Information processing program, information processing method, and information processing device

JP2025035530APending Publication Date: 2025-03-14KOEI TECMO GAMES CO LTD

Patent Information

Application Number
JP2023142600
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-01
Publication Date
2025-03-14

AI Technical Summary

Benefits of technology

【0021】 本開示によればプレイヤーキャラクターの所定の行動のみによりパラメータ値が変動する場合に較べて、パラメータ値が固定され難くすることができるゲームを提供することができる。

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Abstract

To provide an information processing program, an information processing method, and an information processing device cable of providing a game that can cause parameter values to be less fixed as compared with a case where parameter values are varied only by a predetermined action of a player character.SOLUTION: As control of parameter values on a character in a game, an information processing program executes control to change the parameter values according to at least one predetermined action of an action that the character performs and an action performed for the character in a range including a value smaller than a reference value and a value larger than the reference value, and change the parameter values to become close to the reference value with a lapse of time.SELECTED DRAWING: Figure 2
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Description

[Technical field]

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

[0002] 2. Description of the Related Art Conventionally, games are known in which a parameter value relating to a player character operated by a player is accumulated or consumed in accordance with the actions of the character.

[0003] An example of such a parameter value is a gauge value in a displayed gauge. For example, Patent Document 1 discloses a technique in which a predetermined amount of gauge value is accumulated in a gauge when a friendly unit attacks an enemy unit, and a predetermined amount of gauge value is consumed in the gauge when a coordinated attack function is activated, which allows friendly units to coordinate to attack an enemy unit. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2018-057568 A Summary of the Invention [Problem to be solved by the invention]

[0005] As described above, in a game in which parameter values ​​are accumulated or consumed according to the actions of a player character, if the player character does not perform any action, the parameter values ​​do not change and are fixed. If the parameter values ​​are fixed, for example, if the parameter values ​​are small, there is a problem that the player will never be able to play using the parameter values. On the other hand, if the parameter values ​​are large, the player will have a sense of security that the parameter values ​​can be consumed at any time, but there is a risk that the play will feel sluggish because there is no risk.

[0006] The present disclosure aims to provide an information processing program, an information processing method, and an information processing device that can provide a game in which parameter values ​​are less likely to be fixed compared to a case in which parameter values ​​fluctuate solely due to a specified action of a player character. [Means for solving the problem]

[0007] An information processing program according to a first aspect controls a parameter value related to a character in a game by varying the parameter value in a range including a value smaller than a reference value and a value larger than the reference value in response to at least one of a predetermined action performed by the character and an action performed against the character;

[0008] The computer is caused to execute a process of controlling the parameter value to change so as to approach the reference value over time.

[0009] The information processing program of the second aspect causes a computer to execute a process in the information processing program of the first aspect, in which, when the parameter value is smaller than the reference value and the consumption behavior, which is the specified behavior that decreases the parameter value, occurs, the parameter value is decreased and the increase in the parameter value with time is stopped for a first fixed period of time, or, when the parameter value is greater than the reference value and the accumulation behavior, which is the specified behavior that decreases the parameter value, occurs, the parameter value is increased and the decrease in the parameter value with time is stopped for a second fixed period of time.

[0010] The information processing program of the third aspect causes a computer to execute a process in the information processing program of the second aspect, which is to cancel the stop and start increasing the parameter value in accordance with the passage of time if the accumulation behavior occurs within the first fixed time after the parameter value is decreased, or to cancel the stop and start decreasing the parameter value in accordance with the passage of time if the consumption behavior occurs within the second fixed time after the parameter value is increased.

[0011] An information processing program of a fourth aspect is an information processing program of any one of the first to third aspects, which causes a computer to execute a process of strengthening a specified action performed by the character as a benefit for the character when the parameter value is greater than the reference value, and increasing the effect of the specified action as the parameter value increases.

[0012] An information processing program of a fifth aspect is an information processing program of any one of the first to third aspects, which, when the parameter value reaches an upper limit value, causes a computer to execute a process of strengthening the character for a predetermined period of time as a benefit for the character.

[0013] An information processing program of a sixth aspect is an information processing program of any one of the first to fifth aspects, which causes a computer to execute a process in which, when the character receives damage and the parameter value has reached a lower limit value, the character is rendered unable to act or has its abilities reduced for a predetermined period of time as a penalty to the character.

[0014] An information processing program of a seventh aspect is an information processing program of any one of the first to sixth aspects, which causes a computer to execute a process of changing upper and lower limit values ​​of parameter values ​​related to the character to values ​​closer to the reference values ​​when a predetermined condition is satisfied.

[0015] An information processing program of an eighth aspect is an information processing program of the seventh aspect, which causes a computer to execute a process of changing the upper limit and the lower limit of a parameter value related to the character to values ​​closer to the reference value, and if the value obtained by increasing the parameter value in response to the specified action performed by the character exceeds the changed upper limit, changing the upper limit to the value obtained by increasing the parameter value in response to the specified action, and changing the lower limit to a value away from the reference value by an amount equal to the amount by which the upper limit was changed.

[0016] An information processing program of a ninth aspect is an information processing program of any one of the first to eighth aspects, which causes a computer to execute a process of changing the parameter value to the reference value when a specific condition is satisfied.

[0017] An information processing program of a 10th aspect is an information processing program of any one of the 1st to 9th aspects, which causes a computer to execute a process of increasing the amount of increase in the parameter value in response to the specified action, the closer the parameter value is to the lower limit value.

[0018] An information processing program of an eleventh aspect, in an information processing program of any one of the first to tenth aspects, causes a computer to execute a process of displaying one display component that enables a player to determine whether the parameter value is greater than or smaller than the reference value.

[0019] In a twelfth aspect of the information processing method, a computer executes a process to control a parameter value related to a character in a game, changing the parameter value in accordance with at least one of a specified action performed by the character and an action performed against the character, within a range including values ​​smaller than a reference value and values ​​larger than the reference value, and controlling the parameter value to change toward the reference value over time.

[0020] An information processing device of a thirteenth aspect includes a processor, and the processor controls a parameter value related to a character in a game by changing the parameter value in response to at least one of a specified action performed by the character and an action performed against the character within a range including values ​​smaller than a reference value and values ​​larger than the reference value, and controls the parameter value to change toward the reference value over time. Effect of the Invention

[0021] According to the present disclosure, it is possible to provide a game in which parameter values ​​are less likely to become fixed, compared to a case in which parameter values ​​vary solely due to a predetermined action of the player character. [Brief description of the drawings]

[0022] [Figure 1] FIG. 2 is a block diagram showing an example of a hardware configuration of an information processing device. [Diagram 2] FIG. 13 is a diagram for explaining a range in which a parameter value is changed. [Diagram 3] FIG. 2 is a block diagram showing an example of a functional configuration of an information processing device. [Figure 4] FIG. 13 is a diagram showing an example of a gauge display. [Diagram 5] FIG. 13 is a diagram showing an example of a display mode of a gauge. [Figure 6] 13 is a flowchart showing an example of a first parameter value control process. [Figure 7] 11 is a diagram illustrating an example of information indicating whether a predetermined behavior is an accumulation behavior or a consumption behavior, and a correspondence relationship between the type of behavior and the amount of change in a parameter value. FIG. [Figure 8] 13 is a flowchart showing an example of a second parameter value control process. [Figure 9] 13A and 13B are diagrams for explaining examples of changing upper and lower limits. [Figure 10] FIG. 13 is a diagram for explaining an example in which a parameter value is changed to a reference value in one go. [Figure 11] FIG. 13 is a diagram showing a modified example of the gauge. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0023] Hereinafter, examples of embodiments for carrying out the technology of the present disclosure will be described in detail with reference to the drawings.

[0024] First, referring to FIG. 1, the hardware configuration of the information processing device 10 of the present embodiment will be described. The information processing device 10 is, for example, a home game machine, a portable game machine, an arcade game machine, a smartphone, a tablet terminal, a personal computer, or the like. In the present embodiment, an example in which a home game machine is applied as the information processing device 10 will be described as an example. The information processing device 10 is an example of a computer. In this embodiment, a "game" is a collection of activities and rules for playing or competing. A game is played, for example, by a player making full use of strategies and techniques to achieve a specific objective. A game is played to achieve various objectives, for example, a competitive objective such as winning, a combat objective such as defeating an enemy, an educational objective such as learning, and a narrative objective such as completing the progression of a scenario. A game may be in a competitive format or a non-competitive format.

[0025] 1, the information processing device 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a storage 14, an external I / F (Interface) 15, a communication I / F 16, and an input I / F 17. The CPU 11, the ROM 12, the RAM 13, the storage 14, the external I / F 15, the communication I / F 16, and the input I / F 17 are each connected to each other via a bus 20 so as to be able to communicate with each other.

[0026] The CPU 11 is a central processing unit that executes various programs and controls each part. The CPU 11 is an example of a processor. The ROM 12 stores various programs and various data. The RAM 13 temporarily stores programs or data as a working area. The storage 14 is composed of a storage device such as an HDD (Hard Disk Drive), an SSD (Solid State Drive), or a flash memory, and stores various programs and various data.

[0027] The external I / F 15 is an interface for connecting various external devices to the information processing device 10. In this embodiment, a recording medium 22, a speaker 23, and a display 24 are connected to the external I / F 15.

[0028] The recording medium 22 may be a compact disk read only memory (CD-ROM), a digital versatile disk read only memory (DVD-ROM), a universal serial bus (USB) memory, an SD memory card, or the like. The recording medium 22 stores an information processing program 30 for executing a predetermined game on the information processing device 10. The CPU 11 reads out the information processing program 30 from the recording medium 22 via the external I / F 15, and executes the information processing program 30 using the RAM 13 as a working area. Note that the information processing program 30 is not limited to being stored in the recording medium 22, and may be stored in advance in the storage 14, or may be downloadable to the information processing device 10 via the communication I / F 16.

[0029] Although not shown in FIG. 1, the recording medium 22 of this embodiment stores correspondence relationship information 50 (see FIG. 7), the details of which will be described later.

[0030] The speaker 23 outputs various sounds. The speaker 23 may be integrated with the information processing device 10, or may be integrated with the display 24. The display 24 is, for example, a liquid crystal display or an organic EL (Electro Luminescence) display, and displays various information. The display 24 may be integrated with a touch panel. Also, the display 24 may be integrated with the information processing device 10.

[0031] The communication I / F 16 is an interface for connecting the information processing device 10 to a network. For example, the communication I / F 16 uses a wired communication standard such as Ethernet (registered trademark) or FDDI (Fiber Distributed Data Interface), or a wireless communication standard such as 4G, 5G, or Wi-Fi (registered trademark).

[0032] The input I / F 17 is an interface for connecting the input device 25 to the information processing device 10. The input device 25 is a controller having operation buttons and directional keys, a mouse, a keyboard, etc., and is used for various inputs. A user operates the game using the input device 25. Operation information indicating the contents of the input operation performed by the user using the input device 25 is stored in the RAM 13. The input device 25 may be integrated with the information processing device 10. Also, the input device 25 may be detachable from the information processing device 10. Also, the number of the input devices 25 may be one or more. Also, the input device 25 may be a touch panel integrated with the display 24.

[0033] The information processing device 10 of the present embodiment provides a game in which a player character operated by a player, who is a user of the information processing device 10, in a virtual space in the game fights against another character not operated by the player. In this game, another character who will be a battle opponent is placed on the path along which the player character advances. The other character who will be a battle opponent may be a so-called NPC (Non Player Character) that is not operated by the player, may be a character operated by a player other than the player who operates the player character, or may be a combination of the character and an NPC. In this embodiment, as an example, a case in which the other character who will be a battle opponent is an NPC will be described as a "non-player character" below. In this embodiment, when the player character and the other character who will be a battle opponent are collectively referred to as a "character" without distinction, the character is a human, an animal, a robot, a machine, or a fictional creature that appears in the game, and the type of the character is not limited.

[0034] Furthermore, the information processing device 10 of the present embodiment controls parameter values ​​related to characters in a game. Examples of the parameter values ​​related to a character include the amount of resources required for the character to perform a predetermined action, and values ​​representing the character's status such as morale and physical strength.

[0035] The information processing device 10 controls parameter values ​​related to characters in a game by changing the parameter values ​​in response to at least one of a specified action performed by the character and an action performed against the character, and also changes the parameter values ​​in response to the passage of time.

[0036] As an example, the predetermined actions that change the parameter value include an accumulation action that accumulates a parameter value due to some factor and a consumption action that consumes a parameter value. When a character performs an accumulation action that accumulates a parameter value, the parameter value increases according to the accumulation action. Examples of the accumulation action that a character performs include attacking another character, casting a spell on another character, and using a specific item. Examples of the accumulation action that is performed on a character include being attacked by another character and being supported by another character. On the other hand, when a character performs a consumption action that consumes a parameter value, the parameter value decreases according to the consumption action. Examples of the consumption action that a character performs include guarding against or avoiding an attack by another character, performing a special attack that is different from the normal attack, and using a special magic that is different from the normal attack. Examples of the consumption action that is performed on a character include being attacked, being hit by a spell, and being caught in a set trap.

[0037] When the information processing device 10 changes the parameter value in response to a predetermined behavior, the information processing device 10 controls the parameter value to be changed in a range including a value smaller than the reference value and a value larger than the reference value. As shown in FIG. 2, in the present embodiment, the range in which the parameter value is changed includes an upper limit value, a lower limit value, and a reference value that is a value between the upper limit value and the lower limit value. For example, the reference value may be an intermediate value between the upper limit value and the lower limit value. FIG. 2 shows, as a specific example, a case in which the upper limit value is "+1000", the reference value is "0", and the lower limit value is "-1000". In the information processing device 10 of the present embodiment, as shown in FIG. 2, when an accumulation behavior is performed, the parameter value changes in a range from the lower limit value to the upper limit value beyond the reference value. On the other hand, when a consumption behavior is performed, the parameter value changes in a range from the upper limit value to the lower limit value beyond the reference value. In this way, when the parameter value is changed in response to a predetermined behavior, it is possible to change the parameter value beyond the reference value.

[0038] Moreover, the information processing device 10 controls the parameter value to change so as to approach the reference value as time passes. As shown in FIG. 2, the information processing device 10 of this embodiment changes the parameter value as time passes, so that when the parameter value is increased from a value smaller than the reference value, the parameter value approaches the reference value. Note that, regarding the increase in the parameter, the automatic increase in the parameter as time passes, regardless of the character's actions, is sometimes called "automatic increase". For example, when a parameter value smaller than the reference value increases, it automatically increases to the reference value as time passes. In this way, when a parameter value smaller than the reference value automatically increases, it does not exceed the reference value.

[0039] As shown in Fig. 2, when the parameter value is decreased from a value larger than a reference value as a change in the parameter value over time, the control device 10 changes the parameter value so as to approach the reference value. Note that the automatic decrease in a parameter over time, regardless of the character's actions, is sometimes referred to as "automatic decrease." For example, when a parameter value is decreased to a value larger than the reference value, the parameter value is automatically decreased to the reference value over time. In this way, when a parameter value larger than the reference value is automatically decreased, the parameter value does not exceed the reference value.

[0040] In this way, in the information processing device 10, when the parameter value changes due to an accumulation behavior or a consumption behavior, the change exceeds the reference value. On the other hand, when the parameter value changes over time, the change does not exceed the reference value.

[0041] Next, a functional configuration of the information processing device 10 will be described with reference to Fig. 3. As shown in Fig. 3, the information processing device 10 includes a first control unit 40, a second control unit 42, and an execution unit 44. The CPU 11 executes the information processing program 30 to function as the first control unit 40, the second control unit 42, and the execution unit 44.

[0042] The first control unit 40 controls the parameter value so as to change the parameter value in response to a predetermined action. When the character performs an accumulation action, the first control unit 40 changes the parameter value in a range from a lower limit value to an upper limit value. In addition, when an accumulation action occurs when the parameter value is greater than a reference value, the first control unit 40 of this embodiment increases the parameter value and stops the decrease (automatic decrease) of the parameter value to the reference value according to the passage of time for a certain period of time. As an example, the first control unit 40 stops the automatic decrease of the parameter value by instructing the second control unit 42 to stop the automatic decrease for a certain period of time. In addition, when a consumption action occurs by the character within the certain period of time during which the automatic decrease is stopped, the first control unit 40 cancels the stop of the automatic decrease and starts the automatic decrease. As an example, the first control unit 40 cancels the stop of the automatic decrease by instructing the second control unit 42 to cancel the stop of the automatic decrease.

[0043] On the other hand, when the character performs a consumption behavior, the first control unit 40 changes the parameter value in a range from the upper limit value to the lower limit value. In addition, when a consumption behavior occurs when the parameter value is smaller than the reference value, the first control unit 40 of this embodiment decreases the parameter value and also stops the increase (automatic increase) of the parameter value to the reference value according to the passage of time for a certain period of time. As an example, the first control unit 40 stops the automatic increase of the parameter value by instructing the second control unit 42 to stop the automatic increase for a certain period of time. In addition, when a character performs an accumulation behavior within the certain period of time during which the automatic increase is stopped, the first control unit 40 cancels the stop of the automatic increase and starts the automatic increase. As an example, the first control unit 40 cancels the stop of the automatic increase by instructing the second control unit 42 to cancel the stop of the automatic increase.

[0044] In addition, the amount of change in a parameter value caused by a specified action, specifically, the amount of a parameter value increased by a character's accumulation action and the amount of a parameter value decreased by a consumption action, can be a value according to the type of action, etc.

[0045] The second control unit 42 controls the parameter value to change so as to approach the reference value over time. As described above, when the parameter value is smaller than the reference value, the second control unit 42 controls the parameter value to increase over time within the range from the lower limit value to the reference value. Also, when the parameter value is larger than the reference value, the second control unit 42 controls the parameter value to decrease over time within the range from the upper limit value to the reference value. As an example, the second control unit 42 increases or decreases the parameter value by a predetermined amount every time a predetermined time elapses.

[0046] As described above, the second control unit 42 of this embodiment stops the automatic decrease of the parameter value in response to an instruction to stop the automatic decrease by the first control unit 40, and cancels the stop of the automatic decrease of the parameter value in response to an instruction to cancel the stop of the automatic decrease. Also, as described above, the second control unit 42 of this embodiment stops the automatic increase of the parameter value in response to an instruction to stop the automatic increase by the first control unit 40, and cancels the stop of the automatic increase of the parameter value in response to an instruction to cancel the stop of the automatic increase.

[0047] The execution unit 44 controls the display of various information on the display 24. In particular, the execution unit 44 displays one display component that allows the player to determine whether a parameter value is greater than or smaller than a reference value. Specifically, the execution unit 44 displays one gauge on the display 24 that allows the player to determine whether a parameter value is greater than or smaller than a reference value.

[0048] FIG. 4 shows an example of a gauge 70 that the execution unit 44 displays on the display 24. The gauge 70 shown in FIG. 4 includes a frame 70A, a reference line 70B, and a bar 70C. Both ends of the frame 70A correspond to the upper limit and lower limit of the parameter value. Specifically, in the frame 70A shown in FIG. 4, the right end corresponds to the upper limit, and the left end corresponds to the lower limit. In addition, a reference line 70B indicating the position of the reference value in the gauge 70 is provided between the right end and the left end of the frame 70A. One end of the bar 70C overlaps with the reference line 70B, and corresponds to the position indicating the reference value. Meanwhile, the position of the other end of 70C corresponds to the parameter value.

[0049] When the parameter value is the reference value (parameter value=reference value), the bar 70C does not extend and only the frame 70A is displayed, as shown in Fig. 4. When the parameter value is greater than the reference value, for example, when the reference value=0 as described above, the parameter value is a positive value, the bar 70C extends from the reference line 70B toward the right end of the frame 70A as shown in Fig. 4. On the other hand, when the parameter value is less than the reference value, for example, when the reference value=0 as described above, the parameter value is a negative value, the bar 70C extends from the reference line 70B toward the left end of the frame 70A as shown in Fig. 4.

[0050] Thus, according to the gauge 70 shown in FIG. 4, the player can determine whether the parameter value is greater or smaller than the reference value depending on whether the bar 70C extends to the left or right from the reference line 70B.

[0051] Moreover, an example of the display mode of the gauge 70 will be described with reference to Fig. 5. Fig. 5 shows an example in which there is one player character C1 and one non-player character N1.

[0052] The execution unit 44 displays a gauge indicating the vitality of the player character C1 in the display area 62 below the player character C1. When the gauge displayed in the display area 62 becomes empty (vital strength becomes 0), the player character C1 enters a dead state. In addition, the execution unit 44 displays a gauge 70 indicating a parameter value of the player character C1 in the display area 60 below the display area 62. In the example shown in FIG. 5, the gauge 70 indicating the parameter value of the player character C1 indicates that the parameter value is greater than a reference value.

[0053] Furthermore, the execution unit 44 displays a gauge 70 indicating the parameter value of the non-player character N1 in the display area 64 above the non-player character N1. In the example shown in FIG. 5, the gauge 70 indicating the parameter value of the non-player character N1 indicates that the parameter value is smaller than a reference value. Furthermore, the execution unit 44 displays a gauge indicating the vitality of the non-player character N1 in the display area 66 above the display area 64. When the gauge displayed in the display area 66 becomes empty (vital strength becomes 0), the non-player character N1 enters a dead state.

[0054] Furthermore, the execution unit 44 generates a benefit or a penalty for the character according to the parameter value. For this purpose, in the present embodiment, as an example, information (not shown) indicating the correspondence between the parameter value and the benefit or penalty to be generated is determined in advance, and the information is stored in the recording medium 22. The execution unit 44 generates a benefit or a penalty according to the parameter value controlled by the first control unit 40 and the second control unit 42, with reference to the above-mentioned information stored in the recording medium 22. As a benefit generated by the execution unit 44, for example, when the parameter value is greater than the reference value, the prescribed action performed by the character is strengthened, and the effect becomes greater as the parameter value becomes greater. As another example, as a benefit, when the parameter value reaches the upper limit, the character is strengthened for a predetermined time. On the other hand, as a penalty generated by the execution unit 44, for example, when the parameter value reaches the lower limit, the character is damaged by being attacked, being affected by a spell, being caught in a trap, or the like, and the character is rendered incapable of acting for a predetermined time or the character's abilities are reduced.

[0055] Next, the operation of the information processing device 10 will be described with reference to Fig. 6 and Fig. 8. When the CPU 11 executes the information processing program 30, a first parameter value control process shown in Fig. 6 and a second parameter value control process shown in Fig. 8 are executed.

[0056] First, the first parameter value control process shown in Fig. 6 will be described. In the first parameter value control process, the first control unit 40 performs control to change the parameter value in response to a predetermined action. As an example, the first parameter value control process of this embodiment is executed for each character whose parameter value is to be controlled. Also, the first parameter value control process is executed, for example, every time a predetermined action is performed.

[0057] In step S100 of Fig. 6, the first control unit 40 judges whether the predetermined behavior is an accumulation behavior. In this embodiment, information 50 (referred to as "correspondence information 50" in this embodiment) showing whether the predetermined behavior is an accumulation behavior or a consumption behavior, and the correspondence between the type of behavior and the amount of change in the parameter value, as shown in Fig. 7, is stored in the recording medium 22 and can be referenced by the first control unit 40. Therefore, the first control unit 40 judges whether the predetermined behavior is an accumulation behavior by referring to the correspondence information 50. If the predetermined behavior is an accumulation behavior, the judgment in step S100 is positive, and the process proceeds to step S102.

[0058] In step S102, the first control unit 40 adds a change amount according to the type of action to the parameter value. Specifically, the first control unit 40 refers to the correspondence information 50, acquires a change amount according to a predetermined type of action, and adds the acquired change amount to the current parameter value to acquire an added value.

[0059] In the next step S104, the first control unit 40 judges whether or not the added value obtained in the above step S102 is equal to or greater than the upper limit of the parameter value (additive value ≧ upper limit). If the added value is equal to or greater than the upper limit, the judgment in step S104 becomes positive, and the process proceeds to step S106. In step S106, the first control unit 40 sets the parameter value to the upper limit (parameter value = upper limit), and then proceeds to step S110.

[0060] On the other hand, if the additional value is smaller than the upper limit value in step S104, the determination in step S104 becomes negative, and the process proceeds to step S108. In step S108, the first control unit 40 sets the parameter value to the additional value (parameter value=additional value), and then proceeds to step S110.

[0061] In step S110, the first control unit 40 outputs an instruction to the execution unit 44 to update the display of the parameter value. Upon receiving the instruction, the execution unit 44 updates the position of the tip of the bar 70C in the displayed gauge 70 based on the instructed parameter value.

[0062] In the next step S112, the first control unit 40 determines whether or not the parameter value before the addition in step S102 is greater than the reference value (parameter value before addition>reference value). If the parameter value before the addition is equal to or less than the reference value, the determination in step S112 is negative, and the process proceeds to step S116. On the other hand, if the parameter value before the addition is greater than the reference value, the determination in step S112 is positive, and the process proceeds to step S114.

[0063] In step S114, the first control unit 40 outputs an instruction to the second control unit 42 to stop the automatic decrease of the parameter value. Upon receiving the instruction, the second control unit 42 stops the automatic decrease of the parameter value.

[0064] In the next step S116, the first control unit 40 determines whether the parameter value before the addition is smaller than the reference value (parameter value before the addition<reference value). If the parameter value before the addition is equal to or greater than the reference value, the determination in step S116 is negative. In this case, the first parameter value control process shown in FIG. 6 ends. On the other hand, if the parameter value before the addition is smaller than the reference value, the determination in step S116 is positive, and the process proceeds to step S118.

[0065] In step S118, the first control unit 40 determines whether the automatic increase of the parameter value is stopped. If the automatic increase of the parameter value by the second control unit 42 is not stopped, the determination in step S118 is negative. In this case, the first parameter value control process shown in FIG. 6 ends. On the other hand, if the automatic increase of the parameter value by the second control unit 42 is stopped in response to an instruction to stop the automatic increase output to the second control unit 42 by the process in step S134 described later, the determination in step S118 is positive, and the process proceeds to step S120.

[0066] In step S120, the first control unit 40 outputs an instruction to the second control unit 42 to cancel the stop of the automatic increase. Upon receiving the instruction, the second control unit 42 cancels the stop of the automatic increase of the parameter value based on the instruction, and starts the automatic increase of the parameter value. When the process of step S120 ends, the first parameter value control process shown in FIG. 6 ends.

[0067] On the other hand, in the above step S100, if the predetermined behavior is not an accumulation behavior, in other words, if the predetermined behavior is a consumption behavior, a negative determination is made, and the process proceeds to step S122. In step S122, the first control unit 40 subtracts a change amount according to the type of behavior from the parameter value. Specifically, the first control unit 40 refers to the correspondence information 50, acquires a change amount according to the type of the predetermined behavior, and subtracts the acquired change amount from the current parameter value to acquire a subtraction value.

[0068] In the next step S124, the first control unit 40 judges whether or not the subtraction value obtained in the above step S122 is equal to or less than the lower limit of the parameter value (subtraction value≦lower limit). If the subtraction value is equal to or less than the lower limit, the judgment in step S124 becomes positive, and the process proceeds to step S126. In step S126, the first control unit 40 sets the parameter value to the lower limit (parameter value=lower limit), and then proceeds to step S130.

[0069] On the other hand, if the subtraction value is greater than the lower limit value in step S124, the determination in step S124 is negative, and the process proceeds to step S128. In step S128, the first control unit 40 sets the parameter value to the subtraction value (parameter value=subtraction value), and then proceeds to step S130.

[0070] In step S130, the first control unit 40 outputs an instruction to the execution unit 44 to update the display of the parameter value. Upon receiving the instruction, the execution unit 44 updates the position of the tip of the bar 70C in the displayed gauge 70 based on the instructed parameter value.

[0071] In the next step S132, the first control unit 40 determines whether or not the parameter value before the subtraction in the above step S122 is smaller than the reference value (parameter value before subtraction<reference value). If the parameter value before subtraction is equal to or greater than the reference value, the determination in step S132 is negative, and the process proceeds to step S136. On the other hand, if the parameter value before subtraction is smaller than the reference value, the determination in step S132 is positive, and the process proceeds to step S134.

[0072] In step S134, the first control unit 40 outputs an instruction to the second control unit 42 to stop the automatic increase of the parameter value. Upon receiving the instruction, the second control unit 42 stops the automatic increase of the parameter value.

[0073] In the next step S136, the first control unit 40 determines whether or not the parameter value before the subtraction is greater than the reference value (parameter value before subtraction>reference value). If the parameter value before the subtraction is equal to or less than the reference value, the determination in step S136 is negative. In this case, the first parameter value control process shown in FIG. 6 ends. On the other hand, if the parameter value before the subtraction is greater than the reference value, the determination in step S136 is positive, and the process proceeds to step S138.

[0074] In step S138, the first control unit 40 determines whether or not the automatic decrease of the parameter value is stopped. If the automatic decrease of the parameter value by the second control unit 42 is not stopped, the determination in step S138 is negative. In this case, the first parameter value control process shown in FIG. 6 ends. On the other hand, if the automatic decrease of the parameter value by the second control unit 42 is stopped in response to the instruction to stop the automatic decrease output to the second control unit 42 by the process in step S114 described above, the determination in step S138 is positive, and the process proceeds to step S140.

[0075] In step S140, the first control unit 40 outputs an instruction to the second control unit 42 to cancel the stop of the automatic decrease. Upon receiving the instruction, the second control unit 42 cancels the stop of the automatic decrease of the parameter value based on the instruction, and starts the automatic decrease of the parameter value. When the process of step S140 ends, the first parameter value control process shown in FIG. 6 ends.

[0076] Next, the second parameter value control process shown in Fig. 8 will be described. In the second parameter value control process, the second control unit 42 performs control to change the parameter value according to the passage of time. As an example, the second parameter value control process of this embodiment is executed for each character whose parameter value is to be controlled. In addition, the second parameter value control process is executed, for example, when the game is started by the player.

[0077] In step S200 of Fig. 8, the second control unit 42 starts counting. As described above, the second control unit 42 increases or decreases the parameter value by a predetermined amount every time a predetermined time has elapsed. Therefore, the second control unit 42 starts counting to determine whether or not the predetermined time has elapsed.

[0078] In the next step S202, the second control unit 42 determines whether or not a predetermined time has elapsed based on the count. Until the predetermined time has elapsed, the determination in step S202 remains negative. On the other hand, when the predetermined time has elapsed, the determination in step S202 remains positive, and the process proceeds to step S204.

[0079] In step S204, the second control unit 42 determines whether the parameter value is the reference value (parameter value=reference value). If the parameter value is the reference value, the second control unit 42 does not change the parameter value. Therefore, if the determination in step S204 is a positive determination, the process proceeds to step S228. On the other hand, if the parameter value is not the reference value, the determination in step S204 is a negative determination, and the process proceeds to step S206.

[0080] In step S206, the second control unit 42 determines whether the parameter value is greater than the reference value (parameter value>reference value). If the parameter value is greater than the reference value, the determination in step S206 is positive, and the process proceeds to step S208.

[0081] In step S208, the second control unit 42 determines whether or not an instruction to stop the automatic decrease is being issued. As described above, when the parameter value is greater than the reference value, the first control unit 40 may issue an instruction to stop the automatic decrease (step S114 in FIG. 6). Therefore, the second control unit 42 determines whether or not an instruction to stop the automatic decrease is being issued in this manner. If an instruction to stop the automatic decrease is being issued, the determination in step S208 is positive, and the process proceeds to step S228. On the other hand, if an instruction to stop the automatic decrease is not being issued, the determination in step S208 is negative, and the process proceeds to step S210.

[0082] In step S210, the second control unit 42 subtracts a predetermined amount from the parameter value. Specifically, the second control unit 42 subtracts a predetermined amount, which is the amount of change over time, from the current parameter value to obtain a subtraction value.

[0083] In the next step S212, the second control unit 42 judges whether or not the subtraction value obtained in the above step S210 is smaller than the reference value (subtraction value<reference value). If the subtraction value is equal to or greater than the reference value, the judgment in step S212 is negative, and the process proceeds to step S214. In step S214, the second control unit 42 sets the parameter value to the subtraction value (parameter value=subtraction value), and then proceeds to step S226. On the other hand, if the subtraction value is smaller than the reference value, the judgment in step S212 is positive, and the process proceeds to step S224. In step S224, the second control unit 42 sets the parameter value to the reference value (parameter value=reference value), and then proceeds to step S226.

[0084] On the other hand, in step S206, if the parameter value is equal to or less than the reference value, a negative determination is made, and the process proceeds to step S216.

[0085] In step S216, the second control unit 42 determines whether or not an instruction to stop the automatic increase is being issued. As described above, when the parameter value is smaller than the reference value, the first control unit 40 may issue an instruction to stop the automatic increase (step S134 in FIG. 6). Therefore, the second control unit 42 determines whether or not an instruction to stop the automatic increase is being issued in this manner. If an instruction to stop the automatic increase is being issued, the determination in step S216 is positive, and the process proceeds to step S228. On the other hand, if an instruction to stop the automatic increase is not being issued, the determination in step S216 is negative, and the process proceeds to step S218.

[0086] In step S218, the second control unit 42 adds a predetermined amount to the parameter value. Specifically, the second control unit 42 adds a predetermined amount, which is the amount of change over time, to the current parameter value to obtain an added value.

[0087] In the next step S220, the second control unit 42 judges whether or not the added value obtained in the above step S218 is greater than the reference value (additive value>reference value). If the added value is equal to or less than the reference value, the judgment in step S220 is negative, and the process proceeds to step S222. In step S222, the second control unit 42 sets the parameter value to the added value (parameter value=additive value), and then proceeds to step S226. On the other hand, if the added value is greater than the reference value, the judgment in step S220 is positive, and the process proceeds to step S224, and as described above, the second control unit 42 sets the parameter value to the reference value, and then proceeds to step S226.

[0088] In step S226, the second control unit 42 outputs an instruction to the execution unit 44 to update the display of the parameter value. Upon receiving the instruction, the execution unit 44 updates the position of the tip of the bar 70C in the displayed gauge 70 based on the instructed parameter value.

[0089] In the next step S228, the second control unit 42 determines whether or not to end the second parameter value control process shown in Fig. 8. If a predetermined end condition is satisfied, the second control unit 42 determines to end the second parameter value control process shown in Fig. 8. An example of the predetermined end condition is when the player ends the game. If the predetermined end condition is not satisfied, the determination in step S228 is negative, and the process returns to step S202, and the processes in steps S202 to S226 are repeated. On the other hand, if the predetermined end condition is satisfied, the determination in step S228 is positive, and the process proceeds to step S230.

[0090] In step S230, the second control section 42 stops the counting that was started in the above step S200. When the process of step S230 ends, the second parameter value control process shown in FIG.

[0091] As described above, the information processing device 10 of this embodiment controls the parameter value related to the character in the game by controlling the first control unit 40 to change the parameter value in accordance with at least one of a predetermined action of the action performed by the character and an action performed on the character, within a range including a value smaller than a reference value and a value larger than the reference value. When the first control unit 40 changes the parameter value in accordance with a predetermined action, the parameter value can change beyond the reference value. Also, the second control unit 42 controls the parameter value to change so as to approach the reference value over time. When the second control unit 42 decreases the parameter value from a value larger than the reference value over time, the parameter value can change to the reference value. Therefore, in this case, the parameter value does not change beyond the reference value. On the other hand, when the second control unit 42 increases the parameter value from a value smaller than the reference value over time, the parameter value can change to the reference value. Therefore, in this case, the parameter value also does not change beyond the reference value.

[0092] In this way, in the information processing device 10 of the present embodiment, even if a predetermined action is not performed, the parameter value fluctuates, so that the parameter value is less likely to be fixed to a value other than the reference value. Unlike the information processing device 10 of the present embodiment, for example, if the parameter value is fixed in a low state, it is difficult to play by consuming the parameter value. This may lower the player's motivation for the game. Also, for example, if the parameter value is fixed in a high state, there is little risk that the parameter value cannot be consumed. This may cause the play to feel sluggish, which may lower the player's motivation for the game. In either case, in the information processing device 10 of the present embodiment, since the parameter value is less likely to be fixed as described above, it is possible to suppress the player's motivation for the game from decreasing.

[0093] Furthermore, in the information processing device 10 of the present embodiment, the parameter value can be prevented from being fixed, compared to the case where the parameter value varies to the upper limit and lower limit values ​​over time. Unlike the information processing device 10 of the present embodiment, in the case where the parameter value varies to the upper limit and lower limit values ​​over time, if the character does not perform a predetermined action, the parameter value is fixed to the lower limit or upper limit. When the parameter value maintains the lower limit, there is a problem that play that consumes the parameter value is not possible. On the other hand, when the parameter value maintains the upper limit, there is a problem that play that consumes the parameter value is not encouraged. To address such a problem, in the information processing device 10 of the present embodiment, as described above, it is possible to make it difficult for the parameter value to be fixed to the upper limit and lower limit.

[0094] In addition, in the information processing device 10 of the present embodiment, when the parameter value is decreased from a value larger than the reference value as time passes, unlike the case where the parameter value is changed to the lower limit value in the same manner as the change in response to a predetermined action, the parameter value does not become the lower limit value even if it decreases as time passes. Therefore, in the information processing device 10 of the present embodiment, the parameter value that can be consumed by the predetermined action remains, so that play in which the parameter value can be consumed can be guaranteed. As a result, in the information processing device 10 of the present embodiment, it is possible to further suppress a decrease in the motivation of the player for the game. In addition, in the information processing device 10 of the present embodiment, when the parameter value is increased from a value smaller than the reference value as time passes, unlike the case where the parameter value is changed to the upper limit value in the same manner as the change in response to a predetermined action, even if the parameter increases as time passes, it does not become the upper limit value. Therefore, in the information processing device 10 of the present embodiment, the parameter value cannot be maintained at the upper limit value, and the closer the parameter value is to the upper limit value, the more advantageous it is for the player to consume it before it decreases with time. As a result, in the information processing device 10 of the present embodiment, it is possible to actively encourage the player to take the predetermined action.

[0095] In the above embodiment, the upper and lower limit values ​​of the parameter values ​​may be variable. For example, when a special attack is received from another character, at least one of the upper and lower limit values ​​of the parameter values ​​may be changed to a position closer to the reference value. Also, for example, when a special attack is performed on another character, at least one of the upper and lower limit values ​​of the parameter values ​​may be changed to a position farther away from the reference value.

[0096] Also, for example, when a predetermined condition is satisfied, the upper limit and lower limit of the parameter value related to the character may be changed to values ​​closer to the reference value. For example, when the characters include a first character and a second character, the predetermined condition may be that the first character performs a specific action. In this case, the upper limit and lower limit of the parameter value related to the second character may be changed to values ​​closer to the reference value according to the specific action of the first character. Furthermore, after the upper limit and lower limit are changed, if the value obtained by increasing the parameter value according to the specific action performed by the second character exceeds the upper limit, the upper limit may be changed to the value obtained by increasing the parameter value according to the specific action. In this case, the lower limit may be changed to a value away from the reference value by the same amount as the change amount of the upper limit. A specific example of this case will be described with reference to FIG. 9.

[0097] 9 shows an example of changing the upper and lower limit values ​​in an example of a form in which the upper limit value of a parameter value for a non-player character N1, which is an example of a second character, is changed in response to a specific action of a player character C1, which is an example of a first character. In this case, the specific action may be, as described above, when a special attack is performed on the non-player character N1, when a special magic is cast on the non-player character N1, when a special item is used on the non-player character N1, etc.

[0098] The CPU 11 changes the upper limit of the parameter value to a value closer to the reference value in response to a specific action of the player character C1. In addition, in accordance with the change in the upper limit, the CPU 11 changes the lower limit of the parameter value to a value closer to the reference value, similar to the change amount of the upper limit. For example, as shown in Figures 9(A) and (B), if the upper limit of the parameter value is "+1000", the upper limit of the parameter value is changed to "800" and the lower limit to "-800". Note that the change amount of the upper limit and lower limit in this case can be a value according to the type of the specific action.

[0099] In this way, as the lower limit value approaches the reference value, the parameter value is more likely to reach the lower limit value, and therefore a demerit is more likely to occur. A specific action of the player character C1 can cause a demerit to the non-player character N1. Therefore, an incentive for the player character C1 to take a specific action can be generated.

[0100] After changing the upper and lower limit values ​​of the parameter value, the value of the parameter value increased by a predetermined action such as a special attack by the non-player character N1 against the player character C1 may exceed the changed upper limit value. For example, as shown in FIG. 9(B) and (C), when the parameter value is "+650" and the parameter value is increased by "200" as a result of performing a predetermined action, the increased parameter value becomes "+850". Therefore, the CPU 11 changes the upper limit value of the parameter value to "+850". Also, as shown in FIG. 9(D), the CPU 11 changes the lower limit value of the parameter value to "-850".

[0101] In this way, by moving the lower limit value away from the reference value, the parameter value is less likely to reach the lower limit value, so that a demerit is less likely to occur. A predetermined action of the non-player character N1 makes it less likely that a demerit will occur to the non-player character N1. Therefore, an incentive can be created for the player character C1 to take an action that prevents the non-player character N1 from taking the predetermined action.

[0102] In the above embodiment, an example of changing the upper limit and the lower limit of the parameter value has been described, but one of the upper limit and the lower limit may be changed. Also, at least one of the upper limit and the lower limit of the parameter value of the player may be changed according to a predetermined action performed by the player. Also, at least one of the upper limit and the lower limit may be changed beyond a default value in the game system.

[0103] Also, the method of changing the parameter value is not limited to the above. For example, when a specific condition is satisfied, the CPU 11 may change the parameter value from the current parameter value to a reference value. For example, as shown in FIG. 10(A), when a specific condition is satisfied, a parameter value that is greater than the reference value may be changed to the reference value in one go. By changing the parameter value in this way, for example, when a specific condition is met such as hitting the opponent with a special move, the parameter value of the opponent's character can be changed from a state greater than the reference value to the reference value in one go. Therefore, an incentive to challenge the special move can be generated.

[0104] On the other hand, for example, as shown in FIG. 10(B), when a specific condition is satisfied, a parameter value that is smaller than a reference value may be changed to the reference value all at once.

[0105] By changing the parameter value in this way, for example, when a specific condition is met, such as hitting an opponent with a special move, the parameter value of the player's own character can be instantly changed from a state smaller than the reference value to the reference value, thus creating an incentive for the player to attempt a special move.

[0106] In the above embodiment, the amount of change in the parameter value that is changed in response to the predetermined action may be varied depending on the parameter value. For example, one or more thresholds may be set for the parameter value, and a coefficient may be set for each threshold with respect to the amount of change in the parameter value that is changed in response to the predetermined action, and the first control unit 40 may change the parameter value to a value obtained by correcting the amount of change in the parameter value in response to the type of the predetermined action with the coefficient. As an example, the amount of increase in the parameter value when the parameter value is increased in response to the predetermined action may be increased as the parameter value approaches the lower limit value.

[0107] In the above embodiment, the parameter value has an upper limit and a lower limit. However, the parameter value may have at least one of the upper limit and the lower limit.

[0108] In the above embodiment, the reference value is set between the lower limit and the upper limit of the parameter value, but the setting of the reference value is not limited to the above embodiment. For example, the reference value may be set closer to the upper limit or the lower limit.

[0109] In the above embodiment, the gauge 70 may be displayed as a display component in which a display mode indicating that the parameter value is greater than the reference value and a display mode indicating that the parameter value is smaller than the reference value are integrated. In the above embodiment, the gauge 70 is described as having a linear shape, but the shape of the gauge 70 is not limited to a linear shape. For example, the gauge 70 may be circular, or may be like the gauge 70 shown in FIG. 11. The example shown in FIG. 11 shows a case where the parameter value is smaller (-400) than the reference value (0). The gauge 70 shown in FIG. 11 includes a frame 70A-1 and a reference line 70B-1 for representing a parameter value smaller than the reference value, and a frame 70A-2 and a reference line 70B-2 for representing a parameter value larger than the reference value.

[0110] Furthermore, the characters whose parameter values ​​are to be changed are not limited to those in the above embodiment. For example, only the parameter values ​​of the player character C1 operated by the player may be changed.

[0111] In the above embodiment, only the case where a parameter value smaller than the reference value increases over time has been described, but the parameter value may also decrease over time. When a parameter value smaller than the reference value decreases over time, the parameter value changes so as to move away from the reference value. On the other hand, when a parameter value larger than the reference value changes over time, only the case where the parameter value decreases has been described, but the parameter value may also increase over time. When a parameter value larger than the reference value increases over time, the parameter value changes so as to move away from the reference value.

[0112] In addition, various processes that the CPU 11 reads and executes software (programs) in the above embodiment may be executed by various processors other than the CPU. In this case, examples of the processor include a PLD (Programmable Logic Device) such as an FPGA (Field-Programmable Gate Array) whose circuit configuration can be changed after manufacture, and a dedicated electric circuit such as an ASIC (Application Specific Integrated Circuit) which is a processor having a circuit configuration designed exclusively for executing a specific process. In addition, the various processes may be executed by one of these various processors, or may be executed by a combination of two or more processors of the same or different types (for example, a plurality of FPGAs, a combination of a CPU and an FPGA, etc.). In addition, the hardware structure of these various processors is, more specifically, an electric circuit that combines circuit elements such as semiconductor elements. [Explanation of symbols]

[0113] 10. Information processing device 11 CPU 30 Information Processing Program 40 First control section 42 Second control section 44 Executive Department

Claims

1. To control the parameter values ​​of characters in a game, changing the parameter value in accordance with at least one of a predetermined action performed by the character and an action performed against the character, within a range including a value smaller than a reference value and a value larger than the reference value; The parameter value is controlled so as to change toward the reference value over time. An information processing program for causing a computer to execute processing.

2. When a consumption behavior, which is the predetermined behavior of decreasing a parameter value, occurs while the parameter value is smaller than the reference value, the parameter value is decreased, and an increase in the parameter value according to the passage of time is stopped for a first fixed period of time; Alternatively, when the parameter value is greater than the reference value and an accumulation action, which is the predetermined action of decreasing the parameter value, occurs, the parameter value is increased, and the decrease in the parameter value according to the passage of time is stopped for a second fixed period of time.

2. The information processing program according to claim 1, for causing a computer to execute the process.

3. If the accumulation behavior occurs within the first certain period of time after the parameter value is decreased, the suspension is released and an increase in the parameter value in accordance with the passage of time is started; Alternatively, if the consumption behavior occurs within the second certain period of time after the parameter value is increased, the suspension is released and a decrease in the parameter value in accordance with the passage of time is started.

3. The information processing program according to claim 2, for causing a computer to execute the process.

4. When the parameter value is greater than the reference value, a specific action performed by the character is strengthened as a benefit to the character, and the greater the parameter value, the greater the effect of the specific action.

2. The information processing program according to claim 1, for causing a computer to execute the process.

5. When the parameter value reaches the upper limit, the character is strengthened for a predetermined period of time as a special benefit to the character.

2. The information processing program according to claim 1, for causing a computer to execute the process.

6. When the parameter value reaches the lower limit and the character receives damage, the character is penalized by being unable to act or having reduced abilities for a predetermined period of time.

2. The information processing program according to claim 1, for causing a computer to execute the process.

7. When a predetermined condition is satisfied, the upper limit and the lower limit of the parameter value related to the character are changed to values ​​closer to the reference value.

2. The information processing program according to claim 1, for causing a computer to execute the process.

8. When the upper limit value and the lower limit value of the parameter value related to the character are changed to values ​​approaching the reference value, and then the value of the parameter value increased in response to the predetermined action performed by the character exceeds the changed upper limit value, changing the upper limit value to a value obtained by increasing the parameter value in response to the predetermined action; Furthermore, the lower limit value is changed to a value away from the reference value by the same amount as the change amount of the upper limit value.

8. The information processing program according to claim 7, for causing a computer to execute the process.

9. When a specific condition is satisfied, the parameter value is changed to the reference value.

2. The information processing program according to claim 1, for causing a computer to execute the process.

10. The closer the parameter value is to a lower limit value, the larger the amount of increase in the parameter value in response to the predetermined action.

2. The information processing program according to claim 1, for causing a computer to execute the process.

11. Displaying one display component that enables a player to determine whether the parameter value is greater than the reference value or less than the reference value. The information processing program according to any one of claims 1 to 10, for causing a computer to execute a process.

12. To control the parameter values ​​of characters in a game, changing the parameter value in accordance with at least one of a predetermined action performed by the character and an action performed against the character, within a range including a value smaller than a reference value and a value larger than the reference value; The parameter value is controlled so as to change toward the reference value over time. An information processing method in which processing is performed by a computer.

13. a processor, the processor comprising: To control the parameter values ​​of characters in a game, changing the parameter value in accordance with at least one of a predetermined action performed by the character and an action performed against the character, within a range including a value smaller than a reference value and a value larger than the reference value; The parameter value is controlled so as to change toward the reference value over time. Information processing device.

Citation Information

Patent Citations

  • Game program and recording medium

    JP2018057568A

Cited By

  • Program, game control method, game control system, and game control device

    JP7929473B1