Information processing program, information processing method, and information processing system

By setting multiple sub-objects in the game screen and performing attack movements in sequence, the problem of reduced motivation when players choose the same character is solved, and the game motivation and experience is improved.

CN119317470APending Publication Date: 2025-01-14CYGAMES INC
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Patent Information

Application Number
CN202380045056.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2022-06-08
Filing Date
2023-05-22
Publication Date
2025-01-14

AI Technical Summary

Technical Problem

When the player selects the same character, the display appearance of the game screen remains unchanged, resulting in a decrease in player motivation.

Method used

By setting multiple sub-objects in the game screen and performing attack movements in pre-set order according to the player's attack operations, the display appearance of sub-objects is updated and the game motivation is improved.

Benefits of technology

Improves players' motivation in the game, enhancing the game experience through diverse sub-objects and attack movements.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

An information processing program instructs a computer to execute: a process for setting a plurality of sub-objects to be displayed together with a main object in a game screen on the basis of a setting operation by a player; a processing for executing, on the basis of an attack operation by a player, an attack motion specified for each of the plurality of sub-objects displayed in the game screen, the attack motion being executed in a preset order; a process for updating display information corresponding to a display appearance of the sub-object in a case where a specific condition is satisfied; and a process for displaying the sub-object in the game screen in a display appearance based on the display information.
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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 system. Background Art

[0002] Action games in which a character performs an attacking motion when a player inputs an attacking operation are known. For example, Patent Document 1 discloses a game in which a combination attack occurs when attacking operations are continuously input within a specific time period. According to this game, different combination attacks occur depending on the pattern of the input attacking operations.

[0003] Prior art literature

[0004] Patent Literature

[0005] Patent Document 1: Japanese Patent 6902461 Summary of the invention

[0006] Problem that the invention aims to solve

[0007] Action games are known in which players can select objects such as characters to be operated by the players and equipment of the characters. The problem to be solved is that when the player selects the same object every time the player plays the game, the display appearance of the game screen remains unchanged and the player's motivation to play the game decreases.

[0008] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can increase a player's motivation to play a game.

[0009] Solutions for solving problems

[0010] To solve the above problem, the information processing program instructs the computer to execute:

[0011] A process for setting a plurality of sub-objects to be displayed together with a main object in a game screen based on a setting operation of a player;

[0012] Processing for executing attack movements respectively designated for a plurality of said sub-objects displayed in said game screen based on an attack operation of a player, said attack movements being executed in a preset order;

[0013] processing for updating display information corresponding to the display appearance of the secondary object when a specific condition is satisfied; and

[0014] A process for displaying the sub-object in the game screen with a display appearance based on the display information.

[0015] The process for executing the attack motion may involve:

[0016] In the case where a next attack operation is input within a specific time after one of the attack operations is input, the attack motions are executed in the preset order.

[0017] In addition, the setting operation may include an automatic setting operation, and

[0018] The process for setting the secondary object may involve:

[0019] Based on the input of the automatic setting operation, the plurality of sub-objects are selected and set according to a specific algorithm.

[0020] In order to solve the above problems, the information processing method can be executed by at least one computer.

[0021] Wherein, the computer executes:

[0022] A process for setting a plurality of sub-objects to be displayed together with a main object in a game screen based on a setting operation of a player;

[0023] Processing for executing attack movements respectively designated for a plurality of said sub-objects displayed in said game screen based on an attack operation of a player, said attack movements being executed in a preset order;

[0024] processing for updating display information corresponding to the display appearance of the secondary object when a specific condition is satisfied; and

[0025] A process for displaying the sub-object in the game screen with a display appearance based on the display information.

[0026] In order to solve the above problems, an information processing system includes at least one computer,

[0027] Wherein, the computer executes:

[0028] A process for setting a plurality of sub-objects to be displayed together with a main object in a game screen based on a setting operation of a player;

[0029] Processing for executing attack movements respectively designated for a plurality of said sub-objects displayed in said game screen based on an attack operation of a player, said attack movements being executed in a preset order;

[0030] processing for updating display information corresponding to the display appearance of the secondary object when a specific condition is satisfied; and

[0031] A process for displaying the sub-object in the game screen with a display appearance based on the display information.

[0032] Effects of the Invention

[0033] According to the present invention, the player's motivation to play the game can be improved. BRIEF DESCRIPTION OF THE DRAWINGS

[0034] Figure 1 is a diagram illustrating a schematic configuration of an information processing system.

[0035] Figure 2A This is a diagram illustrating the hardware configuration of a player terminal. Figure 2B This is a diagram illustrating the hardware configuration of a server.

[0036] Figure 3 is a diagram illustrating an example of a simulation controller.

[0037] Figure 4 This is a diagram illustrating an example of a game screen.

[0038] Figure 5A This is the first diagram illustrating the attacking movement of the secondary character. Figure 5B This is the second figure illustrating the attacking movement of the sub-character.

[0039] Fig. 6A This is the third figure illustrating the attacking movement of the sub-character. Figure 6B This is the fourth figure illustrating the attacking movement of the sub-character.

[0040] Fig. 7A is a diagram illustrating a game screen that appears when a boss stage is cleared, and Figure 7B This is a diagram illustrating a game screen that appears when acquiring sub-character candidates.

[0041] Figure 8 It is the table of secondary characters.

[0042] Fig. 9A This is the first diagram illustrating an organization screen. Fig. 9B This is a second diagram illustrating an organization screen.

[0043] Fig.10 It is a table of the first setting information.

[0044] Fig.11 It is a table that groups setting information.

[0045] Fig. 12A 1 is a first diagram illustrating an example of sub-character candidate selection processing performed by the automatic organization function. Fig. 12B 2 is a second diagram illustrating an example of sub-character candidate selection processing performed by the automatic organization function. Fig. 12C 3 is a third diagram illustrating an example of sub-character candidate selection processing performed by the automatic organization function.

[0046] Fig.13Ais a fourth diagram illustrating an example of sub-character candidate selection processing performed by the automatic organization function. Fig. 13B is a fifth diagram illustrating an example of sub-character candidate selection processing performed by the automatic organization function. Fig. 13C is a sixth diagram illustrating an example of sub-character candidate selection processing performed by the automatic organization function.

[0047] Fig.14 This is a diagram illustrating the structure of a memory in a player terminal and its function as a computer.

[0048] Fig.15 is a flowchart illustrating the preparation process.

[0049] Fig.16 is a flow chart illustrating the automatic organization process.

[0050] Fig.17 This is a flowchart illustrating in-game processing.

[0051] Fig.18 is a flowchart illustrating the operation input process.

[0052] Fig.19 This is a flowchart illustrating the enemy character control process.

[0053] Fig. 20 This is a flowchart illustrating the hit determination process. DETAILED DESCRIPTION

[0054] One aspect of an embodiment of the present invention will now be described in detail with reference to the accompanying drawings. The numbers and the like indicated in the embodiments are merely examples provided to facilitate understanding, and unless otherwise specified, do not limit the present invention. Note that in this specification and the accompanying drawings, elements having substantially the same function and structure are represented by the same reference numerals to omit repeated descriptions, and elements not directly related to the present invention are not illustrated.

[0055] (Overall Structure of Information Processing System S)

[0056] Figure 1 1 is a diagram illustrating a schematic structure of an information processing system S. The information processing system S is a so-called client-server system including a player terminal 1 serving as a client (that is, a game terminal), a server 1000, and a communication network N having a communication base station Na.

[0057] In the information processing system S of the present embodiment, the player terminal 1 functions as a game device G. The player terminal 1 acquires and holds a program or the like required for playing the game from the server 1000, for example. Alternatively, the player terminal 1 and the server 1000 may each be assigned a task of controlling the progress of the game, so that the game can progress through the cooperation of the player terminal 1 and the server 1000. In this case, the player terminal 1 and the server 1000 function as the game device G.

[0058] The player terminal 1 can establish communication with the server 1000 through the communication network N. The player terminal 1 widely includes an electronic device that can be communicatively connected to the server 1000 in a wireless or wired manner. Examples of the player terminal 1 include a smart phone, a cellular phone, a tablet device, a personal computer, and a dedicated game console. In this embodiment, an example using a dedicated game console as the player terminal 1 will be described.

[0059] The server 1000 is communicatively connected to a plurality of player terminals 1. The server 1000 accumulates various information for each player playing the game. In addition, the server 1000 performs processing such as updating the accumulated information and downloading images and various information to the player terminal 1 based on operations input through the player terminal 1.

[0060] The communication base station Na is connected to the communication network N and wirelessly exchanges information with the player terminal 1. The communication network N is composed of a cellular phone network, an Internet network, a local area network (LAN), a dedicated line, etc., and realizes wireless or wired communication connection between the player terminal 1 and the server 1000.

[0061] (Hardware Structure of Player Terminal 1 and Server 1000)

[0062] Figure 2A 2 is a diagram illustrating a hardware configuration of the player terminal 1 . Figure 2B 1 is a diagram illustrating a hardware configuration of the server 1000. Figure 2A As illustrated, the player terminal 1 includes a central processing unit (CPU) 10 , a memory 12 , a bus 14 , an I / O interface 16 , a storage unit 18 , a communication unit 20 , an input unit 22 , and an output unit 24 .

[0063] like Figure 2B As illustrated, server 1000 includes a CPU 1010 , a memory 1012 , a bus 1014 , an I / O interface 1016 , a storage unit 1018 , a communication unit 1020 , an input unit 1022 , and an output unit 1024 .

[0064] The structures and functions of the CPU 1010, memory 1012, bus 1014, I / O interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as the structures and functions of the CPU 10, memory 12, bus 14, I / O interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, in the following description, the hardware structure of the player terminal 1 is described, and the description of the server 1000 is omitted.

[0065] The CPU 10 runs the program stored in the memory 12 and controls the progress of the game. The memory 12 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 12 is connected to the CPU 10 via a bus 14.

[0066] An I / O interface 16 is connected to the bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the I / O interface 16.

[0067] The storage unit 18 is constituted by a semiconductor memory such as a dynamic random access memory (DRAM) and stores various programs and data. In the player terminal 1, the CPU 10 loads the programs and data stored in the storage unit 18 onto the memory 12 (RAM).

[0068] The communication unit 20 is wirelessly communicatively connected to the communication base station Na, and exchanges information such as various data and programs with the server 1000 via the communication network N. The player terminal 1 receives programs and the like from the server 1000 and stores them in the memory 12 or the storage unit 18 .

[0069] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, an arrow key, or an analog controller through which the player's operation is input (accepted). Alternatively, the input unit 22 may be a dedicated controller installed in the player terminal 1 or connected (externally attached) to the player terminal 1. In addition, the input unit 22 may be composed of an acceleration sensor for detecting the tilt and movement of the player terminal 1 or a microphone for detecting the player's voice. In other words, the input unit 22 may include a variety of devices through which the player's intention can be input in a recognizable manner.

[0070] The output unit 24 includes a display device and a speaker. Alternatively, the output unit 24 may be a device connected (externally attached) to the player terminal 1. In the present embodiment, the player terminal 1 is equipped with a display 26 as the output unit 24 and an analog controller 30 connected to the player terminal 1 as the input unit 22.

[0071] Figure 3 3 is a diagram illustrating an example of the analog controller 30. The analog controller 30 has a controller body 30a. The controller body 30a is shaped so that the player can grasp the controller body 30a with both hands. In the controller body 30a, a left button 32a, an upper button 32b, a right button 32c, and a lower button 32d are provided. The left button 32a, the upper button 32b, the right button 32c, and the lower button 32d are positioned so that the player who grasps the controller body 30a can press these buttons with the thumb of the player's right hand.

[0072] In addition, the controller body 30a is equipped with a tilt operation unit 34. The tilt operation unit 34 is a so-called analog stick that protrudes from the body 30a and can be tilted in all directions of 360°. The tilt operation unit 34 is positioned so that a player who grasps the controller body 30a can perform a tilt operation with the player's left thumb.

[0073] In addition, the controller body 30a is also equipped with a side button 36. The side button 36 is positioned so that the player who grasps the controller body 30a can press the button with the player's right index finger. Although the controller body 30a is further equipped with other operating units, the description of these other operating units is omitted here.

[0074] (Game Content)

[0075] Next, a game provided by the information processing system S and the game device G of the present embodiment is described. In the present embodiment, an action role-playing game is provided. The player operates a main character and plays the game to clear a plurality of stages one by one.

[0076] In the present embodiment, there are fifty stages, for example, from stage 1 to stage 50. The player must clear the stages one by one from stage 1. The player can play the stages of the next stage by clearing the stages of the previous stage.

[0077] In this embodiment, there are stages that provide one type of level and stages that provide multiple types of levels. In the stage that provides only one type of level, the player needs to always clear the same level. In contrast, in the stage that provides multiple types of levels, the level that the player wants to play is determined by lottery. The multiple types of levels set for the same stage are different from each other in the fields where the main character can move around, the enemy characters that appear, etc.

[0078] Here, the levels are roughly divided into normal levels and boss levels. In normal levels, enemy characters are assigned. The player needs to make the player's main character reach the goal set for each normal level by defeating the enemy characters. When the main character reaches the goal, the level is cleared and the player can play the next stage of the level.

[0079] The boss level is set to appear every five stages, for example. In addition, in the present embodiment, there is only one type of boss level set for one stage. In the boss level, a boss character is assigned as an enemy character. The boss character is set to be stronger than the enemy character assigned in the normal level. When the boss character is defeated, the boss level is cleared.

[0080] Although both normal levels and boss levels are provided here, only one may be provided alternatively. In addition, although a stage of selecting a level from a plurality of levels by lottery is provided here, only one level may be provided alternatively for one stage at all times.

[0081] In each level, the player can obtain rewards such as items. In addition, the player can obtain experience points by defeating enemy characters or clearing levels. The level of the main character is improved by obtaining experience points. As the level is improved, various parameters of the main character (in other words, combat power value) increase. Here, it is noted that the acquisition of experience points is not the only way to improve the level. For example, the level can be improved by obtaining items in the level. In addition, the level can be improved by obtaining both experience points and items. Examples of parameters set for the main character include health (HP), attack power and defense power. The combat power value of the main character is calculated by using these parameters.

[0082] Figure 4 This is a diagram illustrating an example of a game screen. Figure 4 A game screen of a boss level is illustrated. In the boss level, a boss character 50 is displayed in a 2D game screen. The boss character 50 is different for each boss level. The movement of the boss character 50 is computer-controlled. In addition, HP is set as a parameter for the boss character 50. A boss character HP bar 52 is displayed in the upper part of the game screen. The boss character HP bar 52 visually indicates the ratio of the current remaining HP relative to the maximum value of the HP of the boss character 50.

[0083] In each level, a main character 60 is displayed in the game screen. As described above, the main character 60 is a character to be operated by the player. The player can make the main character 60 perform various movements by inputting operations to the simulation controller 30. HP is set as a parameter for the main character 60. A main character HP bar 62 is displayed in the lower left part of the game screen. The main character HP bar 62 visually indicates the ratio of the current remaining HP to the maximum value of the HP of the main character 60. Although detailed description is omitted, as the level of the main character 60 is increased, the maximum value of HP increases.

[0084] In the present embodiment, one character is provided that can be set as the main character 60. Thus, the main character 60 to be operated by the player is always the same. Alternatively, the player can select a character from a plurality of main character candidates and set the selected character as the main character 60. On the left side of the main character HP bar 62, a main character icon 64 corresponding to the main character 60 and a fever meter 66 are displayed.

[0085] The frenzy meter 66 visually indicates the ratio of the current value of the frenzy point to the maximum value of the frenzy point. The frenzy point is a parameter set for the main character 60, and rises when a specific condition is met. Here, causing damage to the boss character 50 is set as a specific condition. The frenzy point is given according to the damage caused to the boss character 50 (in other words, the reduction of the HP of the boss character 50).

[0086] The specific conditions for increasing the frenzy point are not limited thereto. For example, the frenzy point may increase whenever a specific time period has passed. Alternatively, for example, the specific conditions for increasing the frenzy point may be when the main character 60 is injured, when an enemy character other than the boss character 50 is injured, when a specific enemy character including the boss character 50 is defeated, when an item is used, etc.

[0087] Once the fever point reaches the maximum value, a fever stock is given, and the fever point is reset to the initial value. The main character 60 can retain up to two fever stocks at the same time. For example, suppose there are 0 fever stocks and the fever point reaches the maximum value. In such a case, one fever stock is given, and the fever point is reset to the initial value at the same time. Subsequently, when the fever point reaches the maximum value again, a second fever stock is given, and the fever point is reset to the initial value. In a state where two fever stocks are retained, no more fever points are given. In other words, the specific condition for causing the fever point to rise includes that the main character 60 retains less than two fever stocks.

[0088] In addition, when a specific launch operation is input in a state where one or two frenzy reserves are retained, one frenzy reserve is consumed and the frenzy mode is started. During the frenzy mode, the main character 60 transforms into a special character. In a state where the main character 60 transforms into a special character, the main character 60 can no longer be harmed by the enemy character, and the HP of the main character 60 does not decrease. In addition, an attack motion is set for the special character, and when an attack operation is input, a specific attack motion is executed. By executing the attack motion, damage can be caused to the boss character 50.

[0089] Here, during the frenzy mode, an image corresponding to the special character may be displayed in the main character icon 64. In addition, an end condition is set for the frenzy mode. When the end condition is satisfied, the frenzy mode ends, and the special character returns to the main character 60. Here, the passage of a preset duration period is set as the end condition, and when the duration period has passed, the frenzy mode ends.

[0090] In addition, a sub-character 70 is displayed in the game screen. The sub-character 70 is displayed in the game screen together with the main character 60. For example, when the main character 60 moves, the sub-character 70 also moves as if chasing the main character 60. There are a plurality of types of characters (that is, sub-character candidates) that can be set as the sub-character 70.

[0091] The player can reserve the secondary character candidates by clearing a specific level. Alternatively, for example, the player can reserve the secondary character candidates during the play of a specific level. Still alternatively, the player can purchase the secondary character candidates by consuming in-game currency or items. The player can set up to five secondary characters 70 from the secondary character candidates reserved by the player.

[0092] Specifically, the player can set the first sub-character 70a, the second sub-character 70b, the third sub-character 70c, the fourth sub-character 70d, and the fifth sub-character 70e as the sub-characters 70. Each sub-character 70 (sub-character candidate) is associated with a display appearance in the game screen, an attack movement, various parameters such as attack power, and a character skill.

[0093] Although the details are described below, in the present embodiment, the main character 60 itself does not perform the attack movement, but the sub-character 70 performs the attack movement. However, unlike the main character 60, the sub-character 70 does not have a set HP parameter. Thus, the enemy character cannot cause damage to the sub-character 70. In addition, the target of the hit determination of whether the attack from the enemy character hits the character is only the main character 60. In other words, the sub-character 70 is not the target of the hit determination of the attack from the enemy character.

[0094] Although not illustrated in the drawings, at the start of the frenzy mode, an animation is displayed in which the main character 60 absorbs the sub-character 70 and transforms into a special character. Thus, during the frenzy mode, that is, when the special character is being displayed, the sub-character 70 is not displayed. At the end of the frenzy mode, as the special character returns to the main character 60, all the sub-characters 70 reappear.

[0095] Alternatively, the display appearance of the special character may be changed according to the set sub-character 70. Still alternatively, the performance of the special character may be changed according to the set sub-character 70. Examples of the performance of the special character include attack movement (that is, attack animation), and various parameters such as attack power.

[0096] In addition, the sub-character icons 72 are displayed in the lower part of the game screen. The sub-character icons 72 include a first sub-character icon 72a, a second sub-character icon 72b, a third sub-character icon 72c, a fourth sub-character icon 72d, and a fifth sub-character icon 72e. The first sub-character icon 72a, the second sub-character icon 72b, the third sub-character icon 72c, the fourth sub-character icon 72d, and the fifth sub-character icon 72e correspond to the first sub-character 70a, the second sub-character 70b, the third sub-character 70c, the fourth sub-character 70d, and the fifth sub-character 70e, respectively. In the sub-character icons 72, the corresponding sub-characters 70 are indicated in a recognizable manner.

[0097] In addition, the player can set a special skill. Specifically, the player can set a character skill associated with a secondary character candidate retained by the player as a special skill. The player can set up to two special skills. Examples of character skills associated with secondary character candidates include an attack skill that causes significant damage to an enemy character and a recovery skill that restores 60 HP of the main character.

[0098] Two special skill icons 74 are displayed in the lower right part of the game screen. In the special skill icon 74, an image corresponding to a sub-character candidate having the character skill set by the player is displayed. In addition, a skill meter 76 is displayed above each of the two special skill icons 74.

[0099] The skill meter 76 visually indicates the ratio of the current value of the skill point to the maximum value. The skill point is a parameter set for the main character 60, and rises when a specific condition is met. Here, causing damage to the boss character 50 is set as a specific condition. The skill point is given according to the damage caused to the boss character 50 (in other words, the reduction of the HP of the boss character 50).

[0100] The specific conditions for increasing skill points are not limited thereto. For example, skill points may increase every time a specific time period passes. Alternatively, for example, the specific conditions set for increasing skill points may be when the main character 60 is injured, when an enemy character other than the boss character 50 is injured, when a specific enemy character including the boss character 50 is defeated, when an item is used, etc. The specific conditions for increasing skill points and the rate of increase of skill points are different for each character skill.

[0101] When the skill points reach the maximum value, the skill activation condition is met. When the skill activation condition is met, the special skill becomes available. When the skill activation condition is met, the player can selectively activate two special skills by inputting the skill activation operation. Once the special skill is activated, the skill point corresponding to the activated special skill is updated to the initial value.

[0102] In this embodiment, the state of the game is roughly divided into in-game and out-game. In-game means the state of playing ordinary levels and boss levels. On the other hand, out-game means that the player can purchase items, sub-character candidates, etc. used in the in-game and is not in the state of playing ordinary levels or boss levels. When the player switches to the in-game, the player can use the items purchased in the out-game or set the sub-character 70 and special skills. In addition, during the in-game, the player can change or add the sub-character 70.

[0103] During the out-of-game, the player can set up the secondary character 70 and special skills. Alternatively, in the out-of-game, the setting and purchase of the secondary character 70 and special skills can be prohibited. In such a case, the secondary character 70 and special skills can be set up and purchased only during the in-game.

[0104] Here, when the transition from the in-game to the out-game occurs, the retained secondary character candidates are basically lost. In other words, the secondary character candidates purchased in the out-game can only be used during the next in-game. Alternatively, the purchased secondary character candidates and the secondary character candidates obtained in the in-game can be repeatedly used during the in-game. Similarly, an item can be used during only one in-game or can be repeatedly used during the in-game.

[0105] Figure 5A This is the first diagram illustrating the attacking movement of the sub-character 70 . Figure 5B This is a second diagram illustrating the attacking movement of the sub-character 70 . Fig. 6A This is the third diagram illustrating the attacking movement of the sub-character 70 . Figure 6B2 is a fourth diagram illustrating the attacking motion of the sub-character 70. When the player inputs an attacking operation, the sub-character 70 performs the attacking motion. Here, in response to one input of the attacking operation, one of the sub-characters 70 performs the attacking motion.

[0106] like Figure 5A As illustrated, the characters are arranged in the following manner: the main character 60 is at the beginning, followed by the first sub-character 70a, the second sub-character 70b, the third sub-character 70c, the fourth sub-character 70d, and the fifth sub-character 70e. Here, the attack motion is performed in the order of the first sub-character 70a, the second sub-character 70b, the third sub-character 70c, the fourth sub-character 70d, and the fifth sub-character 70e. In other words, here, the order in which the sub-characters 70 are arranged is consistent with the order in which the attack motion is performed. Alternatively, the execution order of the attack motion can be randomly set regardless of the order of arrangement.

[0107] For example, suppose that an attack operation is input and the attack movement of the first secondary character 70a is executed. Figure 5A As shown in the example, the attack animation of the first secondary character 70a attacking the enemy character is displayed. A successful attack movement causes damage to the enemy character. When the damage is caused to the enemy character, Figure 5B As shown, the number of hits is displayed (in Figure 5B ), which is indicated as "1 hit") (which is the number of times damage was caused), and the total value of the damage caused (in Figure 5B , indicated as "24 total damage").

[0108] In addition, while the attack animation of the first sub-character 70a is being displayed, the second to fifth sub-characters 70b to 70e move closer to the main character 60. When this happens, the first sub-character icon 72a disappears, and the second to fifth sub-character icons 70b to 70e shift to the left.

[0109] Here, during the period from when the attack operation of the first secondary character 70a is input until the attack animation of the first secondary character 70a ends, an invalid period and a combination acceptance period are set. The invalid period is a period starting from when the attack operation of the first secondary character 70a is input and lasting until the first time period has passed. During this invalid period, the next attack operation is invalid. In other words, even when the attack operation is input during the invalid period, the attack movement does not start.

[0110] In contrast, the combination acceptance period is a period that lasts until the attack animation ends after the first time period has passed. During this combination acceptance period, the next attack operation is valid. For example, it is assumed that the next attack operation is not input during the period starting from the input of the attack operation of the first secondary character 70a and lasting until the attack animation of the first secondary character 70a ends. In such a case, a specific standby period is set after the attack animation (that is, the attack movement) of the first secondary character 70a ends. After the standby period has passed, the first secondary character 70a returns to the game screen. Here, the first secondary character 70a to the fifth secondary character 70e are arranged as before the input of the attack operation.

[0111] With the return of the first sub-character 70a, the first to fifth sub-character icons 70a to 70e are displayed as before the input of the attack operation. When the attack operation is input again after the first sub-character 70a returns to the game screen, the attack animation of the first sub-character 70a runs in the same manner as described above.

[0112] On the other hand, suppose that the next attack operation is input during the combination acceptance period before the attack animation of the first sub-character 70a ends. In this case, before the attack movement of the first sub-character 70a ends, the attack movement of the second sub-character 70b starts. Specifically, Fig. 6A As illustrated, the attack animation of the second sub-character 70b attacking the enemy character is displayed. Here, although not illustrated in the figure, when the display of the attack animation of the second sub-character 70b starts, the attack animation of the first sub-character 70a is being displayed. In addition, the attack movement set for the sub-character 70 is an attack movement that can cause only one damage in one attack movement or an attack movement that can cause multiple damages. In the case of causing multiple damages in one attack movement, the number of times the damage is caused is accumulated as the number of hits, and the accumulated number of hits is displayed.

[0113] Here, when an attack operation is input during the combination acceptance period, the combination effective state occurs. In other words, when multiple sub-characters 70 perform attacks in sequence at intervals within a specific time period, the combination effective state occurs. In the combination effective state, for example, the damage caused to the enemy character is enhanced. In addition, in the combination effective state, the attack movement across multiple sub-characters 70 accumulates the total value of the number of hits and damage.

[0114] While the attack animation of the second sub-character 70b is being displayed, the third to fifth sub-characters 70c to 70e move closer to the main character 60. At this time, the second sub-character icon 72b is removed, and the third to fifth sub-character icons 72c to 72e are offset to the left.

[0115] Also during the attack movement of the second sub-character 70b, an invalid period and a combination acceptance period are set. When the next attack operation is input during the combination acceptance period, as described above, the combination valid state continues, and during the attack movement of the second sub-character 70b, the attack movement of the third sub-character 70c starts.

[0116] In this way, the player can maintain the combination effective state by inputting the next attack operation during the combination acceptance period. Here, the combination effective state lasts at most until the attack movement of the fifth sub-character 70e ends. Therefore, during the attack movement of the fifth sub-character 70e, the combination acceptance period is not set, and only the invalid period is set. As a result, as soon as the attack movement of the fifth sub-character 70e ends, the combination effective state ends.

[0117] After the attack motion of the fifth sub-character 70e is executed, the fifth sub-character 70e is removed from the game screen, and as a result, all the sub-characters 70 and the sub-character icons 72 are removed from the display. After a certain standby period has passed after all the sub-characters 70 and the sub-character icons 72 have disappeared, the characters are arranged in the following manner: the main character 60 is at the beginning, followed by the first sub-character 70a, the second sub-character 70b, the third sub-character 70c, the fourth sub-character 70d, and the fifth sub-character 70e in sequence. As a result, the player can restart the attack motion in order from the first sub-character 70a.

[0118] Thus, in the present embodiment, the combination valid state is created by inputting the attack operation during the combination acceptance period. By continuing the combination valid state, the attack movement can be performed in order from the first sub-character 70a to the fifth sub-character 70e.

[0119] On the other hand, when no attack operation is input during the combination acceptance period, the combination effective state ends when the attack motion currently being executed ends. In such a case, the sub-character 70 that has executed the attack motion returns to the game screen after the standby period. At this stage, the sub-characters 70 present the initial arrangement state, and the attack motion is executed again from the first sub-character 70a.

[0120] In the combination effective state, the attacking motions of the plurality of sub-characters 70 are executed in parallel. Thus, by maintaining the combination effective state, the time taken to execute the plurality of attacking motions is shortened. In other words, by maintaining the combination effective state, more attacking motions can be executed within a specific time period, and the game can progress in a manner favorable to the player.

[0121] When the HP of the secondary character 70 is reduced to zero, the boss stage is cleared. By clearing the boss stage, the player is given a reward. The reward given here includes the secondary character candidates.

[0122] Fig. 7A is a diagram illustrating a game screen that appears when a boss stage is cleared, and Figure 7B 2 is a diagram illustrating a game screen that appears when acquiring a candidate for a secondary character. When a boss level is cleared, a reward to be given to the player is determined. Note that in a boss level, a reward selected by lottery may be given, or a reward pre-set for each boss level may be given. Fig. 7A As shown in the example, when a boss stage is cleared, a reward icon 80 is displayed on the game screen. The reward icon 80 displays an image that allows identification of the content of the reward.

[0123] Fig. 7A The case where a sub-character candidate is given as a reward is exemplified. Therefore, an image corresponding to the sub-character candidate is displayed in the reward icon 80. Even in the state where the reward icon 80 is being displayed, the player can move the main character 60. Figure 7B As illustrated, when the player inputs a move operation and the main character 60 thereby moves in a manner closer to the reward icon 80 , a reward detail image 82 and an operation guide 84 appear.

[0124] The reward details image 82 is an image illustrating the content of the reward. Here, the image, name, combat power value and evolution level (described later) of the secondary character candidate are displayed in the reward details image 82. The operation guide 84 indicates the operation related to the acquisition of the reward. The player can choose whether to acquire and keep the reward or not. The player can acquire and keep the reward by pressing the side button 36 once when the main character 60 is close to the reward icon 80.

[0125] In the case where the reward is a sub-character candidate, the player can acquire and retain the sub-character candidate, and activate the automatic organization function of the sub-character 70. When the player long-presses the side button 36 in a state where the main character 60 is close to the reward icon 80, the reward is acquired and retained, and in addition, the automatic organization function is activated. The automatic organization function is a function that sets the sub-character 70 to what is considered to be the optimal combination and sequence from the sub-character candidates retained by the player. In the operation guide 84, the operation for acquiring and retaining the reward without activating the automatic organization function and the operation for acquiring and retaining the reward and activating the automatic organization function are displayed in a recognizable manner. The automatic organization function of the sub-character 70 is described in detail below.

[0126] Figure 8 This is a table of 70 secondary characters. Figure 8 , a part of the secondary role candidates that can be set as the secondary role 70 is illustrated. Figure 8 As shown, each secondary character candidate is associated with a character ID, attribute, attack movement, character skill, and evolution level. Figure 8Various information other than the information shown is further associated with each sub-character candidate.

[0127] The character ID is information for identifying the type of the sub-character candidate. The attribute is a characteristic of the sub-character candidate, and is also used as information for classifying the sub-character candidates. Here, each sub-character candidate is classified into one of the four attributes of "fire", "wind", "ice" and "none". Like the sub-character candidates, enemy characters can also be associated with attributes. In such a case, how the game unfolds advantageously (such as causing greater damage, etc.) changes depending on the combination of the attributes of the sub-character 70 and the attributes of the enemy character. In the case where the attributes of the enemy characters that appear are different for each level, the optimal organization of the sub-characters 70 is different. Therefore, strategic considerations are required when organizing the sub-characters 70, and this makes the game more interesting.

[0128] Each sub-character candidate is associated with one attack motion and one character skill. Alternatively, there may be a sub-character candidate associated with multiple attack motions or a sub-character candidate associated with multiple character skills. When an attack operation is input in the state set for the sub-character 70, the attack motion associated with the sub-character candidate is executed. In addition, the character skill associated with the sub-character candidate can be set to the special skill mentioned above.

[0129] Here, each attack motion has different attack animation and attack force. In addition, for each attack motion, a motion time (which is the time taken for the attack motion to end) is set. The attack motion includes attack motions with different motion times. In addition, as described above, during the attack motion, an invalid period and a combination acceptance period are set. The attack motion includes attack motions with different lengths of invalid periods (that is, the length of time when the attack operation is invalid) and / or different lengths of combination acceptance periods.

[0130] Each secondary character candidate is associated with a combat power value for each evolution level. As the game progresses, the player can increase the evolution level by evolving the secondary character 70. The evolution level is increased by using items obtained in each level. For example, it is assumed that the player clears the boss level and obtains and retains the secondary character candidate as a reward. Here, the evolution level is pre-set for the obtained secondary character candidate. The player obtains a secondary character candidate of evolution level 1 in some cases, and obtains a secondary character candidate of evolution level 3 in other cases.

[0131] The maximum value of the evolution level for the sub-character candidate is 3. Therefore, when the evolution level of the sub-character candidate is 1 or 2, the player can increase the evolution level of the sub-character candidate by using an item, etc. Here, the player can increase the evolution level of the sub-character candidate set as the sub-character 70 or the sub-character candidate not set as the sub-character 70.

[0132] The conditions for increasing the evolution level are not limited to the use of items. For example, in the case where a newly acquired secondary character candidate is the same secondary character candidate as a secondary character candidate that the player has reserved, the evolution level of the new secondary character candidate can be increased. Specifically, suppose that the player reserves a secondary character candidate of evolution level 1. In this case, when the same secondary character candidate is newly acquired, the number of the secondary character candidates retained is 2. Then, the evolution level of these two secondary character candidates is increased to level 2.

[0133] The combat power value is a parameter determined based on, for example, the rarity of the secondary character candidate, the attack power, information used in the hit determination, etc. Here, the combat power value is set to increase as the evolution level increases.

[0134] In addition, a display appearance corresponding to each evolution level is set for the secondary character candidate. In other words, as the evolution level increases, the display appearance of the secondary character 70 displayed in the game screen changes. Note that the attack animation displayed when executing the attack movement is the same regardless of the evolution level. Alternatively, the attack animation may change according to the evolution level.

[0135] Regardless of the evolution level, the operation required to perform the attack movement is the same. In other words, regardless of the evolution level, the player can perform the attack movement through the same attack operation. That is, although the display appearance changes as the evolution level increases, the attack operation for performing the attack movement remains unchanged. Therefore, the player is not required to perform cumbersome operations, and the game can become more interesting due to the diversification of the display appearance.

[0136] Fig. 9A This is the first diagram illustrating an organization screen. Fig. 9B 70. As described above, the player can organize the sub-character 70 during the in-game and out-game. When a specific operation is input during the in-game and out-game, Fig. 9A The illustrated organization screen appears on the display 26 .

[0137] A reservation icon 90 corresponding to the sub-character candidate reserved by the player is displayed in the upper part of the organization screen. In other words, a list of the sub-character candidates reserved by the player is displayed in the organization screen. Note that information related to the combat power value and the attack movement can be displayed in the reservation icon 90. For example, a still image or a movie clip indicating an attack animation can be displayed as information related to the attack movement.

[0138] In addition, a first sub-character setting box 92a, a second sub-character setting box 92b, a third sub-character setting box 92c, a fourth sub-character setting box 92d, a fifth sub-character setting box 92e, a first special skill setting box 94a and a second special skill setting box 94b are displayed in the lower part of the organization screen.

[0139] The first to fifth sub-role setting boxes 92a to 92e correspond to the first to fifth sub-roles 70a to 70e, respectively. In short, the sub-role candidates set in the first sub-role setting box 92a become the first sub-role 70a, and the sub-role candidates set in the second to fifth sub-role setting boxes 92b to 92e become the second to fifth sub-roles 70b to 70e, respectively.

[0140] The first special skill setting box 94a and the second special skill setting box 94b respectively correspond to the two special skill icons 74 displayed on the game screen. In other words, the character skills of the sub-character candidates set in the first special skill setting box 94a and the second special skill setting box 94b become special skills.

[0141] In the organization screen, a cursor 96 indicated by a surrounding dashed line is displayed. The player can, for example, align the cursor 96 with the reserve icon 90 and any one of the first sub-character setting frame 92a to the second special skill setting frame 94b by tilting the tilt operation unit 34.

[0142] For example, suppose that the right button 32c is pressed while the cursor 96 is aligned on the first sub-character setting frame 92a. This puts the first sub-character setting frame 92a into a temporarily selected state, and as illustrated by the surrounding solid line in the figure, the first sub-character setting frame 92a is highlighted. Suppose that after the cursor 96 is aligned on the reservation icon 90, the right button 32c is pressed in this state. In this case, as Fig. 9B As illustrated, the reserve icon 90 to which the cursor 96 is directed is displayed in the first sub-character setting frame 92a. As a result, the sub-character candidate selected by the player is set in the first sub-character setting frame 92a, that is, is set as the first sub-character 70a.

[0143] As described above, the player can set up to five sub-characters 70 and two special skills by selecting the retain icon 90 after placing the first sub-character setting frame 92a to the second special skill setting frame 94b displayed in the lower part of the organization screen in a temporarily selected state.

[0144] The player may retain two or more identical secondary character candidates. In addition, in the case where the player retains two or more identical secondary character candidates, the player may set up to three identical secondary character candidates as secondary characters 70. Alternatively, redundant settings may not be permitted for secondary characters 70. Similarly, the character skills of the same secondary character candidate may be set to two special skills. Alternatively, redundant settings may not be permitted for two special skills.

[0145] In addition, the player does not have to always set five sub-characters 70. The player can set more than one and less than five sub-characters 70. In addition, the player does not have to always set two special skills. The player can set zero to two special skills.

[0146] An automatic organization button 98 is displayed in the upper right portion of the organization screen. When the right button 32c is pressed with the cursor 96 aligned on the automatic organization button 98, the automatic organization function is activated. Furthermore, as described above, when the side button 36 is long pressed in a state where the operation guide 84 is displayed after the boss stage is cleared, the automatic organization function is also activated. According to the automatic organization function, the sub-character 70 and the like are set based on the first setting information, the combination setting information, the attributes set for the sub-character candidates, and the like.

[0147] Fig.10 It is a table of first setting information. The first setting information table is stored in the memory 12 or the storage unit 18 of the player terminal 1. In the first setting information table, a part of the sub-character candidates provided in the game is pre-associated with the first setting information. According to the automatic organization function, basically, in the case where the first sub-character setting box 92a is the beginning setting box and the fifth sub-character setting box 92e is the end setting box, the sub-character candidates are sequentially set from the beginning setting box to the end setting box.

[0148] In other words, according to the automatic organization function, first, a secondary character candidate to be set in the first secondary character setting frame 92a, that is, the first secondary character 70a is selected. At this time, the secondary character candidate to be preferentially set in the first secondary character setting frame 92a is associated with the first setting information. Fig.10 In the illustrated example, the side character candidates A1, A3, B1, C1, D1, and D2 are associated with the first setting information. Thus, the side character candidates include those side character candidates associated with the first setting information and those side character candidates not associated with the first setting information.

[0149] According to the automatic organization function, first, one of the secondary role candidates associated with the first setting information is selected as the secondary role candidate to be set in the first secondary role setting frame 92a. Next, based on the selected secondary role candidate, secondary role candidates to be set in the second secondary role setting frame 92b to the fifth secondary role setting frame 92e are selected respectively.

[0150] Fig.11 It is a table of combination setting information. The combination setting information table is stored in the memory 12 or the storage unit 18 of the player terminal 1. The combination setting information table stores a plurality of combination setting information. The combination setting information is information that specifies a secondary character candidate to be preferentially placed next to a previously selected secondary character candidate. The combination setting information can be rephrased as information that specifies two secondary character candidates to be preferentially placed in order.

[0151] For example, in Fig.11 In the illustrated example, the secondary character candidates A2, A3, A5, and A7 are designated as secondary character candidates to be preferentially placed next to the secondary character candidate A1. In addition, for example, the secondary character candidates A1, A3, A4, and A8 are designated as secondary character candidates to be preferentially placed next to the secondary character candidate A2. According to the automatic organization function, the secondary character candidates are set in the first secondary character setting box 92a to the fifth secondary character setting box 92e, the first special skill setting box 94a, and the second special skill setting box 94b by referring to the above-mentioned first setting information and combined setting information.

[0152] Here, for example, the combination setting information is designed by taking into account the ease of creating a combination effective state and the continuation of the combination effective state. In addition, the combination setting information is designed by taking into account the visual appeal of the attack animation played when the attack motion is sequentially performed in the combination effective state. As described above, an invalid period in which the input of the next attack operation is invalid is set for each attack motion. The duration of the invalid period can be different for the attack motion. In the present embodiment, for example, the attack motion is classified into a weak attack motion, a medium attack motion, and a strong attack motion.

[0153] A weak attack motion is an attack motion with low attack power but provided with a short invalid period. A medium attack motion is an attack motion with higher attack power and provided with a longer invalid period than a weak attack motion. A strong attack motion is an attack motion with higher attack power and a longer invalid period than a medium attack motion. A weak attack motion is set to take a shorter time from the start to the end of the attack motion than a medium attack motion and a strong attack motion.

[0154] Since the weak attack motion has a short ineffective period, the time taken until the next attack motion can start is short. Thus, for example, in the case where the sub-character 70 provided with the weak attack motion is placed in sequence, two attack motions are performed in a shorter time than in the case where the sub-character 70 provided with the strong attack motion is placed in sequence.

[0155] According to the automatic organization function, the first setting information is attached to the sub-character candidate for which the weak attack motion is set, so that the combined effective state can be created earlier. In this way, according to the automatic organization function, the sub-character candidate for which the weak attack motion with a short invalid period is set is always set as the first sub-character 70a.

[0156] In addition, the combination setting information is set, for example, so that the weak attack movement flows to the weak attack movement, the weak attack movement flows to the medium attack movement, the medium attack movement flows to the medium attack movement, the medium attack movement flows to the strong attack movement, and the strong attack movement flows to the strong attack movement. In this way, the sub-character 70 is set so that the attack force increases toward the latter half of the combination effective state while promoting the continuation of the combination effective state.

[0157] In addition, for the attack motion set for the secondary character candidate, the attack animation to be displayed in the game screen and the hit determination information are set. The hit determination information is information for performing a hit determination process for determining whether the executed attack motion is successful. For example, the hit determination information includes parameters used in the calculation process for determining whether the attack motion is successful. The hit determination information also includes a standby time spent after the attack motion is executed until the hit determination process is executed. The standby time differs depending on the type of attack motion. Here, the weak attack motion is set to have a shorter standby time until the hit determination process is executed compared to the medium attack motion and the strong attack motion.

[0158] Thus, when an attack operation is input, the time taken until the hit determination process is executed (that is, the time taken until damage is caused to the enemy character) varies according to the attack movement. In addition, since the attack animation is different for each attack movement, the visual appearance deteriorates when the attack movement is performed sequentially depending on the content of the attack animation.

[0159] In this way, by taking various information into consideration, the ease of operation, the problem of visual appearance, and the order of two sequential attack movements that do not affect the occurrence and continuation of the effective state of the combination are pre-set as the combination setting information. In other words, based on the attack movement, the hit determination information, and the attack animation, the combination setting information is designed by taking into consideration the smoothness of the flow of the attack movement.

[0160] However, there is no particular limitation on the phenomenon to be considered when designing the combination setting information. For example, the combination setting information can be designed by taking into account the maximum damage to the enemy character. In the following description, the selection process of the sub-character 70 performed by the automatic organization function is explained by an example.

[0161] Fig. 12A 1 is a first diagram illustrating an example of sub-character candidate selection processing performed by the automatic organization function. Fig. 12B 2 is a second diagram illustrating an example of sub-character candidate selection processing performed by the automatic organization function. Fig. 12C 3 is a third diagram illustrating an example of sub-character candidate selection processing performed by the automatic organization function. Fig.13A is a fourth diagram illustrating an example of sub-character candidate selection processing performed by the automatic organization function. Fig. 13B is a fifth diagram illustrating an example of sub-character candidate selection processing performed by the automatic organization function. Fig. 13C is a sixth diagram illustrating an example of sub-character candidate selection processing performed by the automatic organization function.

[0162] According to the automatic organization function, the sub-character 70 and the special skills are organized according to the attributes of the sub-character candidates. Since there are four attributes associated with the sub-character candidates, here, the sub-character 70 and the special skills are temporarily organized into four modes. Among the four temporarily organized modes, the mode with the highest total combat power value is set. Specifically, among the attributes, the sub-character candidate with the highest combat power value among the sub-character candidates associated with the first setting information is temporarily set in the first sub-character setting box 92a.

[0163] Here, if Fig. 12A As illustrated, the secondary character candidate A1 is temporarily set to the attribute fire, the secondary character candidate B1 is temporarily set to the attribute wind, the secondary character candidate C1 is temporarily set to the attribute ice, and the secondary character candidate D1 is temporarily set to the attribute none. In this embodiment, the secondary character candidate of the attribute fire is represented by An, and similarly, the secondary character candidates of the attribute wind, the attribute ice, and the attribute none are represented by Bn, Cn, and Dn, respectively. Here, n in the secondary character candidates An, Bn, Cn, and Dn is an arbitrarily desired integer and indicates a character ID.

[0164] After temporarily setting the secondary character candidates in the first secondary character setting frame 92a of each attribute, the secondary character candidates are temporarily set in the second secondary character setting frame 92b to the second special skill setting frame 94b. Here, the secondary character candidates are temporarily set in the second secondary character setting frame 92b to the second special skill setting frame 94b in the order of attribute fire, attribute wind, attribute ice and attribute none.

[0165] When temporarily setting a sub-character candidate with the attribute fire, first, temporarily set the sub-character candidate in the second sub-character setting frame 92b. Here, the sub-character candidate is extracted based on the combined setting information. Specifically, the sub-character candidate to be preferentially placed next to the sub-character candidate A1 temporarily set in the first sub-character setting frame 92a is extracted. In other words, the sub-character candidate for which the combined setting information "A1→An" is set is extracted.

[0166] Note that there may be more than one secondary character candidate to be preferentially placed next to the secondary character candidate A1. In such a case, for example, one secondary character candidate is temporarily set according to a pre-set condition (such as having the highest combat power value, etc.). Here, Fig. 12B As illustrated, the sub-character candidate A2 for which the combination setting information “A1→A2” is set is temporarily set in the second sub-character setting frame 92b.

[0167] After the sub-character candidates are temporarily set in the second sub-character setting frame 92b, the sub-character candidates are temporarily set in the third sub-character setting frame 92c. In this case, the sub-character candidates to be placed preferentially next to the sub-character candidates in the second sub-character setting frame 92b which is temporarily set as the end frame at this stage are extracted. Here, the sub-character candidate A3 in which the combined setting information "A2→A3" is set is temporarily set in the third sub-character setting frame 92c. Note that when the sub-character candidates are temporarily set in two consecutive setting frames, the sub-character candidates that can be set between the two sub-character candidates can be retrieved.

[0168] In this way, the sub-character candidates are temporarily set in the second sub-character setting frame 92b to the fifth sub-character setting frame 92e based on the combined setting information. However, there may be an instance in which the sub-character candidate to be placed preferentially is not extracted based on the combined setting information. In other words, there may be an instance in which the sub-character candidate to be placed preferentially next to the sub-character candidate temporarily set in the end frame at this stage is not extracted. In this way, in the case where the associated sub-character candidate is not extracted, the remaining sub-character candidates are temporarily set in the empty frames in the second sub-character setting frame 92b to the fifth sub-character setting frame 92e.

[0169] Here, in the case where there are two or more empty boxes, the sub-character candidates are extracted based on the combined setting information in a manner of establishing associations between the sub-character candidates in the empty boxes. For example, it is assumed that the sub-character candidate to be preferentially placed next to the sub-character candidate A3 temporarily set in the third sub-character setting box 92c is not extracted. In such a case, the fourth sub-character setting box 92d and the fifth sub-character setting box 92e remain empty.

[0170] In this case, two associated sub-role candidates are extracted based on the combined setting information. Here, since the combined setting information "A7→A8" is set, Fig. 12C As illustrated, the sub-character candidates A7 and A8 are temporarily set in the fourth sub-character setting frame 92d and the fifth sub-character setting frame 92e, respectively.

[0171] In the case where multiple sets of two associated secondary character candidates are extracted, the secondary character candidates can be temporarily set according to a pre-set condition. For example, a set of two secondary character candidates with the highest total combat power value can be temporarily set. For example, in the case where two associated secondary character candidates are not extracted, the secondary character candidates can be temporarily set in the empty boxes in descending order of combat power value.

[0172] In the case where there are insufficient secondary character candidates with the attribute of fire, secondary character candidates with other attributes may be temporarily set in the empty box. In such a case, the secondary character candidates may be set in the empty box in descending order of combat power value. In the case where it is necessary to avoid mixing secondary character candidates with multiple attributes, the secondary character candidates may not be temporarily set in the empty box.

[0173] In this way, after temporarily setting the secondary character candidates in the first secondary character setting frame 92a to the fifth secondary character setting frame 92e in the attribute fire, the secondary character candidates are temporarily set in the first special skill setting frame 94a and the second special skill setting frame 94b. Fig.13A As illustrated, sub-character candidates of the attribute fire that are not temporarily set in the first to fifth sub-character setting frames 92a to 92e are temporarily set in the first special skill setting frame 94a and the second special skill setting frame 94b.

[0174] Here, the method for selecting the sub-character candidates to be temporarily set is not particularly limited. For example, a priority order may be set for the character skills, and the sub-character candidates to be temporarily set in the first special skill setting box 94a and the second special skill setting box 94b may be determined based on the priority order. Alternatively, the sub-character candidates to be temporarily set in the first special skill setting box 94a and the second special skill setting box 94b may be determined in the order of the character IDs.

[0175] When temporarily setting the secondary character candidates in the first secondary character setting frame 92a to the second special skill setting frame 94b in the attribute fire, as shown in FIG. Fig. 13B As illustrated, the secondary character candidates are temporarily set in the wind attribute, the ice attribute, and the non-attribute attribute as described above. After the secondary character candidates are temporarily set in all the attributes, the total combat power values ​​are compared between the attributes. Here, the combat power values ​​of the temporarily set secondary character candidates are totaled to obtain the total combat power value. Then, an organization with the attribute having the highest total combat power value is determined.

[0176] For example, when the total combat power value of the wind attribute is the highest, Fig. 13C As shown by the surrounding solid lines, the temporary setting of the attribute wind is formally determined as the sub-character 70 and the special skill. Therefore, in such a case, the sub-character candidate B1 is set as the first sub-character 70a, and the sub-character candidates B5, B3, B10 and B12 are respectively determined as the second sub-character 70b to the fifth sub-character 70e. In addition, the character skills of the sub-character candidates B2 and B8 are determined as special skills.

[0177] Thus, in the present embodiment, the sub-characters 70 that are likely to maintain a combination effective state are automatically organized by the automatic organization function. As a result, the convenience of the player is improved. Here, the sub-characters 70 are temporarily set for each attribute, and then one of these attributes is formally determined. Alternatively, the sub-characters 70 may be organized without considering the attributes. Still alternatively, for example, the player is able to pre-set the attributes of the sub-characters 70 to be set by the automatic organization function. In such a case, the above-mentioned processing may be performed only on the sub-characters 70 that match the attributes set by the player.

[0178] Next, the functional structure of the player terminal 1 for executing the above-mentioned game will be described.

[0179] (Functional Structure of Player Terminal 1)

[0180] Fig.14 1 is a diagram illustrating the structure of the memory 12 in the player terminal 1 and its function as a computer. The memory 12 includes a program storage area 12a and a data storage area 12b. When starting a game, the CPU 10 stores a program (module) for controlling the game in the program storage area 12a.

[0181] The program for controlling the game includes an out-of-game processing program 100, an in-game processing program 102, a character setting program 104, and an automatic organization processing program 106. Note that Fig.14 The programs listed in are merely examples, and many other programs may be included in the programs used to control the game.

[0182] The data storage area 12b includes a game information storage unit 150 and an automatic organization information storage unit 152 as storage units for storing data. In addition, many other storage units are included in the data storage area 12b. Here, various game information required for the progress of the game is stored in the game information storage unit 150. For example, the game information includes information related to the retained sub-character candidates, the evolution level of each sub-character candidate, and the setting information of the sub-character 70 and the special skills.

[0183] The automatic organization information storage unit 152 is used when the automatic organization function is activated, and stores information related to temporary settings of sub-character candidates.

[0184] The CPU 10 runs the program stored in the program storage area 12a and updates the information in the storage unit in the data storage area 12b. In addition, the CPU 10 runs the program stored in the program storage area 12a so that the player terminal 1 (computer) functions as a game control unit 1A. The game control unit 1A includes an out-of-game processing unit 100a, an in-game processing unit 102a, a character setting unit 104a, and an automatic organization processing unit 106a.

[0185] Specifically, the CPU 10 runs the in-game processing program 100, so that the computer functions as an out-game processing unit 100a. In the same manner, the CPU 10 runs the character setting program 102, the character setting program 104, and the automatic organization processing program 106, so that the computer also functions as an in-game processing unit 102a, a character setting unit 104a, and an automatic organization processing unit 106a.

[0186] The out-of-game processing unit 100a performs processing during an out-of-game. The in-game processing unit 102a performs processing during an out-of-game. The character setting unit 104a performs processing for setting the sub-character 70, etc. in response to the player's operation. The automatic organization processing unit 106a performs automatic organization processing and automatically organizes the sub-character 70, etc. For example, in the case where the game progresses through cooperation between the player terminal 1 and the server 1000 (such as in the case of an online game, etc.), Fig.14 The functional units illustrated in FIG. 1 may be provided in one or both of the player terminal 1 and the server 1000 .

[0187] The processing executed by each functional unit in the above-mentioned player terminal 1 will now be described with reference to a flowchart. Here, as an example of processing in a game, processing related to the setting of the sub-character 70 and processing related to a boss stage are described.

[0188] (Processing in Player Terminal 1)

[0189] Fig.15 is a flowchart illustrating the preparation process. During the in-game or out-game, when the command is input, the Fig. 9A and Fig. 9BWhen the operation of the organization screen illustrated is performed, the character setting unit 104a displays the organization screen. When a selection operation of selecting one of the first sub-character setting frame 92a to the second special skill setting frame 94b is input while the organization screen is being displayed (the right button 32c is pressed while the cursor 96 is aligned on the first sub-character setting frame 92a to the second special skill setting frame 94b) ("Yes" in S100-1), the character setting unit 104a temporarily stores the selected icon (S100-2). In addition, when an operation of determining a sub-character candidate is input in a state where one of these frames is temporarily selected (the right button 32c is pressed while the cursor 96 is aligned on the retention icon 90) ("Yes" in S100-3), the character setting unit 104a stores the selected sub-character candidate in the temporarily selected frame (S100-4).

[0190] Furthermore, when an automatic setting operation is input (the right button 32c is pressed with the cursor 96 aligned on the automatic organization button 98) (Yes in S100-5), the automatic organization processing unit 106a executes automatic organization processing (S200). The automatic organization processing will be described below.

[0191] In addition, in the case of an evolution operation in which the evolution level of the secondary character candidate is raised by using an item input ("Yes" in S100-6), the character setting unit 104a updates the evolution level of the selected secondary character candidate (S100-7). Note that each time an in-game game ends, the information related to the retained secondary character candidate and the evolution level of the secondary character candidate are reset. Alternatively, the information related to the retained secondary character candidate and its evolution level can be inherited to an out-of-game game or the next in-game game.

[0192] Fig.16 is a flowchart illustrating the automatic organization processing. The automatic organization processing unit 106a first extracts the retained sub-character candidates (S200-1). In addition, the automatic organization processing unit 106a extracts the retained accessories (S200-2). Note that the player can obtain and retain accessories as a reward during the game. Accessories bring the utility of changing various parameters, and when the player retains an accessory, a specific parameter changes. For example, an accessory is set to have the same attributes as the sub-character 70. There is an accessory that has the same attributes as the retained accessory and increases the combat power value of the sub-character 70.

[0193] Next, the automatic organization processing unit 106a calculates the combat power values ​​of all the secondary character candidates extracted in S200-1 (S200-3). Here, the combat power value is calculated by taking into account the accessories retained by the player. Alternatively, the combat power value can be calculated without taking into account the utility of the accessories, and then the utility brought by the accessories can be added.

[0194] Next, the automatic organization processing unit 106a extracts those secondary character candidates associated with the first setting information from the secondary character candidates extracted in S200-1 (S200-4). Next, the automatic organization processing unit 106a classifies the secondary character candidates extracted in S200-4 by attribute, and temporarily sets the secondary character candidate with the highest combat power value in the first secondary character setting box 92a for each attribute (S200-5).

[0195] Next, the automatic organization processing unit 106a loads the combination setting information (S200-6). Then, the automatic organization processing unit 106a determines the attributes of the processing target (S200-7), and temporarily sets the secondary role candidates in the second secondary role setting box 92b to the fifth secondary role setting box 92e based on the combination setting information (S200-8). Next, the automatic organization processing unit 106a temporarily sets the secondary role candidates in the first special skill setting box 94a and the second special skill setting box 94b (S200-9).

[0196] Processing S200-7 to S200-9 is performed for all attributes, and when the processing for all attributes is completed ("Yes" in S200-10), the automatic organization processing unit 106a calculates the total combat power value of each attribute (S200-11). In addition, the automatic organization processing unit 106a determines and stores the secondary character candidate of the attribute with the highest total combat power value as the secondary character 70 or the special skill (S200-12).

[0197] Fig.17 is a flowchart illustrating in-game processing. During an in-game, the in-game processing unit 102a repeats the frame update interval. Fig.17 The illustrated in-game game process. For example, the frame (that is, the game screen) is updated 30 times in one second. In this case, the frame update interval is about 33ms. Note that when an operation to display the organization screen is input during the in-game game, the organization screen appears and the execution Fig.15 In this case, the interrupt Fig.17 Furthermore, when an operation to end the preparation process is input after the preparation process is performed during the in-game, the preparation process ends, and the in-game process is restarted.

[0198] The in-game processing unit 102a performs a timer update process (S300), an operation input process (S310), an enemy character control process (S320), a hit determination process (S330), and an image display process (S340) during the in-game processing.

[0199] In the timer update process (S300), the timer values ​​of various timers are updated. Here, the timer value is decremented for the timer whose timer value is greater than 0. Then, the in-game game processing unit 102a performs the operation input process (S310), the enemy character control process (S320) and the hit determination process (S330), and then based on the results of these processes, performs the image display process (S340) of updating the game screen.

[0200] In the image display process (S340), the boss character 50, the main character 60, and the sub-character 70 are displayed in the game screen based on the position information of the boss character 50 and the main character 60. Here, the sub-character 70 is displayed with a display appearance corresponding to the evolution level. In addition, based on the game information and various parameters, the boss character HP bar 52, the main character HP bar 62, the main character icon 64, the fanaticism meter 66, the sub-character icon 72, the special skill icon 74, and the skill meter 76 are displayed. The operation input process (S310), the enemy character control process (S320), and the hit determination process (S330) will now be described in detail.

[0201] Fig.18 310-1 is a flowchart illustrating the operation input processing. When a moving operation (e.g., a tilting operation of the tilting operation unit 34) that moves the main character 60 is input ("Yes" in S310-1), the in-game processing unit 102a updates the position information of the main character 60 (S310-2). In addition, when an attack operation (e.g., an operation of pressing the left button 32a) is input ("Yes" in S310-3), the in-game processing unit 102a determines whether there is a state in which an attack can be performed (S310-4). Examples of states in which an attack can be performed include outside the above-mentioned invalid period, outside the standby period set after the attack movement of the sub-character 70 ends, and within the above-mentioned combination acceptance period.

[0202] If there is a state in which an attack can be performed ("Yes" in S310-4), the sub-character 70 (that is, the target sub-character 70) to perform the attack motion is determined (S310-5). Note that when the attack motion is performed, the counter value of the attack target recognition counter is updated. For example, in the case where the counter value of the attack target recognition counter is 1 to 4, 1 is added to the current counter value. In addition, in the case where the counter value of the attack target recognition counter is 5, the value is updated to 1. The sub-character 70 to perform the attack motion is determined based on the counter value of the attack target recognition counter.

[0203] For example, in the case where the counter value of the attack target recognition counter is 1, it is determined that the first sub-character 70a will perform the attack motion, and in the case where the counter value of the attack target recognition counter is 5, it is determined that the fifth sub-character 70e will perform the attack motion. In the case where no attack operation is input during the combination acceptance period, as the combination acceptance period ends, the counter value of the attack target recognition counter is updated to 1. As a result, when the attack operation is input in the next state where the attack can be performed, the first sub-character 70a performs the attack motion.

[0204] The in-game game processing unit 102a determines the attacking movement associated with the sub-character 70 determined in S310-5 (S310-6). In addition, processing for starting the determined attacking movement is performed here. For example, in the case where the fifth sub-character 70e performs an attacking movement, the time of the standby period set when the attacking movement is completed is set in a specific timer. Here, the timer value set in the timer (that is, the time of the standby period) is decremented by the above-mentioned timer update processing (S300). When the timer value is greater than 0, it is determined to be within the attacking movement standby period, and, for example, an attack cannot be made. Alternatively, the processing related to the attacking movement may be different depending on whether there is a combination valid state.

[0205] Next, the in-game game processing unit 102a sets a timer value in the hit determination timer (S310-7). The hit determination timer is a timer that counts the standby time from the start of the attack movement until the hit determination process described later is performed. As described above, the hit determination information is set for each attack movement. The hit determination information includes the standby time until the hit determination process is performed. Here, the standby time set for the attack movement determined in S310-6 is set in the hit determination timer.

[0206] In addition, when an operation for activating a special skill (for example, pressing the up button 32b or the right button 32c) is input ("Yes" in S310-8), the in-game game processing unit 102a determines whether there is a state in which the skill can be activated (S310-9).

[0207] If there is a state in which a skill can be activated ("Yes" in S310-9), the in-game game processing unit 102a determines what special skill to activate based on the secondary character candidates set in the first special skill setting box 94a or the second special skill setting box 94b and the input operation (S310-10). In addition, processing for activating the determined special skill is performed here.

[0208] Next, the in-game game processing unit 102a sets a timer value in the hit determination timer (S310-11). Here, the standby time set for each special skill is set in the hit determination timer.

[0209] When an acquisition operation for acquiring a reward (for example, an operation of pressing the side button 36) is input ("Yes" in S310-12), the in-game game processing unit 102a acquires the reward and updates the information related to the items and sub-character candidates reserved as the reward (S310-13).

[0210] When an automatic setting operation (e.g., an operation of long pressing the side button 36) is input during the in-game game ("Yes" in S310-14), the in-game game processing unit 102a obtains the reward, and updates the information on the sub-character candidates retained as the reward (S310-15). Then, the automatic organization processing unit 106a executes the above-mentioned Fig.16 The illustrated automatic organization process (S200).

[0211] Fig.19 2 is a flowchart illustrating the control process of the enemy character. In the case where the boss character 50 can start a new movement ("Yes" in S320-1), the in-game game processing unit 102a determines the movement to be executed (S320-2). In addition, the process for starting the determined movement is performed here. Note that the movement of the boss character 50 includes attacking movement, moving movement, etc. In addition, the attacking movement can include ordinary attacking movement, and special attacking movement that causes greater damage than ordinary attacking movement.

[0212] When the attacking movement is determined (Yes in S320-3), the in-game processing unit 102a sets a hit determination timer (S320-4) for the boss character 50. In other words, the attacking movement of the boss character 50 is also associated with the standby time until the hit determination process is executed.

[0213] Fig. 20 2 is a flowchart illustrating a hit determination process. In S300, the in-game game processing unit 102a determines whether the hit determination timer used by the sub-character 70 and the hit determination timer used by the boss character 50 are updated from 1 to 0 (S330-1). When the hit determination timer is updated from 1 to 0 ("Yes" in S330-1), the in-game game processing unit 102a performs a validity determination process (S330-2).

[0214] Here, in the validity determination process of the attack movement of the sub-character 70, it is determined whether the boss character 50 is located within the attack range. Similarly, in the validity determination process of the attack movement of the boss character 50, it is determined whether the main character 60 is located within the attack range. In addition, in the validity determination process of the attack movement of the boss character 50, it is determined whether the frenzy mode is running. As described above, during the frenzy mode, the main character 60 transforms into a special character. In this state, the attack movement of the boss character 50 is determined to be invalid regardless of the position of the special character.

[0215] In the case where the attack movement of the sub-character 70 or the boss character 50 is determined to be invalid ("No" in S330-3), the in-game processing unit 102a determines the damage to be 0 (S330-4). On the other hand, in the case where the attack movement of the sub-character 70 or the boss character 50 is determined to be valid ("Yes" in S330-3), the in-game processing unit 102a performs damage calculation processing (S330-5). Here, the damage value is calculated based on the parameters set for the attack movement, etc.

[0216] The in-game processing unit 102a performs an HP update process (S330-6) of subtracting the damage value calculated in S330-5 from the opponent's HP. In the case where the HP after the update is 0 ("Yes" in S330-7), the in-game processing unit 102a performs an end process (S330-8). In this end process, a process for ending the in-game when the HP of the main character 60 reaches 0 is performed. On the other hand, when the HP of the boss character 50 reaches 0, a process for ending the current boss level is performed.

[0217] Although the above embodiments are described with reference to the accompanying drawings, it is needless to say that the present invention is not limited to the above embodiments. Obviously, those skilled in the art can easily think of various modifications and amendments without departing from the scope defined by the claims, and such examples are understood to be within the technical scope.

[0218] The game elements and the processing in the player terminal 1 described in the above embodiments are merely examples. For example, part of the above processing may be executed in the server 1000 instead of the player terminal 1. In any case, the information processing program may be any program that instructs a computer (in the embodiments, one or both of the player terminal 1 and the server 1000) to execute the following processing.

[0219] (Processing to be performed by a computer)

[0220] The processing of setting multiple sub-objects (in the embodiment, one example is the sub-character 70) displayed together with the main object (in the embodiment, one example is the main character 60) in the game screen is set based on the player's setting operation (in the embodiment, examples are S100-4 and S200).

[0221] Processing of attack motions respectively designated for a plurality of sub-objects displayed in the game screen is performed in a preset order based on the attack operation of the player (in the embodiment, examples are S310 - 5 and S310 - 6 ).

[0222] Processing (in the embodiment, one example is S100-7) of updating display information corresponding to the display appearance of a sub-object (in the embodiment, one example is the evolution level) when a specific condition (in the embodiment, one example is the input of the evolution operation) is satisfied.

[0223] A process of displaying a sub-object in a game screen with a display appearance based on the display information (in the embodiment, one example is S340 ).

[0224] In the above-mentioned embodiment, the case where the sub-character 70 is provided as an example of a sub-object is explained. However, the sub-object is not limited to the sub-character 70. For example, the sub-object may be a weapon and a skill that the main character 60 has, and the movement may be associated with the weapon and the skill. In such a case, the movement specified for the weapon and the skill may be launched in a specific order when the attack operation is input. Note that also in such a case, the weapon and the skill used as the sub-object may be displayed separately from the main character 60 (main object) or integrally.

[0225] The process of executing the attack motion may involve: in the case where one attack operation is input and then the next attack operation is input within a specific time, the attack motion is executed in a pre-set order. In the above-mentioned embodiment, an invalid period and a combination acceptance period are set for the attack motion. However, the invalid period is not necessary, and only the combination acceptance period may be provided.

[0226] In the above-described embodiment, the boss character performs an attack movement; however, the boss character does not have to perform an attack movement. For example, a level can be cleared by reducing the boss character's HP to 0 before the time limit without the boss character having to perform an attack movement. In any case, the game elements of the above-described embodiment are merely examples, and design changes and modifications may be made as appropriate.

[0227] In the above-described embodiment, the hit determination information is specified for each attack motion. Alternatively, the hit determination information may be specified for each sub-character candidate.

[0228] In the above embodiment, an automatic organization function is provided to automatically select and set a plurality of sub-objects 70 based on the input of the automatic setting operation of the player. However, the automatic organization function is not essential. In addition, the automatic organization function algorithm in the above embodiment is only an example. In any case, in the case where the automatic organization function is provided, the process of setting the sub-object may involve: selecting and setting a plurality of sub-objects according to a specific algorithm based on the input of the automatic setting operation.

[0229] Note that the information processing program for executing the processing of the above-mentioned embodiments and various modifications can be stored in a computer-readable non-transient storage medium and provided as a storage medium. In addition, a game terminal device including the storage medium can be provided. The above-mentioned embodiments and various modifications can be configured to implement the information processing method of the steps shown in each function and the flow chart.

[0230] Description of Reference Numerals

[0231] 1 Player Terminal

[0232] 1000 servers

[0233] G Game Device

[0234] Information Processing System

Claims

1. An information processing program that instructs a computer to perform: A process for setting a plurality of sub-objects to be displayed together with a main object in a game screen based on a setting operation of a player; Processing for executing attack movements respectively designated for a plurality of said sub-objects displayed in said game screen based on an attack operation of a player, said attack movements being executed in a preset order; processing for updating display information corresponding to the display appearance of the secondary object when a specific condition is met; as well as A process for displaying the sub-object in the game screen with a display appearance based on the display information.

2. The information processing program according to claim 1, in, The process for executing the attack motion includes: In the case where a next attack operation is input within a specific time after one of the attack operations is input, the attack motions are executed in the preset order.

3. The information processing program according to claim 1 or 2, in, The setting operation includes an automatic setting operation, and The process for setting the secondary object includes: Based on the input of the automatic setting operation, the plurality of sub-objects are selected and set according to a specific algorithm.

4. An information processing method, which is executed by at least one computer, in, The computer executes: A process for setting a plurality of sub-objects to be displayed together with a main object in a game screen based on a setting operation of a player; Processing for executing attack movements respectively designated for a plurality of said sub-objects displayed in said game screen based on an attack operation of a player, said attack movements being executed in a preset order; processing for updating display information corresponding to the display appearance of the secondary object when a specific condition is met; as well as A process for displaying the sub-object in the game screen with a display appearance based on the display information.

5. An information processing system comprising at least one computer, in, The computer executes: A process for setting a plurality of sub-objects to be displayed together with a main object in a game screen based on a setting operation of a player; Processing for executing attack movements respectively designated for a plurality of said sub-objects displayed in said game screen based on an attack operation of a player, said attack movements being executed in a preset order; processing for updating display information corresponding to the display appearance of the secondary object when a specific condition is met; as well as A process for displaying the sub-object in the game screen with a display appearance based on the display information.