Game program, information processing system, information processing device, and game processing method
Patent Information
- Application Number
- JP2024072666
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-04-26
- Publication Date
- 2025-08-01
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a game program, an information processing system, an information processing device, and a game processing method for executing a game in which a plurality of characters fight. [Background technology]
[0002] 2. Description of the Related Art In a conventional game in which multiple characters fight each other, there is a technique in which a player designates a command and causes the character to perform an action according to the designated command, thereby progressing the battle (see, for example, Non-Patent Document 1). [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] “Pokemon RPGs 101”, [online], The Pokemon Company, [searched on July 18, 2022], Internet<https: / / www.pokemon.com / us / strategy / pokemon-rpgs-101 / > Summary of the Invention [Problem to be solved by the invention]
[0004] If, during a game, combat methods other than those using commands become available, the variety of combat can be increased.
[0005] Therefore, an object of the present invention is to provide a game program, an information processing system, an information processing device, and a game processing method that enable battles in a game to be conducted in a plurality of ways. [Means for solving the problem]
[0006] In order to solve the above problems, the present invention employs the following configurations (1) to (12).
[0007] (1) An example of the present invention is a game program that causes a computer of an information processing device to perform the following processes. Processing for moving a player character on a field in a virtual space based on movement operation input A process of making a sub-character appear on a field based on a first operation input, and (a) controlling a battle between the sub-character and the enemy character in a first manner in which the battle progresses based on the operation input when an enemy character is located at a location where the sub-character is to appear, and (b) starting automatic control to automatically move the appeared sub-character when an enemy character is not located at a location where the sub-character is to appear. A process of moving a sub-character in a predetermined direction on a field based on a second operation input, and controlling a battle between the sub-character and the enemy character by a second method in which the battle proceeds automatically if an enemy character is located at the destination of the movement.
[0008] According to the above configuration (1), it is possible to allow the player to engage in two types of battles: battle using a first method in which the player performs operational input, and battle using a simpler second method.
[0009] (2) In the above configuration (1), the game program may further cause the computer to start automatic control when the battle using the second method ends.
[0010] According to the above configuration (2), after the battle using the second method ends, the sub-character moves under automatic control even if the player does not give any instructions, thereby reducing the effort required for operation by the player.
[0011] (3) In the above configuration (1) or (2), the game program may further cause the computer to start a battle between the sub-character and an enemy character using the second method if another enemy character is positioned within a predetermined range including the position of the sub-character when the battle between the sub-character and the enemy character using the second method ends.
[0012] According to the above configuration (3), the player does not need to repeatedly perform the second operation input when performing automatic combat with a plurality of enemy characters, and therefore operability regarding the operation of the sub-character can be improved.
[0013] (4) In any of the above configurations (1) to (3), the automatic control may include movement control that causes the sub-character to follow the player character.
[0014] According to the above configuration (4), it is possible to easily place the sub-character in the vicinity of the player character, making it easier for the player to check the behavior of the sub-character.
[0015] (5) In any of the above configurations (1) to (4), the game program may further cause the computer to perform control such that, when a third operation input is performed while a sub-character is appearing, the sub-character is no longer appearing on the field.
[0016] According to the above feature (5), the player can freely switch between a state in which the sub-character appears on the field and a state in which the sub-character does not appear on the field.
[0017] (6) In any of the above configurations (1) to (5), the game program may further cause the computer to control a battle between the sub-character and the enemy character using a first method when the player character comes into contact with the enemy character, regardless of whether the sub-character appears on the field or not.
[0018] According to the above configuration (6), the player can easily start a battle using the first method, whether or not a sub-character has appeared on the field.
[0019] (7) In any of the above configurations (1) to (6), the game program may cause the computer to control the movement of the sub-character toward a predetermined position set in front of the player character when a second operation input is performed.
[0020] According to the above feature (7), the sub-character can be moved to a position designated by the player.
[0021] (8) In the above configuration (7), the game program may cause the computer to perform control such that, when a second operation input is performed when a sub-character is not appearing on the field, the sub-character appears on the field and moves toward a predetermined position.
[0022] According to the above configuration (8), the player can use the second operation input to make the sub-character both appear and move to a predetermined position, thereby improving the operability of operations related to the sub-character.
[0023] (9) In any of the above configurations (1) to (8), the game program may further cause the computer to perform the following process. A process of selecting one of the enemy characters on the field based on the fourth operation input. When a first operation input is performed while an enemy character is selected, a process of making a sub-character appear at a location where the selected enemy character is located and controlling a battle between the sub-character and the selected enemy character by a first method. When a second operation input is performed while an enemy character is selected, a process of moving a sub-character toward the selected enemy character on the field and controlling a battle between the sub-character and the selected enemy character by a second method.
[0024] According to the above configuration (9), the player can easily specify, by the fourth operation input, an enemy character that will be an opponent in a battle.
[0025] (10) In any of the configurations (1) to (9) above, in combat using the first method, a plurality of commands including at least an attack by a sub-character against an enemy character and a capture of the enemy character may be specified based on operational input, and actions of the player character and / or the sub-character may be executed in accordance with the specified commands.
[0026] According to the above configuration (10), since it is possible to capture an enemy character by fighting using the first method, it is possible to provide the player with a motivation to fight using the first method.
[0027] (11) In the above configuration (10), a battle using the first method may be started after display control is performed to move the viewpoint so that at least the sub-characters and enemy characters participating in the battle are included in the field of view, without switching the scene on the field, and movement of the player character may be restricted during the battle.
[0028] The above feature (11) makes it possible for the player to easily recognize that a battle using the first method has begun.
[0029] (12) In the above configuration (11), the battle using the second method may be started on the field without switching the scene, and movement control of the player character may be executed based on a movement operation input during the battle.
[0030] According to the above configuration (12), the player can move the player character while causing the sub-character to fight in the second style.
[0031] Another example of the present invention may be an information processing device or information processing system that executes the processes in the above (1) to (12). Also, another example of the present invention may be a game processing method that executes the processes in the above (1) to (12). Effect of the Invention
[0032] According to the above game program, information processing system, information processing device, or game processing method, battles in a game can be conducted in a plurality of ways. [Brief description of the drawings]
[0033] [Figure 1] A diagram showing an example of a state in which a left controller and a right controller are attached to a main unit. [Diagram 2] A diagram showing an example of the state when the left controller and the right controller are removed from the main unit. [Diagram 3] Six-sided views showing an example of a main unit [Figure 4] Six-sided diagram showing an example of the left controller [Diagram 5] Six-sided diagram showing an example of the right controller [Figure 6] FIG. 1 is a block diagram showing an example of the internal configuration of a main unit. [Figure 7] A block diagram showing an example of the internal configuration of the main unit, the left controller, and the right controller. [Figure 8] FIG. 13 is a diagram showing an example of a game image showing a player character throwing a ball at an enemy character; [Figure 9] FIG. 13 is a diagram showing an example of a game image when command battle is being performed; [Figure 10] FIG. 13 is a diagram showing an example of a game image when a sub-character appears on the field. [Figure 11] FIG. 13 is a diagram showing an example of a game image when a sub-character moves on a field in response to a target movement instruction. [Figure 12] FIG. 13 is a diagram showing an example of a game image when a sub-character moves toward an enemy character in response to a target movement instruction. [Figure 13] FIG. 13 shows an example of a game image when a sub-character and an enemy character are engaged in automatic combat. [Figure 14] FIG. 13 shows an example of a game image when a sub-character wins an automatic battle. [Figure 15] FIG. 13 shows an example of a game image when a sub-character is defeated in an automatic battle. [Figure 16] FIG. 13 is a diagram showing an example of a game image when a selection instruction is being given; [Figure 17] FIG. 13 is a diagram showing an example of various data used in information processing in the game system; [Figure 18] A flowchart showing an example of the flow of field processing executed by the game system. [Figure 19] A flowchart showing an example of the flow of field processing executed by the game system. [Figure 20] A sub-flowchart showing an example of the flow of a sub-character control process executed by the game system. [Figure 21] A sub-flowchart showing an example of the flow of a sub-character control process executed by the game system. [Figure 22] A flowchart showing an example of the flow of a command battle process executed by the game system. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0034] [1. Game 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 (see FIG. 2). 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.
[0035] 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.
[0036] Fig. 2 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 have been removed from the main unit 2. As shown in Figs. 1 and 2, 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 "controller."
[0037] Fig. 3 is a six-sided view showing an example of the main unit 2. As shown in Fig. 3, the main unit 2 includes a substantially plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is generally rectangular in shape.
[0038] The shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a size that is portable. Furthermore, 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. Furthermore, the main unit 2 or the integrated device may be a handheld device. Furthermore, the main unit 2 or the integrated device may be a portable device.
[0039] 3, the main unit 2 includes a display 12 provided on a main surface of a housing 11. The display 12 displays an image generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.
[0040] 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.
[0041] The main unit 2 includes a speaker (i.e., speaker 88 shown in FIG. 6) inside the housing 11. As shown in FIG. 3, speaker holes 11a and 11b are formed in the main surface of the housing 11. The output sound of the speaker 88 is output from these speaker holes 11a and 11b, respectively.
[0042] The main unit 2 also has a left side terminal 17, which is a terminal through which the main unit 2 performs wired communication with the left controller 3, and a right side terminal 21 through which the main unit 2 performs wired communication with the right controller 4.
[0043] As shown in FIG. 3, the main unit 2 includes a slot 23. The slot 23 is provided on the upper side of the housing 11. The slot 23 has a shape that allows a predetermined type of storage medium to be attached thereto. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used in the main unit 2 (e.g., application save data, etc.) and / or programs executed in the main unit 2 (e.g., application programs, etc.). The main unit 2 also includes a power button 28.
[0044] The main unit 2 includes a lower terminal 27. The lower terminal 27 is a terminal through which the main unit 2 communicates with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the all-in-one device or the main unit 2 alone is placed on the cradle, the game system 1 can display images generated and output by the main unit 2 on a stationary monitor. In this embodiment, the cradle also has a function of charging the all-in-one device or the main unit 2 alone that is placed on it. The cradle also has a function of a hub device (more specifically, a USB hub).
[0045] FIG. 4 is a six-sided view showing an example of the left controller 3. As shown in FIG. 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the up-down direction (i.e., the y-axis direction shown in FIG. 1 and FIG. 4). 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.
[0046] The left controller 3 includes an analog stick 32. As shown in FIG. 4, 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.
[0047] 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.
[0048] 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.
[0049] FIG. 5 is a six-sided view showing an example of the right controller 4. As shown in FIG. 5, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the up-down direction. 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.
[0050] 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.
[0051] 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.
[0052] Fig. 6 is a block diagram showing an example of the internal configuration of main unit 2. In addition to the configuration shown in Fig. 3, main unit 2 includes components 81-85, 87, 88, 91, 97, and 98 shown in Fig. 6. Some of these components 81-85, 87, 88, 91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed in housing 11.
[0053] 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.).
[0054] 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.
[0055] 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.
[0056] 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.
[0057] 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 with an external device via a network (specifically, wireless communication). In this embodiment, the network communication unit 82 connects to a wireless LAN and communicates with an 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. Note that the wireless communication using the second communication mode enables wireless communication with other main units 2 located within a closed local network area, and realizes a function that enables so-called "local communication" in which data is transmitted and received by directly communicating between multiple main units 2.
[0058] 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.
[0059] 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.
[0060] Here, the main unit 2 can communicate with a plurality of left controllers 3 simultaneously (in other words, in parallel). The main unit 2 can also communicate with a plurality of right controllers 4 simultaneously (in other words, in parallel). Therefore, a plurality of users can simultaneously input to the main unit 2 using each set of left controllers 3 and right controllers 4. As an example, a first user can input to the main unit 2 using a first set of left controllers 3 and right controllers 4, while a second user can input to the main unit 2 using a second set of left controllers 3 and right controllers 4.
[0061] The display 12 is also connected to the processor 81. The processor 81 displays on the display 12 an image generated (for example, by executing the above-mentioned information processing) and / or an image acquired from the outside.
[0062] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speaker 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to and from the speaker 88 and the audio input / output terminal 25.
[0063] 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.
[0064] 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.
[0065] Fig. 7 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that details of the internal configuration of the main unit 2 are omitted in Fig. 7 because they are shown in Fig. 6.
[0066] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 7, the communication control unit 101 is connected to each component including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 by both wired communication via the terminal 42 and wireless communication not via the terminal 42. The communication control unit 101 controls the communication method by which the left controller 3 communicates with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. Also, when the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication with the main unit 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed according to, for example, the Bluetooth (registered trademark) standard.
[0067] The left controller 3 also includes a memory 102, such as a flash memory. The communication control unit 101 is configured with, for example, a microcomputer (also called a microprocessor), and executes firmware stored in the memory 102 to perform various processes.
[0068] The left controller 3 includes buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes an analog stick (referred to as "stick" in FIG. 7) 32. Each button 103 and analog stick 32 repeatedly outputs information relating to operations performed on them to the communication control unit 101 at appropriate timing.
[0069] The communication control unit 101 acquires information related to the input (specifically, information related to the operation, or the detection results by the sensor) from each input unit (specifically, each button 103 and analog stick 32). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a specified process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every specified time. The interval at which the information related to the input is transmitted to the main unit 2 may or may not be the same for each input unit.
[0070] By transmitting the above operation data to the main unit 2, the main unit 2 can obtain the input performed on the left controller 3. In other words, the main unit 2 can determine the operations performed on each button 103 and analog stick 32 based on the operation data.
[0071] The left controller 3 is equipped with a power supply unit 108. In this embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).
[0072] As shown in FIG. 7, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 that is connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 by both wired communication via the terminal 64 and wireless communication (specifically, communication in accordance with the Bluetooth (registered trademark) standard) that does not go through the terminal 64, and controls the method of communication that the right controller 4 uses with the main unit 2.
[0073] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113 and an analog stick 52. These input units have the same functions as those of the left controller 3, and operate in the same manner.
[0074] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions as the power supply unit 108 of the left controller 3, and operates in the same manner.
[0075] [2. Overview of processing in the game system] Next, an overview of the processing executed in the game system 1 will be described with reference to Fig. 8 to Fig. 16. In this embodiment, the game system 1 executes a game in which a player character operable by a player (i.e., a user of the game system 1) moves through a game field (hereinafter simply referred to as "field") which is a three-dimensional virtual space, and a sub-character which is a companion of the player character fights against an enemy character on the field.
[0076] In this embodiment, the above-mentioned battle in the game is conducted in two ways, namely, command battle and automatic battle. In command battle, the player designates a command indicating an action that the sub-character or the player character can take (for example, attack or capture, which will be described later), and the sub-character or the player character takes an action according to the designated command. In automatic battle, the sub-character and the enemy character take an action automatically. Note that the above-mentioned "automatically" means that the battle proceeds after the start of the battle even if the player does not give an instruction regarding the battle, and more specifically, the battle proceeds without the player designating the above-mentioned command. Details of command battle and automatic battle will be described later.
[0077] [2-1. Command battle] In this embodiment, the player character can possess a ball, which is an item with which a sub-character is associated, and can cause a sub-character associated with the ball possessed by the player character to fight. In addition, the player character can make a sub-character associated with the ball appear on the field by throwing a ball on the field. Note that, in this embodiment, the player character can use a predetermined number (e.g., six) of balls among the balls possessed by the player character when moving on the field, and an order is set for the predetermined number of usable balls. When a sub-character appears on the field by the player character throwing a ball on the field, the sub-character that is first in the above order appears.
[0078] In this embodiment, a command battle is started by the player character throwing a ball at an enemy character on the field. In other words, when the player character throws the ball at an enemy character, a sub-character appears from the ball, and the sub-character begins a battle with the enemy character.
[0079] Fig. 8 is a diagram showing an example of a game image showing a player character throwing a ball at an enemy character. In the example shown in Fig. 8, a player character 201 and an enemy character 202 are placed on the field, and a game image showing a state in which the player character 201 is throwing a ball 203 toward the enemy character 202 is displayed on the display 12. In this embodiment, the player can give an instruction to the player character 201 to perform an action of throwing the ball (called a "throwing action instruction") by a predetermined operation input (for example, an input of pressing the ZR button 61 of the right controller 4).
[0080] When a throwing motion instruction is given, the game system 1 determines whether or not an enemy character 202 is present within a determination range 204 on the field. The determination range 204 is set based on the position and orientation of the player character 201. Specifically, the determination range 204 is a range of a predetermined size in front of the player character 201. Note that the position, size, and shape of the determination range 204 may be arbitrary. Also, the determination range 204 may or may not be displayed.
[0081] When an enemy character 202 exists within the determination range 204, the game system 1 causes the player character 201 to perform an action of throwing a ball 203 toward the enemy character 202 (see FIG. 8). When the ball 203 hits the enemy character 202, a sub-character appears from the ball 203, and a battle between the sub-character and the enemy character 202 starts. When a plurality of enemy characters exists within the determination range 204, the game system 1 selects one enemy character from the plurality of enemy characters according to a predetermined criterion. The predetermined criterion is arbitrary, and for example, the enemy character located closest to the player character 201 may be selected, or the enemy character located closest to the center of the determination range 204 may be selected. At this time, the game system 1 controls the action of the player character 201 so as to throw the ball toward the selected enemy character.
[0082] On the other hand, if no enemy character 202 is present within the determination range 204, the game system 1 causes the player character 201 to perform an action of throwing a ball 203 in front of the player character 201. In this case, a sub-character appears on the field, and the sub-character automatically moves on the field, as will be described in detail later.
[0083] In this embodiment, a command battle is started not only by hitting an enemy character with the ball 203, but also by the player character 201 coming into contact with the enemy character. The player character 201 can move on the field in response to a directional input by the player (for example, an input to the analog stick 32 of the left controller 3). Therefore, the player can start a command battle with an enemy character by issuing the throwing motion instruction when the enemy character is located in front of the player character 201, or by moving the player character 201 to come into contact with the enemy character.
[0084] Fig. 9 is a diagram showing an example of a game image when a command battle is being performed. As shown in Fig. 9, in a command battle, an image of a field including a sub-character 205 and an enemy character 202 that will be fighting is displayed on the display 12. The game system 1 also displays the name (shown as "XX" in the figure), level, and gauge image 211 indicating the strength of the sub-character 205, and displays the name (shown as "XXX" in the figure), level, and gauge image 212 indicating the strength of the enemy character 202. The game system 1 also displays command images 213 to 215 indicating commands that the player can specify.
[0085] As shown in FIG. 8 and FIG. 9, in this embodiment, the viewpoint of the game image (i.e., the position of the virtual camera set to generate the game image) changes before and after the start of the command battle. That is, in a field scene (i.e., a scene in which the player character moves through the field) before the start of the command battle, the game system 1 sets the position and orientation of the virtual camera so that the player character 201 is included in the field of view (see FIG. 8). On the other hand, in the command battle, the game system 1 sets the position and orientation of the virtual camera so that at least the sub-character 205 and the enemy character 202 who will be fighting are included in the field of view (see FIG. 9). Furthermore, the position and orientation of the virtual camera may be set so that at least a part of the player character 201 is also included in the field of view. Thus, in this embodiment, when the command battle starts, the game scene does not change (i.e., the field remains displayed), but the viewpoint of the game image changes.
[0086] As described above, in this embodiment, the command battle is started after display control is performed to move the viewpoint so that at least the sub-characters and enemy characters participating in the battle are included in the field of view, without switching the scene on the field. This allows the player to easily recognize that the command battle has started.
[0087] In addition, in this embodiment, the movement of the player character is restricted during command battle. That is, the player character 201 does not move on the field during command battle. Alternatively, the range in which the player character 201 can move is limited to a limited range of the location where the command battle is taking place. On the other hand, in automatic battle, which will be described later, the viewpoint does not move as described above, and the player character 201 can move on the field during automatic battle.
[0088] In this embodiment, the command battle is a so-called turn-based battle. That is, in one turn, the player specifies a command to determine the action content of the sub-character 205, and after the action content of the enemy character 202 is determined by the game system 1, each character 202 and 205 acts. The above turns are then repeated until the battle ends, and the battle game progresses. Note that, in other embodiments, the command battle is not limited to the above-mentioned turn-based game, and a real-time game in which each character acts sequentially as time passes (the action content is determined by a command specified by the player) may be performed.
[0089] In the example shown in FIG. 9, the command image 213 indicates a command for the sub-character 205 to attack the enemy character 202. The command image 214 indicates a command for the player character 201 to capture the enemy character 202. In this embodiment, the sub-character 205 attacks the enemy character while the player character 201 captures the enemy character, but the sub-character 205 may capture the enemy character. In other words, the player character does not need to perform an action related to the battle during the command battle. The command image 215 indicates a command for the player character 201 and the sub-character 205 to escape from the battle.
[0090] When the command image 213 is specified by the player, the game system 1 further displays a plurality of command images each showing a specific attack method, and allows the player to specify the specific attack method. When the command image 214 is specified by the player, the game system 1 causes the player character 201 to perform an action of capturing the enemy character 202. In this embodiment, whether or not the capture is successful is determined by the game system 1, and when the capture is successful, the player character 201 is able to use the captured enemy character as a sub-character. When the command image 215 is specified by the player, the game system 1 determines whether or not the player character 201 can escape from the battle, and when it is determined that the player character 201 can escape, the command battle is terminated. On the other hand, when it is determined that the player character 201 cannot escape, the command battle is continued.
[0091] As described above, in this embodiment, in command battle, one of a plurality of commands including at least an attack by a sub-character on an enemy character and a capture of the enemy character is designated based on an operational input, and the action of the player character and / or the sub-character is executed according to the designated command. Therefore, in command battle, the player can capture an enemy character. Note that, as will be described in detail later, in automatic battle, enemy characters cannot be captured.
[0092] When the sub-character 205 defeats the enemy character 202 in the command battle (specifically, when the enemy character 202's vitality becomes 0), the player character 201 wins the battle. At this time, the player character 201 and / or the sub-character 205 can obtain a victory reward (e.g., experience points and items). When the player character 201 wins the battle, the game system 1, for example, grants the sub-character an amount of experience points determined based on the enemy character 202, and grants the player character 201 an item of a type corresponding to the enemy character 202.
[0093] In the above example, the number of sub-characters and enemy characters participating in the command battle is one, but the number of sub-characters and enemy characters participating in the command battle is arbitrary. In other embodiments, multiple sub-characters and enemy characters may participate in the command battle.
[0094] [2-2. Control of sub-characters on the field] In this embodiment, the player character 201 can make the sub-character appear not only in the field during command battle, but also while moving on the field. Specifically, if there is no enemy character within the determination range when the throwing action instruction is performed, the player character 201 performs an action of throwing the ball 203 in the direction in front of the player character 201, and then the sub-character appears on the field. For example, when the thrown ball 203 is separated from the player character 201 by a predetermined length (for example, when the ball falls on the field), the sub-character appears from the ball 203.
[0095] Fig. 10 is a diagram showing an example of a game image when a sub-character appears on the field. In Fig. 10, the player character 201 is placed on the field, and a sub-character 205 that appeared from a ball thrown by the player character 201 is also placed on the field. In this embodiment, the state in which a sub-character appears on the field, except during command battle, is called an "appearing state."
[0096] When the sub-character 205 is brought into an appearance state by the throwing action instruction, the sub-character 205 automatically moves on the field. That is, in the above case, the sub-character 205 is controlled by the game system 1 so as to move automatically. Note that "the sub-character moves automatically" means that it includes any movement mode in which the sub-character moves without direct operation by the player, and it also means that the sub-character may move under the influence of an operation by the player. For example, the movement of the sub-character 205 may be automatically controlled by the game system 1 so that the sub-character 205 moves in accordance with the movement of the player character 201 operated by the player (for example, so as to follow the player character 201).
[0097] As described above, the automatic control for automatically moving a sub-character may include movement control for making the sub-character follow the player character. This makes it easier to place the sub-character near the player character, and makes it easier for the player to check the behavior of the sub-character. Note that in other embodiments, the movement control of the sub-character may be performed in any manner, and the sub-character may be controlled to move randomly regardless of the movement of the player character.
[0098] In this embodiment, the sub-character 205 that appears on the field automatically fights enemy characters and acquires items in response to instructions from the player, as will be described in detail later. However, in this embodiment, while the movement of the sub-character 205 is automatically controlled, the sub-character 205 does not automatically (i.e., without instructions from the player) start fighting enemy characters or acquire items. In other embodiments, the game system 1 may cause the sub-character to automatically fight enemy characters and acquire items.
[0099] In this embodiment, when the sub-character 205 is in the appearing state, the game system 1 displays a status image 221 indicating the status of the sub-character 205 (see FIG. 10). In the example shown in FIG. 10, the status image 221 includes an image indicating the sub-character 205 and an image of a gauge indicating the stamina of the sub-character 205. The status image 221 can notify the player that the sub-character has appeared on the field and the status of the sub-character. The status image 221 may indicate any information related to the sub-character, and may indicate information such as the name and level of the sub-character, for example.
[0100] In this embodiment, when the sub-character 205 is in an appearance state, the player can issue an exit instruction to cause the sub-character 205 to exit from the field. Specifically, in the above case, the game system 1 accepts the exit instruction, and causes the sub-character 205 to exit from the field in response to the execution of the exit instruction. Note that the sub-character that has exited from the field is in a state where it does not appear on the field, but is not erased in the game, and can be made to appear on the field again by the above throwing motion instruction. In an embodiment in which the sub-character appears from the ball 203, a process of exiting the sub-character may be performed together with a performance in which the sub-character is contained in the ball 203 in response to the exit instruction. Also, in this embodiment, the exit instruction is issued by an operation input by the same operation as the above throwing motion instruction (i.e., an input of pressing the ZR button 61).
[0101] As described above, in this embodiment, when a predetermined operation input is performed while a sub-character appears, the game system 1 performs control to make the sub-character not appear on the field. This allows the player to freely make the sub-character appear on and exit from the field. Note that in this embodiment, the above-mentioned predetermined operation input is an input to the same operation unit (i.e., the ZR button 61) as the operation input for making the sub-character appear on the field. This allows the player to make the sub-character appear on and exit from the field using a single operation unit, making the operation easier. Note that in other embodiments, the above-mentioned predetermined operation input may be an operation input to an operation unit different from the operation input for making the sub-character appear on the field.
[0102] In this embodiment, while the sub-character 205 is in the appearing state, the player character 201 can move on the field in response to a directional input by the player. Then, while the sub-character 205 is in the appearing state, in response to the player character 201 coming into contact with an enemy character, a command battle is started. At this time, the command battle is conducted between the sub-character appearing on the field and the enemy character.
[0103] As described above, in this embodiment, when the player character comes into contact with an enemy character, the game system 1 controls the battle between the sub-character and the enemy character by command battle, regardless of whether the sub-character appears on the field. This allows the player to easily start command battle, regardless of whether the sub-character appears on the field. Note that, in other embodiments, the game system 1 may not perform command battle while the sub-character appears on the field.
[0104] In this embodiment, if the sub-character that appeared in the command battle wins the command battle, the sub-character will be placed on the field after the command battle, and the movement will be automatically controlled. On the other hand, if the sub-character loses the command battle, the sub-character will not appear on the field after the command battle. However, in other embodiments, the sub-character that appeared in the command battle may be in a state of having exited from the field after the command battle, regardless of the outcome of the command battle. Also, in other embodiments, if the sub-character engages in command battle from a state of having exited from the field (i.e., if the command battle is started by a throwing action instruction), the sub-character will be in a state of having exited from the field after the command battle, and if the sub-character engages in command battle from a state of having appeared, the sub-character may be in a state of having appeared after the command battle.
[0105] In this embodiment, when a sub-character is in an appearing state, the player can move the sub-character toward a predetermined position on the field by issuing a target movement instruction. Note that the target movement instruction can be issued, for example, by inputting the first R button 60 of the right controller 4. When a target movement instruction is issued, the sub-character ends the automatically controlled movement that it has been performing up until that point, and moves toward the target position (see FIG. 11, described later) specified by the target movement instruction.
[0106] 11 is a diagram showing an example of a game image when a sub-character moves on a field in response to a target movement instruction. The game image shown in FIG. 11 shows a state in which a sub-character 205 moves to a target position 222 in response to the target movement instruction.
[0107] When a target movement instruction is given, the game system 1 sets a target position 222 within the above-mentioned determination range 204, which is set based on the position and orientation of the player character 201, and moves the sub-character 205 toward the target position 222 (see the arrow shown in FIG. 11). The target position 222 is, for example, the center position of the determination range 204. In this embodiment, the above-mentioned determination range 204 and the target position 222 are not displayed, but in other embodiments, images indicating the above-mentioned determination range 204 and the target position 222 may be displayed. In this embodiment, when a target movement instruction is given, the game system 1 causes the player character 201 to perform an action of pointing forward (i.e., toward the target position 222). This makes it possible to notify the player that a target movement instruction has been given and the approximate location of the target position 222.
[0108] In this embodiment, the determination range used when the above-mentioned throwing motion instruction is given and the determination range used when the target movement instruction is given are the same in position, size, and shape. This makes it easier for the player to give the throwing motion instruction and the target movement instruction. In other embodiments, these determination ranges may be different in position, size, and / or shape.
[0109] As described above, in this embodiment, when an operational input for instructing movement to a target is performed, the game system 1 performs control to move the sub-character 205 toward a predetermined position (target position 222 in the example shown in FIG. 11) set in front of the player character 201. This makes it possible to move the sub-character 205 in the appearance state to a position specified by the player. Note that, although the above-mentioned predetermined position is the target position 222 in the example shown in FIG. 11, the predetermined position may be set to the position of an enemy character or an item within a determination range, as shown in an example described later.
[0110] A specific movement mode when the sub-character 205 moves to the target position 222 is arbitrary. As an example, in this embodiment, when the position of the sub-character 205 at the time when the target movement instruction is issued is far from the position of the player character 201 (specifically, when the position of the sub-character 205 and the position of the player character 201 are far from each other by a predetermined distance or more), the game system 1 warps the sub-character 205 to a position near the player character 201 once, and then moves the sub-character 205 from that position to the target position 222. Even if the position of the sub-character 205 at the time when the target movement instruction is issued is not far from the position of the player character 201, if the player character 201 is closer to the target position 222 than the sub-character 205, the game system 1 warps the sub-character 205 to a position near the player character 201 once, and then moves the sub-character 205 from that position to the target position 222. On the other hand, if the position of the sub-character 205 at the time when the target movement instruction is issued is not far from the position of the player character 201, and if the sub-character 205 is closer to the target position 222 than the player character 201, the game system 1 moves the sub-character 205 from its current position to the target position 222. According to the above, the time required for the sub-character 205 to move to the target position 222 can be shortened.
[0111] If the target position is a position to which the sub-character 205 cannot move from the current position, the game system 1 may not move the sub-character 205 to the target position. The above case includes, for example, a case where there is a step between the current position of the sub-character 205 and the target position, and the sub-character 205 cannot move over the step, or a case where the target position is on water or in the air, and the sub-character 205 cannot move on water or in the air.
[0112] Furthermore, if an enemy character is included within the above-mentioned determination range when a target movement instruction is given, the game system 1 sets the position of the enemy character as a target position and moves the sub-character toward the enemy character. In this case, an automatic battle is carried out between the sub-character and the enemy character.
[0113] Fig. 12 is a diagram showing an example of a game image when a sub-character moves toward an enemy character in response to a target movement instruction. In the example shown in Fig. 12, an enemy character 206 is located within a determination range 204 based on the position and orientation of the player character 201 at the time the target movement instruction is issued. In addition, an enemy character 207 is located at a position outside the determination range 204.
[0114] As shown in FIG. 12, when an enemy character 206 is located within the determination range 204 at the time when a target movement instruction is issued, the game system 1 sets the target position 222 of the sub-character 205 to the position of the enemy character 206. This causes the sub-character 205 to move toward the enemy character 206 (see the arrow shown in FIG. 12). Note that when multiple enemy characters exist within the determination range 204, the game system 1 selects one enemy character from the multiple enemy characters according to a predetermined criterion. The predetermined criterion is arbitrary, and for example, the enemy character closest to the player character 201 or the sub-character 205 may be selected, or the enemy character closest to the center of the determination range 204 may be selected.
[0115] In the example shown in FIG. 12, when the sub-character 205 moves close to the enemy character 206 (i.e., when the enemy character 206 is located within a predetermined action range based on the sub-character 205), an automatic battle between the sub-character 205 and the enemy character 206 is started. When the target position 222 is set to the position of the enemy character 206, the game system 1 displays a marker image 224 indicating the enemy character 206 (see FIG. 12). This makes it possible to notify the player of the enemy character that will be the opponent in the automatic battle. The marker image may be displayed before a target movement instruction is given. That is, in a state in which a target movement instruction is possible, the game system 1 may display a marker image for the enemy character that will be set as the opponent in the automatic battle if a target movement instruction is given at that time point.
[0116] In this embodiment, when the target position is set to the position of an enemy character, even if the sub-character passes near another enemy character different from the enemy character during movement to the target position, the game system 1 does not cause a battle between the sub-character and the other enemy character. This makes it possible to prevent the sub-character from fighting the other enemy character before fighting the enemy character designated by the player in the target movement instruction. In another embodiment, when the sub-character passes near the other enemy character during movement to the target position, the game system 1 may cause an automatic battle between the sub-character and the other enemy character.
[0117] In this embodiment, an item that the player character 201 can acquire may be placed on the field. When the above-mentioned item is located within the determination range 204 at the time when the target movement instruction is issued, the game system 1 sets the target position 222 of the sub-character 205 to the position of the item. As a result, the sub-character 205 moves toward the item. Then, when the sub-character 205 moves close to the item (i.e., when the item is located within the above-mentioned action range based on the sub-character 205), the sub-character 205 acquires the item. As a result, the player character 201 can acquire the item. That is, the player can acquire the item on the field using the sub-character. Note that, when both an enemy character and an item exist within the determination range 204, the game system 1 may select one of the multiple targets (i.e., the enemy character and the item) according to a predetermined criterion. For example, the game system 1 may select the enemy character with priority over the item.
[0118] In this embodiment, even when the sub-character does not appear on the field, the player can issue a target movement instruction and move the sub-character to a target position specified by the target movement instruction. That is, even when the sub-character does not appear on the field, the game system 1 accepts an operation input of a target movement instruction. When a target movement instruction is issued in the above state, the game system 1 makes the player character 201 throw a ball to make the sub-character appear on the field, and further moves the sub-character that has appeared to the target position set in response to the target movement instruction.
[0119] As described above, in this embodiment, when a predetermined operation input (i.e., an operation input for an instruction to move to a target) is performed while a sub-character is not appearing on the field, the game system 1 performs control to make the sub-character appear on the field and move to a predetermined position (i.e., a target position). This allows the player to perform both actions of making the sub-character appear and moving to the predetermined position by the predetermined operation input, so that operations related to the sub-character can be simplified and the operability of the operations can be improved. Note that, in other embodiments, the game system 1 may not accept an instruction to move to a target when a sub-character is not appearing on the field.
[0120] In this embodiment, even when a target movement instruction is given when a sub-character does not appear on the field, the target position is set according to the target movement instruction, just as in the case when a target movement instruction is given when a sub-character appears. In other words, when the target object (i.e., an enemy character or an item) does not exist within the judgment range, the target position is set to the center position of the judgment range, and when the target object exists within the judgment range, the position of the target object is set to the target position.
[0121] [2-3. Automatic Battle] Fig. 13 is a diagram showing an example of a game image when a sub-character and an enemy character are engaged in an automatic battle. In the example shown in Fig. 13, the sub-character 205 moves from the situation shown in Fig. 12 toward the enemy character 206, and as a result, an automatic battle is being carried out between the sub-character 205 and the enemy character 206.
[0122] In this embodiment, the automatic battle proceeds even if the player does not input anything about the battle. That is, the game system 1 automatically proceeds with the battle without receiving any command about the automatic battle. Specifically, in this embodiment, the game system 1 determines the outcome of the automatic battle based on the ability parameters (e.g., maximum vitality, attack power, defense power, and agility) of the sub-character 205 and the enemy character 206 that will be fighting. In addition, the game system 1 calculates the damage that the sub-character 205 will receive from the automatic battle, and calculates the vitality value of the sub-character 205 after the battle. Note that, when the automatic battle starts, the game system 1 may cause each of the sub-character 205 and the enemy character 206 to perform an attacking action. This attacking action may be a predetermined action, and may be unrelated to the action performed and the outcome of the battle.
[0123] As described above, automatic combat is a simpler form of combat than command combat, and the player can engage in combat without the trouble of performing operations. In this embodiment, if the player wants to give instructions (i.e., commands) related to combat himself, he can have the sub-character engage in command combat, and if the player wants to engage in combat simply without giving instructions, he can have the sub-character engage in automatic combat. In this embodiment, combat can be conducted in two ways, command combat and automatic combat, so the player can select a combat method according to, for example, his own preferences or the game situation.
[0124] As shown in FIG. 13, in this embodiment, even when automatic combat starts, the viewpoint of the game image (i.e., the position of the virtual camera) does not change, unlike when command combat starts. That is, during automatic combat, the game system 1 controls the position and orientation of the virtual camera so that the player character 201 is included in the field of view (see FIG. 13). Note that in this embodiment, during automatic combat, the game system 1 changes the position and orientation of the viewpoint in response to a viewpoint operation input by the player (for example, a directional input to the analog stick 52 of the right controller 4), just as when automatic combat is not being performed. That is, the player can change the viewpoint of the game image during automatic combat, just as when automatic combat is not being performed.
[0125] Also, during automatic combat, unlike during command combat, the player character 201 can move on the field. That is, the game system 1 accepts directional inputs for moving the player character 201 even during automatic combat. Thus, during automatic combat, the player can move the player character 201 and change the viewpoint of the game image in the same way as when moving on the field in a normal scene other than during combat.
[0126] As described above, in this embodiment, the automatic battle is started on the field without switching the scene, and the movement control of the player character 201 based on the movement operation input is executed during the automatic battle. That is, the player can make the sub-character perform the automatic battle even while moving the player character 201 on the field. According to this, for example, while moving the player character 201 to a destination on the field, the player can make the sub-character perform the automatic battle without interrupting the movement. Therefore, for a player who wants to arrive at the destination quickly, but wants the sub-character to perform the battle, it is convenient to make the automatic battle. Note that, in other embodiments, the movement of the player character 201 may be restricted during the automatic battle as in the command battle, and the viewpoint of the game image may be changed at the start of the battle (for example, changed so that the sub-character is displayed at the center of the screen).
[0127] In this embodiment, while automatic combat is being performed, the status image 221 for the sub-character 205 changes in shape to indicate that automatic combat is being performed (see FIG. 13). In the example shown in FIG. 12 and FIG. 13, the status image 221 is elliptical when automatic combat is not being performed, and is polygonal when automatic combat is being performed. This makes it possible to notify the player that automatic combat is being performed. For example, during automatic combat, the sub-character 205 may not be included within the visual field of the game image, but even in such a case, the player can know from the status image 221 whether the sub-character 205 is in automatic combat or not.
[0128] Fig. 14 is a diagram showing an example of a game image when a sub-character wins an automatic battle. The example shown in Fig. 14 shows a situation in which the sub-character 205 has won against the enemy character 206 from the situation shown in Fig. 13. At this time, the defeated enemy character 206 disappears from the field (in Fig. 14, the disappearance of the enemy character 206 is shown by a dotted line). In addition, the game system 1 displays a notification image 225 notifying the player that the sub-character 205 has won.
[0129] In this embodiment, in the automatic battle as well as in the command battle, a victory reward is given when the sub-character 205 wins the battle. Specifically, when the player character 201 wins the battle, the game system 1 gives the sub-character 205 an amount of experience points determined based on the enemy character 206, and gives the player character 201 an item of a type corresponding to the enemy character 206.
[0130] In this embodiment, the victory reward given in the automatic battle is set to be less than the victory reward given when the same enemy character is defeated in the command battle. For example, when an enemy character is defeated in the automatic battle, the sub-character is given less experience points (for example, 1 / 3 experience points) than the experience points given when the enemy character is defeated in the command battle. This makes it easier to obtain more victory rewards in command battles than in automatic battles, so that the player can be motivated to perform command battles and the possibility that the player will only perform automatic battles that are easy to operate can be reduced. Note that "setting the victory reward given in the automatic battle to be less than the victory reward given in the command battle" includes both a method in which the reward given in one battle is reduced and a method in which the total reward given in multiple battles is reduced. For example, in another embodiment, when an item corresponding to an enemy character defeated in battle is granted based on a probability, the game system 1 may make it so that when an automatic battle is won, the item is granted with a lower probability than when a command battle is won, so that the total number of items granted through multiple automatic battles is less than the total number of items granted through multiple command battles.
[0131] In this embodiment, when the sub-character 205 wins the automatic battle against the enemy character 206 and another enemy character is positioned around the sub-character 205 (in the example shown in FIG. 14, when the enemy character 207 is positioned within the action range based on the sub-character 205), the sub-character 205 continues the automatic battle. That is, in the above case, the sub-character 205 moves close to the enemy character 207 and then starts the automatic battle with the enemy character 207. When the sub-character 205 wins the automatic battle against the second or subsequent enemy characters, the sub-character 205 continues the automatic battle as long as another enemy character is positioned around the sub-character 205, similar to the case where the sub-character 205 wins the automatic battle against the first enemy character.
[0132] As described above, in this embodiment, when the automatic battle between the sub-character and the enemy character ends, if another enemy character is located within a predetermined range (i.e., the above-mentioned action range) including the position of the sub-character, the game system 1 starts an automatic battle between the sub-character and the other enemy character. This eliminates the need for the player to repeatedly issue a target movement command when performing an automatic battle with multiple enemy characters located close to each other, thereby improving operability regarding the operation of the sub-character. Note that, in other embodiments, the game system 1 may not cause the sub-character to start a new automatic battle with the other enemy character in the above-mentioned case.
[0133] On the other hand, when the sub-character 205 wins the automatic battle against the enemy character 206, if there are no other enemy characters around the sub-character 205 (in the example shown in FIG. 14, the enemy character 207 is not located within the action range based on the sub-character 205), the sub-character 205 ends the automatic battle. In this case, the sub-character 205 is controlled by the game system 1 to move automatically.
[0134] As described above, in this embodiment, the game system 1 starts automatic control to automatically move the sub-character when the automatic battle ends. According to this, the sub-character moves even if the player does not give an instruction after the automatic battle ends, so the player can save the trouble of operating. Note that the above "when the automatic battle ends" refers to the case where the automatic battle with a certain enemy character ends when other enemy characters are placed around the sub-character at the end of the automatic battle with the enemy character, resulting in continuous automatic battles with multiple enemy characters. Note that in other embodiments, the method of controlling the sub-character when the automatic battle ends is arbitrary, and when the automatic battle ends, the sub-character may stop moving until some instruction is given by the player.
[0135] Fig. 15 is a diagram showing an example of a game image when a sub-character is defeated in an automatic battle. The example shown in Fig. 15 shows a situation in which the sub-character 205 has been defeated by an enemy character 206, following the situation shown in Fig. 13. At this time, the defeated sub-character 205 moves back toward the player character 201 (see the arrow shown in Fig. 15). The game system 1 also displays a notification image 226 notifying the player that the sub-character 205 has been defeated.
[0136] In the above-mentioned command battle, if the vitality of the sub-character 205 becomes 0, the sub-character 205 loses the battle. In other words, if the sub-character 205 loses the battle, the vitality becomes 0. If the vitality of the sub-character 205 becomes 0, the sub-character 205 cannot appear on the field and cannot fight. In contrast, in automatic battle, even if the sub-character 205 loses the battle, the vitality of the sub-character 205 does not become 0, but is set to a predetermined value (1 in this embodiment) that is less than the upper limit of the vitality. Therefore, it can be said that automatic battle is less risky than command battle, and the player can easily have the sub-character 205 fight the automatic battle. In other embodiments, the vitality of the sub-character 205 may be set to 0 even if the sub-character 205 loses the automatic battle, as in the case of command battle.
[0137] In addition, even if a target movement instruction is given, the game system 1 may not move the sub-character 205 to the target position if a predetermined limiting condition is satisfied. For example, the limiting condition is that the vitality of the sub-character is equal to or less than a predetermined value (e.g., 20). This is to prevent automatic combat from being performed in a state where there is a high possibility of defeat (i.e., a state where the vitality value is low). In addition to the above, the game system 1 may set as a limiting condition that a specific enemy character is placed within a judgment range based on the target movement instruction. The specific enemy character is, for example, a rare enemy character that rarely appears on the field. Here, in this embodiment, in automatic combat, the player cannot give an instruction by a command and cannot capture the enemy character. Therefore, in order to prevent the sub-character 205 from defeating such a rare enemy character in automatic combat and the player from missing an opportunity to capture it, automatic combat is not performed for the specific character.
[0138] The specific content of the above-mentioned limiting condition is arbitrary, and conditions other than the above may be used. For example, in a case where the upper limit level of the sub-characters to which the player character 201 can give instructions is set according to the progress of the game story, the sub-characters with a level equal to or higher than the upper limit level may not move to the target position even when a target movement instruction is given.
[0139] [2-4. Selection Instructions] In this embodiment, the player can input a selection instruction in a state where an operation to move the player character 201 on the field is possible. A selection instruction is an instruction to select one enemy character placed on the game field as a selection target. In other words, when a selection instruction is given, the game system 1 selects the enemy character as a selection target. In this embodiment, by using the selection instruction, it is possible to easily give a throwing motion instruction for performing the above-mentioned command battle and a target movement instruction for performing automatic battle. The selection instruction will be described in detail below.
[0140] In this embodiment, the selection instruction is made by a predetermined operation input to the controller (for example, an input to press the ZL button 39 of the left controller 3). In this embodiment, the game system 1 determines that a selection instruction is being made while the above-mentioned predetermined operation input is being made (i.e., while the ZL button 39 is being pressed), and determines that a selection instruction is not being made when the operation input is no longer being made (i.e., the ZL button 39 is no longer being pressed). Note that the specific input method for a selection instruction is arbitrary. For example, in another embodiment, the game system 1 may determine that a selection instruction has been started when a predetermined operation input is made, and may determine that the selection instruction has been released when the operation input is made again.
[0141] FIG. 16 is a diagram showing an example of a game image when a selection instruction is being given. In this embodiment, as shown in FIG. 16, when a selection instruction is being given, the game system 1 controls the position and orientation of the virtual camera so that the enemy character 208 to be selected is displayed at a predetermined position near the center of the screen. That is, the game system 1 controls the virtual camera so that the gaze point is aligned with the enemy character 208 to be selected. Note that, at the time when the selection instruction is started, the game system 1 selects, for example, an enemy character that is located closest to the above-mentioned predetermined position as the selection target. When the enemy character 208 moves while the selection instruction is being given, the game system 1 changes the position and / or orientation of the virtual camera so that the enemy character 208 is displayed at the above-mentioned predetermined position.
[0142] Furthermore, while a selection instruction is being given, the game system 1 displays information about the enemy character 208 to be selected. In this embodiment, as shown in FIG. 16, the name of the enemy character 208 to be selected (written as "XXX" in FIG. 16), its level, and information indicating whether it has been captured are displayed. The above information is displayed, for example, near the enemy character 208. Note that the information indicating whether it has been captured indicates whether an enemy character of the same type as the enemy character to be selected has been captured before. Furthermore, the content of the information to be displayed is arbitrary, and in other embodiments, for example, the vitality, attributes, etc. of the enemy character to be selected may be displayed in addition to (or instead of) the above information.
[0143] In this embodiment, the player can perform the throwing instruction even while the selection instruction is being given. Here, when the throwing instruction is given while the selection instruction is being given, the game system 1 controls the player character 201 to throw the ball at the enemy character to be selected. That is, in the above case, a command battle between the enemy character to be selected and the sub-character is started.
[0144] In this embodiment, the player can also give a selection instruction when a sub-character appears. Furthermore, the player can also give a target movement instruction while a selection instruction is being given. When a target movement instruction is given while a selection instruction is being given, the game system 1 sets the position of the enemy character to be selected as the target position, and moves the sub-character toward the enemy character to be selected. That is, in the above case, an automatic battle between the enemy character to be selected and the sub-character is started.
[0145] As described above, in this embodiment, the game system 1 selects one of the enemy characters on the field based on the operation input for the selection instruction. Then, when a first operation input (specifically, an operation input for a throwing action instruction) is performed in a state where an enemy character is selected, the game system 1 makes a sub-character appear at the location where the selected enemy character is located, and controls a command battle between the sub-character and the selected enemy character. Also, when a second operation input (specifically, an operation input for a target movement instruction) is performed in a state where an enemy character is selected, the game system 1 moves the sub-character toward the selected enemy character on the field, and controls an automatic battle between the sub-character and the selected enemy character. According to the above, by using a selection instruction, the player can easily specify an enemy character that will be an opponent in the command battle and the automatic battle. For example, even when multiple enemy characters are located close to each other on the field, the player can select one enemy character by a selection instruction and have the sub-character perform a command battle or an automatic battle.
[0146] In this embodiment, the game system 1 controls the virtual camera so as to display the enemy character to be selected at the center of the screen as the target of attention, but the virtual camera may be controlled in any manner during the selection of the enemy character to be selected. For example, in other embodiments, the position and orientation of the virtual camera may be controlled according to the operation input of the player during the selection of the enemy character to be selected in the same manner as when the enemy character is not selected. In other words, the enemy character to be selected does not need to be always displayed at the center of the screen, and does not need to be always displayed on the screen.
[0147] Furthermore, in other embodiments, the game system 1 may not accept a selection instruction, and even if it does accept a selection instruction, it may not make the enemy character selected by the selection instruction an opponent in command battle or automatic battle.
[0148] In this embodiment, an upper limit may be set for the distance over which command combat can be performed by a throwing motion instruction (i.e., the distance over which a ball thrown by the player character 201 can reach an enemy character). In addition, when such an upper limit is set, the game system 1 may display a notification image notifying the player that command combat is possible by a throwing motion instruction when a selection instruction is being performed and the state is such that command combat can be performed by a throwing motion instruction (for example, when the enemy character to be selected is located within the range of the ball thrown by the player character 201).
[0149] Similarly, an upper limit may be set for the distance over which automatic combat can be performed by a target movement instruction (i.e., the distance that the sub-character moves away from the player character 201). Furthermore, when such an upper limit is set, the game system 1 may display a notification image notifying the player that automatic combat is possible by a target movement instruction when a selection instruction is being issued and it is in a state where automatic combat can be performed by a target movement instruction (for example, when the enemy character to be selected is located within a range within which the sub-character can move).
[0150] In this embodiment, when the distance between the player character 201 and the enemy character to be selected becomes equal to or greater than a predetermined distance, the game system 1 ends the process of controlling the virtual camera with the enemy character as the selection target, regardless of whether a selection instruction has been given or not. For example, the predetermined distance may be set to a distance longer than the distance at which the player character 201 can throw the ball by a throwing motion.
[0151] [3. Specific examples of processing in game systems] Next, a specific example of information processing in the game system 1 will be described with reference to FIGS.
[0152] Fig. 17 is a diagram showing an example of various data used for information processing in the game system 1. The various data shown in Fig. 17 is stored in a storage medium accessible by the main unit 2 (for example, the flash memory 84, the DRAM 85, and / or a memory card inserted in the slot 23, etc.).
[0153] As shown in Fig. 17, the game system 1 stores a game program. The game program is a game program for executing the game processing in this embodiment (specifically, each of the processing shown in Figs. 18 to 22).
[0154] The game system 1 also stores player character data, sub-character data, enemy character data, and selection target data.
[0155] The player character data indicates various information related to the player character. In this embodiment, the player character data includes owned character data, owned item data, and character position data. The owned character data indicates a sub-character owned by the player character (i.e., a sub-character associated with a ball owned by the player character). The owned item data indicates an item owned by the player character. The character position data indicates the position of the player character on the field.
[0156] The sub-character data indicates various information related to the sub-characters possessed by the player character. The sub-character data is stored for each sub-character possessed by the player character. In this embodiment, the sub-character data includes appearance state data, target position data, character position data, and vitality value data. The appearance state data indicates whether or not the sub-character is in an appearance state in which it appears on the field. The target position data indicates the target position set for the sub-character. Furthermore, the character position data indicates the position of the sub-character on the field when the sub-character is in an appearance state. The vitality value data indicates the current vitality value of the sub-character. In addition to the above data, the sub-character data includes data indicating various ability parameters related to the sub-character (e.g., maximum vitality, attack power, defense power, and agility, etc.).
[0157] The enemy character data indicates various information related to the enemy characters placed on the field. The enemy character data is stored for each enemy character placed on the field. In this embodiment, the enemy character data includes data indicating various ability parameters related to the enemy character. The enemy character data also includes character position data indicating the position of the enemy character on the field.
[0158] The selection target data indicates an enemy character that is to be selected when the above-mentioned selection instruction is given.
[0159] 18 and 19 are flow charts showing an example of the flow of field processing executed by the game system 1. The field processing is game processing executed in a scene where the player character moves through the field during the game. The field processing is started, for example, when the player character enters the field during execution of the game program.
[0160] In this embodiment, the processor 81 of the main unit 2 executes the game program stored in the game system 1 to execute the processes of the steps shown in FIGS. 18 to 22. However, in other embodiments, some of the processes of the steps may be executed by a processor (e.g., a dedicated circuit) other than the processor 81. In addition, if the game system 1 can communicate with another information processing device (e.g., a server), some of the processes of the steps shown in FIGS. 18 to 22 may be executed in the other information processing device. In addition, the processes of the steps shown in FIGS. 18 to 22 are merely examples, and the order of the processes of the steps may be changed as long as the same results are obtained, and other processes may be executed in addition to (or instead of) the processes of the steps.
[0161] 18 to 22, the processor 81 executes the processes of the steps shown in Fig. 18 to 22 by using a memory (for example, DRAM 85). That is, the processor 81 stores information (in other words, data) obtained by each processing step in the memory, and when using the information in the subsequent processing steps, reads the information from the memory and uses it.
[0162] In step S1 shown in Fig. 18, processor 81 moves a player character on the field based on an operation input by the player. Specifically, processor 81 acquires operation data received from each controller via controller communication unit 83 and / or each terminal 17 and 21, and determines a directional input for moving the player character based on the acquired operation data. Processor 81 moves the player character based on the determined directional input. At this time, processor 81 updates character position data included in the player character data stored in memory so as to indicate a position after the movement. Following step S1, the process of step S2 is executed.
[0163] In step S2, processor 81 controls the movement of enemy characters arranged on the field. That is, processor 81 moves the enemy characters according to an algorithm defined in the game program. Note that the specific manner of movement of the enemy characters is arbitrary. Processor 81 updates the enemy character data stored in memory to indicate the position after the movement. Following step S2, the process of step S3 is executed.
[0164] In step S3, processor 81 determines whether or not the player character and enemy character have come into contact on the field. This determination is made based on character position data included in the player character data stored in memory and character position data included in the enemy character data. If the determination result in step S3 is positive, processor 81 ends field processing. In this case, processor 81 executes command battle processing (FIG. 22) described later. This starts the command battle. On the other hand, if the determination result in step S3 is negative, the process of step S4 is executed.
[0165] In step S4, processor 81 determines whether or not a selection operation is performed by the player based on the operation data. If the determination result in step S4 is positive, the process proceeds to step S5. On the other hand, if the determination result in step S4 is negative, the processes in steps S5 and S6 are skipped and the process proceeds to step S7.
[0166] In step S5, processor 81 determines whether or not an enemy character is located within a predetermined distance from the player character. This determination is made based on character position data included in the player character data stored in memory and character position data included in the enemy character data. If the determination result in step S5 is positive, the process of step S6 is executed. On the other hand, if the determination result in step S5 is negative, the process of step S7 is executed.
[0167] In step S6, processor 81 sets an enemy character to be selected from among enemy characters located within a predetermined distance from the player character. That is, processor 81 sets an enemy character to be selected by the method described above in "[2-4. Selection Instruction]", and stores data indicating the enemy character in memory as selection target data. Following step S6, the process of step S8 is executed.
[0168] In step S7, processor 81 cancels the enemy character that is the selection target. That is, processor 81 updates the selection target data stored in memory to content indicating that no selection target is set. Following step S7, the process of step S8 is executed.
[0169] In step S8, processor 81 determines whether or not a throwing motion instruction has been issued by the player based on the operation data. If the determination result in step S8 is positive, the process proceeds to step S9. On the other hand, if the determination result in step S8 is negative, the processes in steps S9 to S13 are skipped and the process proceeds to step S14.
[0170] In step S9, processor 81 determines whether or not there is an enemy character set as a selection target. This determination can be made by referring to the selection target data stored in memory. If the determination result in step S9 is positive, the process of step S11 is executed. On the other hand, if the determination result in step S9 is negative, the process of step S10 is executed.
[0171] In step S10, processor 81 determines whether or not an enemy character is located within the determination range set based on the player character. That is, processor 81 sets the determination range based on character position data included in player character data stored in memory, and performs the determination based on the set determination range and the position indicated by the character position data included in enemy character data. If the determination result in step S10 is positive, processing in step S11 is executed. On the other hand, if the determination result in step S10 is negative, processing in step S12 is executed.
[0172] In step S11, processor 81 controls the action of the player character so as to throw a ball towards an enemy character. If there is an enemy character set as a selectable object, the enemy character at which the ball is thrown is that enemy character, and if there is no enemy character set as a selectable object, the enemy character is one located within the above-mentioned determination range. Through the processing of step S11, the player character performs the action of throwing the ball, and the ball is controlled so as to fly towards the enemy character. Then, if the ball hits the enemy character, the processing of step S11 ends, and processor 81 executes command battle processing (FIG. 22) described later. This starts the command battle.
[0173] In step S12, processor 81 controls the movement of the player character so as to throw the ball forward of the player character. Through the processing of step S12, the player character performs the movement of throwing the ball, and the ball is controlled so as to fly forward of the player character. Then, when the ball falls on the field, the processing of step S12 ends, and the processing of step S13 is executed.
[0174] In step S13, processor 81 causes a sub-character to appear on the field. Specifically, among the sub-characters owned by the player character, the sub-character that is first in the above-mentioned order is placed on the field. At this time, the status data included in the sub-character data stored in memory for that sub-character is updated to indicate an appearance status, and the character position data included in that sub-character data is updated to indicate the position at which that sub-character has appeared. Following step S13, the process of step S14 is executed.
[0175] In step S14 shown in Fig. 19, processor 81 determines whether or not there is a sub-character in an appearing state. This determination is made based on status data included in the sub-character data stored in memory. If the result of the determination in step S14 is negative, the process proceeds to step S15. On the other hand, if the result of the determination in step S14 is positive, steps S15 to S21 are skipped and the process proceeds to step S22.
[0176] In step S15, processor 81 determines, based on the operation data, whether or not a target movement instruction has been issued by the player. The determination process in step S15 is a process for determining whether or not a target movement instruction has been issued in a situation in which a sub-character has not appeared on the field. If the determination result in step S15 is positive, the process in step S16 is executed. On the other hand, if the determination result in step S15 is negative, the processes in steps S16 to S21 are skipped and the process in step S22 is executed.
[0177] In step S16, processor 81 controls the movement of the player character so as to throw the ball forward of the player character. The process of step S16 is similar to the process of step S12. Through the process of step S16, the player character performs the action of throwing the ball, and the ball is controlled so as to fly forward of the player character. Then, if the ball falls on the field, the process of step S16 is ended, and the process of step S17 is executed.
[0178] In step S17, processor 81 causes the sub-character to appear in the field. The process of step S17 is similar to the process of step S13 above. After step S17, the process of step S18 is executed.
[0179] In step S18, processor 81 determines whether or not there is an enemy character set as a selection target (i.e., whether or not a selection operation is being performed), similarly to the determination process of step S9. If the determination result of step S18 is positive, the process of step S20 is executed. On the other hand, if the determination result of step S18 is negative, the process of step S21 is executed.
[0180] In step S19, processor 81 determines whether or not a target object (i.e., an enemy character or an item) is located within the determination range set based on the player character. That is, processor 81 sets the determination range based on character position data included in player character data stored in memory, and makes the above determination based on the set determination range and the positions of the enemy character and item placed on the field. If the determination result in step S19 is positive, the process of step S20 is executed. On the other hand, if the determination result in step S19 is negative, the process of step S21 is executed.
[0181] In step S20, processor 81 sets the position of an enemy character or an item as the target position of the sub-character. Specifically, if there is an enemy character set as a selection target, the position of the enemy character is set as the target position, and if there is no enemy character set as a selection target, the position of the enemy character or an item located within the above-mentioned determination range is set as the target position. At this time, processor 81 updates the target position data included in the sub-character data stored in memory so as to indicate the target position set by the processing of step S20. Following step S20, the processing of step S22 is executed.
[0182] In step S21, processor 81 sets a predetermined position in front of the player character as the target position of the sub-character. At this time, processor 81 updates the target position data included in the sub-character data stored in memory to indicate the target position set by the processing of step S21. Following step S21, the processing of step S22 is executed.
[0183] From the above, if it is determined in step S15 that a target movement instruction has been given, the ball is thrown in step S16, the sub-character appears on the field in step S17, and then in the sub-character control process described below (see Figures 20 and 21), the sub-character is controlled to move toward the target position set in step S20 or S21.
[0184] During the series of processes in steps S1 to S21, the processor 81 generates and displays a game image at an appropriate timing (for example, once per frame time). Specifically, the processor 81 moves a virtual camera, which is set to a position and direction that includes the player character in its field of view, in response to the player's operation, and generates a game image showing the field as seen from the position of the virtual camera. At this time, the processor 81 generates a game image showing how each character performs an action in response to the processes in steps S1, S2, S11 to S13, S16, and S17, as well as the result of a sub-character control process described later. The processor 81 also generates the game image so as to include the above-mentioned status image 221 (see FIG. 10) and marker image 224 (see FIG. 12) as appropriate. The processor 81 also generates the game image by controlling the virtual camera so as to focus the gaze point on the enemy character to be selected while a selection instruction is being given by the player. The game image may be displayed on the display 12 of the main unit 2, or on another display device (for example, the stationary monitor described above). By repeatedly executing the process of step S24, the actions of each character (i.e., the player character, the sub-character, and the enemy character) on the field are displayed on the display device. Following step S24, the process of step S25 is executed.
[0185] In step S22, processor 81 determines whether or not to end the game. For example, when an instruction to end the game is given by the player, processor 81 determines to end the game. When the determination result in step S22 is negative, the process of step S1 is executed again. Thereafter, except when the determination result in step S3, S9, or S10 is positive, the series of processes of steps S1 to S22 is repeatedly executed until it is determined in step S22 to end the game. On the other hand, when the determination result in step S22 is positive, processor 81 ends the field process shown in FIG. 18 and FIG. 19.
[0186] 20 and 21 are sub-flowcharts showing an example of the flow of a sub-character control process. The sub-character control process is a process for controlling the movement of a sub-character that has appeared on a field. The sub-character control process is started in response to a sub-character appearing on a field during the above-mentioned field process, and is executed in parallel with the above-mentioned field process while the sub-character is appearing on the field.
[0187] In the sub-character control process, first, in step S31, processor 81 determines, based on the operation data, whether or not the player has issued an instruction to move to a target. If the determination result in step S31 is positive, the process in step S32 is executed. On the other hand, if the determination result in step S31 is negative, the processes in steps S32 to S35 are skipped and the process in step S36 is executed.
[0188] In step S32, processor 81 determines whether or not there is an enemy character set as a selection target (i.e., whether or not a selection operation is being performed). The determination process of step S32 is performed similarly to the determination process of step S19 described above. If the determination result of step S32 is positive, the process of step S34 is executed. On the other hand, if the determination result of step S32 is negative, the process of step S33 is executed.
[0189] In step S33, processor 81 determines whether or not a target object (i.e., an enemy character or an item) is located within the determination range set with the player character as a reference. The determination process in step S33 is performed similarly to the determination process in step S20. If the determination result in step S33 is positive, the process in step S34 is executed. On the other hand, if the determination result in step S33 is negative, the process in step S35 is executed.
[0190] In step S34, processor 81 sets the position of an enemy character or an item as the target position of the sub-character. The process of step S34 is similar to the process of step S21. After step S34, the process of step S36 is executed.
[0191] In step S35, processor 81 sets a predetermined position in front of the player character as the target position of the sub-character. The process of step S35 is similar to the process of step S22. After step S35, the process of step S36 is executed.
[0192] In step S36, processor 81 determines whether or not the sub-character is moving toward a target position. This determination is made based on target position data included in the sub-character data stored in memory. Specifically, if a target position is set for the sub-character and the sub-character has not reached the target position, it is determined that the sub-character is moving toward the target position. On the other hand, if a target position is not set for the sub-character or the sub-character has reached the target position, it is determined that the sub-character is not moving toward the target position. If the determination result in step S36 is positive, the process of step S37 is executed. On the other hand, if the determination result in step S36 is negative, the process of step S38 is executed.
[0193] In step S37, processor 81 performs control to move the sub-character toward the target position. That is, processor 81 moves the sub-character toward the position indicated by the target position data included in the sub-character data stored in memory for that sub-character. At this time, the character position data included in that sub-character data is updated to indicate the position of that sub-character after movement. Also, when the sub-character reaches the target position by the processing of step S37, processor 81 updates the target position data to indicate that the target position has not been set. Following step S37, the processing of step S39 is performed.
[0194] In step S38, processor 81 performs control to automatically move the sub-character. That is, processor 81 automatically moves the sub-character according to an algorithm defined in the game program. At this time, the character position data included in the sub-character data is updated to indicate the position of the sub-character after the movement. Following step S38, the process of step S39 is executed.
[0195] In step S39, processor 81 determines, based on the operation data, whether or not the player has issued an exit instruction. If the determination result in step S39 is positive, the process of step S40 is executed. On the other hand, if the determination result in step S39 is negative, the process of step S40 is skipped, and the process of step S41 shown in FIG. 21 is executed.
[0196] In step S40, processor 81 causes the sub-character to exit the field. At this time, processor 81 updates the appearance state data included in the sub-character data stored in memory to indicate that the sub-character does not appear on the field. After step S40, processor 81 terminates the sub-character control processing. In addition to the case where the processing of step S40 is executed, processor 81 terminates the sub-character control processing when the field processing is terminated.
[0197] In step S41 shown in Fig. 21, processor 81 determines whether or not a sub-character has approached an enemy character corresponding to a set target position. This determination is made based on character position data included in the sub-character data stored in memory and character position data included in the enemy character data, depending on whether or not an enemy character is located within the action range of the sub-character. If the determination result of step S41 is positive, processing of step S42 is executed. On the other hand, if the determination result of step S39 is negative, the processing of steps S42 and S43 is skipped, and processing of step S44 is executed.
[0198] In step S42, processor 81 causes the sub-characters and enemy characters to perform automatic combat actions. For example, processor 81 controls the sub-characters and enemy characters to perform a predetermined attack action against an opponent character. Following step S42, the process of step S43 is executed.
[0199] In step S43, processor 81 determines the outcome of the automatic battle (i.e., victory or defeat). Specifically, processor 81 determines whether the sub-character will win or lose based on data indicating ability parameters stored in memory for the sub-character and enemy character participating in the automatic battle. Processor 81 also calculates the vitality value of each character after the automatic battle, and updates the data indicating the vitality value for each character stored in memory as necessary. Following step S43, the process of step S44 is executed.
[0200] In step S44, processor 81 determines whether or not to end the automatic battle. In this embodiment, the result of the automatic battle is determined at the start of the automatic battle by the process of step S43 above, but the automatic battle ends after the combat action of each character controlled by the process of step S42 above is completed. Therefore, processor 81 makes the determination in step S44 above depending on whether or not the combat action of each character is completed. If the determination result in step S44 is positive, the process of step S45 is executed. On the other hand, if the determination result in step S44 is negative, the processes of steps S45 to S49 are skipped and the process of step S50 is executed.
[0201] In step S45, processor 81 determines whether or not the sub-character has won the automatic battle based on the result of the process in step S43. If the result of the determination in step S45 is positive, the process in step S46 is executed. On the other hand, if the result of the determination in step S45 is negative, the process in step S49 is executed.
[0202] In step S46, processor 81 grants victory rewards to the player character and the sub-character. Specifically, processor 81 grants the player character an item corresponding to the enemy character defeated in the automatic battle, and grants the sub-character an amount of experience points corresponding to the enemy character. At this time, processor 81 updates the player character data and sub-character data stored in memory to indicate the content after the grant. Following step S46, the process of step S47 is executed.
[0203] In step S47, processor 81 determines whether or not to cause the sub-character to continue automatic combat. Specifically, processor 81 determines whether or not an enemy character is located within the action range based on the sub-character. If the determination result in step S47 is positive, the process of step S48 is executed. On the other hand, if the determination result in step S47 is negative, the process of step S48 is skipped and the process of step S50 is executed.
[0204] In step S48, processor 81 sets the position of the enemy character located within the action range as a new target position. At this time, processor 81 updates the target position data included in the sub-character data stored in memory to indicate the position of the enemy character. As a result, in the next step S41, it is determined that the sub-character has approached the enemy character, and an automatic battle between the enemy character and the sub-character is carried out. Following step S48, the process of step S50 is executed.
[0205] In step S49, processor 81 controls the sub-character to move toward the player character. Specifically, processor 81 sets a predetermined position in the vicinity of the player character as the target position of the sub-character. At this time, the target position data included in the sub-character data stored in memory is updated to indicate the predetermined position. As a result, the sub-character moves toward the player character by the process of step S37 that is subsequently executed. Following step S49, the process of step S50 is executed.
[0206] In step S50, processor 81 determines whether or not the sub-character has approached an item corresponding to the set target position. This determination is made based on character position data included in the sub-character data stored in memory and data indicating the position of the item placed in the field, depending on whether or not the item is located within the action range of the sub-character. If the determination result in step S50 is positive, the process of step S51 is executed. On the other hand, if the determination result in step S50 is negative, the process of step S31 is executed again.
[0207] In step S51, processor 81 gives the player character an item near the sub-character. Specifically, processor 81 erases the item from the field, and updates the player character data stored in memory so that the player character owns the item. Note that in step S51, processor 81 executes processing to erase the item from the field, and processing to give the item to the player character may be executed at a later timing (for example, when the sub-character comes near the player character or when the sub-character leaves the field). After step S51, the processing of step S31 is executed again.
[0208] 22 is a flowchart showing an example of the flow of the command battle processing executed by the game system 1. The command battle processing is a game processing executed when a command battle is performed during a game. The command battle processing is started in response to the fact that the field processing is terminated due to the determination result of step S3 or S13 in the above field processing being positive.
[0209] In the command battle process shown in Fig. 22, the process in the process loop of steps S61 to S66 is executed once in one turn in the command battle, and when a turn is repeated in the command battle, the process loop of steps S61 to S66 is executed repeatedly. Although not shown in Fig. 22, in the series of processes of steps S61 to S66, processor 81 generates and displays game images at appropriate timing. As a result, a game image such as that shown in Fig. 9 is displayed, or the game image is updated to display an animation of each character performing an attacking action.
[0210] In step S61 shown in FIG. 22, processor 81 determines the action of the ally characters (i.e., the player character and the sub-characters). That is, processor 81 displays a game image (see FIG. 9) including the above-mentioned command image, and accepts an operation input specifying a command. Processor 81 acquires operation data received from each controller via controller communication unit 83 and / or each terminal 17 and 21, and identifies the command specified by the player based on the acquired operation data. Processor 81 determines the action corresponding to the identified command as the action to be taken by the ally characters. Following step S61, the process of step S62 is executed.
[0211] In step S62, processor 81 determines an action of the enemy character. That is, processor 81 determines an action to be taken by the enemy character in accordance with an algorithm defined in the game program. Following step S62, the process proceeds to step S63.
[0212] In step S63, processor 81 controls the actions of each character (i.e., the player character, sub-characters, and enemy characters) based on the actions determined in steps S61 and S62. In this embodiment, processor 81 determines the order of actions for each character according to rules defined in the game program, and has each character act sequentially according to the determined order of actions. In addition, when an attack action by a character causes another character to be attacked, processor 81 calculates the damage that the other character will receive, and changes the vitality value of the other character. Following step S63, the process of step S64 is executed.
[0213] In step S64, processor 81 determines whether or not the capture of the enemy character has been successful. That is, if it is determined in step S61 that the player character will perform capture, in step S63, the player character performs an action to capture the enemy character, and it is determined whether the capture was successful or unsuccessful. In step S64, it is determined whether or not the capture was successful. If the determination result in step S64 is positive, the process of step S65 is executed. On the other hand, if the determination result in step S64 is negative, the process of step S65 is skipped and the process of step S66 is executed.
[0214] In step S65, processor 81 adds the successfully captured enemy character to the sub-characters owned by the player character. At this time, processor 81 updates the owned character data stored in memory to include the successfully captured enemy character. Following step S65, the process of step S66 is executed.
[0215] In step S66, processor 81 determines whether or not to end the command battle. For example, if any of the following conditions is met: (a) the enemy character's vitality becomes 0 or is captured, (b) the sub-character's vitality becomes 0, or (c) the player character successfully escapes from the command battle, processor 81 determines to end the command battle. On the other hand, if none of the above conditions is met, processor 81 determines not to end the command battle. If the determination result in step S66 is positive, the process of step S67 is executed. On the other hand, if the determination result in step S66 is negative, the process of step S61 is executed again. Thereafter, the process loop of steps S61 to S66 is repeatedly executed until it is determined in step S66 that the command battle is to be ended, thereby repeating turns in the command battle.
[0216] In step S67, processor 81 determines whether or not the sub-character has won the command battle. Specifically, if the command battle ends because the above condition (a) is satisfied, processor 81 determines that the sub-character has won. On the other hand, if the command battle ends because the above condition (b) or (c) is satisfied, processor 81 determines that the sub-character has not won. If the determination result in step S67 is positive, the process of step S68 is executed. On the other hand, if the determination result in step S67 is negative, the process of step S69 is executed.
[0217] In step S68, processor 81 grants a victory reward to the player character and the sub-character. The process of step S68 is similar to the process of step S46 described above. However, in this embodiment, in the process of step S68, processor 81 grants the sub-character more experience points by defeating the same enemy character than when the process of step S46 described above is executed. Following step S68, the process of step S69 is executed.
[0218] In step S69, processor 81 sets the state of the sub-character after the command battle. Specifically, if the sub-character is defeated in the command battle, processor 81 sets the sub-character to a state in which it has left the field, and in other cases (i.e., if the sub-character wins the command battle or if the battle ends with the player character fleeing from the command battle), processor 81 sets the sub-character to an appearing state. Processor 81 updates the state data included in the sub-character data stored in memory to indicate the contents after the settings. After step S69, processor 81 ends the command battle processing. After the end of the command battle processing, the above-mentioned field processing is executed, and if the sub-character is placed on the field, sub-character control processing is also executed.
[0219] [4. Effects and Modifications of the Present Embodiment] As described above, in the above embodiment, the game program is configured to cause a computer of an information processing device (the main unit 2, as one example) to execute the following processes. A process of moving a player character on a field in a virtual space based on a movement operation input (step S1) A process of performing control (step S13 in the field processing, or command battle processing) for making a sub-character appear on the field based on a first operation input (one example is an operation input for issuing a throwing motion command), and (a) if an enemy character is positioned at the location where the sub-character is to appear, controlling a battle between the sub-character and the enemy character (one example is the above-mentioned command battle) by a first method in which the battle progresses based on an operation input (step S63), and (b) if an enemy character is not positioned at the location where the sub-character is to appear, starting an automatic control for automatically moving the sub-character that has appeared (step S38). A process of controlling the movement of the sub-character in a predetermined direction on the field based on a second operation input (step S37), and, when an enemy character is positioned at the destination of the movement, controlling a battle between the sub-character and the enemy character by a second method that proceeds automatically (one example is the above-mentioned automatic battle) (step S42).
[0220] According to the above configuration, the player can engage in two types of battles: battles in a first style and battles in a second style. Also, according to the above configuration, the player can select and engage in battles in a first style, in which the player performs operational input, or battles in a simpler second style, so that the player can, for example, engage in battles according to the game situation or his / her preferences, and can comfortably progress through the game.
[0221] The above-mentioned "location where a sub-character appears" refers to a range including the location where the sub-character will be placed when it appears (for example, it may be the above-mentioned determination range or a range within a predetermined distance from that location). Therefore, "when an enemy character is placed at the location where a sub-character will appear" includes the case where an enemy character is placed near the location where the sub-character will be placed when it appears.
[0222] The above "control of moving a sub-character in a predetermined direction on the field based on a second operation input" means that it may be control of specifying the destination position of the sub-character (for example, the above-mentioned target position) by the second operation input (it can also be said that the direction from the sub-character's current position to the destination position is specified by the second operation input), or control of specifying the direction of movement of the sub-character data by the second operation input.
[0223] Moreover, the above-mentioned first type of combat includes any type of combat in which the combat progresses based on the operation input by the player. In the above embodiment, a command combat in which the player specifies a command is given as a specific example of the first type of combat, but the above-mentioned first type of combat is not limited to the command combat. For example, in other embodiments, the above-mentioned first type of combat may be a combat in which a character moves on a battle field in response to a directional input, or a character performs an attack action or a jump action in response to a predetermined button input.
[0224] In the above embodiment, when a process is executed using data (meaning including a program) in an information processing device, a part of the data required for the process may be transmitted from another information processing device different from the information processing device. In this case, the information processing device may execute the process using the data received from the other information processing device and the data stored in the information processing device.
[0225] In other embodiments, the information processing system may not have some of the configurations in the above embodiments, and may not execute some of the processes executed in the above embodiments. For example, in order to achieve some specific effects in the above embodiments, the information processing system may have a configuration for achieving the effect and execute a process for achieving the effect, but may not have other configurations or may not execute other processes. [Industrial Applicability]
[0226] The above-described embodiment can be used, for example, as a game system or game program for the purpose of conducting battles in a game in a plurality of ways. [Explanation of symbols]
[0227] 1. Game System 2. Main Unit 81 Processor 201 Player Character 202, 206, 207, 208 Enemy characters 204 Judgment range 205 Sub-characters
Claims
In the computer of the information processing apparatus, Based on an operation input, move the player character on a field in a virtual space, Based on an operation input, cause a sub-character to appear on the field, In a battle by the first method, In response to an action instruction based on an operation input, cause the specified action to be performed by the sub-character and make the sub-character fight against an enemy character, In response to a capture instruction based on an operation input, cause the player character to perform an operation of capturing the enemy character, Control the position and orientation of the virtual camera so that the sub-character is at least included in the field of view, Automatically move the sub-character that appears on the field and is not in the battle of the first method on the field, In a battle by the second method, Automatically fight the sub-character and the enemy character, Control the position and orientation of the virtual camera so that the player character is included in the field of view, A game program that causes a status image regarding the sub-character to be displayed in a manner different from when not in the battle by the second method.
2. Further in the computer, When, after the battle between the sub-character and the enemy character by the second method ends, another enemy character is arranged in a predetermined range including the position of the sub-character, start the battle by the second method between the sub-character and the other enemy character. The game program according to claim 1.
3. In the computer, Automatically move the sub-character that appears on the field and is not in the battle of the first method so as to follow the player character. The game program according to claim 1.
4. Further in the computer, In a state where the sub-character has appeared, based on an operation input, cause the sub-character to be in a state where it has not appeared on the field. The game program according to claim 1.
5. Comprising at least one information processing apparatus provided with a processor, At least one of the processors of the at least one information processing apparatus, Based on an operation input, move the player character on a field in a virtual space, Based on an operation input, cause a sub-character to appear on the field, In a battle by the first method, In response to an action instruction based on an operation input, cause the specified action to be performed by the sub-character and make the sub-character fight with an enemy character. In response to a capture instruction based on an operation input, cause the player character to perform an operation of capturing the enemy character. Control the position and orientation of the virtual camera so that the sub-character is at least included in the field of view. Appear on the field and automatically move the sub-character that is not in combat in the first mode on the field. In combat using the second mode Automatically fight the sub-character and the enemy character. Control the position and orientation of the virtual camera so that the player character is included in the field of view. An information processing system that displays a status image related to the sub-character in a manner different from when not in combat using the second mode.
6. At least one of the processors When the combat between the sub-character and the enemy character using the second mode ends, if another enemy character is arranged within a predetermined range including the position of the sub-character, start controlling the combat between the sub-character and the other enemy character using the second mode. The information processing system according to claim 5.
7. At least one of the processors The information processing system according to claim 5, which appears on the field and automatically moves the sub-character that is not in combat in the first mode so as to follow the player character.
8. At least one of the processors In a state where the sub-character has appeared, based on an operation input, cause the sub-character to be in a state where it has not appeared on the field. The information processing system according to claim 5.
9. Comprising a processor The processor Based on an operation input, move the player character on the field in the virtual space. Based on an operation input, cause the sub-character to appear on the field. In combat using the first mode In response to an action instruction based on an operation input, cause the specified action to be performed by the sub-character and make the sub-character fight with an enemy character. In response to a capture instruction based on an operation input, cause the player character to perform an operation of capturing the enemy character. Control the position and orientation of the virtual camera so that the sub-character is included in at least the field of view, Have the sub-character appear on the field and automatically move the sub-character that is not in combat in the first mode on the field, In combat according to the second mode, Automatically engage in combat between the sub-character and the enemy character, Control the position and orientation of the virtual camera so that the player character is included in the field of view, An information processing apparatus that displays a status image related to the sub-character in a manner different from when not in combat according to the second mode.
10. A game processing method executed by an information processing system, The information processing system, Based on an operation input, move a player character on a field in a virtual space, Based on an operation input, make a sub-character appear on the field, In combat according to the first mode, In response to an action instruction based on an operation input, cause the specified action to be performed by the sub-character to engage in combat between the sub-character and the enemy character, In response to a capture instruction based on an operation input, cause the player character to perform an operation to capture the enemy character, Control the position and orientation of the virtual camera so that the sub-character is included in at least the field of view, Have the sub-character appear on the field and automatically move the sub-character that is not in combat in the first mode on the field, In combat according to the second mode, Automatically engage in combat between the sub-character and the enemy character, Control the position and orientation of the virtual camera so that the player character is included in the field of view, A game processing method that displays a status image related to the sub-character in a manner different from when not in combat according to the second mode.