Information processing program, information processing method, and information processing system
Patent Information
- Application Number
- JP2023039836
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-03-14
- Publication Date
- 2025-09-16
AI Technical Summary
In action games where players repeatedly select the same character and equipment, the game screen display mode remains unchanged, leading to decreased player motivation.
Implement a system that displays a plurality of sub-objects alongside the main object, executes attack motions for these sub-objects in a preset order based on player input, updates their display mode when conditions are met, and allows automatic setting of sub-objects using a predetermined algorithm.
Enhances player motivation by providing dynamic game scenarios and improving engagement through varied display modes and attack sequences.
Smart Images

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Abstract
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] Conventionally, there is known an action game in which when a player inputs an attack operation, a character performs an attack motion. For example, Patent Document 1 discloses a game in which a combo attack occurs when attack operations are continuously input within a predetermined period. In this game, different combo attacks occur according to the pattern of the input attack operations.
Prior Art Documents
Non-Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] There is known an action game in which a player can select an object such as a character that is the target of the player's operation or equipment of the character. However, if the player selects the same object every time the player plays the game, there is a problem that there is no change in the display mode of the game screen, and the player's motivation to play the game decreases.
[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can improve the player's motivation to play the game.
Means for Solving the Problems
[0006] In order to solve the above problems, the information processing program Based on the player's settings, this process sets up multiple sub-objects that are displayed on the game screen in conjunction with the main object, A process that executes the attack motions defined for each of the multiple sub-objects displayed on the game screen in a predetermined order based on the player's attack input, When predetermined conditions are met, a process is performed to update the display information corresponding to the display mode of the sub-object, The process of displaying the sub-object on the game screen in a display mode based on the aforementioned display information, Have the computer perform this task.
[0007] Furthermore, the process for executing the aforementioned attack motion is: If the next attack operation is input within a predetermined time after the first attack operation has been input, the attack motions may be executed in a predetermined order.
[0008] Furthermore, the above setting operation includes an automatic setting operation. The process of setting the aforementioned sub-object is as follows: Based on the input of the automatic setting operation, multiple sub-objects may be selected and set according to a predetermined algorithm.
[0009] To solve the above problems, the information processing method is: An information processing method performed by one or more computers, The aforementioned computer, Based on the player's settings, this process sets up multiple sub-objects that are displayed on the game screen in conjunction with the main object, A process that executes the attack motions defined for each of the multiple sub-objects displayed on the game screen in a predetermined order based on the player's attack input, When predetermined conditions are met, a process is performed to update the display information corresponding to the display mode of the sub-object, The process of displaying the sub-object on the game screen in a display mode based on the aforementioned display information, To carry out.
[0010] To solve the above problems, the information processing system will Equipped with one or more computers, The aforementioned computer, Based on the player's settings, this process sets up multiple sub-objects that are displayed on the game screen in conjunction with the main object, A process that executes the attack motions defined for each of the multiple sub-objects displayed on the game screen in a predetermined order based on the player's attack input, When predetermined conditions are met, a process is performed to update the display information corresponding to the display mode of the sub-object, The process of displaying the sub-object on the game screen in a display mode based on the aforementioned display information, To carry out. [Effects of the Invention]
[0011] According to the present invention, it is possible to improve the player's motivation to play the game. [Brief explanation of the drawing]
[0012] [Figure 1] Figure 1 is an explanatory diagram showing the general configuration of the information processing system. [Figure 2] Figure 2A is a diagram illustrating the hardware configuration of the player terminal. Figure 2B is a diagram illustrating the hardware configuration of the server. [Figure 3] Figure 3 illustrates an example of an analog controller. [Figure 4] Figure 4 is an illustration illustrating an example of a game screen. [Figure 5] Figure 5A is the first diagram illustrating the attack motion of a sub-character. Figure 5B is the second diagram illustrating the attack motion of a sub-character. [Figure 6]Figure 6A is the third diagram for explaining the attack motion of the sub-character. Figure 6B is the fourth diagram for explaining the attack motion of the sub-character. [Figure 7] Figure 7A is a diagram for explaining the game screen at the time of clearing the boss stage, and Figure 7B is a diagram for explaining the game screen at the time of obtaining a sub-character candidate. [Figure 8] Figure 8 is a diagram for explaining the sub-character. [Figure 9] Figure 9A is the first diagram for explaining the formation screen. Figure 9B is the second diagram for explaining the formation screen. [Figure 10] Figure 10 is a diagram for explaining the first setting information. [Figure 11] Figure 11 is a diagram for explaining the combo setting information. [Figure 12] Figure 12A is the first diagram for explaining an example of the selection process of sub-character candidates by the automatic formation function. Figure 12B is the second diagram for explaining an example of the selection process of sub-character candidates by the automatic formation function. Figure 12C is the third diagram for explaining an example of the selection process of sub-character candidates by the automatic formation function. [Figure 13] Figure 13A is the fourth diagram for explaining an example of the selection process of sub-character candidates by the automatic formation function. Figure 13B is the fifth diagram for explaining an example of the selection process of sub-character candidates by the automatic formation function. Figure 13C is the sixth diagram for explaining an example of the selection process of sub-character candidates by the automatic formation function. [Figure 14] Figure 14 is a diagram for explaining the configuration of the memory in the player terminal and the functions as a computer. [Figure 15] Figure 15 is a flowchart for explaining the preparation process. [Figure 16] Figure 16 is a flowchart for explaining the automatic formation process. [Figure 17] Figure 17 is a flowchart for explaining the in-game process. [Figure 18] Figure 18 is a flowchart for explaining the operation input process. [Figure 19]Figure 19 is a flowchart illustrating the enemy character control process. [Figure 20] Figure 20 is a flowchart illustrating the hit detection process. [Modes for carrying out the invention]
[0013] An embodiment of the present invention will be described in detail below with reference to the attached drawings. The numerical values and other figures shown in this embodiment are merely illustrative for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustration.
[0014] (Overall configuration of information processing system S) Figure 1 is an explanatory diagram showing the schematic configuration of the information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1 that functions as a client, i.e., a game terminal, a server 1000, and a communication network N having a communication base station Na.
[0015] In this embodiment, the information processing system S has a player terminal 1 that functions as a game device G. The player terminal 1, for example, obtains and stores programs and other data necessary for playing the game from the server 1000. However, the player terminal 1 and the server 1000 may each be assigned a role in controlling the progress of the game, and the game may progress through cooperation between 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.
[0016] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication with the server 1000. Examples of player terminals 1 include smartphones, mobile phones, tablet devices, personal computers, and dedicated game devices. In this embodiment, the case in which a dedicated game device is used as the player terminal 1 will be described.
[0017] Server 1000 communicates with multiple player terminals 1. Server 1000 stores various types of information for each player playing the game. Server 1000 also primarily performs processes such as updating the stored information and downloading images and other information to player terminals 1, based on the operations input from player terminals 1.
[0018] The communication base station Na is connected to the communication network N and transmits and receives information wirelessly with the player terminal 1. The communication network N consists of a mobile phone network, the internet network, a LAN (Local Area Network), a dedicated line, etc., and enables wireless or wired communication between the player terminal 1 and the server 1000.
[0019] (Hardware configuration of player terminal 1 and server 1000) Figure 2A is a diagram illustrating the hardware configuration of player terminal 1. Figure 2B is a diagram illustrating the hardware configuration of server 1000. As shown in Figure 2A, player terminal 1 is composed of a CPU (Central Processing Unit) 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24.
[0020] Furthermore, as shown in Figure 2B, the server 1000 is composed of a CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024.
[0021] Furthermore, the configuration and functions of the CPU 1010, memory 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, the hardware configuration of the player terminal 1 will be described below, and the server 1000 will not be described.
[0022] The CPU 10 runs the program stored in memory 12 and controls the game's progress. Memory 12 consists of ROM (Read Only Memory) or RAM (Random Access Memory) and stores the program and various data necessary for controlling the game's progress. Memory 12 is connected to the CPU 10 via bus 14.
[0023] An input / output interface 16 is connected to bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.
[0024] The memory unit 18 is composed of semiconductor memory such as DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the memory unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0025] The communication unit 20 is wirelessly connected to the communication base station Na and transmits and receives various data and information such as programs to and from the server 1000 via the communication network N. In the player terminal 1, programs and other information received from the server 1000 are stored in the memory 12 or the storage unit 18.
[0026] The input unit 22 is composed of, for example, a touch panel, buttons, keyboard, mouse, directional pad, analog controller, etc., which receive (accept) the player's operations. Alternatively, the input unit 22 may be a dedicated controller provided on the player terminal 1 or connected to (externally attached to) the player terminal 1. Furthermore, the input unit 22 may consist of an accelerometer that detects the tilt or movement of the player terminal 1, or a microphone that detects the player's voice. In other words, the input unit 22 broadly includes devices that allow the player's intentions to be input in an identifiable manner.
[0027] The output unit 24 includes a display device and a speaker. The output unit 24 may also be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24 and an analog controller 30 connected to the player terminal 1 as the input unit 22.
[0028] Figure 3 illustrates an example of an analog controller 30. The analog controller 30 comprises a controller body 30a. The controller body 30a is shaped to be held by the player with both hands. The controller body 30a is also equipped with a left button 32a, an up button 32b, a right button 32c, and a down button 32d. The left button 32a, up button 32b, right button 32c, and down button 32d are positioned so that they can be pressed by the player's right thumb while holding the controller body 30a.
[0029] Furthermore, the controller body 30a is provided with a tilt control unit 34. The tilt control unit 34 is a so-called analog stick, protruding from the main body 30a and configured to be tiltable in all 360° directions. The tilt control unit 34 is positioned so that it can be tilted by the left thumb of the player holding the controller body 30a.
[0030] Furthermore, the controller body 30a is provided with a side button 36. The side button 36 is positioned so that it can be pressed by the player's right index finger while holding the controller body 30a. Note that the controller body 30a also has other operating parts, but these will not be explained here.
[0031] (Game content) Next, the game provided by the information processing system S and game device G of this embodiment will be described. In this embodiment, an action role-playing game is provided. The player controls the main character and plays the game with the aim of sequentially clearing multiple stages.
[0032] In this embodiment, for example, there are 50 stages, from stage 1 to stage 50. The player must clear each stage in order, starting from stage 1. Once the player clears a stage in one stage, they can play the next stage.
[0033] In this embodiment, there are two stages: one with only one type of stage and another with multiple types of stages. In the stage with only one type of stage, the player must always clear the same stage. In contrast, in the stage with multiple types of stages, the stage the player plays is determined by lottery. The multiple types of stages set in the same stage differ in the fields that the main character can move across, the enemy characters that appear, and so on.
[0034] Here, the stages are broadly divided into normal stages and boss stages. Normal stages contain enemy characters. The player must defeat the enemy characters and guide the main character to the goal set in each normal stage. When the main character reaches the goal, the stage is cleared, and the player can play the next stage.
[0035] Boss stages are set up in increments of, for example, five stages. In this embodiment, there is only one type of boss stage set up in each stage. Boss stages feature a boss character as the enemy character. Boss characters are set to be stronger than the enemy characters found in normal stages. A boss stage is cleared by defeating the boss character.
[0036] In this game, there are both regular stages and boss stages, but it is also possible to have only one of them. Furthermore, although there is a stage in which one stage is randomly selected from multiple stages, it is also possible for each stage to contain only one stage.
[0037] Players can acquire rewards such as items in each stage. Players can also gain experience points by clearing stages or by defeating enemy characters. Gaining experience points increases the main character's level. Leveling up increases the main character's various parameters, namely their combat power. Note that leveling up is not limited to gaining experience points. For example, leveling up may occur by acquiring items in each stage. Leveling up may also occur through both gaining experience points and acquiring items. Parameters set for the main character include, for example, HP (Hit Point), attack power, and defense power. The main character's combat power is calculated based on these parameters.
[0038] Figure 4 illustrates an example of a game screen. Figure 4 shows the game screen during a boss stage. In a boss stage, a boss character 50 is displayed on a 2D game screen. The boss character 50 is different for each boss stage. The boss character 50 is controlled by a computer. The boss character 50 also has HP set as a parameter. The boss character HP bar 52 is displayed at the top of the game screen. The boss character HP bar 52 visually shows the ratio of the boss character 50's current remaining HP to its maximum HP.
[0039] In addition, the main character 60 is displayed on the game screen in each stage. As mentioned above, the main character 60 is the character that the player controls. The player can make the main character 60 perform various actions by inputting commands to the analog controller 30. The main character 60 has HP set as a parameter. The main character HP bar 62 is displayed in the lower left of the game screen. The main character HP bar 62 visually shows the ratio of the main character 60's current remaining HP to its maximum HP. Although a detailed explanation is omitted here, the maximum HP increases as the main character 60's level increases.
[0040] In this embodiment, there is one character that can be set as the main character 60. Therefore, the main character 60 that the player controls is always the same. However, the player may select one of several main character candidates to set as the main character 60. To the left of the main character HP bar 62, the main character icon 64 corresponding to the main character 60 and the fever gauge 66 are displayed.
[0041] The Fever Gauge 66 visually displays the ratio of the current value to the maximum value of Fever Points. Fever Points are a parameter set for Main Character 60 and increase when certain conditions are met. In this case, dealing damage to Boss Character 50 is set as the predetermined condition. Fever Points are awarded according to the amount of damage dealt to Boss Character 50, or in other words, the amount of HP reduced by Boss Character 50.
[0042] However, the conditions under which Fever Points increase are not limited to those listed above. For example, Fever Points may increase each time a predetermined amount of time has passed. Also, for example, the conditions under which Fever Points increase may include Main Character 60 taking damage, dealing damage to enemy characters other than Boss Character 50, defeating predetermined enemy characters including Boss Character 50, or using an item.
[0043] When Fever Points reach their maximum value, Fever Stock is awarded, and Fever Points are reset to their initial value. Main Character 60 can hold up to two Fever Stocks at a time. For example, suppose Fever Points reach their maximum value while Fever Stock is 0. In this case, Fever Stock becomes 1, and Fever Points are simultaneously reset to their initial value. Subsequently, when Fever Points reach their maximum value again, a second Fever Stock is awarded, and Fever Points are reset to their initial value. When Main Character 60 holds two Fever Stocks, no more Fever Points are awarded. In other words, one of the conditions for Fever Points to increase is that Main Character 60 currently holds fewer than two Fever Stocks.
[0044] Then, when the specified activation operation is entered while possessing one or two Fever Stocks, one Fever Stock is consumed and Fever Mode begins. During Fever Mode, Main Character 60 transforms into a specific character. While transformed into the specific character, Main Character 60 does not take damage from enemy characters, and Main Character 60's HP does not decrease. In addition, the specific character has a set attack motion, and when an attack operation is entered, the specified attack motion is executed. Executing the attack motion can inflict damage on Boss Character 50.
[0045] During Fever Mode, the main character icon 64 may display an image corresponding to a specific character. Furthermore, Fever Mode has an termination condition. When the termination condition is met, Fever Mode ends, and the specific character returns to the main character 60. In this case, the termination condition is the expiration of a predetermined duration, and Fever Mode ends upon the expiration of that duration.
[0046] Additionally, a sub-character 70 is displayed on the game screen. Sub-character 70 is displayed on the game screen in conjunction with the main character 60. For example, when the main character 60 moves, sub-character 70 moves to follow the main character 70. There are multiple types of characters that can be set as sub-character 70, i.e., sub-character candidates.
[0047] Players can acquire potential sub-characters by, for example, clearing designated stages. Alternatively, potential sub-characters may become available during gameplay of designated stages. Furthermore, potential sub-characters may be purchasable using in-game currency or items. Players can select up to 5 sub-characters (70 total) from their owned sub-character candidates.
[0048] Specifically, the player can set up the following sub-characters 70: 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. Each sub-character 70 (sub-character candidate) is associated with various parameters such as how it is displayed on the game screen, attack motions, attack power, and possessed skills.
[0049] As will be explained in more detail later, in this embodiment, the main character 60 itself does not perform attack motions; the sub-character 70 performs the attack motions. However, unlike the main character 60, the sub-character 70 does not have an HP parameter. Therefore, the sub-character 70 does not take damage from enemy characters. Also, the hit detection that determines whether or not an enemy character's attack hits is only applied to the main character 60. In other words, the sub-character 70 is not subject to the hit detection of enemy character attacks.
[0050] Although not shown in the diagram, at the start of Fever Mode, an animation is displayed in which the main character 60 absorbs the sub-characters 70 and the main character 60 transforms into a specific character. Therefore, during Fever Mode, i.e., while the specific character is displayed, the sub-characters 70 are hidden. When Fever Mode ends, all sub-characters 70 are displayed as the specific character returns to being the main character 60.
[0051] Furthermore, the display manner of a specific character may change depending on the configured sub-character 70. Also, for example, the performance of a specific character may change depending on the configured sub-character 70. Examples of a specific character's performance include attack motions, i.e., attack animations, and various parameters such as attack power.
[0052] Additionally, sub-character icons 72 are displayed at the bottom of the game screen. Sub-character icons 72 include 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. 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. Each sub-character icon 72 displays its corresponding sub-character 70 in an identifiable manner.
[0053] Additionally, players can set special skills. Specifically, players can set skills associated with their own sub-character candidates as special skills. Players can set up to two special skills. Examples of skills associated with sub-character candidates include attack skills that inflict significant damage on enemy characters, and healing skills that restore the main character's HP by 60.
[0054] Two special skill icons (74) are displayed in the lower right corner of the game screen. These icons display images corresponding to the sub-character candidates possessing the skills set by the player. Additionally, a skill gauge (76) is displayed above each of the two special skill icons (74).
[0055] Skill Gauge 76 visually displays the ratio of the current value to the maximum value of skill points. Skill points are a parameter set for the main character 60, and they increase when certain conditions are met. In this case, dealing damage to boss character 50 is set as the predetermined condition. Skill points are awarded according to the amount of damage dealt to boss character 50, or in other words, the amount of HP reduced by boss character 50.
[0056] The conditions under which skill points increase are not limited to those listed above. For example, skill points may increase each time a predetermined amount of time has passed. Also, for example, the conditions under which skill points increase may include the main character 60 taking damage, dealing damage to enemy characters other than the boss character 50, defeating certain enemy characters including the boss character 50, or using an item. Note that the conditions under which skill points increase, and the rate at which skill points increase, will differ for each possessed skill.
[0057] When skill points reach their maximum value, the skill activation condition is met. Special skills become usable when the skill activation condition is met. When the skill activation condition is met, the player can selectively activate two special skills by inputting the skill activation command. When a special skill is activated, the skill points corresponding to the activated special skill are updated to their initial value.
[0058] In this embodiment, the game state is broadly divided into in-game and out-game. In-game refers to the state during normal stage and boss stage play. Out-game, on the other hand, refers to the state when the player is not playing normal stage or boss stage, but can purchase items, sub-character candidates, etc., to use in-game. When transitioning to in-game, the player can use items purchased in out-game, set sub-characters 70 and special skills. Furthermore, the player can change or add sub-characters 70 while in-game.
[0059] Additionally, players can set up sub-characters or special skills while out of game mode. However, setting up or purchasing sub-characters or special skills may be disabled while out of game mode. In this case, setting up or purchasing sub-characters or special skills would only be possible while in-game.
[0060] Furthermore, when transitioning from in-game to out-game, any available sub-character candidates will generally disappear. This means that sub-character candidates purchased out-of-game can only be used for the next in-game session. However, purchased sub-character candidates, as well as those acquired in-game, may be usable repeatedly in-game. Similarly, items may be usable only once in-game, or they may be usable repeatedly in-game.
[0061] Figure 5A is the first diagram illustrating the attack motion of sub-character 70. Figure 5B is the second diagram illustrating the attack motion of sub-character 70. Figure 6A is the third diagram illustrating the attack motion of sub-character 70. Figure 6B is the fourth diagram illustrating the attack motion of sub-character 70. When the player inputs an attack command, the sub-characters 70 execute the attack motion. At this time, one of the sub-characters 70 executes the attack motion for each attack command input.
[0062] As shown in Figure 5A, the characters are arranged in the following order: main character 60 at the front, followed by the first sub-character 70a, second sub-character 70b, third sub-character 70c, fourth sub-character 70d, and fifth sub-character 70e. Here, the attack motions are executed in the order of first sub-character 70a, second sub-character 70b, third sub-character 70c, fourth sub-character 70d, and fifth sub-character 70e. In other words, here the arrangement of the sub-characters 70 and the execution order of the attack motions match. However, the order of the attack motions may be set randomly, regardless of the arrangement order.
[0063] For example, suppose an attack command is input and the attack motion of the first sub-character 70a is executed. In this case, as shown in Figure 5A, an attack animation is displayed in which the first sub-character 70a attacks the enemy character. If the attack motion is successful, damage is dealt to the enemy character. When damage is dealt to the enemy character, as shown in Figure 5B, the number of hits (shown as 1 Hit in Figure 5B) and the total amount of damage dealt (shown as 24 Total damage in Figure 5B) are displayed.
[0064] Additionally, while the attack animation of the first sub-character 70a is displayed, the second sub-characters 70b through the fifth sub-character 70e move closer to the main character 60. At this time, the first sub-character icon 72a disappears, and the second sub-character icons 72b through the fifth sub-character icons 72e shift to the left.
[0065] Here, between the time an attack command is input for the first sub-character 70a and the end of the attack animation for the first sub-character 70a, an invalidation period and a combo acceptance period are set. The invalidation period is the time from the time an attack command is input for the first sub-character 70a until the first time has elapsed. During this invalidation period, the next attack command will be invalid. In other words, even if an attack command is input during the invalidation period, the attack motion will not start.
[0066] In contrast, the combo acceptance period is the period from the end of the first time interval until the end of the attack animation. During this combo acceptance period, the next attack input becomes valid. For example, suppose no further attack input is received between the time the attack input for the first sub-character 70a is received and the end of the attack animation for the first sub-character 70a. In this case, a predetermined waiting period is set after the end of the attack animation, i.e., the attack motion, of the first sub-character 70a. After the waiting period has elapsed, the first sub-character 70a returns to the game screen. At this time, the first sub-character 70a through the fifth sub-character 70e are arranged in the same way as before the attack input.
[0067] Furthermore, upon the return of the first sub-character 70a, the icons for the first sub-character 72a through the fifth sub-character 72e will be displayed, just as before the attack input. If an attack input is made again after the first sub-character 70a returns to the game screen, the attack animation for the first sub-character 70a will be executed in the same manner as described above.
[0068] On the other hand, suppose the next attack input is made during the combo acceptance period before the attack animation of the first sub-character 70a finishes. In this case, the attack motion of the second sub-character 70b will start before the attack motion of the first sub-character 70a finishes. Specifically, as shown in Figure 6A, the attack animation of the second sub-character 70b attacking the enemy character will be displayed. Although not shown in the illustration, the attack animation of the first sub-character 70a is displayed when the display of the second sub-character 70b's attack animation begins. In addition, the attack motions set for sub-character 70 include those that can inflict damage only once per execution of the attack motion, and those that can inflict damage multiple times. If damage is inflicted multiple times in a single attack motion, the hit count will be accumulated and displayed according to the number of times damage was dealt.
[0069] Here, if an attack input is made during the combo acceptance period, a combo is achieved. In other words, if the attacks of multiple sub-characters 70 are executed consecutively within a predetermined time interval, a combo is achieved. In a combo, for example, the damage dealt to the enemy character is increased. Furthermore, in a combo, the total number of hits and damage are accumulated across the attack motions of multiple sub-characters 70.
[0070] While the attack animation of the second sub-character 70b is displayed, the third sub-character 70c through the fifth sub-character 70e move closer to the main character 60. At this time, the second sub-character icon 72b disappears, and the third sub-character icons 72c through the fifth sub-character icons 72e shift to the left.
[0071] During the attack motion of the second sub-character 70b, an invalidation period and a combo acceptance period are also set. If the next attack input is made during the combo acceptance period, the combo state continues as described above, and the attack motion of the third sub-character 70c begins while the attack motion of the second sub-character 70b is still in progress.
[0072] In this way, the player can maintain the combo state by inputting the next attack command during the combo acceptance period. The combo state will continue for a maximum of until the attack motion of the 5th sub-character 70e is completed. Therefore, during the 5th sub-character 70e's attack motion, there is no combo acceptance period; only an invalid period is set. Consequently, the combo state ends when the 5th sub-character 70e's attack motion is completed.
[0073] Then, after the attack motion of the fifth sub-character 70e is executed and the fifth sub-character 70e disappears from the game screen, all sub-characters 70 and sub-character icons 72 become invisible. After all sub-characters 70 and sub-character icons 72 are invisible, and a predetermined waiting period has elapsed, the characters are arranged again in the following order, with the main character 60 at the front, 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. This allows the player to resume the attack motions in order, starting with the first sub-character 70a.
[0074] Thus, in this embodiment, a combo is established when an attack operation is input during the combo acceptance period. As the combo establishment state continues, the attack motions can be executed sequentially from the first sub-character 70a to the fifth sub-character 70e.
[0075] On the other hand, if no attack input is received during the combo acceptance period, the combo ends with the currently executing attack motion. In this case, after a waiting period, the sub-character 70 that performed the attack motion returns to the game screen. At this point, sub-character 70 returns to its initial position, and the attack motion is executed again starting from the first sub-character 70a.
[0076] When a combo is active, the attack motions of multiple sub-characters 70 are executed in parallel. Therefore, by maintaining the combo state, the time required to execute multiple attack motions is shortened. In other words, by maintaining the combo state, the number of attack motions within a given time increases, allowing the player to progress through the game more advantageously.
[0077] Then, in the boss stage, the stage is cleared when the HP of sub-character 70 reaches 0. Upon clearing the boss stage, the player receives a reward. This reward includes potential sub-characters.
[0078] Figure 7A illustrates the game screen upon clearing a boss stage, and Figure 7B illustrates the game screen upon acquiring a sub-character candidate. Upon clearing a boss stage, the reward to be awarded to the player is determined. In a boss stage, the reward may be determined by lottery, or a predetermined reward may be awarded for each boss stage. Upon clearing a boss stage, a reward icon 80 is displayed on the game screen, as shown in Figure 7A. The reward icon 80 displays an image that identifies the content of the reward.
[0079] Figure 7A shows the case where a sub-character candidate is awarded as a reward. Therefore, the reward icon 80 displays an image corresponding to the sub-character candidate. Even when the reward icon 80 is displayed, the player can move the main character 60. When the main character 60 approaches the reward icon 80 due to the player's movement input, as shown in Figure 7B, the reward details image 82 and operation guide 84 are displayed.
[0080] Reward Details Image 82 is an image that explains the contents of the reward. Here, the image, name, combat power value, and evolution level (described later) of the sub-character candidate are shown in Reward Details Image 82. Operation Guide 84 shows the operation related to acquiring the reward. The player can choose to acquire and possess the reward or leave it without acquiring it. The player can acquire and possess the reward by pressing the side button 36 once when the main character 60 is close to the reward icon 80.
[0081] Furthermore, if the reward is a sub-character candidate, the player can acquire and possess the sub-character candidate and activate the automatic sub-character formation function for sub-character 70. When the main character 60 is close to the reward icon 80, the player can long-press the side button 36 to acquire and possess the reward and activate the automatic formation function. The automatic formation function sets sub-character 70 in what is considered the optimal combination and arrangement from the sub-character candidates possessed by the player. The operation guide 84 clearly displays the operations for acquiring and possessing the reward without activating the automatic formation function, and the operations for acquiring and possessing the reward and activating the automatic formation function. The automatic sub-character formation function for sub-character 70 is described in detail below.
[0082] Figure 8 is a diagram illustrating sub-character 70. Figure 8 shows some examples of sub-character candidates that can be set for sub-character 70. As shown in Figure 8, sub-character candidates are associated with character ID, attributes, attack motion, possessed skills, and evolution level. In addition to the information shown in Figure 8, various other pieces of information are also associated with sub-character candidates.
[0083] The character ID is information used to identify the type of sub-character candidate. The attribute is a characteristic of the sub-character candidate and also serves as information for classifying the sub-character candidate. Here, all sub-character candidates are classified into one of four attributes: "Fire," "Wind," "Ice," or "None." Enemy characters may also be associated with attributes in the same way as sub-character candidates. In this case, the combination of the sub-character 70's attributes and the enemy character's attributes will change the degree of advantage in game progression, such as increasing the damage dealt. If the attributes of the enemy characters that appear differ from stage to stage, the optimal formation of sub-character 70 will differ. Therefore, strategic thinking is required in forming sub-character 70, which enhances the enjoyment of the game.
[0084] Furthermore, each sub-character candidate is associated with one attack motion and one skill. It is also possible to have sub-character candidates associated with multiple attack motions or multiple skills. The attack motion associated with a sub-character candidate will be executed when an attack command is input while the sub-character is set to sub-character 70. Additionally, the skills associated with a sub-character candidate can be set as special skills as described above.
[0085] Here, each attack motion has a different attack animation and attack power. Each attack motion also has a set motion time, which is the duration until the attack motion ends. Attack motions can include those with different motion times. Furthermore, as mentioned above, during an attack motion, there is a disabled period and a combo acceptance period. Attack motions can include those with different lengths for the disabled period (i.e., the time during which attack input is disabled) and / or the combo acceptance period.
[0086] Furthermore, each sub-character candidate has a combat power value associated with each evolution level. As the game progresses, the player can evolve the 70 sub-characters and increase their evolution level. The evolution level increases, for example, by using items obtained in each stage. For example, suppose the player clears a boss stage and obtains and possesses a sub-character candidate as a reward. At this time, the obtained sub-character candidate has a pre-set evolution level. The player may obtain a sub-character candidate with an evolution level of 1, or a sub-character candidate with an evolution level of 3.
[0087] The maximum evolution level for a sub-character candidate is level 3. Therefore, if a sub-character candidate's evolution level is level 1 or 2, the player can increase that sub-character candidate's evolution level by using an item or other means. In this case, the player can increase the evolution level of a sub-character candidate that is set to sub-character 70, or a sub-character candidate that is not set to sub-character 70.
[0088] Note that the conditions for increasing the evolution level are not limited to the use of items. For example, if a player acquires a sub-character candidate that is identical to one they already possess, the evolution level of that sub-character candidate may also increase. Specifically, suppose a player possesses one sub-character candidate with an evolution level of 1. In this case, if the player acquires another of the same sub-character candidate, the number of sub-character candidates the player possesses will increase to 2. The evolution levels of both of these sub-character candidates will then increase to level 2.
[0089] The combat power value is a parameter determined based on factors such as the rarity of the sub-character candidate, attack power, and information used for hit detection. Here, the combat power value is set to increase as the evolution level rises.
[0090] Furthermore, each sub-character candidate has a display pattern set for each evolution level. In other words, increasing the evolution level changes the display pattern of the 70 sub-characters shown on the game screen. Note that the attack animation displayed when an attack motion is performed is the same regardless of the evolution level. However, the attack animation may change depending on the evolution level.
[0091] Furthermore, the operations required to perform attack motions are the same regardless of the evolution level. In other words, players can perform attack motions using the same attack operations, regardless of the evolution level. To put it another way, even if the display changes as the evolution level increases, the attack operations required to perform attack motions do not change. Therefore, the game's appeal can be enhanced by diversifying the display without requiring players to perform complicated operations.
[0092] Figure 9A is the first diagram illustrating the formation screen. Figure 9B is the second diagram illustrating the formation screen. As described above, the player can form a sub-character 70 during in-game and out-of-game. During in-game and out-of-game, when a predetermined operation is input, the formation screen shown in Figure 9A is displayed on the display 26.
[0093] At the top of the formation screen, 90 owned icons are displayed, corresponding to the sub-character candidates the player possesses. In other words, the formation screen displays a list of sub-character candidates the player owns. The owned icons 90 may also display information related to combat power or attack motion. For example, information related to attack motion may include a still image or video showing the attack animation.
[0094] Additionally, the first sub-character setting slot 92a, second sub-character setting slot 92b, third sub-character setting slot 92c, fourth sub-character setting slot 92d, fifth sub-character setting slot 92e, first special skill setting slot 94a, and second special skill setting slot 94b are displayed at the bottom of the formation screen.
[0095] The first sub-character setting slots 92a to the fifth sub-character setting slots 92e correspond to the first sub-characters 70a to the fifth sub-characters 70e, respectively. In other words, the sub-character candidate set in the first sub-character setting slot 92a becomes the first sub-character 70a, and the sub-character candidates set in the second sub-character setting slots 92b to the fifth sub-character setting slots 92e become the second sub-characters 70b to the fifth sub-characters 70e, respectively.
[0096] Furthermore, the first special skill setting slot 94a and the second special skill setting slot 94b correspond to the two special skill icons 74 displayed on the game screen. In other words, the skills possessed by the sub-character candidates set in the first special skill setting slot 94a and the second special skill setting slot 94b become the special skills.
[0097] Furthermore, on the formation screen, a cursor 96, indicated by a dashed-dot outline in the diagram, is displayed. The player can, for example, tilt the tilt control unit 34 to move the cursor 96 to one of the possession icons 90, or from the first sub-character setting slot 92a to the second special skill setting slot 94b.
[0098] For example, suppose the cursor 96 is positioned over the first sub-character setting frame 92a, and the right button 32c is pressed. This puts the first sub-character setting frame 92a into a provisional selection state, and as shown by the thick outline in the figure, the first sub-character setting frame 92a is highlighted. In this state, suppose the cursor 96 is positioned over the possession icon 90, and then the right button 32c is pressed. In this case, as shown in Figure 9B, the possession icon 90, over which the cursor 96 is positioned, is displayed over the first sub-character setting frame 92a. As a result, the sub-character candidate selected by the player is set over the first sub-character setting frame 92a, i.e., the first sub-character 70a.
[0099] As described above, by first selecting the first sub-character setting slot 92a and the second special skill setting slot 94b displayed at the bottom of the formation screen, and then selecting the owned icon 90, the player can set up to 5 sub-characters 70 and 2 special skills.
[0100] A player can possess multiple identical sub-character candidates. Furthermore, if a player possesses multiple identical sub-character candidates, they can set up to three of these candidates as sub-character 70. However, it may be stipulated that multiple sub-character 70 cannot be duplicated. Similarly, two special skills may be assigned to the same sub-character candidate. Alternatively, it may be stipulated that two special skills cannot be duplicated.
[0101] Furthermore, players are not required to set up five sub-characters. Players can set up between one and five sub-characters. Also, players are not required to set up two special skills. Players can set up between zero and two special skills.
[0102] Then, an auto-formation button 98 is displayed in the upper right corner of the formation screen. When the cursor 96 is positioned over the auto-formation button 98 and the right button 32c is pressed, the auto-formation function is activated. Also, as mentioned above, when the boss stage is cleared and the operation guide 84 is displayed, the auto-formation function is activated when the side button 36 is pressed and held down. In the auto-formation function, sub-characters 70, etc. are set based on the first setting information, combo setting information, attributes set for sub-character candidates, etc.
[0103] Figure 10 is a diagram illustrating the first setting information. The player terminal 1's memory 12 or storage unit 18 stores the first setting information table. In the first setting information table, the first setting information is pre-associated with some of the sub-character candidates provided in the game. In the automatic formation function, the first sub-character setting slot 92a is basically the first setting slot, and the fifth sub-character setting slot 92e is the last setting slot, with sub-character candidates being set sequentially from the first setting slot to the last setting slot.
[0104] In other words, the automatic assignment function first selects the sub-character candidate to be set in the first sub-character setting frame 92a, i.e., the first sub-character 70a. At this time, the sub-character candidate for which setting in the first sub-character setting frame 92a takes priority is associated with the first setting information. For example, in the example shown in Figure 10, the first setting information is associated with sub-character candidates A1, A3, B1, C1, D1, and D2. Thus, the sub-character candidates include both sub-character candidates to which the first setting information is associated and sub-character candidates to which the first setting information is not associated.
[0105] In the automatic character assignment function, first, one sub-character candidate associated with the first setting information is selected as the sub-character candidate to be set in the first sub-character setting slot 92a. Then, based on the selected sub-character candidate, sub-character candidates to be set in the second sub-character setting slot 92b through the fifth sub-character setting slot 92e are selected.
[0106] Figure 11 is a diagram illustrating combo setting information. The memory 12 or storage unit 18 of the player terminal 1 stores a combo setting information table. The combo setting information table stores multiple combo setting information entries. The combo setting information defines the sub-character candidate that will be preferentially placed after the previously selected sub-character candidate. In other words, the combo setting information defines two sub-character candidates whose consecutive placement is prioritized.
[0107] For example, in the example shown in Figure 11, sub-character candidates A2, A3, A5, and A7 are specified as sub-character candidates that will be preferentially placed after sub-character candidate A1. Also, for example, sub-character candidates A1, A3, A4, and A8 are specified as sub-character candidates that will be preferentially placed after sub-character candidate A2. The automatic formation function refers to the above first setting information and combo setting information to set sub-character candidates in the first sub-character setting slot 92a to the fifth sub-character setting slot 92e, the first special skill setting slot 94a, and the second special skill setting slot 94b.
[0108] Furthermore, the combo setting information is designed with consideration, for example, the ease of initiating and maintaining a combo state. Additionally, the combo setting information is designed with consideration for the visual appeal of the attack animation when attack motions are executed consecutively during a combo state. As described above, each attack motion has a set invalidation period during which input for the next attack operation is disabled. The length of this invalidation period may vary depending on the attack motion. In this embodiment, for example, attack motions are classified into weak attack motions, medium attack motions, and strong attack motions.
[0109] A weak attack motion has low attack power but a short duration of invincibility. A medium attack motion has higher attack power and a longer duration of invincibility than a weak attack motion. A strong attack motion has even higher attack power and an even longer duration of invincibility than a medium attack motion. In addition, the time required from the start to the end of a weak attack motion is shorter compared to medium and strong attack motions.
[0110] Because weak attack motions have a short cooldown period, the time until the next attack motion can be initiated is short. Therefore, for example, if sub-characters 70 with weak attack motions are placed consecutively, the two attack motions will be executed in a shorter time than if sub-characters 70 with strong attack motions were placed consecutively.
[0111] In the automatic character creation function, in order to enable the combo to be completed earlier, the first setting information is attached to sub-character candidates that have a weak attack motion set. As a result, according to the automatic character creation function, the first sub-character candidate 70a will always be a sub-character candidate that has a weak attack motion with a short invalidation period set.
[0112] Furthermore, the combo settings are configured so that, for example, weak attack motions are linked to weak attack motions, weak attack motions to medium attack motions, medium attack motions to medium attack motions, medium attack motions to strong attack motions, and strong attack motions to strong attack motions. This makes it easier to maintain the combo state, and the attack power of Sub-Character 70 is set so that it increases as the combo progresses.
[0113] Furthermore, the attack motions set for sub-character candidates include attack animations displayed on the game screen and hit detection information. Hit detection information is used to perform a hit detection process that determines whether or not an attack motion is successful when it is executed. For example, hit detection information includes parameters used in the calculation process to determine whether or not an attack motion is successful. Also, hit detection information includes a waiting time between the execution of the attack motion and the execution of the hit detection process. This waiting time varies depending on the type of attack motion. Here, weak attack motions have a shorter waiting time before the hit detection process is executed compared to medium and strong attack motions.
[0114] Therefore, the time it takes from the input of an attack command until the hit detection process is executed, that is, the time it takes for damage to be dealt to the enemy character, varies depending on the attack motion. Also, since each attack motion has a different attack animation, depending on the content of the attack animation, it may look bad when executed consecutively.
[0115] Thus, the sequence of two attack motions, which does not affect operability, visual issues, or the occurrence and continuation of combo states, is pre-set as combo setting information, taking various factors into consideration. In other words, the combo setting information is designed based on attack motions, hit detection information, and attack animations, taking into account the smooth transition between attack motions.
[0116] However, the factors to consider when designing combo setting information are not particularly limited. For example, combo setting information may be designed with consideration for dealing the maximum damage to the enemy character. Below, an example of the process of selecting 70 sub-characters using the automatic formation function will be explained.
[0117] Figure 12A is the first diagram illustrating an example of the subcharacter candidate selection process using the automatic organization function. Figure 12B is the second diagram illustrating an example of the subcharacter candidate selection process using the automatic organization function. Figure 12C is the third diagram illustrating an example of the subcharacter candidate selection process using the automatic organization function. Figure 13A is the fourth diagram illustrating an example of the subcharacter candidate selection process using the automatic organization function. Figure 13B is the fifth diagram illustrating an example of the subcharacter candidate selection process using the automatic organization function. Figure 13C is the sixth diagram illustrating an example of the subcharacter candidate selection process using the automatic organization function.
[0118] In the automatic formation function, the formation of 70 sub-characters and special skills is done according to the attribute of the sub-character candidates. Since there are four types of attributes that can be linked to sub-character candidates, four patterns of 70 sub-characters and special skills are provisionally formed. Then, of the four provisionally formed patterns, the formation with the highest total combat power value is set. Specifically, within each attribute, the sub-character candidate with the highest combat power value among the sub-character candidates linked to the first setting information is provisionally set in the first sub-character setting slot 92a.
[0119] Here, as shown in Figure 12A, a sub-character candidate A1 is tentatively set for the fire attribute, a sub-character candidate B1 for the wind attribute, a sub-character candidate C1 for the ice attribute, and a sub-character candidate D1 for the neutral attribute. In this embodiment, the sub-character candidate for the fire attribute is denoted as An, and similarly, the sub-character candidates for the wind, ice, and neutral attributes are denoted as Bn, Cn, and Dn, respectively. The value n in the sub-character candidates An, Bn, Cn, and Dn is an arbitrary integer and represents the character ID.
[0120] Once a sub-character candidate is tentatively set in the first sub-character setting slot 92a for each attribute, the sub-character candidates are then tentatively set in the second sub-character setting slot 92b through the second special skill setting slot 94b. Here, the sub-character candidates are tentatively set in the second sub-character setting slot 92b through the second special skill setting slot 94b in the order of fire attribute, wind attribute, ice attribute, and neutral attribute.
[0121] When provisionally setting a fire-attribute sub-character candidate, the candidate is first provisionally set in the second sub-character setting slot 92b. At this time, the sub-character candidate is extracted based on the combo setting information. Specifically, the sub-character candidate that is given priority after the A1 sub-character candidate provisionally set in the first sub-character setting slot 92a is extracted. In other words, the sub-character candidate with the combo setting information "A1→An" is extracted.
[0122] Note that there may be multiple sub-character candidates that are prioritized after the sub-character candidate A1. In this case, sub-character candidate 1 is tentatively set according to a pre-set condition, such as having the highest combat power value. Here, as shown in Figure 12B, the sub-character candidate A2, for which the "A1→A2" combo setting information is set, is tentatively set in the second sub-character setting slot 92b.
[0123] When a sub-character candidate is tentatively set in the second sub-character setting frame 92b, a sub-character candidate is then tentatively set in the third sub-character setting frame 92c. In this case, the sub-character candidate that is given priority after the sub-character candidate in the second sub-character setting frame 92b, which is currently the last one tentatively set, is extracted. Here, the sub-character candidate for A3, for which the combo setting information "A2→A3" is set, is tentatively set in the third sub-character setting frame 92c. Note that when sub-character candidates are tentatively set in two consecutive setting frames, a search for a sub-character candidate that can be set between these two sub-character candidates may also be performed.
[0124] In this way, sub-character candidates are tentatively set in the second sub-character setting slot 92b to the fifth sub-character setting slot 92e based on the combo setting information. However, sub-character candidates that should be preferentially placed based on the combo setting information may not be extracted. In other words, sub-character candidates that should be preferentially placed after the sub-character candidate that is tentatively set at the end of the list at this stage may not be extracted. If no connected sub-character candidates are extracted in this way, the remaining sub-character candidates are tentatively set in the empty slots among the second sub-character setting slot 92b to the fifth sub-character setting slot 92e.
[0125] In this case, if there are two or more empty slots, sub-character candidates are extracted based on the combo setting information so that connections between sub-character candidates are established within the empty slots. For example, suppose no sub-character candidate is extracted that would be preferentially placed after the sub-character candidate A3 that is tentatively set in the third sub-character setting slot 92c. In this case, the fourth sub-character setting slot 92d and the fifth sub-character setting slot 92e become empty slots.
[0126] In this case, based on the combo setting information, two related sub-character candidates are extracted. Here, since the combo setting information "A7→A8" is set, as shown in Figure 12C, the sub-character candidates A7 and A8 are tentatively set in the fourth sub-character setting frame 92d and the fifth sub-character setting frame 92e, respectively.
[0127] If multiple candidates for two related sub-characters are extracted, the sub-character candidates should be provisionally set according to pre-set conditions. For example, the one with the highest combined combat power among the two sub-character candidates may be provisionally set. If no candidates for two related sub-characters are extracted, for example, the sub-character candidates with the highest combat power may be provisionally set in the empty slots.
[0128] Furthermore, if there is a shortage of fire-attribute sub-character candidates, sub-character candidates of other attributes may be temporarily assigned to the empty slots. In this case, sub-character candidates with the highest combat power may be assigned to the empty slots in descending order. However, if sub-character candidates of multiple attributes are not to be mixed, it is not necessary to temporarily assign sub-character candidates to the empty slots.
[0129] As described above, once the first sub-character setting slot 92a to the fifth sub-character setting slot 92e have been provisionally set with respect to the fire attribute, the sub-character candidates are then provisionally set in the first special skill setting slot 94a and the second special skill setting slot 94b. Here, as shown in Figure 13A, the fire attribute sub-character candidates that have not been provisionally set in the first sub-character setting slot 92a to the fifth sub-character setting slot 92e are provisionally set in the first special skill setting slot 94a and the second special skill setting slot 94b.
[0130] The method for selecting the provisional sub-character candidates at this time is not particularly limited. For example, a priority order may be set for the possessed skills, and the provisional sub-character candidates to be set in the first special skill setting slot 94a and the second special skill setting slot 94b may be determined according to that priority order. Alternatively, the provisional sub-character candidates to be set in the first special skill setting slot 94a and the second special skill setting slot 94b may be determined in the order of their character IDs.
[0131] Then, for the fire attribute, once the sub-character candidates are provisionally set from the first sub-character setting slot 92a to the second special skill setting slot 94b, as shown in Figure 13B, the same process is followed for the wind, ice, and neutral attributes, where the sub-character candidates are provisionally set. Once the provisional setting of sub-character candidates for all attributes is complete, the total combat power values for each attribute are compared. Here, the combat power values of the provisionally set sub-character candidates are added together to determine the total combat power value. Finally, one formation is determined for the attribute with the highest total combat power value.
[0132] For example, if the total combat power value of the wind attribute is the highest, the provisional wind attribute setting will be finalized as sub-character 70 and special skill, as shown in the thick box in Figure 13C. Therefore, in this case, sub-character candidate B1 will be set as the first sub-character 70a, and sub-character candidates B5, B3, B10, and B12 will be determined as the second sub-character 70b through the fifth sub-character 70e, respectively. In addition, the skills possessed by sub-character candidates B2 and B8 will be determined as special skills.
[0133] As described above, in this embodiment, the automatic formation function automatically forms sub-characters 70 that are easy to maintain in a combo state. This improves the convenience for the player. Here, after the sub-characters 70 are provisionally set for each attribute, one of the attributes is finalized. However, sub-characters 70 may be formed regardless of the attribute. Also, for example, the attributes of the sub-characters 70 set by the automatic formation function may be set in advance by the player. In this case, the above processing only needs to be performed for sub-characters 70 that match the attributes set by the player.
[0134] Next, the functional configuration of player terminal 1 for running the above game will be described.
[0135] (Functional configuration of player terminal 1) Figure 14 illustrates the configuration of the memory 12 in the player terminal 1 and its function as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When the game starts, the CPU 10 stores the game control program (module) in the program storage area 12a.
[0136] The game control program includes an out-of-game processing program 100, an in-game processing program 102, a character setting program 104, and an automatic team formation processing program 106. Note that the programs listed in Figure 14 are just examples; the game control program includes many other programs.
[0137] The data storage area 12b is equipped with a game information storage unit 150 and an automatic character creation information storage unit 152 as data storage units. In addition, the data storage area 12b is equipped with numerous other storage units. Various game information necessary for the progress of the game is stored in the game information storage unit 150. For example, the game information includes information on the possession of sub-character candidates, the evolution level of each sub-character candidate, and setting information for sub-characters 70 and special skills.
[0138] The automatic character arrangement information storage unit 152 is used when the automatic character arrangement function is activated and stores information regarding the provisional settings of sub-character candidates.
[0139] The CPU 10 runs each program stored in the program storage area 12a and updates the information in each storage unit of the data storage area 12b. Then, by running each program stored in the program storage area 12a, the CPU 10 makes the player terminal 1 (computer) function as the 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 character creation processing unit 106a.
[0140] Specifically, the CPU 10 runs the in-game processing program 100, causing the computer to function as the out-of-game processing unit 100a. Similarly, the CPU 10 runs the character setting program 102, the character setting program 104, and the automatic character creation processing program 106, causing them to function as the in-game processing unit 102a, the character setting unit 104a, and the automatic character creation processing unit 106a, respectively.
[0141] The out-of-game processing unit 100a performs processing during the out-of-game period. The in-game processing unit 102a performs processing during the out-of-game period. The character setting unit 104a performs processing to set sub-characters 70, etc., based on the player's operations. The automatic formation processing unit 106a performs automatic formation processing and automatically forms the sub-characters 70, etc. Note that, for example, in online games where the game progresses through cooperation between the player terminal 1 and the server 1000, each of the functional units shown in Figure 14 may be provided on either the player terminal 1 or the server 1000, or both.
[0142] The processes performed by each functional unit in the player terminal 1 described above are explained below using flowcharts. Here, as an example of in-game processing, we will mainly explain the processing related to setting up sub-characters 70 and the processing related to boss stages.
[0143] (Processing on player terminal 1) Figure 15 is a flowchart illustrating the preparation process. During in-game or out-of-game, when an operation to display the formation screen shown in Figures 9A and 9B is input, the character setting unit 104a displays the formation screen. While the formation screen is displayed, when a selection operation to select one of the slots from the first sub-character setting slot 92a to the second special skill setting slot 94b is input (pressing the right button 32c with the cursor 96 positioned between the first sub-character setting slot 92a and the second special skill setting slot 94b) is input (YES in S100-1), the character setting unit 104a temporarily stores the selected icon (S100-2). Furthermore, when an operation to determine a sub-character candidate is input while one of the slots is temporarily selected (pressing the right button 32c with the cursor 96 positioned over the possessed icon 90) (YES in S100-3), the character setting unit 104a stores the selected sub-character candidate in the temporarily selected slot (S100-4).
[0144] Furthermore, when an automatic setting operation (pressing the right button 32c while the cursor 96 is positioned on the auto-arrangement button 98) is input (YES in S100-5), the automatic arrangement processing unit 106a performs the automatic arrangement process (S200). The automatic arrangement process will be described later.
[0145] Furthermore, when an evolution operation is entered to increase the evolution level of a sub-character candidate using an item (YES in S100-6), the character setting unit 104a updates the evolution level of the selected sub-character candidate (S100-7). Note that the possession information of sub-character candidates and the evolution level of each sub-character candidate are reset each time an in-game session ends. However, the possession information and evolution level of sub-character candidates may be carried over to an out-game or the next in-game session.
[0146] Figure 16 is a flowchart illustrating the automatic formation process. The automatic formation processing unit 106a first extracts the sub-character candidates that the player possesses (S200-1). The automatic formation processing unit 106a also extracts the accessories that the player possesses (S200-2). Players can acquire and possess accessories as rewards during the game. Accessories have the effect of changing various parameters, and when a player possesses an accessory, predetermined parameters are changed. For example, accessories have attributes set, just like sub-characters 70. Some accessories increase the combat power value of sub-characters 70 with the same attribute as the player's possessed accessory.
[0147] Next, the automatic formation processing unit 106a calculates the combat power values of all sub-character candidates extracted in S200-1 (S200-3). Here, the combat power values are calculated taking into account the accessories possessed by the player. However, the effects of accessories may be added after the combat power values have been calculated without considering their effects.
[0148] Next, the automatic formation processing unit 106a extracts the sub-character candidates that are associated with the first setting information from among the sub-character candidates extracted in S200-1 (S200-4). Next, the automatic formation processing unit 106a classifies the sub-character candidates extracted in S200-4 by attribute, and for each attribute, provisionally sets the sub-character candidate with the highest combat power value in the first sub-character setting slot 92a (S200-5).
[0149] Next, the automatic character creation processing unit 106a loads the combo setting information (S200-6). Then, the automatic character creation processing unit 106a determines the attributes to be processed (S200-7) and, based on the combo setting information, provisionally sets the sub-character candidates for the second sub-character setting slot 92b to the fifth sub-character setting slot 92e (S200-8). Next, the automatic character creation processing unit 106a provisionally sets the sub-character candidates for the first special skill setting slot 94a and the second special skill setting slot 94b (S200-9).
[0150] The processes from S200-7 to S200-9 are performed for all attributes, and once the processing for all attributes is complete (YES in S200-10), the automatic formation processing unit 106a calculates the total combat power value for each attribute (S200-11). Then, the automatic formation processing unit 106a determines and stores the sub-character candidate for the attribute with the highest total combat power value as either sub-character 70 or a special skill (S200-12).
[0151] Figure 17 is a flowchart illustrating in-game processing. During gameplay, the in-game processing unit 102a repeatedly performs the in-game processing shown in Figure 17 at the frame update interval. A frame, i.e., the game screen, is updated, for example, 30 times per second. In this case, the frame update interval is approximately 33 ms. If an operation to display the formation screen is input during gameplay, the formation screen is displayed, and the preparation process shown in Figure 15 is executed. In this case, the in-game processing shown in Figure 17 is interrupted. Also, if an operation to terminate the preparation process is input after the preparation process has been executed during gameplay, the preparation process ends, and the in-game processing resumes.
[0152] The in-game processing unit 102a performs timer update processing (S300), operation input processing (S310), enemy character control processing (S320), hit detection processing (S330), and image display processing (S340) during in-game processing.
[0153] In the timer update process (S300), the timer values of various timers are updated. Here, timers with timer values greater than 0 are decremented. Then, the in-game processing unit 102a performs operation input processing (S310), enemy character control processing (S320), and hit detection processing (S330), and then performs image display processing (S340) to update the game screen based on the results of these processes.
[0154] In the image display processing (S340), the boss character 50, main character 60, and sub-character 70 are displayed on the game screen based on the position information of the boss character 50 and main character 60. The sub-character 70 is displayed in a display mode corresponding to its evolution level. In addition, the boss character HP bar 52, main character HP bar 62, main character icon 64, fever gauge 66, sub-character icon 72, special skill icon 74, and skill gauge 76 are displayed based on game information and various parameters. The operation input processing (S310), enemy character control processing (S320), and hit detection processing (S330) are described in detail below.
[0155] Figure 18 is a flowchart illustrating the operation input process. When a movement operation to move the main character 60 (for example, a tilt operation of the tilt operation unit 34) is input (YES in S310-1), the in-game processing unit 102a updates the position information of the main character 60 (S310-2). Also, when an attack operation (for example, pressing the left button 32a) is input (YES in S310-3), the in-game processing unit 102a determines whether it is in an attack-ready state (S310-4). Examples of an attack-ready state include not being in the invalid period mentioned above, not being in the waiting period set after the end of the attack motion of the sub-character 70, and being in the combo acceptance period mentioned above.
[0156] If an attack is possible (YES in S310-4), the sub-character 70 that will perform the attack motion, i.e., the target sub-character 70, is determined (S310-5). When an attack motion is performed, the counter value of the target identification counter is updated. For example, if the counter value of the target identification counter is between 1 and 4, 1 is added to the current counter value. Also, if the counter value of the target identification counter is 5, it is updated to 1. The sub-character 70 that will perform the attack motion is determined based on the counter value of the target identification counter.
[0157] For example, if the value of the target identification counter is 1, the first sub-character 70a is determined to perform the attack motion, and if the value of the target identification counter is 5, the fifth sub-character 70e is determined to perform the attack motion. If no attack input is entered during the combo acceptance period, the value of the target identification counter is updated to 1 when the combo acceptance period ends. As a result, when an attack input is entered in the next attackable state, the attack motion of the first sub-character 70a will be performed.
[0158] The in-game processing unit 102a determines the attack motion associated with the sub-character 70 determined in S310-5 (S310-6). At this point, processing is also performed to initiate the determined attack motion. For example, if the fifth sub-character 70e executes an attack motion, the waiting period after the attack motion ends is set in a predetermined timer. The timer value set in the timer at this time, i.e., the waiting period, is decremented in the timer update process (S300). If the timer value is greater than 0, it is determined to be the waiting period for the attack motion, resulting in a state where, for example, an attack is impossible. Furthermore, the processing related to the attack motion may differ depending on whether or not a combo has been completed.
[0159] Then, the in-game processing unit 102a sets a timer value in the hit detection timer (S310-7). The hit detection timer is a timer that measures the waiting time from the start of the attack motion until the hit detection process described later is executed. As described above, each attack motion has hit detection information set in it. The hit detection information includes the waiting time until the hit detection process is executed. Here, the waiting time set in the attack motion determined in S310-6 is set in the hit detection timer.
[0160] Furthermore, when an operation to activate a special skill (for example, pressing the up button 32b or the right button 32c) is input by the in-game processing unit 102a (YES in S310-8), it determines whether the skill is in a state where it can be activated (S310-9).
[0161] If a skill is available to be activated (YES in S310-9), the in-game processing unit 102a determines which special skill to activate based on the sub-character candidates set in the first special skill setting slot 94a or the second special skill setting slot 94b, and the input operation (S310-10). At this point, processing is also performed to activate the determined special skill.
[0162] Then, the in-game processing unit 102a sets a timer value in the hit detection timer (S310-11). Here, the waiting time set for each special skill is set in the hit detection timer.
[0163] Furthermore, when an acquisition operation to obtain a reward (for example, pressing the side button 36) is input (YES in S310-12), the in-game processing unit 102a acquires the reward and updates the information on the items and sub-character candidates that are held as rewards (S310-13).
[0164] During gameplay, when an automatic setting operation (for example, pressing and holding the side button 36) is input (YES in S310-14), the in-game processing unit 102a acquires the reward and updates the information on the sub-character candidates held as the reward (S310-15). Then, the automatic formation processing unit 106a performs the automatic formation process shown in Figure 16 above (S200).
[0165] Figure 19 is a flowchart illustrating the enemy character control process. The in-game processing unit 102a determines the motion to be executed (S320-2) if the boss character 50 is able to start a new motion (YES in S320-1). At this point, the process to start the determined motion is also performed. The motions of the boss character 50 include attack motions and movement motions. Attack motions may include normal attack motions and special attack motions that inflict greater damage than normal attack motions.
[0166] Once the attack motion is determined (YES in S320-3), the in-game processing unit 102a sets a hit detection timer for the boss character 50 (S320-4). In other words, the boss character 50's attack motion is also associated with a waiting time until the hit detection process is executed.
[0167] Figure 20 is a flowchart illustrating the hit detection process. In S300, the in-game processing unit 102a determines whether the hit detection timer for sub-character 70 and the hit detection timer for boss character 50 have been updated from 1 to 0 (S330-1). If the hit detection timer is updated from 1 to 0 (YES in S330-1), the in-game processing unit 102a performs a validity determination process (S330-2).
[0168] Furthermore, the process for determining whether Sub-character 70's attack motion is valid checks whether Boss character 50 is located within its attack range. Similarly, the process for determining whether Boss character 50's attack motion is valid checks whether Main character 60 is located within its attack range. Additionally, the process for determining whether Boss character 50's attack motion is valid checks whether Fever Mode is active. As mentioned above, during Fever Mode, Main character 60 transforms into a specific character. In this state, regardless of the position of the specific character, Boss character 50's attack motion is deemed invalid.
[0169] If it is determined that the attack motion of sub-character 70 or boss character 50 is not valid (NO in S330-3), the in-game processing unit 102a determines the damage to be 0 (S330-4). On the other hand, if it is determined that the attack motion of sub-character 70 or boss character 50 is 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 motion.
[0170] The in-game processing unit 102a performs an HP update process (S330-6) which subtracts the damage value calculated in S330-5 from the opponent's HP. If the updated HP is 0 (YES in S330-7), the in-game processing unit 102a performs a termination process (S330-8). In this termination process, if the main character 60's HP becomes 0, a process to terminate the in-game is executed. On the other hand, if the boss character 50's HP becomes 0, a process to terminate the current boss stage is executed.
[0171] Although one embodiment has been described above with reference to the attached drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear to those skilled in the art that various modifications or variations can be conceived within the scope of the claims, and these are also understood to fall within the technical scope.
[0172] The gameplay and processing on the player terminal 1 described in the above embodiment are merely examples. For example, some of the processing described above may be executed on the server 1000 instead of the player terminal 1. In any case, the information processing program only needs to cause a computer (either the player terminal 1 or the server 1000, or both) to perform the following processing.
[0173] (Processes to be performed by a computer) A process (S100-4, S200 for example) to set up multiple sub-objects (sub-characters 70 for example in this embodiment) that are displayed on the game screen in association with the main object (main character 60 for example in this embodiment) based on the player's setting operations. A process that executes predefined attack motions for each of the multiple sub-objects displayed on the game screen in a predetermined order based on the player's attack input (in this embodiment, S310-5 and S310-6 are examples). When a predetermined condition (in this embodiment, for example, input of an evolutionary operation) is met, a process is performed (in this embodiment, for example, S100-7) to update the display information (in this embodiment, for example, the evolutionary level) corresponding to the display mode of the sub-object. A process to display sub-objects on the game screen in a display mode based on the display information (in this embodiment, S340 is an example).
[0174] In the above embodiment, a sub-character 70 was described as an example of a sub-object. However, the sub-object is not limited to the sub-character 70. For example, the sub-object may be a weapon or skill possessed by the main character 60, and motions may be associated with the weapon or skill. In this case, when an attack operation is input, the motions defined for the weapon or skill should be activated in a predetermined order. In this case as well, it is preferable that the weapon or skill, which is the sub-object, be displayed separately from the main character 60 (main object), or integrated with it.
[0175] Furthermore, the process of executing an attack motion may be performed in a predetermined order if the next attack operation is input within a predetermined time after the first attack operation is input. In the above embodiment, an invalid period and a combo acceptance period are set for the attack motion. However, the invalid period is not mandatory, and only a combo acceptance period may be provided.
[0176] In the above embodiment, the boss character performs an attack motion, but this is not mandatory. For example, the stage may be cleared by reducing the boss character's HP to 0 within the time limit, even without the boss character performing an attack motion. In any case, the gameplay of the above embodiment is merely an example, and the design can be modified as appropriate.
[0177] Furthermore, in the above embodiment, hit detection information is defined for each attack motion. However, hit detection information may also be defined for each sub-character candidate.
[0178] Furthermore, in the above embodiment, an automatic configuration function is provided in which multiple sub-characters 70 are automatically selected and configured based on the input of the player's automatic configuration operation. However, the automatic configuration function is not mandatory. Also, the algorithm of the automatic configuration function in the above embodiment is merely an example. In any case, if an automatic configuration function is provided, the process of setting up sub-objects can be performed by selecting and configuring multiple sub-objects according to a predetermined algorithm based on the input of the automatic configuration operation.
[0179] Furthermore, the information processing programs for executing the processes in the above embodiments and various modifications may be stored in a computer-readable non-temporary storage medium and provided as such. Moreover, a game terminal device including this storage medium may be provided. In addition, the above embodiments and various modifications may also be information processing methods for realizing each function and the steps shown in the flowchart. [Explanation of Symbols]
[0180] 1 Player terminal 1000 Servers G Game Device S Information Processing System
Claims
1. A process of setting a plurality of sub-objects to be displayed on the game screen in association with the main object based on a setting operation by a player; a process of executing an attack motion defined for each of the plurality of sub-objects displayed on the game screen based on an attack operation by a player, and executing the attack motions in a preset order when a next attack operation is input within a predetermined time after one attack operation is input; Next, a process of identifiably displaying the sub-object that executes the attack motion when the attack operation is input; An information processing program that causes a computer to carry out the above.
2. A process of identifiably displaying the sub-object that executes the attack motion when the attack operation is input next time; 2. The information processing program according to claim 1, which causes a computer to execute the steps of:
3. A process of displaying, on the game screen, a plurality of the sub-objects in the order in which the attack motions are executed; 3. The information processing program according to claim 1, which causes a computer to execute the following.
4. 1. An information processing method performed by one or more computers, comprising: The computer A process of setting a plurality of sub-objects to be displayed on the game screen in association with the main object based on a setting operation by a player; a process of executing an attack motion defined for each of the plurality of sub-objects displayed on the game screen based on an attack operation by a player, and executing the attack motions in a preset order when a next attack operation is input within a predetermined time after one attack operation is input; Next, a process of identifiably displaying the sub-object that executes the attack motion when the attack operation is input; An information processing method for carrying out the above.
5. one or more computers; The computer A process of setting a plurality of sub-objects to be displayed on the game screen in association with the main object based on a setting operation by a player; a process of executing an attack motion defined for each of the plurality of sub-objects displayed on the game screen based on an attack operation by a player, and executing the attack motions in a preset order when a next attack operation is input within a predetermined time after one attack operation is input; Next, a process of identifiably displaying the sub-object that executes the attack motion when the attack operation is input; An information processing system that carries out the above.