Program, system, and method for providing game
Patent Information
- Application Number
- JP2024210547
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-12-03
- Publication Date
- 2025-03-05
- Estimated Expiration
- 2040-09-11
AI Technical Summary
【0009】 本発明の様々な実施形態は、プレイヤキャラクタを用いるゲームにおける良好な操作性を実現する。
Smart Images

Figure 2025029098000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program, a system, and a method for providing a game. [Background technology]
[0002] Conventionally, in games using player characters, the actions of the characters are typically controlled according to the operations of the players. For example, in a game such as a fighting game in which fighting actions are performed between characters (see, for example, Patent Document 1), it is preferable to realize good operability in order to enjoy the realism of the game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2001-276418 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, when playing a game such as the fighting game described above by operating via a touch panel on a smartphone or the like, it is difficult to achieve good operability when controlling character movements compared to playing via a physical game controller or game pad, etc.
[0005] One object of the embodiment of the present invention is to realize good operability in a game using a player character. Other objects of the embodiment of the present invention will become apparent by referring to the entire specification. [Means for solving the problem]
[0006] A program according to one embodiment of the present invention is a program for providing a game using a player character included in a game space, and causes a computer to execute the steps of accepting a predetermined operation on a touch panel in response to the satisfaction of a predetermined condition related to the player character, and making the player character appear at a position corresponding to the predetermined operation among a plurality of predetermined positions within the game space.
[0007] A system according to one embodiment of the present invention is a system for providing a game using a player character included in a game space, comprising one or more computer processors, wherein the one or more computer processors, in response to execution of a readable instruction, execute the steps of accepting a predetermined operation on a touch panel in response to satisfaction of a predetermined condition related to the player character, and making the player character appear at a position corresponding to the predetermined operation among a plurality of predetermined positions within the game space.
[0008] A method according to one embodiment of the present invention is executed by one or more computers and is a method for providing a game using a player character included in a game space, comprising the steps of accepting a predetermined operation on a touch panel in response to satisfaction of a predetermined condition related to the player character, and making the player character appear at a position corresponding to the predetermined operation among a plurality of predetermined positions within the game space. Effect of the Invention
[0009] Various embodiments of the present invention provide good operability in games that use player characters. [Brief description of the drawings]
[0010] [Figure 1] 1 is a diagram showing a schematic configuration of a network including a player terminal 10 according to an embodiment of the present invention. [Diagram 2] 13 is a diagram illustrating data items managed by a player information table 451. [Diagram 3] FIG. [Figure 4] FIG. 1 is a diagram illustrating a game space 100. [Diagram 5] 2 is a diagram for explaining the movement path of a character 104 in the game space 100. FIG. [Figure 6] FIG. 13 is a diagram illustrating a game screen 60 after a certain amount of time has elapsed since the start of a fighting game. [Figure 7] 4 is a flow diagram illustrating a process executed by the player terminal 10 when making a character appear. [Figure 8] 13 is a diagram illustrating an example of a game screen 60 in a state where the character's HP has reached 0 and a flick operation by the player is awaited. [Figure 9] FIG. 11 is a diagram for explaining the direction of a flick operation. [Figure 10] FIG. 13 is a diagram illustrating the game screen 60 immediately after the character 104 reappears. [Figure 11] 13 is a diagram showing an example of a game screen 60 in a state in which a character has performed a transformation technique and is waiting for a flick operation by the player. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In each drawing, the same reference numerals may be used to denote the same or similar components.
[0012] FIG. 1 is a diagram showing a schematic configuration of a network including a player terminal 10 according to an embodiment of the present invention. As shown in the figure, the terminal 10 is communicatively connected to a game management server 40 via a communication network 30 such as the Internet. Although only one player terminal 10 is shown in FIG. 1, a plurality of player terminals 10 may be communicatively connected via the server 40 or directly. The terminal 10 provides a game to a user who operates the terminal 10. The player terminal 10 is an example of a device that implements all or a part of the system of the present invention.
[0013] First, a description will be given of the hardware configuration of the player terminal 10. The player terminal 10 is configured as a general computer, and as shown in Fig. 1, includes a computer processor 11, a main memory 12, an input / output I / F 13, a communication I / F 14, and a storage (storage device) 15, and these components are electrically connected via a bus or the like (not shown).
[0014] The computer processor 11 is configured as a CPU, a GPU, or the like, and loads various programs stored in a storage 15 or the like into a main memory 12, and executes various instructions included in the programs. The main memory 12 is configured, for example, by a DRAM or the like.
[0015] The input / output I / F 13 includes various input / output devices for exchanging information with an operator, etc. The input / output I / F 13 includes, for example, an information input device such as a keyboard or a pointing device (e.g., a mouse, a touch panel, etc.), an audio input device such as a microphone, and an image input device such as a camera. The input / output I / F 13 also includes an image output device such as a display, and an audio output device such as a speaker. In this embodiment, the input / output I / F 13 includes a touch panel 131 as an information input device, as shown in the figure.
[0016] The communication I / F 14 is implemented as hardware such as a network adapter, various communication software, or a combination of these, and is configured to realize wired or wireless communication via a communication network 30 or the like.
[0017] The storage 15 is composed of, for example, a magnetic disk, a flash memory, etc. The storage 15 stores various programs including an operating system, various data, etc. The programs stored in the storage 15 can be downloaded and installed from an application market, etc. In this embodiment, the storage 15 stores a game application 20 according to one embodiment of the present invention. The application 20 is an example of a program that implements all or a part of the program of the present invention.
[0018] In this embodiment, the player terminal 10 may be configured as a smartphone, a tablet terminal, a wearable device, a personal computer, a dedicated game terminal, or the like.
[0019] Next, a description will be given of the hardware configuration of the game management server 40. The game management server 40 is configured as a general computer, and as shown in Fig. 1, includes a computer processor 41, a main memory 42, an input / output I / F 43, a communication I / F 44, and a storage (storage device) 45, and these components are electrically connected via a bus or the like (not shown).
[0020] The computer processor 41 is configured as a CPU, a GPU, or the like, and loads various programs stored in a storage 45 or the like into a main memory 42 and executes various instructions included in the programs. The main memory 42 is configured, for example, by a DRAM or the like.
[0021] The input / output I / F 43 includes various input / output devices for exchanging information with an operator, etc. The input / output I / F 43 includes, for example, an information input device such as a keyboard or a pointing device (e.g., a mouse, a touch panel, etc.), an audio input device such as a microphone, and an image input device such as a camera. The input / output I / F 43 also includes an image output device such as a display, and an audio output device such as a speaker.
[0022] The communication I / F 44 is implemented as hardware such as a network adapter, various communication software, or a combination of these, and is configured to realize wired or wireless communication via the communication network 30 or the like.
[0023] The storage 45 is configured by, for example, a magnetic disk or a flash memory. The storage 45 stores various programs including an operating system, various data, and the like. For example, the storage 45 has a player information table 451 that manages player information related to game players. The storage 45 also stores a server-side program 50. At least a part of the program 50 can be executed on the player terminal 10 side via a web browser or other application (including, for example, the game application 20).
[0024] In this embodiment, the game management server 40 may be configured using a plurality of computers each having the above-mentioned hardware configuration. For example, the server 40 may be configured by one or a plurality of server devices.
[0025] The game management server 40 configured in this manner functions as a web server and an application server, executes various processes in response to requests from a web browser or other applications executed in the player terminal 10, and transmits screen data (e.g., HTML data) and control data according to the results of the processes to the player terminal 10. The player terminal 10 displays a web page or other screen based on the received data.
[0026] For example, in response to the start of the game application 20, the player terminal 10 can obtain information and various data related to the corresponding player from the game management server 40. Also, for example, while the game application 20 is being executed, the player terminal 10 can obtain various data and the like from the game management server 40 and transmit the latest information on the player to the game management server 40. Note that in this embodiment, the player terminal 10 can also be configured to provide a game without communicating with the game management server 40.
[0027] Next, a description will be given of the functions possessed by the player terminal 10 and the game management server 40 configured as described above. The computer processor 11 of the player terminal 10 is configured to function as a game progress control unit 111 by executing instructions included in a program (e.g., at least a part of the game application 20) loaded into the main memory 12, as shown in FIG.
[0028] The game progress control unit 111 is configured to execute various processes related to the control of the progress of the game in this embodiment. For example, the game progress control unit 111 is configured to generate and display various screen images related to the game. Also, for example, the game progress control unit 111 is configured to execute various calculations for progressing the game. For example, the game progress control unit 111 executes various calculations for progressing the game in response to an operation input to the touch panel 131 or the like, and generates and displays screen images according to the calculation results. Also, for example, the game progress control unit 111 executes various calculations for progressing the game based on operation input information on the other player terminals 10 transmitted from the other player terminals 10.
[0029] The game in this embodiment is configured as a game using a player character included in a game space. Such a game can be configured as various types of games in which one or more characters appear, such as a combat game (including, for example, a fighting game) in which characters fight each other, an action game, a puzzle game, and a role-playing game.
[0030] As shown in FIG. 1, the computer processor 41 of the game management server 40 is configured to function as a management function control unit 411 by executing instructions contained in a program (e.g., at least a part of the server-side program 50) loaded into the main memory 42.
[0031] The management function control unit 411 is configured to execute various processes related to the control of the management function of the game in this embodiment. For example, the management function control unit 411 transmits screen data and control data of various screens related to the management function to the player terminal 10, executes various processes in response to an operation input by a player via the screen displayed on the player terminal 10, and transmits screen data and control data according to the results of the processes to the player terminal 10. Functions controlled by the management function control unit 411 include, for example, login processing (user authentication), billing control, player matching processing, and player management (for example, updating the player information table 451, etc.).
[0032] In this embodiment, the game progress control unit 111 of the player terminal 10 is configured to accept a predetermined operation on the touch panel 131 in response to the satisfaction of a predetermined condition related to the player character. For example, the game progress control unit 111 monitors whether the predetermined condition is satisfied while the game is in progress, and when it determines that the predetermined condition is satisfied, waits for the predetermined operation to be performed on the touch panel 131 for a predetermined time.
[0033] The game progress control unit 111 is also configured to make the player character appear at a position corresponding to the received predetermined operation among a plurality of predetermined positions in the game space. For example, when the game progress control unit 111 detects a predetermined operation on the touch panel 131 while waiting for the predetermined operation, it identifies one position from among the plurality of predetermined positions based on the predetermined operation, and displays (places) the player character at the identified one position.
[0034] In this way, the game provided by the player terminal 10 of this embodiment is configured so that, depending on whether or not a specified condition is satisfied, a player character appears at a position among a plurality of specified positions within the game space that corresponds to a specified operation on the touch panel 131. This configuration helps to achieve good operability when playing a game using a player character by operating via the touch panel.
[0035] The game in this embodiment can be configured as a game using a plurality of characters including a player character. In this case, the above-mentioned predetermined plurality of positions (positions that are candidates for making the player character appear depending on the satisfaction of a predetermined condition) can be configured to include positions at which each of the plurality of characters is initially placed (positions at which the character is placed at the start of the game). This configuration makes it possible to make the player character appear at any of the positions at which each of the plurality of characters is initially placed, with a simple operation.
[0036] In this embodiment, the predetermined operation that is accepted in response to the satisfaction of the predetermined condition may include various types of operations (touch operations) on the touch panel 131. For example, the predetermined operation includes a single tap operation, a double tap operation, a long tap operation, a flick operation, and a slide operation. For example, the game progress control unit 111 may be configured to make the player character appear at a position corresponding to the direction of the predetermined operation (for example, a flick operation or a slide operation). For example, the player character appears at a first position when the direction of the predetermined operation is a first direction, and appears at a second position when the direction of the predetermined operation is a second direction. This configuration makes it possible to select the position at which the player character appears depending on the direction of the predetermined operation.
[0037] Furthermore, the game progress control unit 111 may be configured to make the player character appear at a position in the game space when the predetermined condition is satisfied, when the predetermined operation is not performed in response to the satisfaction of the predetermined condition. Furthermore, the game progress control unit 111 may be configured to make the player character appear at a position in the game space where the corresponding player character was initially placed, among the plurality of predetermined positions, when the predetermined operation is not performed in response to the satisfaction of the predetermined condition. Such a configuration helps make the player character appear again at a good position when the predetermined operation is not performed.
[0038] Furthermore, in a battle game (including a fighting game) in which characters fight, the game progress control unit 111 can be configured to make the player character undamaged (including invincible) for a predetermined time after the player character appears at a position in the game space corresponding to a predetermined operation accepted in response to the satisfaction of a predetermined condition. Such a configuration realizes good operability when making the player character appear again in a battle game.
[0039] In this embodiment, the predetermined condition includes various conditions related to the player character. For example, the predetermined condition includes a condition that is satisfied when the player character is in a predetermined state. For example, the predetermined state includes a state in which the value of a predetermined parameter possessed by the player character is a predetermined value or a predetermined range. This configuration realizes good operability when specifying a position at which the player character in a predetermined state is to appear.
[0040] For example, the predetermined condition may include a first condition that is satisfied when a player character is defeated (including HP becoming 0) in a fighting game in which characters fight each other. In this case, it may be configured to decrease a predetermined parameter (including life, various points, score, etc.) associated with the corresponding player in response to the satisfaction of the first condition. Such a configuration realizes good operability when specifying a position (respawn point) at which a defeated player character will reappear in a fighting game.
[0041] In this embodiment, the predetermined condition may include a condition that is satisfied in response to the execution of a predetermined action by the player character. For example, the predetermined action may be executed with the consumption of a predetermined item (including points, etc.). This configuration realizes good operability in specifying the position where the player character is to appear in response to the execution of the predetermined action.
[0042] For example, the predetermined action may include an action for reducing damage from an enemy character in a fighting game in which characters fight each other. This configuration realizes good operability in specifying a position for making the player character appear in response to the execution of an action for reducing damage from an enemy character in the fighting game.
[0043] Next, a specific example of one aspect of the player terminal 10 having such a function will be described. In this example, the player terminal 10 provides a fighting game in which characters fight each other. The fighting game in this example is played by four characters, and the four characters may include player characters operated by real players as well as non-player characters operated by a computer. Below, a fighting game in the form of a battle royale in which all (three) characters other than the player's own character are enemy characters will be described, but such a fighting game may also be applied to other formats, such as a team battle in which four characters are divided into two teams and fight each other.
[0044] 2 illustrates data items managed by the player information table 451 in this example. The player information table 451 in this example manages information about the players of the game, and as shown in the figure, manages data items such as "basic information" including account name, gender, date of birth, etc., and "level" that increases the more victories are made in the fighting game, in association with "player accounts" that identify individual players.
[0045] In this example, a player who wishes to play a fighting game requests the game management server 40 to match players to play the fighting game together via a player terminal 10, and the server 40 (management function control unit 411) performs matching from among players waiting to play the fighting game. Matching is performed, for example, based on the level of each player (for example, players of similar levels are matched with each other). When playing the fighting game, each player terminal 10 of the matched players is directly connected to be able to communicate with each other in a P2P manner, and the progress of the game is controlled in each player terminal 10 based on operation input information received from the player terminals 10 of the other players in addition to the player's own operation input.
[0046] 3 illustrates a game screen 60 for playing a fighting game in this example. The screen 60 is displayed on the player terminal 10 after matching of players who will play together. As shown in the figure, the game screen 60 displays a game space 100 in which fighting between characters takes place in the entire screen area. The game screen 60 also has an information display area 62 located at the top end of the screen for displaying various information, and a skill attack instruction area 64 located at the bottom right corner of the screen for instructing the execution of a skill attack. These areas 62, 64 are displayed superimposed on the game space 100.
[0047] In the information display area 62, one first indicator 621 that displays the status of the player's own character is arranged on the left side, and three second indicators 622 that display the status of other characters are arranged on the right side. Compared to the first indicator 621, the second indicator 622 is shorter in the left-right direction. Each of the first and second indicators 621, 622 displays the HP (hit point) status (degree of decrease from the maximum value) in its left half, and displays the SP (skill point) status (degree of decrease from the maximum value) in its right half. In this example, when HP decreases, the maximum value (upper limit) of SP increases.
[0048] Moreover, the information display area 62 displays the fighting point value (number of points) of the corresponding character above each of the first and second indicators 621, 622. Moreover, the area 62 displays the remaining time of the fighting game in its lower right corner (in the example of FIG. 3, "180 seconds remaining" is displayed).
[0049] In the skill attack instruction area 64, one ultimate skill object 641 for instructing the character to perform an ultimate skill is placed in the lower right corner, and three normal skill objects 642 for instructing the character to perform normal skills are placed above, to the upper left, and to the left of the ultimate skill object 641, respectively.
[0050] FIG. 4 illustrates the game space 100 in this example. In this example, the game space 100 is configured as a three-dimensional virtual space, and as shown in the figure, includes a ground 102, four characters 104, and a player display object 106 that is located above each character 104, has an inverted triangular shape, and displays corresponding player information (any of 1P to 4P). The object 106 follows the corresponding character 104 according to the movement of the character. Each character 104 is selected by each player from a plurality of characters that are set in advance. In addition, when the same type of character is selected by a plurality of players, the designs including the colors of the characters are changed to be different from each other so that they can be distinguished.
[0051] In addition, in the game space 100 of this example, a movement path of the character 104 is set. Specifically, as illustrated in Fig. 5, in the game space 100, a first line 1021 extending linearly in the left-right direction on the front side of the ground 102 and a second line 1022 extending linearly in the left-right direction on the rear side of the ground 102 are set as movement paths of the character 104. The character 104 can move in the left-right direction along each of the first and second lines 1021, 1022, and can also move between the first and second lines 1021, 1022.
[0052] In addition, in the game space 100 of this example, positions for initially arranging the four characters 104 at the start of the fighting game are set. Specifically, as illustrated in Fig. 5, an initial position IP1 where the first character 104 (1P) is initially arranged is set to the left of the first line 1021 on the front side, an initial position IP2 where the second character 104 (2P) is initially arranged is set to the left of the second line 1022 on the back side, an initial position IP3 where the third character 104 (3P) is initially arranged is set to the right of the first line 1021 on the front side, and an initial position IP4 where the fourth character 104 (4P) is initially arranged is set to the right of the second line 1022 on the back side.
[0053] In this example, when the fighting game is started, the player controls the movement of the corresponding character 104 through an operation on the touch panel 131 of the player terminal 10. For example, the character 104 moves in response to an operation on other areas of the entire screen area of the game screen 60 other than the information display area 62 and the skill attack instruction area 64. Specifically, for example, the character 104 walks in the direction of the slide operation by a left / right slide operation in the other areas, runs (dashes) in the direction of the flick operation by a left / right flick operation, and moves (changes the line) to the first or second line 1021, 1022 existing in the direction of the flick operation by a up / down flick operation.
[0054] Also, for example, the character 104 executes a physical attack in response to an operation on the other area of the entire screen area of the game screen 60. Specifically, for example, the character 104 executes a first physical attack by a single tap operation on the other area, and executes a second physical attack with a greater attack power than the first physical attack by a double tap operation. The second attack has a larger motion than the first attack, and is therefore more susceptible to counterattack. When such a physical attack is executed, an attack determination is made on the character and / or an enemy character within an attackable range corresponding to the type of attack, and if it is determined that the attack hits, a corresponding damage is given to the enemy character. The HP of the damaged character is reduced by an amount equivalent to the damage.
[0055] Also, for example, the character 104 executes a skill attack in response to an operation on the skill attack instruction area 64. Specifically, for example, the character 104 executes a secret skill attack by a single tap operation on the secret skill object 641, and executes a normal skill attack by a single tap operation on the normal skill object 642. When such a skill attack is executed, an attack determination is made on the character and / or an enemy character within an attackable range corresponding to the type of attack, and if it is determined that the attack hits, corresponding damage is given to the enemy character. The HP of the character that has received the damage is reduced by an amount equivalent to the damage. Also, the SP of the character that performed the skill attack is reduced by an amount corresponding to the type of the skill attack.
[0056] 6 illustrates an example of the game screen 60 after a certain amount of time has passed since the start of the fighting game. As illustrated, in this state of the game screen 60, the display of the first and second indicators 621, 622 changes in response to fluctuations in the HP and SP of each character 104. In addition, the display of the remaining time in the lower right corner of the information display area 62 is updated as time passes.
[0057] In this example fighting game, when the HP of any character becomes 0 (is defeated, enters a death state), the fighting points of the related players are updated. Specifically, the fighting points of the player of the character whose HP became 0 (is defeated) are decreased by a predetermined point (e.g., 1 point), and the fighting points of the player of the character who reduced the HP of the character to 0 (defeated, killed) are increased by a predetermined point (e.g., 1 point).
[0058] In the fighting game of this example, a character whose HP has reached 0 is revived (appears again, respawns) at a position based on an operation by the player. Fig. 7 is a flow diagram illustrating a process executed by the player terminal 10 of a player whose character's HP has reached 0.
[0059] When the HP of the corresponding player's own character becomes 0, the player terminal 10 waits for a flick operation to be performed until a predetermined time (for example, 3 seconds) has elapsed, as shown in the figure (NO in step S110 and NO in step S120).
[0060] 8 illustrates a game screen 60 in a state where the character is waiting for a flick operation by a player whose HP has reached 0. As shown in the figure, the game screen 60 in this state has a darkened display over the entire screen area, and a remaining time display object 66 is placed in the lower right corner to display the remaining time of a predetermined time (waiting time) for waiting for a flick operation. The game screen 60 in this state waits for a flick operation at any position in the entire screen area other than the object 66. Note that even in a state where a flick operation is waiting, the progress of time in the game space 100 (progress of the fighting game) continues, and the display of the game space 100 continues on the darkened game screen 60.
[0061] The remaining time display object 66 displays the remaining time in the form of "3 seconds left until revival." In addition, on the game screen 60, four arrows pointing to the upper right, lower right, lower left, and upper left are displayed on top of the blackout display along with the text "Flick in the direction you want to revive!" In this way, the game screen 60, which is waiting for a flick operation by the player when the character's HP has reached 0, prompts the player to perform a flick operation and displays a countdown of the remaining waiting time.
[0062] 7, if a flick operation is performed before a predetermined time (standby time) has elapsed (YES in step S110), the player terminal 10 makes the character appear again at a position corresponding to the flick operation (step S130), as shown in the figure. The position at which the character appears again is, specifically, a position corresponding to the direction of the flick operation among the initial positions of each of the four characters.
[0063] For example, if the direction of the flick operation is to the upper right (specifically, within the range of 1 to 90 degrees clockwise, with 12 o'clock being 0 degrees), the character 104 appears again at an initial position IP4 on the right side of the second line 1022 in the game space 100; if the direction of the flick operation is to the lower right (specifically, within the range of 91 to 180 degrees clockwise), the character 104 appears again at an initial position IP3 on the right side of the first line 1021 in the game space 100; if the direction of the flick operation is to the lower left (specifically, within the range of 181 to 270 degrees clockwise), the character 104 appears again at an initial position IP1 on the left side of the first line 1021 in the game space 100; and if the direction of the flick operation is to the upper left (specifically, within the range of 271 to 360 degrees clockwise), the character 104 appears again at an initial position IP2 on the left side of the second line 1022 (see FIG. 5).
[0064] In addition, the position where the player character reappears is specified based on the direction of the flick operation, regardless of the position of the origin (start point) of the flick operation. For example, in the game screen 60 illustrated in Fig. 9, if the direction of the flick operation from the origin (start point) BP (i.e., the end point of the flick operation) is the upper right area UR, the position where the character 104 reappears is the upper right initial position IP4, and similarly, if the direction of the flick operation is the lower right area LR, the position where the character 104 reappears is the lower right initial position IP3, if the direction of the flick operation is the lower left area LL, the position where the character 104 reappears is the lower left initial position IP1, and if the direction of the flick operation is the upper left area UL, the position where the character 104 reappears is the upper left initial position IP2.
[0065] Returning to the flow diagram of FIG. 7, on the other hand, if a predetermined time has passed without a flick operation being performed (YES in step S120), the player terminal 10 makes the character appear again in its original position as shown in the figure (step S140). Specifically, the character appears again in the position where its HP became 0 (where it was defeated). Note that in another example of this embodiment, if a predetermined time has passed without a flick operation being performed, the character appears again in a position other than its original position, for example, in the position where the character was initially positioned at the start of the fighting game.
[0066] The reappearing character will have fully recovered HP and SP, and will also be set to be invincible. An invincible character will not be subject to attack determinations from attacks by other characters, and will not receive damage.
[0067] 10 illustrates an example of the game screen 60 immediately after the character 104 reappears at the initial position IP3 on the right side of the first line 1021 in the game space 100. In the game screen 60 in this state, the character 104 is displayed in a blinking state, and the HP and SP of the corresponding character (1P) are fully recovered, as shown by the first indicator 621. The blinking state of the character 104 continues while the character 104 is in an invincible state, and each player can recognize from this blinking that the corresponding character 104 is in an invincible state.
[0068] The invincible state of the character is released when the conditions for releasing the invincible state are met. Specifically, the conditions for releasing the invincible state include the passage of a predetermined time (e.g., one second) and the invincible character itself performing an attack.
[0069] In addition, in this example fighting game, consecutive attacks (combos) are possible, and a character receiving a consecutive attack from another character can execute a "transformation technique" to nullify the ongoing consecutive attacks (reducing damage to 0) if a predetermined condition is met. Specifically, the predetermined condition includes the number of consecutive attacks (combo number) being a predetermined value (e.g., 16 times) or more, etc.
[0070] When a predetermined condition is satisfied, a long tap operation is performed on any area of the entire screen area of the game screen 60 other than the information display area 62 and the skill attack instruction area 64, a transformation technique is executed and ongoing consecutive attacks are nullified. When a transformation technique is executed, a corresponding amount of SP is consumed (the SP of the character who executed the transformation technique is reduced).
[0071] Also, in this example fighting game, a character who has performed a transformation technique can reappear in a position based on the player's operation, just like the character whose HP has reached 0 as described above.
[0072] Specifically, as illustrated in FIG. 7, when the player's own character performs a transformation technique, the player terminal 10 waits for a flick operation to be performed until a predetermined time (e.g., 1 second) has elapsed (NO in step S110 and NO in step S120).
[0073] 11 illustrates an example of a game screen 60 in a state where a character is waiting for a flick operation by a player who has performed a transformation technique. In this state, the game screen 60 displays a log-shaped object 108 that appears in smoke in place of the character 104 who has performed the transformation technique (the character "1P" in the example of FIG. 11). The object 108 disappears when the corresponding character 104 reappears.
[0074] The game screen 60 in this state waits for a flick operation to be performed on any area of the entire screen area of the screen 60 other than the information display area 62 and the skill attack instruction area 64. Note that, even in a state waiting for a flick operation, like when the character's HP becomes 0, the progress of time in the game space 100 (progress of the game) continues, and the display of the game space 100 on the game screen 60 continues.
[0075] Then, as illustrated in FIG. 7, if a flick operation is performed before a predetermined time has elapsed (YES in step S110), the player terminal 10 makes the character appear again at a position corresponding to the flick operation (any of the initial positions IP1 to IP4) (step S130), whereas if a predetermined time has elapsed without a flick operation being performed (YES in step S120), the player terminal 10 makes the character appear again at the original position (the position of the character 104 when the transformation technique was performed (the position where the log-shaped object 108 is displayed)) (step S140). The reappearing character is set to be invincible. As described above, the invincible character 104 is displayed in a flashing state, and the invincible state of the character is released in response to the satisfaction of a release condition for the invincible state.
[0076] In this way, the four characters 104 attack each other, and when the remaining time of the fighting game reaches 0, the fighting game ends and the result is determined. In this example, the ranking of the four characters is determined based on the value (number of points) of the fighting points. Also, if the values of the fighting points are the same, the ranking is determined based on the total damage inflicted.
[0077] In the above example, the position where the character reappears is set to one of the initial positions (initial positions IP1 to IP4) of each of the four characters that corresponds to the direction of the flick operation, but instead of or in addition to the initial positions, other positions in the game space 100 can also be set as candidate positions for the character reappearance.
[0078] In the above-described examples, when the character's HP reaches 0 and when the character performs a transformation technique, the character is made to reappear at a position based on a flick operation by the player. However, instead of or in addition to these two cases, the character may be made to reappear at a position based on a flick operation in other cases (for example, when the value of a parameter other than HP falls within a predetermined range, or when an action other than a transformation technique is performed, etc.).
[0079] In the above example, the character is made to reappear at a position based on the direction of the flick operation, but the position where the character reappears may be specified based on other operations on the touch panel 131. For example, the character may reappear at a position based on the direction of a slide operation. Also, for example, the position where the character reappears may be specified based on the position of a tap operation or the like.
[0080] In the above-described example, a fighting game is exemplified, but in other examples of this embodiment, in various types of games other than fighting games, at various times when a character is to be made to reappear, the position at which the character is to be made to reappear is controlled to be specified based on an operation on touch panel 131, such as a flick operation.
[0081] The game provided by the player terminal 10 according to the present embodiment described above is configured so that, when a predetermined condition (for example, the character's HP becomes 0 or the character performs a transformation technique) is satisfied, the player character 104 appears at a position corresponding to a predetermined operation on the touch panel 131 (for example, a position corresponding to the direction of a flick operation) among a plurality of predetermined positions in the game space 100 (for example, initial positions IP1 to IP4 where the four characters are initially positioned), and this configuration helps to achieve good operability when playing a game using a player character by operating via the touch panel.
[0082] In another embodiment of the present invention, some or all of the functions of the game progress control unit 111 of the player terminal 10 in the above-described embodiment may be realized by cooperation between the player terminal 10 and the game management server 40, or may be realized by the game management server 40. For example, when the functions of the game progress control unit 111 are realized by the game management server 40, the player terminal 10 may be configured to display images (images according to the progress of the game) provided from the game management server 40 (for example, in streaming format), and to accept operation inputs by the player and transfer them to the server 40 (transmit operation input information). A game configured in this way may be called a cloud game.
[0083] The processes and procedures described herein may be realized by software, hardware, or any combination thereof, other than those explicitly described. For example, the processes and procedures described herein may be realized by implementing logic corresponding to the processes and procedures in a medium such as an integrated circuit, a volatile memory, a non-volatile memory, or a magnetic disk. In addition, the processes and procedures described herein may be implemented as a computer program corresponding to the processes and procedures, and executed by various computers.
[0084] Although processes and procedures described herein are described as being performed by a single device, software, component, or module, such processes or procedures may be performed by multiple devices, software, components, and / or modules. Also, the software and hardware elements described herein may be realized by combining them into fewer components or breaking them down into more components.
[0085] In this specification, even if a component of the invention is described as either singular or plural, or described without limitation to either singular or plural, the component may be either singular or plural unless the context requires otherwise. [Explanation of symbols]
[0086] 10 Player terminal 11. Computer Processors 111 Game progress control unit 13 Input / Output Interface 131 Touch Panel 15. Storage 20. Gaming Applications 40 Game Management Server 41 Computer Processors 411 Management function control section 45 Storage 451 Player Information Table 50 Server-side programs 60 Game Screen 100 Game Space 102 Ground 1021 1st Line 1022 2nd Line 104 characters IP1~4 Initial position
Claims
1. A program for providing a game using a player character included in a game space, the program comprising: receiving a predetermined operation on a touch panel in response to a satisfaction of a predetermined condition related to the player character; making the player character appear at a position corresponding to the predetermined operation among a plurality of predetermined positions in the game space; program.
2. the game is configured as a game using a plurality of characters including the player character, the predetermined positions include positions at which each of the plurality of characters is initially positioned; The program of claim 1.
3. the step of making the player character appear includes making the player character appear at a position corresponding to a direction of the predetermined operation. The program of claim 1 or 2.
4. The predetermined operation is a flick operation and / or a slide operation. The program of claim 3.
5. the step of making the player character appear includes, when the predetermined operation is not performed in response to the satisfaction of the predetermined condition, making the player character appear at a position in the game space at which the predetermined condition was satisfied.
5. The program according to claim 1.
6. The game is configured as a combat game in which characters fight each other, the step of making the player character appear includes making the player character in a state in which the player character is not damaged for a predetermined time from when the player character appears at a position in the game space corresponding to the predetermined operation accepted in response to the satisfaction of the predetermined condition.
6. The program according to claim 1.
7. the predetermined condition includes a condition that is satisfied in response to the player character entering a predetermined state; 7. The program according to claim 1.
8. The game is configured as a combat game in which characters fight each other, the predetermined condition includes a first condition that is satisfied in response to the player character being defeated; 8. The program according to claim 1.
9. causing the computer to further execute a step of decreasing a predetermined parameter associated with a corresponding player in response to the first condition being satisfied; The program of claim 8.
10. the predetermined condition includes a condition that is satisfied in response to execution of a predetermined action by the player character; 10. The program of claim 1.
11. The predetermined action is executed with the consumption of a predetermined item. The program of claim 10.
12. The game is configured as a combat game in which characters fight each other, the predetermined action includes an action for reducing damage from an enemy character; 12. The program of claim 10 or 11.
13. A system for providing a game using a player character included in a game space, the system comprising one or more computer processors, The one or more computer processors, in response to execution of the readable instructions, receiving a predetermined operation on a touch panel in response to a satisfaction of a predetermined condition related to the player character; making the player character appear at a position corresponding to the predetermined operation among a plurality of predetermined positions in the game space; system.
14. 1. A method executed by one or more computers for providing a game with a player character contained in a game space, comprising: receiving a predetermined operation on a touch panel in response to a satisfaction of a predetermined condition related to the player character; making the player character appear at a position corresponding to the predetermined operation among a plurality of predetermined positions in the game space; method.
Citation Information
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