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

JP2024159747A5Pending Publication Date: 2026-02-27NINTENDO CO LTD
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Patent Information

Application Number
JP2024100535
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-21
Publication Date
2026-02-27

AI Technical Summary

Technical Problem

In existing game systems, damage calculation for multiple attacks can result in inconsistent outcomes, leading to user discomfort when some attacks inflict damage while others do not, creating an uneven gaming experience.

Method used

Assigning a unique ID to each attack in a series, ensuring that attacks with the same ID are considered successful and cause damage, even during invincibility periods, thereby maintaining consistent damage calculation across multiple attacks.

Benefits of technology

This approach ensures consistent damage calculation, reducing user discomfort by ensuring that all attacks in a series are recognized and contribute to the game's progression, enhancing the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game program, a game system, a game device, and a game processing method capable of executing damage calculation based on attacks when attacks are made a plurality of times in a virtual space.SOLUTION: One or more attacks are generated in a virtual space on the basis of game processing, and an ID is imparted to each attack. When an attack hits a predetermined object in the virtual space, determination of success of the attack is executed, and damage calculation by the attack is executed. When an attack to which the same ID as an ID imparted to a past attack hitting a predetermined object is imparted hits the predetermined object, damage by the attack to which the same ID is imparted is generated.SELECTED DRAWING: Figure 20
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Description

[Technical field]

[0001] The present invention relates to a game program, a game system, a game device, and a game processing method for performing processing using a character in a virtual space. [Background technology]

[0002] Conventionally, there is a game system that realizes a game in which multiple characters fight with weapons such as swords in a virtual space (for example, see Patent Document 1). For example, in the above game system, when multiple attacks using weapons occur, each attack is judged independently. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2013-248240 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the game system disclosed in Patent Document 1 above, when calculating damage for each of multiple attacks, even if it is desired to inflict damage from each of the multiple attacks, it is anticipated that damage will be inflicted from some attacks and not from others, which could cause the user to feel uncomfortable.

[0005] Therefore, an object of the present invention is to provide a game program, a game system, a game device, and a game processing method that are capable of performing damage calculations based on attacks when multiple attacks are made in a virtual space. [Means for solving the problem]

[0006] In order to achieve the above object, the present invention may employ, for example, the following configurations (1) to (7).

[0007] (1) One configuration example of the game program of the present invention causes a computer of an information processing device to execute an attack generation process and a damage calculation process. The attack generation process generates one or more attacks in a virtual space based on the game process, and assigns an ID to each attack. The damage calculation process determines whether an attack has been successful when an attack hits a specific object in the virtual space, and calculates damage caused by the attack. In the damage calculation process, when an attack assigned with the same ID as an ID assigned to a past attack that hit a specific object hits the specific object, damage caused by the attack assigned with the same ID is generated.

[0008] According to the above configuration (1), by assigning the same ID as a past attack that hit a specified object to a current attack that hits the specified object, it is possible to avoid a case where the past attack is determined to be successful and causes damage, but then no damage is caused to the current attack, making it less likely that the user will feel uncomfortable when performing multiple consecutive attacks.

[0009] (2) In the above configuration (1), in the damage calculation process, if an attack assigned an ID different from the ID assigned to a past attack that hit a specified object hits a specified object, damage due to the attack assigned the different ID may not be caused within a specified period of time from the past attack, and if an attack assigned the same ID as the ID assigned to a past attack that hit a specified object hits a specified object within the specified period of time, damage due to the attack assigned the same ID may be caused.

[0010] According to the above configuration (2), even during an invincible period in which attacks do not cause damage to a specified object, an attack that is assigned the same ID as an ID assigned to a previous attack that hit the specified object will cause damage to the specified object. This makes it possible to represent multiple consecutive attacks as being one attack, making it less likely that the user will feel uncomfortable.

[0011] (3) In the above configuration (1) or (2), a character control process may be further executed by the computer. The character control process controls a character, which is a predetermined object, in a virtual space. In this case, in the above damage calculation process, in an attack on the character that is assigned the same ID as an ID assigned to a past attack that was determined to have been successfully defended by an armor object equipped to the character, the damage caused by the attack that is assigned the same ID may be prevented from being caused to the character.

[0012] According to the above configuration (3), if a previous attack on a specified object was successfully defended against and no damage was caused, a current attack on the specified object can also be prevented from causing damage, making it less likely that the user will feel uncomfortable when multiple successive attacks are made.

[0013] (4) In any one of the above configurations (1) to (3), the computer may further execute a character control process. The character control process controls a character, which is a predetermined object equipped with an armor object whose durability value decreases every time an attack is blocked in a virtual space. In this case, in the character control process, when an attack with the same ID as an ID assigned to a past attack whose durability value was decreased because the armor object was determined to have been successfully blocked hits the armor object, the decrease in durability due to the attack with the same ID may not occur.

[0014] According to the above configuration (4), when a past attack has been blocked by an armor object, causing a decrease in the durability of the armor object, it is possible to prevent a decrease in the durability of the armor object for a current attack. This makes it less likely that the durability of the armor object will decrease quickly, causing the user to feel uncomfortable that the armor object is easily broken.

[0015] (5) In any one of the above configurations (1) to (4), a character control process may be further executed by the computer. The character control process controls the character in a virtual space. In this case, when the attack generation process causes the character to make an attack using a composite weapon object obtained by combining a weapon object and an item object, an attack by the weapon object and an attack by the item object may be generated in the attack, and an ID identical to the ID assigned to the attack by the weapon object may be assigned to the attack by the item object. In the damage calculation process, a success determination is performed for one of the attack by the weapon object and the attack by the item object, and when the attack by the one of the attack causes damage to a predetermined object, damage may be further caused by the other of the attack by the weapon object and the attack by the item object.

[0016] According to the above configuration (5), when multiple attacks are caused by a single attack using a composite weapon object, when one of the weapon object's attack and the item object's attack is successful and causes damage to a specified object, the other of the weapon object's attack and the item object's attack will also cause damage to the specified object, thereby making it less likely that a strange feeling will arise as if only one of the weapon object's attack and the item object's attack is causing damage.

[0017] (6) In any one of the configurations (1) to (5) above, in the attack generation process, a series of attacks including a first attack, a second attack, and a third attack may be generated in response to an attack instruction input by a user, a first ID may be assigned to the first attack in response to the attack instruction input, a second ID identical to the first ID may be assigned to a second attack associated with the first attack at the time of the first attack or after the first attack occurs, and a third ID identical to the second ID may be assigned to a third attack associated with the second attack after the first attack occurs, at the time of the second attack, or after the second attack occurs. In the damage calculation process, when the attack assigned with the first ID and / or the second ID hits a predetermined object, damage may be generated by the attack assigned with the third ID.

[0018] According to the above configuration (6), when a series of three attacks (first to third attacks) occurs, by assigning the same ID to each attack, it is possible to avoid a case where the first attack is determined to be successful and causes damage, but then no damage is caused by the third attack, thereby making it less likely that the user will feel uncomfortable when three successive attacks are performed.

[0019] (7) Another configuration example of the game program of the present invention causes a computer of an information processing device to execute a character control process, an attack generation process, and a damage calculation process. The character control process causes a character to be controlled in a virtual space. The attack generation process causes the character to perform an attack using a weapon object that the character can possess. The damage calculation process determines whether the attack is successful and calculates damage caused by the attack when the attack hits an object arranged in the virtual space. In the attack generation process, when the character is caused to perform an attack using a composite weapon object obtained by combining a weapon object and an item object, an attack using the weapon object and an attack using the item object are respectively generated in the attack. In the damage calculation process, the success of one of the attack by the weapon object and the attack by the item object is determined, and when damage is caused to an object by the one attack, damage is further caused by the other of the attack by the weapon object and the attack by the item object.

[0020] According to the above configuration (7), when multiple attacks are caused by a single attack using a composite weapon object, when one of the weapon object's attack and the item object's attack hits an object and causes damage, the other of the weapon object's attack and the item object's attack will also hit the object and cause damage, thereby making it less likely that a strange feeling will arise as if only one of the weapon object's attack and the item object's attack is causing damage.

[0021] The present invention may also be embodied in the form of a game system, a game device, and a game processing method. Effect of the Invention

[0022] According to the present invention, when multiple attacks are made against an object, it is possible to avoid a case in which one of the attacks that hit the object is judged to be successful and causes damage, and then other attacks that hit the object do not cause damage, making it less likely that the user will feel uncomfortable when multiple attacks are made. [Brief description of the drawings]

[0023] [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] FIG. 1 shows an example of a state in which the left controller 3 and the right controller 4 are removed from the main unit 2. [Diagram 3] Six-sided views showing an example of the main unit 2 [Figure 4] Six-sided diagram showing an example of the left controller 3 [Diagram 5] Six-sided diagram showing an example of the right controller 4 [Figure 6] A block diagram showing an example of the internal configuration of the main unit 2. [Figure 7] A block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. [Figure 8] FIG. 13 is a diagram showing an example of a game image showing a player object PO attacking an enemy object EO with a weapon object A in a virtual space. [Figure 9] FIG. 13 is a diagram showing an example of a game image showing a player object PO synthesizing a synthetic weapon object α in a virtual space. [Figure 10] FIG. 1 is a diagram showing an example of the relationship between a weapon object, an item object, a composite weapon object generated based on these objects, and the attack effect of the composite weapon object; [Figure 11] FIG. 13 is a diagram showing an example of a game image in a first stage in which a player object PO attacks an enemy object EO using a composite weapon object α in a virtual space. [Figure 12]FIG. 13 is a diagram showing an example of a game image in a second stage in which a player object PO attacks an enemy object EO using a composite weapon object α in a virtual space. [Figure 13] FIG. 13 is a diagram showing an example of a game image in a third stage in which a player object PO attacks an enemy object EO using a composite weapon object α in a virtual space. [Figure 14] FIG. 13 is a diagram showing an example of a game image in a first stage in which an enemy object EO uses an armor object E to defend against an attack by a player object PO using a composite weapon object α in a virtual space. [Figure 15] FIG. 13 is a diagram showing an example of a game image in a second stage in which an enemy object EO uses an armor object E to defend against an attack by a player object PO using a composite weapon object α in a virtual space. [Figure 16] FIG. 13 is a diagram showing an example of a game image showing a player object PO being attacked by lightning in a virtual space; [Figure 17] FIG. 1 shows an example of a data area set in the DRAM 85 of the main unit 2. [Figure 18] A flowchart showing an example of a game process executed by the game system 1. [Figure 19] A subroutine showing an example of the attack occurrence process in step S124 of FIG. [Figure 20] A subroutine showing an example of the damage calculation process in step S125 of FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0024] 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 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 by using the main unit 2, the left controller 3, and the right controller 4 separately (see FIG. 2). The hardware configuration of the game system 1 of this embodiment will be described below, followed by the control of the game system 1 of this embodiment.

[0025] 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.

[0026] Fig. 2 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 have been removed from the main unit 2. As shown in Figs. 1 and 2, the left controller 3 and the right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as "controller."

[0027] Fig. 3 is a six-sided view showing an example of the main unit 2. As shown in Fig. 3, the main unit 2 includes a substantially plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is generally rectangular in shape.

[0028] The shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a size that is portable. Furthermore, the main unit 2 alone or an integrated device in which the left controller 3 and the right controller 4 are attached to the main unit 2 may be a portable device. Furthermore, the main unit 2 or the integrated device may be a handheld device. Furthermore, the main unit 2 or the integrated device may be a portable device.

[0029] 3, the main unit 2 includes a display 12 provided on a main surface of a housing 11. The display 12 displays an image generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.

[0030] 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.

[0031] The main unit 2 includes a speaker (i.e., speaker 88 shown in FIG. 6) inside the housing 11. As shown in FIG. 3, speaker holes 11a and 11b are formed in the main surface of the housing 11. The output sound of the speaker 88 is output from these speaker holes 11a and 11b, respectively.

[0032] The main unit 2 also has a left side terminal 17, which is a terminal through which the main unit 2 performs wired communication with the left controller 3, and a right side terminal 21 through which the main unit 2 performs wired communication with the right controller 4.

[0033] As shown in FIG. 3, the main unit 2 includes a slot 23. The slot 23 is provided on the upper side of the housing 11. The slot 23 has a shape that allows a predetermined type of storage medium to be attached thereto. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used in the main unit 2 (e.g., application save data, etc.) and / or programs executed in the main unit 2 (e.g., application programs, etc.). The main unit 2 also includes a power button 28.

[0034] The main unit 2 includes a lower terminal 27. The lower terminal 27 is a terminal through which the main unit 2 communicates with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the all-in-one device or the main unit 2 alone is placed on the cradle, the game system 1 can display images generated and output by the main unit 2 on a stationary monitor. In this embodiment, the cradle also has a function of charging the all-in-one device or the main unit 2 alone that is placed on it. The cradle also has a function of a hub device (more specifically, a USB hub).

[0035] FIG. 4 is a six-sided view showing an example of the left controller 3. As shown in FIG. 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the up-down direction (i.e., the y-axis direction shown in FIG. 1 and FIG. 4). The left controller 3 can also be held in a vertically long orientation when removed from the main unit 2. The housing 31 has a shape and size that allows it to be held in one hand, particularly the left hand, when held in a vertically long orientation. The left controller 3 can also be held in a horizontally long orientation. When the left controller 3 is held in a horizontally long orientation, it may be held with both hands.

[0036] The left controller 3 includes an analog stick 32. As shown in FIG. 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit capable of inputting a direction. By tilting the analog stick 32, the user can input a direction according to the tilt direction (and input a magnitude according to the tilt angle). Note that the left controller 3 may include a cross key or a slide stick capable of slide input, instead of an analog stick, as the direction input unit. Also, in this embodiment, input is possible by pressing the analog stick 32.

[0037] 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.

[0038] 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.

[0039] FIG. 5 is a six-sided view showing an example of the right controller 4. As shown in FIG. 5, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the up-down direction. The right controller 4 can also be held in a vertically long orientation when removed from the main unit 2. The housing 51 has a shape and size that allows it to be held in one hand, particularly the right hand, when held in a vertically long orientation. The right controller 4 can also be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.

[0040] 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.

[0041] 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.

[0042] Fig. 6 is a block diagram showing an example of the internal configuration of main unit 2. In addition to the configuration shown in Fig. 3, main unit 2 includes components 81-91, 97, and 98 shown in Fig. 6. Some of these components 81-91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed in housing 11.

[0043] 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.).

[0044] 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.

[0045] 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.

[0046] 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.

[0047] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with an external device via a network (specifically, wireless communication). In this embodiment, the network communication unit 82 connects to a wireless LAN and communicates with an external device using a method conforming to the Wi-Fi standard as a first communication mode. The network communication unit 82 also performs wireless communication with other main units 2 of the same type using a predetermined communication method (for example, communication using a unique protocol or infrared communication) as a second communication mode. Note that the wireless communication using the second communication mode enables wireless communication with other main units 2 located within a closed local network area, and realizes a function that enables so-called "local communication" in which data is transmitted and received by directly communicating between multiple main units 2.

[0048] 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.

[0049] 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.

[0050] Here, the main unit 2 can communicate with a plurality of left controllers 3 simultaneously (in other words, in parallel). The main unit 2 can also communicate with a plurality of right controllers 4 simultaneously (in other words, in parallel). Therefore, a plurality of users can simultaneously input to the main unit 2 using each set of left controllers 3 and right controllers 4. As an example, a first user can input to the main unit 2 using a first set of left controllers 3 and right controllers 4, while a second user can input to the main unit 2 using a second set of left controllers 3 and right controllers 4.

[0051] The display 12 is also connected to the processor 81. The processor 81 displays on the display 12 an image generated (for example, by executing the above-mentioned information processing) and / or an image acquired from the outside.

[0052] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speaker 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to and from the speaker 88 and the audio input / output terminal 25.

[0053] 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.

[0054] 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.

[0055] Fig. 7 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that details of the internal configuration of the main unit 2 are omitted in Fig. 7 because they are shown in Fig. 6.

[0056] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 7, the communication control unit 101 is connected to each component including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 by both wired communication via the terminal 42 and wireless communication not via the terminal 42. The communication control unit 101 controls the communication method by which the left controller 3 communicates with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. Also, when the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication with the main unit 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed according to, for example, the Bluetooth (registered trademark) standard.

[0057] The left controller 3 also includes a memory 102, such as a flash memory. The communication control unit 101 is configured with, for example, a microcomputer (also called a microprocessor), and executes firmware stored in the memory 102 to perform various processes.

[0058] The left controller 3 includes buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes an analog stick (referred to as "stick" in FIG. 7) 32. Each button 103 and analog stick 32 repeatedly outputs information relating to operations performed on them to the communication control unit 101 at appropriate timing.

[0059] The communication control unit 101 acquires information related to the input (specifically, information related to the operation, or the detection results by the sensor) from each input unit (specifically, each button 103 and analog stick 32). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a specified process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every specified time. The interval at which the information related to the input is transmitted to the main unit 2 may or may not be the same for each input unit.

[0060] By transmitting the above operation data to the main unit 2, the main unit 2 can obtain the input performed on the left controller 3. In other words, the main unit 2 can determine the operations performed on each button 103 and analog stick 32 based on the operation data.

[0061] The left controller 3 is equipped with a power supply unit 108. In this embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).

[0062] As shown in FIG. 7, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 that is connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 by both wired communication via the terminal 64 and wireless communication (specifically, communication in accordance with the Bluetooth (registered trademark) standard) that does not go through the terminal 64, and controls the method of communication that the right controller 4 uses with the main unit 2.

[0063] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113 and an analog stick 52. These input units have the same functions as those of the left controller 3, and operate in the same manner.

[0064] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions as the power supply unit 108 of the left controller 3, and operates in the same manner.

[0065] As described above, in the game system 1 of this embodiment, the left controller 3 and the right controller 4 are detachable from the main unit 2. In addition, by mounting an integrated device in which the left controller 3 and the right controller 4 are mounted on the main unit 2 or the main unit 2 alone on a cradle, it is possible to output images (and sounds) to an external display device such as a stationary monitor. In the following explanation, the game system 1 will be described in a usage mode in which images are displayed on the display 12. When using the game system 1 in a usage mode in which images are displayed on the display 12, it is also possible to use a game system 1 in a mode in which the left controller 3 and the right controller 4 are fixed to the main unit 2 (for example, a mode in which the main unit 2, the left controller 3, and the right controller 4 are integrated into one housing).

[0066] A game is played using a virtual space displayed on the display 12 in response to operations such as operations of the operation buttons and sticks of the left controller 3 and / or the right controller 4 in the game system 1, or touch operations on the touch panel 13 of the main unit 2. In this embodiment, as an example, a game can be played using a player object PO that moves within the virtual space in response to user operation input using the operation buttons, sticks, and touch panel 13.

[0067] An outline of the game processing performed in the game system 1 will be described with reference to Figs. 8 to 14. Fig. 8 is a diagram showing an example of a game image showing a state in which a player object PO attacks an enemy object EO using a weapon object A in a virtual space. Fig. 9 is a diagram showing an example of a game image showing a state in which a player object PO synthesizes a composite weapon object α in a virtual space. Fig. 10 is a diagram showing an example of a weapon object, an item object, a composite weapon object generated based on these objects, and a relationship therebetween and an attack effect. Fig. 11 is a diagram showing an example of a game image in a first stage in which a player object PO attacks an enemy object EO using a composite weapon object α in a virtual space. Fig. 12 is a diagram showing an example of a game image in a second stage in which a player object PO attacks an enemy object EO using a composite weapon object α in a virtual space. Fig. 13 is a diagram showing an example of a game image in a third stage in which a player object PO attacks an enemy object EO using a composite weapon object α in a virtual space. Fig. 14 is a diagram showing an example of a game image in a first stage in which an enemy object EO defends against an attack from a player object PO using a composite weapon object α in a virtual space using an armor object E. Fig. 15 is a diagram showing an example of a game image in a second stage in which an enemy object EO defends against an attack by a player object PO using a composite weapon object α in a virtual space by using an armor object E. Fig. 16 is a diagram showing an example of a game image showing a state in which a player object PO is attacked by lightning in a virtual space.

[0068] 8, a game image is displayed in which a player object PO and an enemy object EO are arranged in a virtual space. The player object PO is a player character whose action is controlled based on a user operation input. The enemy object EO is a character whose action is automatically controlled by the processor 81, and a plurality of enemy objects EO are arranged in the virtual space. Note that, in this embodiment, the game image is displayed on the display 12 of the main unit 2, but may be displayed on another display device connected to the main unit 2.

[0069] The player object PO can perform an action of attacking other characters or virtual objects (e.g., enemy object EO) in response to a user operation input. As an example, it is possible to control the player object PO to perform an attack action using a weapon in response to a user operation input. In this embodiment, a weapon object, a composite weapon object, etc. are prepared as weapons used by the player object PO for an attack action. The player object PO can be equipped with either a weapon object or a composite weapon object, and can perform an attack action using the weapon object in response to a user operation input, or can perform an attack action using the composite weapon object in response to a user operation input.

[0070] In this embodiment, a life value (a remaining physical strength value that enables an action in the virtual space) is set for each of the player object PO and other characters and virtual objects (e.g., enemy object EO) appearing in the virtual space. When damage is given by an attack action from another object, the life value is reduced by a predetermined amount based on the calculated amount of damage. For example, when the player object PO fails to defend against an attack from another object, etc., the life value of the player object PO may be reduced by a predetermined amount based on the amount of damage calculated when the attack is successful, and the life value may become 0, causing the player object PO to be defeated by the other object, etc., and the game may be over. On the other hand, when the other object (e.g., enemy object EO) fails to defend against an attack from another object (e.g., player object PO), etc., the life value of the other object may be reduced by a predetermined amount based on the amount of damage calculated when the attack is successful, and the life value may become 0, causing the player object PO to disappear from the virtual space.

[0071] 8 has a weapon object A, which is an example of an equipable weapon, and is performing an action of attacking an enemy object EO using the weapon object A. For example, in a state where the player object PO is ready to hold the weapon object A, in response to an action instruction from the user, the player object PO performs an action of swinging the weapon object A (thereby attacking the enemy object EO). If an enemy character EO is located within the range of the attack effect of the attack action of the player object PO, the weapon object A collides with the enemy character EO, ​​causing damage to the enemy character EO due to the attack.

[0072] 8 is a sword object, the basic attack function of "slashing other objects that come into contact" is achieved by the user having the player object PO perform an attack action by swinging the sword object. For example, when the weapon object A is swung and brought into direct contact with an enemy object EO, the enemy object EO can be slashed and a predetermined damage can be inflicted.

[0073] In this embodiment, when an attack action of the player object PO using a weapon object causes damage to an enemy object EO, one attack occurs as a result of the attack action, and the success or failure of the attack is determined. As an example, when an attack action using the weapon object of the player object PO is performed against an enemy object EO, a process of determining the success or failure of the attack is performed when the weapon object PO collides with the enemy object EO, and a process of calculating the amount of damage to the enemy object EO if the attack is successful is performed. Then, a predetermined period after the above process (for example, a period in which 30 frames have elapsed in the frame that is the cycle of the process executed by the game system 1 described later) is set as a so-called invincible period in which a process of causing new damage to the enemy object EO after the process is performed is not performed. As a result, even if the state in which the weapon object collides with the enemy object EO continues, damage is not continuously given to the enemy object EO, and one damage calculation is performed for one attack action.

[0074] The player object PO may be capable of being equipped with a plurality of types of weapon objects. Here, in this embodiment, in addition to short-distance attack weapon objects such as a sword object, a spear object, and a stick object, and long-distance attack weapon objects such as a bow and arrow object, armor objects such as a shield object for defending against an attack may be simultaneously equipped. In this case, the player object PO can perform an attacking action or a defensive action by holding one of the weapon objects or armor objects that are being equipped. That is, in response to an action instruction from a user who selects and holds the weapon object or armor object to be equipped, the player object PO is made to take a posture for holding the selected weapon object or armor object, and further, in response to an action instruction from the user, the player object PO is made to perform an attacking or defensive action using the weapon object or armor object. In other embodiments, the number of weapon objects and armor objects that the player object PO can simultaneously equip may be one each. In this embodiment, an attacking action in a state where a weapon object is equipped is shown, but an action of the player object PO (action of hitting, kicking, gripping, etc.) may be an attacking action.

[0075] Next, with reference to FIG. 9, an example of a method for generating a composite weapon object, which is another example of a weapon that can be equipped by the player object PO, will be described. As shown in FIG. 9, a plurality of item objects are arranged on a game field in a virtual space. In a state in which it is possible to generate a composite weapon object by combining an item object with a weapon object held by the player object PO, the composite item object is displayed in a display mode different from that of other objects that are not the item object. Specifically, the item object arranged in the virtual space is displayed in a color different from that of the other objects, is displayed with an effect image added thereto, or is displayed with an effect image different from that added to the other objects. In the example shown in FIG. 9, the item objects a to d are displayed in a display mode different from that of a tree object OBJ that is not an item object (note that in FIG. 9, the difference in display mode is represented by diagonal lines). As a result, in a state in which a game image showing the game field is displayed, the item objects that can be combined among the objects on the game field can be presented to the user in an easy-to-understand manner. Note that the item object displayed in a display mode different from that of the other objects may be an item object within a determination range, which will be described later, among the item objects arranged in the game field.

[0076] Furthermore, in a state in which a composite weapon object can be generated, an item object (called a "target item object") that is to be the target of the composite process is specified among the item objects. For example, as shown in Fig. 9, an effect image is added to the target item object. In the example shown in Fig. 9, item object a is the target item object, and an effect image is added to item object a.

[0077] In this embodiment, the target item object is the item object that is closest to the player object PO among the item objects that exist within a determination range based on the position of the player object PO. However, in other embodiments, the target item object may be an item object that is determined based on the position and orientation of the player object PO among the item objects that exist within a determination range based on the position of the player object PO. As an example, the determination range is a range in front of the player object PO (specifically, an angular range up to a predetermined angle on both the left and right sides based on the front direction) and within a predetermined distance from the position of the player object PO. Note that the determination range may be any range that is determined based on the position of the player object PO, and in other examples, it may be a range within a predetermined distance from the position of the player object PO (regardless of the orientation of the player object), or it may be the range of the game field displayed on the display 12.

[0078] In this way, by adding an effect image to the target item object to be the subject of the compositing process, the target item object to be the subject of the compositing process can be presented to the user in an easily understandable manner when a game image showing the game field is displayed. Note that the effect image may be any image that allows the user to distinguish the target item object to be the subject of the compositing process from other item objects.

[0079] As shown in FIG. 9, the effect image indicating the target of the synthesis process has a shape suggesting that the item object a, which is the target item object, and the weapon object B held by the player object PO are linked together. In other words, the effect image can present the target item object and the weapon object that is the target of the synthesis process in association with each other. Then, a synthetic weapon object is generated based on the weapon object and item object associated by the effect image. Therefore, the effect image can present the weapon object and item object that are the source of the synthetic weapon object to the user in an easily understandable manner.

[0080] When the effect image shown in Fig. 9 is displayed, in response to a synthesis instruction from the user, the target item object on the game field is made to disappear and a synthetic weapon object is generated. For example, Fig. 9 shows an example in which a synthetic weapon object α is generated by synthesizing a weapon object B and an item object a. When the synthetic weapon object α is generated, an effect is performed in which the item object a moves closer to the weapon object B, and then the weapon object B is changed into the synthetic weapon object α.

[0081] In this embodiment, the objects (including item objects) appearing in the game may be objects that the player object PO can store and objects that the player object PO cannot store. The state in which the player object PO stores an object means that the player object PO can carry the object without equipping or holding the object, and the stored object is not displayed on the game field. The stored object can be placed on the game field or used (including equipment, holding, and synthesis) by being taken out by the player object PO. For example, when the player object PO is in a predetermined state (a state in which the player object PO is holding a weapon object B to perform an attack action), an item use instruction is given to synthesize an item object designated from the object stored by the player object PO with a weapon object equipped by the player object PO (for example, an instruction to integrate an arrow object constituting the equipped weapon object B with the stored item object a), whereby a composite weapon object (for example, a composite weapon object α) can be generated using the stored item object.

[0082] The composite weapon object α has an appearance in which an item object a has been composited near the tip portion of weapon object B (it can also be said that the vicinity of the tip portion of weapon object B has been replaced with item object a and integrated into the weapon object). Thus, in this embodiment, the composite weapon object (for example, composite weapon object α) has an appearance that includes at least a portion of the appearance of the weapon object (for example, weapon object B) that is the basis of the composite weapon object, and at least a portion of the appearance of the item object (for example, item object a) that is the basis of the composite weapon object. This allows the user to get the impression that the composite weapon object is an object in which a weapon object and an item object have been composited.

[0083] The part of the weapon object into which the item object is to be combined may be set according to the combination of the item object and the weapon object. For example, as illustrated in FIG. 9, when an item object, which is a bomb object, is combined with a bow and arrow object, which is a long-range weapon object, the arrowhead, the notch, or the shaft of the arrow object constituting the bow and arrow object may have an appearance in which the item object (bomb object) is combined. Also, when an item object is combined with a shield object, which is an armor object, the shield object may have an appearance in which the item object is combined with the center or the outer frame of the shield object.

[0084] 9, the appearance of the composite weapon object is a composite obtained by replacing part of the appearance of the original weapon object B with the entire appearance of the original item object a. However, the appearance of the composite weapon object may also be a composite obtained by replacing part of the appearance of the original weapon object with part of the appearance of the original item object. The appearance of the composite weapon object may also be a composite obtained by combining the entire appearance of the original weapon object with part or all of the appearance of the original item object.

[0085] Furthermore, the item object may be an object that is placed on the game field in advance at the start of the game, an object that is dropped by an enemy object EO, an object that is placed when an enemy object EO is defeated, or an object that is obtained from an object that is not an item object (for example, a firewood object that is placed on the game field when a player object PO attacks a tree object OBJ). Furthermore, some objects that are placed on the game field may not be item objects. Furthermore, weapon objects may also be capable of functioning as item objects, in which case a composite weapon object may be created by combining weapon objects together.

[0086] Also, a composite weapon object in which another item object has already been composited may be specified as a target for composite of an item object. In this case, the item object already composited in the specified composite weapon object may be removed or erased, and a newly specified item object may be newly composited in the weapon object from which the function of the item object has been removed. As an example, in response to an item use instruction for composite a newly specified item object in a composite weapon object, the above-mentioned process for removing or erasing the already composited item object and the process for composite a newly specified item object may be combined. As another example, a user may give an instruction to remove the above-mentioned already composited item object, whereby the process for removing or erasing the item object is first performed, and then a new item use instruction may be given to attach the newly specified item object to the removed weapon object.

[0087] Next, referring to Fig. 10, the performance of attacking using a composite weapon object will be described. In the example shown in Fig. 10, among the objects appearing in the game, examples of weapon objects that can be used to composite a composite weapon object are weapon objects A to D, and examples of item objects that can be used to composite a composite weapon object are item objects a to d. In this embodiment, as shown in Fig. 10, a composite weapon object that is the result of the composite process is set for each of all combinations of weapon objects A to D and item objects a to d. In other words, each of weapon objects A to D that can be used in the composite process can be composited with all of item objects a to d that can be used in the composite process.

[0088] The performance of a composite weapon object is the sum of the functions of the original weapon objects and the performance of the item object to be composited. As an example, a composite weapon object generated by compositely combining an item object c having a function of applying electric shock with a weapon object A, which is a sword object having a function of slashing an attack target, has the performance of slashing while surrounded by electric light (or the performance of slashing while emitting electric light). As a result, an attack using the composite weapon object can inflict damage on an attack target with the slashing attack effect of the original weapon object A plus the additional effect of applying electric shock of the composite item object c. Note that, depending on the mode of an attack using the composite weapon object, there may be cases where either the slashing attack effect of the original weapon object A or the additional effect of applying electric shock of the composite item object c is effective on an attack target.

[0089] As another example, a composite weapon object generated by combining an item object a having a function of imparting a blast with a weapon object B, which is an arrow object having a function of shooting an attack target, has the ability to shoot an arrow object accompanied by a blast. As a result, an attack using the composite weapon object can inflict damage on an attack target with the added effect of imparting a blast of the composite item object a in addition to the shooting attack effect of the original weapon object B. Note that, depending on the mode of an attack using the composite weapon object, there may be cases where either the shooting attack effect of the original weapon object B or the added effect of imparting a blast of the composite item object a is effective on the attack target.

[0090] The performance added to the composite weapon object by the item object may be set to be different depending on the original weapon objects (for example, the effect (damage) given to the target of attack may be different). Also, the performance added to the composite weapon object may be the same depending on the item object being synthesized, regardless of the original weapon objects.

[0091] Furthermore, the predetermined function of an item object and the function added to a composite weapon object by combining the item objects do not need to be the same in the strict sense, but only need to be the same enough for the user to recognize that there is a relationship between the two functions.For example, with regard to the above-mentioned item object a and composite weapon object α, if they have the same function in the broad sense of "generating a blast (explosion)," it can be said that the two have the same function even if the size of the blast (explosion), the strength of the blast (explosion), the shape of the blast (explosion), or the length of time the blast (explosion) occurs are different.

[0092] In this way, the function exerted by the item object combined into the composite weapon object is not a function that is exerted on the premise that the basic attack function of the original weapon object is exerted (for example, a function to shoot other objects that are hit), but a function that is exerted independently of the exertion of the basic attack function (i.e., without the premise of the exertion of the basic attack function) (for example, emitting an explosion in this example). Note that in this embodiment, the function exerted by the item object a combined into the composite weapon object α is exerted when an attack action is performed using the composite weapon object α, and does not have to be exerted when no attack action is being performed.

[0093] Moreover, a composite weapon object has a different performance from that of the weapon object that is the base of the composite weapon object. Here, "the performance of the composite weapon object is different from that of the weapon object" means that (a) the ability value set in the composite weapon object is different from that set in the weapon object, and (b) the composite weapon object has a function that the weapon object does not have (or the weapon object has a function that the composite weapon object does not have). For example, the above-mentioned functions may be a function of imparting a propulsive force to the composite weapon object by combining an item object that obtains thrust, a function of expanding the attack range of the composite weapon object by combining an item object that extends, a function of emitting a gust of wind, a flame, or a blast from the composite weapon object by combining an item object that emits a gust of wind, a flame, or a blast, and the like. As an example, the composite weapon object α shown in FIG. 9 has a function of emitting a blast during an attack by combining an arrow object that is a weapon object that can perform a shooting attack with a bomb object that is an item object that imparts a blast.

[0094] An example of an action of attacking an enemy object EO using a composite weapon object will be described with reference to Figs. 11 to 13. The player object PO shown in Fig. 11 has a composite weapon object α, which is an example of an equippable weapon. As described above, the composite weapon object α is generated by combining an item object a with a weapon object B (a bow and arrow object; more specifically, an arrow object). The composite weapon object α exerts a basic attack function by an attack action of shooting an arrow object, that is, "shooting an arrow object at another object", by having the user cause the player object PO to perform an attack action. For example, when an arrow object shot using the composite weapon object α pierces an enemy object EO, a predetermined damage can be given by piercing the enemy object EO.

[0095] The composite weapon object α is generated by combining an item object a (bomb object) that applies a blast. Therefore, when the user causes the player object PO to perform an attack action, the composite weapon object α can exert a function of causing a blast by exploding the composite weapon object α against the shot object. When the blast (radiation actor) caused by the explosion of the composite weapon object α hits an enemy object EO, the enemy object EO can also be given a predetermined damage by the blast.

[0096] In FIG. 11, the player object PO is in a ready state for the composite weapon object α, and is in a state (prepared for firing state) in which the bomb object is combined with the composite arrow object and the player object PO has performed an action of holding the composite arrow object. In addition, in response to a user's instruction to fire, a targeting marker T is displayed, which indicates the firing direction of the arrow object when the arrow object is fired. In the prepared for firing state, the user can issue an instruction to change the firing direction in addition to the above-mentioned firing instruction. In response to the user's instruction to fire, an attack action is performed in which the player object PO fires the arrow object (composite weapon object α) combined with the item object a in the firing direction specified by the targeting marker T.

[0097] 12 shows the first stage in which an arrow object (composite weapon object α) shot from the player object PO hits an enemy object EO. ​​The attack action of the player object PO causes the arrow object of the composite equipment object α to collide with the enemy object EO, causing damage to the enemy object EO by an attack (first attack) in which the arrow object pierces the enemy object EO.

[0098] In this embodiment, multiple attacks occur in response to one attack action of a player object PO using a composite weapon object. For example, when an attack action is performed using a composite weapon object in which a weapon object is composited with an item object, at least two attacks occur, such as an attack caused by a collision with the weapon object, an attack caused by a collision with the item object, and an attack caused by the function of the item object. Here, the multiple attacks are a series of attacks that occur during one attack action, and are attacks that are associated with each other based on the attack action.

[0099] For example, as shown in FIG. 12, when an attack action is performed by a player object PO using a composite weapon object α, causing the composite weapon object α (arrow object) to pierce an enemy object EO, the collision of the arrow object (weapon object B) with the enemy object EO triggers a process of determining whether the first attack has been successful and a process of calculating the amount of damage to be inflicted on the enemy object EO if the first attack is successful.

[0100] After the first attack, when the item object a constituting the composite weapon object α collides with the enemy object EO, a process is performed to determine whether the second attack is successful and to calculate the amount of damage to be inflicted on the enemy object EO if the second attack is successful.

[0101] Then, as shown in FIG. 13, after the second attack, the blast (radiating actor) generated by the explosion of the item object a constituting the composite weapon object α collides with the enemy object EO, which triggers a process for determining whether the third attack is successful or not and a process for calculating the amount of damage to be inflicted on the enemy object EO if the third attack is successful.

[0102] In this embodiment, the same attack ID is assigned to the series of first to third attacks generated by such a single attack action, and even during the above-mentioned invincible period generated by the first attack, a process is executed to calculate the above-mentioned damage amount for each attack with a matching attack ID (the second attack and the third attack), thereby making it possible to reflect the damage for each of the multiple attacks on the enemy object EO.

[0103] For example, in response to a user's instruction to launch an attack action in which the above-mentioned series of attacks are performed, a unique new attack ID is assigned to the first attack by the arrow object constituting the composite weapon object α. Then, the first attack is performed in which the arrow object collides with and pierces the enemy object EO, and a process is performed to determine whether the first attack is successful and to calculate the amount of damage to be inflicted on the enemy object EO if the first attack is successful, and if the first attack is successful, the amount of damage is inflicted on the enemy object EO. ​​Note that the timing at which the unique new attack ID is assigned to the first attack may be the timing at which the first attack is determined to have occurred, and may be the timing at which the user issues an instruction to launch the arrow object or the timing at which the arrow object collides with the enemy object EO.

[0104] In addition, the second attack caused by the collision of the item object a constituting the composite weapon object α with the enemy object EO is assigned the same attack ID as the attack ID assigned to the first attack in the associated series of attacks. The timing at which the attack ID is assigned to the second attack may be the timing at which the second attack is determined to have occurred, and may be the timing at which the user issues an instruction to shoot the item object a together with the arrow object, the period during which the item object a composited with the arrow object is flying in the virtual space, or the timing at which the item object a collides with the enemy object EO. ​​Since the second attack caused by the collision of the item object a with the enemy object EO matches the attack ID assigned to the past first attack in the series of attacks, when the first attack is successful, the second attack is also successful and a process is performed to calculate the amount of damage inflicted on the enemy object EO by the second attack, and the amount of damage inflicted by the second attack is inflicted on the enemy object EO.

[0105] Also, the third attack by the function (explosion phenomenon) of the item object a constituting the composite weapon object α on the enemy object EO is assigned the same attack ID as the attack ID assigned to the second attack in the series of attacks associated with the enemy object EO. ​​As a result, the series of multiple attacks generated by one attack action are all assigned the same attack ID. Note that the timing at which the attack ID is assigned to the third attack may be the timing at which the item object a starts exploding, the same timing as the start of the explosion, or the timing at which the blast emitting actor generated by the explosion of the item object a collides with the enemy object EO. Then, since the third attack on the enemy object EO by the function of the item object a matches the attack ID given to the past second attack in the series of attacks (i.e., matches the attack ID given to the past first attack), if the second attack is successful by referring to the result of the second attack whose attack ID matches, the third attack is also successful and a process of calculating the amount of damage inflicted on the enemy object EO by the third attack is performed, and the amount of damage inflicted on the enemy object EO by the third attack is given to the enemy object EO. ​​Note that, since the third attack also matches the attack ID given to the past first attack in the series of attacks, if the first attack is successful by referring to the result of the first attack whose attack ID matches, the third attack is also successful and a process of calculating the amount of damage inflicted on the enemy object EO by the third attack is given to the enemy object EO.

[0106] In addition, for some of the attacks in the series of attacks (for example, the second attack), the process of determining whether the attack succeeds or fails or calculating the amount of damage caused by the attack may not be performed. In this case, the attack (for example, the second attack) for which the calculation of the success or failure of the attack and the amount of damage is not performed may play a role of connecting the attacks performed before and after it (for example, the first attack and the third attack). As an example, after the first attack is successful, the attack ID may be erased when the first attack ends, and if there is no second attack, the attack ID to be assigned to the third attack may not exist at the time of assignment. In order to avoid such a situation, by assigning an attack ID to the second attack for which the calculation of the success or failure of the attack and the amount of damage is not performed, the attack ID assigned to the second attack that has not ended even after the first attack ends can be taken over to the third attack.

[0107] In addition, the damage amount calculated for some of the attacks in the series of attacks may be 0 (i.e., an attack that does not cause damage even if the attack is successful), and in this case, even if the attack is successful, damage may not be given to the enemy object EO. ​​Furthermore, even if the attack is successful, if the attack does not cause damage to the attacked object, the process of calculating the damage amount for the attack itself may not be performed. Furthermore, the number of attacks in the series that are generated by one attack action and that are assigned the same attack ID may be two or four or more. Furthermore, the order in which the multiple attacks generated by one attack action occur may be in another order, and attacks that occur simultaneously may be included. Furthermore, the breakdown (type) of the series of multiple attacks generated by one attack action is not limited to the above, and other types of attacks may be included. Furthermore, the timing of giving the enemy object EO the damage amount calculated for each series of attacks may be given each time each attack occurs, or may be given all at once at the timing of the attack that occurs last in the series of attacks.

[0108] In this way, by assigning the same attack ID to a series of multiple attacks generated by one attack action and propagating it, damage generated for each attack with the same attack ID can be reflected on the enemy object EO even during the invincible period. On the other hand, when another attack action is performed, a unique attack ID is assigned to the attack when the first attack by the attack action is performed. Therefore, the first attack by the other attack action is judged to be successful or not without being associated with past attacks, and if the first attack is within the invincible period, the success or failure of the attack is not judged, and therefore damage by the first attack is not given to the enemy object EO. ​​This is also true in the case of an attack action using the same weapon object or the same compound weapon object, and the attack is judged to be successful or not without being associated with the attack performed before the attack action. As another embodiment, the success or failure of the first attack by the other attack action may be judged even if it is within the invincible period. In this case, even if the first attack is determined to be successful, the amount of damage caused by the attack is not calculated if it is within the invincible period, and therefore no damage caused by the first attack is inflicted on the enemy object EO during the invincible period.

[0109] On the other hand, when attacks generated by different attack actions are performed on the same enemy object EO, each attack is assigned a unique attack ID. For example, even if these attacks appear to be performed in a single attack (for example, attacks performed by a parent actor and a child actor in cooperation with each other), each attack is assigned a different attack ID, so the success or failure of each attack is judged independently, and the amount of damage is calculated based on the success or failure judgment result. Then, when another attack is performed on an attack target object that is set to an invincible period by any of the attacks, no damage is caused by the other attack on the attack target object.

[0110] The process of assigning the same attack ID to a series of multiple attacks generated by one attack action is not limited to cases where the player object PO attacks, but may also be performed when the player object PO is attacked by another object (enemy object EO) or when other objects attack each other. For example, when the enemy object EO attacks the player object PO using a composite weapon object, the same attack ID may be assigned to each of the series of multiple attacks generated in the attack action using the composite weapon object, and damage corresponding to each attack given to the player object PO may be generated.

[0111] In this embodiment, a priority may be set for the order in which attack IDs are assigned among multiple attacks that are assigned the same attack ID. For example, if multiple attacks occur in the same frame among the multiple attacks in the series, an attack ID may be assigned to an attack with a higher priority. This allows the attack that is judged first to have a relatively higher priority, so that the attack ID can be passed on to the subsequent attack, even if a process is performed in which the same attack ID is assigned to multiple attacks at the same time.

[0112] In addition, in this embodiment, the player object PO and the enemy object EO can perform an action to defend against an attack from another character or virtual object. As an example, when an attack action using a weapon is performed on an enemy object EO by the player object PO in response to a user operation input, the enemy object EO can defend against the attack using an armor object E for defending against the attack. In this embodiment, the player object PO and the enemy object EO can be equipped with an armor object, and can perform a defense action to defend against an attack using the equipped armor object.

[0113] 14 has an armor object E, and performs a defensive action to avoid a collision between the enemy object EO and a composite weapon object α (arrow object) shot by the player object PO, using the armor object E. For example, if the enemy object EO uses the armor object E to block the progress of the composite weapon object α shot by the player object PO, the enemy object EO is not damaged by the attack of the composite weapon object α.

[0114] Here, as described above, in this embodiment, when an attack action in which the player object PO fires a composite weapon object α (arrow object) against an enemy object EO is performed, a series of multiple attacks occurs due to the attack action. In this embodiment, the same attack ID is assigned to each of the multiple attacks, so that the result of the success or failure of defense against the first attack in the multiple attacks is used as the success or failure of defense against the other attacks. In other words, when it is determined that the first attack of the multiple attacks is successfully defended by the armor object E, it is also determined that the other attacks are successfully defended by the armor object E, as shown in FIG. 15.

[0115] In this embodiment, the position where the multiple attacks with the same attack ID attack the armor object E is the same position on the armor object E. As an example, the position where the first attack in the multiple attacks hits the armor object E is the position where the subsequent attacks in the multiple attacks hit the armor object E. In this way, by making the reference position (the position where the attack hits) for determining whether the defense in the armor object E is successful or not the same in the multiple attacks, the defense results against the multiple attacks can all be the same. Specifically, in an attack using a composite weapon object α, when an arrow object collides with the armor object E first, the position of the item object a that causes an explosion later may pass through the armor object E and reach the vicinity of the enemy object EO. ​​In this case, the item object a will explode closer to the enemy object EO than the armor object E, and since the armor object E is not positioned at a position that will receive the blast actor caused by the explosion, even if the attack by the arrow object is defended by the armor object E, the enemy object EO may receive damage from the explosion. However, even if the item object a explodes closer to the enemy object EO than the armor object E, by setting the reference position for determining whether or not the defense against the actor emitting the blast from the explosion is the position where the arrow object hits the armor object E and is defended against, the same defense judgment can be made against the explosion of the item object a as against the arrow object.

[0116] In this embodiment, a durability value indicating the durability of the armor object E against attacks is set for the armor object E. For example, when an attack is defended with the armor object E, the game system 1 subtracts the durability value of the armor object E according to the strength of the attack, and when the durability value becomes 0, the armor object E is destroyed (i.e., disappears). As an example, each time an attack is defended by a defensive action using the armor object E, a value according to the strength of the attack is subtracted from the remaining durability value.

[0117] For example, in FIG. 14, a gauge G is displayed indicating the remaining durability of the armor object E. When the armor object E defends against the first attack by the arrow object among a series of multiple attacks by the composite weapon object α (arrow object) launched by the attack action of the player object PO, the gauge G indicates that the remaining durability of the armor object E has been reduced by a predetermined amount. Since the armor object E successfully defends against the attack of the player object PO, no damage is caused by the attack to the enemy object EO. ​​In the example shown in FIG. 14, the armor object E still has durability even after defending against the attack of the player object PO, so the enemy object EO maintains its hold without being broken.

[0118] In this embodiment, even if a single attack action results in multiple attacks, the durability of the armor object E that defends against each attack with the same attack ID may be subtracted only for one attack, not for each attack. For example, as shown in FIG. 15, the second attack, which is an attack by the item object a constituting the composite weapon object α that occurs after the first attack or at the same time as the first attack, and the third attack caused by the explosion of the item object a are also assigned the same attack ID, and therefore, according to the determination result of the defense by the armor object E against the first attack, damage from the attacks is not given to the enemy object EO. ​​However, there is no change in the remaining durability value of the armor object E due to the defense against the second attack and the third attack, and the gauge G shows that the remaining durability value of the armor object E is not reduced. In this way, the success or failure of the armor object E's defense against other attacks in the series of attacks that are assigned the same attack ID is retained in accordance with the defense determination result for the previous attack (first attack) in the series of attacks, while the durability value of the armor object E is not reduced. This prevents the durability value of the armor object E from decreasing quickly, making the user less likely to feel uncomfortable as if the armor object E is easily broken.

[0119] Note that the process of reducing the durability of the armor object E only for the first attack out of a series of multiple attacks resulting from one attack action and not reducing the durability for the other attacks included in the other attacks may be performed not only when the enemy object EO is attacked by the player object PO, but also when the player object PO or another object is attacked or when other objects attack each other. For example, when the enemy object EO attacks the player object PO holding the armor object E using a composite weapon object, a similar process may be performed in the process of reducing the durability of the armor object E in response to an attack action using the composite weapon object.

[0120] As described above, the success or failure of defense against the first attack in the series of multiple attacks is also carried over to the success or failure of defense against other attacks in the series of multiple attacks, so the success or failure of defense against each attack is the same. Furthermore, the decrease in durability of the armor object E due to defense against the first attack in the series of multiple attacks does not decrease the durability of the other attacks in the series of attacks. Therefore, in another embodiment, after determining the success or failure of defense against the first attack in the series of multiple attacks, it is not necessary to determine the success or failure of defense against other attacks in the series of attacks. For example, if defense against a past attack is successful, a process may be performed in which a defense against a current attack with the same attack ID as the current attack is not determined, and damage due to the current attack and a decrease in the durability of the armor object E are not caused.

[0121] Furthermore, the attack determination process of assigning the same attack ID to a series of multiple attacks as described above is not limited to attack actions using a composite weapon object, but may be performed for other attack actions in which multiple attacks are performed in response to one attack action. For example, a similar process can be performed for attack actions in which multiple attacks that occur in association with each other over a predetermined period of time each cause damage. As an example, the above determination process may be performed for attack actions that cause multiple types of damage to a player object PO or another object (e.g., an enemy object EO) in one attack action.

[0122] For example, in an attack action in which a lightning strike that is discharged from the sky to the ground in the virtual space strikes a player object PO or another object (for example, an enemy object EO), multiple types of damage are given to the object that is directly struck by the lightning strike. For example, as shown in FIG. 16, when a player object PO is struck directly by lightning, damage due to collision with the lightning itself (lightning actor), damage due to a direct lightning strike factor (chemical factor), damage due to an ignition factor (chemical factor) caused by the lightning strike, and damage due to an electric shock factor (chemical factor) caused by a fall are given to the player object PO simultaneously with the lightning strike action or within a predetermined period of time after the lightning strike action. Note that these damages may be given to the player object PO in any order, and at least two types of damage may be given at the same time. In the following description, for the sake of concreteness, it is assumed that the damage due to collision with the lightning itself, damage due to a direct lightning strike factor, damage due to an ignition factor, and damage due to an electric shock factor are given to the player object PO in this order.

[0123] When multiple types of damage are inflicted on the player object PO as a result of such a lightning strike action, the attacks inflicting each type of damage are treated as a series of attacks, and the same attack ID is assigned to each of the attacks.

[0124] For example, in response to the occurrence of a first attack in which the lightning body (lightning actor) that occurs first in a series of attacks resulting from the lightning strike action strikes the ground field, a unique new attack ID is assigned to the first attack. Then, as the first attack is performed, a process is performed to determine whether the first attack is successful and to calculate the amount of damage to be inflicted on the player object PO if the first attack is successful, and the amount of damage is inflicted on the player object PO if the first attack is successful.

[0125] After the first attack caused by the lightning action, in response to the occurrence of a second attack by a lightning direct strike factor (chemical factor) on the player object PO, the second attack is assigned the same attack ID as the attack ID assigned to the past first attack in the associated series of attacks. Since the same attack ID is assigned to the first attack and the second attack, a process is performed to calculate the amount of damage (amount of damage due to the lightning direct strike attribute) that will be inflicted on the player object PO by the second attack if the second attack is successful after the first attack is successful, and the calculated amount of damage is inflicted on the player object PO.

[0126] After the second attack, in response to the occurrence of a third attack on the player object PO by an ignition factor (chemical factor) caused by a lightning strike, the third attack is assigned an attack ID that is the same as the attack ID assigned to the previous second attack in the series of associated attacks. Since the same attack ID is assigned to the second attack (and the first attack) and the third attack, a process is performed to calculate the amount of damage (damage amount due to the ignition attribute) that will be inflicted on the player object PO by the third attack if the third attack is successful after the second attack is successful, and the calculated amount of damage is inflicted on the player object PO.

[0127] Then, after the third attack, in response to the occurrence of a fourth attack by an electric shock factor (chemical factor) caused by a lightning strike on the player object PO, the fourth attack is assigned the same attack ID as the attack ID assigned to the previous third attack in the series of attacks associated with the third attack. Since the same attack ID is assigned to the third attack and the fourth attack (the first attack and the second attack), a process is performed to calculate the amount of damage (the amount of damage due to the electric shock attribute) that will be inflicted on the player object PO by the fourth attack if the fourth attack succeeds after the third attack is successful, and the calculated amount of damage is inflicted on the player object PO. As a result, the same attack ID is assigned to all of the multiple attacks in a series that occur by one lightning strike action.

[0128] In this way, by assigning the same attack ID to each attack that inflicts multiple types of damage resulting from a single lightning strike action, a damage calculation process is executed for each attack with a matching attack ID, and the damage based on the determination process for each of the multiple types of attacks can be reflected in the player object PO even during the invincible period.

[0129] Next, an example of a specific process executed by the game system 1 will be described with reference to Fig. 17. Fig. 17 is a diagram showing an example of a data area set in the DRAM 85 of the main unit 2. In addition to the data shown in Fig. 17, the DRAM 85 also stores data used in other processes, but detailed description thereof will be omitted.

[0130] The program storage area of ​​the DRAM 85 stores various programs Pa executed by the game system 1. In this embodiment, the various programs Pa store application programs (e.g., game programs) for performing information processing based on data acquired from the left controller 3 and / or the right controller 4 or the main unit 2. The various programs Pa may be stored in advance in the flash memory 84, or may be acquired from a storage medium removable from the game system 1 (e.g., a predetermined type of storage medium inserted in the slot 23) and stored in the DRAM 85, or may be acquired from another device via a network such as the Internet and stored in the DRAM 85. The processor 81 executes the various programs Pa stored in the DRAM 85.

[0131] Furthermore, the data storage area of ​​the DRAM 85 stores various data used in processes such as information processing executed in the game system 1. In this embodiment, the DRAM 85 stores operation data Da, player object data Db, enemy object data Dc, placed item data Dd, equipment data De, attack ID data Df, damage amount data Dg, virtual camera data Dh, image data Di, and the like.

[0132] The operation data Da is operation data acquired appropriately from the left controller 3 and / or the right controller 4 and the main unit 2. As described above, the operation data acquired from the left controller 3 and / or the right controller 4 and the main unit 2 includes information on inputs (specifically, information on operations) from each input unit (specifically, each button, analog stick, touch panel). In this embodiment, the operation data is acquired from the left controller 3 and / or the right controller 4 and the main unit 2, and the operation data Da is appropriately updated using the acquired operation data. The update cycle of the operation data Da may be updated every frame, which is the cycle of processing executed by the game system 1 described later, or may be updated every cycle in which the above operation data is acquired.

[0133] The player object data Db is data that indicates the position, orientation, and posture of the player object PO placed in the virtual space, as well as the action and state in the virtual space (including the life value and whether or not the player object is in an invincible period). In addition, when the player object PO uses a weapon object, a composite weapon object, or an armor object, the player object data Db includes data that indicates the position, orientation, and posture of these objects being used by the player object PO.

[0134] The enemy object data Dc is data that indicates the placement position, placement direction, placement posture, etc. of an enemy object EO placed in a virtual space, as well as its action and state in the virtual space (including its life value and whether or not it is in an invincible period). In addition, when the enemy object EO uses a weapon object, a composite weapon object, or an armor object, the enemy object data Dc includes data that indicates the placement position, placement direction, placement posture, etc. of these objects being used by the enemy object EO.

[0135] The placed item data Dd is data that indicates the position and type of an item object placed on the game field.

[0136] The equipment data De indicates the weapon objects, composite weapon objects, and armor objects respectively equipped by the player object PO or other objects (e.g., enemy object EO), and includes data indicating which of the equipped weapon objects, composite weapon objects, and armor objects are being used (in a ready state) by the player object PO or other object, and their status (including the configuration of the object being used and the durability value of the object being used).

[0137] The attack ID data Df is data indicating an attack ID that is assigned to each newly generated attack. Note that the attack ID may be managed for each currently occurring attack action.

[0138] The damage amount data Dg is data indicating the amount of damage calculated as a result of an attack.

[0139] The virtual camera data Dh is data that indicates the position, direction, angle of view, etc. of a virtual camera placed in a virtual space.

[0140] The image data Di is data for displaying images (e.g., an image of a player object PO, an image of an enemy object EO, an image of other characters, images of various objects such as weapon objects, armor objects, item objects, etc., an image of a field in a virtual space, a background image, etc.) on a display screen (e.g., the display 12 of the main unit 2).

[0141] Next, a detailed example of the game processing, which is an example of the information processing in this embodiment, will be described with reference to Figs. 18 to 20. Fig. 18 is a flow chart showing an example of the game processing executed by the game system 1. Fig. 19 is a subroutine showing an example of the attack generation processing in step S124 in Fig. 18. Fig. 20 is a subroutine showing an example of the damage calculation processing in step S125 in Fig. 18. In this embodiment, the series of processing shown in Figs. 18 to 20 is performed by the processor 81 executing a predetermined application program (game program) included in the various programs Pa. In addition, the game processing shown in Figs. 18 to 20 can be started at any timing.

[0142] Note that the processing of each step in the flowcharts shown in Figs. 18 to 20 is merely an example, and as long as the same result is obtained, the processing order of each step may be changed, or another processing may be performed in addition to (or instead of) the processing of each step. In addition, in this embodiment, the processing of each step in the above flowchart is described as being executed by the processor 81, but the processing of some steps in the above flowchart may be executed by a processor other than the processor 81 or a dedicated circuit. In addition, some of the processing executed in the main unit 2 may be executed by another information processing device that can communicate with the main unit 2 (for example, a server that can communicate with the main unit 2 via a network). In other words, each processing shown in Figs. 18 to 20 may be executed by a plurality of information processing devices including the main unit 2 working together.

[0143] In FIG. 18, the processor 81 performs initial settings in the game processing (step S121) and proceeds to the next step. For example, in the initial settings, the processor 81 initializes parameters for performing the processing described below and updates each piece of data. As one example, the processor 81 generates a virtual space in an initial state by placing various objects, characters, and the like in a game field in the virtual space, and updates the placed item data Dd. The processor 81 also places a player object PO, an enemy object EO, and a virtual camera in a predetermined posture at default positions in the virtual space in the initial state, and updates the player object data Db, the enemy object data Dc, and the virtual camera data Dh.

[0144] Next, the processor 81 acquires operation data from the left controller 3, the right controller 4, and / or the main unit 2, updates the operation data Da (step S122), and proceeds to the next step.

[0145] Next, the processor 81 performs various game processes (step S123) and proceeds to the next step. For example, the processor 81 updates the player object data Db, the enemy object data Dc, and the arranged item data Dd based on the process according to the operation data Da, the progress of the animation, the physical calculation and AI control in the virtual space, and updates each character such as the player object PO and the enemy object EO arranged in the virtual space, and each object such as the item object. The processor 81 also equips the player object PO with a weapon object, a composite weapon object, an armor object, and the like based on the equipment data De. The processor 81 also updates the virtual camera data Dh based on the control by the operation data Da, the control based on the position and attitude of the player object PO, and the like, to update the position and / or attitude of the virtual camera for generating the display image.

[0146] As a first example of various game control processes in step S123, the processor 81 performs a player object action process. For example, the processor 81 sets the action of the player object PO based on the operation data Da. As one example, the processor 81 sets the position, direction, posture, action, state, and the like of the player object PO based on the user operation input indicated by the operation data Da and virtual physical calculations (for example, virtual inertia and gravity) in the virtual space, and updates the player object data Db.

[0147] The actions of the player object PO include actions using a weapon object, a composite weapon object, an armor object, or the like. For example, when a user operation input is made to change a weapon object, a composite weapon object, or an armor object equipped by the player object PO, the processor 81 changes the weapon object, the composite weapon object, or the armor object possessed by the player object PO in response to the operation input, and updates the equipment data De in response to the change. In addition, in response to a user operation input to perform an attack action, the processor 81 makes the player object PO perform an action using a weapon object, a composite weapon object, or an armor object based on the equipment data De (for example, swinging a weapon object or a composite weapon object held to attack, or defending against an attack with an armor object held), and updates the player object data Db.

[0148] As a second example of various game control processes in step S123, processor 81 performs motion processing of other objects. For example, processor 81 controls the motion of objects other than the player object PO (for example, enemy object EO) in accordance with rules predetermined in the game program, and updates enemy object data Dc.

[0149] The actions of the enemy object EO include actions using a weapon object, a composite weapon object, an armor object, or the like. For example, when the enemy object EO takes an action that changes the equipped weapon object, composite weapon object, or armor object, the processor 81 changes the weapon object, composite weapon object, or armor object possessed by the enemy object EO in accordance with the action, and updates the equipment data De in accordance with the change. In addition, when the enemy object EO takes an attack action, the processor 81 has the enemy object EO take an action that uses a weapon object, composite weapon object, or armor object based on the equipment data De (for example, swinging the weapon object or composite weapon object it holds to attack, or defending against an attack with the armor object it holds), and updates the enemy object data Dc.

[0150] As a third example of various game control processes in step S123, the processor 81 performs a process of synthesizing a weapon when the player object PO is performing an action capable of generating a composite weapon object. For example, the processor 81 performs a process of synthesizing a weapon in response to the player object PO being able to use an item object and being in a ready state with respect to the weapon object during the game. For example, the processor 81 specifies a target item object for the weapon synthesis process among the item objects held by the player object PO or the item objects on the game field (terrain object L) based on the operation data Da, and synthesizes the weapon object held by the player object PO with the target item object to generate a composite weapon object. Then, the processor 81 changes the target weapon object held by the player object PO to a composite weapon object (see FIG. 9), and updates the equipment data De and the arranged item data Dd based on the change.

[0151] In addition, in the above-mentioned weapon synthesis process, after the target item object is brought closer to the weapon object, a performance may be performed in which each object is controlled so that the target item object disappears and the target weapon object held by the player object PO is changed into a synthesized weapon object.

[0152] As a fourth example of the various game control processes in step S123, processor 81 performs a process in which the player object PO acquires an item object or a weapon object based on operation data Da. For example, in response to an action in which the player object PO acquires an item object or a weapon object, processor 81 adds and stores the item object or weapon object acquired by the action to the player object PO.

[0153] Next, processor 81 performs an attack occurrence process (step S124), and proceeds to step S 125. Hereinafter, the attack occurrence process in step S124 will be described with reference to FIG.

[0154] In FIG. 19, the processor 81 determines whether or not a new attack has occurred (step S131). For example, the processor 81 determines whether or not a new attack by the player object PO or the enemy object EO has occurred by referring to the player object data Db and the enemy object data Dc. If a new attack has occurred, the processor 81 advances the process to step S132. On the other hand, if a new attack has not occurred, the processor 81 ends the process of the subroutine. As an example, in the above step S131, it is determined that a new attack has occurred when a user operation input is performed for the player object PO or the enemy object EO to perform a new attack action (for example, an action of the player object PO holding a sword or starting to swing a sword, an action of the player object PO holding an arrow or shooting an arrow), or when a weapon object or a composite weapon object (item object) used in an attack newly generates a phenomenon (for example, an explosion or discharge) for attacking an attack target object. As another example, in the above step S131, it is determined that a new attack has occurred when a weapon object or a composite weapon object (item object) used in an attack moves to perform an attack, when a weapon object or a composite weapon object (item object) used in an attack collides again with an object to be attacked, when a projectile (emitting actor) generated by a phenomenon for attacking an object to be attacked collides again with an object to be attacked, etc. Note that when the same object used in an attack collides again with an object to be attacked, or when a projectile (emitting actor) generated by the same phenomenon collides again with an object to be attacked, processor 81 does not determine that a new attack has occurred.

[0155] In step S132, processor 81 determines whether or not the processing for all attacks determined to have newly occurred in step S131 has been completed. If the processing for all attacks has not been completed, processor 81 advances the process to step S133. On the other hand, if the processing for all attacks has been completed, processor 81 ends the process of this subroutine.

[0156] In step S133, processor 81 selects an attack for which processing has not been completed, from among the attacks determined to have newly occurred in step S131 above, and proceeds to the next step.

[0157] If there are multiple attacks determined to have newly occurred and the attacks include attacks that are associated with each other, processor 81 processes the attack with the higher priority set for each attack in step S133 first. For example, if at least two of the first to third attacks described above are included in the attacks determined to have newly occurred, processor 81 processes the attack with the higher priority set for each of the first to third attacks first. By performing processing using such priorities, it is possible to assign an attack ID to an attack with a higher priority among the associated attacks first, and the same attack ID can be inherited by subsequent attacks.

[0158] Next, processor 81 determines whether or not the process is related to an attack associated with a past attack to which an attack ID has already been assigned (step S134). For example, processor 81 refers to attack ID data Df, and when an attack ID has already been assigned to the attack associated with the attack currently being processed, makes a positive determination in the above step S134. For example, processor 81 determines that a series of multiple attacks generated based on one attack action are attacks associated with each other, and determines whether or not the process is related to an attack associated with a past attack corresponding to a weapon object or the like remaining as data in the current frame. Then, when processor 81 determines that the process is not related to an attack associated with a past attack to which an attack ID has already been assigned, it proceeds to step S135. On the other hand, when processor 81 determines that the process is related to an attack associated with a past attack to which an attack ID has already been assigned, it proceeds to step S136.

[0159] In step S135, processor 81 assigns a new unique attack ID to the attack currently being processed, updates attack ID data Df, and proceeds to step S137. For example, when an attack action (see FIGS. 11 to 13) of player object PO using composite weapon object α is performed, and a first attack in which an arrow object generated based on the attack action shoots an enemy object EO is being processed, processor 81 assigns a new attack ID to the first attack and stores it.

[0160] Meanwhile, in step S136, processor 81 copies and assigns the attack ID assigned to the attack associated with the attack currently being processed to the attack currently being processed, updates the attack ID data Df, and proceeds to step S137. As an example, when an attack action (see Figs. 11 to 13) of player object PO using composite weapon object α is performed, and a second attack in which item object a generated based on the attack action collides with enemy object EO is the target of processing, processor 81 assigns to the second attack an attack ID that is the same as the attack ID of the first attack, which is an attack associated with the second attack and has already been assigned an attack ID, and stores the second attack. As another example, when an attack action (see Figures 11 to 13) is performed by a player object PO using a composite weapon object α, and a third attack caused by the explosion of an item object a based on the attack action is to be processed, the processor 81 assigns to the third attack an attack ID that is associated with the third attack and is the same as the attack ID of the first attack or the attack ID of the second attack to which an attack ID has already been assigned, and stores the third attack.

[0161] In step S137, processor 81 starts the attack currently being processed based on the assigned attack ID, and returns to step S132 to repeat the process. The assigned and stored attack ID may be erased from the attack ID data Df when the weapon object or item object that performed the attack to which the attack ID was assigned is erased from the virtual space, the attack ends, or the attack action that caused the attack ends.

[0162] 18, after the attack occurrence process in above step S124, processor 81 performs damage calculation process (step S125), and proceeds to step S126. Hereinafter, the damage calculation process in above step S125 will be described with reference to FIG.

[0163] In FIG. 20, the processor 81 determines whether the damage calculation process for all attacks that are the targets of the damage calculation process has been completed (step S141). If the damage calculation process for all attacks that are the targets of the damage calculation process has not been completed, the processor 81 advances the process to step S142. On the other hand, if the damage calculation process for all attacks that are the targets of the damage calculation process has been completed, the processor 81 ends the process of the subroutine. Here, the attacks that are the targets of the damage calculation process include attacks that are determined to have newly occurred in the above step S131, in which the weapon object, composite weapon object, and item object that performs the attack, or a part of the body of the player object PO that performs the attack, etc. newly collide with the attack target object (e.g., enemy object EO) or an object equipped by the attack target object, and attacks in which a projectile (projecting actor) emitted due to a phenomenon (e.g., explosion or discharge) caused by the function of the item object (including the item object that constitutes the composite weapon object) that performs the attack, etc. newly hits the attack target object or an object equipped by the attack target object, and in which the action of the attack is newly applied to the attack target object.

[0164] In step S142, processor 81 selects an attack for which damage calculation processing has not been completed from among the attacks that are the subject of damage calculation processing, and proceeds to the next step.

[0165] Next, the processor 81 refers to the attack ID data Df and determines whether the attack ID given to the attack currently being processed matches the attack ID given to the attack previously performed (step S143). If the attack ID given to the attack currently being processed does not match the attack ID given to the attack previously performed, the processor 81 advances the process to step S144. On the other hand, if the attack ID given to the attack currently being processed matches the attack ID given to the attack previously performed, the processor 81 advances the process to step S150. As a first example, when a first attack is currently being processed in which an arrow object generated based on an attack action (see Figs. 11 to 13) of a player object PO using a composite weapon object α shoots an enemy object EO, another attack associated with the first attack has not been performed before the first attack, and there is no attack ID given to a previously performed attack that matches the attack ID of the first attack, so the processor 81 makes a negative determination in the above step S143. As a second example, when the second attack in which the item object a generated based on the attack action collides with the enemy object EO is currently being processed, the first attack associated with the second attack was performed before the second attack, and the attack ID of the second attack matches the attack ID assigned to the first attack, so the processor 81 makes an affirmative determination in the above step S143. As a third example, when the third attack in which the item object a generated based on the attack action explodes is currently being processed, the second attack associated with the third attack was performed before the third attack, and the attack ID of the third attack matches the attack ID assigned to the second attack, so the processor 81 makes an affirmative determination in the above step S143.

[0166] In step S144, processor 81 performs a defense determination for the attack currently being processed. For example, if an attack target object (e.g., enemy object EO) defends against an attack currently being processed by player object PO using an armor object, processor 81 makes a positive determination in step S144. As an example, processor 81 determines that the attack has been defended using armor object E when an object or a part of the body used in an attack by player object PO collides with armor object E held by the attack target object. Then, if the attack currently being processed has been defended, processor 81 proceeds to process step S145. On the other hand, if the attack currently being processed has not been defended, processor 81 proceeds to process step S146.

[0167] In step S145, the processor 81 subtracts the durability value of the armor object E used to defend against the attack, and returns to step S141 to repeat the process. As one example, the processor 81 may update the equipment data De by subtracting the durability value of the armor object E used to defend against the attack according to the strength of the defended attack (the level of attacking power). As another example, the processor 81 may update the equipment data De by subtracting a predetermined durability value each time an attack is defended (for example, from an initial durability value of 30, subtracting 1 each time an attack is received), regardless of the strength of the defended attack (the level of attacking power). In addition, when the durability value of the armor object E used to defend against the attack becomes 0, the processor 81 performs a performance in which the armor object E is broken and starts a performance in which the armor object E disappears from the virtual space. The performance in which the armor object E disappears progresses by repeatedly executing step S123. When step S145 is executed, the attack target object that defended against the attack currently being processed may be set to an invincible state to start an invincible period. In this case, after the process of step S145, the process of step S149 described later may be performed.

[0168] Meanwhile, in step S146, processor 81 refers to enemy object data Dc to determine whether or not an attack target object (e.g., enemy object EO) to be attacked currently being processed is in an invincible period. If the attack target object is in an invincible period, processor 81 proceeds to process step S147. On the other hand, if the attack target object is not in an invincible period, processor 81 proceeds to process step S148.

[0169] In step S147, processor 81 performs a no-damage process to maintain the current state without inflicting damage or durability reduction due to the currently processed attack on the attack target object or an object equipped by the attack target object, and then returns to step S141 to repeat the process. As a result of this process, an attack with an attack ID that does not match an attack ID assigned to a previous attack will not be able to inflict damage on the attack target object if the attack target object is in an invincible period.

[0170] Meanwhile, in step S148, processor 81 calculates the amount of damage caused by the attack currently being processed, and proceeds to the next step. For example, processor 81 calculates the amount of damage to be inflicted on the attack target object as a result of the success of the attack currently being processed, and updates damage amount data Dg. Then, processor 81 reduces the life value of the attack target object by a predetermined amount based on the calculated amount of damage, and updates enemy object data De using the reduced life value.

[0171] Next, the processor 81 sets the currently processed attack target object to an invincible state, starts the invincible period, updates the enemy object data De (step S149), and returns to the above step S141 to repeat the process. For example, the processor 81 sets a period until a predetermined time (e.g., 30 frames) has elapsed as the invincible period, and performs control so that when the currently processed attack target object is further attacked during the invincible period, damage from the attack is not given. Note that, when the life value of the currently processed attack target object becomes 0 by the process of the above step S148, the processor 81 may erase the attack target object from the virtual space and update the enemy object data De. Also, the invincible period may be set arbitrarily depending on the type of the attack target object, with respect to whether or not the invincible period is set and the length of the invincible period. As an example, the invincible period may be set only to the player object PO, and may not be set to other characters such as the enemy object EO.

[0172] When it is determined in step S143 that the attack ID given to the attack currently being processed matches the attack ID given to the attack performed in the past, the processor 81 performs a damage calculation process according to the result of the past attack with the matching attack ID (step S150), and returns to step S141 to repeat the process. As a first example, when the result of the past attack with the matching attack ID has caused damage to the attack target object, the processor 81 calculates the amount of damage that the attack currently being processed will cause to the attack target object, and updates the damage amount data Dg. Then, the processor 81 reduces the life value of the attack target object by a predetermined amount based on the calculated damage amount, updates the enemy object data De using the reduced life value, and, when the life value becomes 0, causes the attack target object to disappear from the virtual space. In the first example, an attack given an attack ID that matches the attack ID given to the attack performed in the past will cause damage to the attack target object even if the attack target object is in an invincible period. As a second example, if a past attack with a matching attack ID has been defended by the attack target object, the attack of the current processing target is also determined to have been defended by the attack target object, and the life value of the attack target object is maintained without inflicting damage on the attack target object. Note that in the second example, the attack of the current processing target is also determined to have been defended by the attack target object, but the durability value of the armor object E that defended the attack is maintained without decreasing. As a third example, if a past attack with a matching attack ID was performed during the invincible period of the attack target object and therefore no damage processing was performed, the attack of the current processing target against the attack target object is also processed as no damage.

[0173] As an example, in the process of step S150, when the second attack occurring based on the attack action (see Figs. 11 to 13) of the player object PO using the composite weapon object α, in which the item object a collides with the attack target object, is the attack currently being processed, the determination result of the presence or absence of damage caused by the second attack is similar to the determination result of the presence or absence of damage caused by the first attack associated with the second attack and already performed on the attack target object. Also, when the third attack resulting from the explosion of the item object a occurring based on the attack action is the attack currently being processed, the determination result of the presence or absence of damage caused by the third attack is similar to the determination result of the presence or absence of damage caused by the second attack associated with the third attack and already performed on the attack target object (or the determination result of the presence or absence of damage caused by the first attack).

[0174] Returning to FIG. 18, after the damage calculation process in step S125, the processor 81 performs a display control process (step S126) and proceeds to the next step. For example, the processor 81 generates an image of a virtual space in which the player object PO, the enemy object EO, and each object are arranged based on the player object data Db, the enemy object data Dc, and the arranged item data Dd, as viewed from a virtual camera based on the virtual camera data Dh, and controls displaying the image of the virtual space on the display 12. The processor 81 may also create a UI (user interface) image showing the life values ​​of the player object PC, the enemy object EO, and the like based on the player object data Db and the enemy object data Dc, and display the image near the corresponding character. The UI image may be displayed by being superimposed on the image of the virtual space, or may be displayed as an image of the virtual space viewed from the virtual camera by being arranged in the virtual space. The processor 81 may execute a process of controlling movement of the virtual camera in the virtual space based on the position and posture of the player object PO, and update the virtual camera data Dh. Furthermore, the processor 81 may move the virtual camera in the virtual space based on the operation data Da, and update the virtual camera data Dh.

[0175] Next, processor 81 determines whether or not to end the game processing (step S127). Conditions for ending the game processing in step S127 above include, for example, a condition for ending the game processing being satisfied, or the user performing an operation to end the game processing. If processor 81 does not end the game processing, it returns to step S122 above to repeat the process, and if it ends the game processing, it ends the process according to this flowchart. Thereafter, the series of processes from step S122 to step S127 is repeatedly executed until it is determined in step S127 that the process is to end.

[0176] Note that, although the detailed example of the game processing in this embodiment described above with reference to Figs. 18 to 20 has been described using a case where the player object PO is mainly on the attacking side, the game processing can also be performed based on the above flowchart when the player object PO is on the defending side. As described above, in this embodiment, the player object PO may be attacked by another object (e.g., an enemy object EO) and become an object targeted for attack. For example, a defensive action of the player object PO performed based on an operation input by the user is set in the above step S123. Then, the success or failure of defense by the defensive action of the player object PO and the amount of damage given to the player object PO may be calculated in the above step S125, and the player object data Db may be updated as appropriate.

[0177] In this way, in this embodiment, when multiple attacks are made against an attack target object, it is possible to avoid a case where one of the attacks that hit the attack target object is judged to be successful and causes damage, and then no damage is caused to other attacks that hit the attack target object, making it less likely that the user will feel uncomfortable when multiple attacks are made. For example, by assigning the same attack ID to each of a series of multiple attacks that occur in one attack action, damage calculations can be performed based on each attack.

[0178] In this embodiment, the attack IDs may be given a priority order. As an example, when multiple attacks are made on the same attack target object in the same frame, the success / failure determination process and damage calculation process may be performed for the attack with the attack ID with the highest priority order, and damage caused by other attacks with attack IDs with relatively low priority order may be invalidated. In this case, in the process in step S146, when other attacks are made on the same attack target object in the same frame on which the attack to be processed is made, the attack IDs with the higher priority order given to each of the attacks may be negatively determined, and the attack IDs with the lower priority order may be positively determined, thereby realizing the above process. As another example, when an attack by another attack action is made on the same attack target object while a series of multiple attacks in one attack action is being made on the attack target object, the success / failure determination process and damage calculation process may be performed for the attack with the attack ID with the highest priority order, and damage caused by other attacks with attack IDs with relatively low priority order may be invalidated. For example, by relatively increasing the priority of the attack ID given to the series of attacks, the series of attacks can be prioritized as the target of damage calculation processing even if another attack interrupts the series of attacks being performed. In this case, in the process of step S146, if another series of attacks is being performed against the same attack target object as the attack to be processed, the process may be realized by making a positive determination for the attack to be processed that is given an attack ID with a lower priority.

[0179] In the above description, the effect of performing success / failure judgment and damage calculation processing for multiple attacks by assigning the same attack ID is obtained, but the method of obtaining this effect is not limited to the process of assigning the same attack ID. For example, when an attack is performed on an attack target object using a composite weapon object obtained by combining a weapon object and an item object, the attack by the weapon object and the attack by the item object are defined in association with each other, and each attack is performed on the attack target object. At this time, a success / failure judgment is performed on one of the attacks of the weapon object and the attack of the item object, and if the attack is successful, damage is caused to the attack target object by the attack of the one of the attacks, and the other of the attacks of the weapon object and the item object associated with the one of the attacks is also considered to be a successful attack, and damage is caused to the attack target object by the attack of the other. Even in a process that does not use an attack ID in this way, attacks can be treated as one attack by defining attacks associated with each other, and damage calculation based on each attack can be performed.

[0180] In the above embodiment, the player object PO uses an item object in an attack action, but the item object may be used in other actions. The item object may be used not only by being synthesized into a synthetic weapon object, but also in other forms. For example, the player object PO may be capable of an action of moving an item object by itself, or an action of throwing an item object by itself. The action of throwing an item object by itself may be included in the above attack action by throwing the item object by itself at an object to be attacked.

[0181] Furthermore, the game system 1 may be any device, such as a portable game device, any portable electronic device (such as a PDA (Personal Digital Assistant), a mobile phone, a personal computer, a camera, or a tablet).

[0182] In the above description, an example was used in which the information processing (game processing) is performed by the game system 1, but at least a part of the above processing steps may be performed by another device. For example, if the game system 1 is configured to be capable of communicating with another device (e.g., a server, another information processing device, another image display device, another game device, another mobile terminal), the above processing steps may be executed by the cooperation of the other device. In this way, by performing at least a part of the above processing steps by another device, processing similar to the above processing is possible. In addition, the above information processing can be executed by one processor or by cooperation between multiple processors included in an information processing system composed of at least one information processing device. In the above embodiment, the processor 81 of the game system 1 can execute a predetermined program to perform information processing, but a part or all of the above processing may be executed by a dedicated circuit provided in the game system 1.

[0183] According to the above-mentioned modified example, the present invention can be realized in a so-called cloud computing system form or a distributed wide area network and local network system form. For example, in a distributed local network system form, the above-mentioned processing can be executed by cooperation between a stationary information processing device (stationary game device) and a portable information processing device (portable game device). In these system forms, there is no particular limitation on which device performs the above-mentioned processing, and it goes without saying that the present invention can be realized regardless of the division of processing load.

[0184] Furthermore, the processing sequence, setting values, conditions used for judgment, and the like used in the above-described information processing are merely examples, and it goes without saying that this embodiment can be realized even with other sequences, values, and conditions.

[0185] The program may be supplied to the game system 1 through an external storage medium such as an external memory, or may be supplied to the device through a wired or wireless communication line. The program may be pre-recorded in a non-volatile storage device inside the device. The information storage medium for storing the program may be a non-volatile memory, a CD-ROM, a DVD, or an optical disk-shaped storage medium similar to these, a flexible disk, a hard disk, a magneto-optical disk, a magnetic tape, or the like. The information storage medium for storing the program may be a volatile memory for storing the program. Such a storage medium may be a recording medium that can be read by a computer or the like. For example, the various functions described above can be provided by having a computer or the like read and execute the programs from these recording media.

[0186] Although the present invention has been described in detail above, the above description is merely illustrative of the present invention in all respects and is not intended to limit its scope. It goes without saying that various improvements and modifications can be made without departing from the scope of the present invention. In addition, it is understood that a person skilled in the art can implement an equivalent scope based on the description of the present invention and technical common sense from the description of specific examples of the present invention. In addition, it should be understood that the terms used in this specification are used in the sense commonly used in the field unless otherwise specified. Therefore, unless otherwise defined, all technical terms and technical terms used in this specification have the same meaning as commonly understood by a person skilled in the art to which this invention belongs. In the event of a conflict, the present specification (including definitions) shall prevail. [Industrial Applicability]

[0187] As described above, the present invention can be used as a game program, game system, game device, game processing method, etc., which can perform damage calculations based on attacks when multiple attacks are made in a virtual space. [Explanation of symbols]

[0188] 1. Information processing system 2. Main unit 3. Left controller 4…Right controller 11. Housing 12…Display 13...Touch panel 32, 52…Analog stick 42, 64…Terminals 81…Processor 82…Network communication section 83...Controller communication section 85…DRAM 101, 111...Communication control unit

Claims

1. The computer of the information processing device a character control process for controlling a character in the virtual space; an attack generation process for causing the character to perform an attack using a weapon object that the character can possess; When the attack hits an object arranged in the virtual space, a success determination of the attack is performed, and a damage calculation process is executed to calculate damage caused by the attack; In the attack generation process, when the character is caused to perform the attack using a composite weapon object obtained by combining the weapon object and an item object, an attack using the weapon object and an attack using the item object are generated in the attack, a game program in which, in the damage calculation process, the success determination is made for one of the weapon object's attack and the item object's attack, and if the one attack causes damage to the object, further damage is caused by the other of the weapon object's attack and the item object's attack.

2. A gaming system including a processor, The processor: a character control process for controlling a character in the virtual space; an attack generation process for causing the character to perform an attack using a weapon object that the character can possess; When the attack hits an object arranged in the virtual space, a success determination is made for the attack, and a damage calculation process is executed to calculate damage caused by the attack; In the attack generation process, when the character is caused to perform the attack using a composite weapon object obtained by combining the weapon object and an item object, an attack using the weapon object and an attack using the item object are generated in the attack, In the damage calculation process, a success determination is made for one of the weapon object's attack and the item object's attack, and if damage is caused to the object by one of the attacks, further damage is caused by the other of the weapon object's attack and the item object's attack.

3. A gaming device equipped with a processor, The processor: a character control process for controlling a character in the virtual space; an attack generation process for causing the character to perform an attack using a weapon object that the character can possess; When the attack hits an object arranged in the virtual space, a success determination is made for the attack, and a damage calculation process is executed to calculate damage caused by the attack; In the attack generation process, when the character is caused to perform the attack using a composite weapon object obtained by combining the weapon object and an item object, an attack using the weapon object and an attack using the item object are generated in the attack, In the damage calculation process, when the success determination is made for one of the attack of the weapon object and the attack of the item object, and damage is caused to the object by the one attack, further damage is caused by the other of the attack of the weapon object and the attack of the item object.

4. a character control step of controlling a character in the virtual space; an attack generation step of causing the character to perform an attack using a weapon object that the character can possess; a damage calculation step of determining whether the attack has been successful and calculating damage caused by the attack when the attack has hit an object arranged in the virtual space, In the attack generation step, when the character is caused to perform the attack using a composite weapon object obtained by combining the weapon object and an item object, an attack using the weapon object and an attack using the item object are generated in the attack; A game processing method in which, in the damage calculation step, the success determination is made for one of the weapon object's attack and the item object's attack, and if damage is caused to the object by one of the attacks, further damage is caused by the other of the weapon object's attack and the item object's attack.