Game program, information processing system, information processing device, and information processing method
Patent Information
- Application Number
- JP2024031191
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-01
- Publication Date
- 2025-09-08
AI Technical Summary
Conventional games with ranged attacks lack balance in generating effects, leading to potential player advantages that disrupt the game's equilibrium.
A game program that generates a determination area in response to player input, expanding over time, and applies effects when a ranged attack hits within this area, with controls for non-player characters and limitations on effect generation to maintain balance.
Maintains game balance by ensuring ranged attacks have timed effects and controlled interactions with non-player characters, preventing excessive player advantages and promoting strategic gameplay.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game program, an information processing system, an information processing device, and an information processing method that enable a game to be played in which a player character moves in a virtual space and performs an attacking action. [Background technology]
[0002] Conventionally, there are games in which at least one player character can perform a plurality of types of attacks (see, for example, Patent Document 1). For example, in conventional games, a player character can perform a special attack and a normal attack. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2019-103597 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in a game in which a player character performs long-distance attacks, there is room for improvement in maintaining the balance of the game when effects related to the long-distance attacks are generated.
[0005] Therefore, an object of the present invention is to provide a game program, an information processing system, an information processing device, and an information processing method that are capable of generating effects related to remote attacks while maintaining the balance of the game in a game in which a player character performs remote attacks. [Means for solving the problem]
[0006] In order to solve the above problems, the present invention employs the following configuration.
[0007] (First Configuration) A game program of a first configuration causes a computer of an information processing device to control a player character in a virtual space, the control including at least a movement based on a first operation input and a remote attack based on a second operation input. The game program also causes the computer to generate a judgment area in the virtual space in response to a predetermined instruction based on the operation input, expand the judgment area over time, and, when the remote attack hits an object in the virtual space within the judgment area, generate a first effect at the location where the remote attack hit.
[0008] According to the above, the first effect can be generated when a long-distance attack by a player character hits within the judgment area. Since the judgment area is generated in response to a predetermined instruction and expands over time, even when the first effect is generated in relation to a long-distance attack, the player does not gain too much of an advantage, and the balance of the game can be maintained.
[0009] (Second Configuration) In a second configuration, in the first configuration, the computer may further automatically control a first non-player character in the virtual space. The predetermined instruction may be to perform a third operation input when the player character and the first non-player character are in a predetermined positional relationship.
[0010] Based on the above, it is possible to generate the first effect in association with the first non-player character.
[0011] (Third Configuration) In a third configuration, in the above second configuration, the determination area may be generated at a position of the first non-player character.
[0012] Based on the above, a determination area can be generated at the position of the first non-player character, and the first non-player character can be associated with the first effect.
[0013] (Fourth Configuration) In a fourth configuration, in the above third configuration, the determination area may be expanded with the position of the first non-player character as the center.
[0014] According to the above, since the judgment area is expanded around the first non-player character, the player can proceed through the game while being aware of the position of the automatically controlled first non-player character, thereby promoting the utilization of the first non-player character.
[0015] (Fifth Configuration) In a fifth configuration, in any one of the first to fourth configurations, the computer may further be configured to erase the judgment area when the first effect is generated.
[0016] According to the above, when the first effect is generated, the judgment area is erased, so that continuous generation of the first effect can be suppressed, and the balance of the game can be maintained.
[0017] (6th Configuration) In a sixth configuration, in any of the first to fifth configurations, the computer may further be configured to erase the judgment area when a predetermined time has elapsed since the judgment area was generated or when the judgment area has been expanded to a predetermined size.
[0018] According to the above, when a predetermined time has elapsed since the judgment area was generated, or when the judgment area has expanded to a predetermined size, the judgment area is erased, so that the period during which the first effect can be generated can be limited to some extent, thereby maintaining the balance of the game.
[0019] (Seventh Configuration) In a seventh configuration, in the fifth or sixth configuration, the computer may further restrict generation of the judgment area until a predetermined time has elapsed after the judgment area is erased.
[0020] According to the above, since the generation of a judgment area is restricted for a predetermined time period after the judgment area is erased, it is possible to suppress, for example, the first effect from occurring consecutively in a short period of time, thereby maintaining the balance of the game.
[0021] (8th Configuration) In an eighth configuration, in any one of the first to seventh configurations, the computer may further perform a display showing the range of the determination region.
[0022] Based on the above, the range of the judgment area can be displayed, making it easier for the player to perform a remote attack by aiming within the judgment area.
[0023] (Ninth Configuration) In a ninth configuration, in any of the above first to eighth configurations, the first effect may be an effect of inflicting damage on an enemy object placed at the location where the remote attack hits, or an effect of destroying an obstacle object placed at the location where the remote attack hits.
[0024] Based on the above, as the first effect, it is possible to inflict damage on an enemy object or destroy an obstacle object.
[0025] (10th Item) In a tenth configuration, in any of the second to ninth configurations above, the computer may further automatically move a second non-player character within the virtual space, and when the player character and the second non-player character are in a predetermined positional relationship, produce a second effect in response to the third operation input.
[0026] According to the above, in a game in which effects can be generated in relation to multiple non-player characters, when a first non-player character is designated, the effect does not occur immediately, but the first effect does not occur until the judgment area expands, so it is possible to take a certain amount of time to decide the target position for a remote attack or to take aim over a certain amount of time.
[0027] Furthermore, other embodiments may be an information processing system that executes the above-mentioned game program, an information processing device, or an information processing method that is executed in an information processing system. Effect of the Invention
[0028] According to the present invention, it is possible to generate effects related to ranged attacks while maintaining game balance. [Brief description of the drawings]
[0029] [Figure 1] FIG. 1 shows an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. [Diagram 2] A block diagram showing an example of the internal configuration of the main unit 2. [Diagram 3] Six-sided diagram showing an example of the left controller 3 [Figure 4] Six-sided diagram showing an example of the right controller 4 [Diagram 5] FIG. 13 shows an example of a game image displayed on the display 12 or a stationary monitor when the game of the present embodiment is executed. [Figure 6] FIG. 13 shows an example of a game image when the player character 100 is equipped with a bow and arrow object. [Figure 7] FIG. 1 shows an example of a game image when a player character 100 shoots an arrow object 101. [Figure 8] FIG. 13 is a diagram showing an example of a game image when the player character 100 approaches the first NPC 110. [Figure 9]FIG. 9 shows an example of a game image displayed immediately after the A button is pressed in FIG. 8. [Figure 10] FIG. 10 is a diagram showing an example of a game image after a predetermined time has elapsed from the state shown in FIG. [Figure 11] FIG. 1 is a side view of a virtual space for explaining setting of a determination region. [Figure 12] FIG. 13 shows an example of a game image when a player character 100 uses a bow and arrow object to make a long-distance attack on an enemy character 200 when a determination area 120 is set. [Figure 13] FIG. 13 is a diagram showing an example of a game image when the player character 100 shoots an arrow object 101 from the state shown in FIG. 12 and the arrow object 101 hits a ground object. [Figure 14] FIG. 14 is a diagram showing an example of a game image when the player character 100 approaches the first NPC 110 after FIG. 13. [Figure 15] FIG. 13 is a diagram showing an example of data stored in the memory of the main unit 2 during execution of the game process. [Figure 16] A flowchart showing an example of game processing executed by the processor 81 of the main unit 2. [Figure 17] A flowchart showing an example of the control process of the player character in step S102. [Figure 18] A flowchart showing an example of the determination region setting process in step S105. [Figure 19] A flowchart showing an example of the attack action processing of the player character in step S106. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0030] (System Configuration) A game system according to an example of this embodiment will be described below. An example of the game system 1 in this embodiment includes a main unit (information processing device; in this embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are each detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. The game system 1 can also be used as a separate device from the main unit 2, the left controller 3, and the right controller 4. The hardware configuration of the game system 1 of this embodiment will be described below, and then the control of the game system 1 of this embodiment will be described.
[0031] Fig. 1 is a diagram showing an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. As shown in Fig. 1, the left controller 3 and the right controller 4 are each attached to and integrated with the main unit 2. The main unit 2 is a device that executes various processes (e.g., game processes) in the game system 1. The main unit 2 includes a display 12. The left controller 3 and the right controller 4 are devices that include an operation unit that allows the user to perform input.
[0032] The left controller 3 and the right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as the "controller."
[0033] The main unit 2 alone or an integrated device in which the left controller 3 and the right controller 4 are attached to the main unit 2 may be a portable device. The main unit 2 or the integrated device may be a handheld device. The main unit 2 or the integrated device may be a portable device.
[0034] The main unit 2 also includes a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is of a type that allows multi-touch input (e.g., a capacitive type). However, the touch panel 13 may be of any type, and may be of a type that allows single-touch input (e.g., a resistive film type), for example.
[0035] FIG. 2 is a block diagram showing an example of the internal configuration of the main unit 2. As shown in FIG.
[0036] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that executes various types of information processing executed in the main unit 2, and may be composed of only a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) including multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various types of information processing by executing an information processing program (e.g., a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84, or an external storage medium inserted in the slot 23, etc.).
[0037] The main unit 2 includes a flash memory 84 and a dynamic random access memory (DRAM) 85 as examples of internal storage media built into the main unit 2. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory used mainly for storing various data (which may be programs) saved in the main unit 2. The DRAM 85 is a memory used for temporarily storing various data used in information processing.
[0038] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted in the slot 23 in response to an instruction from the processor 81.
[0039] The processor 81 appropriately reads and writes data from and to the flash memory 84, DRAM 85, and each of the above storage media to execute the above information processing.
[0040] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates (specifically, wirelessly) with an external device via a network. In this embodiment, the network communication unit 82 connects to a wireless LAN and communicates with the external device using a method conforming to the Wi-Fi standard as a first communication mode. The network communication unit 82 also performs wireless communication with other main units 2 of the same type using a predetermined communication method (for example, communication using a unique protocol or infrared communication) as a second communication mode.
[0041] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 83 performs communication with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.
[0042] The processor 81 is connected to the left terminal 17, the right terminal 21, and the lower terminal 27. When the processor 81 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. When the processor 81 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. When the processor 81 performs communication with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in this embodiment, the main unit 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4. When the main unit 2 alone or an integrated device with the left controller 3 and the right controller 4 attached to the main unit 2 is attached to the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.
[0043] The main device 2 includes a touch panel controller 86, which is a circuit that controls the touch panel 13. The touch panel controller 86 is connected between the touch panel 13 and the processor 81. The touch panel controller 86 generates data indicating, for example, the position where a touch input has been performed based on a signal from the touch panel 13, and outputs the data to the processor 81.
[0044] The main unit 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown, the power control unit 97 is also connected to each unit of the main unit 2 (specifically, each unit that receives power from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the supply of power from the battery 98 to each of the above-mentioned units based on instructions from the processor 81.
[0045] Furthermore, battery 98 is connected to lower terminal 27. When an external charging device (e.g., a cradle) is connected to lower terminal 27 and power is supplied to main unit 2 via lower terminal 27, battery 98 is charged with the supplied power.
[0046] 3 is a six-sided view showing an example of the left controller 3. The left controller 3 can also be held in a vertically long orientation when removed from the main unit 2. The housing 31 has a shape and size that allows it to be held in one hand, particularly the left hand, when held in a vertically long orientation. The left controller 3 can also be held in a horizontally long orientation. When the left controller 3 is held in a horizontally long orientation, it may be held with both hands.
[0047] The left controller 3 includes an analog stick 32. As shown in FIG. 3, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit capable of inputting a direction. By tilting the analog stick 32, the user can input a direction according to the tilt direction (and input a magnitude according to the tilt angle). Note that the left controller 3 may include a cross key or a slide stick capable of slide input, instead of an analog stick, as the direction input unit. Also, in this embodiment, input is possible by pressing the analog stick 32.
[0048] The left controller 3 includes various operation buttons. The left controller 3 includes four operation buttons 33 to 36 (specifically, a right button 33, a down button 34, an up button 35, and a left button 36) on the main surface of the housing 31. Furthermore, the left controller 3 includes a record button 37 and a - (minus) button 47. The left controller 3 includes a first L button 38 and a ZL button 39 on the upper left of the side of the housing 31. The left controller 3 also includes a second L button 43 and a second R button 44 on the side of the housing 31 that is attached when the left controller 3 is attached to the main unit 2. These operation buttons are used to give instructions according to various programs (for example, OS programs and application programs) executed on the main unit 2.
[0049] In addition, the left controller 3 is equipped with a terminal 42 that enables the left controller 3 to communicate with the main unit 2 via wire.
[0050] 4 is a six-sided view showing an example of the right controller 4. The right controller 4 can also be held in a vertically long orientation when removed from the main unit 2. The housing 51 has a shape and size that allows it to be held in one hand, particularly the right hand, when held in a vertically long orientation. The right controller 4 can also be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.
[0051] The right controller 4, like the left controller 3, includes an analog stick 52 as a direction input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. The right controller 4 may include a cross key or a slide stick capable of slide input, instead of the analog stick. The right controller 4, like the left controller 3, includes four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. The right controller 4 further includes a + (plus) button 57 and a home button 58. The right controller 4 also includes a first R button 60 and a ZR button 61 on the upper right of the side surface of the housing 51. The right controller 4 also includes a second L button 65 and a second R button 66, like the left controller 3.
[0052] In addition, the right controller 4 is equipped with a terminal 64 for enabling the right controller 4 to communicate with the main unit 2 via wire.
[0053] (Game Overview) Next, the game of this embodiment will be described. Fig. 5 is a diagram showing an example of a game image displayed on the display 12 or a stationary monitor when the game of this embodiment is executed.
[0054] 5, a player character 100 and an enemy character 200 are placed in a three-dimensional virtual space (game space). The player character 100 is a character operated by the player, and moves in the virtual space in response to, for example, an operation on the left analog stick 32. The enemy character 200 is automatically controlled by the processor 81.
[0055] The player character 100 performs an attack action in response to an instruction from the player. Specifically, the player character 100 can acquire and possess a plurality of weapon objects during the progress of the game. The player selects one of the plurality of weapon objects possessed and equips it to the player character 100. The player character 100 performs an attack action using the equipped weapon object in response to an operational input by the player.
[0056] In the game of this embodiment, the weapon objects include a bow and arrow object capable of performing a long-distance attack. The weapon objects also include a sword object capable of performing a close-quarters attack. Each of the multiple weapon objects has a different attack power in advance. When an attack action is performed using a weapon object with a large attack power and the attack action hits the enemy character 200, the enemy character 200 receives large damage. When the damage to the enemy character 200 reaches or exceeds a predetermined value, the enemy character 200 falls.
[0057] Here, an attack using a bow and arrow object by the player character 100 will be described. Fig. 6 is a diagram showing an example of a game image when the player character 100 is equipped with a bow and arrow object. Fig. 7 is a diagram showing an example of a game image when the player character 100 fires an arrow object 101.
[0058] As shown in FIG. 6, when the player character 100 is equipped with a bow and arrow object, if the player performs a predetermined operation input (e.g., pressing the ZR button), the player character 100 enters a ready state in which the player draws back the arrow object 101. In this ready state, a sight image 102 is displayed. The sight image 102 is an image showing a target to which the arrow object 101 will fly. The player aims the sight image 102 at the target by using, for example, the right analog stick 52. Then, when a firing instruction is given (e.g., pressing the ZR button), the arrow object 101 is fired toward a position in the virtual space indicated by the sight image 102. In FIG. 6, the sight image 102 indicates a position on the ground object 300 in front of the enemy character 200. If a firing instruction is given in this state, the arrow object 101 is fired toward the sight image 102 and hits the position on the ground object 300 indicated by the sight image 102, as shown in FIG. 7. In this case, since the arrow object 101 does not hit the enemy character 200, no damage is inflicted on the enemy character 200. If the arrow object 101 hits the enemy character 200, damage is inflicted on the enemy character 200.
[0059] Returning to FIG. 5, a first non-player character (hereinafter, referred to as "NPC") 110 and a second non-player character (NPC) 111 are placed in the virtual space. The first NPC 110 and the second NPC 111 are companion characters of the player character 100, and are automatically controlled by the processor 81. When the player character 100 moves in the virtual space, the first NPC 110 and the second NPC 111 move following the player character 100. For example, the first NPC 110 and the second NPC 111 automatically move in the virtual space so as not to be more than a predetermined distance away from the player character 100. In addition, the first NPC 110 and the second NPC 111 assist the player character 100. For example, the first NPC 110 and the second NPC 111 automatically fight with the enemy character 200 and defeat the enemy character 200.
[0060] A unique effect is associated with each of the first NPC 110 and the second NPC 111. When the player character 100 approaches the first NPC 110 or the second NPC 111, the effect associated with the first NPC 110 or the second NPC 111 can be activated.
[0061] FIG. 8 is a diagram showing an example of a game image when the player character 100 approaches the first NPC 110. The first NPC 110 and the second NPC 111 move automatically according to the movement of the player character 100, but when the player character 100 stops, the first NPC 110 and the second NPC 111 also stop. In this state, the player moves the player character 100 toward the first NPC 110 using the left analog stick 32. As shown in FIG. 8, when the player character 100 approaches the first NPC 110 (when the distance between the player character 100 and the first NPC 110 becomes equal to or less than a predetermined value), for example, a button image 400 is displayed to prompt the player to press the A button.
[0062] Fig. 9 is a diagram showing an example of a game image immediately after the A button is pressed in Fig. 8. Fig. 10 is a diagram showing an example of a game image after a predetermined time has elapsed from the state shown in Fig. 9. Fig. 11 is a diagram showing the virtual space from the side, and is used to explain the setting of the judgment area.
[0063] As shown in FIG. 9, when the player character 100 approaches the first NPC 110 and the A button is pressed, a determination area 120 is generated with the first NPC 110 at its center.
[0064] Specifically, as shown in FIG. 11, in response to pressing of the A button, a spherical determination area 120 is set in the virtual space with the first NPC 110 at the center. In addition, in FIG. 9 and FIG. 10, only the upper half of the spherical determination area 120 is displayed. For example, the determination area 120 is displayed semi-transparently on the screen. In addition, the determination area 120 may not be displayed on the screen and may be an area that is set internally. For example, in FIG. 11, the first NPC 110 and a rock object are placed on the ground object 300. Of the surface of the ground object 300, a portion included in the determination area 120 (a portion indicated by a thick line in the figure) changes to a specific display mode different from a portion not included in the determination area 120. In addition, of the surface of the rock object, a portion included in the determination area 120 (a portion surrounded by a thick line in the figure) changes to a specific display mode different from a portion not included in the determination area 120. In FIG. 9, a part of the ground object 300, which is a plane, is included in the determination region 120, so that a circular region on the ground object 300 is displayed in a specific display mode different from other regions. The determination region 120 is enlarged as time passes. For example, the determination region 120 is enlarged by lengthening the radius of the determination region 120 at a constant speed. When a certain time (for example, 10 seconds) has passed, the enlargement of the determination region 120 stops.
[0065] When various objects arranged in the virtual space are included in the determination area 120, the display mode of the surfaces of the various objects included in the determination area 120 changes to a specific display mode. For example, when a part or all of an enemy character 200 is included in the determination area 120, the surface of the enemy character 200 included in the determination area 120 changes to a specific display mode. Hereinafter, the part of the object included in the spherical determination area 120 (the part changed to the specific display mode) is referred to as a "specific display area 121."
[0066] When the first NPC 110 moves, the judgment area 120 also moves. Specifically, after the player character 100 approaches the first NPC 110 and the A button is pressed, the center of the judgment area 120 is set to the position of the first NPC 110, and then, when the player character 100 starts moving, the first NPC 110 also moves following the player character 100. The center of the judgment area 120 also moves according to the movement of the first NPC 110. That is, even when the first NPC 110 moves, the center of the judgment area 120 is set to the position of the first NPC 110. The judgment area 120 moves according to the movement of the first NPC 110, both while the judgment area 120 is expanding and after the expansion of the judgment area 120 has stopped.
[0067] Fig. 12 is a diagram showing an example of a game image when the player character 100 uses a bow and arrow object to perform a long-distance attack on the enemy character 200 when the determination area 120 is set. Fig. 13 is a diagram showing an example of a game image when the player character 100 fires the arrow object 101 from the state shown in Fig. 12 and the arrow object 101 hits a ground object. Note that in Figs. 12 and 13, the display of the spherical determination area 120 itself is omitted, and only the part of the object included in the determination area 120 (specific display area 121) is displayed.
[0068] When the player character 100 is equipped with a bow and arrow object, and a predetermined operation input (for example, pressing the ZR button) is performed, the player character 100 enters a state of preparation for drawing back the arrow object 101. As shown in Fig. 12, a sight image 102 is displayed at a position on the ground object 300 in front of the enemy character 200 and included in the determination area 120.
[0069] At this time, when a firing instruction is given by the player, as shown in FIG. 13, the arrow object 101 hits the position on the ground object 300 indicated by the sight image 102, and lightning 130 strikes the position where the arrow object 101 hit. The lightning 130 has electrical properties and affects the surroundings. Therefore, even if the position where the arrow object 101 hits (the position where the lightning 130 struck) is different from the position of the enemy character 200, damage is inflicted on the enemy character 200. The magnitude of damage inflicted on the enemy character 200 by the lightning 130 may differ depending on the properties possessed by the enemy character 200. For example, the enemy characters 200 include characters that are weak to electricity and characters that are strong to electricity. The enemy character 200 that is weak to electricity receives greater damage from the lightning 130. In addition, the magnitude of damage inflicted on the enemy character 200 differs depending on the distance from the position where the lightning 130 struck. For example, the shorter the distance from the position where the lightning 130 struck, the greater the damage inflicted on the enemy character 200.
[0070] When the arrow object 101 hits an object (here, the ground object 300) included in the determination area 120 and lightning 130 strikes the position where the arrow object 101 hit, the determination area 120 is erased and each object included in the determination area 120 returns to its normal display mode. Furthermore, when a predetermined effective period has elapsed after the determination area 120 is generated, the determination area 120 is erased. For example, the determination area 120 may be erased after a predetermined effective period has elapsed from the time when the determination area 120 is generated (the time when the A button is pressed in FIG. 8). Furthermore, the determination area 120 may be erased after a predetermined effective period has elapsed from the time when the expansion of the determination area 120 is stopped.
[0071] Even if the determination area 120 is set in the virtual space, if the arrow object 101 hits the surface of an object that is not included in the determination area 120, the lightning 130 is not generated, and the same effect as when a normal arrow object 101 hits occurs as shown in Fig. 7. In this case, the determination area 120 is not erased, and is maintained until the above-mentioned predetermined effective period has elapsed.
[0072] FIG. 14 is a diagram showing an example of a game image when the player character 100 approaches the first NPC 110 after FIG.
[0073] After the lightning 130 strikes, the generation of the judgment area 120 is limited until a predetermined limit period (for example, 10 seconds) has elapsed. Specifically, as shown in FIG. 14, even if the player character 100 moves to the vicinity of the first NPC 110 after the lightning 130 strikes, the button image 400 is displayed in a manner indicating that pressing the A button is invalid. For example, a gauge is displayed on the button image 400, and the gauge extends as time passes. Even within the predetermined limit period, the player character 100 can shoot the arrow object 101, but the judgment area 120 is not generated, so that the lightning 130 does not strike the position where the arrow object 101 hits. When the predetermined limit period has elapsed, the gauge of the button image 400 extends to the end, and pressing the A button is valid. Then, when the A button is pressed, the judgment area 120 centered on the first NPC 110 is generated again, and the judgment area 120 expands as time passes.
[0074] In addition to the attack effect on the enemy character 200, the lightning 130 has the effect of destroying a predetermined object arranged in the virtual space. For example, in a case where a rock object that is an obstacle to the player character 100 is arranged in the virtual space, if the lightning 130 falls at the position of the rock object or in its vicinity, the rock object is destroyed. For example, the player character 100 can destroy the rock object arranged in the virtual space by using a predetermined item (e.g., a hammer item) that he owns. The rock object may be destroyed more easily by using the lightning 130 than by using the predetermined item. For example, the destruction range of the rock object may be larger when the lightning 130 hits the rock object than when the predetermined item hits the rock object. Also, when the lightning 130 hits the rock object, the rock object is destroyed in one hit, but when the predetermined item hits the rock object, the rock object may be destroyed in multiple hits. In addition to the rock object, the player can destroy any object that is an obstacle to the player character 100 by dropping the lightning 130.
[0075] Furthermore, the lightning 130 has the effect of igniting the surroundings. For example, if there is an object that is likely to ignite (such as grass or a tree) around the position where the lightning 130 strikes, the object will ignite.
[0076] Although not shown, when the player character 100 approaches the second NPC 111, a button image 400 is displayed to prompt the player to press the A button, as shown in FIG. 8. When the A button is pressed in this state, a second effect associated with the second NPC 111 occurs. "The second effect occurs" means that an effect different from the effect (first effect) that occurs when the lightning 130 strikes occurs. For example, the second effect may be that the player character 100 is in a state capable of issuing a predetermined attack, that the second NPC 111 is in a state capable of issuing a predetermined attack, or that the player character 100 is in a state protected from a specific situation.
[0077] As described above, in the game of this embodiment, the player character 100 moves in the virtual space based on the operation input of the player, and performs a long-distance attack using, for example, a bow and arrow object based on the operation input of the player. In response to a predetermined instruction by the player, a judgment area 120 is generated in the virtual space, and the judgment area 120 expands as time passes. In this embodiment, the predetermined instruction is that the player character 100 moves close to the first NPC 110 and the A button is pressed. When the long-distance attack of the player character 100 hits an object in the judgment area 120, a first effect (the effect of lightning 130) occurs at the location where the long-distance attack hit (a predetermined range including the position where the arrow object 101 hit).
[0078] Since the first effect occurs in response to the remote attack after the determination area 120 is generated, the player can aim the remote attack or move and aim after generating the determination area 120.
[0079] In addition, since the judgment area 120 is expanded as time passes, when the player aims at a distant position and generates the first effect, it is necessary to wait until the judgment area 120 is expanded. This makes it possible to prevent the player from gaining too much advantage by a remote attack, and to maintain the balance of the game. That is, when the player character 100 performs a remote attack, it is possible to inflict damage on the enemy character 200 at a position away from the enemy character 200, and this is an attack method that is advantageous to the player. If the first effect occurs immediately in addition to such a remote attack, there is a possibility that the player will become too advantageous. In this embodiment, the judgment area 120 is generated in response to a predetermined instruction, and the judgment area 120 is expanded as time passes, so that the player will not become too advantageous and the balance of the game can be maintained.
[0080] In addition, in this embodiment, after the lightning 130 occurs, the judgment area 120 is erased and a predetermined limit period is set during which the judgment area 120 is not generated. This makes it possible to prevent the lightning 130 from occurring continuously in a short period of time, thereby preventing the player from gaining too much of an advantage.
[0081] In addition, when the player character 100 moves close to the first NPC 110 and the A button is pressed, a judgment area 120 related to the first NPC 110 is generated. This allows the player to actively use the automatically controlled first NPC 110 to advance through the game. By moving close to the first NPC 110, the first effect can be generated in addition to a remote attack, which promotes the use of the first NPC 110.
[0082] In this embodiment, even if the judgment area 120 is not generated, it is possible to fire a special arrow object with fire or electricity added thereto, and generate the effect of fire or electricity in addition to the attack effect of a normal arrow object. The effect of the lightning 130 associated with the first NPC 110 is higher than the effect of an arrow object with electricity added. For example, the attacking power or destructive power of the lightning 130 associated with the first NPC 110 is higher than the attacking power or destructive power of an arrow object with electricity added.
[0083] (Explanation of data used in game processing) Next, details of the game processing will be described. First, data used in the game processing will be described. Fig. 15 is a diagram showing an example of data stored in the memory of the main unit 2 during execution of the game processing.
[0084] 15, the memory (DRAM 85, flash memory 84, or external storage medium) of the main unit 2 stores a game program, operation data, player character data, first NPC data, second NPC data, enemy character data, object data, and judgment area data. In addition to these, various other data are stored in the memory.
[0085] The game program is a program for executing game processing, which will be described later. The game program is stored in advance in an external storage medium or flash memory 84 that is inserted into slot 23, and is read into DRAM 85 when the game is executed. The game program may be obtained from another device via a network (for example, the Internet).
[0086] The operation data is data related to operations acquired from the left controller 3 and the right controller 4. The operation data includes, for example, data corresponding to operations on the left and right analog sticks, and data corresponding to operations on each button. For example, the operation data is transmitted from the left controller 3 and the right controller 4 to the main unit 2 at predetermined time intervals (for example, 1 / 200 second intervals) and stored in memory.
[0087] The player character data is data related to the player character 100, and includes data related to the position, orientation, movement direction, movement speed, etc. of the player character 100 in the virtual space. The player character data also includes the life value of the player character 100. The player character data also includes data related to the appearance, such as the shape, of the player character 100. The player character data also includes owned item data representing items owned by the player character 100 (weapon objects, armor objects, other items used in the game, etc.). The player character data also includes equipment data representing weapon objects equipped by the player character 100.
[0088] The first NPC data is data related to the first NPC 110. The first NPC data includes data related to the position, orientation, moving direction, moving speed, etc. of the first NPC 110 in the virtual space. The first NPC data also includes data representing the appearance, such as the shape, of the first NPC 110, and attribute data.
[0089] The second NPC data is data related to the second NPC 111. The second NPC data includes data related to the position, orientation, moving direction, moving speed, etc. of the second NPC 111 in the virtual space. The second NPC data includes data representing the appearance, such as the shape, of the second NPC 111, and attribute data. Furthermore, in addition to the first NPC 110 and the second NPC 111, a third NPC and a fourth NPC may be placed in the virtual space. In this case, the data related to the third NPC and the data related to the fourth NPC are stored in the memory.
[0090] The enemy character data is data related to a plurality of enemy characters 200 arranged in a virtual space. The enemy character data includes data related to the position, orientation, movement direction, movement speed, etc. of each enemy character 200 in the virtual space. The enemy character data also includes the life value of each enemy character 200. The enemy character data also includes data related to the appearance, such as the shape, of each enemy character 200, and data related to the attributes.
[0091] The object data is data related to objects (e.g., ground objects, obstacle objects that are obstacles to the player character 100, etc.) arranged in the virtual space. The object data includes data related to the position of each object in the virtual space. The object data also includes data related to the appearance of each object, such as its shape, and data related to its attributes.
[0092] The determination area data is data related to the determination area 120. Specifically, the determination area data includes data indicating whether or not the determination area 120 is set, and data related to the position and radius of the determination area 120. The determination area data also includes data related to the elapsed time since the determination area 120 was generated.
[0093] (Details of Game Processing in Main Unit 2) Next, a detailed description will be given of the game processing performed in the main unit 2. Fig. 16 is a flow chart showing an example of the game processing executed by the processor 81 of the main unit 2.
[0094] 16, processor 81 first executes an initial process (step S100). Specifically, processor 81 sets a three-dimensional virtual space, and places player character 100, enemy character 200, first NPC 110, second NPC 111, a virtual camera, and other objects in the virtual space. After executing the initial process, processor 81 repeatedly executes the processes of the following steps S101 to S108 at a predetermined frame time interval (for example, 1 / 60 second interval).
[0095] In step S101, the processor 81 acquires operation data from the controllers. The operation data includes data relating to the operation states of each button and analog stick of the left controller 3 and each button and analog stick of the right controller 4. In step S101, the processor 81 acquires the operation data transmitted from each controller and stored in memory.
[0096] Next, processor 81 performs a player character control process (step S102). Here, for example, a process of moving player character 100 in the virtual space based on the operation data is performed. Also, in step S102, a process related to an attack action of the player character is performed. The details of the player character control process in step S102 will be described later.
[0097] Next, the processor 81 performs an NPC control process (step S103). Here, the processor 81 moves the first NPC 110 and the second NPC 111 in the virtual space according to a predetermined algorithm, and causes them to perform a predetermined action in the virtual space. For example, the processor 81 automatically controls the position of the first NPC 110 so that the first NPC 110 follows the player character 100. When the player character 100 stops, the processor 81 stops the first NPC 110. In addition, the processor 81 causes the first NPC 110 to perform an action. For example, the processor 81 controls the first NPC 110 to fight the enemy character 200 as an action. The processor 81 automatically controls the first NPC 110 regardless of whether the judgment area 120 is set in the virtual space. The processor 81 similarly controls the movement and action of the second NPC 111. Based on these controls, processor 81 moves the NPC by one frame's worth of movement, and advances the NPC's animation based on the action by one frame.
[0098] Next, processor 81 performs enemy character control processing (step S104). Specifically, processor 81 moves enemy character 200 in the virtual space or makes enemy character 200 appear in the virtual space according to a predetermined algorithm. Processor 81 also makes enemy character 200 perform an attack action against player character 100 according to a predetermined algorithm. For example, when an attack action of enemy character 200 hits player character 100, processor 81 reduces the life value of player character 100.
[0099] Next, the processor 81 performs a determination area setting process (step S105). Here, when a determination area 120 is set in the virtual space, the processor 81 expands the determination area 120 as time passes. The determination area setting process in step S105 will be described in detail later.
[0100] Next, processor 81 performs attack action processing of the player character (step S106). Here, processor 81 equips player character 100 with a weapon object and performs an attack action using the weapon object based on the operation data. For example, when player character 100 is equipped with a bow and arrow object, processor 81 fires arrow object 101 based on the operation data. Details of the player character attack action processing will be described later.
[0101] Next, the processor 81 performs an output process (step S108). Specifically, the processor 81 generates an image of a virtual space according to the results of the processes in steps S102 to S107 using a virtual camera, and outputs the generated image to a display device. The processor 81 also outputs sound together with the generation and output of the image. As a result, a game image is displayed on the display device, and sound according to the game process is output from the speaker.
[0102] Next, processor 81 determines whether or not to end the game processing (step S108). For example, if the player instructs to end the game, processor 81 determines to end the game processing (step S108: YES), and ends the game processing shown in FIG. 16. If processor 81 determines not to end the game processing (step S108: NO), it executes the processing of step S101 again. This concludes the description of the game processing shown in FIG. 16.
[0103] (Player character control process) Next, the details of the player character control process in step S102 will be described below. Fig. 17 is a flow chart showing an example of the player character control process in step S102.
[0104] 17, processor 81 first moves player character 100 in the virtual space based on the operation data (step S120). Here, processor 81 moves player character 100 in the virtual space by a movement amount for one frame based on an operation input to left analog stick 32, for example.
[0105] Next, processor 81 determines whether an attack action has been started and the attack action is currently being executed in a player character attack action process described below (step S121). For example, a predetermined execution time is set for each attack action, and it is determined whether the predetermined execution time has elapsed since the start of the attack action.
[0106] If an attack action is being executed (step S121: YES), processor 81 advances the animation of the executed attack action by one frame (step S122). When the process of step S122 has been executed, processor 81 ends the process shown in FIG.
[0107] If an attack action is not being executed (step S121: NO), processor 81 determines whether or not determination area 120 is set in the virtual space (step S123). Specifically, processor 81 refers to the determination area data to determine whether or not determination area 120 is currently set.
[0108] If determination area 120 has not been set (step S123: NO), processor 81 determines whether or not there is a predetermined positional relationship indicating that player character 100 and first NPC 110 are close to each other (step S124). Specifically, processor 81 determines whether or not the distance between player character 100 and first NPC 110 is less than a predetermined threshold value.
[0109] When it is determined that the player character 100 and the first NPC 110 have a predetermined positional relationship (step S124: YES), the processor 81 determines whether or not it is within a predetermined limit period (step S125). The predetermined limit period is set in response to the occurrence of lightning 130 in step S170 described later. The predetermined limit period may be a period from the occurrence of lightning 130 until a certain time (for example, 10 seconds) has elapsed. Note that the predetermined limit period may also be set when the determination area 120 is erased because a predetermined effective period has elapsed without lightning 130 being generated since the generation of the determination area 120 (when step S147 described later is performed). Conversely, when the determination area 120 is erased because a predetermined effective period has elapsed without lightning 130 being generated since the generation of the determination area 120, the predetermined limit period may not be set.
[0110] If it is not within the predetermined limit period (step S125: NO), processor 81 determines whether or not the A button has been pressed, based on the operation data (step S126).
[0111] When the A button is pressed (step S126: YES), processor 81 generates determination area 120 in the virtual space (step S127). Specifically, processor 81 sets the center of determination area 120 to the position of first NPC 110, and sets the radius of determination area 120 to an initial value. Processor 81 also stores data indicating that determination area 120 is currently set in the determination area data.
[0112] If the determination in step S123 is YES, if the determination in step S125 is YES, if the determination in step S126 is NO, or if the process in step S127 is executed, the processor 81 ends the process shown in FIG.
[0113] On the other hand, when it is determined that the player character 100 and the first NPC 110 do not have the predetermined positional relationship (step S124: NO), processor 81 determines whether or not the player character 100 and the second NPC 111 have a predetermined positional relationship indicating that they are close to each other (step S128). For example, processor 81 determines whether or not the distance between player character 100 and the second NPC 111 is less than a predetermined threshold value.
[0114] When it is determined that the player character 100 and the second NPC 111 have a predetermined positional relationship (step S128: YES), the processor 81 determines whether or not it is within a predetermined limited period (step S129). The predetermined limited period in step S129 may be a period from when the second effect associated with the second NPC 111 is activated until a certain time has elapsed.
[0115] If it is not within the predetermined limit period (step S129: NO), processor 81 determines whether or not the A button has been pressed, based on the operation data (step S130).
[0116] When the A button is pressed (step S130: YES), processor 81 activates a second effect associated with second NPC 111 (step S131). The second effect is an effect different from the first effect. The second effect may be an effect related to the characteristics of second NPC 111.
[0117] If the result of the determination in step S128 is NO, if the result of the determination in step S129 is YES, if the result of the determination in step S130 is NO, or if the process of step S131 is executed, the processor 81 ends the process shown in FIG.
[0118] (Determination area setting process) Next, the details of the determination region setting process in step S105 will be described below. Fig. 18 is a flow chart showing an example of the determination region setting process in step S105.
[0119] The processor 81 first determines whether or not the determination region 120 has been set (step S140). Specifically, the processor 81 refers to the determination region data to determine whether or not the determination region 120 has currently been set.
[0120] If the judgment area 120 is set (step S140: YES), the processor 81 judges whether or not a predetermined valid period has elapsed (step S141). For example, the processor 81 judges whether or not a certain time (e.g., 10 seconds) has elapsed since the judgment area 120 was generated in step S127.
[0121] If a predetermined valid period has not elapsed since the determination area 120 was generated (step S141: NO), the processor 81 sets the center position of the determination area 120 according to the position of the first NPC 110 (step S142). Here, the center position of the determination area 120 is set to the position of the first NPC 110. For example, if the position of the first NPC 110 has changed since the determination area 120 was generated in step S127, the center position of the determination area 120 is also changed.
[0122] Next, the processor 81 determines whether or not the radius of the determination region 120 is a maximum value (step S143). The processor 81 may determine whether or not a predetermined time (for example, 5 seconds) has elapsed since the determination region 120 was generated in step S127.
[0123] If it is determined that the radius of the judgment region 120 is not the maximum value (step S143: NO), the processor 81 updates the radius of the judgment region 120 according to the elapsed time from the time when the judgment region 120 was generated in step S127 (step S144). For example, the processor 81 increases the radius of the judgment region 120 by a predetermined length so that the judgment region 120 expands at a constant speed. In this way, the judgment region 120 expands according to the passage of time. Note that the speed at which the judgment region 120 expands does not have to be constant.
[0124] If the determination in step S143 is YES, or if the process of step S144 has been executed, processor 81 calculates the portion of the object that is included in determination region 120 (step S145). Specifically, processor 81 calculates the portion of the surface of each object (such as a ground object, enemy character 200, or an obstacle object that obstructs player character 100) placed in the virtual space that is included inside determination region 120.
[0125] Next, the processor 81 changes the portion of the object included in the determination area 120 calculated in step S145 to a specific display mode (step S146). As a result, of the surface of each object, the portion included inside the determination area 120 changes to a specific display mode (for example, a color indicating that the determination area 120 has been set).
[0126] On the other hand, if a predetermined valid period has elapsed since the generation of the determination area 120 (step S141: YES), the processor 81 erases the determination area 120 (step S147). Specifically, the processor 81 sets the radius of the determination area 120 to "0" and stores data indicating that the determination area 120 has not been set in the determination area data. This causes the display mode of each object to return from the specific display mode to the normal mode.
[0127] When the determination in step S140 is NO, when the process of step S146 is executed, or when the process of step S147 is executed, the processor 81 ends the process shown in FIG.
[0128] (Player character's attack action processing) Next, the attack action processing of the player character in step S106 will be described in detail below. Fig. 19 is a flow chart showing an example of the attack action processing of the player character in step S106.
[0129] Processor 81 first performs a weapon selection process (step S160). Here, processor 81 determines whether or not a weapon selection operation has been performed by the player based on the operation data. If it is determined that a weapon selection operation has been performed by the player, processor 81 selects a weapon object to be equipped by player character 100 based on the operation data, and stores data indicating the selected weapon object as equipment data. As a result, player character 100 is equipped with one of a plurality of weapon objects that it possesses.
[0130] Next, processor 81 determines whether player character 100 is equipped with a bow and arrow object (step S161).
[0131] When it is determined that player character 100 is equipped with a bow and arrow object (step S161: YES), processor 81 performs an aim setting process (step S162). Here, processor 81 determines whether or not to display aim image 102 based on the operation data, and when it is determined to display aim image 102, processor 81 displays aim image 102 on the screen. For example, when the ZR button is pressed, processor 81 displays aim image 102 on the screen. Processor 81 also changes the position of aim image 102 in response to an operation input to right analog stick 52, for example.
[0132] Next, processor 81 determines whether or not a firing instruction has been issued based on the operation data (step S163). Specifically, processor 81 determines whether or not a firing instruction has been issued based on the operation data in a state in which target image 102 is displayed.
[0133] When it is determined that a firing instruction has been given (step S163: YES), processor 81 fires arrow object 101 into the virtual space (step S164). Specifically, processor 81 causes player character 100 to start an attack action related to firing arrow object 101, and fires arrow object 101 from the position of player character 100 toward a position in the virtual space indicated by target image 102. As a result, arrow object 101 starts moving in the virtual space.
[0134] On the other hand, if a bow and arrow object is not being equipped (step S161: NO), processor 81 starts an attack action corresponding to the equipped weapon object (step S165). An animation of player character 100 relating to the attack action is performed for a number of frames from the start of the attack action. For example, when player character 100 is equipped with a sword object, processor 81 determines based on the operation data whether or not an attack action has been instructed, and if an attack action has been instructed, causes player character 100 to start an attack action using the sword object.
[0135] When the result of the determination in step S163 is NO, when the process of step S164 is executed, or when the process of step S165 is executed, the processor 81 determines whether or not the arrow object 101 is moving in the virtual space (step S166). Here, it is determined whether or not the arrow object 101 shot in step S164 is moving in the virtual space.
[0136] When the arrow object 101 is moving in the virtual space (step S166: YES), the processor 81 updates the position of the arrow object 101 (step S167). The processor 81 updates the position of the arrow object 101 based on the current position and speed (shooting direction and speed) of the arrow object 101.
[0137] Next, the processor 81 determines whether the arrow object 101 has hit another object in the virtual space (step S168). Specifically, the processor 81 performs a collision determination between the arrow object 101 and another object based on the position of the arrow object 101 and the positions and shapes of the other objects in the virtual space. For example, the processor 81 determines whether the arrow object 101 has hit the ground object 300, the enemy character 200, or an obstacle object in the virtual space.
[0138] When it is determined that the arrow object 101 has hit an object in the virtual space (step S168: YES), the processor 81 determines whether or not the position where the arrow object 101 has hit is within the determination area 120 (step S169).
[0139] If the position where the arrow object 101 hits is within the judgment area 120 (step S169: YES), the processor 81 causes lightning 130 to fall on the position where the arrow object 101 hit (step S170). As a result, the effect of the lightning 130 occurs in a predetermined range centered on the position where the arrow object 101 hit. For example, if the lightning 130 hits the enemy character 200 directly, great damage is inflicted on the enemy character 200. Even if the lightning 130 does not hit the enemy character 200 directly, if the enemy character 200 exists within a predetermined range from the position where the lightning 130 hit, damage is inflicted on the enemy character 200. Also, if the lightning 130 hits a predetermined obstacle object directly, or if an obstacle object exists within a predetermined range from the position where the lightning 130 hits, the obstacle object is destroyed (erased).
[0140] If the determination in step S169 is NO, or if the process of step S170 has been performed, processor 81 performs a process in response to the hit by arrow object 101 (step S171). For example, when arrow object 101 hits enemy character 200, damage is inflicted on enemy character 200. Note that damage to enemy character 200 caused by lightning 130 hitting enemy character 200 is greater than damage to enemy character 200 caused by arrow object 101 hitting enemy character 200.
[0141] If the result of the determination in step S166 is NO, if the result of the determination in step S168 is NO, or if the process of step S171 has been executed, the processor 81 ends the process shown in FIG.
[0142] (Modification) Although the present embodiment has been described above, the above embodiment is merely an example, and the following modifications may be made, for example.
[0143] For example, in the above embodiment, when the player character 100 moves close to the first NPC 110 and the A button is pressed, a spherical judgment area 120 is set at the position of the first NPC 110. The shape of the judgment area 120 is not limited to a sphere, and may be any shape such as a rectangular parallelepiped, a cube, or an ellipsoid. The judgment area is not limited to a three-dimensional shape, and may be a two-dimensional shape. For example, the judgment area may be set on the surface of an object in a virtual space. For example, the judgment area may be generated on the terrain object 300 at the position of the first NPC 110, and may be enlarged over time.
[0144] Also, in the above embodiment, the determination area 120 is set at the position of the first NPC 110 and moves according to the movement of the first NPC 110. In another embodiment, the determination area 120 may be configured not to move after being set at the position of the first NPC 110. Specifically, in the above step S127, the determination area 120 is generated at the position of the first NPC 110 and the position is stored. Thereafter, the determination area 120 is expanded over time, but the center of the determination area 120 is fixed at the position at the time of generation in step S127 even if the position of the first NPC 110 changes.
[0145] In the above embodiment, the player character 100 performs an attack by shooting the arrow object 101 into the virtual space as an example of a remote attack. The remote attack is not limited to an attack using a bow and arrow object. For example, the remote attack may be an attack by shooting a bullet using a gun, an attack by shooting a cannonball, an attack by throwing a stone, or the like.
[0146] In the above embodiment, the judgment area 120 is erased when a predetermined valid period has elapsed. In another embodiment, the judgment area 120 may be erased when it is expanded to a predetermined size.
[0147] In another embodiment, the judgment region 120 may not be erased when a predetermined valid period has elapsed since its generation or when it has expanded to a predetermined size. In other words, the judgment region 120 may not be erased until the lightning 130 occurs.
[0148] In another embodiment, the judgment area 120 may be maintained without being erased even after the lightning 130 occurs, and may be erased when a predetermined valid period has elapsed or when it has expanded to a predetermined size.
[0149] In the above embodiment, lightning 130 is generated when a remote attack hits within the judgment area 120, and the judgment area 120 is not generated until a predetermined time limit has elapsed, even if a predetermined instruction (the player character 100 approaches the first NPC 110 and the A button is pressed) is performed thereafter. In another embodiment, after the lightning 130 occurs, control may be performed so that a predetermined instruction cannot be performed until a predetermined time limit has elapsed, thereby preventing the judgment area 120 from being generated. For example, after the lightning 130 occurs, control may be performed so that the player character 100 cannot approach the first NPC 110 until a predetermined time limit has elapsed.
[0150] Also, when lightning 130 occurs and the judgment area 120 is erased, a predetermined limit period is set, and when the judgment area 120 is erased as a predetermined effective period has elapsed, the predetermined limit period may not be set. In other words, when the judgment area 120 is erased after the generation of the judgment area 120 due to the lapse of the predetermined effective period without the occurrence of lightning 130, the predetermined limit period may not be set, and the judgment area 120 may be made immediately regenerated.
[0151] In addition, after lightning 130 occurs and judgment area 120 is erased, generation of judgment area 120 may be restricted until a first limited period has elapsed, and after judgment area 120 is erased in response to the passage of a predetermined valid period, generation of judgment area 120 may be restricted until a second limited period that is shorter (or longer) than the first limited period has elapsed.
[0152] In the above embodiment, the determination region 120 is not generated within a predetermined limited period. In other embodiments, the generation of the determination region 120 may be restricted within the predetermined limited period. For example, the determination region 120 may be generated even within the predetermined limited period, but the expansion speed of the determination region 120 within the predetermined limited period may be slower than the expansion speed outside the predetermined limited period.
[0153] In the above embodiment, lightning 130 is generated when a remote attack hits within the determination area 120. The first effect that occurs when a remote attack hits within the determination area 120 is merely an example, and any other effect may be generated.
[0154] In the above embodiment, when a remote attack hits within the judgment area 120, a first effect (e.g., lightning 130) occurs at the position where the remote attack hit. The location where the first effect occurs does not have to be exactly the same position as the position where the remote attack hit. For example, the first effect may occur in a predetermined range including the position where the remote attack hit.
[0155] Furthermore, the operations for performing each of the above-described processes are merely examples, and may be replaced with other operations.
[0156] In the above embodiment, a game is assumed in which the player controls the player character 100 and progresses while defeating the enemy character 200 automatically controlled by the processor 81. In another embodiment, for example, a game may be played in which players control their own player characters and fight each other. In this case, each player character can generate the first effect by approaching the above-mentioned first NPC 110 to generate a judgment area 120 and hitting the inside of the judgment area 120 with a long-distance attack.
[0157] Furthermore, the processes shown in the above flowcharts are merely examples, and the order and contents of the processes may be changed as appropriate.
[0158] Furthermore, the hardware configuration for playing the game is merely an example, and the game processing may be performed in any other hardware. For example, the game processing may be executed in any information processing device, such as a personal computer, a tablet terminal, a smartphone, or a server on the Internet. Furthermore, the game processing may be executed in an information processing device including multiple devices.
[0159] In addition, the configurations according to the above-described embodiments and their modifications can be combined in any manner as long as they are not inconsistent with each other. Furthermore, the above is merely an example of the present invention, and various improvements and modifications other than those described above may be made. [Explanation of symbols]
[0160] 1. Game System 2. Main Unit 3 Left Controller 4 Right Controller 81 Processor 100 Player Characters 101 Arrow Object 102 Aiming Image 110 First NPC 111 Second NPC 120 Judgment area 130 Lightning 200 Enemy characters 300 Ground Objects
Claims
1. The computer of the information processing device causing the player character to perform control including at least movement based on a first operation input and a long-distance attack based on a second operation input within the virtual space; further automatically controlling a first non-player character in the virtual space; generating a determination area in the virtual space in response to a third operation input being performed when the player character and the first non-player character are in a predetermined positional relationship; When the remote attack hits an object in the virtual space within the determination area, a first effect is further generated at a location where the remote attack hits.
2. The game program according to claim 1 , wherein the determination area is generated at a position of the first non-player character.
3. The computer further comprises: The game program according to claim 1 , wherein the determination area is erased when the first effect is generated.
4. The computer further comprises: The game program according to claim 3 , wherein the determination area is erased when a predetermined time has elapsed since the determination area was generated.
5. The computer further comprises: The game program according to claim 3 , wherein generation of the determination area is restricted until a predetermined time has elapsed after the determination area is erased.
6. The computer further comprises:
6. The game program according to claim 1, further comprising a display showing the range of the determination area.
7. 6. The game program according to claim 1, wherein the first effect is an effect of inflicting damage on an enemy object located at the location where the remote attack hits, or destroying an obstacle object located at the location where the remote attack hits.
8. The computer further comprises: automatically moving a second non-player character within the virtual space; 3. The game program according to claim 1, wherein a second effect is produced in response to the third operation input when the player character and the second non-player character are in a predetermined positional relationship.
9. An information processing system including a processor, the processor comprising: In the virtual space, the player character is controlled to perform at least one of movement based on a first operation input and a long-distance attack based on a second operation input; further automatically controlling a first non-player character in the virtual space; generating a determination area in the virtual space in response to a third operation input being performed when the player character and the first non-player character are in a predetermined positional relationship; When the remote attack hits an object in the virtual space within the determination area, a first effect is further generated at the location where the remote attack hits.
10. The information processing system according to claim 9 , wherein the determination area is generated at a position of the first non-player character.
11. The processor further comprises: The information processing system according to claim 9 , wherein the determination area is erased when the first effect is generated.
12. The processor further comprises: The information processing system according to claim 11 , wherein the determination area is erased when a predetermined time has elapsed since the determination area was generated.
13. The processor further comprises: The information processing system according to claim 11 , wherein generation of the determination area is restricted until a predetermined time has elapsed after the determination area is erased.
14. The processor further comprises: The information processing system according to claim 9 , further comprising a display showing the range of the determination region.
15. 14. The information processing system according to claim 9, wherein the first effect is an effect of inflicting damage on an enemy object located at a location where the remote attack hits, or destroying an obstacle object located at a location where the remote attack hits.
16. The processor further comprises: automatically moving a second non-player character within the virtual space; 11. The information processing system according to claim 9, wherein a second effect is produced in response to the third operation input when the player character and the second non-player character are in a predetermined positional relationship.
17. An information processing device including a processor, the processor comprising: In the virtual space, the player character is controlled to perform at least one of movement based on a first operation input and a long-distance attack based on a second operation input; further automatically controlling a first non-player character in the virtual space; generating a determination area in the virtual space in response to a third operation input being performed when the player character and the first non-player character are in a predetermined positional relationship; When the remote attack hits an object in the virtual space within the determination area, the information processing device further generates a first effect at a location where the remote attack hits.
18. An information processing method performed in an information processing system, a step of controlling a player character in a virtual space, the control including at least movement based on a first operation input and a long-distance attack based on a second operation input; further automatically controlling a first non-player character in the virtual space; generating a determination area in the virtual space in response to a third operation input being performed when the player character and the first non-player character are in a predetermined positional relationship; If the remote attack hits an object in the virtual space within the determination area, further generating a first effect at the location where the remote attack hit.