Game program, and information processing device and method

By fixing the just attack acceptance period within the game's motion frames, the system maintains consistent difficulty and reduces development burden in games with variable playback speeds.

JP2024176467APending Publication Date: 2024-12-19KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2023095015
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-08
Publication Date
2024-12-19

AI Technical Summary

Technical Problem

Existing game technologies face challenges in maintaining the difficulty level of just attacks consistently across varying playback speeds and face excessive development burdens when combining just attack specifications with variable speed multipliers.

Method used

The game program and information processing device implement a system where the just attack acceptance period is determined based on a fixed time length and a specific frame within the motion, independent of playback speed, allowing for consistent difficulty and reduced development effort.

Benefits of technology

This approach maintains the difficulty of just attacks regardless of playback speed, ensuring playability and reducing development costs by minimizing the need for multiple motion data sets.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide technology to control a game to cause a character to perform an action.SOLUTION: A game program causes an information processing device to execute: a step for starting reproduction of a motion corresponding to a predetermined action executed by a first character used for processing a game at a magnification ratio of a reproduction speed set to the first character; and a step for executing game performances different according to timing at which a predetermined condition is satisfied when the predetermined condition is satisfied during the reproduction of the motion. When the magnification ratio of the reproduction speed is greater than one time, the information processing device reproduces the motion by shortening it and executes a first game performance if the predetermined condition is satisfied within a first period in which a start time is determined with a predetermined frame of a plurality of frames constituting the motion as a reference, whose time length is fixed, during the reproduction of the motion.SELECTED DRAWING: Figure 2
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Description

[Technical field]

[0001] The present disclosure relates to a game program, an information processing device, and a method. [Background technology]

[0002] Conventionally, there is known a technique for controlling a game in which a character executes an action. Also, there is known a technique for executing special just action game effects called just attack, just guard, just evasion, etc., depending on the timing of receiving a predetermined operation by a player while the character is executing an action. For example, Patent Document 1 discloses that when it is detected that a predetermined operation has been performed by a player, the character is made to execute an action named just evasion attack. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2022-136675 Summary of the Invention [Problem to be solved by the invention]

[0004] The technology for controlling a game to cause a character to perform actions leaves room for improvement.

[0005] In view of the above circumstances, an object of the present disclosure is to improve the technology for controlling games that cause characters to perform actions. [Means for solving the problem]

[0006] A game program according to an embodiment of the present disclosure includes: In the information processing device, starting playback of a motion corresponding to a predetermined action performed by a first character used in processing a game at a playback speed multiplication factor set for the first character; When a predetermined condition is satisfied during the reproduction of the motion, executing a different game presentation depending on the timing at which the predetermined condition is satisfied; A game program for executing The information processing device includes: If the playback speed is greater than 1x, the motion is shortened and played back; During playback of the motion, a first period has a start time determined based on a predetermined frame among a plurality of frames constituting the motion, and if the predetermined condition is satisfied within the first period, which has a fixed length, a first game presentation is executed.

[0007] An information processing device according to an embodiment of the present disclosure includes: starting playback of a motion corresponding to a predetermined action performed by a first character used in processing a game at a playback speed multiplication factor set for the first character; a control unit that, when a predetermined condition is satisfied during the reproduction of the motion, executes a different game presentation depending on the timing at which the predetermined condition is satisfied; The control unit is If the playback speed is greater than 1x, the motion is shortened and played back; An information processing device that, during playback of the motion, executes a first game presentation when the predetermined condition is satisfied within a first period whose start time is determined based on a predetermined frame among multiple frames constituting the motion and has a fixed length.

[0008] According to one embodiment of the present disclosure, the method comprises: A method executed by an information processing device, comprising: starting playback of a motion corresponding to a predetermined action performed by a first character used in processing a game at a playback speed multiplication factor set for the first character; When a predetermined condition is satisfied during the reproduction of the motion, executing a different game presentation depending on the timing at which the predetermined condition is satisfied; Including, The information processing device includes: If the playback speed is greater than 1x, the motion is shortened and played back; During playback of the motion, a first period has a start time determined based on a predetermined frame among a plurality of frames constituting the motion, and if the predetermined condition is satisfied within the first period, which has a fixed length, a first game presentation is executed. Effect of the Invention

[0009] According to one embodiment of the present disclosure, techniques for controlling a game to cause a character to perform an action are improved. [Brief description of the drawings]

[0010] [Figure 1] 1 is a block diagram showing a schematic configuration of an information processing device according to an embodiment of the present disclosure. [Diagram 2] 4 is a flowchart showing an operation of the information processing device. [Diagram 3] 11 is a diagram showing an example of a relationship between a playback speed of a motion and frames constituting the motion according to an embodiment of the present disclosure. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Hereinafter, embodiments of the present disclosure will be described.

[0012] (Overview of the embodiment) With reference to FIG. 1, an overview of an information processing device 10 according to an embodiment of the present disclosure will be described. The information processing device 10 is, for example, but is not limited to, a smartphone, a tablet terminal, or a game machine, and may be any computer used by a player. In this embodiment, the information processing device 10 is capable of executing a game application program. The game application program may be stored in, for example, a storage medium (e.g., a memory card, etc.) readable by the information processing device 10, downloaded from an application distribution server or the like to the information processing device 10 via a network such as the Internet, or installed at the time of manufacturing the information processing device 10.

[0013] In this embodiment, an action game in which characters arranged in a three-dimensional virtual space fight each other is illustrated. The player character executes various actions, such as movement, dash, attack, defense, evasion, and jump, in response to the operation of the player, who is the user. The attack action may include a plurality of actions, such as a weak attack and a strong attack. In this embodiment, when the player character executes an action, if the player's operation is accepted within a specific just attack acceptance period (for example, a first period described later), a special game presentation is performed by having the character execute a special attack action called a just attack or the like. On the other hand, when the player character executes an action, if the player's operation is accepted within another acceptance period (for example, a second period described later) different from the specific just attack acceptance period, a normal game presentation is performed by having the player character execute a normal attack action different from a just attack.

[0014] In this embodiment, the "game effect" includes any effect that can be recognized by the player. For example, the game effect may include, but is not limited to, playing the motion of an action performed by a character, generating any effect, playing background music or sound effects, and camera work of a virtual camera placed in a virtual space. In addition, the "just attack" may have improved attack parameters, such as increased damage dealt and an expanded attack judgment, compared to the "normal attack action."

[0015] In this embodiment, the enemy characters who are the opponents of the player character automatically execute various actions according to a predetermined algorithm. The number of enemy characters may be set arbitrarily as long as it is one or more. For example, when an attack by the player character hits an enemy character who is the opponent, the vitality parameter of the enemy character decreases. If the vitality parameters of all enemy characters reach zero before the vitality parameter of the player character reaches zero, the player wins.

[0016] Conventionally, a specification is known in which a just attack is activated by, for example, having a character execute an action of a just attack compatible technique and having the player press a button at a specific timing (within a so-called just attack acceptance period) during playback of a motion corresponding to the action. In implementing the specification, in order to create data of a motion corresponding to the action of a just attack compatible technique, a method is generally adopted in which the start frame and the end frame of the just attack acceptance period are set in advance from among a plurality of frames constituting the motion of the compatible technique. At this time, in order to appropriately adjust the difficulty of making a just attack, it is important to appropriately design the time length of the just attack acceptance period (corresponding to the number of frames from the start frame to the end frame constituting the just attack acceptance period). Typically, a player who is trying to make a just attack successful watches the motion of the character executing the compatible technique and intuitively measures the timing of button input starting from the timing when the character assumes a specific posture (for example, the timing when the weapon is raised). In addition to this, a specification that allows the magnification of the playback speed of a character's motion (hereinafter referred to as "speed magnification") to be variable is also known. When implementing this specification, when the speed magnification exceeds 1x (normal), a method is generally adopted in which some of the frames that make up the motion are thinned out to shorten the entire motion.

[0017] When trying to simultaneously implement the above two specifications, there is a problem that the difficulty of executing a just attack changes depending on the speed multiplier if the two specifications are simply combined. That is, for example, when the speed multiplier exceeds 1, if the above-mentioned method of setting the start frame and end frame of the just attack acceptance period in advance is adopted, the entire motion of the just attack compatible technique is also shortened and played. For this reason, the just attack acceptance period is also shortened, and the difficulty of executing a just attack may become excessively high. In response to this, for example, it is conceivable to create motion data for each expected speed multiplier for one just attack compatible technique, but this is not realistic because it would excessively increase the development burden. In view of the above problem, one embodiment of the present disclosure aims to appropriately maintain the difficulty of executing a just attack regardless of the speed multiplier in a game in which the above two specifications are simultaneously implemented, and to suppress an excessive increase in the development burden.

[0018] Here, an overview of this embodiment will be described, and details will be described later. The information processing device 10 starts playing a motion corresponding to a predetermined action performed by a first character used in game processing at a magnification of the playback speed set for the first character. When a predetermined condition is satisfied during the playback of the motion, the information processing device 10 executes a different game presentation according to the timing at which the predetermined condition is satisfied. When the magnification of the playback speed exceeds 1, the information processing device 10 shortens and plays the motion, and during the playback of the motion, a first period whose start time is determined based on a predetermined frame among a plurality of frames constituting the motion and whose time length is fixed, executes a first game presentation.

[0019] In this manner, in this embodiment, when creating motion data for a just attack corresponding technique, for example, a specific reference frame is determined in advance among the multiple frames constituting the motion of the corresponding technique (for example, the 31st frame out of the total 200 frames). Then, in this embodiment, playback of the motion of the corresponding technique is started at the speed multiplier set for the character. Furthermore, in this embodiment, during playback of the motion of the corresponding technique, the just attack acceptance period is determined based on the timing at which the reference frame is displayed. In detail, the first period (for example, the just attack acceptance period) is started at timing t1 (t1=t0+P [seconds]) P seconds after timing t0 at which the reference frame is displayed (P may be a fixed value or may be variable depending on the speed multiplier). Meanwhile, the time length of the first period is a fixed value (for example, 1 / 6 seconds) regardless of the speed multiplier. The timing t0 at which the reference frame is displayed from the start of playback of the motion of the just attack compatible technique may vary depending on the speed multiplier, but by adopting the above configuration in this embodiment, the start timing t1 of the first period (just attack acceptance period) is determined based on the timing t0. Therefore, a player who is trying to make a just attack successful can intuitively measure the timing of button input starting from the timing at which the first character performing the compatible technique assumes a specific posture, without being affected by changes in the speed multiplier. Furthermore, according to the above configuration, the time length of the first period (just attack acceptance period) is a fixed value regardless of the speed multiplier, so that the difficulty of completing a just attack can be appropriately maintained without being affected by the speed multiplier, and playability can be ensured. Furthermore, by adopting the above configuration, it is only necessary to predetermine the reference frame from among multiple frames that constitute the motion of the just attack compatible technique, so that there is no need to create motion data for each speed multiplier expected for one just attack compatible technique, and the development burden for implementing an action game can be reduced.Therefore, according to this embodiment, in a game in which two specifications, a just attack specification and a specification that allows the character's speed multiplier to be variable, are implemented simultaneously, the technology for controlling a game in which a character performs an action is improved in that the difficulty of executing a just attack is appropriately maintained regardless of the speed multiplier, while preventing an excessive increase in development burden.

[0020] (Configuration of information processing device) Next, a detailed description will be given of each component of the information processing device 10. As shown in FIG.

[0021] The communication unit 11 includes one or more communication interfaces for connecting to a network such as the Internet. The communication interfaces correspond to mobile communication standards such as 4G (4th Generation) and 5G (5th Generation), wired LAN (Local Area Network) standards, wireless LAN standards, or short-range wireless communication standards, but are not limited to these and may correspond to any communication standard.

[0022] The output unit 12 includes one or more output devices that output information. The output devices are, for example, but not limited to, a display that outputs information as a video or a speaker that outputs information as a sound. The output unit 12 may include an interface for connecting an external output device.

[0023] The input unit 13 includes one or more input devices that detect an input operation by a user. The input devices are, for example, but not limited to, a physical key, a capacitive key, a mouse, a touch panel, a touch screen that is integral with the display of the output unit 12, a microphone, a camera, an infrared sensor, or the like. The input unit 13 may include an interface for connecting an external input device.

[0024] The storage unit 14 includes one or more memories. In this embodiment, the "memory" is, for example, a semiconductor memory, a magnetic memory, an optical memory, or the like, but is not limited thereto. The storage unit 14 may include an interface for connecting an external memory. Each memory included in the storage unit 14 may function as, for example, a main storage device, an auxiliary storage device, or a cache memory. The storage unit 14 stores any information used in the operation of the information processing device 10. For example, the storage unit 14 may store a system program, an application program, or the like. The information stored in the storage unit 14 may be updatable with information acquired from a network such as the Internet via the communication unit 11, for example.

[0025] In this embodiment, the storage unit 14 may store an application program of the above-mentioned action game and any data used in the game. At least one of the game application and the data used in the game may be stored in an external memory connectable to an interface of the storage unit 14. The application program of the game may be executable by the information processing device 10 alone, or may be executable on the condition that the information processing device 10 is capable of communicating with a predetermined game server. The data used in the game includes, but is not limited to, save data. At least a part of the data used in the game may be managed in association with a user account of a player.

[0026] The control unit 15 includes one or more processors, one or more programmable circuits, one or more dedicated circuits, or a combination thereof. The processor is, for example, but not limited to, a general-purpose processor such as a CPU (Central Processing Unit) or a GPU (Graphics Processing Unit), or a dedicated processor specialized for a specific process. The programmable circuit is, for example, but not limited to, an FPGA (Field-Programmable Gate Array). The dedicated circuit is, for example, but not limited to, an ASIC (Application Specific Integrated Circuit). The control unit 15 controls the operation of the entire information processing device 10. For example, the control unit 15 executes an application program of an action game stored in the storage unit 14. Details of the operation of the information processing device 10 controlled by the control unit 15 will be described later.

[0027] (Operation flow of information processing device) The flow of operations of the information processing device 10 that executes the application program for the above-mentioned action game will be described with reference to FIG.

[0028] Step S100: The control unit 15 of the information processing device 10 starts playing a motion corresponding to a predetermined action executed by a first character used in game processing, at a playback speed multiplication factor set for the first character.

[0029] The "first character" is a character operated by a player. Hereinafter, the first character, which is a character operated by a player, is particularly referred to as a "player character" in order to distinguish it from other characters. The control unit 15 can cause the player character to execute various actions in response to the operation of the player on the input unit 13. For example, different actions are associated with each button and combination of two or more buttons included in the input unit 13. The control unit 15 causes the player character to execute an action corresponding to the button or combination of two or more buttons operated by the player. Note that multiple actions may be associated with the same button or the same combination of two or more buttons. In such a case, the control unit 15 may cause the player character to execute one action selected according to the state of the player character during a battle from among multiple actions corresponding to the button or combination of two or more buttons operated by the player.

[0030] In this embodiment, the actions executed by the player character include various actions such as movement, dash, attack, defense, evasion, and jump. Among these, in this step in this embodiment, the control unit 15 causes the player character to execute an action corresponding to a just attack corresponding technique as the above-mentioned "predetermined action". The action corresponding to a just attack corresponding technique is typically an attack action, and this action will be referred to as a "just attack corresponding attack action" below. A motion corresponding to the just attack corresponding attack action is set, and this motion is composed of multiple frames. Note that one motion is composed of multiple frames, for example, from the first frame to the 200th frame. Each frame that constitutes a motion corresponds to the character's posture. Therefore, for example, by playing multiple frames that constitute a motion from the first frame, the posture of the character changes sequentially, and the motion is played. For example, immediately after the player presses the operation button for executing this just attack corresponding attack action (i.e., immediately after the operation starts), the control unit 15 plays back the motion corresponding to the just attack corresponding attack action of the player character from the first frame.

[0031] A playback speed of the motion corresponding to each action is set for the player character. The control unit 15 causes the player character to execute a just attack corresponding attack action based on the playback speed set for the player character, and starts playback of the motion corresponding to the action. In this embodiment, the playback speed of the motion is indicated by a magnification. Hereinafter, the speed magnification of the reference speed is referred to as "1x". When the playback speed of the motion is the reference speed (1x), all frames constituting the motion corresponding to the action are sequentially played back. The playback speed magnification (speed magnification) can be set arbitrarily, and can be set to be greater than 1x, such as 1.1x, 1.2x, 1.3x, 1.5x, 2x, or the like, or can be set to be less than 1x, such as 0.9x, 0.8x, 0.7x, 0.5x, or the like. When the speed magnification is greater than 1x, for example, some frames constituting the motion corresponding to the attack action are thinned out and played back according to the magnification. When the speed magnification is less than 1x, for example, some frames constituting the motion corresponding to the attack action are played back in duplicate according to the magnification.

[0032] With reference to FIG. 3, the relationship between the frames constituting the motion corresponding to the just attack corresponding attack action in this embodiment and the speed multiplier will be described in more detail. FIG. 3 illustrates both the case where the speed multiplier is 1x (i.e., the reference speed) and the case where the speed multiplier is 2x. This motion is composed of a total of 200 frames from the 1st frame to the 200th frame. Each frame corresponds to the posture of the player character performing the just attack corresponding attack action. When the speed multiplier is 1x, a total of 200 frames from the 1st frame to the 200th frame constituting the motion corresponding to the above action are played back sequentially. When the frame playback speed (fps; frames per second) of the screen displayed on the output unit 12 is 60 fps, if the speed multiplier is 1x, the 60th frame will be played back one second after the motion is played back. On the other hand, when the playback speed multiplier is 2x, in this example, even-numbered frames are thinned out from the 200 frames constituting the motion corresponding to the above action, and a total of 100 odd-numbered frames are played back sequentially. When the frame playback speed of the screen displayed on the output unit 12 is 60 fps, if the playback speed is doubled, the 119th frame will be played one second after the motion is played. Focusing on the 31st frame (for example, a specific posture such as a weapon being raised) among the 200 frames constituting this motion, if the playback speed is 1, the 31st frame will be played 31 / 60 seconds after the start of playback of the motion. On the other hand, if the playback speed is doubled, the 31st frame will be played 16 / 60 seconds after the start of playback of the motion. In this way, the time elapsed from the start of playback of the motion until the player character assumes a specific posture varies depending on the playback speed. The first period, second period, third period, etc. shown in FIG. 3 will be described later with reference to FIG. 3 again.

[0033] Step S101: After the motion starts to be played in step S100, the control unit 15 judges whether or not the condition of accepting an operation by the player is satisfied. If the operation by the player is accepted (step S101-Yes), the process proceeds to step S102. On the other hand, if the operation by the player is not accepted (step S101-No), the process continues playing the motion and continues judging whether or not the condition of accepting an operation by the player is satisfied. Note that if the playback of the motion ends without accepting an operation by the player, the process is forcibly terminated.

[0034] "Operation by the player" is an act of the player pressing an operation button. Typically, the player attempts this operation at a specific timing (any timing within the first period) while the player character is performing a just attack corresponding attack action. Depending on the timing at which the operation button is pressed by the player, the control unit 15 executes different game presentations in the next step and thereafter. Note that pressing an operation button is an example of "operation by the player" and is not limited to this.

[0035] Step S102: The control unit 15 judges whether or not the timing when the above condition that the operation by the player is accepted is satisfied is within the first period. If the timing is not within the first period (step S102-No), the process proceeds to step S103. On the other hand, if the timing is within the first period (step S102-Yes), the process proceeds to step S104. Here, the first period is a period whose start is determined based on a predetermined frame among a plurality of frames constituting the motion. Also, the time length of the first period is fixed (for example, 1 / 6 second) regardless of the playback speed of the player character. For convenience of explanation, step S103 will be briefly explained before a detailed explanation of the first period.

[0036] Step S103: The control unit 15 judges whether or not the timing when the above condition of accepting an operation by the player is satisfied is within the second period. Although at least a part of the first period and at least a part of the second period may overlap, if the timing when the above condition is satisfied is within the first period, the process proceeds from step S102 to step S104 as described above, and therefore this step S103 is not executed. Therefore, in this step S103, it is judged that the timing when the above condition is satisfied is within the second period, which means that the timing is within the second period excluding the first period. In this step S103, if the timing is within the second period (step S103-Yes), the process proceeds to step S105. On the other hand, if the timing is not within the second period (step S103-No), the process ends. Here, the second period is a period starting from a predetermined frame. In this embodiment, the time length of the second period is fixed regardless of the playback speed of the player character (for example, 1 / 2 second).

[0037] To explain step S102 and step S103 in detail, the "first period" and the "second period" will be explained with reference to Fig. 3 again. In the motion data of a motion corresponding to a just attack corresponding attack action, a specific reference frame is determined in advance among a plurality of frames constituting the motion. In the example of Fig. 3, the 31st frame is the reference frame among a total of 200 frames from the 1st frame to the 200th frame constituting the motion.

[0038] In this embodiment, the "first period" is a just attack acceptance period during the reproduction of a motion corresponding to a just attack corresponding attack action. The just attack acceptance period is determined based on the timing t0 at which the reference frame (the 31st frame) is displayed. In the example shown in FIG. 3, the just attack acceptance period starts at timing t1 (t1=t0+P [seconds]) P seconds after timing t0 at which the reference frame is displayed (P is a fixed value in the example of FIG. 3). The time length of the just attack acceptance period is a fixed value of Q seconds (10F, i.e., 1 / 6 seconds in the example of FIG. 3) regardless of the speed magnification. Here, the time from the start of reproduction of the motion corresponding to the just attack corresponding attack action to timing t0 at which the reference frame is displayed varies depending on the reproduction speed magnification of the motion. As a result, as shown in FIG. 3, compared to the first period when the speed magnification is 1 (upper part of FIG. 3), the start timing t1 of the first period when the speed magnification is 2 (lower part of FIG. 3) is earlier, but the time length does not change.

[0039] In this embodiment, the "second period" is a period during which a normal action is accepted during playback of a motion corresponding to a just attack corresponding attack action. The period during which a normal action is accepted is also determined based on the timing at which a reference frame (the 31st frame) is displayed. In the example shown in FIG. 3, the period during which a normal action is accepted starts at the timing t0 at which the reference frame is displayed. The length of the period during which a normal action is accepted is a fixed value of R seconds (30F, i.e., 1 / 2 seconds, in the example of FIG. 3) regardless of the playback speed of the motion (i.e., regardless of the speed magnification). Here, the time from the start of playback of a motion corresponding to the just attack corresponding attack action to the timing t0 at which the reference frame is displayed varies depending on the speed magnification. As a result, as shown in FIG. 3, compared to the second period when the speed magnification is 1 (upper part of FIG. 3), the second period when the speed magnification is 2 times (lower part of FIG. 3) has an earlier start time t0, but the length of time does not change.

[0040] Step S104: If the condition that an operation by the player is accepted within the first period is satisfied in step S102 (step S102-Yes), the control unit 15 executes a first game presentation, and then the process ends.

[0041] In this embodiment, the "first game effect" is a special game effect that causes the player character to execute a special attack action called a just attack or the like. For example, the motion of the just attack executed as the first game effect may be different from the motion of a normal attack action (described later) executed by the player character when the timing at which the above condition is satisfied is within the second period. Furthermore, the first game effect may include the generation of additional effects, such as blinking, fire, lightning, ice, etc., on a part or all of the player character, as compared with the normal attack action. The first game effect may be executed by interrupting the playback of the motion of the just attack corresponding attack action immediately or after a predetermined time has elapsed after the above operation by the player is accepted. Alternatively, the first game effect may be executed after the playback of the motion of the just attack corresponding attack action ends.

[0042] Step S105: If the condition that the operation by the player is accepted within the second period is satisfied in step S103 (step S103-Yes), the control unit 15 executes the second game presentation, and then the process ends.

[0043] The "second game effect" is a game effect based on a normal attack action, and is an attack action such as a combo attack that can be executed next when a just attack is not successful in the just attack corresponding action. The second game effect may also be executed by interrupting the playback of the motion of the just attack corresponding attack action immediately or after a predetermined time has elapsed after the operation by the player is accepted. Alternatively, the second game effect may be executed after the playback of the motion of the just attack corresponding attack action ends.

[0044] Let us consider a case where, during playback of a motion corresponding to a just attack corresponding attack action, an operation by the player is received neither in the first period nor in the second period (step S102-No and step S103-No). An operation at such a timing can be said to be a failure of the player's operation. Therefore, the control unit 15 continues playback of the motion of the just attack corresponding attack action until the end.

[0045] As described above, the information processing device 10 according to this embodiment starts playing a motion corresponding to a predetermined action performed by a first character used in game processing at a playback speed multiplier set for the first character. When a predetermined condition is satisfied during playback of the motion, the information processing device 10 executes a different game presentation according to the timing at which the predetermined condition is satisfied. When the playback speed multiplier exceeds 1, the information processing device 10 shortens and plays the motion, and executes a first game presentation when a predetermined condition is satisfied within a first period whose start time is determined based on a predetermined frame among a plurality of frames constituting the motion and whose time length is fixed during playback of the motion.

[0046] With this configuration, in a game in which two specifications, a just attack specification and a specification that allows the motion playback speed to be variable, are implemented simultaneously, the difficulty of executing a just attack can be appropriately maintained regardless of the motion playback speed, while an excessive increase in development burden can be prevented, thereby improving the technology for controlling games that allow characters to perform actions.

[0047] Although the present disclosure has been described based on the drawings and examples, it should be noted that those skilled in the art may make various modifications and alterations based on the present disclosure. Therefore, it should be noted that these modifications and alterations are included in the scope of the present disclosure. For example, the functions included in each component or step can be rearranged so as not to be logically inconsistent, and multiple components or steps can be combined or divided into one.

[0048] In the above embodiment, prior to step S101, it is also preferable to further execute a step in which the control unit 15 displays an auxiliary performance suggesting the start of the first period during the playback of the motion, during a third period from a point going back a predetermined time from the start of the first period to the start of the first period. The "third period" will be described with reference to FIG. 3 again. In FIG. 3, the third period is based on the start of the first period (just attack acceptance period) P seconds after the reference frame (the 31st frame) in the frames constituting the motion corresponding to the just attack corresponding attack action described above. The start of the third period is the point going back S seconds from the start of the first period, and the end of the third period is the period immediately before the start of the first period (just attack acceptance period). In the example of FIG. 3, a fixed value of S seconds (15F, i.e., 1 / 4 seconds in the example of FIG. 3) is adopted regardless of the motion playback speed. During the third period, by displaying an auxiliary effect suggesting the start of the first period (just attack acceptance period), it is possible to notify the player of the timing to activate a just attack. The auxiliary effect referred to here is called a timing attention display, etc., and specifically, is a countdown display effect, or a horizontal progress bar, a circular progress bar, etc. An auxiliary effect suggesting that the first period continues after the start of the first period may be displayed. It is particularly preferable to fix the time length of the third period, regardless of the magnification of the motion playback speed. In this case, the player can measure the timing to activate a just attack by the display of the auxiliary effect, regardless of the magnification of the motion playback speed, and playability can be ensured. The "third period" may be called a timing attention display period.

[0049] When this auxiliary effect is displayed during the third period (timing attention display period), it is preferable that the control unit 15 not execute the first game effect when it receives the above-mentioned operation by the player before the reference frame (the 31st frame in the example of FIG. 3) during playback of the motion, even if the operation is received again within the first period. This prevents accidental just attacks caused by repeated button presses, etc., and optimizes the difficulty of executing a just attack. In this case, if the above-mentioned operation by the player is received during the second period after the start of the reference frame, the player character may be made to execute a normal action that is not a just attack, or the player character may not even be made to execute the normal action.

[0050] In the above embodiment, the second period is set, but the second period is not essential. If no operation by the player is accepted within the first period (step S102-No), the process may be ended.

[0051] Furthermore, in the above-described embodiment, if the playback speed multiplier set for the player character is less than 1x, the length of the first period may be fixed regardless of the playback speed multiplier, or the length of the first period may be extended depending on the playback speed multiplier.

[0052] Furthermore, in the above-described embodiment, the first period (just attack acceptance period) is determined based on the timing t0 when the reference frame (the 31st frame) is displayed, and in the example shown in Fig. 3, the first period is explained as starting a fixed number of P seconds after the timing t0 when the reference frame is displayed. However, in order to accommodate the speed magnification, for example, if the speed magnification is 2x, the first period may start 1 / 2P seconds (the reciprocal of the speed magnification) after the timing t0 when the reference frame is displayed, and the start timing of the first period is variable as long as the time length of the first period is fixed at Q seconds.

[0053] Also, in the above-described embodiment, the second period (the period for accepting a normal action) is determined based on the timing t0 at which the reference frame (the 31st frame) is displayed, and its time length is a fixed value of R seconds in the example shown in Fig. 3. However, in order to accommodate the speed magnification, for example, when the speed magnification is 2x, the time length of the second period may be set to 1 / 2R seconds (the reciprocal of the speed magnification), or the time length may be appropriately determined according to the speed magnification within a range of Q seconds to R seconds, which is the time length of the first period, which is a fixed value.

[0054] Furthermore, in the above-described embodiment, the start of the third period (timing attention display period) is set to a point S seconds back from the start of the first period (just attack acceptance period), where S is a fixed value. However, in order to accommodate the speed magnification, for example, if the speed magnification is 2x, the start of the third period (timing attention display period) may be set to a point 1 / 2S seconds (the reciprocal of the speed magnification) back from the start of the first period, and the start of the third period may be variable according to the speed magnification as long as it is based on the start of the first period.

[0055] In the above-described embodiment, in step S101, it is determined whether or not a condition is satisfied that an operation by a player is accepted after the motion starts to be reproduced in step S100. The above-described embodiment relates to a just attack among the just action type game presentations. The present disclosure is also applicable to a defensive action called a just guard or just evasion. That is, in another embodiment of the present disclosure, in step S101, the control unit 15 may determine whether or not a condition is satisfied that an attack judgment of a second character overlaps with a hit judgment of a first character after the motion starts to be reproduced in step S100.

[0056] The "second character" is an enemy character that attacks the player character. The following describes a state in which the player performs an operation to make the player character perform a guard action (defense action), and a motion corresponding to the guard action is played back. In step S101, the control unit 15 determines whether or not a condition is satisfied that the attack judgment of the enemy character performing the attack action overlaps with the hit judgment of the player character performing the guard action. If the timing at which the above condition is satisfied in step S102 is within the first period, the control unit 15 executes a just guard as the first game presentation in step S104. Depending on the specifications of the action game, the motion of the guard action and the above-mentioned second period may be continued as long as the button press operation by the player to perform the guard action continues. When executing a just guard, in addition to the normal guard action, a buff process may be performed on the player character, a debuff process may be performed on the enemy character to be avoided, the player character may be made to perform an additional attack action or a counter action, or an additional effect such as blinking may be generated on a part or all of the player character.

[0057] Furthermore, a state in which a player performs an operation to make a player character execute an evasive action and a motion corresponding to the evasive action is reproduced will be described. In step S101, the control unit 15 determines whether or not a condition is satisfied that an attack judgment of an enemy character executing an attack action overlaps with a hit judgment of a player character executing an evasive action. If the timing at which the above condition is satisfied in step S102 is within a first period, the control unit 15 executes a just evasion as a first game presentation in step S104. When executing a just evasion, in addition to a normal evasive action, a buff process may be applied to the player character, a debuff process may be applied to the enemy character to be evaded, or an additional effect such as blinking may be generated on a part or all of the player character.

[0058] In the above-described various embodiments, the player character is caused to execute various actions by the button operation of the player. However, the operation by the player is not limited to the above example. For example, the player may operate the player character by stick input, or may operate the player character by reading the player's actions using a physical camera or the like. In addition, when a touch panel is connected to the information processing device 10, each input position on the touch panel corresponds to a virtual button, and the player can operate the character by touching the virtual button. In addition, the information processing device 10 can accept multiple button inputs by the player's operation and perform a specific process. In this case, the operation for realizing the charge attack may adopt any method such as continuous pressing, continuous stick rotation, or continuous touch pressing depending on the input device.

[0059] In the various embodiments described above, the control unit 15 can place the character operated by the player in the virtual space. In this case, the virtual space is a three-dimensional virtual space, and each character is implemented as a 3D model. However, the virtual space may be a two-dimensional virtual space, and each character may be implemented as a 2D image. The control unit 15 causes the display of the output unit 12 to display a game screen from a viewpoint such as FPP (First Person Perspective) or TPP (Third Person Perspective).

[0060] For example, an embodiment is possible in which a part or all of the operations performed by the information processing device 10 in the above-described embodiment are performed by an external computer capable of communicating with the information processing device 10. Furthermore, the operations performed by the information processing device 10 may be distributed and executed by multiple computers capable of communicating with each other.

[0061] For example, an embodiment is also possible in which a general-purpose computer functions as the information processing device 10 according to the above-described embodiment. Specifically, a program describing the processing contents for realizing each function of the information processing device 10 according to the above-described embodiment is stored in the memory of a computer, and the program is read and executed by a processor of the computer. Therefore, the present embodiment can also be realized as a program executable by a processor, or a non-transitory computer-readable medium that stores the program. [Explanation of symbols]

[0062] 10. Information processing device 11 Communications Department 12 Output section 13 Input section 14 Storage section 15 Control section

Claims

1. In the information processing device, starting playback of a motion corresponding to a predetermined action performed by a first character used in processing a game at a playback speed multiplication factor set for the first character; When a predetermined condition is satisfied during the reproduction of the motion, executing a different game presentation depending on the timing at which the predetermined condition is satisfied; A game program for executing The information processing device includes: If the playback speed is greater than 1x, the motion is shortened and played back; The game program executes a first game presentation when the predetermined condition is satisfied within a first period having a fixed length, the first period being determined based on a predetermined frame among a plurality of frames constituting the motion during playback of the motion.

2. The game program according to claim 1, wherein the information processing device executes a second game presentation when, during playback of the motion, the specified condition is satisfied within a second period starting from the predetermined frame, excluding the first period.

3. the predetermined condition is that an operation by a player is accepted, The game program according to claim 2 , wherein the second period is a period of fixed length.

4. the predetermined condition is that an operation by a player is accepted, The game program of claim 1, further comprising a step of causing the information processing device to execute a step of displaying, during playback of the motion, an auxiliary effect suggesting the start of the first period during a third period from a point a predetermined time back from the start of the first period to the start of the first period.

5. The game program according to claim 4, wherein the information processing device, when accepting the operation before the predetermined frame during playback of the motion, does not execute the first game presentation even if the operation is accepted again within the first period.

6. The computer-readable storage medium according to claim 2 , wherein the predetermined condition is that an attack determination of the second character overlaps with a hit determination of the first character.

7. The game program according to claim 6 , wherein the second period is a period of fixed length.

8. starting playback of a motion corresponding to a predetermined action performed by a first character used in processing a game at a playback speed multiplication factor set for the first character; an information processing device including a control unit that, when a predetermined condition is satisfied during playback of the motion, executes a different game presentation depending on a timing at which the predetermined condition is satisfied, The control unit is If the playback speed is greater than 1x, the motion is shortened and played back; During playback of the motion, a first period is set whose start time is determined based on a predetermined frame among a plurality of frames constituting the motion, and when the predetermined condition is satisfied within the first period, which has a fixed length, an information processing device executes a first game presentation.

9. A method executed by an information processing device, comprising: starting playback of a motion corresponding to a predetermined action performed by a first character used in processing a game at a playback speed multiplication factor set for the first character; When a predetermined condition is satisfied during the reproduction of the motion, executing a different game presentation depending on the timing at which the predetermined condition is satisfied; Including, The information processing device includes: If the playback speed is greater than 1x, the motion is shortened and played back; The method includes, during playback of the motion, a first period whose start is determined based on a predetermined frame among a plurality of frames constituting the motion, and when the predetermined condition is satisfied within the first period, which has a fixed length, a first game presentation is executed.

Citation Information

Patent Citations

  • Program

    JP2022136675A