Game program, information processing system, information processing device, and information processing method

JP2024111118A5Pending Publication Date: 2025-09-01NINTENDO CO LTD
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Patent Information

Application Number
JP2024098027
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-18
Publication Date
2025-09-01

AI Technical Summary

Technical Problem

Existing games lack the ability to automatically control non-player characters (NPCs) to activate effects at desired positions and timings, limiting the strategic depth and player engagement.

Method used

A game program that moves a player character and an NPC within a virtual space, allowing the NPC to activate effects in response to player inputs and positional relationships, with the NPC transitioning the player character to an active state for predetermined actions, and managing damage mitigation and effect timing.

Benefits of technology

Enables the activation of effects at desired positions and timings, enhancing player engagement and strategic depth by automating NPC interactions and providing damage mitigation, while maintaining game balance.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game program capable of activating an effect associated with a non-player character in a desired position and at a desired timing in a game that operates a player character.SOLUTION: In one example of an information processing system, a player character is moved according to an operation of a player, and a first non-player character is automatically moved. When the player character approaches the first non-player character, the player character is caused to transit to an activation executable state in which a first effect associated with the first non-player character can be activated according to an operation input of the player. When the player character is in the activation executable state, the player character is caused to execute a predetermined action according to an operation input of the player, and the first effect is activated.SELECTED DRAWING: Figure 11
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Description

[Technical field]

[0001] The present invention relates to a game program, an information processing system, an information processing device, and an information processing method that enable a game to be played using a player character and a non-player character. [Background technology]

[0002] Conventionally, there are games in which a player character and a non-player character cooperate to fight (for example, see Patent Document 1). Specifically, in conventional games, there is a player character and multiple non-player characters, and when a player character and a non-player character are paired, the paired characters are made to perform support attacks in response to instructions from the player. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-103597 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, there is room for improvement in order to activate effects related to non-player characters at desired positions and timing while automatically controlling the non-player characters.

[0005] Therefore, an object of the present invention is to provide a game program, an information processing system, an information processing device, and an information processing method that are capable of activating effects associated with non-player characters at desired positions and timing in a game in which the player controls a player character. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention employs the following configuration.

[0007] (First Configuration) A game program of a first configuration causes a computer of an information processing device to move a player character in a virtual space based on a first operation input, and automatically move a first non-player character in the virtual space. The game program also causes the computer to transition the player character to an action-enabled state in which a predetermined action having a first effect can be activated in response to a second operation input when the player character and the first non-player character are in a predetermined positional relationship, and to cause the player character to perform the predetermined action having the first effect in response to a third operation input when the player character is in the action-enabled state.

[0008] According to the above, the player character can be transitioned to an activation-enabled state using the first non-player character, and in the activation-enabled state, the player character can be caused to perform a predetermined action having a first effect in response to a third operation input. This makes it possible to activate the first effect using the first non-player character, and to activate the first effect at a desired position or timing.

[0009] (Second Configuration) In a second configuration, in the above first configuration, when the computer causes the player character to perform a specified action having the first effect, the computer may transition the player character from the actionable state to an inactionable state in which the specified action having the first effect cannot be activated.

[0010] According to the above, when a predetermined action having a first effect is performed, the player character is transitioned to an inactivatable state. In order to transition to an activation-enabled state, the player character needs to be moved every time so that the player character and the first non-player character have a predetermined positional relationship. This can promote the use of the first non-player character.

[0011] (Third Configuration) In a third configuration, in the above second configuration, the computer may further control an enemy character within the virtual space, cause the enemy character to perform an attack action, inflict damage on the player character based on the attack action of the enemy character, and, when the player character is in the activation-enabled state, nullify or reduce the damage based on the attack action of the enemy character.

[0012] Based on the above, damage to the player character can be further nullified or reduced in the activation-enabled state, which can provide further benefits of transitioning to the activation-enabled state and promote use of the first non-player character.

[0013] (Fourth Configuration) In a fourth configuration, in the above third configuration, the computer may further transition the player character from the activation-enabled state to the activation-disabled state when the damage is nullified or reduced.

[0014] According to the above, by transitioning the player character to an activation-enabled state once, it is possible to either activate the first effect together with a predetermined action, or to produce an effect that nullifies or reduces damage from an attack by an enemy character. When attacked by an enemy character, the player character enters an inactivatable state and is unable to activate the first effect together with a predetermined action, but this is advantageous for the player, as it nullifies or reduces damage from an attack by an enemy character. In addition, because the inactivatable state is triggered by an attack from an enemy character, it is possible to maintain the balance of the game without giving too much of an advantage to the player.

[0015] (Fifth Configuration) In a fifth configuration, in any of the second to fourth configurations above, the computer may further cause the player character to maintain the non-activatable state for a predetermined time period after the player character transitions from the activatable state to the non-activatable state.

[0016] According to the above, when the player character transitions from an activatable state to an inactivatable state, the inactivatable state is maintained until a predetermined time has elapsed, thereby preventing the player character from transitioning to an activatable state repeatedly in a short period of time.

[0017] (6th Configuration) In a sixth configuration, in any of the first to fifth configurations, the computer may further cause the player character to perform an attack action as the predetermined action based on the third operation input, regardless of whether the action is in the activateable state or not. The first effect may be an additional attack effect that occurs together with the attack action.

[0018] According to the above, since the first effect can be activated in addition to a normal attack action, the player can easily operate the first effect and can easily aim and activate the first effect when in an activation-enabled state.

[0019] (Seventh Configuration) In a seventh configuration, in the sixth configuration, the computer may further cause the player character to equip any one of a plurality of types of weapon objects. The attack action may be an action of attacking using the weapon object equipped by the player character, and the additional attack effect may have different performance depending on the type of weapon object equipped by the player character.

[0020] Based on the above, it is possible to activate an attack effect having different performance depending on the type of weapon object. Also, the player can select a desired weapon object in the activation-enabled state and activate the first effect in response to the third operation input.

[0021] (8th Configuration) In an eighth configuration, in the sixth or seventh configuration, the attack effect may have an effect of removing a predetermined obstacle object in the virtual space.

[0022] According to the above, it is further possible to remove an obstacle object. In the activation enabled state, the player can take aim and remove the obstacle object.

[0023] (Ninth Configuration) In a ninth configuration, in any of the first to eighth configurations above, the computer may further automatically move a second non-player character within the virtual space, and when the player character and the second non-player character are in a predetermined positional relationship, produce a second effect in response to the second operation input.

[0024] According to the above, the second effect can be produced by placing the player character in a predetermined positional relationship with the second non-player character and performing the second operation input. With regard to the first non-player character, when the player character is in the predetermined positional relationship and the second operation input is performed, the player character transitions to an activation-enabled state. Therefore, even if the transition to the activation-enabled state occurs against the player's intention, the first effect is not immediately activated, and it is possible to suppress the occurrence of an effect against the player's intention.

[0025] (10th Item) In a tenth configuration, in the above ninth configuration, the computer may further cause the first non-player character and the second non-player character to automatically engage in combat.

[0026] According to the above, since the first non-player character and the second non-player character automatically fight each other, it is advantageous for the player.

[0027] Furthermore, other embodiments may be an information processing system that executes the above-mentioned game program, an information processing device, or an information processing method that is executed in an information processing system. Effect of the Invention

[0028] According to the present invention, the first effect can be activated after transitioning the player character to an activation-enabled state, and the first effect related to the first non-player character can be activated at a desired position and timing. [Brief description of the drawings]

[0029] [Figure 1] FIG. 1 shows an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. [Diagram 2] A block diagram showing an example of the internal configuration of the main unit 2. [Diagram 3] Six-sided diagram showing an example of the left controller 3 [Figure 4] Six-sided diagram showing an example of the right controller 4 [Diagram 5] FIG. 13 shows an example of a game image displayed on the display 12 or a stationary monitor when the game of the present embodiment is executed. [Figure 6] FIG. 13 is a diagram showing an example of a game image when the player character 100 approaches the first NPC 110. [Figure 7] FIG. 13 is a diagram showing an example of a game image when the player character 100 is in a state in which he or she can execute a predetermined action having a first effect associated with a first NPC 110. [Figure 8] FIG. 13 shows an example of a game image when the player character 100 is in an action-ready state and is attacked by an enemy character 200. [Figure 9] FIG. 13 shows an example of a game image after the player character 100 is attacked by the enemy character 200 when the player character 100 is in an action-ready state. [Figure 10] FIG. 13 is a diagram showing an example of a game image before a player character 100 performs an attack action using a sword object 101 in an actionable state. [Figure 11] FIG. 13 shows an example of a game image after the player character 100 has performed an attack action using the sword object 101 in an actionable state. [Figure 12] FIG. 13 is a diagram showing an example of a game image before the player character 100 performs an attack action using the sword object 102 in an actionable state. [Figure 13] FIG. 13 is a diagram showing an example of a game image after the player character 100 performs an attack action using the sword object 102 in an actionable state. [Figure 14] FIG. 13 is a diagram showing an example of a game image in which a water object 105 is used to remove other objects placed in a virtual space. [Figure 15] FIG. 13 is a diagram showing an example of a game image when a water object 105 hits another object and the other object is removed. [Figure 16]FIG. 13 is a diagram showing an example of data stored in the memory of the main unit 2 during execution of the game process. [Figure 17] A flowchart showing an example of game processing executed by the processor 81 of the main unit 2. [Figure 18] A flowchart showing an example of the state transition process in step S105. [Figure 19] A flowchart showing an example of the attack action processing of the player character in step S106. [Figure 20] A flowchart showing an example of the damage processing of the player character in step S107. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0030] (System Configuration) A game system according to an example of this embodiment will be described below. An example of the game system 1 in this embodiment includes a main unit (information processing device; in this embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are each detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. The game system 1 can also be used as a separate device from the main unit 2, the left controller 3, and the right controller 4. The hardware configuration of the game system 1 of this embodiment will be described below, and then the control of the game system 1 of this embodiment will be described.

[0031] Fig. 1 is a diagram showing an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. As shown in Fig. 1, the left controller 3 and the right controller 4 are each attached to and integrated with the main unit 2. The main unit 2 is a device that executes various processes (e.g., game processes) in the game system 1. The main unit 2 includes a display 12. The left controller 3 and the right controller 4 are devices that include an operation unit that allows the user to perform input.

[0032] The left controller 3 and the right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as the "controller."

[0033] The main unit 2 alone or an integrated device in which the left controller 3 and the right controller 4 are attached to the main unit 2 may be a portable device. The main unit 2 or the integrated device may be a handheld device. The main unit 2 or the integrated device may be a portable device.

[0034] The main unit 2 also includes a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is of a type that allows multi-touch input (e.g., a capacitive type). However, the touch panel 13 may be of any type, and may be of a type that allows single-touch input (e.g., a resistive film type), for example.

[0035] FIG. 2 is a block diagram showing an example of the internal configuration of the main unit 2. As shown in FIG.

[0036] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that executes various types of information processing executed in the main unit 2, and may be composed of only a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) including multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various types of information processing by executing an information processing program (e.g., a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84, or an external storage medium inserted in the slot 23, etc.).

[0037] The main unit 2 includes a flash memory 84 and a dynamic random access memory (DRAM) 85 as examples of internal storage media built into the main unit 2. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory used mainly for storing various data (which may be programs) saved in the main unit 2. The DRAM 85 is a memory used for temporarily storing various data used in information processing.

[0038] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted in the slot 23 in response to an instruction from the processor 81.

[0039] The processor 81 appropriately reads and writes data from and to the flash memory 84, DRAM 85, and each of the above storage media to execute the above information processing.

[0040] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates (specifically, wirelessly) with an external device via a network. In this embodiment, the network communication unit 82 connects to a wireless LAN and communicates with the external device using a method conforming to the Wi-Fi standard as a first communication mode. The network communication unit 82 also performs wireless communication with other main units 2 of the same type using a predetermined communication method (for example, communication using a unique protocol or infrared communication) as a second communication mode.

[0041] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 83 performs communication with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.

[0042] The processor 81 is connected to the left terminal 17, the right terminal 21, and the lower terminal 27. When the processor 81 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. When the processor 81 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. When the processor 81 performs communication with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in this embodiment, the main unit 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4. When the main unit 2 alone or an integrated device with the left controller 3 and the right controller 4 attached to the main unit 2 is attached to the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.

[0043] The main device 2 includes a touch panel controller 86, which is a circuit that controls the touch panel 13. The touch panel controller 86 is connected between the touch panel 13 and the processor 81. The touch panel controller 86 generates data indicating, for example, the position where a touch input has been performed based on a signal from the touch panel 13, and outputs the data to the processor 81.

[0044] The main unit 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown, the power control unit 97 is also connected to each unit of the main unit 2 (specifically, each unit that receives power from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the supply of power from the battery 98 to each of the above-mentioned units based on instructions from the processor 81.

[0045] Furthermore, battery 98 is connected to lower terminal 27. When an external charging device (e.g., a cradle) is connected to lower terminal 27 and power is supplied to main unit 2 via lower terminal 27, battery 98 is charged with the supplied power.

[0046] 3 is a six-sided view showing an example of the left controller 3. The left controller 3 can also be held in a vertically long orientation when removed from the main unit 2. The housing 31 has a shape and size that allows it to be held in one hand, particularly the left hand, when held in a vertically long orientation. The left controller 3 can also be held in a horizontally long orientation. When the left controller 3 is held in a horizontally long orientation, it may be held with both hands.

[0047] The left controller 3 includes an analog stick 32. As shown in FIG. 3, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit capable of inputting a direction. By tilting the analog stick 32, the user can input a direction according to the tilt direction (and input a magnitude according to the tilt angle). Note that the left controller 3 may include a cross key or a slide stick capable of slide input, instead of an analog stick, as the direction input unit. Also, in this embodiment, input is possible by pressing the analog stick 32.

[0048] The left controller 3 includes various operation buttons. The left controller 3 includes four operation buttons 33 to 36 (specifically, a right button 33, a down button 34, an up button 35, and a left button 36) on the main surface of the housing 31. Furthermore, the left controller 3 includes a record button 37 and a - (minus) button 47. The left controller 3 includes a first L button 38 and a ZL button 39 on the upper left of the side of the housing 31. The left controller 3 also includes a second L button 43 and a second R button 44 on the side of the housing 31 that is attached when the left controller 3 is attached to the main unit 2. These operation buttons are used to give instructions according to various programs (for example, OS programs and application programs) executed on the main unit 2.

[0049] In addition, the left controller 3 is equipped with a terminal 42 that enables the left controller 3 to communicate with the main unit 2 via wire.

[0050] 4 is a six-sided view showing an example of the right controller 4. The right controller 4 can also be held in a vertically long orientation when removed from the main unit 2. The housing 51 has a shape and size that allows it to be held in one hand, particularly the right hand, when held in a vertically long orientation. The right controller 4 can also be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.

[0051] The right controller 4, like the left controller 3, includes an analog stick 52 as a direction input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. The right controller 4 may include a cross key or a slide stick capable of slide input, instead of the analog stick. The right controller 4, like the left controller 3, includes four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. The right controller 4 further includes a + (plus) button 57 and a home button 58. The right controller 4 also includes a first R button 60 and a ZR button 61 on the upper right of the side surface of the housing 51. The right controller 4 also includes a second L button 65 and a second R button 66, like the left controller 3.

[0052] In addition, the right controller 4 is equipped with a terminal 64 for enabling the right controller 4 to communicate with the main unit 2 via wire.

[0053] (Game Overview) Next, the game of this embodiment will be described. Fig. 5 is a diagram showing an example of a game image displayed on the display 12 or a stationary monitor when the game of this embodiment is executed.

[0054] 5, a player character 100 and an enemy character are placed in a three-dimensional virtual space (game space). The player character 100 is a character operated by the player, and moves in the virtual space in response to, for example, an operation on the left analog stick 32. The enemy character 200 is automatically controlled by the processor 81.

[0055] The player character 100 performs an attack action in response to an instruction from the player. Specifically, the player character 100 can acquire and possess a plurality of weapon objects during the progress of the game. The player selects one of the plurality of weapon objects possessed and equips it to the player character 100. The player character 100 performs an attack action using the equipped weapon object in response to an operational input by the player.

[0056] In the game of this embodiment, the weapon objects include a sword object, a spear object, an axe object, etc., which are basically held by the player character 100. The attack action of the player character 100 differs depending on the weapon object equipped. For example, when the player character 100 is equipped with a sword object and an operational input for an attack is performed, the player character 100 performs an attack action of swinging the sword object. Also, when the player character 100 is equipped with a spear object and an operational input for an attack is performed, the player character 100 performs an attack action of stabbing the spear object. Also, as a weapon object, there is a bow and arrow object that the player character 100 can shoot into the virtual space. Also, each of the multiple weapon objects has a different attack power in advance. When an attack action is performed using a weapon object with a large attack power and the attack action hits the enemy character 200, the enemy character 200 is subjected to large damage.

[0057] The player character 100 moves through the virtual space while defeating multiple enemy characters 200. The player character 100 has a life value, and when attacked by an enemy character 200, the life value decreases. When the life value of the player character 100 reaches zero, the game is over, and the game is restarted, for example, by returning to a saved point.

[0058] As shown in FIG. 5, a first non-player character (NPC) 110 and a second non-player character (NPC) 111 are placed in the virtual space. The first NPC 110 and the second NPC 111 are companion characters of the player character 100, and are automatically controlled by the processor 81. When the player character 100 moves in the virtual space, the first NPC 110 and the second NPC 111 move following the player character 100. For example, the first NPC 110 and the second NPC 111 automatically move in the virtual space so as not to be more than a predetermined distance away from the player character 100. In addition, the first NPC 110 and the second NPC 111 assist the player character 100. For example, the first NPC 110 and the second NPC 111 automatically fight with the enemy character 200 and defeat the enemy character 200.

[0059] A unique effect is associated with each of the first NPC 110 and the second NPC 111. When the player character 100 approaches the first NPC 110 or the second NPC 111, the effect associated with the first NPC 110 or the second NPC 111 can be activated.

[0060] FIG. 6 is a diagram showing an example of a game image when the player character 100 approaches the first NPC 110. The first NPC 110 and the second NPC 111 move automatically according to the movement of the player character 100, but when the player character 100 stops, the first NPC 110 and the second NPC 111 also stop. In this state, the player moves the player character 100 toward the first NPC 110 using the left analog stick 32. As shown in FIG. 6, when the player character 100 approaches the first NPC 110 (when the distance between the player character 100 and the first NPC 110 becomes equal to or less than a predetermined value), for example, a button image 400 that prompts the player to press the A button is displayed. At this time, when the player presses the A button, the player character 100 becomes in a state in which it is possible to activate a predetermined action having a first effect associated with the first NPC 110. For example, the first NPC 110 is a character with a water attribute, and the first effect associated with the first NPC 110 is a water-related effect.

[0061] FIG. 7 is a diagram showing an example of a game image when the player character 100 is in a state in which a predetermined action having a first effect associated with the first NPC 110 can be activated. As shown in FIG. 7, when the player character 100 approaches the first NPC 110 and the A button is pressed, the player character 100 is in a state in which the player character 100 is covered with a water object 105 (is surrounded by the water objects 105). This state may be referred to as an "activatable state" here. The water object 105 is, for example, a semi-transparent object that resembles water. In this state, the player character 100 can move in the virtual space, change its direction, and perform an attack action.

[0062] The activation-enabled state continues for a predetermined effective period (for example, 10 seconds). When the predetermined effective period has elapsed since the player character 100 entered the activation-enabled state, the player character 100 returns to the normal state (unactivatable state).

[0063] In the activation enabled state, the player character 100 can defend against an attack from the enemy character 200 only once.

[0064] Fig. 8 is a diagram showing an example of a game image when the player character 100 is in an action-ready state and is attacked by the enemy character 200. Fig. 9 is a diagram showing an example of a game image after the player character 100 is in an action-ready state and is attacked by the enemy character 200.

[0065] As shown in FIG. 8, when the player character 100 is attacked by the enemy character 200 in the activation-enabled state, the attack from the enemy character 200 is nullified (or reduced), and the player character 100 does not receive damage (or the damage is reduced). That is, even if the attack from the enemy character 200 hits the player character 100 (or the water object 105), the life value of the player character 100 does not decrease (or the amount of decrease in the life value is small). Then, when the attack from the enemy character 200 is nullified or reduced, the water object 105 is erased even before the above-mentioned predetermined effective period has elapsed, and the player character 100 transitions from the activation-enabled state to the non-activatable state. When the player character 100 transitions from the activation-enabled state to the non-activatable state, the player character 100 does not transition to the activation-enabled state again until the predetermined limit period has elapsed. 9, during a predetermined time limit, even if the player character 100 moves near the first NPC 110, the button image 400 is displayed in a manner that indicates that pressing the A button is invalid. Specifically, a gauge is displayed on the button image 400, and the gauge expands as time passes. When the predetermined time limit has elapsed, the gauge on the button image 400 expands to its limit, and the player character 100 can transition to an activation-enabled state again (pressing the A button is valid).

[0066] The predetermined limited period may be, for example, a period from when an attack from the enemy character 200 is nullified or mitigated until a certain time (for example, 10 seconds) has elapsed. The predetermined limited period may also be a period from when the player character 100 transitions to the activation-ready state until a certain time (for example, 10 seconds) has elapsed. In this case, when the predetermined effective period has elapsed since the player character 100 entered the activation-ready state, the player character 100 returns to a normal state (unactivatable state), but at that time, the predetermined limited period has elapsed, and the player character 100 may be able to immediately transition to the activation-ready state. On the other hand, if the player character 100 is attacked by, for example, the enemy character 200 and the attack is nullified or mitigated before the predetermined effective period has elapsed since the player character 100 entered the activation-ready state, the predetermined limited period has not yet elapsed, and the player character 100 cannot immediately transition to the activation-ready state.

[0067] In this way, in the game of this embodiment, even if the player character 100 is hit by an attack from the enemy character 200 while in an action-enabled state, the attack can be nullified or mitigated.

[0068] In this embodiment, the life value of the player character 100 may be decreased by other means than attacks from the enemy character 200. For example, there is a high-temperature environment in the virtual space, and when the player character 100 is in the high-temperature environment, the life value of the player character 100 is decreased. For example, in a volcano scene, there is lava, and when the player character 100 approaches the lava, the life value of the player character 100 is decreased. Also, there is a place where flames are spewing, and when the player character 100 is hit by the flames, the life value of the player character 100 is decreased. Even when the player character 100 is in such a high-temperature environment, if the player character 100 is in an activation-enabled state, the life value of the player character 100 is not decreased (or the amount of decrease in the life value is small). That is, since the water object 105 has the attribute of water, when the player character 100 is wearing the water object 105, the player character 100 is protected from the high-temperature environment and does not receive damage (or the damage is reduced). It should be noted that even if the player character 100 is not in an activatable state, if the player character 100 has a specified item with a water attribute, the player character 100 may be able to use the item to reduce damage from such high temperature environments or avoid receiving damage.

[0069] Next, a case where the player character 100 performs an attack action in an actuatable state will be described. Fig. 10 is a diagram showing an example of a game image before the player character 100 performs an attack action using the sword object 101 in an actuatable state. Fig. 11 is a diagram showing an example of a game image after the player character 100 performs an attack action using the sword object 101 in an actuatable state.

[0070] As shown in FIG. 10, when the player selects the sword object 101 as the weapon object to be equipped by the player character 100, the player character 100 is in a state of being equipped with (using) the sword object 101. When an operation input for an attack action (for example, pressing the Y button 56) is performed in this state, the player character 100 performs an attack action of swinging the sword object 101, and a water object 105 is ejected into the virtual space, as shown in FIG. 11. The water object 105 is an object having the properties of water, and has an attack effect on the enemy character 200. The ejected water object 105 moves in the virtual space, moves a predetermined distance, and then disappears. When the water object 105 hits the enemy character 200, damage is inflicted on the enemy character 200.

[0071] When the water object 105 is ejected into the virtual space, the player character 100 transitions from an actionable state to an inactionable state. When the player character 100 transitions from the actionable state to the inactionable state, the player character 100 does not transition back to the actionable state until a predetermined time limit has elapsed. The predetermined time limit may be a period from when the water object 105 is ejected until a certain time (e.g., 10 seconds) has elapsed. The predetermined time limit may also be a period from when the player character 100 transitions to the actionable state until a certain time has elapsed.

[0072] The direction in which the water object 105 is projected is determined according to the orientation of the player character 100. Specifically, the direction in which the water object 105 is projected is along the ground on which the player character 100 is located, and is the forward direction of the player character 100. The player can control the orientation of the player character 100 using the left analog stick 32, and thereby control the projection direction of the water object 105.

[0073] In this way, when the player character 100 performs an attack action of swinging the sword object 101 while in an actionable state, the water object 105 is projected into the virtual space as an additional attack effect together with the attack action. This allows the water object 105 to be used to attack the enemy character 200.

[0074] Here, the shape, size (width), movement speed, flight distance, attack power, and other performance of the water object 105 projected into the virtual space differ depending on the weapon object used in the attack action.

[0075] Fig. 12 is a diagram showing an example of a game image before the player character 100 performs an attack action with the sword object 102 in an action-ready state. Fig. 13 is a diagram showing an example of a game image after the player character 100 performs an attack action with the sword object 102 in an action-ready state.

[0076] Even when the player character 100 is in an action-ready state, the player can select one of a plurality of weapon objects and equip the selected weapon object to the player character 100. As shown in Fig. 12, for example, when a sword object 102 is selected as the weapon object, the player character 100 is equipped with the sword object 102. When an operation input for attacking is performed in this state (for example, pressing the Y button 56), as shown in Fig. 13, the player character 100 performs an attack action of swinging the sword object 102, and a water object 105 is ejected into the virtual space.

[0077] As is clear from a comparison between FIG. 11 and FIG. 13, the water object 105 projected when an attack action is performed using the sword object 102 is larger (wider) than the water object 105 projected when an attack action is performed using the sword object 101. Therefore, even if the projection direction of the water object 105 and the positional relationship with the enemy character 200 are the same, the water object 105 does not hit the enemy character 200 when an attack action is performed using the sword object 101, but the water object 105 hits the enemy character 200 when an attack action is performed using the sword object 102. When the water object 105 hits the enemy character 200, the enemy character 200 receives damage. When the damage to the enemy character 200 exceeds a threshold (when the life value becomes zero), the enemy character 200 falls.

[0078] In addition, the flying distance of the water object 105 differs between when an attack action is performed using the sword object 102 and when an attack action is performed using the sword object 101. For example, when an attack action is performed using the sword object 102, the flying distance of the water object 105 may be shorter than when an attack action is performed using the sword object 101. In addition, the moving speed of the water object 105 differs between when an attack action is performed using the sword object 102 and when an attack action is performed using the sword object 101. For example, when an attack action is performed using the sword object 102, the moving speed of the water object 105 may be slower than when an attack action is performed using the sword object 101.

[0079] When the water object 105 hits an enemy character 200, the water object 105 may not disappear (stop) at that point, but may move further in the shooting direction, travel a predetermined distance, and then disappear. In this case, the water object 105 can attack not only the enemy character 200 hit by the water object 105, but also enemy characters that are further in the shooting direction than the hit enemy character. When the water object 105 hits an enemy character 200, the water object 105 may disappear at that point.

[0080] Moreover, the water object 105 has a predetermined attack power. The attack power of the water object 105 differs depending on the attack power of the weapon object used. For example, the attack power of the sword object 101 is set in advance to "3", and the attack power of the sword object 102 is set in advance to "5". In this case, the attack power of the water object 105 when an attack action is performed using the sword object 101 is "3", and the attack power of the water object 105 when an attack action is performed using the sword object 102 is "5". Therefore, when the sword object 102 is used, the damage to the enemy character 200 when the water object 105 hits the enemy character 200 is greater than when the sword object 101 is used.

[0081] When the player character 100 and the enemy character 200 are close to each other, the water object 105 projected by an attack action using the sword object 101 or 102 may hit the enemy character 200, and the sword object 101 or 102 may hit the enemy character 200. In this case, the enemy character 200 may receive damage caused by the water object 105 hitting it and damage caused by the sword object 101 or 102 hitting it. In another embodiment, in this case, only damage caused by the water object 105 may be inflicted.

[0082] Also, although not shown in the drawings, the size, flight distance, movement speed, and attacking power of the water object 105 that is shot out when an attack action is performed differs between when a spear object is equipped and when the sword object 101 or 102 is equipped. For example, when the player character 100 is in an actionable state and an attack action is performed using a spear object, the width of the water object 105 is narrower, the movement speed of the water object 105 is faster, and the flight distance of the water object 105 is longer than when an attack action is performed using the sword object 101 or 102. Therefore, when a spear object is selected, an attack can be made against an enemy character 200 that is farther away.

[0083] Further, the enemy characters 200 include enemy characters having different attributes. For example, the enemy characters 200 include enemy characters having a fire attribute and enemy characters having other attributes. When the water object 105 hits an enemy character having a fire attribute, it is possible to give a larger damage than when the water object 105 hits an enemy character not having a fire attribute. For example, an enemy character not having a fire attribute cannot be defeated unless the water object 105 hits the enemy character multiple times, but an enemy character having a fire attribute may be defeated by hitting the enemy character with the water object 105 only once.

[0084] In this way, when the player character 100 performs a predetermined attack action while in an actionable state, the water object 105 can be shot into the virtual space, and the water object 105 can be used to attack the enemy character 200. The shape, size, flight distance, movement speed, attacking power, etc. of the water object 105 vary depending on the type of weapon object equipped. Therefore, the player can use different weapon objects equipped according to his / her preference and the situation of the enemy character 200 to attack using the water object 105. In addition, the water object 105 has water attributes, and the enemy character 200 also has various attributes. Therefore, the player can play the game by determining whether or not to attack using the water object 105 depending on the attributes of the enemy character 200.

[0085] Here, the water object 105 can be used not only to attack the enemy character 200 but also to remove other objects placed in the virtual space.

[0086] Fig. 14 is a diagram showing an example of a game image showing how another object arranged in a virtual space is removed by using the water object 105. Fig. 15 is a diagram showing an example of a game image showing how the other object is removed when the water object 105 hits the other object.

[0087] As shown in Fig. 14, for example, a sludge object 301 is placed in the virtual space. The sludge object 301 is an object that resembles highly viscous mud, and is an obstacle object that impedes the movement of the player character 100. When the player character 100 enters an area in which the sludge object 301 is placed, the movement speed of the player character 100 slows down. The sludge object 301 is an object that is weak against the attribute of water, and as shown in Fig. 15, when a water object 105 projected into the virtual space hits the sludge object 301, the sludge object 301 is destroyed and removed.

[0088] Furthermore, the sludge object 301 can be removed not only by the water object 105, but also by using another item having a water attribute that is possessed by the player character 100. For example, when the player selects another item having a water attribute and the player character 100 ejects the item into the virtual space and the ejected item hits the sludge object 301, the sludge object 301 is removed.

[0089] When the water object 105 is projected, even if the water object 105 hits a sludge object 301, the water object 105 advances a predetermined flight distance. Therefore, when the water object 105 is used, it is possible to remove a plurality of sludge objects 301 in the projecting direction of the water object 105. In contrast, when another item having a water attribute is used, when the other item hits the sludge object 301, the sludge object 301 is removed and the other item also disappears. Therefore, when the other item is used, it is not possible to remove a plurality of sludge objects 301. Note that in another embodiment, when the water object 105 hits the sludge object 301, the sludge object 301 may be removed and the water object 105 may disappear at that point.

[0090] Although not shown, there is a fire object in the virtual space that is an obstacle for the player character 100, and if the player character 100 hits the fire object, the player character 100 receives damage. The player character 100 can extinguish the fire object by hitting the fire object with the water object 105. The fire object can also be extinguished by using another item (item having a water attribute) possessed by the player character 100. Furthermore, there may be objects in the virtual space that can only be extinguished (destroyed) by the water object 105.

[0091] A sword object, a spear object, an axe object, or the like is a weapon object that is used basically when attacking an enemy character 200 in a close proximity state. Here, such a weapon object that is used basically when attacking an enemy character 200 in a close proximity state may be referred to as a "melee weapon object." As described above, when the player character 100 performs an attack action using a melee weapon object in an actionable state, a water object 105 is shot out. This enables a long-distance attack.

[0092] Meanwhile, in addition to the close-range weapon object, there is also a weapon object (e.g., a bow and arrow object) that is shot into the virtual space to attack an enemy character 200 that is far away from the player character 100. Such weapon objects, such as a bow and arrow object, for attacking an enemy character 200 that is far away are sometimes called "long-distance weapon objects." When a long-distance weapon object is used, a sight image is displayed on the screen, and the player takes aim using the sight image. When an operation input is made to shoot the long-distance weapon object, the long-distance weapon object is shot toward the position in the virtual space indicated by the sight image. When the shot long-distance weapon object hits the enemy character 200, damage is inflicted on the enemy character 200 and the long-distance weapon object disappears.

[0093] When the player character 100 performs an attack action using the remote weapon object while in the action-ready state, the water object 105 is not projected, and only the remote weapon object is projected into the virtual space. In this case, the action-ready state of the player character 100 is maintained.

[0094] When the player character 100 is equipped with a melee weapon object in a normal state, and a predetermined operational input is performed by the player, the player character 100 throws the melee weapon object into the virtual space. For example, the player can specify the up / down and left / right directions in the virtual space to cause the player character 100 to throw the melee weapon object. On the other hand, when the player character 100 is in an actionable state and a predetermined operational input is performed to throw the melee weapon object, a water object 105 is launched in the specified direction. In this case, the melee weapon object is not thrown into the virtual space.

[0095] In this way, when the player character 100 is equipped with a close-range weapon object in an activation-enabled state, the water object 105 is ejected, and when the player character 100 is equipped with a long-range weapon object, the water object 105 is not ejected. This can prevent the player from gaining too much advantage by using the long-range weapon object. For example, when the long-range weapon object is ejected and the water object 105 is also ejected, the player can aim at the enemy character 200 and perform both an attack using the long-range weapon object and an attack using the water object 105 from a distance. In this way, even though the risk of the player character 100 being attacked by the enemy character 200 is low, the player character 100 can perform a powerful attack, which may give the player too much advantage. For this reason, in this embodiment, the weapon object and the water object 105 are not ejected simultaneously into the virtual space. Note that in another embodiment, the weapon object and the water object 105 may be configured to be ejected simultaneously into the virtual space. For example, when the player character 100 is in an actionable state and performs an attack action using a long-distance weapon object, the long-distance weapon object may be launched toward a specified position in the virtual space, and a water object 105 may also be launched.

[0096] As described above, when the player character 100 approaches the first NPC 110 and, for example, the A button is pressed, the player character 100 enters a state in which the player character 100 is covered with the water object 105 (a state in which the first effect associated with the first NPC 110 can be activated). In this state, when a close-combat weapon object is selected and an attack action is performed using the close-combat weapon object, the water object 105 is ejected along with the attack action (the first effect is activated). In addition, when the player character 100 is covered with the water object 105, attacks from the enemy character 200 are nullified (or reduced), and the player character 100 does not receive damage (or the damage is reduced).

[0097] When the player character 100 approaches the second NPC 111 and, for example, the A button is pressed, a second effect associated with the second NPC 111 occurs. "The second effect occurs" means that an effect different from the first effect occurs, and may be, for example, that the player character 100 is in a state where it is possible to launch a predetermined attack, that an area where a predetermined attack can be performed is set, that the predetermined area is expanded, or that the player character 100 is protected from a specific situation.

[0098] As described above, in the game of this embodiment, when the player character 100 is near the first NPC 110, for example, when the A button is pressed, the player character 100 is in a state in which the first effect associated with the first NPC 110 can be activated. Then, when an operation input for an attack action is performed in the activation-enabled state, an attack action having the first effect is performed. This allows the player to proceed through the game by utilizing the attributes of the first NPC 110. When the player character 100 is in an activation-enabled state, the first effect is activated in response to an operation input for an attack action, so that the player can activate the first effect at a desired timing or position. For example, when the player character 100 is in an activation-enabled state, the player character 100 can be moved to a desired position, and the water object 105 can be ejected by adjusting the ejection direction. In addition, the player can change the weapon object to be equipped after the player character 100 is transitioned to an activation-enabled state. Since the size (width), flight distance, movement speed, attack power, etc. of the water object vary depending on the type of weapon object, the player can select the range (width) and distance of the attack using the water object 105 depending on the situation of the enemy character 200, and can launch the water object 105.

[0099] Furthermore, even if the A button is pressed by mistake when the player character 100 is near the first NPC 110, the player character 100 is transitioned to an activation-ready state, thereby preventing the water object 105 from being erroneously ejected. Furthermore, in order to place the player character 100 in an activation-ready state, the player moves the player character 100 near the first NPC 110 and presses the A button, so that it is possible to prevent the player character 100 from being erroneously transitioned to an activation-ready state.

[0100] Furthermore, if the player character 100 is attacked by the enemy character 200 while in the activation-enabled state, the player character 100 transitions to an inactivatable state, but the attack from the enemy character 200 is nullified (or reduced). Therefore, even if the player character 100 transitions to the activation-disabled state, there is an advantage for the player, and the player can be encouraged to move the player character 100 closer to the first NPC 110 and activate the activation-enabled state.

[0101] Furthermore, when the player character 100 is in an action-enabled state, if it is attacked by the enemy character 200 or if it ejects the water object 105, the player character 100 transitions from the action-enabled state to the action-disabled state. In this case, the player character 100 does not transition to the action-enabled state again until a predetermined limit period has elapsed. This makes it possible to prevent the player character 100 from attacking using the water object 105 consecutively in a short period of time, or from being continuously defended by the water object 105, and therefore makes it possible to prevent the player from gaining too much of an advantage.

[0102] (Explanation of data used in game processing) Next, details of the game processing will be described. First, data used in the game processing will be described. Fig. 16 is a diagram showing an example of data stored in the memory of the main unit 2 during execution of the game processing.

[0103] 16, the memory (DRAM 85, flash memory 84, or external storage medium) of the main unit 2 stores a game program, operation data, player character data, NPC data, enemy character data, object data, first status data, and second status data. In addition to these, various other data are stored in the memory.

[0104] The game program is a program for executing game processing, which will be described later. The game program is stored in advance in an external storage medium or flash memory 84 that is inserted into slot 23, and is read into DRAM 85 when the game is executed. The game program may be obtained from another device via a network (for example, the Internet).

[0105] The operation data is data related to operations acquired from the left controller 3 and the right controller 4. The operation data includes, for example, data corresponding to operations on the left and right analog sticks, and data corresponding to operations on each button. For example, the operation data is transmitted from the left controller 3 and the right controller 4 to the main unit 2 at predetermined time intervals (for example, 1 / 200 second intervals) and stored in memory.

[0106] The player character data is data related to the player character 100, and includes data related to the position, orientation, movement direction, movement speed, etc. of the player character 100 in the virtual space. The player character data also includes the life value of the player character 100. The player character data also includes data related to the appearance, such as the shape, of the player character 100. The player character data also includes owned item data representing items owned by the player character 100 (weapon objects, armor objects, other items used in the game, etc.). The player character data also includes equipment data representing weapon objects equipped by the player character 100.

[0107] The NPC data includes data on the first NPC 110 and data on the second NPC 111. The data on the first NPC 110 includes data on the position, orientation, moving direction, moving speed, and the like of the first NPC 110 in the virtual space. The data on the first NPC 110 includes data representing the appearance, such as the shape, of the first NPC 110, and attribute data. The data on the second NPC 111 includes the same type of data as the data on the first NPC 110. Furthermore, in addition to the first NPC 110 and the second NPC 111, a third NPC and a fourth NPC may be placed in the virtual space. In this case, the NPC data includes data on the third NPC and the fourth NPC. The third NPC and the fourth NPC are associated with unique effects, respectively.

[0108] The enemy character data is data related to a plurality of enemy characters 200 arranged in a virtual space. The enemy character data includes data related to the position, orientation, movement direction, movement speed, etc. of each enemy character 200 in the virtual space. The enemy character data also includes the life value of each enemy character 200. The enemy character data also includes data related to the appearance, such as the shape, of each enemy character 200, and data related to the attributes.

[0109] The object data is data related to objects placed in the virtual space (for example, objects that are obstacles to the player character 100, such as the sludge object 301 and the fire object). The object data includes data related to the position of each object in the virtual space. The object data also includes data related to the appearance, such as the shape, of each object, and data related to its attributes.

[0110] The first state data is data that indicates whether or not the player character 100 is in the above-mentioned activation-enabled state.

[0111] The second status data is data that indicates whether or not a second effect associated with the second NPC 111 is occurring.

[0112] (Details of Game Processing in Main Unit 2) Next, a detailed description will be given of the game processing performed in the main unit 2. Fig. 17 is a flowchart showing an example of the game processing executed by the processor 81 of the main unit 2.

[0113] 17, processor 81 first executes an initial process (step S100). Specifically, processor 81 sets a three-dimensional virtual space, and places player character 100, enemy character 200, first NPC 110, second NPC 111, a virtual camera, and other objects in the virtual space. After executing the initial process, processor 81 repeatedly executes the processes of the following steps S101 to S109 at a predetermined frame time interval (for example, 1 / 60 second interval).

[0114] In step S101, the processor 81 acquires operation data from the controllers. The operation data includes data relating to the operation states of each button and analog stick of the left controller 3 and each button and analog stick of the right controller 4. In step S101, the processor 81 acquires the operation data transmitted from each controller and stored in memory.

[0115] Next, processor 81 performs a control process for the player character (step S102). Here, a process for moving player character 100 in the virtual space based on the operation data is performed. For example, processor 81 moves player character 100 by a movement amount for one frame in a direction in the virtual space according to the input direction of left analog stick 32. Also, in step S102, processor 81 advances the animation of the attack action by one frame for a period of multiple frames after an attack action is started in an attack action process for the player character, which will be described later. By repeatedly performing the process of step S102 at a predetermined frame time interval, an animation in which player character 100 moves in the virtual space and an animation in which the player character performs an attack action are displayed.

[0116] Next, the processor 81 performs an NPC control process (step S103). Here, the processor 81 moves the first NPC 110 and the second NPC 111 in the virtual space according to a predetermined algorithm, and causes them to perform a predetermined action in the virtual space. For example, the processor 81 automatically controls the position of the first NPC 110 so that the first NPC 110 follows the player character 100. When the player character 100 stops, the processor 81 stops the first NPC 110. The processor 81 also causes the first NPC 110 to perform an action. For example, the processor 81 controls the first NPC 110 to fight the enemy character 200 as an action. The processor 81 similarly controls the movement and action of the second NPC 111. Based on these controls, the processor 81 moves the NPC by a movement amount for one frame, and advances the animation of the NPC based on the action by one frame.

[0117] Next, processor 81 performs enemy character control processing (step S104). Specifically, processor 81 moves enemy character 200 in the virtual space and makes enemy character 200 appear in the virtual space according to a predetermined algorithm. Processor 81 also makes enemy character 200 perform an attack action against player character 100 according to the predetermined algorithm.

[0118] Next, processor 81 performs a state transition process (step S105). Here, processor 81 transitions player character 100 to the above-mentioned action-enabled state based on the operation data. Details of the state transition process in step S105 will be described later.

[0119] Next, processor 81 performs attack action processing of the player character (step S106). Here, processor 81 equips player character 100 with a weapon object and performs an attack action using the weapon object based on the operation data. Also, when player character 100 is in an actionable state, processor 81 causes player character 100 to perform an attack action having a first effect based on the operation data. Details of the player character attack action processing will be described later.

[0120] Next, processor 81 performs a damage process for the player character (step S107). Here, when an attack is made against player character 100, damage is inflicted on player character 100. The details of the damage process for the player character will be described later.

[0121] Next, the processor 81 performs an output process (step S108). Specifically, the processor 81 generates an image of a virtual space according to the results of the processes in steps S102 to S107 using a virtual camera, and outputs the generated image to a display device. The processor 81 also outputs sound together with the generation and output of the image. As a result, a game image is displayed on the display device, and sound according to the game process is output from the speaker.

[0122] Next, processor 81 determines whether or not to end the game processing (step S109). For example, if the player instructs to end the game, processor 81 determines to end the game processing (step S109: YES), and ends the game processing shown in FIG. 17. If processor 81 determines not to end the game processing (step S109: NO), it executes the processing of step S101 again. This concludes the description of the game processing shown in FIG. 17.

[0123] (State transition processing) Next, the state transition process in step S105 will be described in detail below. Fig. 18 is a flow chart showing an example of the state transition process in step S105.

[0124] In step S120, processor 81 determines whether or not player character 100 is currently in an action-ready state. Specifically, processor 81 refers to the first state data to determine whether or not player character 100 is in an action-ready state.

[0125] If player character 100 is not in an actionable state (step S120: NO), processor 81 determines whether or not player character 100 and first NPC 110 have a predetermined positional relationship (step S121). For example, processor 81 determines whether or not the distance between player character 100 and first NPC 110 is less than a predetermined threshold.

[0126] When it is determined that the player character 100 and the first NPC 110 have a predetermined positional relationship (step S121: YES), the processor 81 determines whether or not it is within a predetermined limited period (step S122). For example, the predetermined limited period is set when the water object 105 is ejected, when an attack from the enemy character 200 is nullified or reduced by the water object 105, or when the player character 100 becomes ready to act. The predetermined limited period may be a period from when the water object 105 is ejected until a certain time has elapsed, or a period from when the water object 105 is nullified or reduced by the enemy character 200 until a certain time has elapsed, or a period from when the player character 100 transitions to a ready to act state until a certain time has elapsed.

[0127] If it is determined that it is within the predetermined limit period (step S122: YES), the processor 81 ends the state transition process shown in FIG.

[0128] When it is determined that the time is not within the predetermined time limit (step S122: NO), processor 81 determines whether or not the A button has been pressed based on the operation data (step S123). When it is determined that the A button has been pressed (step S123: YES), processor 81 transitions player character 100 to an activatable state (step S124). Specifically, processor 81 stores a value indicating that player character 100 is in an activatable state in the first state data. Processor 81 also places water object 105 around player character 100. As a result, player character 100 is in a state in which it is covered with water object 105.

[0129] When it is determined that the A button has not been pressed (step S123: NO), the processor 81 ends the state transition process shown in FIG.

[0130] On the other hand, when it is determined that the player character 100 and the first NPC 110 do not have a predetermined positional relationship (step S121: NO), the processor 81 determines whether or not the player character 100 and the second NPC 111 have a predetermined positional relationship (step S125). For example, the processor 81 determines whether or not the distance between the player character 100 and the second NPC 111 is less than a predetermined threshold value.

[0131] When it is determined that the player character 100 and the second NPC 111 have a predetermined positional relationship (step S125: YES), the processor 81 determines whether or not it is within a predetermined limit period (step S126). The predetermined limit period in step S126 may be set based on the activation of the second effect associated with the second NPC 111, and the predetermined limit period may be a period from the activation of the second effect until a certain time has elapsed.

[0132] The predetermined limit period in step S126 may be common to the predetermined limit period in step S122. For example, when the player character 100 approaches the first NPC 110 and transitions to the activation-enabled state, and then ejects the water object 105, the player character 100 transitions to the activation-disabled state. In this case, a common limit period is provided, and the player character 100 does not transition to the activation-enabled state even if the player character 100 approaches the first NPC 110 until the common limit period has elapsed. In addition, the player character 100 may be configured such that the second effect related to the second NPC 111 cannot be generated even if the player character 100 approaches the second NPC 111 until the common limit period has elapsed. That is, when an effect related to one NPC is activated, a common limit period is set, and until the common limit period has elapsed, not only the activation of the effect related to one NPC but also the activation of the effect related to the other NPC may be restricted.

[0133] Alternatively, the predetermined time limit in step S126 and the predetermined time limit in step S122 may be set separately. For example, when the player character 100 approaches the first NPC 110 and transitions to an activation-enabled state, and then ejects the water object 105, the player character 100 enters an inactivatable state. In this case, a first time limit related to the first NPC 110 is set, and the player character 100 does not enter an activation-enabled state even if the player character 100 approaches the first NPC 110 until the first time limit has elapsed. On the other hand, even if the first time limit has not elapsed, the player character 100 may approach the second NPC 111 to cause the second effect related to the second NPC 111. Conversely, when the player character 100 approaches the second NPC 111 and causes the second effect related to the second NPC 111, a second time limit related to the second NPC 111 is set, and until the second time limit has elapsed, the player character 100 cannot cause the second effect related to the second NPC 111 even if the player character 100 approaches the second NPC 111. In this case, even if the second time limit has not elapsed, the player character 100 may be able to approach the first NPC 110 and become in an activation-enabled state.

[0134] If it is determined that it is within the predetermined limit period (step S126: YES), the processor 81 ends the state transition process shown in FIG.

[0135] When it is determined that it is not within the predetermined time limit (step S126: NO), processor 81 determines whether or not the A button has been pressed based on the operation data (step S127). When it is determined that the A button has been pressed (step S127: YES), processor 81 activates a second effect associated with second NPC 111 (step S128). The second effect associated with second NPC 111 is an effect different from the first effect. The second effect associated with second NPC 111 may be, for example, an effect of a special attack being made when player character 100 performs a predetermined attack, or may be an effect of a predetermined area being expanded.

[0136] When the process of step S124 or step S128 has been executed, the processor 81 ends the state transition process shown in FIG.

[0137] On the other hand, when it is determined that player character 100 is in an actuatable state (step S120: YES), processor 81 determines whether or not a predetermined effective period (for example, 10 seconds) has elapsed since player character 100 became in an actuatable state (step S129).

[0138] When it is determined that a predetermined effective period has elapsed since player character 100 entered the actuatable state (step S129: YES), processor 81 transitions player character 100 to an inactivatable state (step S130). That is, player character 100 is transitioned to a normal state in which an attack action having a first effect cannot be actuated. Specifically, processor 81 stores a value indicating that player character 100 is in a normal state in the first state data. In addition, processor 81 erases water objects 105 arranged around player character 100. This returns player character 100 to the normal state.

[0139] When the processor 81 has performed the process of step S130 or when it determines that it is NO in step S129, the processor 81 ends the state transition process shown in FIG.

[0140] (Player character's attack action processing) Next, the attack action processing of the player character in step S106 will be described in detail below. Fig. 19 is a flow chart showing an example of the attack action processing of the player character in step S106.

[0141] In step S140, processor 81 first performs a weapon selection process. Here, processor 81 determines whether or not a weapon selection operation has been performed by the player based on the operation data. If it is determined that a weapon selection operation has been performed by the player, processor 81 selects a weapon object to be equipped by player character 100 based on the operation data, and stores data indicating the selected weapon object as equipment data. As a result, player character 100 is equipped with one of a plurality of weapon objects that it possesses.

[0142] Next, processor 81 determines whether or not player character 100 is equipped with a melee weapon object (step S141). Specifically, processor 81 refers to the equipment data to determine whether or not the equipped weapon object is a melee weapon object.

[0143] When it is determined that player character 100 is equipped with a close-combat weapon object (step S141: YES), processor 81 determines, based on the operation data, whether or not an attack operation has been performed (step S142). For example, processor 81 determines, based on the operation data, whether or not the Y button has been pressed.

[0144] When it is determined that an attack operation has been performed (step S142: YES), processor 81 causes player character 100 to start an attack action using the weapon object currently equipped thereon (step S143). As a result, for example, if player character 100 is equipped with sword object 101, an attack action is started in which player character 100 swings sword object 101. An animation of player character 100 relating to the attack action is performed for a number of frames from the start of the attack action.

[0145] When the process of step S143 has been performed, processor 81 determines whether or not player character 100 is in an action-ready state (step S144). Specifically, processor 81 refers to the first state data to determine whether or not player character 100 is in an action-ready state (i.e., player character 100 is covered in water object 105).

[0146] When it is determined that player character 100 is in an activation-enabled state (step S144: YES), processor 81 activates the first effect (step S145). Specifically, processor 81 shoots water object 105 in the forward direction of player character 100. This causes water object 105 to start moving within the virtual space. Processor 81 sets the shape, size (width), movement speed, and flight distance of water object 105 according to the type of the equipped weapon object.

[0147] Next, processor 81 transitions player character 100 to an activation-disabled state (step S146). Specifically, processor 81 stores, in the first state data, a value indicating that player character 100 is unable to activate the first effect. This returns player character 100 to a normal state in which it is not covered with water object 105.

[0148] On the other hand, when it is determined that the player character 100 is not equipped with a melee weapon object (step S141: NO), the processor 81 causes the player character 100 to start an attack action corresponding to the equipped weapon object based on the operation data (step S147). Here, the processor 81 determines whether or not an operation input for the attack action has been performed based on the operation data, and causes the player character 100 to start an attack action using the equipped weapon object. An animation of the player character 100 related to the attack action is performed for a number of frames from the start of the attack action. For example, when the player character 100 is equipped with a bow and arrow object, the processor 81 determines whether or not the ZR button has been pressed based on the operation data. When the player character 100 is equipped with a bow and arrow object and the ZR button has been pressed, the processor 81 causes the player character 100 to start an action of shooting the bow and arrow object, and launches the bow and arrow object into the virtual space.

[0149] When the determination in step S142 is NO, when the determination in step S144 is NO, when the process of step S146 is executed, or when the process of step S147 is executed, the processor 81 determines whether or not the water object 105 is moving in the virtual space (step S148). Here, the water object 105 was ejected in step S145, and it is determined whether or not the water object 105 is moving in the virtual space.

[0150] When it is determined that the water object 105 is moving in the virtual space (step S148: YES), the processor 81 moves the water object 105 by a movement amount for one frame based on the moving speed of the water object 105, and performs a hit determination process for the water object 105 based on the position after the movement (step S149). Specifically, the processor 81 determines whether or not the water object 105 has hit an object in the virtual space (enemy character 200, sludge object 301, fire object, other object). For example, when the water object 105 hits the enemy character 200, the processor 81 inflicts damage on the enemy character 200 according to the attack power set for the weapon object used to launch the water object 105. As a result, the life value of the enemy character 200 is decreased, and when the life value of the enemy character 200 becomes zero, the enemy character 200 falls. When the water object 105 hits the sludge object 301, the processor 81 removes the sludge object 301. Furthermore, when the water object 105 hits a fire object, the processor 81 removes the fire object.

[0151] When the determination in step S148 is NO or when step S149 is executed, the processor 81 determines whether or not the player character 100 is performing an attack action (step S150). Here, the processor 81 determines whether or not the player character 100 starts an attack action in step S143 or step S147 and is performing the attack action. For example, when the player character 100 is swinging the sword object 101, the processor 81 determines YES in step S150. When the player character 100 is swinging the sword object 102, the processor 81 determines YES in step S150. When the player character 100 is performing an attack action using a spear object, the processor 81 determines YES in step S150. When the player character 100 shoots a bow and arrow object in step S147 and the bow and arrow object is moving in the virtual space, the processor 81 determines YES in step S150.

[0152] When it is determined that the player character 100 is performing an attack action (step S150: YES), the processor 81 performs a hit determination process for the attack action (step S151). Here, it is determined whether or not the attack action of the player character 100 hits the enemy character 200 or another object in the virtual space, and a process is performed if the hit occurs. For example, when the player character 100 is performing an attack action of swinging the sword object 101, the processor 81 determines whether or not the sword object 101 hits the enemy character 200. When the sword object 101 hits the enemy character 200, the processor 81 inflicts damage to the enemy character 200 according to the attack power of the sword object 101. As a result, the life value of the enemy character 200 is reduced, and when the life value of the enemy character 200 becomes zero, the enemy character 200 falls. Also, when the player character 100 is performing an attack action of swinging the sword object 102, the processor 81 determines whether or not the sword object 102 hits the enemy character 200. When the sword object 102 hits the enemy character 200, the processor 81 inflicts damage to the enemy character 200 according to the attack power of the sword object 102. When the bow and arrow object is moving in the virtual space, the processor 81 moves the bow and arrow object by a movement amount for one frame based on the movement speed of the bow and arrow object, and determines whether the bow and arrow object has hit the enemy character 200 based on the position after the movement. When the bow and arrow object hits the enemy character 200, the processor 81 inflicts damage to the enemy character 200 according to the attack power of the bow and arrow object. Note that, for example, when the player character 100 is performing an attack action of swinging the sword object 101, if the sword object 101 hits a tree object in the virtual space, the tree object may be destroyed or cut.

[0153] If processor 81 determines NO in step S150, or if processor 81 executes step S151, processor 81 ends the attack action processing of the player character shown in FIG.

[0154] (Damage processing for player characters) Next, the damage processing for the player character in step S107 will be described in detail below. Fig. 20 is a flow chart showing an example of the damage processing for the player character in step S107.

[0155] In step S160, processor 81 determines whether or not player character 100 has been attacked by enemy character 200. Here, based on the positional relationship between player character 100 and enemy character 200 and the attack action of enemy character 200, it is determined whether or not the attack action of enemy character 200 has hit player character 100.

[0156] When it is determined that player character 100 has been attacked by enemy character 200 (step S160: YES), processor 81 determines whether or not player character 100 is in an action-ready state (step S161).

[0157] When it is determined that the player character 100 is in an activation-enabled state (step S161: YES), the processor 81 nullifies or reduces the attack of the enemy character 200 (step S162), and transitions the player character 100 to an activation-disabled state (step S163). That is, no damage is inflicted on the player character 100 (or the damage is reduced) against the attack from the enemy character 200, and the player character 100 transitions to a normal state. Specifically, the processor 81 stores a value indicating that the player character 100 is in a normal state in the first state data. In addition, the processor 81 erases the water object 105. As a result, the player character 100 returns to a normal state in which it is not covered with the water object 105.

[0158] When it is determined that player character 100 is not in an action-ready state (step S161: NO), processor 81 inflicts damage on player character 100 (step S164). Here, the amount of damage inflicted on player character 100 may correspond to the type of enemy character 200 or the type of attack action. Inflicting damage on player character 100 reduces the life value of player character 100.

[0159] When determining NO in step S160, when executing step S163, or when executing step S164, the processor 81 determines whether or not the surroundings of the player character 100 are in a high temperature environment (step S165).

[0160] When it is determined that the surroundings are in a high temperature environment (step S165: YES), processor 81 determines whether or not player character 100 is in a predetermined state (step S166). Here, it is determined whether or not player character 100 is wet. When player character 100 is in an actionable state, processor 81 determines YES in step S166. Also, for example, when player character 100 is in water, processor 81 determines YES in step S166.

[0161] When it is determined that player character 100 is in the predetermined state (step S166: YES), processor 81 nullifies or reduces damage caused by the high temperature environment (step S167). That is, no damage is inflicted on player character 100 (or the damage is reduced) due to the high temperature environment.

[0162] When processor 81 determines that player character 100 is not in a predetermined state (step S166: NO), processor 81 inflicts damage due to the high temperature environment on player character 100 (step S168). For example, processor 81 reduces the life value of player character 100 in accordance with the time that player character 100 is in the high temperature environment.

[0163] When processor 81 determines NO in step S165, when processor 81 executes step S167, or when processor 81 executes step S168, processor 81 ends the damage processing for the player character shown in FIG.

[0164] (Modification) Although the present embodiment has been described above, the above embodiment is merely an example, and the following modifications may be made, for example.

[0165] For example, in the above embodiment, when the player character 100 performs an attack action using a weapon object in an actionable state, the water object 105 is projected in addition to the attack action. In other embodiments, the attack action is not limited to an attack action using a weapon object, and when the player character 100 performs an attack action in an actionable state, for example, a punch, a kick, or the like that does not use a weapon object, the water object 105 may be projected together with the attack action.

[0166] In the above embodiment, the player character 100 is equipped with one of a plurality of weapon objects that the player character 100 possesses in advance, and performs an attack action using the weapon object that the player character 100 possesses. In other embodiments, the player character 100 does not need to possess a plurality of weapon objects in advance, and may, for example, acquire one of a plurality of weapon objects lying around in the virtual space, and perform an attack action using the acquired weapon object. In this case, the shape, size, movement speed, flight distance, attack power, etc. of the water object 105 to be projected may differ depending on the acquired weapon object.

[0167] Also, on the premise that the player character 100 performs an attack action, when the player character 100 performs the attack action in an actionable state, the water object 105 is ejected together with the attack action (the first effect is activated). In another embodiment, on the premise that the player character 100 performs a predetermined action (e.g., jump, dash, etc.), when the player character 100 performs a predetermined action in an actionable state, the first effect may be activated together with the predetermined action.

[0168] In the above embodiment, when the player character 100 performs a predetermined action in an actionable state, the predetermined action is performed and an effect of projecting the water object 105 into the virtual space is activated. In another embodiment, when the player character 100 performs a predetermined action in an actionable state, any other effect may be activated together with the predetermined action. For example, any object related to the first NPC other than the water object 105 may be projected into the virtual space. In addition to the effect of projecting an object, for example, a predetermined effect (for example, an effect of increasing the attack power or defense power of the player character 100, an effect of decreasing the attack power or defense power of the enemy character 200, an effect of slowing down the movement of the enemy character 200, etc.) may be activated for a predetermined time in the virtual space.

[0169] In the above embodiment, when the player character 100 transitions to the activation-enabled state, the player character 100 transitions from the activation-enabled state to the inactivatable state when any one of the following conditions is met: the predetermined effective period has elapsed, the player character 100 is attacked by the enemy character 200, or the water object 105 is ejected. In other embodiments, the player character 100 may transition from the activation-enabled state to the inactivatable state under other conditions. For example, when the player character 100 is in the activation-enabled state and is in an environment in which damage is caused in the virtual space (for example, a high-temperature environment such as near lava), the player character 100 may transition to the inactivatable state before the predetermined effective period has elapsed after the transition to the activation-enabled state. In other embodiments, the predetermined effective period may not be provided. In this case, the player character 100 may transition to the inactivatable state when any one of the following conditions is met: the player character 100 is attacked by the enemy character 200 in the activation-enabled state or the water object 105 is ejected.

[0170] In the above embodiment, when the player character 100 transitions to the activation-enabled state, if either the player character 100 is attacked by the enemy character 200 or the water object 105 is ejected, the player character 100 is transitioned to the inactivatable state, and the player character 100 is not allowed to transition to the activation-enabled state again until a predetermined limit period has elapsed. Such a limit period may also be set when the player character 100 transitions to the activation-enabled state and the predetermined effective period has elapsed. In other embodiments, such a limit period may not be set when the player character 100 transitions from the activation-enabled state to the inactivatable state.

[0171] In the above embodiment, the game is assumed in which the player controls the player character 100 and progresses while defeating the enemy character 200 automatically controlled by the processor 81. In another embodiment, for example, a game may be played in which players fight each other while controlling their own player characters. In this case, each player character may approach the above-mentioned first NPC 110 to transition to an activation-enabled state and activate the first effect together with a predetermined action.

[0172] Furthermore, the processes shown in the above flowcharts are merely examples, and the order and contents of the processes may be changed as appropriate.

[0173] Furthermore, the hardware configuration for playing the game is merely an example, and the game processing may be performed in any other hardware. For example, the game processing may be executed in any information processing device, such as a personal computer, a tablet terminal, a smartphone, or a server on the Internet. Furthermore, the game processing may be executed in an information processing device including multiple devices.

[0174] In addition, the configurations according to the above-described embodiments and the modifications thereof can be combined in any manner as long as they are not inconsistent with each other. Furthermore, the above is merely an example of the present invention, and various improvements and modifications other than those described above may be made. [Explanation of symbols]

[0175] 1. Game System 2. Main Unit 3 Left Controller 4 Right Controller 32 Left Analog Stick 53 A button 56 Y button 81 Processor 100 Player Characters 101, 102 Sword object 105 Water Objects 110 First NPC 111 Second NPC 200 Enemy characters 301 Sludge Object

Claims

1. The computer of the information processing device moving a player character in a virtual space based on a first operation input; automatically moving a first non-player character within the virtual space; when the player character and the first non-player character are in a predetermined positional relationship, transitioning the player character to an action-enabled state in which a first action having a first attack effect can be activated in response to a second operation input; When the player character is in the activation-enabled state, Nullifying or reducing damage according to the environment in which the player character is located; a game program that, in response to a third operation input, causes the player character to perform the first action and transitions the player character to an inactivation-disabled state in which the first action cannot be activated;

2. The computer further comprises: controlling an enemy character in the virtual space; causing the enemy character to perform an attack action; inflicting damage on the player character based on the attack action of the enemy character; The game program according to claim 1 , wherein, when the player character is in the activation-enabled state, damage based on the attack action of the enemy character is nullified or reduced.

3. The computer further comprises: The game program according to claim 2 , wherein the player character is caused to transition from the activation-enabled state to the activation-disabled state when the damage is nullified or reduced.

4. The computer further comprises:

4. The game program according to claim 3, wherein the player character is maintained in the non-activatable state until a predetermined time has elapsed since the player character transitioned from the activation-enabled state to the non-activatable state.

5. The computer further comprises: causing the player character to perform an attack action based on the third operation input, regardless of whether the attack action is in the activation-enabled state; 2. The game program according to claim 1, wherein the first action is an attack action having an additional attack effect as the first attack effect.

6. The computer further comprises: Equip the player character with any one of a plurality of types of weapon objects; the attack action is an action of attacking using a weapon object equipped by the player character, 6. The game program according to claim 5, wherein the additional attack effect has different performance depending on the type of weapon object equipped by the player character.

7. The game program according to claim 6 , wherein the attack effect has an effect of removing a predetermined obstacle object in the virtual space.

8. The computer further comprises: automatically moving a second non-player character within the virtual space; 8. The game program according to claim 1, wherein a second effect is produced in response to the second operation input when the player character and the second non-player character are in a predetermined positional relationship.

9. The computer further comprises:

9. The game program according to claim 8, wherein the first non-player character and the second non-player character automatically fight each other.

10. An information processing system including a processor, the processor comprising: moving a player character in a virtual space based on a first operation input; automatically moving a first non-player character within the virtual space; when the player character and the first non-player character are in a predetermined positional relationship, transitioning the player character to an action-enabled state in which a first action having a first attack effect can be activated in response to a second operation input; When the player character is in the activation-enabled state, Nullifying or reducing damage according to the environment in which the player character is located; an information processing system that, in response to a third operation input, causes the player character to perform the first action and transitions the player character to an inactivation-disabled state in which the first action cannot be activated;

11. The processor further comprises: Controlling an enemy character in the virtual space; causing the enemy character to perform an attack action; inflicting damage on the player character based on the attack action of the enemy character; The information processing system according to claim 10 , wherein, when the player character is in the activation-enabled state, damage based on the attack action of the enemy character is nullified or reduced.

12. The processor further comprises: The information processing system according to claim 11 , wherein the player character is caused to transition from the activation-enabled state to the activation-disabled state when the damage is nullified or reduced.

13. The processor further comprises: The information processing system according to claim 12 , wherein the player character is maintained in the non-activatable state until a predetermined time has elapsed since the player character transitioned from the activation-enabled state to the non-activatable state.

14. The processor further comprises: causing the player character to perform an attack action based on the third operation input, regardless of whether the attack action is in the activation-enabled state; The information processing system according to claim 10 , wherein the first action is an attack action having an additional attack effect as the first attack effect.

15. The processor further comprises: Equip the player character with any one of a plurality of types of weapon objects; the attack action is an action of attacking using a weapon object equipped by the player character, 15. The information processing system according to claim 14, wherein the additional attack effect has different performance depending on the type of weapon object equipped by the player character.

16. The information processing system according to claim 14 , wherein the attack effect has an effect of removing a predetermined obstacle object in the virtual space.

17. The processor further comprises: automatically moving a second non-player character within the virtual space; 17. The information processing system according to claim 10, wherein a second effect is produced in response to the second operation input when the player character and the second non-player character are in a predetermined positional relationship.

18. The processor further comprises:

18. The information processing system according to claim 17, wherein the first non-player character and the second non-player character are caused to automatically fight each other.

19. An information processing device including a processor, the processor comprising: moving a player character in a virtual space based on a first operation input; automatically moving a first non-player character within the virtual space; when the player character and the first non-player character are in a predetermined positional relationship, transitioning the player character to an action-enabled state in which a first action having a first attack effect can be activated in response to a second operation input; When the player character is in the activation-enabled state, Nullifying or reducing damage according to the environment in which the player character is located; an information processing device that, in response to a third operation input, causes the player character to perform the first action and transitions the player character to an inactivation-disabled state in which the first action cannot be activated.

20. The processor further comprises: controlling an enemy character in the virtual space; causing the enemy character to perform an attack action; inflicting damage on the player character based on the attack action of the enemy character; The information processing device according to claim 19 , wherein, when the player character is in the activation-enabled state, damage based on the attack action of the enemy character is nullified or reduced.

21. An information processing method performed in an information processing system, moving a player character in a virtual space based on a first operation input; automatically moving a first non-player character within the virtual space; a step of transitioning the player character to an action-enabled state in which the player character can perform a first action having a first attack effect in response to a second operation input when the player character and the first non-player character are in a predetermined positional relationship; When the player character is in the activation-enabled state, Nullifying or reducing damage according to the environment in which the player character is located; in response to a third operation input, causing the player character to perform the first action and transitioning the player character to an inactivation-disabled state in which the first action cannot be activated.

22. controlling an enemy character in the virtual space; a step of causing the enemy character to perform an attack action; inflicting damage on the player character based on the attack action of the enemy character; The information processing method according to claim 21 , further comprising: when the player character is in the activation-enabled state, nullifying or reducing damage based on the attack action of the enemy character.