Game program, game device, and control method of game device
Patent Information
- Application Number
- JP2024215971
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-12-10
- Publication Date
- 2025-02-21
- Estimated Expiration
- 2040-03-13
Smart Images

Figure 2025026662000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a game program, a game device, and a control method thereof. [Background technology]
[0002] There is known a game program that displays a numerical value indicating damage when a playable character attacks an enemy character and inflicts damage on the screen. Conventionally, in this type of game program, the numerical value indicating damage is displayed at a predetermined position, such as above the enemy character that has been damaged, or moved from the predetermined position by a predetermined distance in a predetermined direction. A game using this type of game program is disclosed in, for example, Non-Patent Document 1. [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] "Displaying damage dealt in Unity (registered trademark) action game UI at the location where damage was dealt," [Retrieved March 9, 2020], Internet<UR L: https: / / gametukurikata.com / ui / damagepointui> Summary of the Invention [Problem to be solved by the invention]
[0004] However, in conventional game programs, when a numerical value indicating damage is displayed at a predetermined position, the numerical value indicating damage overlaps with an enemy character or its part on the game screen, which reduces the visibility of the numerical value. Also, in conventional game programs, when a numerical value indicating damage is moved from a predetermined position in a predetermined direction by a predetermined distance, the display becomes monotonous and does not attract the user's attention.
[0005] This invention has been made in consideration of the above circumstances, and its purpose is to mitigate the reduction in visibility of numbers related to the effects of actions on game elements, such as damage caused by an attack, and to display the numbers in a manner that attracts the user's attention. [Means for solving the problem]
[0006] A game program according to one embodiment of the present invention causes a processor to function as a display control unit that displays a first game element and a second game element on a screen, and a determination unit that, when the first game element exerts an effect on the second game element, determines a movement direction of an image indicating a numerical value related to the effect of the action based on the relative position of the first game element in relation to the second game element on which the action is exerted, and the display control unit moves the image indicating the numerical value in the movement direction on the screen.
[0007] A control method for a game device that is one embodiment of the present invention displays a first game element and a second game element on a screen, and when the first game element applies an action to the second game element, determines a movement direction of an image indicating a numerical value related to the effect of the action based on a relative position of the first game element in relation to the second game element upon which the action is applied, and moves the image indicating the numerical value in the movement direction on the screen.
[0008] A game device according to one embodiment of the present invention has a display control unit that displays a first game element and a second game element on a screen, and a determination unit that, when the first game element exerts an effect on the second game element, determines a movement direction of an image indicating a numerical value related to the effect of the action based on the relative position of the first game element with respect to the second game element on which the action is exerted, and the display control unit moves the image indicating the numerical value in the movement direction on the screen. [Brief description of the drawings]
[0009] [Figure 1]FIG. 1 is a block diagram showing the hardware configuration of a game device according to one embodiment of the present invention. [Diagram 2] FIG. 2 is a block diagram showing the functional configuration of the game device. [Diagram 3] 4 is a flowchart showing the flow of a game control process executed by a processor of the game device. [Figure 4] 13 is a flowchart showing the flow of a display content determination process executed by the processor. [Diagram 5] 13 is a flowchart showing the flow of a movement direction determination process executed by the processor. [Figure 6] 13 is a flowchart showing the flow of a movement route determination process executed by the processor. [Figure 7] 13 is a flowchart showing the flow of a movement image generation process executed by the processor. [Figure 8] FIG. 13 is a diagram showing attack data in the embodiment. [Figure 9] FIG. 13 is a diagram showing movement image recording data in the embodiment. [Figure 10] FIG. 11 is a diagram showing a display screen in a first operation example of the embodiment. [Figure 11] FIG. 11 is a diagram showing a display screen in the first operation example. [Figure 12] FIG. 13 is a diagram showing a display screen in a second operation example of the embodiment. [Figure 13] FIG. 13 is a diagram showing a display screen in a third operation example of the embodiment. [Figure 14] FIG. 13 is a diagram showing a display screen in a fourth operation example of the embodiment. [Figure 15] FIG. 13 is a diagram showing a display screen in a fifth operation example of the embodiment. [Figure 16] FIG. 13 is a diagram showing a display screen in a sixth operation example of the embodiment. [Figure 17] 13 is a flowchart showing a flow of a movement path correction process executed by a processor in a first modified example of the embodiment. [Figure 18]FIG. 13 is a diagram showing a display screen in a second modified example of the embodiment. [Figure 19] FIG. 13 is a diagram showing a display screen in a third modified example of the embodiment. [Figure 20] FIG. 13 is a diagram showing a display screen in a fourth modified example of the embodiment. [Figure 21] 13 is a flowchart showing the flow of a travel route determination process executed by a processor in a fifth modified example of the same embodiment. [Figure 22] FIG. 13 is a diagram showing a display screen in a sixth modified example of the embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] Hereinafter, the embodiments of the present invention will be described with reference to the drawings. In each drawing, the dimensions and scale of each part are appropriately different from the actual ones. In addition, the embodiments described below are preferred examples of the present invention, and therefore various technically preferable limitations are attached, but the scope of the present invention is not limited to these embodiments unless otherwise specified in the following description to the effect that the present invention is limited.
[0011] [A. Embodiment] [1. Hardware configuration of game device] 1 is a block diagram showing a hardware configuration of a game device 10 according to an embodiment of the present invention. The game device 10 may be a portable information processing device such as a tablet terminal or a portable game device, a smartphone, or a stationary information processing device such as a commercial game device or a desktop personal computer.
[0012] As shown in FIG. 1, the game device 10 includes a processor 110 that controls each part of the game device 10, a memory unit 120 that stores various information, a communication unit 130 for communicating with an external device outside the game device 10, an operation unit 140 for accepting operations by the user of the game device 10, and a display unit 150 that displays various images.
[0013] The processor 110 is, for example, a central processing unit (CPU). The processor 110 may include hardware such as a graphics processing unit (GPU), a digital signal processor (DSP), or a field programmable gate array (FPGA) in addition to the CPU.
[0014] The storage unit 120 includes a volatile memory such as a random access memory (RAM) and a non-volatile memory such as an electrically erasable programmable read-only memory (EEPROM). The volatile memory functions as a working area for the processor 110. The non-volatile memory stores various information such as a game program PRG, which is an application program that provides a game to a user. This game program PRG can be downloaded via the communication unit 130 from a game server (not shown) or the like connected to the network.
[0015] [2. Functional configuration of the game device] 2 is a block diagram showing various functions realized by the processor 110 of the game device 10 executing the game program PRG. In this embodiment, the game program PRG causes the processor 110 to function as a game control unit 200.
[0016] As shown in FIG. 2, the game control unit 200 includes a display control unit 202 and a determination unit 204. The display control unit 202 displays a first game element and a second game element on the screen of the display unit 150. The first game element and the second game element are any two game elements among a plurality of game elements that play a role in progressing the game. The game progresses by the first game element exerting an action on the second game element. Typically, the first game element is a playable character operated by a user or a weapon equipped by the playable character. The second game element is an enemy character provided by the game or a part of its body. The action is an action that generates some effect on the second game element. In this embodiment, the action is an attack of the first game element on the second game element.
[0017] When a first game element exerts an effect on a second game element, the determination unit 204 determines the direction of movement of an image indicating a numerical value related to the effect of the action based on the relative position of the first game element with respect to the second game element on which the action is exerted.
[0018] The numerical value relating to the effect of an action is typically a numerical value that directly indicates the effect of the action. However, the numerical value relating to the effect of an action is not limited to such a numerical value, and may be, for example, a numerical value that changes simply due to a change in the effect of the action. In this embodiment, the numerical value relating to the effect of an action is a numerical value that indicates the degree of damage that the second game element will suffer as a result of an attack by the first game element on the second game element.
[0019] More specifically, in this embodiment, when an attack of a first game element against a second game element is successful, the enemy character which is the second game element or the enemy character having a body part which is the second game element loses a number of points corresponding to the power of the attack. In this embodiment, the number of points lost due to this successful attack is called a damage value DM. And, the image showing the numerical value related to the effect of the action is an image showing this damage value DM. Hereinafter, the image showing this damage value DM is called a damage image.
[0020] The determination unit 204 determines the movement direction of the damage image based on the relative position of the first game element with respect to the second game element. This means that the relative position of the first game element with respect to the second game element is involved in determining the movement direction of the damage image.
[0021] Specifically, the determination unit 204 determines a third direction, which is closer to a second direction opposite to a first direction from the second game element to the first game element than a first direction from the second game element to the first game element, as the movement direction of the damage image. The movement direction of the damage image is determined in this manner so that a user operating an operation character, which is the first game element, can recognize the location of the first game element that has caused damage to the second game element based on the movement direction of the damage image.
[0022] Furthermore, the determination unit 204 determines a movement path based on the movement direction, and the display control unit 202 moves the damage image along the movement path on the screen. The movement path means a path from a movement start point of the damage image to an end point of the movement. In this embodiment, the display control unit 202 moves the damage image along the movement path, stops it at the movement end point, and displays the damage image at the movement end point for a predetermined time thereafter.
[0023] In this embodiment, the movement start point is a point within a predetermined distance from the reference point of the second game element. Here, the reference point is a reference point when drawing a game element such as a character. Specifically, the reference point is a point located at the center of the image of the game element such as a character, but may be set at any position relative to the image of the game element such as a character. In drawing the game element, each part of the game element to be drawn is specified by its relative position with respect to the reference point. In this embodiment, the movement start point of the damage image is determined based on such a reference point.
[0024] If the start point of the damage image's movement is too close to the reference point, the damage image will overlap with the second game element when it starts to move, reducing the visibility of the damage image, and if it is too far from the reference point, it will be difficult to determine the location of the damaged second game element. Therefore, in this embodiment, the start point of the movement is set at a position that is the minimum distance away from the reference point without significantly reducing visibility and without making it difficult to determine the location of the second game element.
[0025] Furthermore, when the effect of the action is hindered, the determining unit 204 determines a fourth direction closer to the first direction than the second direction opposite to the first direction from the second game element toward the first game element as the movement direction of the damage image. Here, when the effect of the action is hindered, for example, when the action is an attack, it corresponds to a case where a defense against the attack is performed. By the determining unit 204 determining the movement direction of the damage image in this manner, it is possible to produce the effect of the action from the first game element to the second game element being repelled from the second game element to the first game element by the movement of the damage image.
[0026] Furthermore, the display control unit 202 moves an image indicating that the effect of an action has been hindered, specifically, a defense image indicating that an attack has been defended, along with the damage image that moves on the screen.
[0027] In addition, when the second game element is subjected to a plurality of actions within a predetermined time, the determination unit 204 shifts the movement paths of the damage images for at least two actions from each other. The reason for performing such processing is as follows. When the damage images are displayed a plurality of times and move in the same direction from the same movement start point, even if the movement start times are slightly different, the damage images will overlap on the screen at the end of the movement, reducing their visibility. Therefore, in this embodiment, the movement paths of the damage images for at least two actions are shifted from each other to avoid the reduction in visibility of the damage images. The reason for setting the limit of within a predetermined time is that even if the damage images are subjected to a plurality of actions, if the time interval is longer than the predetermined time and the damage images displayed a plurality of times do not overlap on the screen, the visibility of the damage images is not hindered. In this embodiment, the movement paths are shifted from each other by shifting the movement directions of the damage images for at least two actions.
[0028] Furthermore, the determination unit 204 changes the display mode of the damage image, such as the size, movement distance, and movement speed of the damage image, depending on at least one of the mode of the action and the degree of the effect of the action. As an example, the determination unit 204 in this embodiment changes the size, movement distance, and movement speed of the damage image depending on the damage value DM.
[0029] [3. Operation of the game device] Fig. 3 is a flowchart showing the flow of game control processing OP100 executed by the processor 110 in accordance with the game program PRG in this embodiment. Fig. 4 is a flowchart showing the flow of display content determination processing OP200 executed by the processor 110 in step S114 of Fig. 3. Fig. 5 is a flowchart showing the flow of movement direction determination processing OP300 executed by the processor 110 in step S116 of Fig. 3. Fig. 6 is a flowchart showing the flow of movement path determination processing OP400 executed by the processor 110 in step S118 of Fig. 3. Fig. 7 is a flowchart showing the flow of movement image generation processing OP500 executed by the processor 110 in step S122 of Fig. 3.
[0030] In this embodiment, when an instruction to start game execution is given by operating operation unit 140, processor 110 executes game program PRG to execute game control process OP100 shown in Fig. 3. First, in step S102, processor 110 detects operation information from operation unit 140. Next, in step S104, processor 110 operates game elements in the game space. The game elements include a first game element and a second game element.
[0031] More specifically, in step S104, the playable character or its weapon, which is the first game element, is operated in the game space based on the operation information detected in step S102. For example, if operation information instructing the first game element to attack the second game element is detected in step S102, in step S104, the first game element is caused to attack the second game element in the game space.
[0032] In step S104, the second game element is operated according to the state of the first game element. For example, if the first game element attacks the second game element, in step S104, the second game element is caused to defend against the attack.
[0033] The game space may be a three-dimensional space, but for simplicity, the game space in this embodiment is assumed to be a two-dimensional plane that can be easily displayed on the display unit 150.
[0034] Next, proceeding to step S106, processor 110 renders each game element in the game space. Specifically, images of each game element in the game space, including the first game element and the second game element, are written to a display image storage area set in storage unit 120. The images in the display image storage area are displayed by display unit 150.
[0035] Proceeding next to step S108, processor 110 determines whether or not an attack of the first game element against the second game element has been started. The conditions for this determination in step S108 differ depending on the type of attack.
[0036] For example, when the playable character attacks the second game element with his / her hands or feet, it is determined that the attack has started when the playable character starts to move his / her hands or feet toward the second game element.
[0037] Furthermore, when the playable character attacks the second game element while holding a weapon such as a sword in his / her hand, it is determined that the attack has started when the weapon starts to move toward the second game element.
[0038] Furthermore, when the playable character attacks the second game element with a weapon that moves away from the playable character, such as by throwing a knife or firing a gun, it is determined that the attack has begun at the point in time when the weapon moves away from the playable character.
[0039] If the determination result in step S108 is "NO", processor 110 advances the process to step S112. On the other hand, if the determination result in step S108 is "YES", processor 110 executes the process of step S110. That is, processor 110 generates attack data and stores it in storage unit 120.
[0040] Fig. 8 is a diagram illustrating this attack data. As shown in Fig. 8, the attack data includes an attack ID, an attacker ID, attack position data, and an attack opponent ID.
[0041] Here, the attack ID is an ID for identifying an attack. Each time processor 110 detects the start of an attack in step S108, processor 110 generates an attack ID for identifying that attack.
[0042] The attacker ID is an ID that identifies a first game element that exerts an attacking effect on a second game element (an enemy character or a part of its body). Here, when the playable character attacks an enemy character with his / her own limbs, the ID of the playable character becomes the attacker ID. Also, when the playable character attacks an enemy character with a weapon, both the playable character and the weapon are first game elements that exert an effect (attack) on the second game element, and the ID of the weapon becomes the attacker ID. This attacker ID is used to track the state of the attack after the attack is initiated until the result of the attack occurs. And it is the weapon that causes the result of the attack. For this reason, the ID of the weapon becomes the attacker ID.
[0043] The attack position data is data indicating the position of the first game element, which is the attacker, in the game space. This attack position data is used to determine the movement direction of the damage image. In this embodiment, when damage is given to the second game element, the user operating the operation character recognizes the location of the first game element that has given the damage to the second game element based on the movement direction of the damage image. When the operation character gives damage to the second game element with a weapon, both the operation character and the weapon are first game elements that affect the second game element. However, in this case, what the user wants to know is not the location of the weapon that directly damaged the second game element, but the location of the operation character that has given damage to the second game element with that weapon. For this reason, in this embodiment, when the operation character attacks the second game element with a weapon, data indicating the reference point of the operation character at the start of the attack is set as the attack position data. The attack opponent ID is an ID that identifies the second game element on which the action of attacking is applied.
[0044] When the process of step S110 ends, processor 110 advances the process to step S112. In step S112, processor 110 determines whether or not a result of the attack specified by the attack data stored in storage unit 120 has occurred. Here, the result of the attack includes a first game element's attack on a second game element being successful and a first game element's attack on the second game element being defended against.
[0045] In step S112, processing related to the operation of the playable character or weapon specified by the attacker ID of the attack data in storage unit 120 is performed, and it is determined whether or not an attack result has occurred as a result of the processing. Specifically, it is determined whether or not a first game element specified by the attacker ID in the attack data attacks a second game element specified by the attack opponent ID, and a result (attack success or defense) has occurred. If the determination result in this step S112 is "NO", processor 110 returns the processing to step S102. Note that if no attack data is stored in storage unit 120, the determination result in this step S112 is "NO". On the other hand, if the determination result in step S112 is "YES", processor 110 advances the processing to step S114.
[0046] Next, in step S114, processor 110 executes the process as determination unit 204 for the attack for which a result has been generated, that is, executes display content determination process OP200 for determining display content related to the result. Fig. 4 is a flowchart showing the flow of this display content determination process OP200.
[0047] First, in step S202, processor 110 determines whether the attack that caused the result was successful or not. If the result of this determination is "YES", processor 110 proceeds to step S212, and if the result is "NO", that is, if the attack was defended against, proceeds to step S222.
[0048] Next, in step S212, processor 110, which is determination unit 204, determines the damage image as the display content.
[0049] Next, proceeding to step S214, processor 110, which is determination unit 204, sets a predetermined value to start size SZs, which is the size of the damage image at the start of movement when the damage image is displayed and moved on display unit 150. More specifically, in this embodiment, when the attack is successful and the damage image is displayed on the screen of display unit 150, the damage image is moved within the screen and its size is increased. In step S214, start size SZs, which is the size of the damage image at the start of movement, is determined.
[0050] Next, in step S216, processor 110, which is determination unit 204, determines an end size SZe, which is the size of the damage image at the end of the movement, based on damage value DM. Specifically, processor 110 calculates end size SZe according to the following formula. SZe = k DM + SZs ……(1) Here, k is a predetermined coefficient. In this manner, in this embodiment, the larger the damage value DM related to the effect of the action of attack, the larger the final size SZe, which is the size of the damage image at the end of the movement.
[0051] On the other hand, when the attack is defended and the process proceeds to step S222, processor 110, which is determination unit 204, determines, as the display content, a combined image consisting of a damage image showing a damage value DM that is extremely low compared to the damage value DM when the attack is successful, and a defense image showing that the attack has been defended. In this example, the damage image when the attack is defended is an image showing a damage value DM=1. Also, the defense image is an image consisting of the letters GUARD.
[0052] Next, in step S224, processor 110 sets start size SZs, which is the size of the combined image at the start of movement, to a predetermined size.
[0053] Next, proceeding to step S226, processor 110 sets end size SZe, which is the size of the combined image at the end of the movement, to a predetermined size larger than start size SZs.
[0054] When the process of step S216 or S226 ends, the processor 110 ends the display content determination process OP200, and proceeds to step S116 in Fig. 3. In step S116 shown in Fig. 3, the processor 110 executes the process as the determination unit 204, that is, the movement direction determination process OP300 shown in Fig. 5.
[0055] First, in step S302, processor 110 determines whether the attack was successful. If the result of this determination is "YES", processor 110 proceeds to step S312, and if the result is "NO", that is, if the attack was defended against, processor 110 proceeds to step S322.
[0056] Next, proceeding to step S312, processor 110, which is determination unit 204, determines the movement direction of the damage image. More specifically, processor 110 refers to the attack position data and attack opponent ID of the attack data (see FIG. 8) for which the determination result of step S112 is "YES". Then, processor 110 obtains the position of the first game element indicated by the attack position data and the position of the second game element indicated by the attack opponent ID. Then, the movement direction is determined based on the relative position of the position of the first game element to the position of the second game element.
[0057] Specifically, processor 110, which is determination unit 204, determines a third direction closer to a second direction opposite to a first direction from the second game element to the first game element than a first direction, as the movement direction of the damage image. An example is as follows.
[0058] The determination unit 204 determines the movement direction of the damage image by comparing the position of the reference point of the first game element at the start of the attack with the position of the reference point of the second game element at the successful attack. Assume that the position of the reference point of the first game element indicated by the attack position data is, for example, on the left side of the position of the reference point of the second game element indicated by the attacking opponent ID. In this case, the first direction from the second game element to the first game element is the direction toward the left. And the second direction opposite to the first direction is the direction toward the right. Therefore, the third direction, which is the movement direction of the damage image, is a direction closer to the second direction than the first direction, that is, the right direction or a diagonal right direction that forms an angle smaller than 90 degrees with respect to the right direction.
[0059] On the other hand, when the process proceeds to step S322, processor 110 determines the movement direction of the combined image. More specifically, processor 110, like step S312, refers to the attack position data and attack opponent ID of the attack data (see FIG. 8) for which the determination result of step S112 is "YES". Then, processor 110 obtains the position of the first game element indicated by the attack position data and the position of the second game element indicated by the attack opponent ID. Then, processor 110 determines the movement direction of the damage image in the combined image based on the relative position of the position of the first game element to the position of the second game element.
[0060] Specifically, the processor 110 as the determining unit 204 determines a fourth direction, which is closer to the first direction than the second direction opposite to the first direction from the second game element to the first game element, as the moving direction of the damage image in the combined image. An example is as follows.
[0061] The determination unit 204 determines the movement direction of the damage image by comparing the position of the reference point of the first game element at the start of the attack with the position of the reference point of the second game element at the time the attack is defended. Assume that the position of the reference point of the first game element indicated by the attack position data is, for example, on the left side of the position of the reference point of the second game element indicated by the attacking opponent ID. In this case, the first direction from the second game element to the first game element is the direction toward the left. And the second direction opposite to the first direction is the direction toward the right. Therefore, the fourth direction, which is the movement direction of the damage image in the combined image, is a direction closer to the first direction than the second direction, that is, the left direction or a diagonal left direction that forms an angle less than 90 degrees with respect to the left direction.
[0062] When the process of step S312 or S322 ends, the processor 110 ends the movement direction determination process OP300, and proceeds to step S118 in Fig. 3. In this step S118, the processor 110 executes the process as the determination unit 204, that is, a movement path determination process OP400 for determining a movement path along which the display content is to be moved. Fig. 6 is a flowchart showing the flow of the movement path determination process OP400.
[0063] First, in step S402, processor 110 determines whether the attack has been successful. If the result of this determination is "YES", processor 110 proceeds to step S412, and if the result is "NO", that is, if the attack has been defended against, processor 110 proceeds to step S432.
[0064] Next, in step S412, the processor 110 determines a movement start point Ps of the damage image. Ideally, a position that satisfies the following conditions is set as the movement start point Ps of the damage image. a. The movement start point Ps of the damage image is a position away from the reference point of the second game element in the movement direction determined in step S116 of FIG. 3 (specifically, step S312 of FIG. 5). b. The movement start point Ps of the damage image is a position that is close enough from the reference point that the user can recognize the reference point. c. The movement start point Ps of the damage image is at a position that is far enough from the reference point that the second game element does not obstruct the visibility of the damage image. However, since it may be difficult to find a movement start point Ps that satisfies all of these conditions, in reality, a point that satisfies, for example, conditions a and b among the above conditions may be set as the movement start point Ps.
[0065] Next, proceeding to step S414, processor 110, which is determination unit 204, determines whether or not it is necessary to modify the movement direction determined in step S116 of Fig. 3 (specifically, step S312 of Fig. 5). In this step S414, processor 110 determines whether or not movement image recording data is stored in storage unit 120, and if stored, refers to the contents of the movement image recording data.
[0066] Fig. 9 is a diagram illustrating this moving image record data. This moving image record data is generated by processor 110 in step S120 (described later) and stored in storage unit 120 each time the start of an attack is detected in step S108 of Fig. 3 and the result of the attack is detected in step S112 of Fig. 3. This moving image record data is generated for a damage image when an attack is successful and a damage image is displayed and moved. Also, this moving image record data is generated for a combined image when an attack is defended and a combined image is displayed and moved.
[0067] As shown in FIG. 9, the moving image recording data includes an attack ID, type data, moving start point data, moving direction data, and moving start time data. Here, the attack ID is the attack ID of a successful attack or a defended attack. The type data is data indicating either a damage image to be displayed when an attack is successful, or a combined image to be displayed when an attack is defended. The moving start point data indicates the moving start point of the damage image or the combined image. In addition, the moving direction data indicates the moving direction of the damage image or the combined image. The moving start time data indicates the start time of the movement of the damage image or the combined image.
[0068] Here, if two or more pieces of moving image recording data are stored in the storage unit 120, which satisfy the moving direction correction condition of including moving start point data indicating the same moving start point as the moving start point Ps determined in step S412, moving direction data indicating the same moving direction as the moving direction determined in step S116 of Fig. 5, and moving start time data indicating a start time whose time difference from the current time is within a predetermined time, the result of the determination in step S414 of Fig. 6 will be "YES". Here, the predetermined time is determined based on the time length of the period during which the damage image is displayed on the screen.
[0069] If the result of the determination in step S414 is "YES", the processor 110, which is the determination unit 204, corrects the latest movement direction determined in step S312 of FIG. 5 so that it is tilted at a predetermined angle from the movement direction indicated by the movement direction data in the movement image recording data (step S416). In this way, when the damage image moves from a common movement starting point multiple times in succession in time, the movement path of the latest damage image is shifted from the movement path of the preceding damage image, and it is possible to avoid a decrease in visibility of the damage image due to overlapping of three or more damage images. When the process of step S416 ends, the processor 110 advances the process to step S418.
[0070] On the other hand, if two or more pieces of movement image recording data are not stored in memory unit 120, or if the two or more pieces of stored movement image recording data do not satisfy the above-mentioned movement direction correction condition, the judgment result of step S414 in Figure 6 is "NO", and processor 110 proceeds to process step S418.
[0071] Next, when proceeding to step S418, processor 110, which is determination unit 204, determines the movement distance L of the damage image based on the damage value DM determined in step S114 of FIG. 3. Specifically, the movement distance L is increased as the damage value DM increases. In this embodiment, the damage image is moved by the movement distance determined in step S418 over a fixed movement time. Therefore, the movement speed of the damage image becomes faster as the damage value DM increases and the movement distance becomes longer. In this manner, in this embodiment, the movement speed of the damage image is changed according to the damage value DM.
[0072] Next, proceeding to step S420, the processor 110, which is the determination unit 204, determines a position that is away from the movement start point Ps determined in step S412 by the movement distance L determined in step S418 in the movement direction determined in step S312 of Figure 5, and sets this position as the movement end point Pe.
[0073] On the other hand, if the determination result in step S402 is "NO" and the process proceeds to step S432, the processor 110, which is the determination unit 204, determines the movement start point Ps of the combined image consisting of the damage image and the defense image. The method of determining this movement start point Ps is the same as the method of determining the movement start point Ps of the damage image in step S412 described above.
[0074] Next, when proceeding to step S434, the processor 110, which is the determination unit 204, judges whether or not it is necessary to correct the moving direction determined in step S116 of FIG. 3 (specifically, step S322 of FIG. 5). If the result of this judgment is "YES", step S436 is executed and the process proceeds to step S438, and if the result is "NO", the process proceeds to step S438 without executing step S436. Here, since the combined image consisting of the damage image and the defense image is larger in size than the damage image, the degree of decrease in visibility when the moving path overlaps between the two combined images is greater than the degree of decrease in visibility when the moving path overlaps between the two damage images. Therefore, in step S434, the necessity of correcting the moving direction is judged under less stringent conditions than in step S414. For example, in step S434, if one or more pieces of moving image recording data satisfying the above-mentioned moving path correction condition are stored in the storage unit 120, the judgment result is "YES".
[0075] Next, the process proceeds to step S438, where the processor 110, which is the determination unit 204, determines the predetermined distance as the movement distance L of the combined image.
[0076] Next, proceeding to step S440, the processor 110, which is the determination unit 204, determines a position that is away from the movement start point Ps determined in step S432 by the movement distance L determined in step S438 in the movement direction determined in step S322 of Figure 5, and sets this position as the movement end point Pe.
[0077] When step S420 or S440 ends, processor 110 ends movement path determination process OP400, and proceeds to step S120 in Fig. 3. In this step S120, processor 110 configures movement image recording data based on the attack ID of the attack detected in step S108, type data indicating the type of the moving image to be displayed (damage image / combined image), movement start point data indicating the movement start point of the display content (damage image / combined image) generated as a result of the attack, movement direction data indicating the movement direction, and movement start time data indicating the current time, and stores this movement image recording data in storage unit 120.
[0078] Next, when the process proceeds to step S122, the processor 110 executes processing as the display control unit 202. That is, the processor 110 executes a moving image generation process OP500 shown in Fig. 7 by starting a moving image generation routine. This moving image generation process OP500 is processing for drawing a moving image in which the display content determined in step S114 moves along the moving path determined in step S118.
[0079] Next, in step S124, processor 110 erases the attack data that triggered the processes of steps S114 to S122. When step S124 ends, processor 110 returns the process to step S102.
[0080] When attack data occurs at short time intervals, the moving image generation process OP500 may be executed multiple times in parallel with partial overlap on the time axis. In addition, the drawing by executing the moving image generation process OP500 and the drawing in step S106 are also executed in parallel.
[0081] Next, referring to FIG. 7, a moving image generating process OP500 executed by the processor 110 executing a moving image generating routine will be described. The contents of the moving image generating process OP500 will be described below by taking the drawing of a damage image as an example. First, in step S502, the processor 110 performs initial setting. In this initial setting, the processor 110 sets the initial value of the size of the damage image to be displayed to the start size SZs determined in step S214 of FIG. 4. In addition, the processor 110 initially sets the drawing position of the damage image to the movement start point Ps determined in step S412 of FIG. 6. Next, when proceeding to step S504, the processor 110 draws a damage image having the set size and located at the drawing position.
[0082] Next, in step S512, processor 110 moves the drawing position along the movement path determined in step S118 of Fig. 3 by a predetermined distance, specifically, a distance L / N (N is the number of times the damage image is drawn during the movement) determined corresponding to the movement distance L. Next, in step S514, processor 110 increases the size of the damage image by a predetermined size, specifically, (SZe-SZs) / N. Next, in step S516, processor 110 draws a damage image having the set size and located at the drawing position.
[0083] Next, when proceeding to step S520, processor 110 judges whether or not the movement of the damage image has been completed. This judgment may be a judgment of whether the movement of the damage image has been performed N times, or a judgment of whether or not the drawing position of the damage image has reached the movement end point Pe. If the judgment result is "NO", processor 110 returns the process to step S512, and repeats the processes of steps S512 to S520. On the other hand, if the judgment result of step S520 is "YES", processor 110 advances the process to step S522.
[0084] Next, when proceeding to step S522, processor 110 erases the moved image record data stored in storage unit 120 in step S120 of Fig. 3 before starting the moved image generation routine. When the process of this step S552 ends, processor 110 ends the moved image generation process OP500. Although the flow of the moved image generation process OP500 has been described above using an example in which the drawing target is a damaged image, the same process flow also applies when the drawing target is a combined image.
[0085] [3.1. First operation example] 10 and 11 show images displayed on the display unit 150 in the first operation example of this embodiment. In Fig. 10, the playable character C11 holds a sword C11a in his hand and is about to attack the enemy character C2, which is the second game element, with the sword C11a. In Fig. 11, the playable character C11 slashes the enemy character C2 with the sword C11a, and the attack is successful.
[0086] In this first operation example, at the start of an attack, attack data including attack position data indicating the position of the playable character C11 is stored in the storage unit 120. In this attack data, the attack position data indicates the position of the playable character C11 at the start of the attack, that is, the position to the left of the enemy character C2, which is the second game element, in FIG. 10. Therefore, when the attack is successful, the movement direction of the damage image PDM indicating the damage value DM=12 becomes the right direction, as shown in FIG. 11. In addition, the movement start point Ps of the damage image becomes a position slightly separated from the reference point of the enemy character C2, which is the second game element, in the movement direction, that is, the right direction. Then, the damage image PDM moves from this movement start point Ps to the right while increasing in size.
[0087] According to this first operation example, the damage image PDM moves and moves away from the enemy character C2, so that the possibility that the damage image PDM overlaps with the enemy character C2 and the visibility is reduced is reduced, and the visibility of the damage image PDM can be improved. According to the first operation example, the damage image PDM moves while increasing in size, so that the user's attention can be attracted. According to the first operation example, the damage image PDM moves in the right direction, which is the opposite direction from the enemy character C2, which is the second game element, to the playable character C11, which is the first game element. Therefore, the user can easily recognize from the movement direction of the damage image PDM that it is the playable character C11, which is the first game element, that has attacked the second game element. Note that in the first operation example, the position of the playable character C11 at the start of the attack indicates a position diagonally above and to the left of the enemy character C2, which is the second game element, and when the attack is successful, the movement direction of the damage image PDM may be a right horizontal direction close to a diagonally below and to the right opposite to the diagonally above and to the left.
[0088] [3.2. Second operation example] Fig. 12 shows an image displayed on the display unit 150 in the second operation example of this embodiment. In Fig. 12, the playable character C11 holds a whip C11b in his hand and attacks the enemy character C2 with the whip C11b three times, all of which are successful.
[0089] In the first and second attacks, the whip C11b hits the enemy character C2, which is the second game element. In the two pieces of movement image recording data corresponding to these attacks, the movement start point data and the movement direction data are the same between each piece of movement image recording data.
[0090] Then, if the third attack is successful within a predetermined time from the first attack, the result of the determination in step S414 in FIG. 6, which is executed immediately thereafter, becomes "YES", and the movement direction of the damage image PDM is corrected (step S416).
[0091] FIG. 12 shows three damage images PDM1 to PDM3 that are displayed and moved by three attacks. The damage image PDM1 that is generated by the first attack has a damage value DM=7. The damage image PDM2 that is generated by the second attack has a damage value DM=18. At the time of the second attack, since two or more pieces of moving image recording data that satisfy the above-mentioned moving direction correction condition are not stored in the storage unit 120, the determination result of step S414 in FIG. 6 is "NO". Therefore, at the time when the second attack is successful, the damage image PDM2 that is displayed with a damage value DM=18 moves along a moving path that overlaps with the moving path of the damage image PDM1 that is displayed with the first damage value DM=7.
[0092] However, when the third attack is successful, two or more pieces of moving image recording data that satisfy the above-mentioned moving direction correction condition are stored in the storage unit 120, so the judgment result in step S414 in Fig. 6 becomes "YES". Therefore, the moving direction of the damage image PDM3 indicating the damage value DM=12 that is displayed due to the success of the third attack is corrected to a moving direction inclined with respect to the moving directions of the first and second damage images PDM1 and PDM2.
[0093] If all of the damage images PDM1 to PDM3 displayed three times moved along overlapping movement paths, it would be extremely difficult to recognize the damage images PDM1 to PDM3 as separate. However, in this embodiment, the damage images PDM1 and PDM2 move in the same direction for the first and second times, but the movement direction of the damage image PDM3 for the third time is different from that of the first and second times, and the movement path of the damage image PDM3 is shifted from the movement paths of the damage images PDM1 and PDM2. This makes it possible to avoid the movement paths of the damage images PDM1 to PDM3 overlapping, making it extremely difficult to view them.
[0094] 12, the damage image PDM2 showing the damage value DM=12 has a larger final size SZe and a longer movement distance L than the damage image PDM1 showing the damage value DM=7. The damage image PDM2 showing the damage value DM=18 has a larger final size SZe and a longer movement distance L than the damage image PDM3 showing the damage value DM=12. This is because the process of step S216 in FIG. 4 and the process of step S418 in FIG. 6 are executed.
[0095] In this manner, in this embodiment, a change in the damage value can be recognized based on changes in the final size and movement distance of the damage image.
[0096] [3.3. Third operation example] Fig. 13 shows an image displayed on the display unit 150 in the third operation example of this embodiment. In Fig. 13, the playable character C11 on the left side of the enemy character C2 throws a knife C11c at the enemy character C2, and the attack is successful. Also, in Fig. 13, almost simultaneously with the attack by the playable character C11, another playable character C12 on the right side of the enemy character C2 throws a knife C12c at the enemy character C2, and the attack is successful.
[0097] In this third operation example, when the playable character C11 throws the knife C11c, attack data including attack position data indicating the position of the reference point of the playable character C11 is stored in the storage unit 120. Similarly, when the playable character C12 throws the knife C12c, attack data including attack position data indicating the position of the reference point of the playable character C12 is stored in the storage unit 120.
[0098] 13, the damage image PDM1 showing the damage value DM=19 is a damage image displayed due to an attack from the playable character C11. In the attack data corresponding to this attack, the attack position data shows the position of the playable character C11 at the start of the attack, that is, the position to the left of the enemy character C2. Therefore, the movement direction of the damage image PDM1 is to the right.
[0099] 13, the damage image PDM2 showing the damage value DM=25 is a damage image displayed due to an attack from the playable character C12. In the attack data corresponding to this attack, the attack position data indicates the position of the playable character C12 at the start of the attack, that is, the position to the right of the enemy character C2. Therefore, the movement direction of the damage image PDM2 is the leftward direction.
[0100] In this manner, in this embodiment, the user can recognize the location of the playable character that caused the attack from the movement direction of the damage image. Therefore, particularly as illustrated in Fig. 13, when multiple playable characters C11 and C12 attack an enemy character C2 from multiple directions, the user can easily recognize the subject of the attack that caused the damage image to be generated from the movement direction of the damage image.
[0101] [3.4. Fourth operation example] Fig. 14 shows an image displayed on the display unit 150 in the fourth operation example of this embodiment. In Fig. 14, the playable character C11 on the left side of the enemy character C2 throws a boomerang C11d to the right, and after this boomerang C11d passes over the enemy character C2, it turns toward the enemy character C2 and hits the enemy character C2 from the right side, resulting in a successful attack.
[0102] In this fourth action example, the attack is considered to have started the moment the boomerang C11d leaves the hand of the playable character C11, and attack data including attack position data indicating the position of the playable character C11 is saved in the storage unit 120. In this attack data, the attack position data indicates the position of the playable character C11 at the start of the attack, that is, the position to the left of the enemy character C2, which is the second game element, in FIG.
[0103] 14, the damage image PDM showing the damage value DM=16 is a damage image displayed due to an attack from the playable character C11. In the attack data corresponding to this attack, the attack position data shows the position of the playable character C11 at the start of the attack, that is, the position to the left of the enemy character C2. Therefore, the movement direction of the damage image PDM is to the right.
[0104] Thus, according to this embodiment, particularly as illustrated in Figure 14, when attacking an enemy character C2 with a weapon that changes its direction of movement after the attack begins, the location of the playable character C11, which is the subject of the attack that generated the damage image PDM, can be easily recognized from the direction of movement of the damage image PDM.
[0105] [3.5. Fifth operation example] Fig. 15 shows an image displayed on the display unit 150 in the fifth operation example of this embodiment. In Fig. 15, the playable character C11 on the left side of the enemy character C2 attacks the enemy character C2 with a sword C11a in his hand. However, the enemy character C2 defends against the attack by the sword C11a with a shield C2a in his hand.
[0106] In this case, the determination result of step S202 in FIG. 4 is "NO", and in step S122 in FIG. 3, a combined image PGU consisting of a damage image and a defense image is displayed on the display unit 150, and this combined image moves within the screen of the display unit 150. FIG. 15 shows the combined image PGU displayed in this way. As described above, the movement direction of the damage image when an attack is defended is a fourth direction that is closer to the first direction (in this case, the left direction) than the second direction (in this case, the right direction) opposite to the first direction (in this case, the left direction) from the second game element (in this case, the enemy character C2) toward the first game element (in this case, the operation character C11). And, the defense image moves along with the damage image. Therefore, the movement direction of the combined image PGU is the fourth direction. In the example shown in FIG. 15, the fourth direction, which is the movement direction of the combined image PGU, is a diagonal left direction (diagonal upward or downward to the left) inclined at an angle less than 90 degrees with respect to the left direction. The left direction is the direction in which the attacker playable character C11 is located, but by making it diagonally left (upper left or lower left) at an angle less than 90 degrees from the left direction, the location of the attacker playable character C11 is made easier to recognize.
[0107] In this manner, in this embodiment, when an attack is defended against, a combined image PGU including a defense image is displayed, and this combined image PGU moves to the side where the attacker is located. Therefore, the movement of the combined image PGU can be used to create the effect of the attack being repelled by the second game element toward the first game element.
[0108] [3.6. 6th operation example] Fig. 16 shows an image displayed on the display unit 150 in the sixth operation example of this embodiment. In Fig. 16, the playable character C11 on the left side of the enemy character C2 attacks the enemy character C2 multiple times with a whip C11b in his hand. However, the enemy character C2 defends against all of these attacks with a shield C2a in his hand.
[0109] In this case, during the first defense, the judgment result of step S202 in FIG. 4 is “NO”, and in step S122 in FIG. 3, a combined image PGU consisting of a damage image and a defense image is displayed on the display unit 150, and this combined image moves within the screen of the display unit 150.
[0110] Furthermore, during the second defense, the determination result in step S202 in Fig. 4 becomes "NO." If the time interval between the first defense and the second defense is within the predetermined time, the determination result in step S434 in Fig. 6 becomes "YES," and the movement direction of the combined image is corrected (step S436).
[0111] In Fig. 16, two combined images PGU are moving toward the attacker, the playable character C11. However, the two combined images PGU are moving in different directions, and therefore the moving paths are offset from each other. This makes it possible to avoid overlapping of the combined images PGU and reduced visibility.
[0112] [4. Effects of the embodiment] As described above, the game program PRG according to this embodiment causes the processor 110 to function as a display control unit 202 that displays a first game element and a second game element on the screen, and a determination unit 204 that determines a movement direction of a damage image indicating a damage value DM related to the effect of an action based on a relative position of the first game element with respect to the second game element on which the action is applied when the first game element applies an action (specifically, an attack) to the second game element, and the display control unit 202 moves the damage image in the movement direction on the screen of the display unit 150. According to this embodiment, the damage image moves away from the second game element by moving the damage image in the movement direction determined by the determination unit 204, and therefore the decrease in visibility of the damage image can be mitigated.
[0113] More specifically, in this embodiment, a state occurs in which the damage image does not overlap the second game element while the damage image is moving. Even if the damage image overlaps the second game element at the start of the movement, if the non-overlapping state occurs even temporarily after that, the damage value DM of the damage image can be read in that state. Also, even if fragments of the second game element destroyed by an attack are blown away and overlap the damage image after the non-overlapping state occurs, there is no problem because the damage value DM of the damage image was read before that. Thus, in this embodiment, the damage image moves, and a state occurs in which the damage image does not overlap the second game element, making it easier to visually recognize the damage value DM of the damage image.
[0114] Furthermore, in this embodiment, the display control unit 202 moves the damage image in the movement direction determined by the determination unit 204, thereby attracting the user's attention to the damage image and displaying the damage image in an impressive manner.
[0115] In addition, in this embodiment, the determining unit 204 determines the movement direction of the damage image based on the relative position of the first game element with respect to the second game element on which the action is applied, so that the user can recognize the location of the first game element that has applied the action from the movement direction of the displayed damage image. Therefore, the user's attention can be attracted to the damage image PDM.
[0116] In this embodiment, the determining unit 204 determines a third direction closer to a second direction opposite to the first direction from the second game element toward the first game element as the moving direction of the damage image. Therefore, according to this embodiment, the location of the first game element that exerted the effect can be intuitively understood.
[0117] In addition, in this embodiment, when the effect of the action is hindered, the determination unit 204 determines a fourth direction that is closer to the first direction than the second direction opposite to the first direction from the second game element to the first game element as the movement direction of the damage image.
[0118] Therefore, according to this embodiment, it is possible to easily inform the user that an attack has been defended. Also, it is possible to express that an action given from a first game element to a second game element is repelled from the second game element to the first game element by moving the damage image in the fourth direction.
[0119] Furthermore, in this embodiment, when multiple actions are applied to the second game element within a predetermined time, the determining unit 204 shifts the movement paths of the damage images corresponding to at least two actions from each other.
[0120] Therefore, according to this embodiment, it is possible to avoid a situation in which damage images are displayed multiple times and overlap, resulting in a decrease in visibility of the damage images.
[0121] In addition, in this embodiment, the determination unit 204 changes the size, movement distance, and movement speed of the damage image according to the damage value DM. Therefore, according to this embodiment, the user can easily recognize the degree of effect of the action on the second game element.
[0122] [B. Modifications] Each of the above embodiments may be modified in various ways. Specific modified embodiments are exemplified below. Two or more embodiments arbitrarily selected from the following examples may be appropriately combined within a range that does not contradict each other. In the modified examples exemplified below, the elements whose actions and functions are equivalent to those of the embodiment will be appropriately omitted by using the symbols referenced in the above explanation.
[0123] [First Modification] In the above embodiment, the damage image is moved away from the second game element, so that the possibility of the damage image not overlapping the second game element increases, and it is expected that the visibility of the damage image will be improved. However, there may be cases where the damage image does not overlap the second game element during the movement of the damage image. Therefore, after the movement path of the damage image is determined by executing step S118 in FIG. 3 described above, a movement path correction process OP600 shown in FIG. 17 may be executed.
[0124] First, in step S602, processor 110 evaluates the visibility of the damage image when the damage image is moved along the determined movement path. Specifically, at each of M1 positions (M1 is an integer equal to or greater than 2) on the movement path, the overlapping area between the damage image and the second game element is calculated, and the ratio Ra of this overlapping area to the area of the damage image is calculated. Then, the number M2 of positions among the M1 positions on the movement path where the ratio Ra is equal to or less than a threshold th1 is calculated, and further the ratio M2 / M1 of the number M2 to the number M1 is calculated. The larger this ratio M2 / M1 is, the higher the visibility of the damage image is.
[0125] Next, in step S604, the processor 110 determines whether or not the movement route needs to be corrected based on the ratio M2 / M1 calculated in step S602. If the ratio M2 / M1 calculated in step S602 is less than the threshold th2, the determination result in step S604 is "YES", and the process proceeds to step S606. On the other hand, if the ratio M2 / M1 calculated in step S602 is equal to or greater than the threshold th2, the determination result in step S604 is "NO", and the processor 110 ends the movement route correction process OP600.
[0126] Next, in step S606, processor 110 generates a plurality of alternatives for the movement path of the damage image based on the relative position of the second game element with respect to the first game element. For example, if the movement path of the damage image is a movement path heading in the right direction before the execution of movement path correction process OP600, processor 110 generates a movement path heading in the upper right direction (first alternative) and a movement path heading in the lower right direction (second alternative).
[0127] Next, in step S608, the processor 110 evaluates, for each of the multiple alternative movement paths, the visibility of the damage image when the damage image is moved along the movement path.
[0128] Next, in step S610, the processor 110 selects a movement route that provides the best visibility based on the visibility evaluation results in steps S608 and S602, and sets the selected movement route as the movement route for the damage image. Note that in this step S610, the visibility of the damage image on the original movement route may be superior to the visibility of the damage image on the alternative movement route, and the original movement route may be selected.
[0129] [Second modified example] In the first modified example, for example, there may be a case where the second game element is a part of a giant enemy character. FIG. 18 illustrates such a situation. In this example, the part C2e of the giant enemy character C2 is the second game element. The operation character C11 attacks the part C2e with the sword C11a, and the attack is successful. FIG. 18 shows the movement of the damage image PDM in this case. When the enemy character C2 is giant as in this example and the operation character C11 attacks the part C2e of the enemy character C2, it is difficult to move the damage image PDM so as not to overlap with the enemy character C2. Therefore, in this example, the attacked part C2e is treated as the second game element, and the damage image PDM is moved along a movement path that does not overlap with the part C2e, which is the second game element. In this case, the giant enemy character C2 becomes the background of the damage image PDM, but usually, the color of this background does not change much depending on the location, so the decrease in visibility of the damage image PDM is slight.
[0130] [Third Modification] Fig. 19 shows an image displayed on the display unit 150 in the third modified example. In the example shown in Fig. 19, similar to the second operation example (see Fig. 12) of the above embodiment, the playable character C11 holds a whip C11b in his hand and attacks the enemy character C2 with the whip C11b three times, all of which are successful.
[0131] In the second operation example, the determination unit 204 tilts the movement direction of the damage image PDM3 displayed in response to the third successful attack relative to the movement directions of the damage images PDM1 and PDM2 displayed in response to the first and second successful attacks, thereby shifting the movement paths of each damage image from each other.
[0132] In contrast, in the third modified example, the determining unit 204 moves the movement start point of the damage image PDM3 displayed in response to the third successful attack from the movement start points of the damage images PDM1 and PDM2 displayed in response to the first and second successful attacks in a direction perpendicular to the movement direction of each damage image, thereby shifting the movement paths of each damage image from each other. Even in this embodiment, it is possible to avoid a decrease in the visibility of the damage images PDM1 to PDM3.
[0133] Also, a modified example combining the third modified example and the second operation example is conceivable. That is, when the damage image PDM3 is displayed and moved in response to the third successful attack, it is moved a predetermined distance from the movement start point in a movement direction inclined with respect to the movement direction of the damage images PDM1 and PDM2, and then the movement direction of the damage image PDM3 is aligned with the movement direction of the damage images PDM1 and PDM2, and the damage image PDM3 is moved along this movement direction. In this embodiment, the movement path of the damage image PDM3 deviates from the movement path of the damage images PDM1 and PDM2, so that it is possible to avoid a decrease in the visibility of the damage images PDM1 to PDM3.
[0134] [Fourth Modification] FIG. 20 is a diagram for explaining a method of determining the moving direction of the damage image in the fourth modified example. In the fourth modified example, an action generation area AR1 is set for the operation character C11, which is the first game element, in which an action occurs when an attack is made. Also, an effect generation area AR2 is set for the enemy character C2, which is the second game element, in which an effect of damage occurs to the enemy character C2 if an attack reaches the enemy character C2. Then, in the fourth modified example, when the action generation area AR1 and the effect generation area AR2 collide, it is considered that an attack has been made, and the moving direction of the damage image is determined based on the relative position of the reference point AR1Q of the action generation area AR1 to the reference point AR2Q of the effect generation area AR2 at that time. In the fourth modified example, the reference point AR1Q is a point (center point) located at the center of the action generation area AR1, and the reference point AR2Q is a point (center point) located at the center of the effect generation area AR2. If the reference point AR1Q is to the left of the reference point AR2Q at the time of the attack, the movement direction of the damage image is, for example, to the right, and if the reference point AR1Q is to the right of the reference point AR2Q, the movement direction of the damage image is, for example, to the left. This embodiment has the advantage that the process for determining the movement direction of the damage image is simple. In addition, when the position of the reference point AR1Q of the action generation area AR1 is located diagonally above and to the left of the reference point of the effect generation area AR2, and the action generation area AR1 and the effect generation area AR2 collide, when it is deemed that an attack has been made, the right horizontal direction close to the diagonally below and to the right opposite to the diagonally above and to the left may be determined as the movement direction of the damage image. In addition, as a technical term in the game program, the action generation area and the effect generation area in the fourth modified example are sometimes collectively referred to as the "hit judgment area" or the "collision judgment area".
[0135] [Fifth Modification] Fig. 21 is a flowchart showing a movement path determination process OP700 executed by the processor 110 in the fourth modified example. In this fourth modified example, the process of determining the movement path proceeds without waiting for the movement direction to be determined. The movement path determination process OP700 shown in Fig. 20 is executed by the processor 110 when the result of an attack by a first game element on a second game element occurs.
[0136] First, in step S702, processor 110 determines multiple candidates for the movement start point based on the reference point of the second game element. The candidates for the movement start point are positions that are a minimum distance away from the reference point without reducing the visibility of the damage image and without obscuring the location of the second game element.
[0137] Next, in step S704, processor 110 determines a preferred end point for each of the multiple candidate start points. The preferred end point is a move end point that allows the user to easily recognize the location of the first game element from the movement direction of the damage image when the damage image moves from the start point to the end point.
[0138] Next, proceeding to step S706, processor 110 evaluates the visibility of the damage image moving along each movement path from the multiple candidate movement starting points determined in step S702 to the multiple movement end points determined in step S704.
[0139] Next, in step S708, the processor 110 selects the movement route that has the best visibility evaluation result from among the multiple movement routes. In this manner, the movement route that has the least decrease in visibility of the damage image is determined.
[0140] [Sixth Modification] Fig. 22 shows an image displayed on the display unit 150 in the sixth modified example. In this Fig. 22, the playable character C11 attacks the enemy character C2 with a sword C11a, and because the attack is successful, a damage image PDM showing a damage value DM=20 is displayed.
[0141] In the sixth modified example, when the determination unit 204 determines, for example, the right direction as the movement direction based on the relative position of the operation character C11 with respect to the enemy character C2, the axis in the right direction is set as the central axis AX, and the movement path that oscillates in a triangular wave shape across this central axis AX is set as the movement path RT of the damage image PDM. In addition, the determination unit 204 increases the amplitude of the triangular wave of the movement path RT that oscillates in a triangular wave shape as the damage value DM increases. In FIG. 22, the movement path RT shown by the solid line is the movement path of the damage image PDM showing the damage value DM=20. When the damage value DM shown by the damage image PDM becomes smaller than 20, the damage image PDM moves along the movement path RT' whose amplitude of the triangular wave is smaller than that of the movement path RT, as shown by the dashed line in FIG. 22.
[0142] According to the sixth modified example, the damage image PDM moves while vibrating, so that the user's attention can be attracted to the damage image PDM. Also, the amplitude of the vibration of the moving path RT increases according to the damage value DM, so that the user can easily recognize the damage value DM. Note that the shape of the moving path RT does not necessarily have to be a triangular wave shape, and may be a sine wave shape or the like.
[0143] [Seventh Variation] In the above embodiment, when an attack of the operation character C11 against the enemy character C2 is defended, a combined image consisting of a defense image and a damage image is displayed, and this defense image is moved along with the damage image (see FIG. 15). However, when an attack is defended, only the defense image may be displayed without displaying the damage image, and the defense image may be moved within the screen. In this case, the determination unit 204 determines a fifth direction, which is closer to the first direction than a second direction opposite to the first direction from the enemy character C3, which is the second game element, toward the operation character C11, which is the first game element, as the second moving direction, and the display control unit 202 moves the defense image in the second moving direction on the screen of the display unit 150 without displaying the damage image.
[0144] According to this aspect, even if there is no damage from an attack, the defense image indicating that the attack has been defended is displayed, so that the user can recognize that the attack has been defended. Also, according to this aspect, the action applied from the first game element to the second game element can be reflected from the second game element back to the first game element by moving the defense image in the second movement direction.
[0145] [Eighth Modification] In the above embodiment, the determination unit 204 changes the size, movement distance, and movement speed of the damage image PDM according to the damage value DM. However, the process executed by the determination unit 204 regarding the display of the damage image PDM is not limited to this. For example, the determination unit 204 may change at least one of the size, movement distance, and movement speed of the damage image PDM according to at least one of the manner of the action on the second game element and the degree of the effect of the action.
[0146] The mode of the action includes, for example, the weapon used by the operated character in an attack, or the strengthening stage (strengthening level, etc.) of the operated character's skill, etc. The degree of the effect of the action is, for example, the damage value DM. The reason why the effect of the action is involved in determining at least one of the size, movement distance, and movement speed of the damage image PDM is that the effect of the action does not depend only on the mode of the action of the weapon, etc., but also on the toughness of the enemy character, etc.
[0147] According to this aspect, the user can recognize at least one of the manner of the action or the degree of the effect of the action, based on at least one of the size, movement distance, and movement speed of the damage image PDM.
[0148] [Ninth Variation] In the ninth modified example, the determination unit 204 determines the display color of the damage image PDM based on the attribute of the first game element that acts on the second game element. For example, if the playable character, which is the second game element, has a water attribute, the damage image PDM is displayed in light blue, and if the playable character has a fire attribute, the damage image PDM is displayed in red. In the above embodiment, when the second game element is acted on, the damage image PDM overlaps with the second game element, which can alleviate a decrease in visibility of the damage image. Therefore, in the ninth modified example, the user can easily recognize the attribute of the first game element based on the display color of the damage image PDM.
[0149] [Tenth Modification] 3, when the movement path of the damage image PDM is determined, it may happen that the damage image PDM or a part of it at the movement end point goes outside the screen of the display unit 150 and is not displayed. Therefore, when such a situation occurs, the determination unit 204 may correct the movement direction of the damage image PDM so that the damage image PDM at the movement end point fits within the screen. Alternatively, the movement direction may not be corrected, and the movement distance of the damage image PDM may be shortened and the end size of the damage image PDM may be increased by the amount of the shortened movement distance.
[0150] [Eleventh Modification] The accuracy of the operation of operating the first game element to attack the second game element may be arbitrarily determined according to the operability of the operation unit 140, specifically, the type and amount of operation information that the operation unit 140 can generate. For example, when the operation unit 140 has high operability, the arms or legs of the operation character, which is the first game element, or a weapon such as a whip equipped by the operation character may be operated according to operation information obtained from the operation unit 140, and the first game element may be made to perform a fine movement. Also, when the operation unit 140 has low operability and only a few types of operation information can be obtained from the operation unit 140, for example, one of a plurality of predefined attack patterns (for example, a frontal attack with a whip or a back attack with a whip, etc.) may be selected based on the operation information, and the first game element may be operated according to the attack pattern. In this case, the action generation area AR1 and the effect generation area AR2 (see FIG. 20) shown in the fourth modified example may be determined according to the attack pattern.
[0151] [Twelfth Modification] In the above embodiment, the game space is a two-dimensional plane, and the first game element and the second game element act within this two-dimensional plane. However, the game space may be a three-dimensional space, and the first game element and the second game element acting within this three-dimensional space may be displayed three-dimensionally on the screen of the display unit 150. In this case, if the movement direction of the damage image PDM is, for example, the depth direction of the screen, the movement of the damage image PDM becomes difficult for the user to see. Therefore, when the first game element acts on the second game element, the determination unit 204 may determine the movement direction of the damage image PDM based on the relative position of the first game element with respect to the second game element within the screen of the display unit 150.
[0152] [13th Variation] In the above embodiment, when a first game element exerts an effect on a second game element, an image showing a numerical value related to the effect of the effect is displayed, but the displayed image may be an image showing something other than a numerical value. For example, when a first game element exerts an effect on a second game element, an image of a human face whose expression changes according to the effect of the effect of the effect may be displayed.
[0153] [C. Notes] From the above description, the present invention can be understood, for example, as follows: In order to facilitate understanding of each aspect, reference symbols in the drawings are conveniently written in parentheses below, but this is not intended to limit the present invention to the illustrated aspects.
[0154] [Appendix 1] A game program (PRG) which is one embodiment of the present invention causes a processor (110) to function as a display control unit (202) which displays a first game element (C11) and a second game element (C2) on a screen, and a determination unit (204) which, when the first game element exerts an effect on the second game element, determines a movement direction of an image indicating a numerical value related to the effect of the action based on the relative position of the first game element with respect to the second game element on which the action is exerted, and the display control unit (202) moves the image indicating the numerical value in the movement direction on the screen.
[0155] The first game element and the second game element are any two game elements among a plurality of game elements each of which plays a role in progressing the game. The game progresses as the first game element exerts an effect on the second game element. An example of the first game element is a playable character operated by a user. Also, an example of the second game element is an enemy character that opposes the playable character.
[0156] The action is, for example, an attack. In this case, the first game element is the playable character or a weapon used by the playable character. The second game element is an enemy character that is attacked by the first game element, or a part of the enemy character that is attacked by the first game element. When the action is an attack, the effect of the action is damage that the second game element receives as a result of the attack. Note that the effect of the action is not limited to a negative effect such as damage, but may be a positive effect such as recovery from damage.
[0157] According to this aspect, by moving the image indicating the numerical value related to the effect of the action in the direction of movement determined by the determination unit (204), the image moves away from the second game element, thereby mitigating the decrease in visibility of the image.
[0158] Furthermore, according to this aspect, the determination unit (204) determines the direction of movement of the image indicating a numerical value related to the effect of the action based on the relative position of the first game element with respect to the second game element on which the action is applied, so that the user can recognize the location of the first game element that applied the action from the direction of movement of the displayed image.
[0159] [Appendix 2] In Supplementary Note 1, the determination unit (204) may determine a movement route based on the movement direction, and the display control unit (202) may move an image indicating the numerical value along the movement route on the screen.
[0160] This aspect has the advantage that the process is simple because the movement path can be determined at the time of determining the movement direction. The movement path of the image showing the numerical value is, for example, a linear movement path along the movement direction. However, the movement path of the image showing the numerical value does not have to be a linear movement path along the movement direction as long as it is based on the movement direction of the image showing the numerical value. For example, the movement path may be a vibration waveform movement path that advances in the axial direction while repeatedly crossing an axis along the movement direction.
[0161] [Appendix 3] In Supplementary Note 1 or 2, the determination unit (204) may determine a direction of movement of the image indicating the numerical value so as to reduce a possibility of overlapping on the screen between the second game element and the image indicating the numerical value moving on the screen.
[0162] According to this aspect, it is possible to increase the likelihood of improving the visibility of the image indicating the numerical value related to the effect of the action, compared to determining the movement direction based only on the relative position of the first game element with respect to the second game element.
[0163] [Appendix 4] In any one of Supplementary Notes 1 to 3, the determination unit (204) may determine a third direction that is closer to a second direction opposite to a first direction from the second game element to the first game element than the first direction, as the movement direction of the image indicating the numerical value.
[0164] A third direction that is closer to the second direction opposite the first direction than the first direction means, for example, a third direction in which the angle of the third direction with respect to the first direction is greater than 90 degrees and the angle of the third direction with respect to the second direction is less than 90 degrees.
[0165] According to this aspect, the user can recognize the location of the first game element that has exerted an effect on the second game element from the movement direction of the image indicating the numerical value related to the effect.
[0166] [Appendix 5] In any of Supplementary Notes 1 to 4, when the effect of the action is obstructed, the determination unit (204) may determine a fourth direction, which is closer to the first direction than a second direction opposite to the first direction from the second game element to the first game element, as the movement direction of the image indicating the numerical value.
[0167] According to this embodiment, it is possible to clearly show that the effect of the action on the second game element has been hindered. Also, it is possible to express that the action of the first game element on the second game element is repelled from the second game element back to the first game element by moving the image showing the numerical value.
[0168] [Appendix 6] In addition, in the display control unit (202), the display control unit (202) may move an image indicating that the effect of the action has been hindered along with the image indicating the numerical value that moves on the screen.
[0169] According to this aspect, the user can understand what the numerical values in the image showing numerical values mean.
[0170] [Appendix 7] In any of Supplementary Notes 1 to 4, when the effect of the action is obstructed, the determination unit (204) may determine, as a second movement direction, a fifth direction that is closer to the first direction than a second direction opposite to the first direction from the second game element toward the first game element, and the display control unit (202) may move, on the screen, an image indicating that the effect of the action has been obstructed in the second movement direction without displaying an image showing the numerical value.
[0171] According to this aspect, even when there is no effect of the action, it is possible to clearly show that the effect of the action has been hindered. Also, it is possible to present the action of the first game element on the second game element being repelled from the second game element to the first game element by moving the image indicating that the effect of the action has been hindered.
[0172] [Appendix 8] In any of Supplementary Notes 1 to 6, when multiple actions are applied to the second game element within a predetermined time, the determination unit (204) may shift movement paths of the image indicating the numerical value for at least two of the actions from each other.
[0173] According to this aspect, by shifting the movement paths from one another, it is possible to prevent a plurality of images showing numerical values from overlapping on the screen, which would otherwise reduce visibility.
[0174] [Appendix 9] In any of Supplementary Notes 1 to 6 or 8, the determination unit (204) may change at least one of the movement speed, movement distance, or size of the image indicating the numerical value, depending on at least one of the mode of the action and the degree of effect of the action.
[0175] According to this aspect, the user can recognize a change in at least one of the manner of the action and the degree of the effect of the action, based on a change in at least one of the moving speed, moving distance, or size of the image showing a numerical value.
[0176] [Appendix 10] In any of Supplementary Notes 1 to 6, 8 or 9, the display control unit (202) may vibrate an image indicating the numerical value on the screen while moving it in the movement direction, and the determination unit (202) may determine the amplitude of the vibration depending on at least one of the manner of the action and the degree of effect of the action.
[0177] According to this aspect, since the image showing the numerical value moves while vibrating, it is possible to attract the user's attention to the image showing the numerical value. Also, the user can recognize at least one of the mode of the action and the degree of the effect of the action based on the magnitude of the amplitude of the vibration.
[0178] [Appendix 11] A method of controlling a game device according to one embodiment of the present invention includes displaying a first game element (C1) and a second game element (C3) on a screen, and when the first game element exerts an effect on the second game element, determining a direction of movement of an image indicating a numerical value related to the effect of the action based on a relative position of the first game element with respect to the second game element upon which the action is exerted, and moving the image indicating the numerical value in the movement direction on the screen.
[0179] [Appendix 12] A game device according to one embodiment of the present invention has a display control unit (202) that displays a first game element and a second game element on a screen, and a determination unit (204) that, when the first game element exerts an effect on the second game element, determines a movement direction of an image indicating a numerical value related to the effect of the action based on the relative position of the first game element with respect to the second game element on which the action is exerted, and the display control unit (202) moves the image indicating the numerical value in the movement direction on the screen. [Explanation of symbols]
[0180] 10: game device, 110: processor, 120: memory unit, PRG: game program, 130: communication unit, 140: operation unit, 150: display unit, 200: game control unit, 202: display control unit, 204: determination unit, C11, C12: playable character, C2: enemy character, C11a: sword, C11b: whip, C11c: boomerang, C2a: shield, C2e: part of enemy character, PDM, PDM1 to PDM3: damage image, PGU: combined image, RT, RT': movement path, AX: central axis of movement path, AR1: action generation area, AR2: effect generation area, AR1Q. AR2Q: center point.
Claims
[Claim 1] The processor, a display control unit that displays the first game element and the second game element on a screen; a determination unit that, when the first game element exerts an effect on the second game element, determines a moving direction of an image showing a numerical value related to an effect of the effect based on a relative position of the first game element with respect to the second game element on which the effect is exerted; and make it work. The display control unit moves an image showing the numerical value in the moving direction on the screen. program.
Citation Information
Patent Citations
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