 outputs image data and sound data to a display, a speaker, etc. The image data and sound data output from the output unit 17 are output from the display, the speaker, etc. in a form recognizable to a player such as images, music, sound effects, and voices.

[0041] The storage unit 18 is formed of a semiconductor memory such as a DRAM (Dynamic Random Access Memory) or the like, and stores various data.

[0042] The communication unit 19 implements the communication performed with other devices. For example, the communication unit 19 performs communication with a server device (not shown) from which a program for executing a game is downloaded and other information processing devices 1 (not shown). For example, the communication is performed via a network such as a LAN (local area network), the Internet or a mobile phone network, or a network formed by combining these types of networks. In addition, the communication can be performed via a relay device or directly between devices without any intervening relay device. However, it is noted that in the present embodiment, the communication unit 19 is not a necessary component and can be omitted from the hardware.

[0043] The drive 20 is appropriately provided as required. A removable medium 100 formed of a magnetic disk, an optical disk, a magneto-optical disk, or a semiconductor memory or the like is appropriately loaded in the drive 20. The removable medium 100 stores a program for executing a game and various data such as image data. The program and various data such as image data read from the removable medium 100 by the drive 20 are installed in the storage unit 18 as required.

[0044] The information processing device 1 having the above-described hardware configuration can be implemented by an electronic device having an information processing function, such as a mounted game console, a portable game console, a personal computer, or a smart phone, etc. Note that in the case where the information processing device 1 is configured as a portable device, the various hardware units of the information processing device 1 as well as the display and the speaker can be implemented in the form of an integrated device.

[0045] [Function Configuration]

[0046] Next, we will refer to Figure 2 The functional configuration of the information processing apparatus 1 is described.

[0047] Figure 2 It is shown in Figure 1 The functional block diagram of the functional configuration for executing the special attack execution process among the functional configurations of the information processing apparatus 1 shown.

[0048] Here, the special attack execution process is a series of processing steps for causing the enemy character to execute a special attack, which is an attack that targets the friendly character and results in failure.

[0049] In the case of executing special attack execution processing, such as Figure 2 As shown, the CPU 11 functions as an operation acceptance unit 111, a game execution control unit 112, an output control unit 113, an evasive action execution unit 114, a judgment unit 115, and a special attack execution unit 116. These function blocks perform calculation processing required for execution of special attack execution processing and information exchange between the function blocks as necessary and appropriately, as well as the processing described below.

[0050] Furthermore, a game execution data storage unit 181 and a parameter storage unit 182 are provided in the area of ​​the storage unit 18 .

[0051] The operation accepting unit 111 accepts the input of the player's operation related to the game via the input unit 16. In addition, the operation accepting unit 111 determines the content of the accepted operation input of the player. For example, in the case where the input unit 16 is a controller, the operation accepting unit 111 determines which button or direction key is used to accept the operation. Alternatively, in the case where the input unit 16 is a touch screen, the operation accepting unit 111 determines at which coordinates on the touch screen the operation is accepted.

[0052] Then, the operation accepting unit 111 appropriately outputs the contents of the player's operation input recognized by the judgment to other functional blocks.

[0053] The game execution control unit 112 controls how the game as a whole is executed by executing a process for executing the game. Specifically, the game execution control unit 112 controls how the game is executed based on the game software stored in the game execution data storage unit 181 to be described later and the content of the player operation input from the operation acceptance unit 111. In addition, the game execution control unit 112 appropriately outputs the progress status of the game based on the game execution control to other functional blocks.

[0054] In addition, along with controlling how the game is run, the game run control unit 112 manages predetermined parameters in the game. Examples of predetermined parameters include parameters indicating status values ​​of friendly characters (such as level and health points, etc.), parameters indicating items and equipment available to friendly characters, and parameters indicating past game results.

[0055] These predetermined parameters are stored in the parameter storage unit 182 to be described later. In addition, in the case where a process involving a change of these predetermined parameters occurs in the game (for example, a process involving increasing or decreasing a parameter value or a process causing a change in a flag indicating a parameter condition), the game execution control unit 112 changes the predetermined parameters based on the result of the process. For example, in the case where a process involving a successful normal attack of an enemy character against a friendly character occurs, the health value of the friendly character decreases according to the normal attack.

[0056] Furthermore, the game execution control unit 112 updates the predetermined parameters stored in the parameter storage unit 182 based on the changed predetermined parameters. Furthermore, the game execution control unit 112 continues to execute the game according to the updated predetermined parameters.

[0057] It is sufficient that the game executed by the game execution control unit 112 is a game in which a friendly character and an enemy character are opposed to each other, and the content of the game is not particularly limited. That is, the present embodiment can be applied to any game without restrictions related to the game content, game type, etc. In the present embodiment, as an example, it is assumed that the game execution control unit 112 executes a game in which a friendly character moves on the field and the friendly character and the enemy character present on the field perform attacks on each other.

[0058] The output control unit 113 performs control processing for generating an image corresponding to the progress status of the game based on the progress status of the game controlled by the game execution control unit 112 and the image data stored in the game execution data storage unit 181 to be described later, and causing the display connected to the output unit 17 to display the generated image. That is, the output control unit 113 also functions as a drawing unit that performs processing for drawing a character, etc. as the game executes.

[0059] In addition, the output control unit 113 performs the following processing: generating music, sound effects, voice, etc. of the game based on the progress of the game controlled by the game operation control unit 112 and the sound data stored in the game operation data storage unit 181, and causing the speaker connected to the output unit 17 to output the generated sound, etc.

[0060] The evasion action execution unit 114 enables the friendly character to perform evasion actions in the game. For this purpose, the evasion action execution unit 114 monitors the content of the player operation input from the operation acceptance unit 111. In addition, when a player operation (hereinafter referred to as evasion operation) for instructing the friendly character to perform an evasion action is detected and the friendly character is not in a specific situation such as performing an attack or being injured, the evasion action execution unit 114 outputs instructions for performing evasion actions to each functional block. Accordingly, the game operation control unit 112 controls how the game runs and enables the friendly character to perform evasion actions. In addition, by the way, the output control unit 113 generates images and sounds associated with the evasion action, which are output from the output unit 17.

[0061] Here, there is no limitation on what type of operation is considered as a ducking operation. For example, a predetermined button operation is considered as a ducking operation.

[0062] Alternatively, a combination of a predetermined button operation and an operation of one of the direction keys is considered as an evasion operation. In this case, the friendly character performs an evasion action in the direction indicated by the direction key. That is, for the evasion action achieved by the evasion operation, there may be only a single mode, or there may be multiple modes based on a combination with the direction keys, etc.

[0063] In addition, an image of a friendly character (i.e., the movement of the evasive action) drawn while changing sequentially in time associated with the evasive action is provided for each mode of the evasive action. For example, a movement of rolling in the direction indicated by the direction key (e.g., a movement of rolling forward or sideways) can be provided. However, there is no restriction on this action, and multiple movements can be provided for each mode of the evasive action. In this case, one of the multiple movements is selected and drawn based on predetermined conditions such as the positional relationship between the friendly character and the enemy character or randomly. As described above, by providing multiple movements for each mode in multiple modes, a presentation including rich changes can be provided to the player.

[0064] In addition, when the evasive action is performed, the friendly character enters a state in which the attack of the enemy character is not accepted during the predetermined time (hereinafter referred to as the "invincible state"). In order to achieve this invincible state, for example, the game operation control unit 112 performs processing while assuming that the hit judgment area as the area in which the friendly character accepts the attack of the enemy character does not exist during the predetermined time. Alternatively, the game operation control unit 112 performs processing while judging the attack of the enemy character to hit the hit judgment area as invalid during the predetermined time. Therefore, the friendly character is maintained in the invincible state during the predetermined time, and the attack result of the enemy character during this period is a failure.

[0065] The judgment unit 115 judges whether the predetermined condition for causing the enemy character to perform a special attack is satisfied. As the predetermined condition, various conditions can be conceived. In addition, the predetermined condition can be a single condition or a combination of multiple conditions.

[0066] In the present embodiment, as an example, the following three conditions, (condition 1), (condition 2), and (condition 3), constitute predetermined conditions for causing a special attack to be performed.

[0067] <Predetermined conditions for executing special attacks>

[0068] (Condition 1) The friendly character performs an evasive action.

[0069] (Condition 2) Perform evasive action in a predetermined pattern.

[0070] (Condition 3) The enemy character is not in a specific situation such as performing a normal attack (which may include performing an action that is a precursor to a normal attack) or receiving damage, and is in a state where it can perform a special attack.

[0071] Note that there is no particular limitation on the predetermined mode in (condition 2) above. Hereinafter, as an example, a mode in which a friendly character moves in a direction away from an enemy character is considered to be a predetermined mode. By performing a special attack in a mode in which a friendly character moves in a direction away from an enemy character (i.e., a mode in which a friendly character moves in a direction to dodge an attack of an enemy character), it is possible to achieve a presentation that looks as if an evasive action has been properly performed in a more convincing manner. That is, it is possible to further reduce the unnaturalness or lack of realism caused by the occurrence of meaningless evasive actions.

[0072] In addition, the pattern of moving in the away direction in the above (condition 2) means that as a result of the movement associated with the evasive action, the distance between the base position of the friendly character and the base position of the enemy character becomes longer after the evasive action than before the evasive action.

[0073] For example, in the case where the friendly character and the enemy character are facing each other, the direction behind the friendly character is the moving-away direction. Therefore, the judgment unit 115 judges the mode in which the friendly character moves in the direction behind it as a result of the movement associated with the evasive action as a mode of moving in the moving-away direction. On the other hand, in the case where the enemy character and the friendly character are facing each other, the direction in front of the friendly character is the approaching direction, not the moving-away direction. Therefore, the judgment unit 115 does not judge the mode in which the friendly character moves in the direction in front of it in association with the evasive action as a mode of moving in the moving-away direction.

[0074] In addition, in the case where the enemy character and the friendly character are facing each other, the left and right directions orthogonal to the direction in front of and behind the friendly character (i.e., the forward and backward directions) may be considered as the away direction or not. That is, in the case where the friendly character moves in the left and right directions instead of the forward and backward directions as a result of the movement associated with the evasive action, the mode of the evasive action may not be considered as a mode of moving in the away direction or may be considered as a mode of moving in the away direction. This selection may be made arbitrarily by the game developer.

[0075] In addition, for the reference position of judging whether the mode is a mode of moving in a moving-away direction, for example, the center position of the friendly character is considered to be the reference position of the friendly character, and the center position of the enemy character is considered to be the reference position of the enemy character. Alternatively, for example, when the center position of the friendly character is considered to be the reference position of the friendly character, the distal position of the part of the enemy character (for example, a part of the enemy character such as a weapon, an arm or a tail) at which the enemy character performs an attack can be considered to be the reference position of the enemy character. In addition, for example, in the case of expressing a game by using three-dimensional computer graphics, instead of judging whether to move away based on the distance along one direction (for example, the forward and backward direction) or the distance along two orthogonal directions (for example, the forward and backward direction and the left and right directions) as described above, the judgment unit 115 can be configured to judge whether to move away based on all distances along three orthogonal directions (the forward and backward direction, the left and right directions, and the upward and downward directions).

[0076] Although the above description is given in the example case where the enemy character and the friendly character are facing each other, in the case where the enemy character and the friendly character are not facing each other (for example, when the friendly character appears on the side of the enemy character), similar to the above description, it is also possible to judge whether the mode is a mode of moving in an away direction based on the distance between the base position of the friendly character and the base position of the enemy character.

[0077] The judgment unit 115 judges whether the above (condition 1) is satisfied based on whether the evasion action execution unit 114 issues an instruction for executing the evasion action. In addition, when the above (condition 1) is satisfied, the judgment unit 115 judges whether the above (condition 2) and the above (condition 3) are satisfied based on the progress of the game input from the game execution control unit 112.

[0078] Then, the judgment unit 115 outputs respective judgment results for these three conditions to other functional blocks.

[0079] The special attack execution unit 116 enables the enemy character to perform a special attack in the game. For this purpose, the special attack execution unit 116 monitors the respective judgment results for the above three conditions input from the judgment unit 115, and outputs instructions for executing the special attack to the respective functional blocks when all the above three conditions are satisfied. Accordingly, the game operation control unit 112 controls how the game is run so that the enemy character performs the special attack. In addition, by the way, the output control unit 113 generates images and sounds associated with the special attack output from the output unit 17. As previously described, the special attack is an attack that targets a friendly character and results in failure. Therefore, the special attack fails, so that the friendly character will not be injured or negatively affected in association with the special attack.

[0080] Furthermore, the image of the enemy character drawn while sequentially changing in time in association with the special attack (ie, the movement of the special attack) may be a movement dedicated to the special attack, or may be the same as the movement of the enemy character's normal attack.

[0081] In the case of using the same motion as the normal attack motion, a portion of the normal attack motion may be omitted so that the special attack starts and ends during the invincibility state in the evasive action (i.e., so that the special attack will be completed in a short time). For example, by making the position where the start motion is drawn different from the position in the case of the normal attack, the beginning portion of the motion (i.e., the precursor portion of the attack action) may be omitted (i.e., cut).

[0082] By using the same motion as the normal attack motion, various costs can be reduced compared to the case of using a motion dedicated to a special attack. For example, the cost of a developer developing a motion dedicated to a special attack in game development can be reduced. In addition, the data volume cost of the game software as a program for executing the game can be reduced.

[0083] Furthermore, when a movement dedicated to a special attack is prepared, it becomes easier for the player to clearly identify the normal attack and the special attack. As described above, in the case where the game developer does not intend for the player to clearly identify the normal attack and the special attack, the same movement as the normal attack movement can also be used. In this case, the player cannot distinguish between the normal attack and the special attack. Therefore, the special attack can be implemented without giving the player a sense of strangeness related to the drawing of the special attack.

[0084] Note that the game operation control unit 112 causes the enemy character to perform a normal attack based on a predetermined algorithm. Accordingly, the output control unit 113 generates images and sounds associated with the normal attack that are output from the output unit 17. For example, the predetermined algorithm is set so that normal attacks are performed at predetermined intervals or randomly. Alternatively, the predetermined algorithm is set so that normal attacks are performed when the positional relationship between the enemy character and the friendly character becomes a predetermined positional relationship. For example, the predetermined positional relationship is a positional relationship in which the distance between the enemy character and the friendly character is not greater than a predetermined distance. In this case, the game operation control unit 112 can be configured to estimate whether the predetermined positional relationship will be satisfied based on the player's operating conditions. For example, the game operation control unit 112 can be configured to estimate that in a few seconds the friendly character will be moved to a position on the extension of the straight line when the player is moving the friendly character linearly. .

[0085] The game execution data storage unit 181 stores various data required for the game execution control unit 112 to execute the game. Examples of various data for executing the game include game software as a program for executing the game, and image data, music data, and sound data for generating game images and sounds. In addition, in the case where at least a part of the characters and the background is displayed in the game by using three-dimensional computer graphics, the game execution data storage unit 181 also stores polygon data, texture information, and the like for realizing presentation based on three-dimensional computer graphics.

[0086] As described in the above description of the game execution control unit 112 , the parameter storage unit 182 stores predetermined parameters.

[0087] Note that, although these various data for running the game may be stored only in the game running data storage unit 181 of the storage unit 18, the data may be appropriately read by the drive 20 from the removable medium 100. Alternatively, these various data may be appropriately sent to the information processing device 1 by means of communication from a server device (not shown) or other information processing device 1 (not shown) via the communication unit 19. That is, these various data may be downloaded as needed and appropriately when the game is installed or when the game is updated.

[0088] The special attack execution processing is performed through the cooperation between the above-mentioned functional blocks.

[0089] [Relationship between enemy character's attack and evasion actions]

[0090] Next, we will refer to Figure 3 Describe the relationship between the enemy character's attack and dodge actions.

[0091] Figure 3It is a timing diagram showing the relationship between the enemy character's attacks (including both normal attacks and special attacks) and evasive actions.

[0092] first, Figure 3 Part (A) in shows an example of a situation in which an enemy character performs a normal attack and the normal attack is avoided by performing an evasive action. Assume that at time t11 the player predicts the normal attack of the enemy character and performs an evasive operation. In this case, as previously described, the evasive action of the friendly character is performed through collaboration between functional blocks, so that the friendly character enters an invincible state during a certain time (corresponding to the time until time t14). As predicted by the player, when the enemy character starts a normal attack (corresponding to time t12) and ends the normal attack (corresponding to time t13) while the invincible state is continuing, the evasive result of the friendly character is successful. Therefore, the normal attack result of the enemy character is a failure, so that the friendly character will not be hurt or negatively affected in other ways. Note that in this case, when the mode of the evasive action of the friendly character is a mode of moving in a moving-away direction and the previously given (condition 3) is satisfied at time t11, the enemy character performs a special attack instead of a normal attack, as will be referred to later. Figure 3 As described in part (C) of .

[0093] on the other hand, Figure 3 Part (B) in the figure shows an example of a situation where the enemy character performs a normal attack and the normal attack is not successfully avoided by an evasive action. Assume that at time t21 the player predicts the normal attack of the enemy character and performs an evasive operation. In this case, as previously described, the evasive action of the friendly character is performed through collaboration between functional blocks, so that the friendly character enters an invincible state during a certain time (corresponding to the time until time t22). Contrary to the player's prediction, when the enemy character does not perform a normal attack while the invincible state is continuing, and starts a normal attack after the invincible state ends (corresponding to time t23) and ends the normal attack (corresponding to time t24), the evasion result of the friendly character is a failure.

[0094] Therefore, the normal attack result of the enemy character is successful, so that the friendly character is damaged or otherwise negatively affected in association with the normal attack. For example, the friendly character is damaged in a way that the health value decreases or is prohibited from moving during a certain period of time.

[0095] Note that Figure 3As shown in part (B) of the figure, when the evasion action is started in the middle of a normal attack, when the evasion action is ended in the middle of a normal attack, and when the evasion action is ended before the normal attack, the evasion result of the friendly character is also a failure. However, even if the evasion action is started in the middle of a normal attack, the evasion result of the evasion action is also a success when the evasion action is started before the normal attack hits the hit judgment area of ​​the friendly character.

[0096] As other situations, when performing the evasion operation after the normal attack ends, the normal attack result of the enemy character is success. In this case, the friendly character is just being hurt, so that the evasion action associated with the evasion operation is not performed.

[0097] In this embodiment, if Figure 3 As shown in parts (A) and (B) of FIG. 1 , a normal attack can be implemented as an attack whose possible result is a successful attack (i.e., an attack that can be avoided).

[0098] on the other hand, Figure 3 Part (C) in shows an example of a situation where an enemy character performs a special attack. Here, since a special attack is an attack that results in failure, dodging is always successful. Assume that at time t31, the player predicts the normal attack of the enemy character and performs an evasive operation of moving in a direction away from the enemy character. In this case, as described above, the evasive action of the friendly character is performed through the collaboration between the functional blocks, so that the friendly character enters an invincible state during a predetermined time (corresponding to the time until time t33). Although a normal attack is not performed in this situation contrary to the player's prediction, if the previously given (condition 3) is met at time t33, when a special attack is started instead of a normal attack while the invincible state is continuing (corresponding to time t31) and the special attack is ended (corresponding to time t32), the evasive result of the friendly character is successful.

[0099] Therefore, the enemy character's special attack results in failure, so that the friendly character is not harmed or negatively affected in other ways. Figure 3 As shown in part (C) of FIG. 1 , a special attack is started and ended while the invincibility state associated with the evasion action is continuing. This enables a special attack that results in a failed attack. Note that although Figure 3 In part (C), the special attack starts at the same timing as the timing when the evasion operation is accepted and the evasion action is started at time t31, but if the special attack ends before time t33, the special attack can also be started at a timing later than time t31.

[0100] [operate]

[0101] Next, we will refer to Figure 4 Operations in the special attack execution process performed by the information processing apparatus 1 are described. Figure 4 This is a sequence diagram used to explain the flow of special attack execution processing.

[0102] The special attack execution process is executed when a situation occurs in the game where a friendly character and an enemy character that are opposed to each other execute attacks on each other.

[0103] In step S11, the evasion operation execution unit 114 monitors the content of the player operation input from the operation acceptance unit 111, and determines whether a evasion operation is detected. In the case where a evasion operation is detected, the determination result of step S11 is yes, and the process proceeds to step S12. On the other hand, in the case where a evasion operation has not been detected, the determination result in step S11 is no, and the determination in step S11 is repeated in this process.

[0104] In step S12, the evasion action execution unit 114 determines whether the friendly character is in a state other than a specific situation such as being attacked or being damaged and is in a state where an evasion action can be performed. In the case where the friendly character is in a state where an evasion action can be performed, the result of the determination in step S12 is yes, and the process proceeds to step S13. On the other hand, in the case where the friendly character is not in a state where an evasion action can be performed, the result of the determination in step S12 is no, and the process returns to step S11, and the above process is repeated.

[0105] In step S13, based on the evasion operation detected in step S11, the judgment unit 115 judges whether the mode of the evasion action to be performed is a predetermined mode (here, a mode in which the friendly character moves in a direction away from the enemy character). In the case where the mode of the evasion action is the predetermined mode, the judgment result of step S13 is yes, and the processing proceeds to step S14. On the other hand, in the case where the mode of the evasion action is not the predetermined mode, the judgment result in step S13 is no, and the processing proceeds to step S16.

[0106] In step S14, the judgment unit 115 judges whether the enemy character is in a state other than a specific situation such as performing a normal attack (which may include an action as a precursor to a normal attack) or receiving damage and is in a state where a special attack can be performed. In the case where the enemy character is in a state where a special attack can be performed, the judgment result in step S14 is yes, and the processing proceeds to steps S15-1 and S15-2. On the other hand, in the case where the enemy character is not in a state where a special attack can be performed, the judgment result in step S14 is no, and the processing proceeds to step S16.

[0107] Steps S15-1 and S15-2 are performed simultaneously, as previously described with reference to Figure 3 As described in part (C) of . In the figure, double lines are shown indicating that these processing steps are executed simultaneously. Specifically, in step S15-1, the evasion action execution unit 114 causes the friendly character to perform an evasion action. In addition, in step S15-2, the special attack execution unit 116 causes the enemy character to perform a special action. This enables a special attack that results in a failed attack. Then, the process returns to step S11, and the above process is repeated.

[0108] In step S16, the evasion action execution unit 114 causes the friendly character to perform an evasion action. Figure 3 As described in (A) and (B) of , the evasion action result is success or failure depending on the timing of the enemy character's ordinary attack. Then, the process returns to step S11, and the above process is repeated.

[0109] As mentioned above, the special attack execution process is repeatedly performed while the situation that the friendly character and the enemy character that are opposed to each other in the game attack each other continues. Then, when the situation that the attack is performed each other ends, the special attack execution process is terminated.

[0110] [Presentation example]

[0111] Will refer to Figure 5 , 6 and 7 describe the difference in presentation related to whether a special attack is being executed by executing the above-mentioned special attack execution processing. Figure 5 , 6 7 and 8 are diagrams showing examples of differences in presentation depending on whether a special attack is being performed.

[0112] Figure 5 An example of presentation is shown in which a friendly character 61 and an enemy character 51 are opposed to each other. Figure 5 In the illustrated situation, the enemy character 51 is in a state where neither a normal attack nor a special attack is being performed (indicated as a "non-attack state" in the figure). In addition, the friendly character 61 is in a state where neither an attack nor an evasion action is being performed (indicated as a "non-evasion state" in the figure). Assume that in this situation, even if the enemy character 51 does not perform a normal attack action, an evasion operation is performed.

[0113] here, Figure 6 The present invention shows a presentation example given by using the prior art, rather than a presentation example given in the case of performing a special attack as in the above-mentioned embodiment. Figure 6As shown, for the prior art, since no special attack is performed, even if the enemy character 51 is in a state where neither a normal attack nor a special attack is performed, the friendly character 61 enters a state where an evasion action has been performed (represented as "evasion action state" in the figure). In the case of performing presentation using this prior art, as described above, regardless of whether the enemy character 51 performs an attack, the friendly character 61 performs an evasion action as a result. This gives the player and the viewer of the game a sense of strangeness, such as unnaturalness or lack of realism. In particular, when such an evasion action is performed continuously, even greater strangeness is generated.

[0114] on the other hand, Figure 7 An example of presentation is shown in the case of executing a special attack as in the above-mentioned embodiment. Figure 7 As shown, in this embodiment, when the friendly character 61 enters a state in which an evasive action has been performed (indicated as "evasive action state" in the figure), the enemy character 51 enters a state in which a special attack has been performed (indicated as "special attack state" in the figure). Therefore, it is possible to provide the player and the viewer of the game with a presentation that the friendly character 61 appropriately performs an evasive action against the attack of the enemy character 51.

[0115] Furthermore, according to the present embodiment, by using the above-mentioned presentation method, the unnaturalness or lack of realism caused by the occurrence of meaningless evasive actions can be reduced, and the player can be given a sense of accomplishment for successfully evading the enemy's attack.

[0116] [Revision]

[0117] Although an embodiment of the present invention has been described above, the embodiment is merely an example and does not limit the technical scope of the present invention. The present invention can be implemented in various other forms, and various modifications such as omissions and substitutions can be made without departing from the spirit of the present invention. These embodiments and their modifications are included in the scope and spirit of the present invention disclosed in this specification, etc., and are included in the scope of the present invention recorded in the claims and their equivalents.

[0118] For example, the embodiment of the present invention may be modified as in the following modifications. Furthermore, the following modifications may be combined with each other.

[0119] <First Modification>

[0120] In the above-described embodiment, the special attack, which is an attack that targets a friendly character and results in failure, is achieved by utilizing the invincibility state that occurs in association with the evasion action, as previously described with reference to Figure 3As described in part (C) of FIG. However, it is not limited thereto, and special attacks can be implemented in other ways. For example, the positional relationship between the enemy character and the friendly character can be used to implement special attacks.

[0121] In this case, the special attack execution unit 116 causes the enemy character to execute a special attack executed in a positional relationship in which the special attack misses the hit judgment area of ​​the friendly character as a special attack, such as a special attack having an attack range smaller than a normal attack or a special attack having an attack range oriented in a direction different from the hit judgment area of ​​the friendly character. Therefore, the special attack misses the hit judgment area and the result is therefore a failure.

[0122] That is, with this modification, a special attack that results in a failed attack can also be implemented. In addition, with this modification, a special attack can be executed regardless of whether the friendly character is in an invincible state. Therefore, for example, a movement that takes longer than the duration of the invincible state can be used as a special attack movement.

[0123] <Second Modification>

[0124] The special attack may be realized by utilizing the positional relationship between the enemy character and the friendly character in other ways than in the first modification example described above.

[0125] In this case, the special attack execution unit 116 adds (Condition 4) given below as a predetermined condition for causing the enemy character to execute a specific attack in addition to (Condition 1), (Condition 2), and (Condition 3) given previously.

[0126] (Condition 4) The enemy character and the friendly character are in a positional relationship where the enemy character's special attack does not hit the friendly character.

[0127] That is, in the case where the enemy character and the friendly character are so far away from each other that the special attack misses, (condition 4) given above is satisfied. In the case where (condition 4) is satisfied, the special attack misses the hit judgment area and therefore the result is a failure. That is, with this modification, a special attack that is an attack that fails as a result can also be implemented. In addition, with this modification, a special attack can be executed regardless of whether the friendly character is in an invincible state. Therefore, for example, a movement that takes longer than the duration of the invincible state can be used as a special attack movement.

[0128] In order to realize the above-mentioned present modification, for example, Figure 4At the timing before or after step S13 or step S14 in the above, the judgment unit 115 judges whether the (condition 4) given above is also realized. In the case where the (condition 4) given above is satisfied in addition to the (condition 1), (condition 2), and (condition 3) given previously, the processing in steps S15-1 and S15-2 is performed. On the other hand, in the case where the (condition 4) given above is not satisfied, the processing in step S16 is performed. This enables the present modification example to be realized.

[0129] Note that, in the case where the enemy character performs a special attack even if the enemy character and the friendly character are far from each other, there is a possibility of giving a sense of strangeness such as unnaturalness or lack of realism to the player and the viewer of the game. Therefore, the present modification example may be further modified to add (Condition 5) given below to (Condition 1), (Condition 2), (Condition 3), and (Condition 4) given above.

[0130] (Condition 5) The enemy character and the friendly character are in a positional relationship such that the enemy character and the friendly character are not separated by more than a predetermined distance.

[0131] The predetermined distance in (condition 5) given above is set to a distance that will not give a sense of strangeness to the player and the viewer of the game when the enemy character performs a special attack. This makes it possible to alleviate the unnaturalness or lack of realism associated with the special attack.

[0132] In order to realize this further modification of the present modification example, for example, Figure 4 At the timing before or after step S13 or step S14 in , the judgment unit 115 judges whether both the (condition 4) given above and the (condition 5) given above are also satisfied. In the case where the (condition 4) given above and the (condition 5) given above are satisfied in addition to the (condition 1), (condition 2) and (condition 3) given previously, the processing in steps S15-1 and S15-2 is performed. On the other hand, in the case where the (condition 4) given above or the (condition 5) given above is not satisfied, the processing in step S16 is performed. This enables further modification of the present modification example.

[0133] <Third Modification>

[0134] In the above embodiment, as the predetermined conditions for causing the enemy character to perform a special attack, three conditions, namely (condition 1), (condition 2) and (condition 3) given previously, are used. Figure 3As described in part (C) of , when the previously given (condition 1), (condition 2) and (condition 3) are satisfied, a special attack that is an attack that targets a friendly character and results in failure is achieved by utilizing the invincible state that occurs in association with the evasion action. However, this is not limited to this, and as in the above-mentioned embodiment, other conditions may also be used when utilizing the invincible state that occurs in association with the evasion action.

[0135] For example, similar to the above-mentioned second modification example, the above-mentioned (condition 5) may be added to the previously-mentioned (condition 1), (condition 2), and (condition 3). This is because, even in the case of utilizing the invincible state that occurs in association with the evasive action, in the case where the enemy character performs a special attack even though the enemy character and the friendly character are far from each other, there is a possibility that a sense of strangeness such as unnaturalness or lack of realism may be given to the player and the viewer of the game.

[0136] Therefore, as described above, as a predetermined condition for executing a special attack, (condition 5) given above is also used. This makes it possible to reduce the unnaturalness or lack of realism associated with the special attack even when utilizing the invincible state that occurs in association with the evasive action.

[0137] In order to realize the above-mentioned present modification, for example, Figure 4 At the timing before or after step S13 or step S14 in the above, the judgment unit 115 judges whether the (condition 5) given above is also satisfied. In the case where the (condition 5) given above is satisfied in addition to the (condition 1), (condition 2), and (condition 3) given previously, the processing in steps S15-1 and S15-2 is performed. On the other hand, in the case where the (condition 5) given above is not satisfied, the processing in step S16 is performed. This enables the present modification example to be implemented.

[0138] <Fourth Modification>

[0139] In the above embodiment, it is assumed that the friendly character and the enemy character are opposed to each other one by one. However, it is not limited to this, and the relationship between the friendly character and the enemy character that are opposed to each other can be any one of one to many, many to one, and many to many. In this case, each character can be a character operated by multiple players respectively. That is, the above embodiment can be applied to a multi-player game. In addition, some characters can be NPCs (non-player characters).

[0140] In the case where there are multiple enemy characters, all enemy characters can perform special attacks when a friendly character performs an evasive action, or only enemy characters that are in a positional relationship where the distance from the friendly character performing the evasive action is not greater than a predetermined distance can perform special attacks. In addition, in the case where there are multiple friendly characters, the special attack can be an attack that fails for all characters, or an attack that fails only for the friendly character performing the evasive action and may succeed for other friendly characters.

[0141] <Fifth Modification>

[0142] In the above-described embodiment, it is assumed that the functional block for executing the special attack execution process is implemented using a single device, namely, the information processing device 1. However, without limitation thereto, the functional block for executing the special attack execution process may be implemented through collaboration between multiple devices. For example, part of the functional block for executing the special attack execution process implemented using the information processing device 1 may be distributed to a server device, thereby implementing the functional block in the form of a client-server system. In this case, the server device may be a single server device or a combination of multiple server devices such as a cloud server.

[0143] <Other Modifications>

[0144] The embodiments and some modifications of the present invention have been described above. However, note that the present invention is not limited to the above-described embodiments and some modifications, and the present invention covers modifications, improvements, etc. within the scope that can achieve the purpose of the present invention.

[0145] Furthermore, the above-described series of processing steps may be executed by hardware or software.

[0146] In other words, Figure 2 The functional configuration shown is only an example and is not particularly limited. That is, it is sufficient to provide the information processing device 1 with functions capable of executing the above-mentioned series of processing steps as a whole, and the selection of specific functional blocks for realizing these functions is not particularly limited. Figure 2 Function blocks in the example.

[0147] Furthermore, each functional block may be implemented by hardware alone, by software alone, or by a combination of hardware and software.

[0148] The functional configuration in the embodiment is realized by using a processor that performs computational processing. The processor that can be used in the embodiment includes a processor composed of various information processing device monomers such as a single processor, a multiprocessor, or a multi-core processor, and a combination of one of these various processing devices and a processing circuit such as an ASIC (Application Specific Integrated Circuit) or an FPGA (Field Programmable Gate Array).

[0149] In the case where a series of processing steps are executed by software, a program constituting the software is installed in a computer or the like from a network or a recording medium.

[0150] The computer may be a computer embedded in dedicated hardware. Alternatively, the computer may be a computer capable of executing various functions when various programs are installed, such as a general-purpose personal computer.

[0151] The recording medium including such a program is used to provide the program to the player and is distributed separately from the main unit of the device. Figure 1 The removable medium 100 is implemented by, for example, a magnetic disk (including a floppy disk), an optical disk, or a magneto-optical disk. The optical disk is implemented by, for example, a CD-ROM (Compact Disk Read Only Memory), a DVD (Digital Versatile Disk), or a Blu-ray (registered trademark) disk. The magneto-optical disk is implemented by, for example, an MD (Mini-Disk). In addition, the recording medium provided to the player in a state of being pre-embedded in the main unit of the device is implemented by, for example, a Figure 1 ROM 12 or Figure 1 The semiconductor memory included in the storage unit 18 is implemented.

[0152] Note that in this specification, the steps of the program recorded in the recording medium may include processing that is not necessarily executed sequentially but executed in parallel or separately, as well as processing that is executed sequentially in order. In addition, the steps executed according to the program recorded in the recording medium may be executed in any order within the scope of the present invention.

[0153] {List of Reference Numerals}

[0154] 1: Information processing device

[0155] 11: CPU

[0156] 12: ROM

[0157] 13: RAM

[0158] 14: Bus

[0159] 15: Input / output interface

[0160] 16: Input unit

[0161] 17: Output unit

[0162] 18: Storage unit

[0163] 19: Communication unit

[0164] 20: Drive

[0165] 100: Removable media

[0166] 111: Game control unit

[0167] 112: Game operation control unit

[0168] 113: Output control unit

[0169] 114: Avoidance action execution unit

[0170] 115: Judgment unit

[0171] 116: Special Attack Execution Unit

[0172] 181: Game running data storage unit

[0173] 182: Parameter storage unit

Claims

1. A computer-readable medium storing an information processing program for implementing the following functions using a computer: A dodge action execution function, for causing the first character to execute a dodge action based on the player's dodge operation input; A judgment function, used to judge whether a predetermined condition is satisfied when the player inputs an avoidance operation; and a special attack execution function, for causing the second character to execute a special attack if the judgment function determines that the predetermined condition is satisfied, wherein the special attack is an attack that targets the first character and results in failure, in, The predetermined condition includes that the second character does not perform a normal attack, wherein the normal attack is an attack that targets the first character and results in a possibility of success.

2. The computer-readable medium storing an information processing program according to claim 1, wherein: When executing the evasion action, the evasion action execution function causes the first character to enter a state where the attack result of the second character is a failure, and The special attack executed by the special attack execution function is an attack executed while a state in which a result of the attack of the second character is a failure continues.

3. The computer-readable medium storing an information processing program according to claim 1 or 2, wherein: The special attack executed by the special attack execution function is an attack executed in a positional relationship where the special attack of the second character does not hit the first character.

4. A computer-readable medium storing an information processing program according to claim 1 or 2, wherein the information processing program also utilizes the computer to implement a display control function, wherein the display control function is used to perform control so that the image presentation associated with the execution of the evasive action of the evasive action execution function and the image presentation associated with the execution of the special attack of the special attack execution function are displayed simultaneously on the display medium.

5. The computer-readable medium storing an information processing program according to claim 4, wherein: The display control function performs control so that an image presentation in which the image presentation of the normal attack is partially omitted is displayed on the display medium as an image presentation associated with execution of the special attack.

6. The computer-readable medium storing an information processing program according to claim 1 or 2, wherein: The evasive action execution function is capable of selecting one of a plurality of modes of evasive actions and executing the evasive action of the selected mode, and The determination function includes the following condition in the predetermined condition: the evasive action execution function has selected a predetermined pattern of evasive actions from among the plurality of patterns of evasive actions and has executed the predetermined pattern of evasive actions.

7. The computer-readable medium storing an information processing program according to claim 6, wherein: The determination function regards a dodging action of a pattern in which the first character moves in a direction away from the second character as a result of execution of the dodging action by the first character as the predetermined pattern of dodging action.

8. The computer-readable medium storing an information processing program according to claim 1 or 2, wherein: The judgment function includes the following condition in the predetermined condition: when the first character performs an evasive action, the second character is in a state capable of attacking.

9. An information processing method, which is executed by a computer, the information processing method comprising: A dodge action execution step, for causing the first character to execute the dodge action based on the dodge operation input of the player; A determination step, for determining whether a predetermined condition is satisfied when the player inputs an avoidance operation; as well as a special attack execution step, for causing the second character to execute a special attack if it is determined in the determination step that the predetermined condition is satisfied, wherein the special attack is an attack that targets the first character and results in failure, The predetermined condition includes that the second character does not perform a normal attack, wherein the normal attack is an attack that targets the first character and has a possibility of success.

10. An information processing device, which uses a computer to implement the following components: A dodge action execution component, used to make the first character perform a dodge action based on the input of the dodge operation of the player; A judging component, used for judging whether a predetermined condition is satisfied when the player inputs an avoidance operation; and a special attack execution component, configured to cause the second character to execute a special attack if the judgment component determines that the predetermined condition is satisfied, wherein the special attack is an attack that targets the first character and results in failure, in, The predetermined condition includes that the second character does not perform a normal attack, wherein the normal attack is an attack that targets the first character and results in a possibility of success.

11. A computer program product comprising computer program instructions, which implement the information processing method of claim 9 when executed by one or more processors.

Citation Information

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