Program, game system, and game control method
The game system enhances strategic gameplay by allowing players to check and select enemy characters to attack within defined ranges and incapacitate them during grace periods, improving the strategic nature of the game.
Patent Information
- Application Number
- JP2023110541
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-05
- Publication Date
- 2025-01-20
AI Technical Summary
Conventional games lack strategic elements that allow players to check the positions of multiple enemy characters and select the appropriate character to attack effectively.
A game system and method that includes a range determination unit to identify if a third character can be attacked within a given range from a second character, a character control unit to incapacitate the third character during a grace period, and an execution effect control unit to render the second and third characters incapable of action when conditions are met, enhancing strategic gameplay.
Enables players to enjoy strategic play by checking and selecting enemy characters to attack, with variable ranges, grace periods, and incapacitation effects, providing an exhilarating experience.
Smart Images

Figure 2025008395000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program, a game system, and a game control method. [Background technology]
[0002] Patent Document 1 discloses that when there are multiple moving objects to be targets within the target range of a player-operated moving object, a moving object different from the moving object selected as the target for the nth action is selected as the target for the n+1th action. Patent Document 2 discloses that in a music game, the effect of enemy characters disappearing is on hold during a combo, and when a special beat is reached, the effect of enemy characters disappearing all at once or continuously is activated. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 3747050 [Patent Document 2] JP 2012-205684 A Summary of the Invention [Problem to be solved by the invention]
[0004] Conventional games are not intended to allow a player to enjoy strategic play such as checking the positions of multiple enemy characters and selecting an enemy character to attack.
[0005] The present invention has been made in consideration of the above-mentioned problems, and its object is to provide a game program, etc. that can improve the strategic nature of a game in which a first character makes a given attack against a second character. [Means for solving the problem]
[0006] (1) The present invention relates to a program for a game in which a first character performs a given attack on a second character, the program causing a computer to function as a range determination unit that determines whether or not a third character that can be attacked by the first character or a friend character of the first character exists within a given range from the second character when a condition related to damage inflicted on the second character by the attack of the first character is satisfied, a character control unit that puts the second character into a disabled ready state when the third character exists within the given range, and a period setting unit that sets a given grace period when the third character exists within the given range, the character control unit further causes a computer to function as a performance control unit that puts the third character into a disabled ready state when a condition related to damage inflicted on the third character by the attack of the first character or the friend character is satisfied during the given grace period, puts the second character and the third character in the disabled ready state into a disabled state when the given condition is satisfied, and executes a performance related to the disabled state of the second character and the third character. The present invention also relates to a computer-readable information storage medium that stores the program. The present invention also relates to a game system including the above-mentioned components.
[0007] The present invention also provides a game control method for a game in which a first character performs a given attack on a second character, and when a condition related to damage to be inflicted on the second character by the attack of the first character is satisfied, a third attack target capable of being attacked by the first character or a companion character that is a companion of the first character is located within a given range from the second character. The game control method includes a range determination step for determining whether or not a character exists, a character control step for putting the second character into an incapacitated ready state when the third character exists within the given range, and a period setting step for setting a given grace period when the third character exists within the given range, wherein the character control step further includes an effect control step for putting the third character into an incapacitated ready state when a condition regarding damage to be inflicted on the third character by an attack of the first character or the companion character is satisfied during the given grace period, putting the second character and the third character in the incapacitated ready state into an incapacitated state when the given condition is satisfied, and executing an effect regarding the incapacitated state of the second character and the third character.
[0008] According to the present invention, when a condition regarding damage inflicted on a second character by an attack from a first character is satisfied, it is determined whether or not a third character is present within a given range from the second character, and if a third character is present within that range, the second character is put into an incapacitated ready state and a grace period is set, and when a condition regarding damage inflicted on the third character by an attack from the first character or the like is satisfied during the grace period, the third character is put into an incapacitated ready state, and when a given condition is satisfied, the second and third characters in the incapacitated ready state are put into an incapacitated state, allowing the player to enjoy strategic play such as checking the positions of the characters and selecting the character to be attacked.
[0009] (2) In the program, game system, and game control method according to the present invention, the range determination unit (in the range determination step) may change the given range in accordance with a given condition.
[0010] (3) In the program, game system, and game control method according to the present invention, the period setting unit (in the period setting unit) may change the given grace period in accordance with a given condition.
[0011] (4) In the program, game system, and game control method according to the present invention, the presentation control unit (in the presentation control step) may change the presentation relating to the immobilization state in accordance with given conditions.
[0012] (5) In addition, in the program, game system, and game control method of the present invention, the character control unit (in the character control step) may set the third character within the given range as an attack target of the first character or the companion character.
[0013] (6) In the program, game system, and game control method of the present invention, the character control unit (in the character control step) may change the behavior of the third character within the given range during the given grace period.
[0014] (7) In addition, in the program, game system, and game control method of the present invention, the character control unit (in the character control step) may move the third character within the given range in a predetermined direction during the given grace period.
[0015] (8) In the program, game system, and game control method according to the present invention, the character control unit (in the character control step) controls a fourth character that is within a predetermined range of the second character or the third character to be rendered unable to act, or that has a predetermined relationship with the second character or the third character to be rendered unable to act, It may also be put into an immobile state.
[0016] (9) In addition, in the program, game system, and game control method of the present invention, the computer may further function as a parameter control unit that decreases a predetermined parameter of the first character during the first character's attacking action and increases the predetermined parameter after execution of the effect related to the unable to act state (which may further include a parameter control step).
[0017] (10) Furthermore, in the program, game system, and game control method of the present invention, the character control unit (in the character control step) may not render the third character in an incapacitated ready state incapacitated to act if the given condition is not satisfied within a predetermined time after the first character begins an attack on the second character. [Brief description of the drawings]
[0018] [Figure 1] FIG. 1 is a diagram showing a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram showing an example of functional blocks of a terminal according to the embodiment; [Diagram 3] FIG. 4 is a diagram showing an example of a game screen generated by the game system of the present embodiment. [Figure 4] FIG. 2 is a diagram showing the placement of each character in the game area. [Diagram 5] FIG. 2 is a diagram showing the placement of each character in the game area. [Figure 6] FIG. 2 is a diagram showing the placement of each character in the game area. [Figure 7] FIG. 2 is a diagram showing the placement of each character in the game area. [Figure 8] 4 is a flowchart showing the flow of processing of the game system of the present embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0019] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the contents of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily necessary configurations of the present invention.
[0020] 1. Configuration Fig. 1 shows a game system according to the present embodiment. In this embodiment, the system is configured with a plurality of terminals 10 and a server 20 (server device). That is, as shown in Fig. 1, the game system according to the present embodiment is configured such that the server 20 that provides a service and the terminals 10 (10A, 10B, 10C, etc.) can be connected to a network.
[0021] The server 20 is an information processing device that provides online game services in response to requests from the terminals 10. The server 20 can be composed of one or more servers (authentication server, matching server, game processing server, communication server, billing server, database server, etc.).
[0022] In this embodiment, a game is executed on the player's terminal 10, and the server 20 manages information such as the player's account information, game results of the game executed on the terminal 10, game media (characters, items, etc.) that can be used in the game, and in-game currency that can be used in the game.
[0023] The terminal 10 is an information processing device such as a mobile terminal (smartphone, mobile phone, portable game machine, etc.), a personal computer (PC), a game device, etc., and is a device that can be connected to the server 20 via a network such as the Internet (WAN) or LAN. The communication line between the terminal 10 and the server 20 may be wired or wireless.
[0024] An example of a functional block of the terminal 10 of this embodiment is shown in Fig. 2. Note that the terminal of this embodiment may have a configuration in which some of the components (units) of Fig. 2 are omitted.
[0025] The input unit 150 is a device for inputting (detecting) input information from a player, and outputs the player's input information (operation information) to the processing unit 100. The functions of the input unit 150 can be realized by input devices such as directional keys, buttons, a touch panel, a touch pad, a mouse, and a keyboard.
[0026] The storage unit 170 stores programs and various data for causing the computer to function as each unit of the processing unit 100, and also functions as a work area for the processing unit 100, the function of which can be realized by a hard disk, RAM, or the like.
[0027] The display unit 190 outputs the game image generated by the processing unit 100, and the function thereof can be realized by a display such as a touch panel, LCD, or HMD (head mounted display) that also functions as the input unit 150.
[0028] The sound output unit 192 outputs the sound generated by the processing unit 100, and the function thereof can be realized by a speaker, a headphone, or the like.
[0029] The communication unit 196 performs various controls for communicating with the server 20 and other terminals 10, and the functions thereof can be realized by hardware such as various processors or communication ASICs, programs, and the like.
[0030] Note that the programs and various data for causing a computer to function as each part of the processing unit 100, which are stored in an information storage medium or storage unit possessed by the server 20, may be received via a network, and the received programs and data may be stored in the storage unit 170. Such cases in which a terminal is caused to function by receiving programs and various data are also included within the scope of the present invention.
[0031] The processing unit 100 (processor) performs processes such as processing for progressing the game, image generation processing, and sound generation processing, based on input information (operation information) from the input unit 150, a program, and data received via the communication unit 196. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASIC (gate array, etc.), and by a program. The processing unit 100 includes a character control unit 110, a range determination unit 112, a period setting unit 114, a performance control unit 116, an image generation unit 120, and a sound generation unit 130.
[0032] The character control unit 110 controls the actions (movement, attack, defense, recovery, use of items, etc.) of a player character (first character) arranged in the game space based on an operation (operation input) by the player to the input unit 150. The character control unit 110 also controls the actions of companion characters who are companions (allies) of the player character arranged in the game space, and the actions of enemy characters (second to fourth characters) who are opponent characters. If the companion character or enemy character is an NPC, the action of the character is automatically controlled according to a given algorithm, and if the companion character or enemy character is another player's character, the action of the character is controlled based on operation information received from the terminal 10 of the other player via the server 20.
[0033] When a condition regarding damage inflicted on an enemy character (second character) by an attack of the player character is satisfied, the range determination unit 112 determines whether or not there is another enemy character (third character) that can be attacked by the player character or the friend character within a given range from the enemy character. The condition regarding damage inflicted on the second character is satisfied when the amount of damage inflicted on the second character by the attack is greater than or equal to the amount of damage inflicted on the second character by the attack. This may be that the physical strength value has been exceeded or that the amount of damage has reached a predetermined value (parameter-based condition), that damage has been inflicted a predetermined number of times or that the second character has been put into a stunned state (fainted or unconscious state) or paralyzed or paralyzed state due to an additional attack, or that the second character has been continuously damaged by poison or the like (state-based condition). The range determination unit 112 may change the given range according to given conditions (for example, the type of the second character, the type and content of the attack on the second character, the combination of the second character and the third character, the difference between the amount of damage inflicted on the second character and the physical strength value of the second character, etc.).
[0034] When another enemy character (third character) is present within a given range, the character control unit 110 puts the enemy character (second character) into an inability to act preparation state, which is a preparatory stage for an inability to act state, and when there is no other enemy character (third character), the character control unit 110 puts the enemy character (second character) into an inability to act state.
[0035] The period setting unit 114 sets a given grace period when another enemy character (third character) exists within the given range. The period setting unit 114 may change the given grace period according to a given condition. The condition is the same as the condition when changing the given range.
[0036] When a condition related to damage inflicted on another enemy character (third character) by an attack of the player character or a friend character is satisfied during a given grace period, the character control unit 110 sets the other enemy character to an incapacitated ready state. The condition related to damage inflicted on the third character may be satisfied when the amount of damage inflicted on the third character by an attack exceeds the physical strength value of the third character or when the amount of damage reaches a predetermined value (parameter-based condition), when damage is inflicted a predetermined number of times or when the third character is in a stunned state (unconsciousness or loss of consciousness) or paralysis or immobilization state due to an additional attack, or when the third character is continuously damaged by poison or the like (state-based condition). The character control unit 110 may automatically set an enemy character to be the target of attack by the player character or friend character among a plurality of enemy characters (third characters) present within a given range. The character control unit 110 may also change the behavior of the enemy character (third character) within a given range during a given grace period (for example, move the enemy character in a given direction).
[0037] Furthermore, the character control unit 110 may disable an enemy character (second character, third character) in a disabled preparation state when a given condition is satisfied. For example, the character control unit 110 may determine that a given condition is satisfied when there is no other enemy character within a given range from the disabled preparation enemy character (third character), when a given grace period has elapsed, or when a predetermined operation is performed by the player. The character control unit 110 may disable another enemy character (fourth character) that exists within a given range from the enemy character (second character, third character) to be disabled, or that has a given relationship with the enemy character (second character, third character) to be disabled. Furthermore, the character control unit 110 may not disable an enemy character (second character, third character) in a disabled preparation state when a given condition is not satisfied within a given time after the player character starts an attack on the enemy character (second character).
[0038] The performance control unit 116 executes a performance (for example, a display control in which the enemy character explodes and then disappears) regarding the inability to act of the enemy characters (second character, third character, fourth character). The performance control unit 116 may change the performance regarding the inability to act according to a given condition. The condition is the same as the condition for changing a given range or grace period. do.
[0039] The processing unit 100 may further include a parameter control unit 118 that reduces a predetermined parameter of the player character during the player character's attacking action and increases (restores) the predetermined parameter after the execution of an effect relating to an enemy character's inability to act.
[0040] The image generation unit 120 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating a game image (a game image including a character arranged in a game space) and outputs it to the display unit 190. The image generation unit 120 may generate an image (a so-called three-dimensional image) that can be seen from a virtual camera (a given viewpoint) in the object space (game space).
[0041] The sound generation unit 130 performs sound processing based on the results of various processes performed by the processing unit 100 , generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 192 .
[0042] The game system of this embodiment may be configured as a server system. The server system may be configured with one or more servers (authentication server, game processing server, communication server, billing server, database server, etc.). In this case, the server system performs processing of each part of the processing unit 100 based on operation input (data input to an input part of a terminal) transmitted from one or more terminals (e.g., a smartphone, a mobile phone, a portable game machine, etc.) connected via a network, generates image generation data for generating an image, and transmits the generated image generation data to each terminal. Here, the image generation data is data for displaying an image generated by the method of this embodiment on each terminal, and may be image data itself or various data (object data, game processing result data, etc.) used by each terminal to generate an image. The game system may be configured so that the processing of each part of the processing unit 100 is distributed and executed by the server and the terminals.
[0043] 2. Method of the Present Invention Next, a method according to an embodiment of the present invention will be described with reference to the drawings. The game system according to the present embodiment is configured to execute a battle game in which a player's character (player character) battles an opponent's character (enemy character).
[0044] FIG. 3 is a diagram showing an example of a game screen (game image) generated by the game system of this embodiment. The game screen GI is displayed on the display unit 190 of the player's terminal 10. The game screen GI displays a player character PC, which is the player's character, a companion character CC, which is the companion of the player character PC, and a plurality of enemy characters EC (four enemy characters E1 to E4 in this example), which are opponents, all arranged in a game area GA constituting a game space. The player can operate the input unit 150 to cause the player character PC to perform actions (movement, attack, defense, recovery, use of items, etc.). The enemy character EC is an NPC, and is automatically controlled according to a given algorithm. The companion character CC is an NPC or a character of another player (for example, another player who is in a friend relationship with the player).
[0045] When the player character PC attacks the enemy character EC, the enemy character EC's vitality value is reduced by an amount of damage that corresponds to the attack power of the player character PC and the defense power of the enemy character EC (the higher the attack power, the greater the amount of damage, and the higher the defense power, the smaller the amount of damage). The attack power of the player character PC is calculated according to the attack power, type of attack, and type of equipment (weapon) set for the player character PC. Similarly, when the enemy character EC attacks the player character PC, the amount of damage that corresponds to the attack power of the enemy character EC and the defense power of the player character PC is reduced by an amount of damage that corresponds to the attack power of the enemy character EC and the defense power of the player character PC. Similarly, when the friend character CC attacks the enemy character EC, the enemy character EC's vitality value is reduced by an amount of damage corresponding to the friend character CC's attack power and the enemy character EC's defense power.
[0046] FIG. 4 is a diagram showing an example of the arrangement of each character in the game area GA. In FIG. 4, when the player character PC (first character) attacks the enemy character E1 (second character) and the damage amount by the attack exceeds the vitality value of the enemy character E1 (the vitality value of the enemy character E1 becomes 0 or less, and the condition regarding the damage to the enemy character E1 is satisfied), a range R1 of a given distance from the enemy character E1 is set, and it is determined whether or not another enemy character EC (third character) exists within the range R1. Here, since the enemy character E2 exists within the range R1, the enemy character E1 does not become unable to act but becomes in an inability to act preparation state (indicated by a circle with diagonal lines), and a grace period P1 (for example, a period of about several seconds) is set. The grace period P1 is a period during which an operation of an attack on the enemy character EC existing within the range R1 is accepted. The enemy character EC existing within the range R1 may be displayed identifiable (in a different manner from the enemy character EC existing outside the range R1).
[0047] Then, during the grace period P1, when the player character PC attacks an enemy character E2 (third character) within the range R1 and the amount of damage caused by the attack exceeds the vitality value of the enemy character E2 (the condition regarding the damage to be inflicted on the enemy character E2 is satisfied), the enemy character E2 also enters a disabled preparation state, and as shown in FIG. 5, a range R2 of a given distance from the enemy character E2 is set, and it is determined whether or not another enemy character EC (third character) exists within the range R2. Here, since an enemy character E3 exists within the range R2 in addition to the enemy character E1 in a disabled preparation state, a grace period P2 is set. The grace period P2 is a period during which an operation to attack the enemy character EC existing within the range R2 is accepted.
[0048] Then, in the grace period P2, when the player character PC attacks the enemy character E3 (third character) in the range R2 and the damage amount by the attack exceeds the vitality value of the enemy character E3 (the condition for the damage to the enemy character E3 is satisfied), the enemy character E3 also enters the incapacitated preparation state, and as shown in FIG. 6, a range R3 of a given distance from the enemy character E3 is set, and it is determined whether or not another enemy character EC (third character) exists in the range R3. Here, since there is no other enemy character EC except the enemy character E2 in the incapacitated preparation state in the range R3, the grace period is not set. In this case, the given condition is satisfied, and the three enemy characters E1, E2, E3 in the incapacitated preparation state enter the incapacitated state, and an effect is executed in which the three enemy characters E1, E2, E3 explode simultaneously (or in sequence), and the three enemy characters E1, E2, E3 are erased from the game area GA.
[0049] In this way, if the player character PC first attacks the enemy character E1, causing damage equal to or greater than the vitality value, then attacks the enemy character E2 within the range R1 from the enemy character E1 within the grace period P1, causing damage equal to or greater than the vitality value, and then attacks the enemy character E3 within the range R2 from the enemy character E2 within the grace period P2, causing damage equal to or greater than the vitality value, the player can feel a sense of exhilaration as the three enemy characters E1, E2, and E3 are rendered unable to act all at once and disappear. In the above example, if there are no other enemy characters EC within the range R1 from the enemy character E1, the enemy character E1 immediately becomes unable to act and disappears. Also, if the grace period P1 has elapsed before the vitality value of the enemy character E2 within the range R1 falls below 0, the enemy character E1, which is in a ready to act state, becomes unable to act and disappears. Similarly, if there are no other enemy characters EC within the range R2 from the enemy character E2, or if there are no other enemy characters EC within the range R2 from the enemy character E3, If the grace period P2 has elapsed before the vitality value falls below 0, the two enemy characters E1 and E2 that are in a state of being unable to act and are prepared to act will become unable to act and disappear.
[0050] Also, for example, if the player character PC first attacks the enemy character E2, dealing damage equal to or greater than the vitality value, and then attacks the enemy character E1 in range R2 during grace period P2, dealing damage equal to or greater than the vitality value, then since there are no other enemy characters EC in range R1, the two enemy characters E1 and E2 will be rendered incapacitated at the same time. In this way, the number of enemy characters EC that can be rendered incapacitated at once varies depending on the order in which the enemy characters EC are attacked in a combo attack. Therefore, the player can enjoy strategic play, such as checking the position of each enemy character EC and selecting the enemy character to be attacked.
[0051] Also, the player character PC and the companion character CC may cooperate to perform a combo attack. For example, in the above example, the player character PC may attack the enemy character E1 to inflict damage equal to or greater than the vitality value, then the companion character CC may attack the enemy character E2 within the range R1 within the grace period P1 to inflict damage equal to or greater than the vitality value, and then the player character PC may attack the enemy character E3 within the range R2 within the grace period P2 to inflict damage equal to or greater than the vitality value, resulting in a combo attack.
[0052] Also, as shown in FIG. 7, when two enemy characters E2, E3 are present within a range R1 from an enemy character E1 in a disabled preparation state, the player may perform an operation of arbitrarily selecting an enemy character from the two enemy characters E2, E3 to be the attack target of the player character PC, and attack the selected enemy character, or the enemy character from the two enemy characters E2, E3 to be the attack target of the player character PC may be automatically determined, and the player may perform only an operation of attacking the enemy character determined as the attack target. In the latter case, the attack target may be determined based on the positional relationship between the player character PC and the two enemy characters E2, E3, and for example, the enemy character E2, which is closer to the player character PC than the enemy character E3, may be determined as the attack target. Also, the attack target may be determined based on the parameters of the two enemy characters E2, E3, and for example, the enemy character with the lower vitality value or attack power from the two enemy characters E2, E3 may be determined as the attack target, or the enemy character that will receive the greater amount of damage from the attack of the player character PC may be determined as the attack target.
[0053] 6, when the enemy character E4 is in a predetermined relationship with any one of the three enemy characters E1, E2, E3 to be disabled, the enemy character E4 (fourth character) may be disabled together with the three enemy characters E1, E2, E3, and an effect may be executed in which the enemy character E4 is caught in the explosion of the three enemy characters E1, E2, E3. For example, when the enemy character E4 is the same type of enemy character as any one of the three enemy characters E1, E2, E3, it may be determined that the two are in a predetermined relationship. Also, when the enemy character E4 is present within a predetermined range (a range different from the ranges R1, R2, R3) from any one of the three enemy characters E1, E2, E3 to be disabled, the enemy character E4 may be disabled together with the three enemy characters E1, E2, E3.
[0054] In this embodiment, the given range (R1, R2, R3) and the given grace period (P1, P2) may be set variably according to given conditions. More specifically, the given range and the grace period may be determined according to the type and content of the attack of the player character PC (or the companion character CC) that has put the enemy character EC (second character, third character) into an inability to attack preparation state. For example, in the case shown in FIG. 4, if the type of attack of the player character PC against the enemy character E1 is a close-range attack (a risky attack), the long-range attack (a risky attack) may be set as a long-range attack (a risky attack). In the case shown in FIG. 4, the range R1 may be made larger and / or the grace period P1 may be made longer as the difference between the amount of damage and the vitality value when the amount of damage caused by the attack of the player character PC exceeds the vitality value of the enemy character E1 increases. In addition, a given range and grace period may be determined according to the type of enemy character EC. For example, in the case shown in FIG. 4, when the enemy character E1 is a boss character, the range R1 may be made larger and / or the grace period P1 may be made longer than when the enemy character E1 is a minion character.
[0055] Also, the given range and grace period may be determined according to the combination of the type of attack of the player character PC who has put the enemy character EC in the non-attack ready state and the type of the enemy character EC. For example, in the case shown in FIG. 4, when the combination of the type of attack of the player character PC against the enemy character E1 and the type of the enemy character E1 corresponds to a predetermined combination, the range R1 may be made larger and / or the grace period P1 may be made longer than when the combination does not correspond. Also, the grace period may be determined according to the combination of the type of the enemy character EC (second character) in the non-attack ready state and the type of the enemy character EC (third character) within the given range. For example, in the case shown in FIG. 4, when the enemy character E1 in the non-attack ready state and the enemy character E2 within the range R1 are the same type of enemy character, the grace period P1 may be made longer.
[0056] Also, a given range and / or grace period may be determined according to the content of the combo attack of the player character PC. For example, in the case shown in Fig. 5, the size of the range R2 and / or the length of the grace period P2 may be determined according to the combination of types of attacks made against the enemy characters E1 and E2 up until the time when the range R2 is set, the number of attacks made (successful), the number of enemy characters put into a state of preparation to be unable to act (the number of combos), the duration from the first attack, or the moving distance of the player character PC. In this case, the range R2 may be made larger and / or the grace period P2 may be made longer when the combination of types of attacks corresponds to a predetermined combination, or the greater the number of attacks or combos, the longer the duration or the moving distance.
[0057] The given range and the grace period may be determined according to the state of the game area GA. For example, when the game area GA is space (an area where it is easy to move), the given range may be made larger and / or the grace period may be made longer, and when the game area GA is the sea (an area where it is difficult to move), the given range may be made smaller and / or the grace period may be made shorter. The given range and the grace period may be determined according to the equipment and state of the player character PC. For example, the higher the level of the player character PC, the larger the given range and / or the longer the grace period may be, and when the state of the player character PC is awakened, the given range may be made larger and / or the grace period may be made longer. The given range may be made larger and / or the grace period may be made longer according to the item used by the player character PC.
[0058] In this embodiment, the effects relating to the inability to act may be set variably according to given conditions. More specifically, the effects relating to the inability to act may be determined according to the type and content of the attack of the player character PC (or the companion character CC) that has put the enemy character EC (second character, third character) into an inability to attack preparation state. For example, in the case shown in FIG. 6, if the type of attack made by the player character PC against the enemy characters E1, E2, E3 is a close-range attack, the effects of the explosions made when putting the enemy characters E1, E2, E3 into an inability to act may be made more spectacular than if the type of attack was a long-range attack. Also, the amount of damage caused by the player character PC's attack may be increased to increase the vitality values of the enemy characters E1, E2, E3. The larger the difference between the damage amount and the vitality value when the enemy characters E1, E2, and E3 are immobilized, the more spectacular the explosion effect may be. Also, the effect related to the immobilization may be determined according to the type of enemy character EC. For example, if the enemy character EC to be immobilized is a boss character, the explosion effect may be more spectacular than if it is a minor character.
[0059] Also, the effect of the incapacitated state may be determined according to the combination of the type of attack of the player character PC who has put the enemy character EC in the incapacitated state and the type of the enemy character EC. For example, in the case shown in FIG. 6, when the combination of the type of attack of the player character PC against the enemy characters E1, E2, E3 and the type of the enemy characters E1, E2, E3 corresponds to a predetermined combination, the effect of the explosion when the enemy characters E1, E2, E3 are put in the incapacitated state may be more spectacular than when the combination does not correspond. Also, the effect of the incapacitated state may be determined according to the combination of the type of the enemy character EC (second character) in the incapacitated state and the type of the enemy character EC (third character) within a given range. For example, when the enemy character E1 in the incapacitated state and the enemy character E2 within the range R1 are the same type of enemy character, or when the enemy character E2 in the incapacitated state and the enemy character E3 within the range R2 are the same type of enemy character, the effect of the explosion when the enemy characters E1, E2, E3 are put in the incapacitated state may be more spectacular.
[0060] Also, the effects for the incapacitated state may be determined according to the contents of the combo attack of the player character PC. For example, in the case shown in FIG. 6, the effects for incapacitating the enemy characters E1, E2, E3 may be determined according to the combination of attack types performed up until the time when the enemy characters E1, E2, E3 are incapacitated, the number of attacks performed (successful), the number of enemy characters in the incapacitated preparation state (combo number), the duration from the first attack, or the moving distance of the player character PC. In this case, the effects of the explosions for incapacitating the enemy characters E1, E2, E3 may be made more spectacular when the combination of attack types corresponds to a predetermined combination, or the number of attacks or combos is greater, or the duration or moving distance is longer. In addition, when the defeated enemy character EC is a minor character, the set given range is smaller or the grace period is shorter than when it is a boss character. In this case, if the minor enemy characters E1 and E2 are defeated first, and then the boss enemy character E3 is defeated (in the order of minor, minor, boss), it may be determined that a high difficulty combo attack has been achieved, and the explosions used to incapacitate the enemy characters E1, E2, and E3 may be more spectacular. Conversely, if the boss enemy character E1 is defeated first, and then the minor enemy characters E2 and E3 are defeated (in the order of boss, minor, minor), it may be determined that the difficulty of the combo attack is low, and the explosions may be more subdued.
[0061] Also, the effects relating to the inability to act state may be determined according to the state of the game area GA. For example, when the game area GA is space, the effects of explosions may be more spectacular than when the game area GA is the sea. Also, the effects relating to the inability to act state may be determined according to the equipment and state of the player character PC. For example, the higher the level of the player character PC, the more spectacular the effects of explosions may be, or when the state of the player character PC is awakened, the more spectacular the effects of explosions may be. Also, the effects relating to the inability to act state may be changed according to the item used by the player character PC.
[0062] In this embodiment, the behavior of an enemy character EC (third character) present within a given range may be changed during the grace period. For example, in the case shown in FIG. 4, during the grace period P1, the enemy character E2 within the range R1 is moved in a direction toward the player character PC (a predetermined In the grace period P1, the enemy character E2 in the range R1 may be moved in the direction (a direction toward the player character PC) so that the player character PC can easily attack the enemy character E2 in the range R1. Also, during the grace period P1, the defensive power or vitality value of the enemy character E2 in the range R1 may be lowered, the frequency of the enemy character E2's attacks on the player character PC may be lowered, or the moving speed of the enemy character E2 may be lowered, so that the enemy character E2 in the range R1 may be weakened or incapacitated.
[0063] In addition, in this embodiment, when a predetermined parameter (energy gauge) is set for the player character PC, which decreases each time the player character PC attacks or uses a specific weapon and increases (recovers) with the passage of time or the use of a recovery item, the predetermined parameter that decreased during a combo attack by the player character PC may be restored after the performance relating to the immobilization of the enemy character EC is executed. In this case, the predetermined parameter of the player character PC may be restored to its upper limit regardless of the number of enemy characters EC that the player character PC has immobilized, or the greater the number of enemy characters EC that the player character PC has immobilized, the greater the amount of recovery of the predetermined parameter of the player character PC.
[0064] In the above example, the case was described where the enemy character EC in the incapacitated preparation state is rendered incapacitated on the assumption that a given condition is met when there are no other enemy characters EC within a given range from the enemy character EC in the incapacitated preparation state, and when the grace period has elapsed before the vitality value of the other enemy characters EC within the given range becomes 0 or less, but the enemy character EC in the incapacitated preparation state may be rendered incapacitated on the assumption that a given condition is met when a predetermined operation is performed by the player. In this case, if the predetermined operation is not performed (the predetermined condition is not met) within a predetermined time after the player character PC starts attacking the enemy character EC (second character), the enemy character EC in the incapacitated preparation state may not be rendered incapacitated. 6, if the player performs a predetermined operation within a predetermined time after the player character PC starts attacking the enemy character E1, the three enemy characters E1, E2, and E3 in the incapacitated preparation state may be put into the incapacitated state, and if the player performs a predetermined operation after a predetermined time has elapsed since the player character PC started attacking the enemy character E1, the three enemy characters E1, E2, and E3 in the incapacitated preparation state may be restored to the action-ready state without being put into the incapacitated state (the incapacitated preparation state may be released). Also, if the enemy character EC is not an NPC but another player's character, when the enemy character EC (another player) in the incapacitated preparation state uses a predetermined recovery item, the enemy character EC may be restored to the action-ready state.
[0065] 3. Processing Next, an example of the processing of the game system (terminal 10) of this embodiment will be described with reference to the flowchart of Fig. 8. Here, the processing when the player character PC attacks the enemy character EC will be described.
[0066] First, the character control unit 110 judges whether or not an operation instructing the player character PC to attack the enemy character EC (second character) has been received (step S10), and if the operation has not been received (N in step S10), the process proceeds to step S27. If the operation has been received (Y in step S10), the process calculates the amount of damage to be inflicted on the enemy character EC by the attack (step S11). Next, the character control unit 110 judges whether or not the calculated amount of damage exceeds the vitality value of the enemy character EC (step S12), and if the amount of damage does not exceed the vitality value (N in step S12), the process reduces the vitality value of the enemy character EC by the amount of damage (step S13), and the process proceeds to step S27.
[0067] If the calculated damage amount exceeds the vitality value of the enemy character EC (Y in step S12), the range determination unit 112 sets a given range centered on the enemy character EC according to the type of attack of the player character PC, the type of enemy character EC, or a combination thereof, and determines whether or not another enemy character EC (third character) is present within the set given range (step S14). If no other enemy character EC is present within the given range (N in step S14), the character control unit 110 puts the enemy character EC (second character) in an inaction state (step S15), and proceeds to step S26.
[0068] If another enemy character EC is present within the given range (Y in step S14), the character control unit 110 puts the enemy character EC (second character) into an inaction preparation state (step S16), and the period setting unit 114 sets a grace period according to the type of attack of the player character PC in step S10, the type of enemy character EC (second character, third character), or a combination thereof (step S17).
[0069] Next, the character control unit 110 judges whether or not an operation instructing an attack on an enemy character EC (third character) within a given range by the player character PC has been accepted (step S18), and if the operation has not been accepted (N in step S18), the process proceeds to step S22. If the operation has been accepted (Y in step S18), the process calculates the amount of damage to be inflicted on the enemy character EC by the attack (step S19). Next, the character control unit 110 judges whether or not the calculated amount of damage exceeds the vitality value of the enemy character EC (step S20), and if the amount of damage does not exceed the vitality value (N in step S20), the process reduces the vitality value of the enemy character EC by the amount of damage (step S21). Next, the period setting unit 114 judges whether or not the grace period set in step S17 has elapsed (step S22), and if the grace period has not elapsed (N in step S22), the process proceeds to step S18.
[0070] If the calculated damage amount exceeds the vitality value of the enemy character EC (Y in step S20), the character control unit 110 puts the enemy character EC in a disabled preparation state (step S23). Next, the range determination unit 112 sets a given range centered on the enemy character EC that has been put in a disabled preparation state according to the type of attack of the player character PC, the type of the enemy character EC, a combination thereof, etc., and judges whether or not another enemy character EC (third character) exists within the set given range (step S24). If another enemy character EC exists within the given range (Y in step S24), the process proceeds to step S17, and the period setting unit 114 sets a grace period according to the type of attack of the player character PC, the type of the enemy character EC (third character), a combination thereof, etc. in step S18, and the character control unit 110 judges whether or not an operation instructing an attack on the enemy character EC within the given range set in step S24 has been accepted (step S18).
[0071] If there are no other enemy characters EC within the given range (N in step S24) and if the grace period has elapsed (Y in step S22), the character control unit 110 puts the enemy characters EC in the incapacitated preparation state (the second character put in the incapacitated preparation state in step S16 and the third character put in the incapacitated preparation state in step S23) in the incapacitated state (step S25). Next, the performance control unit 116 executes a performance related to the incapacitated state of the enemy characters EC according to the type of attack of the player character PC, the type of enemy character EC put in the incapacitated state, or a combination thereof (step S26). Next, the processing unit 100 judges whether to continue the process (step S27), and if the process is to be continued (Y in step S27), the process proceeds to step S10.
[0072] The present invention is not limited to the above-described embodiment, and various modifications are possible. For example, a term cited as a broadly defined or synonymous term in the description in the specification or drawings can be replaced with a broadly defined or synonymous term in other descriptions in the specification or drawings. [Explanation of symbols]
[0073] 10: terminal, 20: server, 100: processing unit, 110: character control unit, 112: range determination unit, 114: period setting unit, 116: performance control unit, 118: parameter control unit, 120: image generation unit, 130: sound generation unit, 150: input unit, 170: memory unit, 190: display unit, 192: sound output unit, 196: communication unit
Claims
1. A program for a game in which a first character performs a given attack on a second character, a range determination unit that, when a condition regarding damage to be inflicted on the second character by an attack of the first character is satisfied, determines whether or not a third character that can be attacked by the first character or a companion character that is a companion of the first character is present within a given range from the second character; a character control unit that sets the second character to an incapacitated preparation state when the third character is present within the given range; causing the computer to function as a period setting unit that sets a given grace period when the third character is present within the given range; The character control unit: during the given grace period, when a condition regarding damage to be inflicted on the third character by an attack of the first character or the companion character is satisfied, the third character is put into an incapacitated ready state, and when a given condition is satisfied, the second character and the third character in the incapacitated ready state are put into an incapacitated state; The program further causes a computer to function as a performance control unit that executes a performance relating to a state in which the second character and the third character are unable to act.
2. In claim 1, The range determination unit is A program for changing the given range in response to a given condition.
3. In claim 1, The period setting unit is A program for changing the given grace period in response to a given condition.
4. In claim 1, The performance control unit: A program for changing a presentation regarding the inability to act in accordance with a given condition.
5. In claim 1, The character control unit: A program characterized by setting the third character within the given range as an attack target of the first character or the companion character.
6. In claim 1, The character control unit: The program, comprising: a program for changing a behavior of the third character within the given range during the given grace period.
7. In claim 6, The character control unit: The program comprising: a program for moving the third character within the given range in a predetermined direction during the given grace period.
8. In claim 1, The character control unit: A program for rendering a fourth character unable to act, the fourth character being within a predetermined range of the second character or the third character being rendered unable to act, or being in a predetermined relationship with the second character or the third character being rendered unable to act.
9. In claim 1, A program further causing a computer to function as a parameter control unit that reduces a predetermined parameter of the first character during an attack action of the first character, and increases the predetermined parameter after execution of a performance related to the inability to act state.
10. In claim 1, The character control unit: A program characterized in that, if the given condition is not satisfied within a predetermined time after the first character starts an attack on the second character, the third character in an incapacitated preparation state is not put into an incapacitated state.
11. 1. A game system for a game in which a first character performs a given attack on a second character, comprising: a range determination unit that, when a condition regarding damage to be inflicted on the second character by an attack of the first character is satisfied, determines whether or not a third character that can be attacked by the first character or a companion character that is a companion of the first character is present within a given range from the second character; a character control unit that sets the second character to an incapacitated preparation state when the third character is present within the given range; a period setting unit that sets a given grace period when the third character is present within the given range, The character control unit: during the given grace period, when a condition regarding damage to be inflicted on the third character by an attack of the first character or the companion character is satisfied, the third character is put into an incapacitated ready state, and when a given condition is satisfied, the second character and the third character in the incapacitated ready state are put into an incapacitated state; A game system further comprising a performance control unit that executes a performance relating to an inability to act of the second character and the third character.
12. 1. A game control method for a game in which a first character performs a given attack on a second character, comprising: a range determination step of determining whether or not a third character that can be attacked by the first character or a companion character that is a companion of the first character is present within a given range from the second character when a condition regarding damage to be inflicted on the second character by an attack of the first character is satisfied; a character control step of putting the second character into an incapacitated preparation state when the third character is present within the given range; a period setting step of setting a given grace period when the third character is present within the given range, In the character control step, during the given grace period, when a condition regarding damage to be inflicted on the third character by an attack of the first character or the companion character is satisfied, the third character is put into an incapacitated ready state, and when a given condition is satisfied, the second character and the third character in the incapacitated ready state are put into an incapacitated state; A game control method, further comprising a presentation control step of executing a presentation relating to an inability to act state of the second character and the third character.
Citation Information
Patent Citations
Program, information storage medium, and game device
JP2012205684A
Program, information storage medium, and image generation system
JP3747050B1
Cited By
Information processing system, server system, program, and information processing method
JP2026167956A