Computer system, program, and game execution control method
Patent Information
- Application Number
- JP2023136996
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-25
- Publication Date
- 2025-03-07
AI Technical Summary
【0010】 第1の発明によれば、コンピュータシステムは、影響付与行動の連続の判定結果や、影響付与行動の難易度判定の判定結果に基づいて、ゲームの進行を制御できる。サッカーであれば、「何回連続してパスが繋がっているか」「いかに上手くパスを繋いだか」を判定して、ゲームを進行制御できることになる。例えば、影響付与行動の連続回数が高いほどプレーヤにとって有利にゲームを進行制御する、といったことが可能になる。つまり、上手くパスを繋げていけばいくほど、より難易度の高いパスをすればするほど、それだけ有利にプレイできることになる。よって、プレーヤがN体(N≧1)のプレーヤキャラクタを操作して対象オブジェクトに影響を与える影響付与行動を繰り出して楽しむゲームにおける興趣を高めることができる。
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Figure 2025031045000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a computer system for controlling the execution of a given game. [Background technology]
[0002] One of the most popular genres of video games is ball games such as soccer, tennis, golf, etc. Ball games do not only faithfully reproduce actual ball games in the game, but also incorporate various specifications to enhance the game's appeal.
[0003] For example, Patent Document 1 describes a technique for changing a player's parameters in a tennis game according to the state of the match and the player's mental state, and correcting the weight of the tennis ball according to the parameters. For example, as a rally continues, the player's parameters increase, and when the player hits a special move, a smash, the power of the smash increases according to the tennis ball weight correction value set according to the parameter range, making the game more interesting. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2003-175282 A Summary of the Invention [Problem to be solved by the invention]
[0005] Among ball sports, there are team-based ball games such as soccer and rugby, in which multiple players compete against each other. In team-based ball games, players pass the ball from one player to the next within the team in an effort to score a goal. Even in ball games based on soccer or rugby, players can score goals by passing the ball if they skillfully control the player characters (player characters) of their own team. One of the attractions of team-based ball games is devising a passing tactic to determine which players to use and how to pass the ball to score a goal, in other words, implementing this tactic and scoring a brilliant goal. In other words, ingenuity in the specifications related to "passing" is an important element in enhancing the appeal of the product.
[0006] The importance of such interest is common to games that include a "passing" element, or an "element of moving a target object (for example, a soccer ball in soccer) to a target position while continuously engaging multiple player characters (for example, soccer players in soccer) in order to score a point." In a broader sense, the same can be said for games in which a player enjoys controlling N (N≧1) player characters to perform influencing actions that affect a target object.
[0007] The problem that the present invention aims to solve is to provide a technique for increasing the excitement of a game in which a player enjoys controlling N (N≧1) player characters to perform influencing actions that affect target objects. [Means for solving the problem]
[0008] A first invention for solving the above-mentioned problems is a computer system for controlling the execution of a game in which a player operates N (N≧1) player characters to perform influencing actions that affect a target object (e.g., the ball 6 in FIG. 2 ), the computer system comprising: A continuity determination means for determining the continuity of the influencing behavior (for example, the control board 1150 in FIG. 1, the server processing unit 200s in FIG. 11, the continuity determination unit 212, step S36 in FIG. 16), A difficulty level determination means for determining the difficulty level of the influencing action (for example, the control board 1150 in FIG. 1, the difficulty level point Dm in FIG. 5, the server processing unit 200s in FIG. 11, the difficulty level determination unit 214, step S78 in FIG. 16), The computer system includes a progress control means for controlling the progress of the game based on the judgment results of the continuity judgment means and the judgment results of the difficulty judgment means (e.g., control board 1150 in FIG. 1, changing ability characteristics based on accumulated parameter values in FIG. 8, determining the contents of buffs, determining the contents of debuffs, server processing unit 200s in FIG. 11, progress control unit 220, step S84 in FIG. 17).
[0009] For example, if the game being played is a soccer game, the ball is the target object, and the player operates a soccer player character as the player character, thereby executing various soccer playing techniques such as kicking, dribbling, heading, and trapping as influencing actions.
[0010] According to the first invention, the computer system can control the progress of the game based on the result of judging the succession of the influencing actions and the result of judging the difficulty of the influencing actions. In the case of soccer, the progress of the game can be controlled by judging "how many consecutive passes are connected" and "how well the passes are connected". For example, the higher the number of consecutive influencing actions, the more advantageous the game can be controlled. In other words, the better the passes are connected and the more difficult the passes are, the more advantageous the game can be played. This can increase the interest in a game in which a player enjoys operating N (N≧1) player characters to perform influencing actions that affect target objects.
[0011] A second invention is a computer system in which, in the above-mentioned computer system, the progress control means controls the progress of the game based at least on the judgment result of the continuity judgment means, and the continuity judgment means has an individual success / failure judgment means (e.g., control board 1150 in Figure 1, individual success / failure judgment unit 213 in Figure 11, step S50 in Figure 18) for judging the success or failure of the result of each of the influencing actions, and judges continuity using the judgment result of the individual success / failure judgment means.
[0012] According to the second invention, the computer system can determine the success or failure of each influencing action, and can determine the continuity according to the result of the determination. For example, in a soccer game, the continuity can be determined based on the success or failure of the result of the influencing action of "passing", which can make the game more interesting.
[0013] A third invention is a computer system in which, in the above-mentioned computer system, the progress control means controls the progress of the game based at least on the judgment result of the continuity judgment means, and the continuity judgment means judges whether or not new influence-imparting actions are performed consecutively within a given time limit (for example, step S52 in Figure 18).
[0014] According to the third invention, the computer system can determine the continuity of the influencing behavior by setting a time limit.
[0015] A fourth invention is a computer system in which the consecutive judgment means sets the time limit judgment criterion based on the consecutive number of times (for example, the time limit judgment criterion of the consecutive judgment condition data 774 in FIG. 13, step S80 in FIG. 17).
[0016] According to the fourth aspect of the present invention, the computer system can set the criterion for the time limit based on the number of consecutive times. For example, it is possible to set the criterion for the time limit to be stricter as the number of consecutive times increases. This can further increase the interest of the game.
[0017] A fifth invention is a computer system further comprising a time limit criterion display control means for displaying the criterion (for example, the notification display 20 in FIG. 10, the time limit criterion display control unit 230 in FIG. 11, step S82 in FIG. 17) in the above computer system.
[0018] According to the fifth invention, the computer system can notify the player of the criteria for determining the time limit.
[0019] A sixth invention is a computer system in which, in the above-mentioned computer system, the progress control means controls the progress of the game based on at least the judgment result of the difficulty judgment means, and the difficulty judgment means judges the difficulty level based on the content of the influencing action, the position where the influencing action was performed, and any of the player characters that performed the influencing action (for example, the variables Dw, Da, and Dc related to the calculation of the difficulty point Dm in Figure 5).
[0020] According to the sixth aspect of the invention, the computer system can determine the difficulty level based on, for example, what influencing action was performed, where in the game space it was performed, and which player character performed it. For example, in a soccer game, the difficulty level changes depending on "which player was operated, where, and what technique was used to pass the ball," and the game progress is controlled by the difficulty level. In other words, tactics regarding passing the ball become important, which can further increase the interest of the game.
[0021] A seventh invention is a computer system in which, in the above-mentioned computer system, the progress control means controls the progress of the game based on the judgment result of the succession judgment means and the judgment result of the difficulty judgment means, and the difficulty judgment means judges the difficulty based on the distance of the player character related to the influence-giving action before and after the action judged to be successive by the succession judgment means (for example, the variable Lp in calculating the increment R of the cumulative parameter value in Figure 5).
[0022] According to the seventh aspect of the present invention, the computer system can determine the difficulty level based on the distance between the player characters involved in the influence-giving actions before and after the influence-giving actions determined to be consecutive by the consecutiveness determination means. For example, in a soccer game, the difficulty level is determined according to the distance between the player who made the pass and the player who received the pass. For example, the longer the distance of the pass, the higher the difficulty level.
[0023] An eighth invention is a computer system in which the progress control means has parameter change means (e.g., cumulative parameter value 32 and additional parameter 34 in FIG. 4, parameter change unit 216 in FIG. 11, steps S76 and S78 in FIG. 16) that changes a parameter based on the judgment result of the continuity judgment means and / or the judgment result of the difficulty judgment means, and controls the progress of the game based on the parameter.
[0024] According to the eighth aspect of the present invention, the computer system can control the progress of the game by changing parameters based on the result of the successive determination or the result of the difficulty determination.
[0025] A ninth aspect of the present invention is the computer system, wherein the parameter has at least one of an attribute item and a value item (for example, additional parameter data 784 in FIG. 13).
[0026] According to the ninth aspect of the present invention, the computer system can manage the results of the consecutive judgment and the difficulty judgment by reflecting them in parameters having at least one of an attribute item and a value item. This enables more versatile game progress control.
[0027] A tenth aspect of the present invention is a computer system further comprising an influence reflection control means (e.g., influence reflection control unit 224 in FIG. 11, ability characteristic change definition data 544 in FIG. 12, movement speed vector 754 in FIG. 13, released ability characteristic data 756, step S100 in FIG. 19) for changing at least one of the movement speed, state, characteristics and display form of the target object based on the parameters.
[0028] According to the tenth aspect of the present invention, the computer system can change at least one of the moving speed, state, characteristics and display form of the target object as a result of the influencing action. The state of the target object influenced by the influencing action can be variously expressed on the game screen, which increases the interest of the game.
[0029] An eleventh aspect of the present invention is a computer system further comprising a PC reflection control means (e.g., PC reflection control unit 226 in FIG. 11, applied ability parameter value list 717 in FIG. 14, step S102 in FIG. 19) for changing the ability and / or display form of the player character related to the new influencing action based on the parameters.
[0030] According to the eleventh aspect of the present invention, the computer system changes parameters based on the results of the consecutive judgments and the difficulty judgments, and changes the abilities and / or display form of the player character related to the new influencing action based on the parameters, which further increases the interest of the game.
[0031] A twelfth invention is a computer system in which, in the above-mentioned computer system, the parameters have at least an attribute item, and the parameter change means changes the attributes of the parameters based on the last influencing action performed or the player character related to the last influencing action performed.
[0032] The computer system of the twelfth invention can change the attribute of the parameter based on the last influencing action or the player character related to the last influencing action. From the player's point of view, the attribute of the target object is determined by which player character performed the last influencing action, which makes the game more interesting.
[0033] A thirteenth aspect of the present invention is a computer system further comprising an effect reflection control means (e.g., effect color setting in FIG. 8, effect reflection control unit 224 in FIG. 11) for changing at least one of the movement speed, state, characteristics and display form of the target object based on the attributes of the parameter.
[0034] According to the thirteenth aspect of the present invention, the computer system can change at least one of the moving speed, state, characteristics and display form of the target object as a result of the influencing action. The appearance of the target object influenced by the influencing action can be variously expressed on the game screen, which increases the interest of the game.
[0035] A fourteenth aspect of the present invention is a computer system further comprising a PC reflection control means (e.g., the buff setting in FIG. 8, the PC reflection control unit 226 in FIG. 11) for changing the ability and / or display form of the player character related to the new influencing action based on the attributes of the parameters.
[0036] The computer system of the fourteenth invention can change the attribute of the parameter based on the last influencing action or the player character related to the last influencing action. From the player's point of view, the attribute of the target object is determined by what the last influencing action was or which player character performed the last influencing action, which makes the game more interesting.
[0037] A fifteenth invention is a computer system in which the parameter changing means changes the parameters (for example, variables Lg and Lp related to the calculation of the increment R in Figure 5) based on the position where the influencing action was performed and / or the relative positional relationship between the influencing actions before and after the influencing action determined to be continuous by the continuity determination means.
[0038] According to the fifteenth aspect of the present invention, the computer system can change parameters based on the position where the influencing action was performed and the relative positional relationship between previous and subsequent influencing actions that are determined to be consecutive. Therefore, from the player's perspective, even if the same influencing action is performed with the same player character, the progress of the game can change depending on where it is performed. In other words, the game becomes more interesting.
[0039] A sixteenth invention is a computer system in which the game is a game with a set play time, and the parameter change means changes the parameter based on the timing in the game when the influencing action is performed (for example, the variable Dt related to the calculation of the difficulty point Dm in Figure 5).
[0040] According to the sixteenth aspect of the present invention, the computer system can change parameters based on the timing during the game when the influencing action was performed. From the player's point of view, even if the same influencing action is performed with the same player character, the progress of the game can change depending on the timing at which it is performed. In other words, the interest of the game is further increased.
[0041] A seventeenth invention is a computer system in which the parameter changing means changes the parameters based on the situation of the game at the time the influence action is performed (for example, the variables Dt and De related to the calculation of the difficulty point Dm in Figure 5).
[0042] "Game status" refers to the remaining play time, or in the case of a fighting game, information related to the judgment of the match results such as the scores of both sides and the number of kills. Also, in the case of a game that is played using multiple stages or maps, it refers to which stage or map is being played on. It also refers to the state of the player's character (for example, the presence or absence of abnormal conditions, the remaining stamina value that indicates the current character's abilities, etc.).
[0043] According to the seventeenth aspect of the present invention, the computer system can change parameters based on the game situation. From the player's point of view, even if the same influencing action is performed with the same player character, the game progress can change depending on the game situation in which the action is performed. In other words, the game becomes more interesting.
[0044] An 18th invention is a computer system in which, in the above-mentioned computer system, the target object is a ball, the game is a ball game in which the target object is to reach a predetermined position, and an obstruction character that obstructs the reaching is present, and the computer system further comprises an obstruction character reflection control means (e.g., debuff, debuff effect 15 in FIG. 7, obstruction character reflection control unit 228 in FIG. 11, step S104 in FIG. 19) that changes the ability and / or display form of the obstruction character based on the parameters.
[0045] According to the eighteenth aspect of the present invention, the computer system can change the ability and / or display form of the obstruction character based on the parameters. From the player's point of view, the realization of successive influencing actions brings about changes in the ability and display form of the obstruction character, which further increases the interest of the game.
[0046] A 19th invention is a program for a computer system to control the execution of a game in which a player enjoys controlling N (N≧1) player characters to perform influencing actions that affect target objects, the program causing the computer system to function as a continuity determination means for determining the continuity of the influencing actions, a difficulty determination means for determining the difficulty of the influencing actions, and a progress control means for controlling the progress of the game based on the determination results of the continuity determination means and the determination results of the difficulty determination means.
[0047] According to a nineteenth aspect of the present invention, it is possible to realize a program that enables a computer system to achieve the same effects as the above-mentioned aspects.
[0048] A twentieth invention is a game execution control method in which a computer system controls the execution of a game in which a player enjoys controlling N (N≧1) player characters to perform influencing actions that affect target objects, the game execution control method including a continuity determination step for determining the continuity of the influencing actions, a difficulty determination step for determining the difficulty of the influencing actions, and a progress control step for controlling the progress of the game based on the determination results in the continuity determination step and the determination results in the difficulty determination step.
[0049] According to the twentieth aspect of the present invention, a game execution control method can be realized that allows a computer system to achieve the same effects as the above aspects. [Brief description of the drawings]
[0050] [Figure 1] FIG. 1 is a system configuration diagram showing an example of the configuration of a game system. [Diagram 2] FIG. [Diagram 3] FIG. 13 is a diagram for explaining influencing behaviors determined to be continuous. [Figure 4] FIG. 13 is a diagram for explaining the setting of parameters related to influence imparting actions determined to be continuous. [Diagram 5]FIG. 4 is a diagram for explaining calculation of an increment R. [Figure 6] FIG. 13 is a diagram for explaining resetting of influence parameters. [Figure 7] 11A and 11B are diagrams for explaining reflection of influence parameters on game progress control. [Figure 8] 11A and 11B are diagrams for explaining details of display control and ability control based on influence parameters. [Figure 9] 11A and 11B are diagrams for explaining control of judgments on game progress based on influence parameters. [Figure 10] 13A and 13B are diagrams showing examples of notification displays of the time limit, the continuation level, and the number of consecutive times n as the judgment conditions. [Figure 11] FIG. 2 is a block diagram showing an example of the functional configuration of the server system. [Figure 12] FIG. 4 is a diagram showing an example of the data configuration of game initial setting data. [Figure 13] FIG. 4 is a diagram showing an example of the data structure of play data. [Figure 14] FIG. 4 is a diagram showing an example of the data configuration of player team management data. [Figure 15] FIG. 2 is a functional block diagram showing an example of the functional configuration of a player terminal. [Figure 16] 6 is a flowchart illustrating a flow of processing executed by the server system. [Figure 17] Flowchart continuing from Figure 16. [Figure 18] 11 is a flowchart illustrating the flow of a continuity determination process. [Figure 19] 11 is a flowchart illustrating the flow of a reflection control process. [Figure 20] 10 is a flowchart illustrating the flow of a reset process. [Figure 21] FIG. 11 is a diagram showing an example of the functional configuration of a player terminal according to a second embodiment. [Figure 22] FIG. 13 is a diagram for explaining a modified example. [Figure 23] FIG. 13 is a diagram for explaining a modified example. [Figure 24] 10 is a flowchart illustrating a modified example of the flow of a process executed by the server system. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0051] Hereinafter, examples of embodiments of the present invention will be described, but it goes without saying that the forms to which the present invention can be applied are not limited to the following embodiments.
[0052] [First embodiment] FIG. 1 is a system configuration diagram showing an example of the configuration of a game system according to this embodiment. The game system 1000 is a computer system for executing a given online game in which users, or players 2, play by controlling their own player characters.
[0053] The game system 1000 is a computer system including a server system 1100 and player terminals 1500 (1500a, 1500b, ...) for each user, which are connected to each other so as to be able to perform data communications via a network 9. The player terminals 1500 serve as a man-machine interface (MMIF).
[0054] The network 9 refers to a communication path that allows data communication. In other words, the network 9 includes a dedicated line (dedicated cable) for direct connection, a LAN (Local Area Network) using Ethernet (registered trademark), etc., as well as a telephone communication network, a cable network, the Internet, etc.
[0055] The server system 1100 is a game server that performs various processes such as providing a predetermined registration procedure, managing registered user information, and generating and managing various data for executing the game.
[0056] The server system 1100 has a control board 1150 mounted on a main unit. The control board 1150 is mounted with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as a VRAM, RAM, and ROM, and a communication device 1153. Some or all of the functions mounted on the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field Programmable Gate Array), or a SoC (System on a Chip).
[0057] Although the server system 1100 is depicted as if it were a single server device, it may be realized by a configuration of multiple devices. For example, the server system 1100 may be configured with multiple blade servers that share functions and are connected to each other via an internal bus so that data communication is possible. The server system 1100 may also include a database and online storage.
[0058] The player terminal 1500 is a computer system that is used by the player 2 to participate in the online game, and serves as the man-machine interface in the game system 1000 .
[0059] The player terminals 1500 (1500a, 1500b, . . . ) are computer systems connectable to the network 9, such as personal computers, smartphones, wearable computers, portable game devices, home game devices, tablet computers, and the like.
[0060] The player terminal 1500 includes an operation input device, an image display device, and a control board 1550. Examples of the operation input device include a touch panel 1506, a keyboard, a game controller, a mouse, etc. Examples of the image display device include a touch panel 1506, a head-mounted display, a glass-type display, etc.
[0061] The control board 1550 is equipped with a CPU 1551, various microprocessors such as a GPU and a DSP, various IC memories 1552 such as a VRAM, a RAM and a ROM, a communication module 1553 connected to the network 9, and the like. These elements equipped on the control board 1550 are electrically connected via a bus circuit or the like, and are connected so as to enable reading and writing of data and sending and receiving of signals. A part or all of the control board 1550 may be configured with an ASIC, an FPGA, or an SoC.
[0062] The control board 1550 stores in the IC memory 1552 programs and various data for implementing the functions of the player terminal 1500. The player terminal 1500 executes a predetermined application program to implement the functions of a man-machine interface for the game system 1000 and as a client for an online game.
[0063] The player terminal 1500 is configured to download the programs and various data necessary to play the game from the server system 1100, but it may also be configured to read them from a storage medium such as a memory card obtained separately by the user.
[0064] FIG. 2 is a diagram for explaining the game executed by the game system 1000. As shown in FIG. The game executed by the game system 1000 is a game in which a player operates N (N≧1) player characters and enjoys exerting influencing actions that affect target objects. Specifically, the game system 1000 executes a soccer game.
[0065] FIG. 2 is a schematic overhead view of a soccer field. In the following, we will assume a PvC match and assume that the opponent team is a computer-controlled NPC (Non Player Character) team. Among the soccer player characters, the player team characters, i.e., player characters 4, are shown as "solid white (no shading) symbols." The computer-controlled opponent team NPCs, i.e., opponent characters 5, are shown as "shaded symbols." In a PvP match, the opponent team is also the player team of another player, so the opponent characters 5 shown in FIG. 2 are also the player characters of another player.
[0066] The player selects one team from among a number of candidate teams to use as the player's team. The player operates player characters 4 (4a, 4b, . . . ) who are soccer players on the player's team.
[0067] Each player character 4 and opponent character 5 is set with a standard action and a skill action. Standard actions are standard actions for soccer players. Standard actions are categorized into, for example, movement, offensive actions, defensive actions, goalkeeper actions, etc. And each category has several more action types.
[0068] For example, the category of offensive actions includes subcategories such as pass, shoot, dribble, etc. The subcategories of pass include through pass, lob pass, driven pass, straight pass, etc. For example, the category of defensive actions includes actions such as sliding, tackling, clearing, jockeying, etc. For example, the category of goalkeeper actions includes actions such as picking up the ball, driven kick, dropping the ball, punching, etc.
[0069] A skill action is a special action that is set to be executable only by some of the player character 4 and the opponent character 5. Examples of skill actions that are set include a crotch-pass, a step-over, a heel flick, a ball hop, and an elastico.
[0070] The player selects a character to be operated from among the player characters 4 of the player team according to the situation at hand, and selects an action from among a number of standard actions and skill actions to have the player character 4 execute the action.
[0071] The ball 6 is a target object whose movement and state are affected by the actions of the player character 4. The player makes the currently selected player character 4 keep the ball 6 by touching the ball 6 or approaching it within a predetermined distance. "Keeping the ball" means that the player character 4 is in a state where the player character 4 can control the ball. A character who is keeping the ball is called a "ball-keeping character." Therefore, for example, when passing the ball 6 with one touch, the player character 4 who makes a one-touch pass is also a ball-keeping character for the brief moment when the pass is made.
[0072] The player aims to score by having the ball-keeping character execute standard actions and skill actions to put the ball 6 into the opponent's goal 8b (the goal 8 defended by the opposing team). Since soccer is a "ball game in which teams compete to get the ball 6 to a predetermined position set for each team," the goals 8 (8a, 8b) are set based on the target position Pg (Pga, Pgb).
[0073] When the player character 4 keeps the ball 6 and performs an action, the movement and state of the ball 6 are affected by that action. In other words, actions such as passing, shooting, and dribbling by the ball-keeping character are "influencing actions" that affect the target object. If the player character 4 tackles and steals the ball from the ball-keeping character of the opposing team, the ball-keeping character switches to that player character 4, and the actions taken while keeping the ball are detected as "influencing actions."
[0074] In the example of FIG. 2, the first player character 4a keeps the ball 6, passes it to the second player character 4b, and the second player character 4b passes it to the third player character 4c. The ball 6 is then passed from the third player character 4c to the fourth player character 4d, and the fourth player character 4d shoots the ball at the opponent's goal 8b. In other words, three passes are connected to lead to the shot. If we focus on the number of passes (number of consecutive passes), the number of passes (number of consecutive passes) is three.
[0075] The game system 1000 can make games related to "pass connections" and "consecutive passes" more interesting than ever before. Hereinafter, "consecutive passes" will be referred to as "influencing actions determined to be consecutive."
[0076] FIG. 3 is a diagram for explaining influencing actions determined to be continuous. The first player character 4a, the second player character 4b, the third player character 4c, and the fourth player character 4d are on the same team. The first player character 4a steals the ball 6 from the opponent, and the ball is passed three times from the first player character 4a to the second player character 4b to the third player character 4c to the fourth player character 4d, and the fourth player character 4d shoots. This situation is an example of the number of consecutive passes made, that is, the number of consecutive passes n=3.
[0077] The consecutive number n is initialized to "0" when any of the following conditions is met: (1) at the start of the first or second half of a soccer match, (2) when the team changes before and after a change in ball-keeping character. It is also initialized to "0" when (3) the ball crosses the touch line or goal line, or (4) when no player character 4 has kept the ball for a predetermined period of time.
[0078] When the "consecutive determination condition" is met, it is considered to be a "consecutively determined influencing action," and the consecutive count n is incremented by "1." The "successive determination condition" is determined to be positive when the following first to third sub-conditions are all satisfied. 1st sub-condition: The path is successful. Second sub-condition: The ball-keeping character makes a new pass within the time limit from the start of ball-keeping. Third sub-condition: The pass must be in the attacking direction.
[0079] The first sub-condition can also be said to be "the individual success or failure results of the influencing action by the ball-keeping character are successful." Specifically, after the influencing action by the ball-keeping character, the ball 6 leaves the ball-keeping character, going through a temporary ball-keeping "undecided" state, and is replaced by a new ball-keeping character, but in the case of a replacement of ball-keeping characters within the same team (i.e., the team of the ball-keeping characters remains the same), the first sub-condition is determined to be "affirmative (condition satisfied)."
[0080] More specifically, if the ball-keeping character's action is any type of standard action "pass" and the execution of that action results in a change of ball-keeping character within the same team, the first sub-condition is determined to be "yes."
[0081] Conversely, if the pass is cut or intercepted and the pass fails, the determination result of the first sub-condition is "no (condition not satisfied)."
[0082] In addition, if an influencing action is performed by a ball-keeping character, but the ball-keeping character is not replaced afterwards, the influencing action is an action taken by the same character while keeping the ball, such as dribbling, and does not constitute a passing action, so the judgment result of the first sub-condition is "no."
[0083] The second sub-condition can be restated as "performing a new influencing action within a given time limit" and "the current pass is made within the time limit from the previous pass." Specifically, if the time interval from when the ball-keeping character starts to keep the ball to when he makes a pass is within the given time limit, the second sub-condition is determined to be "yes." Note that the initial value of the time limit (time limit determination criterion) is unlimited or a sufficiently long time, but it is updated and set to become shorter as the consecutive number n increases. Of course, the time limit may be fixed throughout game play. For example, it may remain unlimited or a sufficiently long time throughout game play.
[0084] The third sub-condition can be rephrased as "satisfying a condition indicating aggressiveness" and "passing in the attacking direction (the direction approaching the goal 8b)". Specifically, when focusing on a pass from the second player character 4b to the third player character 4c, if the target distance Lgb>the target distance Lgc', the third sub-condition is judged to be "affirmative". The target distances Lgb and Lgc are calculated based on the opponent's goal 8b (the target position Pg of the ball 6). The distance from the position Pb where the second player character 4b made the pass to the opponent's goal 8b (the target position Pg of the ball 6) is the target distance Lgb. The distance from the position Pc' where the third player character 4c received the pass to the opponent's goal 8b (the target position Pg of the ball 6) is the target distance Lgc'. Satisfying Lgb>Lgc' indicates that the influence-imparting actions were continuously performed in the attacking direction (the direction from the player's side to the opponent's side).
[0085] As another example, it may be determined that the third sub-condition is satisfied when the moving direction of the ball 6 (moving speed vector V of the ball 6 on the game space plane) at the moment when the ball keeping becomes "undecided" is facing the attacking direction. In the example of Fig. 3, for example, when focusing on a pass from the second player character 4b to the third player character 4c, the moving speed vector Vb of the ball at the time when the second player character 4b makes the pass is facing the attacking direction, so the third sub-condition is determined to be satisfied.
[0086] As another example, the third sub-condition may be determined to be satisfied when the relative orientation Φbc' from the position Pb at which the second player character 4b made the pass to the position Pc' at which the third player character 4c received the pass faces in the attacking direction.
[0087] The second sub-condition and / or the third sub-condition may be omitted from the succession determination condition.
[0088] 3, when the first player character 4a, for example, steals the ball 6 from the opponent and starts keeping the ball, the consecutive number of times n is initialized to 0. The time limit is set to an initial value of unlimited.
[0089] Actions of the player character 4 while keeping the ball are generally considered to be "influencing actions", and a history of when, where and what actions were taken is saved.
[0090] If the ball keeping character does not change even if the first player character 4a performs various actions (standard actions, skill actions) while keeping the ball 6, the first sub-condition of the consecutive determination condition is not satisfied, and the consecutive number n is maintained as n=0.
[0091] When the first player character 4a passes the ball as the final influencing action while keeping the ball, the ball 6 leaves the first player character 4a after the influencing action, temporarily entering a ball keeping "undecided" state (a state in which the ball keeping character is not any character). A character that comes into contact with or approaches within a predetermined distance of the ball 6 with the ball keeping undecided becomes the new ball keeping character. In the example of FIG. 3, the second player character 4b becomes the new ball keeping character.
[0092] When the first player character 4a passes the ball, the first to third sub-conditions are satisfied, and the consecutive number of times n changes to "1." With the change in the consecutive number of times n, the time limit is updated from unlimited to a predetermined time (a sufficient time, but shorter than unlimited).
[0093] Even if the second player character 4b performs an influencing action such as dribbling from the time the character receives a pass and starts to keep the ball until the time the character passes the ball (while moving from position Pb' to position Pb), the first sub-condition of the continuity determination condition is not satisfied, so the consecutive number n remains at "1".
[0094] If the second player character 4b successfully passes the ball to the third player character 4c within the time limit, the first to third sub-conditions are satisfied, and the consecutive number n changes to "2."
[0095] Even if the third player character 4c performs an influencing action such as dribbling from the time the character receives a pass and starts to keep the ball until the time the character passes the ball (while moving from position Pc' to position Pc), the first sub-condition of the continuity determination condition is not satisfied, so the consecutive number n remains at "2".
[0096] If the third player character 4c successfully passes the ball to the fourth player character 4d within the time limit, the first to third sub-conditions are satisfied, and the consecutive number n changes to "3."
[0097] The fourth player character 4d performs a shoot as an influencing action, but since the first sub-condition of the successive determination condition is not satisfied, the successive number n remains at "3."
[0098] FIG. 4 is a diagram for explaining the setting of parameters related to influencing actions determined to be continuous, and shows the same situation as FIG. An influence parameter 30 is prepared as a parameter relating to game progress control. The influence parameter 30 includes an accumulated parameter value 32. When the number of consecutive occurrences n=0, the initial value of the accumulated parameter value 32 is "0".
[0099] When a pass from the first player character 4a to the second player character 4b (first pass connection) is successful, the ball keeping character is replaced by the second player character 4b. Accordingly, the increment R1 for the first pass is added to the accumulated parameter value 32.
[0100] When the pass from the second player character 4b to the third player character 4c (the second pass connection) is successful, the ball keeping character is replaced by the third player character 4c. Accordingly, the increment R2 for the second pass is added to the cumulative parameter value 32.
[0101] When the pass from the third player character 4c to the fourth player character 4d (the third pass connection) is successful, the ball keeping character is replaced by the fourth player character 4d. Accordingly, an increment R3 for the third pass is added to the cumulative parameter value 32.
[0102] The influence parameters 30 also include additional parameters 34 . When the ball-keeping character satisfies a given "additional execution condition", an additional parameter 34 is added to the influence parameter 30. The "additional execution condition" can be set appropriately. For example, it may be when the ball-keeping character executes a skill action.
[0103] In the example of FIG. 4, an additional parameter 34c with a contribution value ADc is added to the influence parameters 30 for the third player character 4c, and an additional parameter 34d with a contribution value ADd is added to the fourth player character 4d.
[0104] At least one attribute from among a plurality of types of attributes is preset for each player character 4. The additional parameter 34c with a value ADc indicates the attribute type of the third player character 4c. Specifically, the additional parameter 34c is an attribute type item and an attribute level value. The additional parameter 34d with a value ADd indicates the attribute type of the fourth player character 4d. The additional parameter 34d is an attribute type item and an attribute level value.
[0105] The "additional execution condition" can be set as appropriate. The additional execution condition may be fixed throughout game play, or may be changed according to the game progress (for example, the distinction between the first half / second half / overtime of a soccer game, or the remaining time of play).
[0106] For example, the additional execution condition may be only the condition of "the player character related to the last influencing action". In this case, only the additional parameters 34 related to the last player character that performed the influencing action are added (i.e., the additional parameters 34 are updated). The attributes indicated by the additional parameters 34 are the attributes of the player character 4 that performed the last influencing action.
[0107] In addition, when attributes are set for standard actions or skill actions, the additional execution condition may be set only to the condition of the "last influenced action." In this case, the attribute indicated by the additional parameter 34 is the attribute set for the last influenced action.
[0108] FIG. 5 is a diagram for explaining the calculation of the increment R. In FIG. The increment R is set by evaluating the pass and the influencing action taken by the ball-keeping character while keeping the ball from the perspective of difficulty, and is set to a higher value as the difficulty level increases.
[0109] Specifically, the increment R is calculated based on a predetermined function f1 (or table data equivalent thereto) including one or more variables. The variables of the function f1 can be set as appropriate. In the example of FIG. 5, the function f1 includes variables "n", "Lg", "Lp", "Cz", "Ck", "Th", and "ΣD". Of course, variables other than these can also be included as appropriate, and one or more of these may be omitted. One of the variables may be fixed to "0" and essentially left unset.
[0110] The variable n is the number of consecutive times n. The function f1 is set so that the increment R increases as the variable n increases.
[0111] The variable Lg is the distance from the player character 4 who made the pass to the opponent's goal 8b (target position Pgb; see FIG. 2) of the team of the player character 4. The function f1 is set so that the increment R becomes larger as the variable Lg becomes smaller (closer to the goal).
[0112] The variable Lp is the pass distance. Specifically, the variable Lp is the distance from the player character 4 that made the pass to the player character 4 that received the pass. Since the longer the pass distance (the larger the variable Lp), the greater the difficulty of making a successful pass, the function f1 is set so that the larger the variable Lp, the greater the increment R.
[0113] The variable Cz is a predetermined value determined according to the combination of attributes given to the ball 6. In other words, it is a value determined according to the combination of attributes indicated by the additional parameters 34 (34c, 34d) in the example of FIG. 4. For example, it is a value obtained by multiplying the number of pairs of the same attribute Np by a predetermined value ("2" in the example of FIG. 5). It may also be a value obtained by multiplying the number of triplets of the same attribute Nt by a predetermined value ("4" in the example of FIG. 5). It may also be a value obtained by multiplying the number of triplets of the same attribute Nc by a predetermined value ("8" in the example of FIG. 5). It may also be a sum of these values.
[0114] The variable Ck is a predetermined value determined according to a combination of types of influencing actions performed by the ball-keeping character while keeping the ball. For example, the variable Ck may be set to a larger value as the number of influencing actions combined increases. If a skill action is included among the influencing actions, the variable Ck may be further multiplied by a predetermined factor to update the variable Ck.
[0115] The variable Th is the time that has elapsed since the ball-keeping character started to keep the ball until the ball is passed. The increment R is set so that it is subtracted so that it becomes smaller as the variable Th is longer. For example, a determination may be made as to which of a predetermined stage the variable Th falls into based on its length, and a subtraction value according to the determined stage may be applied. The subtraction value is made larger as the variable Th is longer. It may also be set so that the increment R becomes negative. Also, for example, an allowable time length (shorter the greater the number of consecutive times n) determined using the number of consecutive times n as a variable may be calculated, and subtraction may be performed when the variable Th reaches the allowable time length.
[0116] The variable ΣD is the sum of the difficulty points Dm calculated for each influencing action performed by the ball-keeping character while in possession of the ball. Therefore, ΣD may be considered a formula rather than a variable.
[0117] Calculation of the difficulty point Dm can be said to be a determination of the individual difficulty of the influencing action while keeping the ball. The difficulty point Dm is calculated based on a predetermined function f2 (or table data equivalent thereto) including one or more variables. The variables of the function f2 can be set as appropriate. In the example of FIG. 5, the function f2 includes the variables "Dw", "Da", "Dt", "De", and "Dc". Of course, variables other than these can be included as appropriate, and one or more of these may be omitted.
[0118] The variable Dw is a point that is preset for the action type of the influencing action, and the higher the level of the action as a skill, the higher the point. Skill actions are set to higher points than standard actions. A skill level is set for skill actions, and the higher the skill level, the higher the point is set. The function f2 is set to a larger value as the variable Dw is larger.
[0119] The variable Da is a point set in the area where the position where the influencing action was performed corresponds among a plurality of predetermined areas in the game space. The number and range of the areas can be set appropriately. For example, the area from the center line of the soccer field to the player's side may be set as the first area, the area from the center line to the opponent's side excluding the penalty area may be set as the second area, and the penalty area of the opponent's side may be set as the third area. The variable Da is set to a higher point in the order of the first area, the second area, and the third area. In other words, the closer the area is to the target position Pg, the higher the point is set. The function f2 is set to a larger value as the variable Da increases.
[0120] The variable Dt is one of the variables related to the game situation. The variable Dt is a value determined according to the remaining play time (playable time limit), and the shorter the remaining time, the higher the value. The function f2 is set so that the smaller the variable Dt, the larger the value.
[0121] The variable De is one of the variables related to the game situation. The variable De is a value determined according to the number of opponent characters 5 within a predetermined range around the player character 4 performing the influencing action. The greater the number of opponent characters 5, the higher the value of the variable De. The function f2 is set so that the smaller the variable De, the larger the value of the variable De.
[0122] The variable Dc is information itself linked to the player character 4 performing the influencing action, or a value determined based on the information. Examples of the linked information include the position in the team and the ability parameter value of the player character 4 (for example, the ratio of offensive power / defensive power, etc.). In a game using the names of real-world soccer players, the variable Dc may be set to be particularly large when the player character 4 imitates a particular famous soccer player.
[0123] Note that the variables used to calculate the increment R are not limited to these. Other types of variables may be added, or one or more may be omitted. For example, the number of consecutive occurrences n as a variable of the function f1 may be omitted. Also, the variable ΣD of the function f1 may be omitted.
[0124] Also, variables related to the game situation may be variables other than the variables Dt and Dc. For example, (1) in the case of a fighting game, information related to the judgment of the battle results such as the scores of both sides and the number of kills, (2) in the case of a game played using multiple stages or maps, the stage or map being played on may be used as a variable. Also, (3) the state of the player character 4 (for example, the presence or absence of a status abnormality, the remaining stamina value indicating the current ability, etc.) may be used as a variable.
[0125] FIG. 6 is a diagram for explaining resetting of the influence parameters. The consecutive number of times n and the influence parameter 30 are reset when the consecutive judgment is discontinued. An example of the first sub-condition of the successive determination condition not being satisfied would be when a pass is made but is intercepted by the opponent character 5. Another example would be when the pass goes in a bad direction and crosses the touch line or goal line, or when the whistle is blown and the game is stopped.
[0126] An example of the second sub-condition of the consecutive judgment condition not being met would be if the ball was not passed within the time limit, etc. An example of the third sub-condition of the consecutive judgment condition not being met would be if the ball was passed back, etc.
[0127] If any of the first, second, and third sub-conditions is not met, the continuous determination ends and the influence parameter 30 is reset. That is, the cumulative parameter value 32 is initialized to "0" and the additional parameter 34 is deleted.
[0128] FIG. 7 is a diagram for explaining the reflection of the influence parameters 30 in the game progress control. The control for reflecting the influence parameters 30 in the game progress control is called reflection control. The reflection control includes "changing the ability, state, and characteristics of the ball 6" and "changing the display form of the ball 6". It also includes "changing the ability of the player character 4", "changing the display form of the player character 4", "changing the ability of the opponent goalkeeper 5G", and "changing the display form of the opponent goalkeeper 5G". The influence parameters 30 are used for these controls.
[0129] For example, "changes in the ability, status, and characteristics of the ball 6" include changes in the moving speed and moving course of the ball 6, changes in the size of the ball 6, changes in the display transparency of the ball 6, and the addition of attributes to the ball 6. In response to the changes in the ability, status, and characteristics, ball effects 16 (16c, 16d) are added to the ball 6. In other words, "changes in the display form of the ball 6" are performed. The ball effect 16 may be, for example, "a light-emitting body that surrounds the ball 6 and leaves a trail behind with a length according to the moving speed."
[0130] For example, as a "change in the ability of the player character 4", the ability of the ball-keeping character and the abilities of other player characters on the same team as that character are temporarily improved, that is, a so-called buff is performed. The ability change is expressed as a buff effect 14 on the player character 4 (for example, a star orbiting around the player character 4). In other words, a "change in the display form of the player character 4" is performed.
[0131] For example, "changing the ability of the opponent goalkeeper 5G" involves changing the ability of the opponent goalkeeper 5G, which is an object that obstructs the movement of the ball 6. In a soccer game, the opponent goalkeeper 5G corresponds to an obstructing object or obstructing character. Then, the abilities of the opponent goalkeeper 5G, such as the explosiveness, jumping power, and save rate, are temporarily reduced, that is, a so-called debuff is performed. Then, the change in the ability of the opponent goalkeeper 5G is expressed as a debuff effect 15 to the opponent goalkeeper 5G. In other words, "changing the display form of the opponent goalkeeper 5G" is performed. The debuff effect 15 may be, for example, "obstructing visibility by generating an effect that imitates light rain or fog covering the opponent goalkeeper 5G."
[0132] Among such reflection controls, changes in the abilities of the ball 6, the player character 4, and the opponent's goalkeeper 5G in particular have a large effect on the subsequent progress of the game, and therefore greatly increase the excitement of the game.
[0133] FIG. 8 is a diagram for explaining the details of the display control and the ability control based on the influence parameters 30. In FIG. In the reflection control based on the influence parameter 30, it is determined which of a plurality of stages (levels) the value of the influence parameter 30 is at, and the contents of the reflection control are determined according to the determined stage. Specifically, the cumulative parameter value 32 is compared with a predetermined stage determination criterion to determine the continuous level (Lv1, LV2, ...). The continuous level is determined so that the larger the cumulative parameter value 32 is, the higher the continuous level is. The number of continuous levels is set appropriately.
[0134] For example, the ball effect 16 on the ball 6 has a main effect 17 and an auxiliary effect 18, and various types are available depending on the design, size, and number of the main effect 17 and the auxiliary effect 18. The ball effect 16 is set to look larger and more flashy as the continuous level becomes higher.
[0135] The effect color (display color) of the ball effect 16 on the ball 6 is determined according to the number of attributes and the combination of attributes added as the additional parameters 34 of the influence parameters 30.
[0136] Regarding the ability change of Ball 6, the higher the consecutive level, the higher the speed multiplier is determined. The movement speed of Ball 6 is determined by multiplying the standard speed by the speed multiplier. The speed multiplier is set to be larger as the consecutive level is higher. The more passes are connected, the faster the movement speed of Ball 6 becomes.
[0137] Another example of changing the ability of the ball 6 may be to increase the ability related to the state or characteristics of the ball 6 as the continuous level increases. Examples of abilities related to the state or characteristics of the ball 6 include an invisible ability, a small size ability, a transformation ability, an ability to generate clones, and an ability to cancel the effect of wind on movement.
[0138] The supportive ability changes (buffs) for the player character 4 and other teammate player characters are determined so that the higher the successive level, the stronger the support effect. Also, which ability the support effect is applied to is determined according to the number of attributes and combination of attributes added as additional parameters 34 of the influence parameters 30.
[0139] The debuff effect on the opponent's goalkeeper 5G is determined so that the higher the successive level, the stronger the debuff effect. Also, which ability the support effect affects is determined according to the number of attributes and combination of attributes added as the additional parameters 34 of the influence parameters 30.
[0140] FIG. 9 is a diagram for explaining the control of judgments in the progress of the game based on the influence parameters 30, and is a diagram for explaining goal judgments that determine whether or not a goal is scored. A success correction value determined based on the influence parameter 30 is applied to the goal determination. The success correction value is a correction value that increases the probability of being determined as a success in a lottery process that determines whether a goal is successful or not as a goal determination. The success correction value is determined, for example, so that the success probability increases as the cumulative parameter value 32 increases (for example, the continuous level increases). In addition, the success correction value is determined so that the success probability increases as the number of additional parameters 34 increases.
[0141] The result of the consecutive judgment is reflected in the consecutive number n. The calculation of the increment R of the cumulative parameter value 32 includes the variable n which is the consecutive number n, and the variable ΣD of the difficulty level point Dm (see FIG. 5). The calculation of the difficulty level point Dm is the result of an individual difficulty level judgment for the influencing action. The contents of the reflection control change depending on the consecutive level based on the cumulative parameter value 32 and the additional parameter 34. Therefore, it can be said that the progress of the game is controlled by the reflection control based on the judgment results of the consecutive judgment and the judgment results of the difficulty level judgment.
[0142] FIG. 10 is a diagram showing an example of a notification display of the time limit, the continuation level, and the number of consecutive times n related to the continuation determination condition. The notification display 20 is always displayed within the game screen, and is always updated to display the latest information. The notification display 20 has a consecutive number display section 21 showing the consecutive number n, a consecutive level display section 22 showing the latest consecutive level based on the current cumulative parameters, a time limit display section 23, and a remaining time display section 24.
[0143] The time limit display unit 23 indicates the judgment criterion (time limit length) of the time limit in the continuous judgment condition by the length of a black arc band, and graphically displays the remaining time relative to the time limit length by the length of a white arc band. The design of the notification display 20 can be set appropriately and may be other than the example shown in the figure.
[0144] Next, the functional configuration will be described. FIG. 11 is a block diagram showing an example of the functional configuration of a server system 1100. As shown in FIG. The server system 1100 includes an operation input unit 100s, a server processing unit 200s, a sound output unit 390s, an image display unit 392s, a communication unit 394s, and a server storage unit 500s.
[0145] The operation input unit 100s is a means for inputting various operations for managing the server system 1100. For example, a keyboard, a touch panel, a mouse, etc., correspond to this.
[0146] The server processing unit 200s is realized by electronic components such as processors serving as arithmetic circuits, such as a CPU, GPU, ASIC, and FPGA, as well as IC memories, and controls input and output of data between each functional unit including the operation input unit 100s and the server storage unit 500s.The server processing unit 200s performs various types of arithmetic processing based on predetermined programs and data, data received from operation input signals from the operation input unit 100s, and the like, and comprehensively controls the behavior of the server system 1100.
[0147] The server processing unit 200s has a user management unit 202, a game management unit 210, a timing unit 280s, a sound generation unit 290s, an image generation unit 292s, and a communication control unit 294s.
[0148] The user management unit 202 performs processing related to user registration procedures for the game system 1000 and stores and manages various types of information linked to user accounts.
[0149] The game management unit 210 performs various controls related to game execution. Specifically, it sets up a game space by arranging background objects in a virtual three-dimensional space, arranges characters such as a player character 4 and an opponent character 5 in the game space, and controls the behavior of the player character 4 according to operation input by the player 2. It also automatically controls the behavior of the opponent character 5.
[0150] The game management unit 210 has a continuity determination unit 212 , a difficulty level determination unit 214 , a parameter change unit 216 , a progress control unit 220 , a time limit determination criterion display control unit 230 , and a current stage display control unit 232 .
[0151] The succession determination unit 212 determines the succession of the influencing behavior. Specifically, the success / failure determination unit 212 has an individual success / failure determination unit 213 that determines the success / failure of the result of each influencing action, and determines the success / failure using the result of the determination. Specifically, this corresponds to determining the success / failure of a pass, and determining success / failure when the pass is successful. In addition, the success / failure determination unit 212 sets a determination criterion for a given time limit based on the number of consecutive times n, and determines whether a new influencing action is performed consecutively within the time limit.
[0152] The difficulty level determination unit 214 determines the difficulty level of the influencing behavior, which corresponds to the calculation of the increment R by the function f1 (see FIG. 5). Specifically, the difficulty level determination unit 214 determines the difficulty level based on any of the content of the influencing action (variable Dw), the position where the influencing action was performed (variable Lg, variable Da), and the player character who performed the influencing action (variable Dc). The difficulty level determination unit 214 also determines the difficulty level based on the distance (variable Lp) between the player characters involved in the influence imparting actions before and after that are determined to be consecutive by the consecutiveness determination unit 212.
[0153] The parameter modification section 216 modifies the parameters based on the determination result of the succession determination section 212 and / or the determination result of the difficulty level determination section 214. This corresponds to the change of the influence parameter 30 (see FIG. 4).
[0154] Specifically, the parameter modification unit 216 modifies the attribute of the parameter based on the last influencing action or the player character related to the last influencing action. This corresponds to the addition of the additional parameter 34 of the influencing parameter 30 (see FIG. 4).
[0155] Furthermore, the parameter modification unit 216 modifies the parameters based on the position where the influencing action was performed and / or the relative positional relationship between the previous and next influencing actions determined to be consecutive by the consecutiveness determination unit 212. This corresponds to a change in the increment R calculated by the function f1 according to the variables Lg and Lp (see FIG. 5).
[0156] Furthermore, the parameter modification unit 216 modifies the parameters based on the timing during the game (the timing within the play time) when the influencing action was performed. This corresponds to the change in the increment R caused by the change in the difficulty level point Dm due to the variable Dt of the function f2 (see FIG. 5).
[0157] Furthermore, the parameter modification unit 216 modifies the parameters based on the game situation when the influencing action is performed. This corresponds to a change in the increment R caused by a change in the difficulty level point Dm due to a change in the variable De of the function f2 (see FIG. 5).
[0158] The progress control unit 220 controls the progress of the game based on the determination result of the succession determination unit 212 and / or the determination result of the difficulty determination unit 214. Specifically, the progress control unit 220 has an influence reflection control unit 224, a PC reflection control unit 226, and an obstruction character reflection control unit 228.
[0159] The effect reflection control unit 224 changes at least one of the moving speed, state, characteristics, and display form of the target object based on the parameter. Specifically, this corresponds to changing the moving speed of the ball 6 according to the continuous level based on the accumulated parameter value 32 (see FIG. 8) and displaying the ball effect 16 on the ball 6 (see FIG. 7).
[0160] The PC reflection control unit 226 changes the ability and / or display form of the player character related to the new influencing action based on the parameters. Specifically, an example of the former corresponds to the application of a buff to the player character 4, who is the ball-keeping character, and other teammate player characters according to a continuous level based on the accumulated parameter value 32 (see FIG. 8). An example of the latter corresponds to the buff effect 14 to the player character 4 (see FIG. 7).
[0161] The obstruction character reflection control unit 228 changes the ability and / or display form of the obstruction character obstructing the movement of the target object based on the parameter. Specifically, an example of the former corresponds to a debuff on the opponent's goalkeeper 5G according to a continuous level based on the accumulated parameter value 32 (see FIG. 8). An example of the latter corresponds to a debuff effect 15 on the opponent's goalkeeper 5G (see FIG. 7).
[0162] The time limit criterion display control unit 230 executes display control for displaying the time limit criterion, which corresponds to the display control related to the time limit display unit 23 of the notification display 20 (see FIG. 10).
[0163] The current level display control unit 232 performs display control to display the level to which the current value corresponds when the possible values of the parameter are divided into a plurality of levels. This corresponds to the display control related to the continuous level display unit 22 of the notification display 20 (see FIG. 10).
[0164] The timekeeping unit 280s uses a system clock to measure various times such as the current date and time and time limits.
[0165] The sound generation unit 290s is realized by executing an IC or software that generates and decodes audio data. The sound generation unit 290s outputs the generated audio signal to the sound output unit 390s. The sound output unit 390s is realized by a speaker or the like, and emits sound based on the audio signal.
[0166] The image generation unit 292s generates images of various management screens for system management of the server system 1100, and outputs image data to the image display unit 392s. It also generates a part or all of the images to be displayed on the player terminal 1500. The image display unit 392s is realized by a device that displays images, such as a flat panel display, a head mounted display, or a projector.
[0167] The communication control unit 294s executes data processing related to data communication, and realizes data exchange with an external device via the communication unit 394s. The communication unit 394s realizes communication by connecting to the network 9. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, a control circuit, etc. In the example of FIG. 1, the communication device 1153 corresponds to this.
[0168] The server storage unit 500s stores programs and various data for implementing various functions for the server processing unit 200s to comprehensively control the server system 1100. The server storage unit 500s is also used as a working area for the server processing unit 200s, and temporarily stores the results of calculations executed by the server processing unit 200s according to various programs. These functions are implemented by, for example, IC memories such as RAM and ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs and DVDs, online storage, etc. In the example of FIG. 1, these correspond to storage media such as the IC memory 1152 and hard disks mounted on the server system 1100.
[0169] The server storage unit 500s stores a server program 501 and a distribution client program 503. It also stores game initial setting data 510, user registration data 600 that manages various data related to registered users for each user, play data 700, and a current date and time 900. The server storage unit 500s also stores other programs and data (for example, timers, counters, various flags, etc.) as appropriate.
[0170] The server program 501 is a program for realizing the functions of the user management unit 202 and the game management unit 210 .
[0171] The delivery client program 503 is an original client program that is provided to the player terminal 1500 and executed.
[0172] The game initial setting data 510 stores various initial setting data relating to the game. 12, the game initial setting data 510 includes game space definition data 511, team definition data 520, ball effect definition data 540, and effect color definition data 542. It also includes ability characteristic change definition data 544, buff definition data 546, and debuff definition data 548. Of course, data other than these may also be included as appropriate.
[0173] The game space definition data 511 defines a game space including a soccer court. The game space definition data 511 includes a side-by-side target position coordinate list 512, and area definition data 513 that defines the range of an area (see FIG. 5) set on the soccer court. The side-by-side target position coordinate list 512 indicates the position of the goal 8 (target position Pg) for each side. Of course, data other than these may be included as appropriate.
[0174] Team definition data 520 is prepared for each team appearing in the game. One team definition data 520 includes a team ID 521 and multiple pieces of player character definition data 530.
[0175] One player character definition data 530 includes a character ID 531, attributes 532, an initial ability parameter value list 533, standard action definition data 534, skill action definition data 535, and additional parameter definition data 536. Of course, data other than these may also be included as appropriate.
[0176] The type of attribute 532 can be set appropriately. For example, if the attribute type represents the type of player, it may be "speed type", "technique type", "power type", etc. Note that one or more attribute types are set in the attribute 532. The attribute type and the attribute level value may be stored in association with each other.
[0177] The standard action definition data 534 is prepared for each type of standard action, and includes the action type, motion data for realizing the action, and the like. The skill action definition data 535 is prepared for each type of skill action, and includes the action type, skill level (skill difficulty level), motion data for realizing the action, and the like.
[0178] The additional parameter definition data 536 defines parameters to be added to the influence parameters 30 in response to the detection of a "continuously determined influence-giving action" by the character. One additional parameter definition data 536 includes an additional execution condition, an additional parameter type (e.g., attribute type), and an additional parameter value (attribute level).
[0179] The additional execution condition may be, for example, "executing a skill action," but may be other content. For example, it may be "executing two types of skill actions while keeping the ball," "passing three players with a dribble," or the like.
[0180] The additional parameter type can be set as "attribute" and the parameter value as "attribute level", etc. Alternatively, for example, the additional parameter type can be set as "the type of ability / characteristic of the target object to be released" and the parameter value can be set as "the release level of the released ability / characteristic". Specifically, the additional parameter type can be set as "release the transparency ability of ball 6" and the parameter value can be set as "transparency 50%", etc.
[0181] Ball effect definition data 540 is prepared for each type of ball effect 16 (see Figs. 7 and 8) to be applied to ball 6. One ball effect definition data 540 includes an application continuous level, which is a condition that must be satisfied for the definition data to be applied, and effect execution data for displaying ball effect 16.
[0182] Effect color definition data 542 is prepared for each type of display color of ball effect 16 on ball 6. One piece of effect color definition data 542 includes application conditions and RGB color values. The application conditions are described by the number and combination of attributes indicated by additional parameters 34.
[0183] Ability characteristic change definition data 544 is prepared for each change pattern of the ability or characteristic of ball 6. One ability characteristic change definition data 544 includes an ability characteristic type, release condition, release control value, etc. The ability characteristic type specifies which of multiple abilities / characteristics to release. The release condition specifies the condition under which an ability / characteristic is released. For example, the threshold value for the consecutive number of times n is specified as a range. The release control value specifies what control value is applied to the ability / characteristic when it is released. For example, if the ability to be released is "doubling the movement speed of ball 6," then the release control value is set to a function or table data that calculates the movement speed multiplier.
[0184] Buff definition data 546 is prepared for each type of buff (support effect). One buff definition data 546 includes an application continuous level, a buff target, a buff content, and buff effect execution data for displaying the buff effect 14.
[0185] The applied continuous level is the condition that must be met for the buff to be applied. The buff target indicates whether the buff is to be applied to a single or multiple targets. If it is a single target, the ball-keeping character is the buff target. If it is multiple, the ball-keeping character and other player characters on the same team as the ball-keeping character are the buff targets. If it is multiple, the number of targets or a function that determines the number of targets (for example, a function that calculates a larger number of targets the larger the consecutive number n) may be specified. The buff content specifies which ability of the buff target will be increased and by how much.
[0186] The debuff definition data 548 is prepared for each type of debuff (obstruction effect) applied to the obstruction character (opponent goalkeeper 5G). One debuff definition data 548 includes an application continuous level, a debuff content, and debuff effect execution data for displaying the debuff effect 15 (see FIG. 7). The applied continuous level is the condition that must be met for the debuff to be applied. The debuff content specifies which ability of the interfering character will be reduced and by how much.
[0187] FIG. 13 is a diagram showing an example of the data structure of the play data 700. As shown in FIG. The play data 700 is created for each game play, and includes various data related to the game progress control of that game play.
[0188] One play data 700 includes, for example, a player account 701 indicating the player 2, a game clock 702, score data 704, player team management data 710, and opponent team management data 730. It also includes ball control data 750, influencing action history data 770, a consecutive number value 772 indicating the consecutive number n, and consecutive determination condition data 774. It also includes notification display control data 776 of the notification display 20 (see FIG. 10), influencing parameter data 780, consecutive level 788, and reflection control history data 790. Of course, data other than these may also be included as appropriate.
[0189] The player team management data 710 is various data for managing the player characters 4 of the player team. The player team management data 710 includes a plurality of player character control data 712, as shown in, for example, FIG.
[0190] One player character control data 712 includes a character ID 713, an action type being performed 715, action control data 716, an applicable ability parameter value list 717, and effect display control data related to the character 718. Of course, data other than these may also be included as appropriate.
[0191] The initial ability parameter value list 533 (see FIG. 12) is copied as the initial setting at the start of the game into the applied ability parameter value list 717. When a buff or debuff is applied, the ability parameter value stored in the applicable ability parameter value list 717 is increased or decreased, which is reflected as an increase or decrease in the performance of the player character in the game.
[0192] Returning to FIG. 13, the opponent team management data 730 basically has the same data structure as the player team management data 710, and includes various data for managing the opponent character 5.
[0193] The ball control data 750 stores various data related to the control of the ball 6 (target object). The ball control data 750 includes, for example, ball keeping history data 752, position coordinates 753, movement speed vector 754, ball effect control data 755, and release ability characteristic data 756. Of course, data other than these may also be included as appropriate.
[0194] The ball keeping history data 752 is created every time the ball keeping of the ball 6 changes, and only a predetermined number of past changes are stored. One piece of ball keeping history data 752 stores the change time and the character ID of the undetermined or ball keeping character in association with each other.
[0195] The released ability characteristic data 756 is prepared for each released ability and each released characteristic, and stores data necessary for controlling the ability and characteristic. For example, if the released ability is "movement speed doubled", the value of the movement speed multiplier is stored.
[0196] The influencing behavior history data 770 is created every time an influencing behavior is executed. One piece of influencing action history data 770 includes an action start time, a ball keeping character ID, a keep continuation flag, a detected position coordinate, and an influencing action type (a standard action or a skill action type). Of course, other data than these may also be included as appropriate.
[0197] The ball-keeping character ID indicates the executing character that executed the influencing action in the ball-keeping state.
[0198] The "keep-continue flag" is set to "1" when the influencing action is executed while the same character has maintained ball possession since the previous influencing action. For example, in a case where player character 4 touches a loose ball, starts dribbling, and then passes the ball, the ball was not being kept before the dribble, so the keep-continue flag is "0." The pass is an action that follows the dribble, and was executed while the ball was still being kept from the dribble, so the keep-continue flag is "1."
[0199] The consecutive judgment condition data 774 stores various information indicating the current consecutive judgment condition, or information for determining the same. For example, the time limit length (criterion for determining the time limit) in the second sub-condition of the consecutive judgment condition, or a function for determining the time limit length using the consecutive number n at that time as a variable, is stored. In addition, when using a relative direction Φ to determine "satisfying the condition indicating aggressiveness" among the consecutive judgment conditions, the latest relative direction range, or a function for determining the relative direction range using the consecutive number n at that time as a variable, is stored.
[0200] The influence parameter data 780 stores the parameter type, which is the influence parameter 30 (see FIG. 4), and the parameter value. Specifically, the accumulated parameter value 782 of the accumulated parameter is stored in association with the additional parameter data 784. The accumulated parameter value 782 stores each increment R, and when the total of the accumulated parameter value 32 is required, such as when determining the continuity level, all the stored increments R are added up each time. The additional parameter data 784 stores the additional parameter value AD (item of attribute level value) in association with the additional parameter type (item of attribute type).
[0201] The reflection control history data 790 stores information on when and to which reflection target (which character or object) what reflection content was applied based on the influence parameters 30. By referring to this data, it is possible to cancel the reflection content or return the reflection target to the state before the reflection.
[0202] 15 is a functional block diagram showing an example of the functional configuration of a player terminal 1500. The player terminal 1500 includes an operation input unit 100, a terminal processing unit 200, a sound output unit 390, an image display unit 392, a communication unit 394, and a terminal storage unit 500.
[0203] The operation input unit 100 outputs an operation input signal corresponding to various operation inputs made by the player to the device processing unit 200. For example, this can be realized by a push switch, a touch panel, a joystick, a touch pad, a trackball, an acceleration sensor, a gyro, or the like.
[0204] The terminal processing unit 200 is realized by electronic components such as a microprocessor such as a CPU or GPU, and an IC memory, and controls data input / output between each functional unit including the operation input unit 100 and the terminal storage unit 500. Then, it executes various types of arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 100, and various types of data received from the server system 1100, to control the behavior of the player terminal 1500.
[0205] The device processing unit 200 has a client control unit 260, a timing unit 280, a sound generation unit 290, an image generation unit 292, and a communication control unit 294.
[0206] The client control unit 260 performs various controls to make the player terminal 1500 function as an MMIF (Man-Machine Interface) as a control unit serving as a client in the game system 1000. Specifically, the client control unit 260 has an operation input information providing unit 261 and a display control unit 262.
[0207] The operation input information providing unit 261 performs control to transmit operation input information to the server system 1100 in response to an input from the operation input unit 100 .
[0208] The display control unit 262 performs control for displaying various images based on the data received from the server system 1100 .
[0209] The timekeeping unit 280 uses a system clock to keep track of the current date and time, time limit, and the like.
[0210] The sound generation unit 290 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec capable of reproducing voice files, or the like, and generates sound signals of music, sound effects, and various operation sounds, and outputs them to the sound output unit 390. The sound output unit 390 is realized by a device that outputs (emits sound) based on the sound signal input from the sound generation unit 290, such as a speaker.
[0211] The image generation unit 292 generates and outputs an image signal for displaying an image on the image display unit 392 based on the control of the client control unit 260. In the example of Fig. 1, this corresponds to a GPU (Graphics Processing Unit), a graphic controller, a graphic board, etc. mounted on the control board 1550. The image display unit 392 is realized by a device for displaying an image, such as a flat panel display, a head mounted display, or a projector.
[0212] The communication control unit 294 executes data processing related to data communication and realizes data exchange with an external device via the communication unit 394. The communication unit 394 realizes communication by connecting to the network 9. For example, this is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In the example of FIG. 1, this corresponds to the communication module 1553.
[0213] The terminal storage unit 500 stores programs for causing the terminal processing unit 200 to realize given functions, various data, and the like. It is also used as a working area for the terminal processing unit 200, and temporarily stores the results of calculations executed by the terminal processing unit 200 according to various programs, input data input from the operation input unit 100, and the like. These functions are realized by, for example, IC memories such as RAM and ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs and DVDs, and the like. In the example of FIG. 1, this corresponds to the IC memory 1552 mounted on the control board 1550.
[0214] Specifically, the terminal storage unit 500 stores a client program 800 (application program) for causing the player terminal 1500 to function as a client control unit 260 for the virtual space service, client data 810, and a current date and time 900. Of course, data other than these can also be stored as appropriate.
[0215] The client data 810 is various data for executing control by the client control unit 260. The client data 810 includes, for example, a user account, a password, and the like.
[0216] 16 and 17 are flowcharts for explaining the flow of processing executed by the server system 1100. FIG. As shown in FIG. 16, the server system 1100 first accepts the selection of a player team and selects an opponent team (step S10).
[0217] Next, the server system 1100 performs various initializations (step S12). Ball keeping history data 752 with ball keeping "undetermined" is created in relation to the ball control data 750. In addition, the consecutive number of times value 772 is initialized to "0", that is, the consecutive number of times n=0. Consecutive determination condition data 774 is initialized to a predetermined value. The time limit length is set to unlimited or sufficiently long. The cumulative parameter value 782 is initialized to "0". The influencing action history data 770 and the additional parameter data 784 have not been created at this point (see FIG. 13). In addition, the arrangement and state of various objects such as the game space, the player character 4, the ball 6, and the background are also initialized.
[0218] Next, the server system 1100 starts controlling the progress of the match (step S14). When the control of the progress of the match is started, the control of the movement of the player character 4, the control of the movement of the NPC (opponent character 5, etc.), the movement control of the ball 6, and the management control of ball keeping are started.
[0219] When the player character 4 or the opponent character 5 comes into contact with the ball 6 or approaches within a predetermined distance by the ball keeping management control, ball keeping history data 752 is created with the character in question as the ball keeping character. When the ball keeping character performs an action such as passing, ball keeping history data 752 with the ball keeping status "undecided" is created.
[0220] When the player character 4, which has become a ball-keeping character, executes a standard action or a skill action by the player, it is detected as an influencing action by the ball-keeping character (YES in step S30). Then, the influencing action history data 770 is created (step S32).
[0221] Next, the server system 1100 determines whether the ball possession has changed as a result of executing the current influencing action detected in step S30 (hereinafter referred to as the "current influencing action") (step S34). For example, if the current influencing action is a pass, ball possession becomes "undecided" when the ball 6 moves a predetermined distance away, so step S34 is determined to be positive. If the current influencing action is a dribble or the like, ball possession does not change, so step S34 is determined to be negative. Even if it is a dribble, if the ball 6 is stolen by a tackle by the opponent character 5, etc., step S34 is determined to be positive.
[0222] If the ball possession has changed (YES in step S34), the server system 1100 executes a continuity determination process (step S36).
[0223] FIG. 18 is a flowchart illustrating the flow of the continuity determination process. In the succession determination process, the server system 1100 determines whether the team of the ball-keeping character before the change in ball-keeping is the same as the team of the ball-keeping character after the change in ball-keeping. If they are the same team, it is determined that "the pass was successful" and "the individual results of the influencing actions were successful" and the first sub-condition of the succession determination condition is satisfied, making a positive determination.
[0224] When the determination result of the first sub-condition is affirmative (YES in step S50), the server system 1100 next calculates the time interval from the timing at which the ball is kept to the timing at which the ball is passed, and determines whether or not it is within the time limit (step S52).
[0225] The timing of "start of ball keeping" is determined by searching the most recent past ball keeping history data 752 (see FIG. 13) in which the character ID of the ball keeping character is set, and the change time is determined as the timing. Alternatively, the ball keeping character's influencing action history data 770 may be searched for in step S30 by tracing back from the current influencing action to past influencing actions with a keep continuation flag of "1", and the action start time of the influencing action with a keep continuation flag of "0" is determined as the timing. The timing of the "pass" is the current date and time 900, or the action start time of the current influence-imparting action detected in step S30.
[0226] If the calculated time interval is equal to or less than the time limit of the succession determination condition data 774, the second sub-condition of the succession determination condition is determined to be positive (YES in step S52).
[0227] If the second sub-condition is positive, the server system 1100 determines the target distance Lg from the pass position (for example, the target distance Lgb in FIG. 3) and the target distance Lg from the pass receiving position (for example, the target distance Lgc' in FIG. 3) by referring to the detection position coordinates of the influenced action history data 770. If the latter is smaller than the former (Lgb>Lgc' in the example of FIG. 3), the third sub-condition of the succession determination condition is determined to be positive (YES in step S54).
[0228] If the first, second, and third sub-conditions are all positive, the server system 1100 determines the result of the successive determination as "positive" (step S56) and ends the successive determination process. If any of the first, second, and third sub-conditions is negative, the server system 1100 determines the result of the successive determination as "negative" (step S58) and ends the successive determination process.
[0229] Returning to FIG. 16, if the result of the consecutive determination is positive (Yes in step S70), the server system 1100 adds "1" to the consecutive number of times n (step S72).
[0230] Next, the server system 1100 refers to the additional parameter definition data 536 (see FIG. 12) of the ball-keeping character, and if there is definition data for which the additional execution condition is satisfied (YES in step S74), adds the additional parameter 34 (step S76).
[0231] Next, the server system 1100 calculates the increment R (see FIG. 5) and adds the increment R to the cumulative parameter value 32 (step S78). In order to calculate the cumulative parameter value 32, the server system 1100 calculates a difficulty level point Dm. The difficulty level point Dm indicates the difficulty level taking into consideration the situation at each time for each influencing action performed by the ball keeping character while keeping the ball (see FIG. 5). In other words, the server system 1100 actually executes a difficulty level determination process here, calculates the difficulty level point Dm as the determination result, and includes it in the influence parameter 30.
[0232] 17, the server system 1100 then updates the successive determination conditions indicated by the successive determination condition data 774 (see FIG. 13) in accordance with an increase in the successive number n (step S80). Specifically, the time limit is changed to be shorter. The relative direction range may also be changed to be narrower.
[0233] Then, the server system 1100 starts displaying the notification display 20 (see FIG. 10) so as to indicate the contents of the updated successive determination condition data 774 (step S82), and executes the influence reflection control (step S84).
[0234] 19 is a flowchart for explaining the flow of the reflection control process. In the reflection control process, the server system 1100 first executes influence reflection control (step S100).
[0235] With the influence reflection control, when the number of consecutive occurrences n is equal to or greater than 1, a speed multiplier according to the consecutive level based on the accumulated parameter value 32 acts on the moving speed of the ball 6 of the influence parameter 30, making it faster than the standard (see ability characteristic change in FIG. 8). Also, depending on the settings related to the ability change of the ball 6 by the ability characteristic change definition data 544 (see FIG. 12), the state and characteristics of the ball 6 also change due to the influence reflection control. Also, with the influence reflection control, the ball effect 16 is set and displayed according to the consecutive level based on the accumulated parameter value 32 (see FIG. 7).
[0236] Next, the server system 1100 executes PC reflection control (step S102). A buff is selected according to the continuous level based on the accumulated parameter value 32 by PC reflection control (see buff in FIG. 8), and is applied to the ball-keeping character (player character 4) that performed the current influence-imparting action newly detected in step S30, changing the ability of the ball-keeping character. Then, a buff effect 14 is displayed on the player character 4, and the display form of the player character 4 changes (see FIG. 7). If a buff is also applied to the teammates of the ball-keeping character, this is also executed.
[0237] Next, the server system 1100 judges whether a predetermined condition for invoking the obstruction character reflection control is satisfied (step S103). The condition for invoking the obstruction character reflection control can be set appropriately. For example, the affirmative judgment may be made when the value of the accumulated parameter value 32 (see FIG. 4) reaches a predetermined threshold value. The affirmative judgment may be made when the number or type of the additional parameters 34 satisfy a predetermined condition.
[0238] Then, when the activation condition is satisfied (YES in step S103), the server system 1100 executes the obstruction character reflection control (step S104). The obstruction character reflection control selects a debuff according to the continuous level based on the accumulated parameter value 32 (see the debuff in FIG. 8), and applies it to the opponent goalkeeper 5G of the opponent team of the ball keeping character (player character 4) that performed the current influence application action, changing the ability of the opponent goalkeeper 5G. Then, the debuff effect 15 is displayed on the opponent goalkeeper 5G, and the display form of the opponent goalkeeper 5G changes (see FIG. 7).
[0239] Then, the server system 1100 creates and stores the reflection control history data 790 (see FIG. 13) of each control from step S100 to step S104 (step S106), and ends the reflection control process.
[0240] Returning to FIG. 16, if the result of the continuity determination process is "No" (No in step S70), the server system 1100 executes a reset process (step S110).
[0241] FIG. 20 is a flowchart illustrating the flow of the reset process. In the reset process, the server system 1100 refers to the reflection control history data 790, and if there is any effect reflection that has already been applied, cancels it and returns it to the state before application (step S120). In other words, if the movement ability, state, or characteristics of the ball 6 have been changed, they are returned to the original state. Also, if the ball effect 16 is displayed, the display is canceled.
[0242] Furthermore, the server system 1100 refers to the reflection control history data 790 and, if there is any PC reflection that has already been applied, cancels it and returns it to the state before application (step S122). That is, if the ability of the player character 4 has been changed, it is returned to the original state. Also, if the buff effect 14 is displayed, the display is canceled.
[0243] It is also possible to set a time limit for the buff. In this case, if a predetermined time has not passed since the execution time of the reflection control history data 790, the buff will not be released in the step. Separately, the buff may be released when a predetermined time has passed since the execution time.
[0244] In addition, the server system 1100 refers to the reflection control history data 790, and if there is an applied obstruction character reflection, it cancels it and returns it to the state before application (step S124). That is, if the ability of the opponent goalkeeper 5G has been changed, it is returned to the original state. In addition, if the debuff effect 15 is displayed, the display is canceled.
[0245] Then, the server system 1100 deletes the existing reflection control history data 790 (step S126), initializes the consecutive number n to "0" (step S128), resets the influence parameter 30 (step S130; see FIG. 6), and ends the reset process.
[0246] Returning to FIG. 16, in step S34, if there is no change in ball keeping, i.e., if the current influencing action is an action performed by the same ball keeping character while keeping the ball (NO in step S34) and the consecutive number of times n is "1" or more (YES in step S136), the server system 1100 recalculates and updates the increment R (step S138).
[0247] In other words, the more influencing actions the same ball-keeping character performs while in possession of the ball, the more the increment R is updated. The variable ΣD of the function f1 that calculates the increment R is the sum of the difficulty points Dm for each influencing action performed while in possession of the ball (see FIG. 5). Basically, therefore, the increment R is updated to be larger the more influencing actions are performed while maintaining possession of the ball. The variable Dw of the function f2 of the difficulty point Dm becomes higher the higher the difficulty of that action type, and the greater the difficulty point Dm becomes. Therefore, if a player makes full use of advanced techniques to pass the ball while passing the opponent character 5, the increment R will be larger accordingly.
[0248] However, the variable Th of the function f1 decreases the increment R. For example, if the ball is kept in play for an extended period of time without being passed, the cumulative parameter value 32 may decrease every time step S138 is executed. In some cases, this may also decrease the continuous level (see FIG. 8). This point greatly increases the interest of the game with respect to the player's gameplay choices.
[0249] 17, when the game progress status requires a goal success / failure determination (YES in step S140), the server system 1100 determines a success correction value based on the cumulative parameter value 32 of the influence parameters 30 (step S142; see FIG. 9). A success correction value according to the number and type of additional parameters 34 may be added. Then, a goal lottery process is executed by applying the success correction value to determine whether the goal has been successful or not (step S144).
[0250] If it is determined that the goal is successful (YES in step S146), the server system 1100 executes a goal success process (step S148) for adding points and displaying effects, etc. If it is determined that the goal is unsuccessful (NO in step S146), the server system 1100 executes a goal failure process (step S150).
[0251] Next, regardless of whether the goal is successful or not, the server system 1100 executes a reset process (step S152).
[0252] The server system 1100 returns to step S30 and repeats the process while the predetermined game end condition for determining that the game is over is not satisfied (NO in step S160). When the game end conditions are met (YES in step S160), end-of-play processing such as announcing the scores and the MVP, and displaying a display to please the winning team is executed (step S162), and the series of processing is terminated.
[0253] As described above, according to this embodiment, it is possible to enhance the interest in a game in which a player enjoys controlling N (N≧1) player characters to perform influencing actions that affect a target object.
[0254] That is, in the case of soccer, it is possible to judge "whether the passes are connected (whether the passes are continuous)" and "how well the passes are connected." The judgment results are collected into an influence parameter 30, and the game progress control changes based on the influence parameter 30.
[0255] Specifically, "change in ability, state, and characteristics of the ball 6", "change in display form of the ball 6", "change in ability of the player character 4", "change in display form of the player character 4", "change in ability of the opponent's goalkeeper 5G", and "change in display form of the opponent's goalkeeper 5G" are performed (see Fig. 7 and Fig. 8). It is possible to proceed with the game so that the player has an advantage in goal judgment (see Fig. 9).
[0256] In other words, the better you can pass the ball, the more difficult the pass will be, and the more advantageous it will be to score a goal. It also gives players more opportunities to show off their skills. This kind of increase in the interest of the game increases its value.
[0257] Second Embodiment Next, a second embodiment to which the present invention is applied will be described. The second embodiment is basically realized in the same manner as the first embodiment, but differs in that game progress control is executed by the player terminal 1500. In the description of the second embodiment, the differences from the first embodiment will be mainly described, and the same components as the first embodiment will be given the same reference numerals as in the first embodiment, and duplicated descriptions will be omitted.
[0258] FIG. 21 is a diagram showing an example of the functional configuration of a player terminal 1500B in the second embodiment. The player terminal 1500B has a game management unit 210 and can execute a soccer game in a stand-alone PvC match format or a PvP multiplayer format. Accordingly, the player terminal 1500B stores in the terminal storage unit 500 a game program 802 for implementing the function of the game management unit 210, game initial setting data 510, and play data 700.
[0259] According to the second embodiment, the same effects as those of the first embodiment can be obtained.
[0260] [Modifications] Although examples of embodiments to which the present invention is applied have been described above, the forms to which the present invention can be applied are not limited to the above-described forms, and components can be added, omitted, or modified as appropriate.
[0261] (Variation 1) For example, the first embodiment shows an example of implementing an online game using a client server, and the second embodiment shows an example of implementing a stand-alone game, but the present invention is not limited to this. For example, a game may be implemented in a system in which multiple player terminals 1500 are connected in a P2P (peer-to-peer) manner. In this case, any one of the player terminals 1500 (or multiple players share the role) that constitute the P2P functions as the server system 1100 of the first embodiment.
[0262] (Variation 2) In the above embodiment, an example is shown in which there is one ball 6 (target object) and one goal 8 (target position Pg) on each side, but the number of target objects and the number of target positions Pg can be set appropriately.
[0263] For example, in a soccer game for party games, multiple balls 6 may appear at the same time. In that case, ball control data 750, influencing action history data 770, consecutive number of times 772, consecutive determination condition data 774, notification display control data 776, influencing parameter data 780, consecutive level 788, and reflection control history data 790 may be prepared for each ball 6 and linked to each ball 6 (see FIG. 13).
[0264] (Variation 3) Although the above embodiment has been described as a soccer game, the game may be other team-based ball games such as rugby, American football, basketball, etc. Furthermore, the game is not limited to ball games, and may be of other game genres as long as the game is a game in which a player operates N (N≧1) player characters and enjoys performing influencing actions that affect a target object.
[0265] Another game genre may be an action RPG, as shown in FIG. 22. The player controls an adventurer party consisting of multiple player characters 4 and progresses through the game while conquering various quests. Some quests involve firing weapons, magic spells, or magic items at targets (e.g., enemy characters, objects to be destroyed, etc.) to destroy them. When the player character 4 exerts an influence-imparting action on a fired weapon, etc., the movement of the fired weapon, etc. is changed, and the striking power and other capabilities of the weapon are improved, etc.
[0266] In the example of FIG. 22, the first player character 4a shoots an arrow 50 toward a target 52. At the time when the first player character 4a shoots the arrow 50 toward the target 52, the position of the target 52 becomes the arrival target position Pg for the arrow 50.
[0267] The second player character 4b waits for the timing of the approach of the arrow 50 and hits the arrow 50 with a screw punch from behind, accelerating the arrow 50. Rotation or the like may be added to the movement trajectory of the arrow 50. Depending on how the screw punch hits, the movement direction of the arrow 50 may change.
[0268] The third player character 4c improves the striking power by casting the bestowal magic on the arrow 50 at the right timing as the arrow 50 approaches and bestowing the lightning attribute. The moving direction of the arrow 50 can change depending on the direction in which the bestowal magic is cast.
[0269] Enemy characters 53 are positioned around the target 52, and the enemy characters 53 attack the player character 4 to impede his actions and also impede the progress of the arrow 50.
[0270] In the above embodiment, the arrow 50 is a target object equivalent to the ball 6. A screw punch or lightning magic corresponds to an influencing action. The target 52 is the target position Pg of the arrow 50, and since the target 52 itself is a character and can intercept the arrow 50, it also corresponds to an obstructing character / obstructing object that impedes the movement of the arrow 50. The "ball-keeping character" corresponds to the "character that performed the most recent influencing action."
[0271] The success or failure of a screw punch (influence action) depends on whether or not the arrow 50 can be hit successfully, and the success or failure of an influence action such as an endowment spell (influence action) depends on whether the magic can be successfully activated and hit, and whether or not the arrow 50 can be hit successfully.
[0272] The difficulty of hitting the arrow 50 with a punch or with an enchantment magic spell increases depending on the speed of the arrow 50 and the expected flight distance. There are other types of punches available besides the screw punch, and the greater the effect a technique has on the arrow 50, the more difficult it is to hit the arrow 50 (the harder it is to be determined that it will hit). The difficulty also changes depending on which type of punch is selected.
[0273] Furthermore, in the case where the enemy characters 53 attack the player character 4, the greater the number of enemy characters 53, the higher the difficulty of the influence-imparting action.
[0274] If the arrow 50 performs successive influencing actions without touching the target 52 or the enemy character 53 while the shot arrow 50 is reaching the target 52, this is detected as a "successively determined influencing action."
[0275] Then, when the influence parameters 30 are set in the same manner as in the above embodiment and the reflection control is executed based on the influence parameters 30, the abilities of the player character 4, the arrow 50, and the target 52 are changed. Also, a buff effect 14 is displayed on the player character 4, a ball effect 16 is displayed on the arrow 50, and a debuff effect 15 is displayed on the target 52. This can increase the interest of the game.
[0276] It is also possible to allow a state in which a plurality of targets 52 exist and a plurality of arrows 50 are moving at the same time. In this case, the ball control data 750, the influencing action history data 770, the consecutive number of times value 772, the consecutive determination condition data 774, the notification display control data 776, the influencing parameter data 780, the consecutive level 788, and the reflection control history data 790 are treated as one data set. The data set may be prepared by linking it to each arrow 50, each target 52, or each set of arrow 50 and target 52 (see FIG. 13).
[0277] (Variation 4) Another example of the game genre may be a fighting game in which one player character 4 fights against an enemy character 53, an NPC, in a predetermined fighting arena (limited range), as shown in FIG.
[0278] The target object is the enemy character 53, and the attack technique by the player character 4 against the enemy character 53 is the influencing action. The player wins by hitting the enemy character 53 with an attack technique, causing damage and rendering it unable to act, or by knocking it out of a predetermined range and being judged as being out of bounds. Therefore, the target position Pg of the enemy character 53 is outside the bounds.
[0279] Among the techniques of the player character 4, there are a number of types of techniques in the "jump-up technique" category that, when hit, will cause the enemy character 53 to be jumped up into the air. As a special rule relating to the situation when a technique of this category hits, the trajectory, direction and speed of the enemy character 53 that is thrown up into the air are not fixed, but change each time the enemy character is hit by a throw-up technique.
[0280] The player performs a first operation to predict the falling trajectory and falling position of the enemy character 53 and move the player character 4 ahead of the enemy character 53. The player then performs a second operation to select the "flip-up technique" to be executed next and to determine the timing of the technique. If the flip-up technique is successful as a result of the second operation, the enemy character 53 is flipped up again. Thereafter, the player can make the player character 4 perform successive attacking actions by repeating the set of the first operation and the second operation.
[0281] In the above embodiment, the enemy character 53 is a target object corresponding to the ball 6 in the above embodiment. Therefore, the "jump technique" corresponds to the influence-imparting action. Since the enemy character 53 can perform actions to dodge attacks by the player character 4 and defensive actions, the enemy character 53 is also an obstruction character. Therefore, the influence reflection control in this configuration can be an obstruction character reflection control.
[0282] The "ball-keeping character" corresponds to the object that the bounced-up enemy character 53 came into contact with most recently. For example, if the player character 4 successfully performs a bounce-up technique to bounce up the enemy character 53, the player character 4 corresponds to the ball-keeping character. While the bounced-up enemy character 53 is in the air, the player character 4 continues to correspond to the ball-keeping character. If the bounced-up enemy character 53 lands or hits a background object protruding into the air, the ball-keeping character corresponds to an undetermined character.
[0283] The "consecutive times n" is the number of times that a consecutive bounce technique hits the enemy character 53 while the ball-keeping character continues. The success or failure of the next "bounce technique" on the enemy character 53 bounced up into the air depends on whether or not it can be hit, and the difficulty of predicting the falling trajectory and the falling position of the enemy character 53 changes depending on the path, direction and speed of the enemy character 53's movement.
[0284] Also, if the player character 4 falls outside the arena, the player loses. Therefore, if the distance (variable Lg; see FIG. 5) between the enemy character 53 and the outside of the arena (corresponding to the target position Pg) when the influencing action is performed is small, the player character 4 is more likely to fall outside the arena, so the difficulty level increases.
[0285] In this modified example as well, if the player operates the player character 4 to perform successive flip-up techniques on the enemy character 53, these are detected as "influence-giving actions determined to be successive."
[0286] Then, when the influence parameters 30 are set in the same manner as in the above embodiment and reflection control is executed based on the influence parameters 30, the abilities of the player character 4 and enemy character 53 are changed. Also, a buff effect 14 is displayed on the player character 4, and a debuff effect 15 is displayed on the enemy character 53. As described above, in this modified example, since the enemy character 53 is a target object and an obstruction character, the debuff effect 15 also serves as the ball effect 16 in the above embodiment.
[0287] At first glance, the "influencing actions determined to be consecutive" in this modified example may give the impression of being similar to consecutive moves, or so-called "combos," in conventional fighting games. A combo occurs when the next technique hits the enemy character 53 within the stiffness period immediately after the attack. Therefore, a combo is inevitably achieved by the player selecting and consecutively executing a combination of techniques that have short activation times and long stiffness periods.
[0288] However, in the "consecutively determined influencing actions" in this modified example, the time interval between the preceding and following influencing actions is longer than the stiffening time. During that time, the enemy character 53 may take an action to defend against an attack, or the enemy character 53 may accidentally come into contact with a background object, etc. This is a situation in which it is difficult to say that "consecutively determined influencing actions" will necessarily occur, and is therefore fundamentally different from a combo.
[0289] (Variation 5) In addition, in the above embodiment, an example was shown in which the more passes there are made, the higher the value of the influence parameter becomes and the easier it becomes to score a goal, but the increase in the influence parameter may also include the element of "dribbling breakthrough," which involves dodging an opponent by dribbling, for example.
[0290] To explain this specifically based on the first embodiment, a "breakthrough parameter" with an initial value of 0 is added as a parameter to be added to the accumulated parameter value 32 in step S142.
[0291] 24, the server system 1100 judges the occurrence of a dribble breakthrough following step S138 (step S180). Specifically, when the ball keeping character executes a dribble technique (or the activation of a skill), and is able to move a predetermined distance or more toward the opponent's goal 8b (the target position Pg of the ball 6) while keeping the ball, compared to the opponent character 5 that was closest to the ball keeping character at the time of execution, it is judged that "a dribble breakthrough has occurred" or "the opponent has been dodged by a dribble."
[0292] Then, when a dribble breakthrough occurs (YES in step S182), the server system 1100 adds a predetermined value to the breakthrough parameter (step S184). The predetermined value may be calculated by counting the number of consecutive dribbles by the same ball-keeping character, and the larger the number of consecutive dribbles, the larger the value that is applied.
[0293] When calculating the success correction value in step S142, the server system 1100 adds the value of the breakthrough parameter to the cumulative parameter value 32 and then calculates the success correction value.
[0294] According to this configuration, in a scene where one ball-keeping character dribbles past opponent characters 5 one after another and finally takes a shot, the more times the ball-keeping character dribbles past opponent characters 5, the higher the value of the influence parameter becomes, making it easier to score a goal. In addition to the effects of the above embodiment, this configuration can further increase the excitement of the soccer game. [Explanation of symbols]
[0295] 4...Player character 5...Opponent character 6. Ball 14...Buff effect 15…Debuff effect 16...Ball effect 20…Notification display 21...Continuous count display section 22...Continuous level display 23...Time limit display section 30...Influence parameters 32…Cumulative parameter value 34…Additional parameters 200s…Server processing section 210…Game Management Department 212...Continuous judgment section 213…Individual success / failure judgment section 214...Difficulty level determination section 216…Parameter change section 220...Progress control unit 224... Impact reflection control unit 226...PC reflection control section 228...Interference character reflection control unit 230...Time interval judgment criteria display control unit 232...Current stage display control unit 500s…Server storage 501...Server program 510... Game initial setting data 530...Player character definition data 532...Attribute 533…Initial ability parameter value list 534...Standard behavior definition data 535...Skill action definition data 536...Additional parameter definition data 540…Ball effect definition data 542...Effect color definition data 544...Ability characteristic change definition data 546...Buff definition data 548…Debuff definition data 700...Play data 712...Player character control data 715...Type of action being performed 717…Applicable Ability Parameter Value List 718...Effect display control data 750…Ball control data 752…Ball keeping data 755...Ball effect control data 756... Release ability characteristic data 770…Influence behavior history data 771…Connected number 772…Continuous number 774...Continuous judgment condition data 776...Notification display control data 780...Influence parameter data 782…Cumulative parameter value 784...Additional parameter data 790...Reflection control history data 1000…Game System 1100...Server system 1500…Player terminal
Claims
1. A computer system for controlling the execution of a game in which a player operates N (N≧1) player characters to perform influencing actions that affect a target object and enjoy the game, comprising: A continuity determination means for determining a continuity of the influencing behavior; A difficulty level determination means for determining a difficulty level of the influence imparting action; a progress control means for controlling the progress of the game based on a determination result of the succession determination means and a determination result of the difficulty level determination means; A computer system comprising:
2. the progress control means controls the progress of the game based on at least a result of the determination by the succession determination means; The continuity determination means an individual success / failure determination means for determining whether a result of each of the influencing actions is successful; and determining continuity using a determination result of the individual success / failure determination means.
2. The computer system of claim 1.
3. the progress control means controls the progress of the game based on at least a result of the determination by the succession determination means; The continuity determination means determines whether or not new influence imparting actions are performed consecutively within a given time limit.
2. The computer system of claim 1.
4. The consecutive occurrence determination means sets a determination criterion for the time limit based on a consecutive number of occurrences.
4. The computer system of claim 3.
5. a time limit judgment criterion display control means for displaying the judgment criterion; The computer system of claim 4 further comprising:
6. the progress control means controls the progress of the game based on at least a result of the determination by the difficulty level determination means; the difficulty level determination means determines the difficulty level based on any one of the content of the influencing action, the position where the influencing action was performed, and the player character that performed the influencing action; 2. The computer system of claim 1.
7. the progress control means controls the progress of the game based on a determination result of the succession determination means and a determination result of the difficulty level determination means; the difficulty level determination means determines the difficulty level based on a distance of the player character between the influence giving actions before and after the influence giving actions determined to be consecutive by the consecutiveness determination means; 2. The computer system of claim 1.
8. The progress control means a parameter changing means for changing a parameter based on the determination result of the succession determination means and / or the determination result of the difficulty level determination means; and controlling the progress of the game based on the parameter.
2. The computer system of claim 1.
9. The parameter has at least one of an attribute item and a value item.
9. The computer system of claim 8.
10. an influence reflection control means for changing at least one of a moving speed, a state, a characteristic and a display form of the target object based on the parameter; The computer system of claim 8 further comprising:
11. a PC reflection control means for changing the ability and / or display form of the player character related to the new influencing action based on the parameters; The computer system of claim 8 further comprising:
12. The parameter includes at least an attribute item, the parameter changing means changes an attribute of the parameter based on the last performed influencing action or the player character related to the last performed influencing action; 10. The computer system of claim 9.
13. an influence reflection control means for changing at least one of the moving speed, state, characteristics and display form of the target object based on the attribute of the parameter; The computer system of claim 12 further comprising:
14. a PC reflection control means for changing the ability and / or display form of the player character related to the new influencing action based on the attribute of the parameter; The computer system of claim 12 further comprising:
15. the parameter change means changes the parameter based on a position where the influencing action was performed and / or a relative positional relationship between the influencing actions before and after the influencing action determined to be continuous by the continuity determination means; 9. The computer system of claim 8.
16. The game is a game with a set play time, the parameter changing means changes the parameter based on a timing during the game when the influencing action is performed; 9. The computer system of claim 8.
17. the parameter changing means changes the parameter based on a situation of the game at the time when the influencing action is performed; 9. The computer system of claim 8.
18. the target object is a ball; the game is a ball game in which the target object must reach a predetermined position, and an obstacle character that obstructs the object from reaching a predetermined position is present; an obstacle character reflection control means for changing the ability and / or display form of the obstacle character based on the parameters; The computer system of claim 8 further comprising:
19. A computer system is a program for controlling execution of a game in which a player operates N (N≧1) player characters to perform influencing actions that affect a target object and enjoy the game, A continuity determination means for determining the continuity of the influencing action; A difficulty level determination means for determining the difficulty level of the influencing action; a progress control means for controlling the progress of the game based on a determination result of the succession determination means and a determination result of the difficulty level determination means; A program for causing the computer system to function as the
20. A game execution control method in which a computer system controls execution of a game in which a player enjoys playing a game by controlling N (N≧1) player characters and performing influencing actions that affect a target object, comprising: a continuity determination step of determining a continuity of the influence action; a difficulty level determination step of determining a difficulty level of the influence imparting action; a progress control step of controlling progress of the game based on a determination result in the succession determination step and a determination result in the difficulty level determination step; A game execution control method comprising:
Citation Information
Patent Citations
Sports game program
JP2003175282A